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Posts from Heroes 6 - Discussion Auto-translated

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#1308
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In Heroes of Might and Magic V, the Hero doesn't actually participate in the battle itself; they cast some random spell or provide a bonus to a unit, which isn't anything new compared to the first three games. But this isn't considered participation in the battle, as they have no hit points and can't even be targeted.
On the other hand, Heroes have been leading and winning battles since the very first game. Because preserving a large portion of the army through their own characteristics and spells can only be attributed to the Hero's merits.
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#1309
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in the fifth installment, a hero participates in a battle even though they are not on the battlefield. For example, consider the Orc heroes who have no magic, but the fact that heroes cannot be attacked is, in my opinion, very bad. You create a super hero and defeat everyone, use spells, but the opponent cannot reach you.
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;)
Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)
In reply to =Feel999=
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#1310
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=Feel999=
In the fifth game, the hero participates in the battle even though they are not on the battlefield. For example, consider the Orc heroes who have no magic. But the fact that the hero cannot be attacked is, in my opinion, a very bad thing. You create a super hero, defeat everyone, use spells, and the opponent cannot reach you.

In my opinion, the optimal approach in the fifth game is that the hero participates in the battle, but the most important thing is the army. If it were possible to kill the hero without killing his army, the series could be called something else, as this is one of the main features of "Heroes." This once again proves that the changes from the fourth game did not take root. Although one thing from the fourth game I liked: two options for a unit. I don't understand why improve it, because it remains essentially the same unit. The alternative upgrade system in "Lords of the Realm" looks much better. The ideal option is two different units in terms of abilities, but similar in characteristics and appearance (essentially, alternative upgrades); for each of them, you can build a dwelling in the city and then recruit them. At the same time, they can be converted into each other! That is, leave the upgraded units as in the 5th game (well, of course, with some changes for the 6th game) and remove the unupgraded unit, which, in my opinion, is unnecessary. There are two dwellings, two units, you can have them in the army at the same time, but each has its own bonuses, and this diversifies the number of tactical possibilities.

=Feel999=, we are waiting for new information about Heroes 6 :).
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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#1311
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yeah, the alt upgrade is something, I would like them to take the system from game 4, but with the ability to upgrade troops.
There is only a little information, but it is not supported by a link or text; these are the words of moderator AG, La Boule, about the fact that the developers announced on a closed forum that the game has a more powerful tactical core than in Heroes 5. Now, unlike in 5, high-level units will have an advantage over the tier as a whole, i.e., for example, a Jagged will be significantly stronger than any core unit, i.e., each individual unit, and not all of them together, but in the elite tier (I put him in 3rd place in the elite tier, this is my opinion), the advantage will not be very noticeable.
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;)
Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)
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#1312
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Although I liked one of the four options: two variations for a unit. I don't understand why it needs to be upgraded, as it essentially remains the same unit. The alternative upgrade system in "Tribes of the East" looks much better. The ideal option would be two different units with different abilities but similar characteristics and appearance (essentially, alternative upgrades); for each of them, you could build a dwelling in the city and then recruit them. Moreover, they could be converted into each other! That is, keep the upgraded units as in Heroes 5 (with some changes for Heroes 6) and remove the unnecessary, in my opinion, unupgraded unit. There would be two dwellings, two units, you could have them both in your army at the same time, but each would have its own bonuses, and this would diversify the number of tactical possibilities.
It's hard to read and makes little sense.
All of this already exists in the fifth installment.
My sword, my trusted ally, unphased by my aspect.
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#1313
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You are a very argumentative person, Morning. What exactly is so difficult to understand in my previous post? Perhaps you are confused by the expression of thoughts in complex sentences and the presence of commas? Then I will try to express my thought as simply as possible:

"I liked the alternative upgrades. I would like to see them in Heroes of Might and Magic 6." I don't see the point in creatures that cannot be upgraded. Wouldn't it be easier to remove them and leave only two upgrade options? But I don't want this to be done the way it was in the fourth game. I want it to be like in the fifth game, but without creatures that cannot be upgraded."

Is that clear enough for you to understand?
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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#1314
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I understood what you wrote in that paragraph, and what bothered me wasn't the expression of thought in complex sentences and the presence of commas – how could that even bother anyone? – but rather the disjointed and inconsistent speech.
A concise version is indeed better because it contains no less meaning than the original.

