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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»
terje_the_ma...
terje_the_mad_wizard


Responsible
Supreme Hero
Disciple of Herodotus
posted December 17, 2002 11:38 AM

How can any body hate Order?

Anyway, the worst alignement is naturally Death, since the imps suck and both 2nd level creatures suck too.. but their spells are kinda neat, though, especially vampire touch and aura of fear.

I also hate (playing against) those lousy Might loosers, because of their damned creature growth..

The worst to play is definitively Nature 'cause it takes so long to get Magic Forest..
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"Sometimes I think everyone's just pretending to be brave, and none of us really are. Maybe pretending to be brave is how you get brave, I don't know."
- Grenn, A Storm of Swords.

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Planeswalker
Planeswalker


Famous Hero
Chaotic Good
posted December 17, 2002 11:51 AM

I hate might.

It's not that they aren't any good, but they have the Breeding Pen, and that is overestimated.
I hate them 'cause they don't have any magic schools of any kind in their Strongholds.

Except from that - they are terribly good fighters!
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Double-T
Double-T

Tavern Dweller
posted December 17, 2002 11:27 PM

I like all castles....Might is though little annoyig cause no magic but cyclops are good. I dislike order also cause i am bad woth it and bad against it LOL

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ILoveHOMM
ILoveHOMM

Tavern Dweller
posted December 18, 2002 03:56 AM

I used Might the least.

Other than the fact that there is a lack of magic, there is also a lack of magic resistance. Of all the towns that desperately needs magic resistance, it seems that other than the Hero, no other Might creatures have any considerable magical resistance (Other than Berserkers). That really stinks.

Also, the extra creatures brought by the Breeding Pen or even the Grail structure, Festival of Live, can easily be wiped out against a powerful magic user. Once spells such as Plague or Mass Slow is cast, it would be devastating to the army.

Therefore, I always try to learn Order or Life Magic as a Barbarian to protect the army from spells.

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Abort
Abort

Tavern Dweller
shapeshifter
posted December 26, 2002 06:00 PM

All town has their strength and weaknesses. And if the life is boring it doesn´t mean it is weak. And without life...some other town could look boring...

Be thankfull for every town (boring or not) because all of them are increasing gaming experience.

Whatewer...my disfavourite town is life (boring humans with their mechanical devices) or chaos (I hate orange colour, dunno why)
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Medusa
Medusa


Famous Hero
Yeah, right
posted January 04, 2003 01:48 PM

No, i don't say life is boring because it's weak (in heroes3 life was strong and hard to defeat) but the humanoids are soooo boring....
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CzlowiekWiadro
CzlowiekWiadro


Hired Hero
Windowlicker
posted January 04, 2003 03:18 PM

Wah ?

"No, i don't say life is boring because it's weak (in heroes3 life was strong and hard to defeat) but the humanoids are soooo boring.... "

You don't like humanoids, eh ? Fine. Let's remove:

orcs, medusas, bandits, trolls, minotaurs, pirates, peasants, crossbowmen, pikemen, crusarers, monks, champions, angels, sprites, elves, leprechauns, satyrs, skeletons, imps, ghosts, vampires, devils, ice demons,mummies, zombies, berzerkers, nomads, cyclopes, ogre-magi, behemots, halflings, dwarves,  magi, gold golems, titans, dragon golems (piloted by red dwarves !)

Are you going to remove 0.537313 of all creatures ?

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Lich_King
Lich_King


Honorable
Supreme Hero
posted January 04, 2003 03:30 PM
Edited By: Lich_King on 4 Jan 2003

Since When Devils, Ice-Demons, GGs, Behemoths, imps, minoturs are humanoids ?

EDIT: Of course I know, how to spell it ! It was just typos !
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Medusa
Medusa


Famous Hero
Yeah, right
posted January 04, 2003 03:42 PM
Edited By: Medusa on 4 Jan 2003

Wow.. sorry i meant humans.. geezz..

