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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 30 40 ... 43 44 45 46 47 ... 50 60 64 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 01, 2008 10:59 PM

Duel mode is not balanced but I can't say who is strong vs who. As for the creeps that's not gonna happen, their stack size increases by 10% per week but you gain more army from towns too. It's in your interest to attack and gain levels or your opponent will come knocking with a huge advantage.
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HeroeDome
HeroeDome

Tavern Dweller
posted April 01, 2008 11:44 PM

I do attack, but I often don't know who is going to come when. If I lost too many units fighting neutral creatures, and before next week an enemy army pops up, then I'm doomed.

Also, what is Heaven's training? There is "upgrade" and then there is "train". I can't train any of them, the button is black. Also, what is the difference between training and "upgrading"?

Lastly, do your own creatures grow in size like the neutral creatures?

Thanks.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 01, 2008 11:51 PM

Creeping is supposed to come with minimal to no casualties you just have to find the way with each faction. For instance with 1 fury and a good hero you can defeat lots of earth elementals week 1, or lots of titans on week 2 with a few stalkers. That's a blatant example but dungeon is not the only one with fast creeping.

Training 'upgrades' haven's human units into units of the next tier. So a peasant turns to archer, archer to footman, footman to priest(griffins don't count ) and priest to cavalier. The upgrade is archer to marksman for instance, same tier but improved.

Your unit stacks remain the same but each week you gain more troops in your dwellings and your town. The unit growth depends if you have fort, citadel(+50%) or castle(+100%).
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HeroeDome
HeroeDome

Tavern Dweller
posted April 02, 2008 01:34 AM

What are "dwellings"? I don't get any new units each month. Do you mean those that you have to purchase? Those are too few for me to fight with, I get like 12 crossbow man and 1 archangle a week.

Can you tell me what creeping is? Is that a "smart" way to deal with neutrals on the map so I can capture stuff quickly?

Thanks.
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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted April 02, 2008 01:43 AM

Creeping refers to fighting neutral stacks, and that mostly happens in the beginning of the game.
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HeroeDome
HeroeDome

Tavern Dweller
posted April 02, 2008 01:46 AM

Is there a guide to creeping?
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SoD
SoD

Tavern Dweller
posted April 04, 2008 04:27 PM

May I have a link please to download the original Heroes 5 campaing (I got only Tribes of the East.

And what difference does "Initiative" make? The lower it is the better?

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted April 04, 2008 04:56 PM

initiative = higher is better.  The higher your number the more often you go.

Just look in the modders workshop for campaigns...it's right on the front page.

____

Actually Elvin and Heroedome I think the cap for neutrals is much higher.  It was something to with an integer cutoff point...65,223? Smith_bd posted about it on the ubi forum.

Anyway play Isles of Terra (based on mm3 world map) and the numbers get pretty big because it's a big map and water-based.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 04, 2008 08:37 PM

Quote:
or lots of titans on week 2 with a few stalkers.


I kinda see the idea, but how powerful are your spells? I think an eldritch arrow deals around 60 damages at the beginning of the game, and it's not enough to deal with lots of titans I think, even if they need like 10 turns to kill all your stalkers (provided that the titans are in one stack)

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 04, 2008 08:49 PM

Fireball/wall and ignire is enough.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 04, 2008 09:08 PM

well, I made a duel hero based on that idea, and despite a weak army, he is totally awesome. I think you can expect to kill about 2 titans per fireball with a normal hero?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 04, 2008 09:20 PM

It's ignite that does most of the work, remember that it hits them every time they act and that they wait against invisible units  
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cerni
cerni

Tavern Dweller
posted April 14, 2008 08:04 AM
Edited by cerni at 08:05, 14 Apr 2008.

can u tell me how to solve [url=http://img230.imageshack.us/img230/5436/h5errgu0.jpg]this[/url] problem???

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NiKitA
NiKitA


Famous Hero
Meepo is underrated
posted April 24, 2008 05:00 AM

does 1 morale=1 initiative?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted April 24, 2008 10:42 PM

@NiKitA - No. 1 Morale is a seperate unit entirely to Initiative. It determines if the units next turn arrives 2x (or 1.5x, not sure) faster. It is not dependent on initiative, not vice-versa. However, the amount of base initiative affects how fast the unit takes its next turn according to ATB status.

Any questions?

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NiKitA
NiKitA


Famous Hero
Meepo is underrated
posted April 24, 2008 11:15 PM

So what u r sain is that if I have 0 morale+12 initiative and my enemy lowers my  morale by 3,it's initiative wuold become "2"?Did I get it right

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted April 24, 2008 11:41 PM

No. A morale penalty of -3 gives a 30% chances to skip a units turn and take it half a turn later. A morale bonus of 3 gives it a thirty percent chance to take that units intiative and find out how fast it would come if it had itself added by half. Equation: ATB bonus = initiative X 1.5. So, if a unit had an initiative of, say, 10. It spends its turn and has a morale bonus. This means its next turn comes as if it had 1.5x its initiatve, being 15, so its next turn comes that much faster. This does not affect the units base initiative: it stays constant. So, after this units next faster turn, if morale does not trigger again, its next turn comes as fast as 10 initiative gets it. If it does, a bonus of 1.5x (15) causes it to come that much faster again. However, the ATB value is tuned so that a unit can never take three turns back-to-back. However, it can take its turn twice in a row, but never three times in a row.

Any more questions? Its rather complicated. Its amazing how that all occurs within a couple seconds.

Note: I'm not sure of the true value of the morale bonus, whether its 1.5 for 2x faster. Please somebody verify this value. The AoH page has a broken link.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 24, 2008 11:52 PM

It's a 50% boost to the atb bar.
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NiKitA
NiKitA


Famous Hero
Meepo is underrated
posted April 25, 2008 02:18 AM

 ThanksNow I get it.
Can u tell me anything(probabilities,equations...)about luck
Is there some kind of link to thing like that

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted April 25, 2008 02:51 AM

Its link is down too on AoH.

Now, luck is quite simpler. After the damage is calculated, a thing occurs called a "luck roll". It determines whether a lucky/unlucky strike happens or not. The value of luck is the percent it will happen. A value of 1 gives you a 10% chance to score a lucky hit. A value of -1 gives you still a 10% chance, but to score an unlucky hit.

Now, a lucky hit doubles the amount of damage that was precalculated. An unlucky hit cuts it in half.

Thats all there is to luck. Nice and simple. Hated when playing against a level 30 Ranger.

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