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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Tribes of the East is out. ~ Discuss it here. ~
Thread: Heroes 5 Tribes of the East is out. ~ Discuss it here. ~ This thread is 64 pages long: 1 10 20 ... 23 24 25 26 27 ... 30 40 50 60 64 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 28, 2007 06:00 PM

The middle of the battlefield does not matter, if you plan ahead you won't have units there. I am aware of units that hit multiple stacks but that's not really the point, anyone would be hurt by that. Now you get the additional bonus of being protected by small fast units which is only vs certain factions but good to have.

I have no illusions, almost everyone will pick archmages by week 4 since 2 fireballs and a righteous magic have enough impact to have it skip its turns afterwards. The only REAL advantage they have is that the opponent cannot rely on artifacts like shield of crystal ice or bearhilde wraps to make them ineffective. And that's not something to rely on.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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dale
dale


Known Hero
posted October 29, 2007 05:15 AM

Quote:
Go to this tread and disguss the gold edition: clicky


Not interested in the complete edition, just the set of all three HOMM5 programs (in the USA).  I've finished all of the previous HOMM versions, and gave them away:-}}
____________
Grey Beards of the world, Unite :-}}

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Legendary_Hero
Legendary_Hero


Known Hero
Stronghold Warchief
posted October 29, 2007 09:36 AM

I always go for archmages i mean the fireball is almost always better unless you have over 60 battlemages.And vs high tiers they still suck.And if you find 2 parts of the Sar-issus set,split the archmages into 2 stacks and you have fireballs with over 500 damage.And 50 mana each.Just buy them mini-artifacts with initiative and there  will be no enemy's left.

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2ndHero
2ndHero


Famous Hero
Floppy Slayer
posted October 29, 2007 01:54 PM

Magnetism

Has anyone tried how Fireball with Ignite skill works with Magnetic Golems ? Do they get full HP in three rounds ?
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Help and suggestions needed here.

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elmek
elmek


Adventuring Hero
posted October 29, 2007 07:03 PM

Quote:
Has anyone tried how Fireball with Ignite skill works with Magnetic Golems ? Do they get full HP in three rounds ?


I tried and ignite kills magnetic golems, fireball itself did not.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 29, 2007 07:37 PM

That was not what I had in mind Three cheers for Nival!!!
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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barni1980
barni1980

Tavern Dweller
posted October 29, 2007 07:46 PM
Edited by barni1980 at 19:48, 29 Oct 2007.

I think i have the best early game tactic for Fortress:You pick the heroe Ingvar(specialized on Shieldguard)who receives ca.80 defenders at the beginning.First two rounds:you buy another heroe(ca.25 defenders) and you build and upgrade the defender's dwelling place.Than you will have in the second round ca.120 Shieldguards but your heroe is very weak at this point(attack:0+shieldguards attack:1)BUT you seperate the dwarfes in 7 group of creatures:6*1Shieldguard and 1*114 Shieldguards-this creature has the "enraged" ability!!If you attack an enemy with these troups you let to slaughter the 6*1 shieldguard troups and the 114 dwarfes will receive +6 attack which makes them extremely strong!!!I think it is the best way to beginn with Fortress!!
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2ndHero
2ndHero


Famous Hero
Floppy Slayer
posted October 30, 2007 02:49 PM

Quote:
Quote:
Has anyone tried how Fireball with Ignite skill works with Magnetic Golems ? Do they get full HP in three rounds ?


I tried and ignite kills magnetic golems, fireball itself did not.


Thanks for letting me know. Kinda stupid if they don't take damage from fireball but do take from Ignite.
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Help and suggestions needed here.

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olexus
olexus

Tavern Dweller
posted October 30, 2007 04:28 PM

So I guess I have to add my question to this convoluted thread with its hundreds of questions and answers all mingled together rather than having it neatly separated, fine... as the masters wish it to be...

does LAN/multiplayer work now?

Heroes 2 and 3 were such great multiplayer games. I enjoyed LAN multiplayer games with 3-4 players and it was great...

Then came Heroes 5 with desync problems and AI turns of 10-15 minutes.. unplayable.

Is this finally fixed in TotE? Anyone tried the largest map size yet and check the duration of AI turns? Or a multiplayer LAN game? Is it stable and runs reliable now?

I was never into campaigns and such. Heroes was always a multiplayer game for me. It has such great potential, races skills and units are awesome, just Nival/UBI made multiplayer a painful experience. I hope it didn't go down the drain again with TotE...