Btw, i like chaos a lot and i never wanted to dispose the humanoids. Maybe i was just daydreaming when i posted
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CzlowiekWiadro
CzlowiekWiadro


Hired Hero
Windowlicker
posted January 04, 2003 05:44 PM

Since tommorow.

Since When Devils, Ice-Demons, GGs, Behemoths, imps, minoturs are humaniods ?

And it's spelled humanoids.
It means that it has human-like shape. You can say that about monkeys, robots, dummies and so on. Devils are humanoids (they are really human shaped, they have human silhouette, 2 legs, 2 arms, torso, more-less human head + wings, which are minor issue.)
Same for Behemots. They look like slighty distorted gorillas.
Imps are just small devilish  humans (i mean they look like) with wings. Correct me if they have 3 legs, and no palms to hold their ...tridents ?
Minotaurs are humanoids, not humans. Despite their bull-like head leg, arm, torso head etc placement is same as human :-)

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Majin
Majin


Hired Hero
Lord of Brimstone
posted January 04, 2003 07:50 PM

Might is dumb

I don't like might very much, and I think the designers made some bad calls when concepting the towns. No magic is the main quarrel I have with it, since stronghold had magic in Heroes III. And it makes no sense that the ogre magi get to have a spell while might itself has none. The second thing is that there is only one class, the barbarian. Barbarians look stupid, like monkeys. I think there should have been a mage class too. Speaking of barbarians looking dumb, beserkers look dumb too. And so do behemoths, like sasqwatches, not the cool beasts from H3. And wouldn't orcs kinda belong in might, not in chaos?...


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czlowiekwiadro
czlowiekwiadro


Hired Hero
Windowlicker
posted January 04, 2003 09:04 PM

sTronGhoLd

Are you kidding ? I love the way Barbarians and Berserkers look like.

It has no magic, but strong creatures (yes, nomads are better and cheaper than white tigers), berzerkers, centaurs, awesome cyclops, obscenely strong behemots...
And Breeding Pens.

Lack of magic means you can spend all those skill points on other skills, like Tactics, Nobility and Scouting. Combat may be good in rushes, but in long term it just allows to survive a bit longer.

I'd love to see Stronghold under command of Lord Commander (Tactics + Nobility). Carnage, I assume.

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Majin
Majin


Hired Hero
Lord of Brimstone
posted January 05, 2003 03:27 AM

A scenario then?

Then why dont we look at a scenario that might happen in the late game... I attack your castle with my army of Order, and bury your might. Ill keep the numbers the same.

Your army(MIGHT):
ROW1: Cyclops(85) Harpies(400) Cyclops(85) Barbarian
ROW2:  Thunderbirds(55) Cyclops(85) Beserkers(900)

My army(ORDER):
ROW1: Titans(55) Gold Golems(400) Dwarves(900)
ROW2:   Mage       -x-           Genies(255)

Notes:
1. This setup is as youd see it on the combat map.
2. Assume that all 3 stacks of cyclops are on towers.
3. Assume both heroes drank potions of immortality before combat started.
4. Both heroes are at level 25, GM combat and all other respective skills for Might hero, GM order spells and all other respective skills for Order hero.
5. I assume that I have every order spell.

COMBAT STARTS....

FIRST ROUND

1. Your hero gets to go first. He gulps a potion of quickness.
2. Then my hero goes. She teleports a stack of cyclops right between my golems and dwarves.
3. Now my genies get a turn. They thunderbolt a stack of cyclops on the towers and kill 48.
4. Your thunderbirds go. They fly out of the castle and hit my titans, killing 5, then 3 with the lightning. 6 thunderbirds die.
5. The harpies go. They also strike my titans, killing 4.
6. Then my titans go, they strike the remaining stack of 37 cyclops and kill 18. The cyclops retaliate, killing 4 titans.
7. Now your full stack of cyclops on the tower goes. He kills my hero(resurects:immortality potion), 9 titans, and 40 gold golems.
8. Then your stack of 19 cyclops on the other tower goes, they take my hero to 2/3 life, kill 2 titans, and 11 golems.
9. Now your stack of cyclops by my dwarves goes. They hit the dwarves, killing 120. The dwarves hit back, killing 25 cyclops.
10. My golems go. They strike the cyclops, killing 35. They retaliate, killing 20 golems.
11. Now my dwarves go. They strike the cyclops, killing 20.
12. Beserkers go. They are one square forward of the gate, outside.

