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Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 patch 1.2 - Discussion thread ~
Thread: ~ Heroes 6 patch 1.2 - Discussion thread ~ This thread is 30 pages long: 1 2 3 4 5 ... 10 20 ... 26 27 28 29 30 · «PREV / NEXT»
mike80d
mike80d


Famous Hero
Map Maker
posted December 05, 2011 08:03 PM

Quote:
See, I only ever played H5 on a Mac, so I never got to experience any of the expansions or the features they added (such as simultaneous turns, skill wheel, and alternate upgrades).  So for me, I don't miss those features because I never had them - I'm much more concerned about the lack of real town screens.

That said, now I have a PC - and a gaming PC, to boot - so I might be able to (someday, funds permitting) pick up H5 with the expansions and see what all the fuss is about.

Until that day, I'd much rather see an improvement to the UI and skill system (read: town screens and a better skill tree).


Good news for you sir!  Homm5 - Tribes of the East is a stand alone game.  You don't have to buy hammers of fate, etc.  

My honest opinion is that Homm5 original was almost unplayable, especially multiplayer.  Tribes of the East on the other hand is a MUCH better game than the original, and one that I think you'd immensely enjoy

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 05, 2011 08:30 PM
Edited by blizzardboy at 20:30, 05 Dec 2011.

Although ironically I think Fortress and Stronghold were the two most poorly designed factions of H5, although all of the other features and updates that came with it did indeed complete the game.
____________
"Folks, I don't trust children. They're here to replace us."

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xerox
xerox


Promising
Undefeatable Hero
posted December 05, 2011 09:08 PM

What? Imo H5 Stronghold was a very ery well made and original faction with them using Shouts instead of Magic, the Shattering skills and sacrifcing Goblins et cetera. I also really miss the Shaman and Pao-Kai from that faction.

Another thing Stronghold succeeded with was keeping H5s colorful graphics while looking serious at the same time.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted December 05, 2011 09:21 PM

Wait.  Wait wait wait.  Wait.

Wait.

Really?

...How did I miss that?

But wait (again) - you don't get any of the maps from H5 unless you have the vanilla game as well, right?

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 05, 2011 09:25 PM
Edited by Nocturnal at 21:27, 05 Dec 2011.

Quote:
Wait.  Wait wait wait.  Wait.

Wait.

Really?

...How did I miss that?

But wait (again) - you don't get any of the maps from H5 unless you have the vanilla game as well, right?


If with "map" you mean the campaigns, yes, you don't get them. But if you mean hot-seat maps, you get them all.

Question: As a hot debate is going on the tread I posted this question, it didn't get much attention. But I need some ideas, as I will start to compile the bug list for patch 1.2

The question is about area spells:

It seems strange to me that in this game, the area spells must be cast on an exactly open space contrary to what we usually see. What I mean is, say we have a 3x3 are spell. We can only cast that on a 3x3 area which has NO terrain obstecles in any tile.

Moreever you cannot squish the spells area in the corners of the battle map, to effect a 2x2 area only, the other tiles left outside of the battle map, which is something you can do on the majority, maybe all, of the strategy games.

Do you people think this is a bug, or an intentional thing?
____________

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mike80d
mike80d


Famous Hero
Map Maker
posted December 05, 2011 09:26 PM

Quote:
Wait.  Wait wait wait.  Wait.

Wait.

Really?

...How did I miss that?

But wait (again) - you don't get any of the maps from H5 unless you have the vanilla game as well, right?


It is indeed a stand alone game.  Buy it cheap now, and enjoy it for months!  I don't think you get the vanilla maps, but to be honest there are a lot of good player-made maps located on maps4heroes.com

With regards to Patch 1.2, I welcome the bug fixes with open arms, but also laughed when I saw the Cerebi change.  They're still going to be weak, and inferno will be subpar for the first 2/3 of a map.  I think they're rather good late in the game though... you just won't have any cerebi to fight with

Why they didn't nerf Necro is beyond me.  

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted December 05, 2011 09:48 PM

The vanilla maps can be downloaded.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted December 05, 2011 11:25 PM

Quote:
Oo are you sure of this ? I m currently replaying campaign scenarios that are based on farm (like inferno3 strongh3) just to check combat logs. I never ever have the lucky strike on harpies (on the effect I mean).


Yes, I am 100% sure. In fact, it happens so often, I am actually *counting* on them to get a lucky strike - much to my disappointment when they don't. And I didn't even boost the Destiny skill on my Heroes, so I really haven't got a clue why it seems to trigger for them for what seems more than 9 out of 10 times.

