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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: The aligment you don't like...
Thread: The aligment you don't like... This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
Kelly_Bundy
Kelly_Bundy

Disgraceful

posted December 04, 2002 11:56 PM

Life

Life

While order holds the terrible halflings, the Genies and Naga's make up for that!

Life only has the angel that got my eye, the other beings in that town aren't promising or fun to use.(Especially the Balliste)

So another count for life.
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emperorsly
emperorsly


Known Hero
Destroyer of Liver
posted December 05, 2002 09:52 AM

...don't hate life -- what if life will hate you back?

ballistae with their always-full-damage capability and mind spell immunity are one of the best rangers, and one of the best level 2 units. theyare somthing you find hard to siege a castle without, once youve tried it with them.  
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Ancubis
Ancubis

Disgraceful

posted December 05, 2002 10:52 AM

Life life life life life life life life life life life


I not only hate life in real, in this pathetic magicless, humanfull, slow, pathetic world.

But in games I also hate life... Humans just suck so much with their slow nature, no use of magic and love all around.

Things I hate!

And Ballista maybe is usefull to you guy above but it sucks in appearance I think bundy ment that....

I think that those machines should be like they were in homm3 and not spacefillers in towns that should hold paladins and Griffons....

Pathetic world..
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Hidden
Hidden

Tavern Dweller
posted December 05, 2002 10:52 AM

Quote:
You only need to be level 18 to be a GM-everything combat hero...
Anyone who defeated immortality potion-equipped GM combat heroes willing to share your experience here?


Best or worst allignment aren't absolute. It's possible to talk about allignment for particular map or type of maps.

Might is best or next to best on fast and rich maps. You need enough expierence to get level 11-12 in 10-12 days /you don't wanna spend time and expierence on archery beleave me... only in case u fight other might u can replace resistance with archery/, and you have to win the game or at least kill main opponent army during next 7-8 days :-) Otherwise later you can loose to strong tactician/magic hero with week 3 army. For example death knight (lev 10-12) and mage (lev 7-8 with teleport spell) with 20 vampires (u can get much more by the end of week 3)
easily kill that lev18 GM-everything combat hero in 2 rounds doesn't matter how much bottles he carries :-)


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Tc_Fear
Tc_Fear


Famous Hero
posted December 05, 2002 11:16 AM

yes hidden
and take whose 254789 bottles

I would love to see pach v2,89
with bottle limit
and vampires with weakness

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Medusa
Medusa


Famous Hero
Yeah, right
posted December 06, 2002 03:00 PM

Ok, so we again have temporaly results:
Order haters: 2
Life haters: 10
Death haters: 1
Nature haters: 2
Might haters: 4
Chaos haters: 5
You can see the results yourself....
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EvilLoynis
EvilLoynis


Famous Hero
The Dark Shadow
posted December 07, 2002 03:51 AM

There is a use for Life

I had a run in with a level 12 Barbarian hero ounce when I had a level 4 or 6 Priest.  My main hero had gotten captured by my stupidity in forgetting to use my Imortality potion.  I hadn't used it before the battle for him and I forgot too ounce the battle was on.  Anyway I had cast Regeneration on my hero and Martyr on my Squires ( my hero was protecting my Squires.) and I had about 150 of them.  I had them smacking his hero silly and just let my hero take there damage then when my hero was low I healed him.  at the same time my Squires haveing taken the away his retaliation I had 2 Crusaders also chopping at him, they also were protected with Martyr, eventually I stunned him at the right moment and got in the killing blows.

So there Life has it's good points.
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"I am both selfish and instictive.  I value nature and the world around me as means to an end as well as an end in itself; at best I ... too long to display...

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d_yang1
d_yang1

Tavern Dweller
posted December 08, 2002 06:42 AM

I think Nature is the worst.  Summoning has to be one of the worst skills in the game.  While the creature portal can provide waspworts, they're generally a pretty expensive lot.  unicorns are nothing special and you need more wood than a tommy lee home movie to get a ranger's guild.

Life is definitely boring but I usually do pretty well with them and always choose champions over angels.

But there's nothing better than having a death hero with grandmaster necromancy - vampires galore!

Quote:
I had a run in with a level 12 Barbarian hero ounce when I had a level 4 or 6 Priest.  My main hero had gotten captured by my stupidity in forgetting to use my Imortality potion.  I hadn't used it before the battle for him and I forgot too ounce the battle was on.  Anyway I had cast Regeneration on my hero and Martyr on my Squires ( my hero was protecting my Squires.) and I had about 150 of them.  I had them smacking his hero silly and just let my hero take there damage then when my hero was low I healed him.  at the same time my Squires haveing taken the away his retaliation I had 2 Crusaders also chopping at him, they also were protected with Martyr, eventually I stunned him at the right moment and got in the killing blows.