ROUND ENDS

Results:  
Your army(MIGHT):
ROW1: Cyclops(19) Harpies(400) Cyclops(5) Barbarian
ROW2:  Thunderbirds(49) Cyclops(85) Beserkers(900)

My army(ORDER):
ROW1: Titans(30) Gold Golems(329) Dwarves(780)
ROW2:   Mage         -x-         Genies(255)

Second Round
1. Your hero goes, he moves to the empty tower, then gets a morale boost and shoots my genies(GM archery) killing 7 the first time, then 8.
2. My hero goes. She casts hypnotize on your Thunderbirds.
3. Now my genies go. They shoot the full stack of cyclops on the tower, killing 45.
4. Now the hypnotized thunderbirds get to go. They hit the 900 beserkers by the gate outside. They kill 385 beserkers, and the beserkers kill 15 thunderbirds.
5. The harpies go and kill 5 titans.
6. My titans go and kill 10 cyclops of the larger stack on the tower. They retaliate and kill 5 titans.
7. The stack of 30 cyclops on the tower goes and kills my hero, 4 titans, and 14 golems.
8. Your stack of 19 cyclops goes, killing 12 genies, 45 dwarves, and 11 golems.
9. Now your stack of 5 cyclops go. They get in front of the titans, but don't attack.
10. My golems go. They strike the thunderbirds that are by the bserkers, killing 24. The thunderbirds retaliate, killing 46 golems and 6 with the lightning.
11. My dwarves go. They move towards the thunderbirds.
12. Your beserkers go. They hit my golems once, killing 35. My golems retaliate, killing 185 beserkers. The beserkers hit a second time, killing 25 golems.

ROUND ENDS    

Results:  
Your army(MIGHT):
ROW1: Cyclops(19) Harpies(400) Cyclops(5) Barbarian
ROW2:  Thunderbirds(10) Cyclops(30) Beserkers(330)

My army(ORDER):
ROW1: Titans(16) Gold Golems(192) Dwarves(780)
ROW2:   DEAD        -x-         Genies(240)

Third Round

1. Your hero goes. He kills 7, then 8 genies with GM archery.
2. My genies go. They kill the stack of 30 cyclops on the tower with ice bolt.
3. The 10 thunderbirds go. They kill 12 genies, then 4 with the lightning. The genies retaliate and kill all 10.
4. The harpies go and kill 5 titans yet again.
5. The 11 titans that are left hit the 5 cyclops in front of them, killing all of them. The cyclops don't kill any titans in retaliation.
6. The stack of 19 cyclops on the tower strikes at my genies, killing 18.
7. My golems go. They strike the beserkers, killing 220 of them. The beserkers kill 24 golems in retaliation.
8. The dwarves go and kill the remaining beserkers.

ROUND ENDS  

Results:  
Your army(MIGHT):
ROW1:   Cyclops(19)   Harpies(400) DEAD    Barbarian
ROW2:        DEAD         DEAD           DEAD

My army(ORDER):
ROW1: Titans(11) Gold Golems(168) Dwarves(780)
ROW2:   DEAD        -x-         Genies(191)

Fourth Round

1. Your hero hits the genies, kills 15 with GM archery.
2. My genies go, they kill the remaining stack of 19 cyclops with ice bolt.
3. The harpies go, and kill 6 titans.
4. The five titans left hit the hero on the tower, taking him to 85% health.
5. The golems go, do 50 damage to draw bridge.
6. Dwarves move toward the draw bridge.