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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted December 05, 2011 11:50 PM

Not only can you download the heroes 5 vanilla and Hammers of fate campaigns (and maps), you can play them with Tribes mechanics and balances!

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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted December 06, 2011 01:06 AM

Interesting.  That might be worth investigating.

Although on Amazon, I just found a Heroes collection for $20 that includes every Heroes game (with expansions) up through H5.

The thing about spell area seems like a bug.  You should be able to overlap area spells with terrain obstacles.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted December 06, 2011 06:42 AM

Is this a Heroes 5 thread?

@Nocturnal -> I don'think it's a bug, but do wish that the 3x3 area for those spells to work should be able to do it anywhere on the battlefield regardless of obstacles or troops....sometimes you want to place the 3x3 spell in a particular strategic area but can't cos of some log...

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KingImp
KingImp


Famous Hero
posted December 08, 2011 06:04 PM

Quote:
Quote:
Guess I'll be revisiting that fight again. With Elvin being gone, is there no one else in the VIP circles that can convince them of this needed change?


Don't you worry, we've got you covered. I am very much around but regardless ceph is a lot more active than he shows Things look like they have been on a standstill for a while but this is actually very far from the truth, things are in motion and in a way I like all things considered.


That's good to know and once again thank you both for continuing the fight for us. Hopefully they'll come to their senses.

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Kivo
Kivo


Famous Hero
posted December 09, 2011 12:10 AM

Loads of u will probably disagree but I think that magic guilds should be back again. However not each faction would have a magic guild but haven for example could have a training ground where instead of learning spells ur hero could learn some other warcries, tactics etc. This would be very interesting in my opinion as you could think whether you want t5o get creatures first, or money or learn (extra) few skills/spells.

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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted December 09, 2011 06:21 AM
Edited by Aosaw at 06:23, 09 Dec 2011.

I think you'll find that more people agree with you than you realize, Kivo.  I definitely miss the mage guild - although it was frustrating in previous games when you built your level 5 guild and ended up with nothing but crap.

What they should have done, rather than giving everyone free reign to choose their spells manually, is make every spell (and, indeed, every skill) both useful and interesting - so that even though the selection was more or less random, you could make it work and still have fun with what you were given.

Instead, we've got a bunch of skills and spells that are both uninteresting and unimportant.  Seems kind of backward to me.

EDIT:  Or, here's an idea - let each level of the mage guild unlock a specific type of spell, and the level of the spell is determined by your hero's level (or level in a respective magic skill).  Say that the builder only gets to choose one spell of each spell level per spell type, so that you have to build multiple mage guilds to get maximum versatility, but you still have the ability to choose your spells by hand if you want to.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted December 09, 2011 06:44 AM

Cool idea, but this wouldn't really work with the way the skill/spell trees are at the moment....the point is to choose what you want, but there are multiple combinations....still though I always pick Lightning Bolt, might or magic.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted December 09, 2011 11:28 AM

Well, especially in H5 the thing was to combine the "results" of the radom Mage Guild with the skill/ability picks to make the most of it.
As soon as you can freely pick any part of this equation, randomness  any part doesn't make much sense anymore.
Nor does it make sense to "waste" resources for Mage Guilds, if there are Warcries as well, so that would have meant that magic heroes would have been somewhat more expensive to groom.

With the current system, what MIGHT have made sense were kind of Academies or Colleges: Tactics College, War College, Assault Training Grounds for the Tactics, Warcries and Assault Might schools and Elemental (Prime) Magic Academies as a prerequisite to gain access to the skills/spells of the corresponding school.

With the "right" costs for those this would have led to more specialized heroes - you wouldn't build your heroes, picking skills all through the school, but try to find the best compromise between cost-effectiveness and performance.

I'm not sure whether a somewhat revised skill system might have had the same effect, though, without the necessity of further buildings.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 09, 2011 02:30 PM

Quote:
The thing about spell area seems like a bug.  You should be able to overlap area spells with terrain obstacles.


can't you destroy obstacles in this game? maybe there was some kind of glitch when casting spells on them?

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forest001
forest001


Known Hero
posted December 09, 2011 03:04 PM

Quote:
Quote:
The thing about spell area seems like a bug.  You should be able to overlap area spells with terrain obstacles.


can't you destroy obstacles in this game? maybe there was some kind of glitch when casting spells on them?


not sure, but the description of armageddon says that it deals 1 structural damage to all obstacles

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 09, 2011 03:37 PM

It would deal damage to summoned obstacles.
____________
"Folks, I don't trust children. They're here to replace us."

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted December 09, 2011 03:41 PM

I'm glad a new patch is close to release.  I look forward to playing the game again.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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