So there Life has it's good points.

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csarmi
csarmi


Supreme Hero
gets back
posted December 08, 2002 08:27 PM

Waspworts??

Have you ever heard of Water Elementals? Just give them a try and you'll love them.

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Thunder
Thunder


Responsible
Famous Hero
posted December 09, 2002 10:20 AM

My favourite alignments at the moment are Might and Nature. I dislike the Death most.

Might: Cyclops & Music & Berserkers & Thunderbirds & how so many people think (thought) that they are weak.  

Nature: Spells & Creature Portal & Stuff.

Death: Needs to be balanced down & Music.

Balance suggestions for Death: Citadel as a requirement for Vampires, Vampires defense skill dropped to 20 and Necromancy toned down (maybe GM Death Magic as a requirement for GM Necromancy).

Balance suggestions for Chaos: Increase the movement of Minotaurs.

Balance suggestions for Order: Drop the weekly growth of Genies to 5, Hypnotize lasts only for 2 rounds.

Balance suggestions for Might: Increase the growth of Ogre Magi to 7.

General balance suggestion: Increase the cost of Potions of Immortality to 3000-5000 gold.
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csarmi
csarmi


Supreme Hero
gets back
posted December 09, 2002 10:33 AM

Why do you want to make Might more powerful? They are already the most powerful!

Not that +1 Ogre Mage/week matters, just curious.

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Thunder
Thunder


Responsible
Famous Hero
posted December 09, 2002 10:39 AM
Edited By: Thunder on 9 Dec 2002

Well, you seriously think that Ogre Magi (as they are now) are a good choice? Lucky you then. And I don't see how raising the cost of Immortality Potions helps Might any.

If +1 for Ogre Magi is too much, well, then improve their movement or give them Dispel or Exorcism.

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Lich_King
Lich_King


Honorable
Supreme Hero
posted December 09, 2002 10:49 AM

WEll.....
In my opinion Might is the worst aligment for me... (yeah music too... ).

To Might: Need improve Ogres... Give them Cancelation or Dispell, or even Anti-Magic...

To Chaos: Need to improve Minotaurs: bring back morale bonus ! Allways : +5 !

To Death: Remove Bone Dragon's panic property to shooters !

To Nature: Add Gargantuan  to creature portal, Add spell "Summon Gargantuan"

To Life: Make new neutral units !

To Order: Decrease Genie's growth to 4. And make Nagas better. ex. Make them mechanical or give Magic Resistance.


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csarmi
csarmi


Supreme Hero
gets back
posted December 09, 2002 11:32 AM

Well, if you want to make all the changes together, that is another issue. You are right, it would hurt Might very much.

As for the Ogre Magi part, yes, I seriously think, that Ogre Mage is a good choice now, just the way it is now.

Let me see:

Cyclope have no use for me. The time I would build enough Cyclopes, I have a strong hero using the Zerks, Centaurs and Nomads to get XP fast. Ogre Mage is OK, since the BL spell is very good for me that time (and they seldom die, but even if they do, it is easy to replace them). Cyclops is also good at this point, but even the AI will target them and who wants to lose them? (so I must remove them for some battles).

But my most important unit at this stage is probably Zerk. Yes, they will die off in some days, but that time my hero is strong enough.

Several days later, my hero travels alone (a nomad with him to speed him up). Cyclopes are useless at this stage, but Ogre Mage can be used to cast a single BL.

Later I'll build up another might hero and a thief (for GM pathfinding). I won't slow down my army with those silly one-eyed beasts.

At the endfight, I think that my Ogre Magi will be much more useful than them Cyclopes. They are tough, they won't be blocked by a single spell, the enemy will target them less and they are spellcasters.

I am not saying that Ogre Mage is better in any case. Of course it is not. It depends on the map. But I think they have a fair chance to be used.

Another reason: they are cheap and easy to build (10 Crystal and Wrestling pits (or is it gems?) for Cyclope's Cave is just too much sometimes.

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Thunder
Thunder


Responsible
Famous Hero
posted December 09, 2002 02:23 PM
Edited By: Thunder on 9 Dec 2002

Cyclops will slow you down but Ogre Magi won't? Interesting point of view, but Cyclops have more adventure map movement than Ogre Magi.

I'm not going to talk about Barbarian rush strategy (if Immortality Potions cost 3000-5000 gold it isn't such a large issue), except that the barbarian rusher must be really cautious in the real battle or he can say goodbyes to his hero. At least, if the opponent knows how to time his attacks (and maybe the spell as well).

I pick Cyclops, not only because they can help me against neutrals, but also because they help in the end battles as well. They are what can kill the opposite heroes (I talk about Tactics heroes and spell casters here) in the first round.

