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Heroes Community > Heroes 6 - The New Beginning > Thread: Heroes 6 campaigns: Necropolis walkthrough and questions
Thread: Heroes 6 campaigns: Necropolis walkthrough and questions This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
httassadar
httassadar


Adventuring Hero
posted January 12, 2012 01:03 AM

In map 3, I'm rather surprised and disappointed that Anna changed from loving to hating Uriel in one dialogue(approaching Miranda's castle), one sentence to be exact -- no cut scene, no any detailed story... She was helping him clear the demons a moment before

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undead_assault
undead_assault


Adventuring Hero
Armageddoning
posted January 14, 2012 02:07 PM

hmmm, I think the game should tell us the level cap for each map, I wasted several free level upgrades. Sigh...

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hobo2
hobo2


Promising
Known Hero
posted January 14, 2012 02:52 PM

Quote:
In map 3, I'm rather surprised and disappointed that Anna changed from loving to hating Uriel in one dialogue(approaching Miranda's castle), one sentence to be exact -- no cut scene, no any detailed story... She was helping him clear the demons a moment before


I think it's supposed to be implied storytelling or something. Uriel comes up and begins the dialog option with "It's the only way!" which implies that they had some sort of long argument already and we are only now coming into it, or that there is some other piece of dialog that got cut at some point where Uriel actually tells Anastasia what he intends to do.

Because what we are actually treated to is some backwards storytelling, in which first Uriel is objecting to Anastasia objecting to the plan that the player hasn't been told yet. It's either some sloppy editing or an overly ambitious attempt at implied narrative.
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MadArtas
MadArtas

Tavern Dweller
posted January 19, 2012 06:54 PM

Bugged 4th Necropolis mission - cant start final campaign

Hi, this is my first post here in the Forums, so: Welcome everybody!

Now to business: I somehow cant finish the undead campaign correctly.

I play the game in Offline-Mode, cause i like playing maps on trains without Hotspots and such.

So, I complete the 4th Necro-mission without problems.
But after the "Mission is finished"-Screen, when i click on 'End Game' and return to the campaign menu, the Mission isnt finished. Instead of a 'Begin the 4th Mission' Button theres a 'Continue Mission' Button in the Necro-Campaign, so i cant start the final campaign . I finished all other campaigns. The other 4 seem to have worked correctly. Anyone knows how to fix this?

I began the Necro-campaign before 1.2 and tried to finish it before and after 1.2 as well as after 1.2.1 always restarting the whole 4th Necro mission.

Hope you can help me.
Sincerely, MadArtas

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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted February 21, 2012 07:01 AM
Edited by Simpelicity at 07:02, 21 Feb 2012.

Hi y'all

I just got done uploading a playthrough of this campaign on Youtube (and I'm going to be doing the other ones too).

So far I was just adding everything into the one playlist, the one for the entire project, but I was wondering if it would be pertinent/interesting to maybe also create a playlist just for the campaign and link it here? Or maybe one per scenario maybe? Or none at all, nobody cares? (the answer could go for the other campaigns too)

The first map was done on normal, the other three on hard, and for now I'm intending to do the rest of the campaigns on hard. Also, that was done in less than 600 days, which might interest some other people having trouble with that achievement?

Y'all just let me know if you're interested, in any case.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted March 29, 2012 08:08 AM

I must say the Necro campaigns are very cool and the best compared to the others.....like Necro 2 with the dream-like world, no castles, just strategies and quick play!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 29, 2012 08:21 AM

Yeah they felt fulfilling.. The only problem was that you could defeat practically anything, just with vampire's out of time and mass agony(blood). Even epic armies under powerful heroes.
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted March 29, 2012 11:23 AM

True, the only map that gave some battle was necro3 where you had to fight Miranda whose also necro so all your skills in dark magic didn't apply against her (went magic blood so the curse of the netherworld was useless!)