No, canceling it isn't simpler or more logical. I don't understand why this is even necessary. Moreover, all of this already exists in the game. The same two buildings, the ability to change upgrades, and the option to take two upgrades into the army. Unless you want to artificially limit yourself in possibilities? Furthermore, returning to the topic of logic, the concept of a building with an extension seems much more viable than half a dozen duplicated buildings huddled together in different corners of the screen.
And finally, why limit the kids who obsess over the number of races and units, who have already shown themselves after the release of the third game in the series?
My sword, my trusted ally, unphased by my aspect.
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#1321
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Moderated: OFF-TOPIC in the message

Here's another good idea for a new race...
The creatures of this race have a triple essence and change it right during the battle (stats, abilities, etc. change accordingly). That would be great.
It would ruin all of the opponent's tactics at once!!
Such a race would be creatures from a parallel world of Ashan - Enroth! Spirits of those who died during the cataclysm - Triple Essences - clusters of souls of elves, Avariel, Erafii, and powerful Necromancers of Dej! An unstable form, the absence of flesh + here is the door to the connection of the Six and the Three!!!!
By the way, God is also a Triple Essence - remember - Father, Son, and Spirit!!
Excellent idea, I would gladly play with such a race. And any connoisseur of the series would gladly play, only casual players would find it too complicated or stupid.
I just don't understand why make two identical squads and waste an entire building on upgrading it?
And why not? Upgrading a building gives you the opportunity to use any of the improvements. I'm talking about the fifth game, I don't know if there is one or two or ten branches in the future game. Building two buildings to hire two alternative creatures is almost the same, but there is less sense in it. Cluttering the city screen with twin buildings? Building one large building from two halves, for each level? Depriving a person of the opportunity to hire simple units cheaply if he does not want to take improved ones, or their improvement is not worth the resources spent? Limiting the number of stacks or levels of creatures available to the hero so that the player can capture everyone and fully use both aspects?
I also do not approve of the policy of total upgradeability introduced in the third game - it is completely meaningless and pointless, in my opinion, and that is why I appreciated the complete absence of upgrades in the fourth game, but you are proposing a rather raw concept.

Nothing special. More identical castles and cosmetic upgrades => more visible number of units and possibilities => delight of short-sighted people.
My sword, my trusted ally, unphased by my aspect.
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#1323
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Basically, that's what I had in mind, like in Heroes of Might and Magic IV, but so that the units are similar, and not, for example, spearmen and ballistae – two incompatible units. In principle, I would be happy with the system that was in "Tribes of the East" – two upgrades. But in Heroes of Might and Magic VI, there's only one. And what's the point of having an unupgraded unit then?
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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#1324
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The basic version is cheap and cheerful. If you want extra features and goodies, you have to pay for them. I think that's perfectly logical. There's no harsh double upgrade like in the second game with the dragons – and that's a good thing.
Although the fourth game is more relaxing to play; you don't have to worry about where to upgrade, if the nearest friendly town is two weeks away.
And the selection system is very reminiscent of Arcomage. I already complained about this in the section about the fourth game. Although the choice does add variety – instead of one race, we get two, or even three.
А, вот почему.

🏹🎪+⛓️♿=💕
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#1325
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In the second game, tower upgrades were much cheaper than the initial building. It turned out to be like any upgrade of level 7 from the subsequent parts, or like the Titans from there.
Although the choice adds variety - instead of one faction, we get two, or even three.
Factions, not races;)
My sword, my trusted ally, unphased by my aspect.
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#1326
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Armies, not races.
I'm hooked! :3
But in the case of the Necropolis, it's about races.
А, вот почему.

🏹🎪+⛓️♿=💕
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#1327
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Well, I don't know, for example, I don't use unupgraded units if they can be upgraded. The price difference isn't significant enough to worry about. Why complicate things? It's better to have two equally strong units, and both can be purchased in the same city (unlike in Heroes of Might and Magic IV). This is much simpler and allows for more tactics! Compared to having a unit and then upgrading it. In the latter case, upgrading is definitely the way to go!
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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#1328
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Although the choice adds variety – instead of one faction, we get two, or even three.
Not so much variety, but rather the ability to customize a faction to some extent to suit your needs.
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#1329
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I, for example, don't use unupgraded units if I can upgrade them.
Do you build a structure and upgrade it on the next turn? Or do you build it and not recruit troops until it's upgraded (I'm not sure how much time will pass)?

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