ROUND ENDS

Results:  
Your army(MIGHT):
ROW1:   DEAD     Harpies(400)   DEAD    Barbarian
ROW2:        DEAD         DEAD           DEAD

My army(ORDER):
ROW1: Titans(5) Gold Golems(168) Dwarves(780)
ROW2:   DEAD        -x-         Genies(175)

Fifth Round

1. Your hero kills 15 genies with GM archery.
2. My genies move towards the gate.
3. The harpies kill 26 genies.
4. The titans hit the hero, getting him to 70% health.
5. Golems do another 50 damage to gate.
6. Dwarves destroy gate with another 50 damage.

ROUND ENDS

Results:  
Your army(MIGHT):
ROW1:   DEAD     Harpies(400)   DEAD    Barbarian
ROW2:        DEAD         DEAD           DEAD

My army(ORDER):
ROW1: Titans(5) Gold Golems(168) Dwarves(780)
ROW2:   DEAD        -x-         Genies(135)

Sixth Round

1. Your hero kills 15 genies with GM archery.
2. My genies cast song of peace on the harpies.
3. The harpies move onto a tower.
4. Titans hit hero, getting him to about 60% health.
5. Golems hit harpies, killing 95. Harpies retaliate, killing 30 golems.
6. Dwarves move towards barbarian hero.

ROUND ENDS

Results:  
Your army(MIGHT):
ROW1:   DEAD     Harpies(305)   DEAD    Barbarian
ROW2:        DEAD         DEAD           DEAD

My army(ORDER):
ROW1: Titans(5) Gold Golems(138) Dwarves(780)
ROW2:   DEAD        -x-         Genies(120)

Seventh Round

1. Your hero kills 15 genies with GM archery.
2. Genies ice bolt the harpies, killing 85.
3. Harpies kill 185 dwarves.
4. Titans go, they range attack your hero to 50% health.
5. Golems go, they kill 70 harpies. The harpies retaliate, killing 15 golems.
6. Dwarves attack your hero and he dies. Ressurects with the potion of immortality.

ROUND ENDS

Results:  
Your army(MIGHT):
ROW1:   DEAD     Harpies(150)   DEAD    Barbarian
ROW2:        DEAD         DEAD           DEAD

My army(ORDER):
ROW1: Titans(5) Gold Golems(123) Dwarves(595)
ROW2:   DEAD        -x-         Genies(105)

Eight Round

1. Your hero drinks a potion of immortality.
2. My genies ice bolt the harpies, killing 85.
3. Harpies go, they kill 10 genies.
4. Titans go, they bring the hero down to 90% health.
5. Golems kill 60 harpies. The harpies retaliate, killing 1 golem.
6. Dwarves hit the hero, bringing him down to 20% health.

ROUND ENDS

Results:  
Your army(MIGHT):
ROW1:   DEAD     Harpies(5)   DEAD    Barbarian
ROW2:        DEAD         DEAD           DEAD

My army(ORDER):
ROW1: Titans(5) Gold Golems(122) Dwarves(595)
ROW2:   DEAD        -x-         Genies(95)

Ninth Round
1. Your hero drinks a potion of health.
2. My genies ice bolt the harpies, killing the 5.
3. My titans hit your hero, bringing him down to 90% health.
4. Golems hit your hero, bringing him down to 15% health. He retaliates, killing 10 golems.
5. Dwarves kill the hero.

ROUND ENDS

COMBAT ENDS...

Losses:

You(Might):
Level 25 Barbarian
55 Thunderbirds
255 Cyclops
400 Harpies
900 Beserkers

Me(Order):
Level 25 Mage
50 Titans
160 Genies
288 Gold Golems
305 Dwarves

.................................................

Aftermath:

I would say Order handily defeated the Might army. The armies were equally matched and order won with a good chunck of the dwarves and genie stacks still intact.
The two spells that made a difference before my hero was killed were Hypnotize and Teleport. The Might hero unfortunately did not have any spells to help him, although he did manage to kill over 100 genies with his bow.