First, even if you can block them Cyclops, I can also disengage them by attacking the blockers from the rear and the Cyclops are free to shoot again. Second, I usually divide my Cyclops to two stacks which makes them harder to disable through spells and blockers. Third, it is quite possible to have one of these in the end game (goodbye forgetfulness and other nasty spells): Mind Shield (Minor), Crystal of Memory (Treasure), Cape of Protection (Minor), Dispel, Exorcism or Anti-Magic. Fourth, I will have Tactics hero (maybe not if I try to barbarian rush). It is quite possible that my opponent has one as well. But that doesn't matter as the Tactics bonuses apply to the creatures only. This means that my Cyclops may be able to move before my opponents heroes can cast any spells.
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Agent00BLeRD
Agent00BLeRD


Adventuring Hero
posted December 09, 2002 03:25 PM

That is usually quite hard because with only a few mercenary camps and one or two emeralds, heroes easily become the fastest acting troops in an army. And cyclops are naturally slow, I think. But I'd still choose them over ogre magi any day.
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csarmi
csarmi


Supreme Hero
gets back
posted December 09, 2002 03:39 PM

I meant I will not place nor the Ogre Mage neither the Cyclopes into my army (only for the real battle).
But I can do the following: if needed, Ogre Magi will walk over the land in 1-3 unit stacks just to join my hero for a battle (cast BL and then maybe for taking a retal).
It is obvious that I cannot do this with Cyclopes.

I don't know what this strategy is called. BTW, making Immortality potions cost 3-5000 gold isn't a big issue - I seldom lose my hero in battle.
What you said about Cyclopes' use in endfight, that's true, but your Cyclope's won't move faster then a hero (no, just won't) and if you spend your time training a good tactician, you've already lost your game (you will be much slower against neutrals).

Anyways, I think I prefer this line-up:
Barbarian, Thief, Ogre Mage, Barbarian, Nomads, Behemoths, Centaur

As you can see, there is no place for 2 stacks of Cyclopes here.
But you might be right, sometimes it can be better to choose Cyclopes.

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Thunder
Thunder


Responsible
Famous Hero
posted December 09, 2002 08:02 PM
Edited By: Thunder on 9 Dec 2002

Tactics bonuses also includes the Leadership skill, which raises the morale and luck of creatures, only. If I get even little lucky in the start of battle, I may be able to kill my opposing heroes with my Cyclops. Or at least, force tough decisions to him.

Sure, heroes may have higher speed than Cyclops, but that depends on a lot of things. Like: Mercenary Camps, how many and how hard to reach they are in the map. Speed Potions, pretty rare potions. And Shrine of Speed, to which I will sure make a visit when I'm battling against tough enemy force and if able. There are some more (hero classes) that will increase the speed or morale of the hero, but most of them will increase the speed and morale of creatures as well). And, of course, it depends how high Tactics skill is. GM Tactics will increase the speed of creatures by 6 and movement by 5.

Csarmi, are you saying that you can take against a full enemy force (I'm not talking about neutrals or AI) even without losing your hero once when you are barbarian rushing?

Barbarian, Thief, Ogre Mage, Barbarian, Nomads, Behemoths, Centaur

I see places for Cyclops here. First, you won't likely have Ogre Magi (or don't want to have) when you have Cyclops. Second, I rather leave the Thief back (unless he has something useful). This alone allows me to divide the Cyclops.

My unit placement is usually (not nearly always) more like this (tight or loose formation):
1st row: Barbarian, Thunderbird, Harpies, Berserkers.
2nd row: Cyclops, Knight, Cyclops.

I get Barbarian from the start, and it helps me greatly in the beginning. If I get two, I may want to use the other Barbarian in different army (or for Barbarian rush purpose). Thunderbird, well there are maps where it is possible to have them in the second or even in the first week if you try hard enough. Harpies I choose over Nomads because and when I go for Thunderbirds. Berserkers I have found to be much more efficient than Centaurs, so I rather take them to the final battle (if I have to choose).

However, sometimes I will go for Nomads & Behemoths. But I would never choose Ogre Magi over Cyclops, even when using Barbarian rush tactic. If nothing else, Cyclops can protect my towns (and they protect them well if I manage to upgrade to Castle). Besides, if barbarian rush fails I'll be glad that I have chosen Cyclops than Ogre Magi. Also the defense, attack and health values are all lower for Ogre Magi than for Cyclops. Granted, they have higher growth rate but that alone isn't enough considering that they are slow as well.

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csarmi
csarmi


Supreme Hero
gets back
posted December 09, 2002 10:37 PM

Quote:
Tactics bonuses also includes the Leadership skill, which raises the morale and luck of creatures, only. If I get even little lucky in the start of battle, I may be able to kill my opposing heroes with my Cyclops. Or at least, force tough decisions to him.


