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Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 - Discussion thread ~
Thread: ~ Heroes 6 - Discussion thread ~ This Super Thread is 525 pages long: 1 ... 12 13 14 15 16 ... 70 140 210 280 350 420 490 525 · «PREV / NEXT»
PhoenixFlare
PhoenixFlare


Hired Hero
Rebirth
posted October 10, 2010 07:03 AM

Quote:
Thanks a lot for all your posts on the subjects so far. I'll be doing things like this in future since it's way easier to collect feedback when there's direction provided for it. To Mike80D: These aren't so much questions as topics; an investigation into what is wanted.

On the subject of enemy turns, a possibility some of us suggested was including a lite version of ArcoMage (the wildly addictive minigame from Might and Magic VII and VIII) in between turns - though that was a more far-fetched example - and obviously we demanded the option to play in windowed mode. Most of us want simultaneous turns as well, but I don't know what their status is in H6.


ArcoMage! Please do!

On a sidenote, I don't know if it's going to be particularly taxing on performance or not, but in between turns, suppose if, say, the player has bought the Tavern and/or has access to Thieves' Guild, it would be interesting for the player to get a "daily" summary of certain events that may have happened, even rumors. For example:

[Tavernkeeper]: "The demon army has gotten stronger lately. Last
night, I heard a village was destroyed by a horde of fire-breathing three-headed dogs!"

[Bard]: "Behold, the <insert artifact name here>! Long thought lost to the world, the ancient relic is whispered into mine ears to have resurfaced, near to the sunken ruins of <insert name>! Beware, though, brave adventurers, for dangerous creatures lurk amongst the fallen foundations!"

Or something like that.

Also, if I remember correctly, random events can happen in Heroes III, which can possibly be reintegrated into Heroes VI to populate these rumors. (Well, of course, in addition to the events happening.)

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted October 10, 2010 10:59 AM

Arcomage is a brilliant idea. A great way to pass time between turns. I don't know how feasible it would be but you might allow the game to support flash based games. Then even if the person got bored of arcomage, he'd just have to grab a flash game off the net and play that between turns. Since they'd all be running on the person's own computer, there shouldn't be any problem for the rest of the players. Just throwing an idea there.

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odium
odium


Known Hero
posted October 10, 2010 01:05 PM

Guys, looking at the thread with artworks, there is one in particular over there: the image on the h6 t-shirt. I don't know what manner of creature is that. Can someone enlighten me?

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MattII
MattII


Legendary Hero
posted October 10, 2010 01:11 PM
Edited by MattII at 13:12, 10 Oct 2010.

As unlikely as it seems, that's the Phoenix. They're connected with the moon now, and those have turned silvery.

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admira
admira


Promising
Famous Hero
posted October 10, 2010 05:18 PM

During enemy's turn?
How about: Castle Build and Recruitment planning queue. It is like "planning" on your castle build and unit recruit during enemy turn, based on current resource you got or estimated resource in the next turn. The problem if the dwelling pool or the resource control is taken by the enemy the considered plan connected with the resource or dwelling has to be canceled or become invalid.

At the beginning of the player turn, you can execute (or choose) the valid "planning" you build during enemy turn. I can't predict how long this method may fasten the game, but it can be a good way to wait for your next turn, in the advance, if your planning has been executed, the only thing need to do left is moving your hero, during your turn. However you may not want to execute all the planning, and try to get resource in your Hero movement point and build other building, so the planning queue has to be flexible and contains detailed info as for number of resource etc.

my 2 cents, though

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Markkur
Markkur


Responsible
Supreme Hero
Now Playing - HoI3 TFH
posted October 10, 2010 06:27 PM

Quote:
Also, if I remember correctly, random events can happen in Heroes III, which can possibly be reintegrated into Heroes VI to populate these rumors. (Well, of course, in addition to the events happening


I am hoping The Devs have read all of Our posts about 'Random Events' and make that world-gameplay-crafting ability for our use in H6. The uses are manifold.

Hope you don't mind my underlining. <imo> We need this badly/goodly in the future.






