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Posts from Heroes 6 - Discussion

4.3 (15 ratings)
In reply to I_N
14 years ago
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I_N
this is the price you pay for Ubilauncher remembering you.

If my memory serves me right, Lord Mortulus had the same problem, in some mission, and I think the game crashed while playing as Necropolis.
Lord Mortulus, did the new patch help you?
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14 years ago
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Unfortunately, no.

It seems like there was a third mission where an orc appears with a decent army. The first time, it was fine, but when I replayed it, it started crashing.
14 years ago
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I play as the Haven faction. I really like the game, both the storyline and the strategic aspect. And a game like this will never get boring. I really liked the game's graphics. I've played all the parts of this game, although 3.5 is my favorite, and when I play with friends, it's the one we always choose. Although even Heroes can get tiresome, in between playing sessions, I play cool mini-games like that, just to take a break from the game)))
In reply to Дронов Илья
14 years ago
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Dronov Ilya
Besides, this system with fortresses and mines, did it really appeal to anyone who played Heroes III or Heroes V?
This system has its own advantages and disadvantages. It is neither better nor worse. And it is no less playable and interesting.
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14 years ago
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I also think it's a weak unit. And there's nothing interesting about it. It's interesting in Disciples, yes. But in Heroes, it's a miss.
14 years ago
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Linking resource sources and creature dwellings to towns and forts, the ability to hire all units in one camp, the improved portal mechanism, building conversion, the castle architecture system, and the hero skill tree – in my opinion, all these innovations significantly simplify the gameplay, which is not a good thing. Although some of them I still like. But if I were a developer of "Heroes 7," I would only partially borrow the fundamentally reworked ideas of linking and the skill tree, and I would discard the rest. I would implement a change of time of day, seasons (and, accordingly, weather), grid-based movement on the battlefield, racial individualism, and much more, focusing not on quantity but on quality. But that will not happen.
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14 years ago
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Moderated: OFF-TOPIC in the message

Isn't there such a system in Disciples? It seems like the spellcasters were in charge there.
This is auxiliary. To speed up the process. But the idea is the same: you capture a city, and the mines nearby are also captured. Only in Disciples, it was organized intelligently. First, the capture of lands happened gradually. Second, the staff could hinder the capture. Third, in the event of a clash between two hostile castles on the same island, a redistribution of lands began. Up to the point that each castle had a profit from the mine on its turn. In short, it was fun.
And what about Heroes? You summon a powerful monster to get a gold mine, but it turns out that you are the one who got it. Because within a couple of days' journey from here, an enemy castle rises. And you did the enemy a favor by giving him this wonderful mine for FREE. And I'm annoyed by such a situation when you see something, but you can't get it. What's the point of having these mines on the adventure map then? Well, they could have built them inside the castles – it's all the same in the end.
In reply to Garnet
14 years ago
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Garnet, I mean that the example is not a good one. It doesn't resemble the system from *Disciples* at all. There, everything was decided by the wizards, whom you could summon and dismiss as needed, but here,

Moderated: USE OF OFFENSIVE LANGUAGE in the message

who knows
who does what.
14 years ago
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Gentlemen, let's place our bets on the release date of patch 1.4. :smile04:
In reply to Adagio
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14 years ago
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Adagio
Gentlemen, let's place our bets on the release date of patch 1.4. :smile04:
No earlier than June 23rd.
14 years ago
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No earlier than June 23rd...
That's quite pessimistic... And why a specific date all of a sudden...? Although, no, it's correct. When making predictions, they specify a certain value. :smile51:

I think they'll release it in the second half of May.
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14 years ago
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August 15 -_-
In reply to Garnet
14 years ago
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Garnet
What about in Heroes? I took out a tough monster to get a gold mine, but it turned out that I did them a favor. Because within a couple of days' journey from here, there's an enemy castle. And you've done the enemy a favor by giving them this wonderful mine for free. And I'm annoyed by this situation, when you see something but can't get it. What's the point of having these mines on the adventure map then? They might as well have built them inside the castles – it's the same thing in the end.
If the fort is neutral, the mine will be yours and will work without problems. But if you run to the territory controlled by an opponent and remove the guard from the gold mine, it doesn't make sense, because in all previous Heroes games, the opponent would almost immediately recapture it with a secondary hero from the nearest town... so in this regard, nothing has changed.
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14 years ago
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Moderated: OFF-TOPIC in the message

because an opponent from the nearest city would almost immediately intercept it with a secondary hero...
Nothing like that, before you could defeat the enemy through attrition by capturing all the mines and placing the main hero nearby to guard it (of course, provided that the supply chain was established). And also, in Heroes 5, the Necropolis faction had the ability "Inhabited Mines" so that various weaklings wouldn't capture them.
And in general, it seems strange that a neutral mine is not automatically captured, but an enemy mine is. It's just very strange. They could at least make it so that the mine doesn't fall out of the owner's control if he has captured it at least once (!).
14 years ago
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It seems strange that a neutral mine isn't automatically captured, while an enemy mine is. It's just very strange.
The implication is that while a mine is neutral, no one is working there, but as soon as it's captured, continuous work begins for the player who owns the control point. I don't think that's strange.

Added after 14 minutes
This is something like a holding system, where, figuratively speaking, a city or fortress is the holding company, and resource sources are subsidiary companies. According to this scheme, capturing the parent organization automatically leads to the subordination of the previously controlled subsidiaries.

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