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elmek
elmek


Adventuring Hero
posted October 30, 2007 04:48 PM

Quote:
So I guess I have to add my question to this convoluted thread with its hundreds of questions and answers all mingled together rather than having it neatly separated, fine... as the masters wish it to be...

does LAN/multiplayer work now?

Heroes 2 and 3 were such great multiplayer games. I enjoyed LAN multiplayer games with 3-4 players and it was great...

Then came Heroes 5 with desync problems and AI turns of 10-15 minutes.. unplayable.

Is this finally fixed in TotE? Anyone tried the largest map size yet and check the duration of AI turns? Or a multiplayer LAN game? Is it stable and runs reliable now?

I was never into campaigns and such. Heroes was always a multiplayer game for me. It has such great potential, races skills and units are awesome, just Nival/UBI made multiplayer a painful experience. I hope it didn't go down the drain again with TotE...



I tried the impossible sized map and every AI turn still lasted 10 mins

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 30, 2007 06:24 PM

You need to head to the island in the northeast corner, you already have that town. From that town, go southeast and you'll find a patch of shore where you can summon a boat - you have to have at least one, since you made it to the island somehow in the first place .

If you don't know how to summon a boat, I suggest you buy a Talisman in any of your towns.

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grow
grow


Adventuring Hero
posted October 30, 2007 08:13 PM

do initiative artifacts stack or will your initiative just be increased by the best artifact your wearing?...

like 2 ring of speed = 40% ini' or 20% still?( for same exact art' )
and..
ring of speed/ring of celerity = 30% or 20%? ( for different art's )

someone mentioned something about them not stacking i think but i know they did in hof but dont know about tote?
havent played tote a whole lot yet really
____________
nothing is predictable
grow me

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kraken
kraken


Famous Hero
I just love being elemental
posted October 30, 2007 10:39 PM

You yhave to go to the most shore looking place on the map. I had troubles too,but I stood on that place and went as far as possible in the water to summon a boat
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Vini Vidi Vici

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 30, 2007 11:44 PM

The spot in your latest screenshot is exactly where you need to summon the boat. However, you need to be all the way as far into the water as you possibly can, before you can summon the boat. But the spell has always been that way.

Regarding +init artifacts, I believe different ones stack together, while identical ones only count once. So if you have the +20% ring and +10% ring, you'd effectively have +30% init, whereas with two +20% rings, you'd only have +20%.

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Legendary_Hero
Legendary_Hero


Known Hero
Stronghold Warchief
posted October 31, 2007 11:21 AM

No,two rings of speed stack it becomes 40% initiative i've tested it.And i have also tested the curesed ring it's the same,reduces luck by 4 if you have two rings

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 31, 2007 11:23 AM

Ok, that's cool .

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2ndHero
2ndHero


Famous Hero
Floppy Slayer
posted October 31, 2007 01:22 PM

Random artifacts

It's stupid when you get crappy artifacts when you pick the starting bonus. I was playing Windrose map with my friends and my friend got  
Ring of the Unrepentant as a starting artifact and he was a barbarian.
Later he got second Ring of the Unrepentant. Pretty useful. Or if you get Sextant of the sea elves in a map that doesnt have any water.
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Help and suggestions needed here.

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Legendary_Hero
Legendary_Hero


Known Hero
Stronghold Warchief
posted October 31, 2007 01:35 PM

Ring of Unrepentant is not bad for barbarian.Didn't you know that word of light damages creatures with raging blood,and the Curse of the Netherworld also damages them,stupid .Try it yourself if you don't trust me.

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Legendary_Hero
Legendary_Hero


Known Hero
Stronghold Warchief
posted October 31, 2007 01:38 PM

Probably because of their mixed blood .Their Human blood is vulnerable to COTN and their demon blood to Word of Light.That's still stupid by the way.

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2ndHero
2ndHero


Famous Hero
Floppy Slayer
posted October 31, 2007 02:49 PM

Quote:
Ring of Unrepentant is not bad for barbarian.Didn't you know that word of light damages creatures with raging blood,and the Curse of the Netherworld also damages them,stupid .Try it yourself if you don't trust me.


But still in the earlygame it's worthless because Windrose map has islands so you cant rush very effectively. And still two rings of the unrepetant dont give any extra bonuses, so quite bad luck to get two of them. Btw, I'm maybe sometimes stupid, but i know it.
And i wasnt sure that word of light and cotn affect orcs.
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Help and suggestions needed here.

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