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gibblets
gibblets


Adventuring Hero
Spontaneously Coherent Typist
posted October 10, 2010 08:31 PM

Speaking of random events, the return of the Pandoras Box artifact (be it in whatever name the devs want to give it) would be an excellent addition to us map makers.


I've had some more time to think about the Duel mode and how it could be bulked up and I've got some suggestions.

Siege mode should be an option for duels as well as possible tutorial modes for different game mechanics so the new players have less of a learning curve. (Hopefully less simplification of the game for the sake of an expanded market base) Also why not include specific fights that are 'challenges', much in the same vein of chess players giving each other puzzles to solve in a certain number of moves. A challenge mode could be excellent for the waiting period in between turns at the tavern. And seeing as how lots of ppl are getting obsessive with game achievements it could be arranged like that or even have a system like Worms Armageddon where you unlock harder and harder challenges as you progress up the ladder.


Since I've mentioned sieges I want to ask Cepheus what information can be released about the way sieges are going to work in Heroes 6. Because IMO the siege mechanics in the heroes series is on of the stalest parts of the game and definitely needs a breath of fresh air, especially considering everything new game engines can handle as opposed to heroes 2. It's a very good thing that creatures can attack walls now. However there is still lots of room for improvement, considering the new dynamic battlefields. Take a game like Lords of the Realm 2 (look up the sieges on youtube). That game had some good mechanics for a siege mode.  

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted October 10, 2010 09:19 PM

Quote:
Since I've mentioned sieges I want to ask Cepheus what information can be released about the way sieges are going to work in Heroes 6.


I do know that there is something to report on that matter but I'm not sure if I can report it yet, sorry.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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VokialBG
VokialBG

Hero of Order
First in line
posted October 10, 2010 09:33 PM
Edited by VokialBG at 21:34, 10 Oct 2010.

About the towns. How about defense mode for the cities. During your turn you can set your town on defense or normal mode. When defending you get some bonus to your town defences -c stronger walls and towers, more damage from the towers and bigger moat, but the gold/resources income is reduced for the days you spend in defense mode (gold and resources are needed for the better defending).

There can be even more town modes, like mode for war taxes - reduces the population, but increase the gold income, or war effort/mobilization  mode, where the population increase, but the gold is getting less, etc...

Also how about gambling at the tavern.

During enemy turn - spying maybe some hero type unit that can spy the enemy and sabotage him. There can be different types of something like half-hero units - gorevnors for the towns, spies, commanders (wog like), etc... that have special role or grand bonuses, or both.

About governors click here.
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MattII
MattII


Legendary Hero
posted October 10, 2010 11:05 PM

Nah, just make the defences scale better so that they don't become an after-thought in the later game. Oh, and who's bloody stupid idea was it to allow all creatures to damage walls, inshead of just the catapult and a few others?

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gibblets
gibblets


Adventuring Hero
Spontaneously Coherent Typist
posted October 11, 2010 05:22 AM

That's fine by me Cepheus, I'll wait patiently for the official news. I'm just glad that there IS something to report on sieges. However if I may ask another question or two of you.

1) In your opinion, would I react positively to this news.
2) Do you have any other topics you'd like to gather feedback on at this time?


What about bringing back the captains quarters that you could build to  defend your town if you had no hero in the garrison slot in Heroes 2. And have his/her abilities in the combat screen reflect town development. It could be linked to the special buildings that each town can build or structures that provide your heroes with +1 attack skill may also grant a secondary skill to the captain like Battle Frenzy or Cold Steel.

Is the anymore information on how placing ranged creatures in the Castles walls work. I assume if the tower is destroyed your creatures die, but is it mandatory to have a ranged stack in the towers in order for them to shoot.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted October 11, 2010 08:43 AM
Edited by Nelgirith at 08:44, 11 Oct 2010.

Quote:
I assume if the tower is destroyed your creatures die, but is it mandatory to have a ranged stack in the towers in order for them to shoot.

Yes and No. It was already answered by Ubisoft

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Elvin
Elvin


Admirable
Omnipresent Hero
Warm and fuzzy
posted October 11, 2010 09:54 AM
Edited by Elvin at 09:58, 11 Oct 2010.