That is nice, but I am afraid you will not be able to afford it. Tactics will not help you to take out Neutrals and AI and that shall slow you down. But I agree, it is nice to have.

Quote:

Sure, heroes may have higher speed than Cyclops, but that depends on a lot of things. Like: Mercenary Camps, how many and how hard to reach they are in the map. Speed Potions, pretty rare potions. And Shrine of Speed, to which I will sure make a visit when I'm battling against tough enemy force and if able. There are some more (hero classes) that will increase the speed or morale of the hero, but most of them will increase the speed and morale of creatures as well). And, of course, it depends how high Tactics skill is. GM Tactics will increase the speed of creatures by 6 and movement by 5.



This is all very true. Is it really 6/5? That's amazing then. I never had time to make a good tactician, mainly because the above reasons (not really useful against the AI).

Quote:

Csarmi, are you saying that you can take against a full enemy force (I'm not talking about neutrals or AI) even without losing your hero once when you are barbarian rushing?



I have to ask you again: what do you mean on Barbarian rush?

I would do it in an obvious way: my Barbarian takes out all neutrals easily (and very fast because of that thief). When I am strong enough, I just hit the enemy with everything I have.

So I meant that my Barbarian will go alone cleaning the map.

Quote:

Barbarian, Thief, Ogre Mage, Barbarian, Nomads, Behemoths, Centaur

I see places for Cyclops here. First, you won't likely have Ogre Magi (or don't want to have) when you have Cyclops. Second, I rather leave the Thief back (unless he has something useful). This alone allows me to divide the Cyclops.



The thief should be an assisting spell caster with enchanced arrows and other tricks. GM combat, GM Path, some magic. But he may be left out (depending on some factors).

Quote:

My unit placement is usually (not nearly always) more like this (tight or loose formation):
1st row: Barbarian, Thunderbird, Harpies, Berserkers.
2nd row: Cyclops, Knight, Cyclops.



This seem to be very strong.

Quote:

I get Barbarian from the start, and it helps me greatly in the beginning. If I get two, I may want to use the other Barbarian in different army (or for Barbarian rush purpose). Thunderbird, well there are maps where it is possible to have them in the second or even in the first week if you try hard enough. Harpies I choose over Nomads because and when I go for Thunderbirds. Berserkers I have found to be much more efficient than Centaurs, so I rather take them to the final battle (if I have to choose).



Nice ideas. Well, about T-Birds: I usually play on Expert Level. T-Bird is never possible on first two weeks.
I would use that Barbarian in that final battle. An archer and a GM melee one is a very powerful combination.

Agreed, Berserker is much more powerful, but that time I usually have all my Centaurs from the start and almost none of my Berzerkers (they are my Kamikaze group at the start).

Quote:

However, sometimes I will go for Nomads & Behemoths. But I would never choose Ogre Magi over Cyclops, even when using Barbarian rush tactic. If nothing else, Cyclops can protect my towns (and they protect them well if I manage to upgrade to Castle). Besides, if barbarian rush fails I'll be glad that I have chosen Cyclops than Ogre Magi. Also the defense, attack and health values are all lower for Ogre Magi than for Cyclops. Granted, they have higher growth rate but that alone isn't enough considering that they are slow as well.


I bow before your arguments. Cyclopes may be better. The fact that they shall be really good defenders, this is what I overlooked. However, I seldom assume I'll be attacked. But still, it depends on the map, your enemy and your plans. If I play, I never assume I will lose. In fact, I won't lose.

If there is a high probability that I'd be forced to defend, than Harpies, Cyclopes and Castle is obviously better. But you have to make your decision on

Day 1: Nomad now (speed up and some power) or waiting for Harpies (the map has to be rich to afford it.

Day 2: Should I build Wrestling Pits and go for Cyclopes?Where will I get the resources for it? (from nowhere, in most cases)

Or should I build Ogre Magi right away giving my army a huge advantage?

Will I ever be forced to defend? Should I go out there and do the things in an insane manner (and very fast) or just wait?

How long till my Cyclopes become useless? (hero reaches level 7)

Too many factors, but I find myself choosing the instant army (instead of waiting days). If my Barb is not Level 7 at day 5-7 in expert level, that is really sad. I think that everything should be assigned to his growth. Everything must serve his fast building up. The sooner he becomes a one-man-army, the higher the chance that I will win. (The faster I will win)

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planeswalker
planeswalker


Famous Hero
Chaotic Good
posted December 10, 2002 01:56 PM

Life.

I dislike the life creatures.
But, the magic is no way that useless.
In my opinion, if you are life and you have to defend during a siege combat, you are indeed in a lucky position.

Life has one of the best rangers, Monks. Combined with mass bless, prayer and Monks and Ballistae in the towers+angels with resurrection....just think!

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