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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted March 29, 2012 03:52 PM

Dunno 'bout Miranda bein' a problem, both on normal and hard she just rolled over from too many Fate Weavers for me. Had more problems on the second map on hard, although I don't think I was handling it very well.
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"You r the shakespeare of heroes vi, in every single battle i say: "he is gonna to loss"." - Cumulo88

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Obeliske
Obeliske

Tavern Dweller
posted August 26, 2012 01:49 AM

How do I respec during the campaign? Theres some things I learned from the third level are useless and I'd really like to be able to change them (Air elementals for Darkness for example)

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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted August 26, 2012 06:27 AM

Quote:
How do I respec during the campaign? Theres some things I learned from the third level are useless and I'd really like to be able to change them (Air elementals for Darkness for example)


Pretty sure you can't. You can probably restart the map you learned them on though, and learn different things. Haven't tried though.

Game should still be beatable though, even with a little trash skills. Not completely catastrophic if the build isn't ideal. Finished the campaigns on hard, and God knows I had awful builds for the first couple of heroes.
____________
"You r the shakespeare of heroes vi, in every single battle i say: "he is gonna to loss"." - Cumulo88

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dale
dale


Known Hero
posted February 17, 2013 06:34 AM

Ressurect bug?

I've just started playing HOMM6, and started with my favorite class -- necropolis.  I just finished the first map without too much trouble and really like what I see so far.  The combination of ressurect fallen troops and the telnet ability are quite nice.

I did notice what seems to be a bug.  I fought a big battle at the last castle and lost a lot of troops.  On my next turn, I saw that they could be ressurected from one of my other castles -- but decided to wait for two days until I could create that structure in the newly captured castle.   After I did that, they were gone -- having disappeared in only two days from when they first appeared.  I had to reload back a couple of days, resurect them in the previous castle and then teleport back to pick them up.

I'm aware that they are supposed to disappear in 3 (or more depending on the number of structures created) -- but they went away before that time had passed.
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Grey Beards of the world, Unite :-}}

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted February 17, 2013 08:41 AM
Edited by Nelgirith at 08:42, 17 Feb 2013.

Quote:
I've just started playing HOMM6, and started with my favorite class -- necropolis.  I just finished the first map without too much trouble and really like what I see so far.  The combination of ressurect fallen troops and the telnet ability are quite nice.

I did notice what seems to be a bug.  I fought a big battle at the last castle and lost a lot of troops.  On my next turn, I saw that they could be ressurected from one of my other castles -- but decided to wait for two days until I could create that structure in the newly captured castle.   After I did that, they were gone -- having disappeared in only two days from when they first appeared.  I had to reload back a couple of days, resurect them in the previous castle and then teleport back to pick them up.

I'm aware that they are supposed to disappear in 3 (or more depending on the number of structures created) -- but they went away before that time had passed.

Be careful. The timer is increased by 1 turn for each structure you have built before the units die. Adding a new building doesn't increase the timer of units that already died, which is logical.

Basically, you say that you lost your units in turn X, discovered that building in turn X+1 and waited 2 days. So you built the structure in turn X+3 and your creatures were lost.

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dale
dale


Known Hero
posted February 17, 2013 09:41 PM

Quote:
Be careful. The timer is increased by 1 turn for each structure you have built before the units die. Adding a new building doesn't increase the timer of units that already died, which is logical.

Basically, you say that you lost your units in turn X, discovered that building in turn X+1 and waited 2 days. So you built the structure in turn X+3 and your creatures were lost.


At the time I already had three such structures built, so I'd think that they should have lasted for five days, but instead they disappeared in two days.

Lesson is to be more careful in the future -- as it is, I am thankful for the automatic saves each day or I would have been severely messed up.
____________
Grey Beards of the world, Unite :-}}

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 09, 2013 08:47 PM
Edited by Mytical at 20:51, 09 Mar 2013.

My problem is..necropolipse is getting kinda boring.  I am on the 3rd map, slaughtering everything...and only a few things give me ANY challenge whatsoever (on hard).  In fact zero losses is not only cake to achieve, it is so routine it is getting old.  (Just don't try quick combat).  ((SPOILERS AHEAD))

Combat pretty much goes like this.  1st round, summon earth elemental right next to enemies.  Have Earth Elemental petrify either a) Most dangerous stack, or B) shooters that it is not blocking.  Round 2, drain life on earth elemental(or mass life drain if you prefer), so that it's natural regen and its life drain keeps it around for quite awhile, and keeps the enemy focused on it.  3rd round time stasis (or regen if time stasis is not needed..regen on the EE of course..because your regen stacks with it's regen).  Then either time stasis, or meditation (make sure enemy stacks survive long enough to use meditation.  It's gg, fight is over.

