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Heroes Community > Heroes 6 - The New Beginning > Thread: Should you convert castles in H6?
Thread: Should you convert castles in H6?
Bigpawz83
Bigpawz83


Hired Hero
posted February 01, 2014 12:03 PM

Should you convert castles in H6?

It seem when I get my castle with all creature dwellings, capitol, and walls.. my income per week is not enough to purchase the entire army in 1 day sitting in my castle, this especially gets worse when I acquire a 2nd castle after I convert it.

Should 2nd castles be left the way they are (if built up of course), and dedicate a 2nd hero to that castles creatures/area? or Converted to boost growth of everything?
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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 03, 2014 09:43 AM

I think it's better to convert them, since you then get creatures of the same faction. Otherwise, you'd end up getting a weird mumbo-jumbo of different faction creatures as you start replenishing losses. I can't comment on the playstyle of other players, but my armies tend to gravitate to my main hero, so getting creatures from multiple factions is detrimental to building up his or her army.

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Bigpawz83
Bigpawz83


Hired Hero
posted February 04, 2014 08:07 AM

Ok, I'd really like more opinions on this!

Question, is 1 champion creature from your faction and 1 champion creature from another faction that you've taken over better than 2 champion creatures of whatever you are playing against?

1 Fate weaver + 1 pitlord vs 2 Cyclops... per say

and then look at it again multiplied to a later game situation

5 fate weavers + 5 pitlords vs 10 Cyclops

THis goes for any combination
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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 04, 2014 09:57 AM
Edited by Maurice at 09:58, 04 Feb 2014.

Bigpawz83 said:
Ok, I'd really like more opinions on this!

Question, is 1 champion creature from your faction and 1 champion creature from another faction that you've taken over better than 2 champion creatures of whatever you are playing against?

1 Fate weaver + 1 pitlord vs 2 Cyclops... per say

and then look at it again multiplied to a later game situation

5 fate weavers + 5 pitlords vs 10 Cyclops

THis goes for any combination


If you fill all army slots with different creatures: no. If you take 5 Fate Weavers and 5 Pitlords, instead of 10 Cyclops and <something else>, then you lose out on whatever that <something else> could have been. Army slots are a resource too, after all.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted February 04, 2014 10:56 AM

I tend to think that H6's gameplay focuses pretty much around having ultra billion army of same faction with one super hero that teleports himself everywhere...

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flonembourg
flonembourg


Known Hero
posted February 04, 2014 11:23 AM

Galaad said:
I tend to think that H6's gameplay focuses pretty much around having ultra billion army of same faction with one super hero that teleports himself everywhere...


It's exactly what heroes 6 is all about!
There is no room for others strategies like mixing creatures, playing with 2 or three heroes...
problem is the racial gauge who don't work with others creatures than the ones of your town!
And also the morale penalty when you mix creatures... plus the other heroes that you buy don't benefit of the blood or tears path....

Heroes 6 it's a game with no replayability at all, because of these things ( and many others if you ask me).

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Bigpawz83
Bigpawz83


Hired Hero
posted February 04, 2014 12:51 PM

Bah! Big one man armies it is then
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted February 04, 2014 02:30 PM

flonembourg said:
Galaad said:
I tend to think that H6's gameplay focuses pretty much around having ultra billion army of same faction with one super hero that teleports himself everywhere...


It's exactly what heroes 6 is all about!
There is no room for others strategies like mixing creatures, playing with 2 or three heroes...
problem is the racial gauge who don't work with others creatures than the ones of your town!
And also the morale penalty when you mix creatures... plus the other heroes that you buy don't benefit of the blood or tears path....

Heroes 6 it's a game with no replayability at all, because of these things ( and many others if you ask me).

And this is exactly why I always say that racials should have less weight in the game. I like the idea of making each faction hero different, but they get to the point that they are counterproductive
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Snerf
Snerf

Tavern Dweller
posted March 06, 2014 12:41 AM

Is there any possible way at all, through the game, through cheats, through editors or anything, to disable CPU town conversions?

I can't even casually play this game with cpu opponents converting every town they take and turning the map into one giant homogeneous blob.

Thanks!
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xerox
xerox


Promising
Undefeatable Hero
posted March 06, 2014 01:24 AM

the game would have been better uf the hero could use his or hers racial skill on any creature in the army
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body and
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted March 06, 2014 09:58 AM

I always said that racials (in H5 & H6) are too restrictive, good to so someone else agrees
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted March 06, 2014 10:45 AM

Umm, are you kidding?

Think Necro: whether you play HoMM 5 or HoMM 6 - how is that supposed to work? In HoMM 5 you CAN raise stuff, leading an army of living - but what's the point? You also need a Necropolis to convert the living into undead. However, you can use some of your racial hero perks.
In HoMM 6 - would you really have a Necro leading an army of living beings and raise part of them? Because that's their racial skill.

What about GATING? You want to have Inferno heroes leading Orcs and gate more of them in?

What about Academy? Slapping artefacts on everyone? A nice little Initiative/Attack/Defense artie on Emeralds/Rainbows?

A RACIAL or FACTION ability is just that; it makes sense that it can be used only in connection with units of your race/faction.

If you want something different you need to design things differently, by making unique, faction-independent heroes with unique abilities usable on everyone. Of course, that will make Gating and Necromancy rather impractical, but you can't have everything, can you?

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Snerf
Snerf

Tavern Dweller
posted March 06, 2014 08:23 PM

Thanks, so no way to prevent the cpu in single player scenario (not campaign) maps from converting?

I just want to have fun mixing and matching troops even if it's not the most effective strategy.

Which would be fine, but I like to play very long games on the largest possible map size and I find one cpu tends to steamroll others and convert all the towns. Then when I take them over, I can't return them to the their original type.

Is there anyway to return towns to their original type? That would actually be a great middle ground solution...
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