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Heroes Community > Library of Enlightenment > Thread: The 8 skills of a hero
Thread: The 8 skills of a hero This thread is 30 pages long: 1 10 20 ... 22 23 24 25 26 ... 30 · «PREV / NEXT»
husham123
husham123


Famous Hero
Yes
posted April 13, 2015 11:30 PM

Thant said:

Wisdom without any magic schools? Not one?


Did I sayd with no magic schools ?
These are the skills I'd like to have. Noone asked what way.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted April 14, 2015 12:16 AM

husham123 said:
Thant said:

Wisdom without any magic schools? Not one?


Did I sayd with no magic schools ?
These are the skills I'd like to have. Noone asked what way.


You list 8 skills you'd like your Hero to have, out of 8 skillslots possible. It kinda comes with the number, you know?

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husham123
husham123


Famous Hero
Yes
posted April 14, 2015 10:25 AM

@Maurice
Sure, I list them, because I'd like to have.
But sure, if there were only 3 possible they probably were:

Leadership
Tactics
Diplomacy

and, again, I like them only as EXPERT level

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bloodsucker
bloodsucker


Legendary Hero
posted April 14, 2015 05:08 PM

@husham123
You know we all play WoG with neutrals always savage, right?
For me that shouldn't even be optional, if you can have something like this you don't need joinners.


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Maurice
Maurice

Hero of Order
Part of the furniture
posted April 14, 2015 07:14 PM

bloodsucker said:
@husham123
You know we all play WoG with neutrals always savage, right?


I'm not sure whom you mean when you say "we", but I have never used WoG .

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 14, 2015 07:23 PM

He choose this thread ad libitum, just to have the opportunity to brag about his army.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 14, 2015 07:54 PM

I wasn't talking about you. You aren't in center of all discussions, despite you trying hard.
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husham123
husham123


Famous Hero
Yes
posted April 14, 2015 09:52 PM

Sorry

____________
What the darn-diddily-doodily did you just say about me, you little witcharooney? I’ll have you know I graduated top of my class at Springfield Bible College, and I’ve been involved in numerous secret

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bloodsucker
bloodsucker


Legendary Hero
posted April 15, 2015 02:15 AM
Edited by bloodsucker at 02:40, 15 Apr 2015.

Maurice said:
I'm not sure whom you mean when you say "we", but I have never used WoG .


We - the ones who play WoG. Do you play WoG with neutrals agressivity lower then Savage? No, you never played WoG. So the statment is still true.

@Salamandre As a matter of fact, it was more to brag about my super henchman and show the faces of my new faction for Castle.
If you try it you will see those guys are there just for Commander and henchmen to have an audience, they almost never have a chance to act.
As you well know, "all battles can be won just by using Commander and henchmen", I'm using Woodmelon's Second Henchmen too.


P.S. And it shouldn't be here, it's WoG with "no skills limit" plugin.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted April 15, 2015 10:11 PM

Prefer classic H3 gameplay. Commander and henchmen are too powerful in late game.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 15, 2015 10:17 PM

Commander and henchmen are for sissies.
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bloodsucker
bloodsucker


Legendary Hero
posted April 16, 2015 12:08 AM
Edited by bloodsucker at 03:36, 16 Apr 2015.

Salamandre said:
Commander and henchmen are for sissies.


What can I say? I discovered WoG years after the release of Heroes IV. Commander is (for me) the Combat skilled hero we had in H4 and was absent from H III, I love them beyond reason.
Henchmen (I and II) I can relate to your opinion, Commander no. They are general Maximus from Gladiator, the one who stands in front, the one who takes the first blow. At this point I see a fight without a commander as having no "hero" at all.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 16, 2015 07:27 AM

Oh, I like too playing sometimes with commander, but indeed it is way to overpowered: commanders fast progression invalidate learning the good and valuable battle tactics, like lure stack, usage of battle obstacles, spells and so on. But I play with commanders only on the few chinese maps, mainly because they have also other genius ideas to offer. Not a single of my maps has commander or henchmen enabled.
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bloodsucker
bloodsucker


Legendary Hero
posted April 16, 2015 08:11 PM
Edited by bloodsucker at 20:17, 16 Apr 2015.

Salamandre said:
Not a single of my maps has commander or henchmen enabled.

I know, that's the main reason I tend to stay away from your maps. They are beautifull, they always have an amazing story (your talent for writing is as good as your drawing skills) but they have a very SoD oriented gameplay.

Salamandre said:
commanders fast progression invalidate learning the good and valuable battle tactics, like lure stack

Strange, if I understand what lure is, that's the main reason why I want to have Enchanters and Tactics early game, I use their clones to drive slow powerfull monsters like dendroids and golems back to their initial positions and away from my troops, to suck retaliation making them attack as close combat units or as a frontline to protect the real troops. Ok, this is only necessary cause I fight hundreds of level 10 neutrals early game (resulting from a mix of five times normal growth plus "AI always ace", plus "random hero" and the first two options I only have thanks to you).

And this is why I still think we need a discussion thread for strategies in WoG

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 16, 2015 08:18 PM

But SoD is the root and the muse of wog, if you ignore all SoD gorgeous tactics and go on pure slaughter as it happens with commanders, 1) you never learn, 2) you will always seek for more and more while the game can't handle neither high values, experience, levels, stacks.


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bloodsucker
bloodsucker


Legendary Hero
posted April 16, 2015 09:08 PM

Salamandre said:
But SoD is the root and the muse of wog, if you ignore all SoD gorgeous tactics and go on pure slaughter as it happens with commanders, 1) you never learn, 2) you will always seek for more and more while the game can't handle neither high values, experience, levels, stacks.

I agree, that's the reason why I made the thread "Only great player can make great maps" http://heroescommunity.com/viewthread.php3?TID=39989 you mocked so much.
Would you be able (if you wanted, something I believe you don't) to write a guide on "Methodology to create a good (WoG) map?"

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted April 16, 2015 09:17 PM

Just give your opponent a ridiculous amount of troops hoping they are somehow beatable, while watching frustrated players banging their heads against the wall trying to find out how to win your map
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 16, 2015 09:18 PM

There isn't any. But I think that the first condition would be "understanding and experience of vanilla game". For example, Fnord did a lot of wog maps, gorgeously scripted but boring as hell. The only good maps he did were those where Corribus wrote the story and asked for precise action. Or Corribus had long time experience with Heroes II mapmaking/playing. Thunk is a masterpiece.
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bloodsucker
bloodsucker


Legendary Hero
posted April 16, 2015 10:03 PM

LizardWarrior said:
Just give your opponent a ridiculous amount of troops hoping they are somehow beatable, while watching frustrated players banging their heads against the wall trying to find out how to win your map


In the map I'm making I have now 6 allied AI players (Inferno and Necropolis only), some (Necropolis) with grail in town. They have creatures with enchanced EA habilities and are starting with 800+ level eight troops and legions of level 5 and 6 and I've been playing it with BAI at 1000% (except Fly, TP and revealed obelisks) and is still beatable at Impossible level in less then a month, with thousands of battles won. First 10 to 20 battles (against neutrals) are hard, after that is human intelligence against high numbers, so easy it becomes unplayable. It needs something else...

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted April 16, 2015 10:23 PM

You could just go crazy on their abilities, like giving vamp lords unlimited retaliations, attack and return, give skeletons death gaze or life steal, enhance their stats, give them magic immunities (immunity to slow and everything will be a lot harder ), you could also make enemy heroes cast slow every turn, give them armorer and offense specialists and powerful artifacts. Eventually you could script battles with land mines and quicksand and some insane obstacles. It's easier to make something impossible than to beat something impossible
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