By map 3, you should be at least 15th level.  My build was regen, mass regen, life drain, mass life drain, stone skin, mass stone skin, Reinforcements I+II (which you really don't need after this, though if you have II you can always use it on your EE).  Time stasis, Summon EE, Meditation.  Beyond that you can put it where you like.  I went with movement abilities, probably should have went retaliation and maybe a puppet master for the really big fights.

Now EE's effectiveness drops if the stacks get too big (their petrification stops them for only one turn not 2), but that is ok..their job is to soak up damage, block shooters, and for sieges especially.

Heck for awhile I just left my ghouls at my starting town, as they were just sitting there twiddling their thumbs during fights.  Went with mostly range and split stack ghosts to go with necromancy to keep the losses to zero.

Now I won't say I didn't have losses.  Against the inferno main town (mass rain of fire), and against deleb (dang fireball and fleeing!).  However, with the eternal servitude place running..they didn't stay gone for long.

Heck even my level 10 mini heroes (1 that gives 2x liches, and another that brings reinforcements back and forth) were squashing the invading armies like bugs (because of ZERO permanent losses, fighting in MY town (so towers helped)..with minimum losses (which of course were hired right back right after the fight).  The major MAJOR issue is funds..on hard you are going to always be short of cash, so make sure your 2/lich per week hero is very market friendly.

The main thing you have to do is make sure you have the eternal servitude building built BEFORE tackling the main inferno town.  You will take losses here, unless for some reason you catch the hero out of town.

I got the base strategy from www.celestialheavens.com..and it works..very good.  I'll let you know what happens with the rest of the map (map 3) and the rest of the campaigns, but its gotten to the point that I don't really have to cast much (not even EE) to squash critters like bugs. Even mother breeders don't make me bat an eye now.

Think my next two levels will be agony/mass agony.  Not much use vs undead, but should speed up the slaughter quite nicely.
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natalka
natalka


Supreme Hero
Bad-mannered
posted March 09, 2013 11:20 PM
Edited by natalka at 23:25, 09 Mar 2013.

If your`re implying it gets boring with necro so is the case with every other magic faction after 15 lvl besides orcs. It is either this or casting fireballs, stone skin whatever..
Meditation is the problem it should give x% for a level ater lvl 15 so at level 30 you get 50 % mana. 50% mana each fight is very cheesy.

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dale
dale


Known Hero
posted March 10, 2013 12:18 AM

I played Necro first, then Haven, Sanctuary and now Inferno (on 2nd map).  I agree that of all of these, Necro was easiest.  I ended up with a similar technique -- summon dark elementals.  They have the advantabe that they can jump out & back, and get no retaliation from the stacks they hit.  

For some reason, my earth elementals have not been able to freeze other stacks in some cases.  Haven't figured that one out yet.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 10, 2013 12:36 AM

Having played the campaign before the out of time redesign, all I ever did was defend with vampires and let mass decay destroy everything. The spell was considerably weaker at the time but I had 60+ spellpower so.. If the going got tough I'd also use regeneration and maybe even petrification to keep them invulnerable while regeneration heals them.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 10, 2013 12:57 AM
Edited by Mytical at 01:00, 10 Mar 2013.

Quote:
If your`re implying it gets boring with necro so is the case with every other magic faction after 15 lvl besides orcs. It is either this or casting fireballs, stone skin whatever..
Meditation is the problem it should give x% for a level ater lvl 15 so at level 30 you get 50 % mana. 50% mana each fight is very cheesy.


Wouldn't help most of the time (on big battles it would).  Most of the time my mana bar never gets below 25%..even with the EE/life drain combo.  Er that is I never spend more then 25% (not even that honestly)
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natalka
natalka


Supreme Hero
Bad-mannered
posted March 10, 2013 12:12 PM

If there are a lot of battles per week mediation mana gain matters. If you had 400 mana for whole week you wouldn't cast all that spells and maybe try to play with as little as possible mana

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