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Posts from Heroes 6 - Discussion

4.3 (15 ratings)
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15 years ago
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Repeated counterattack - ability of griffins and golems Dragon's Might - rune of the dragon form Frenzy - ability of berserkers First Strike - "readiness" skill and so on. Plus many new spells. Conclusion: Someone can't put in the effort.
In reply to Саня Изи
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15 years ago
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Lord_de_Sat
Repeated counterattack - an ability of griffins and golems
Dragon's Might - a rune of the dragon form
Frenzy - an ability of berserkers
First Strike - the "readiness" skill
and so on.
Plus, many new spells
Conclusion: Someone can't put their mind to it.

What do the abilities of some units have to do with it? Griffins could counterattack in all parts of the game. And in the 3rd part, there was a spell that allowed any warrior to counterattack several times!!! Abilities are special skills of individual units, while magic gave the opportunity for units to use these abilities with different units. But I'm glad that they added one of my favorite spells from the 4th part to the 5th part: "Vampire Touch."
15 years ago
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6 heroes represent the desire for fast-paced chess-like gameplay – a quick game. Is this a Blizzard trend? It's strange; Heroes was a long, enjoyable, and immersive game. You could spend an hour or more exploring and doing your own thing, especially with a good number of players, rather than dedicating all your time to the game. That's why I prefer 12 players on a map!
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15 years ago
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Well, actually, the average turn time on Uber is currently set at around 2-3 minutes. In that time, you can't just do some errands; sometimes, you don't even have time to go to the bathroom properly.
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15 years ago
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Most very large maps cannot be completed even in single-player mode, and playing them in multiplayer is simply impossible unless you plan to play for a month.
In reply to Happy Life
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15 years ago
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Morning
Most very large maps cannot even be completed in a single-player game, and playing them in multiplayer is completely unrealistic unless you plan to play for a month.
Why a month? It takes a full weekend plus three hours on weekdays. That's about five to seven days. And it's not stressful at all. There are enough people (there would be more if the computer ran faster) who play such maps, and their opinion should also be taken into account. I hope that the maps will not be smaller in size than they were in "Heroes of Might and Magic V". It's just a pity that GSC won't be in the release. As always...
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15 years ago
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On the Celestial Heavens website, a new interview with the lead level designer of Heroes VI, Julien Pirou, has appeared:

- In the editor, it will be possible to create maps without "Areas of Control." If there are no "control points" on the map, the mines will function as they did in previous Heroes games. The only thing that will not work without "areas of control" is the neutral creature dwellings.

- Through the map editor, it will also be possible to disable the "city conversion" function.

- There will be a "Kingdom Overview" screen, which is essentially a larger and more detailed "minimap." There will be filters that include/exclude the display of mines/cities/areas of control/quest locations. Also, on this screen, there will be a report on all cities, heroes, creatures available for hire, and resource income.

- The camera can be moved further away from the map than it was in H5.

- Simultaneous turns in Multiplayer will not be available in the release. Perhaps this will be added in a patch or add-on.

- The AI in H6 is not yet fully completed, but they promise that it will be better and "cleaner" ("more understandable"?), than in H5, and it will "cheat" less. Currently, they can already say that the AI turn time has become much faster than in H5.

- About the city screen:
1) This is actually not a "screen," but a "window" for the city. It will look the same on all resolutions.
2) The city view will be animated and will be something like "2.5D."
3) Each city has its own musical theme.
4) The city view will change when something is built (currently, not all buildings are displayed).
5) Building construction and troop recruitment are done through a window interface (and not by clicking on the building).

- About the promise to release the editor before the game's release. The main obstacle is that the editor contains a large part of the game, and therefore, releasing it before the release is unsafe. They are currently looking for the best option.
15 years ago
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- Simultaneous turns in multiplayer will not be available in the release. Perhaps this will be added in a patch or an add-on.

That's a shame.
- The AI in H6 is not yet fully finished, but they promise that it will be better and "cleaner" (more "understandable"?), than in H5, and it will "cheat" less. Currently, they can already claim that the AI turn time has become much faster than in H5.

Apparently, the system requirements will also increase, so we won't feel this acceleration.
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15 years ago
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- Simultaneous turns will not be available in the multiplayer version at release. Perhaps this will be added in a patch or an add-on.
By the way, what are simultaneous turns?
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15 years ago
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At the beginning of the game, while the players are too far apart from each other, they take turns simultaneously, rather than in a sequential order. When their interests intersect, the standard turn-based mode is activated.
In reply to Zybr
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15 years ago
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Zybr

Large maps are great for relaxing with a beer, when you switch off your brain and just have fun at a leisurely pace.

I play at a leisurely pace for fun to relieve stress ;-)
What I didn't like about the fifth game is that you don't have time to develop before you have to fight an opponent... I hope that in the sixth game, they will immediately create a dozen huge maps for fans of long games.
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15 years ago
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I don't even know. Yesterday, we played one medium-sized map in Heroes 3 for 5 hours, two players, without a dungeon. But after a few days, I get tired of one map.
15 years ago
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I play slowly and for my own enjoyment to relieve stress ;-)
What I didn't like about the fifth game is that you don't have time to develop before you have to fight an opponent... I hope that in the sixth game, they will immediately create a dozen huge maps for fans of long games :-)

In general, the maps in the fourth game, which I don't particularly like, were made very well, such as "Sea Politics," etc. The battles were too drawn out, but there was plenty of room for a strategist to maneuver. The second game is unmatched; it had the best maps for this type of game, very atmospheric.

I'm hoping for something similar.
In reply to Ment
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15 years ago
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Ment
At the beginning of the game, while players are too far apart, they take turns simultaneously instead of in sequence. When interests overlap, the normal mode is activated.
Hmm, these kinds of updates are increasingly depressing. Fewer resources, fewer races, simultaneous turns – this is no longer Heroes, but some kind of RTS.

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