CONCLUSION: MIGHT IS WEAK










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Agent00BLeRD
Agent00BLeRD


Adventuring Hero
posted January 05, 2003 05:08 AM

Or in other words, might creatures need magic resistance desperately. The results would have been entirely different had any of that hypnotize or teleport failed.

Another conclusion: Order spells are the best to use in sieges. Overpowered would not be entirely incorrect.
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Agent00BLeRD
Agent00BLeRD


Adventuring Hero
posted January 05, 2003 05:09 AM

Or in other words, might creatures need magic resistance desperately. The results would have been entirely different had any of that hypnotize or teleport failed.

Another conclusion: Order spells are the best to use in sieges. Overpowered would not be entirely incorrect.
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Majin
Majin


Hired Hero
Lord of Brimstone
posted January 05, 2003 08:11 AM

Yeah, I know, and in fact... with the magic inhibitor and possibly a cloak of protection those spells would have an uncomfortably high chance of failing.

But the teleport spell is very effective in a siege, wether you are going against might or not. It is a life saver and makes order very powerful. You can even teleport some slower neutrals away in combat and keep shooting at them with a ranged creature!

But that's going off topic, in the post I made above I was simply trying to enforce my dislike of might

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CzlowiekWiadro
CzlowiekWiadro


Hired Hero
Windowlicker
posted January 05, 2003 01:19 PM

My comments

Impressive patience.

Indeed, Teleport is very powerful spell.

However:

I hardly ever take harpies over nomads. They are funny instead  of being fearsome.

I think Ogre Magi is better choice against Order. Teleport doesn't really make them unhappy. Especially that Cyclopes are vulnerable to spells, forgetfullnes and mass blur is enough.
When playing versus order (late game), I would certainly suspect nasty tricks. Therefore I would probably leave towers empty and move my creatures closer to castle gate and walls. Attack thru wall gives large bonus anyway, so it won't be that stupid in case you don't have teleport.

Unit numbers highly are questionable. Even without counting Breeding Pens in (remember it's called Late game), there should be like 82 thunderbirds - their base growth is 3 per week.


Only f00l or rusher uses barbarians. Since I don't like rushing, I would make General or Lord Commander (Nobility + Tactics) instead. Lack of magic means that I can spend those extra skill points elsewhere.

Even with barbarian, there are better things to do that simply shooting. Arrows made of spirdersilk (great but not against order army, sigh), stun, poison, crossbow of sloth etc are quite nasty and easy to obtain (at least some of them). Ok, I may not find them, but what about stuff like potions of acid, blinding liquid, and so forth ?

No doubt you are right at some points, but Might player doesn't have to be stupid.

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czlowiekwiadro
czlowiekwiadro


Hired Hero
Windowlicker
posted January 05, 2003 01:42 PM

Errata

Might doesn't have just 1 kind of hero. It can recruit all might heroes - Thieves, Lords, Knights, Death Knights and Rangers.

Speaking about 2 heroes, my perfect combination for Might is:
General (Tactics for terryfying creatures, Combat and Magic Resistance to live longer) + Guildmaster (Stealth and Pathfinding, for covert ops and to transport main army faster when needed; and Nobility, more creatures and gold. Nobility and Scouting aren't needed on the battlefield so I can set my Guildmaster loose)

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PsYkOtIc-Dra...
PsYkOtIc-Dragoon


Known Hero
Master Thief
posted January 09, 2003 12:46 AM

Huh?

Well I never played HoMM4 so tell me, Chaos, Life, Nature, Might, Order, Death thsoe are all the HoMM4 alignments? well can soemoen compare them to Heroes 3 towns : (eg. chaos=inferno) or something?

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Joel
Joel


Adventuring Hero
An Underdog (Version 2.0)
posted January 09, 2003 02:22 AM

Chaos = Dungeon and Fortress
Life = Castle
Death = Necropolis and Inferno
Order = Tower
Nature = Rampart
Might = Stronghold

More or less.

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