Quote:
Oh, and who's bloody stupid idea was it to allow all creatures to damage walls, inshead of just the catapult and a few others?

If they are a lot less effective at it it shouldn't matter too much. It is certainly no less realistic than an army without fliers, ranged and their catapult destroyed being unable to siege a castle defended by one peasant. Age of wonders had units that could destroy walls, others that could climb them and it worked well. Ofc if I saw an archer or a knife wielder take down a stone wall in heroes, now that would be silly.

Quote:
I assume if the tower is destroyed your creatures die, but is it mandatory to have a ranged stack in the towers in order for them to shoot.

Yes and No. It was already answered by Ubisoft

I can already see the reactions of the defender when the catapult manages to hit the tower.


____________
Good design isn't more expensive, bad design is.
-Vitirr

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MattII
MattII


Legendary Hero
posted October 11, 2010 09:18 PM

Quote:
If they are a lot less effective at it it shouldn't matter too much. It is certainly no less realistic than an army without fliers, ranged and their catapult destroyed being unable to siege a castle defended by one peasant.
Catapults are tough, it's a good bet it's survived long enough to put at least one hole in the wall. Beyond this, it's a failing of the current system, and allowing any old creature to attack the walls is a really inelegant way to solve it.
Quote:
Age of wonders had units that could destroy walls, others that could climb them and it worked well. Ofc if I saw an archer or a knife wielder take down a stone wall in heroes, now that would be silly.
I do believe this is actually what they're suggesting.

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markkur
markkur


Responsible
Supreme Hero
Now Playing - HoI3 TFH
posted October 13, 2010 06:12 PM

@Cepheas

Quote:
Quote:
A question for you. Does the A.I. still have that 3 set A.I. strategy (fighter,explorer,builder) approach that HoMM3 did? I mention this because it is a real drag making an elaborate map and having the A.I stuck on rush! You have to defeat the A.I on its terms and you've barely seen the map!



Quote:
We have no idea about this to be honest.


I 'stumbled' in to the answer. In the drop down of the map directory files, there is a player option box that is by default='BP random'. When I clicked on it there were more choices than three. No clue as to their effectiveness of course since I've just seen it for the first time

Make it great
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted October 13, 2010 06:22 PM

Quote:
1) In your opinion, would I react positively to this news.


Well, as with many H6 features so far, I really won't be able to make a call on that until it's revealed
It is (as far as I know) just a small thing and I think it will be welcome, but I don't know enough about it myself yet.

Quote:
2) Do you have any other topics you'd like to gather feedback on at this time?


Not yet, but rest assured I'll let you know when I do.

Quote:
In the drop down of the map directory files, there is a player option box that is by default='BP random'. When I clicked on it there were more choices than three.


I know the one you mean - we're just not sure yet if these preset AIs are in H6 or not.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Nairam
Nairam

Tavern Dweller
posted October 14, 2010 12:12 PM

Hello everybody! I'm new around here.
Just one question: isn't it possible that the 7th tier creature in Necro town to be "the Mother Namtaru, a powerfull avatar of the Spider Goddess", the creature brought back in the Silver Cities by Sveltana? (as stated in this inteview:  http://www.archangelcastle.com/h6_presentation_QAAC)

Here are some info about this legendary creature: http://en.wikipedia.org/wiki/Namtar

THX
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Elvin
Elvin


Admirable
Omnipresent Hero
Warm and fuzzy
posted October 14, 2010 12:13 PM

Hello there Yes, yes it is.
____________
Good design isn't more expensive, bad design is.
-Vitirr

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Nairam
Nairam

Tavern Dweller
posted October 14, 2010 12:27 PM

I knew it! That means that the flyer creature/(sphinx), would be an elite. i just can't wait to see the special abilities of that namtaru creature.
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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted October 14, 2010 12:54 PM

Quote:
I knew it! That means that the flyer creature/(sphinx), would be an elite. i just can't wait to see the special abilities of that namtaru creature.

I hope it will be the first ever Tier7/Champion Tier caster.
Almost all Tier7/Champion creatures so far have been melee powerhouses, exception being the Titan and to some extent the Cyclops.

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