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Posts from Heroes 6 - Discussion

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14 years ago
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Adagio
In general, I would like to see individual magic for each race in the following parts, meaning: humans – Light, wood elves – Earth, nagas – Water, dwarves – runes, academy – ? (needs to be thought out more carefully), orcs – war cries, dark elves – Darkness, undead – Primordial, demons – Fire.
Then:
Empire - Light
Nagas - Water
Wood Elves - Earth/Nature
Dark Elves - Darkness/Deception
Dwarves - Fire/Runes
Necromancer - Primordial Order/Death
Demons - Primordial Chaos/Destruction

It's more complicated with the rest. Let's start with the fact that war cries are not magic. Orcs worship Father Sky and Mother Earth. On the one hand, they can represent the element of Air. Although it would be more beautiful and logical to have something like Shamanism. And leave Air for the Free Cities.
Mages don't have their own. In my opinion, they need something indefinite. A kind of Higher Magic or something like that.
Фанатское руководствo по Героям VI (spamm, alexrom66, Павлов и Magic Art): Английская (v.0.93) и Русская (v.0.93.1) версии
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14 years ago
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Mages don't have their own unique characteristic. In my opinion, they need something undefined. Something like Higher Magic or something along those lines.
I think mages are mages for a reason, and they could have several schools of magic (if you want, a reference to the mage specializations in Heroes of Might and Magic V). For example, all the elemental schools at once. But then, significant restrictions should be placed on the combat skills of heroes from this faction.
 

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14 years ago
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I don't understand English, and the game only launches in English. Is there a Russian translation available?

Added 4 minutes later
Please tell me how to log into the game!
14 years ago
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Let's start with the fact that battle cries are not magic.
It's obvious; I presented it as an alternative to magic, which battle cries essentially are.
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14 years ago
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Heleg, find the Settings button; you can select the Russian language there. The idea of each faction having only one type of magic is good. But then you will have to make the schools similar and universal; otherwise, it will create an imbalance. That is, each school should have an attack spell, an area-of-effect spell, a powerful area-of-effect spell, the most powerful single-target spell, a set of buffs and curses, and something related to mana... It is better to make sets with diverse magic. As an option, you can study the main school completely, and the other three non-main schools without third (fifth) level spells. Ranmaru Rei, I would still give demons fire magic.
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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14 years ago
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If we were to categorize magic based on race, then the "Heroes" would increasingly start copying from the "Dungeon" faction, where this approach was already common. This doesn't seem ideal. If we're going down this path, wouldn't it be better to create a huge number of spells from different schools and limit each race to certain spells within those schools? For example, Necropolis could cast the first 10 out of 20 earth spells, the next 10 out of 20 water spells, spells 5 through 15 of fire, and only odd-numbered spells of light or whatever other school... And if, say, Necropolis gets access to powerful earth magic spells, then similar spells from all other schools would be unavailable to them. Something like that, that's what I'm thinking.
14 years ago
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If magic is divided based on race, then the Heroes will increasingly copy the Disciples, where this was popular. This is somehow not ideal. Since we're already on this topic, wouldn't it be better to come up with a huge number of spells from different schools and limit a particular race in certain spells of all types of schools? Roughly speaking, Necromancers can cast the first 10 out of 20 Earth spells, the second 10/20 Water spells, the fifth to fifteenth Fire spells, and only odd-numbered spells of Light or something else... And if, for example, Necromancers get powerful Earth magic spells, then similar spells from all other schools will be unavailable to them. Something like that, that's what I'm thinking.
Here, I was also thinking along similar lines. Although, a little differently: it would be possible to create an individual set of spells for each Faction, scattered across different schools. For example, "Monsoon" is available only to Nagas, "Accuracy" to Elves, "Lightning" to Orcs, but all three spells belong to Air (this is not about the six schools, just some thoughts). That is, for those races that have Air spells in their arsenal, it would not be superfluous to upgrade Air magic. And another example (with Earth): "Regeneration" is available to Elves, "Cloud of Poison" to Necromancers, "Earthquake" to Orcs. As you can see, the Elves and Orcs already have a choice regarding leaning towards either Air or Earth. But at the same time, the spells remain strictly individual, that is, for example, an Elf will not be able to cause an earthquake, and a Naga will not be able to strike with lightning. Something like that.
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14 years ago
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I was also thinking along similar lines. Actually, a bit differently: it would be possible to create an individual set of spells for each faction, scattered across different schools of magic.
Well, that's roughly what I was writing about. )))
I would also like it so that in this case, foreign spells could still be learned, but not in guilds, but rather through some kind of scrolls, with a time/scroll cost and, possibly, resource expenditure...
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14 years ago
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Another step towards primitivism.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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14 years ago
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A questionnaire regarding the game's development has appeared online. There is a video available. The questions were prepared by Elvin from the Heroes Community.
http://forums.ubi.com/showthread.php/689056-Warsaw-Exclusive-Community-Q-amp-A?p=8446377#post8446377
Key points:
- Currently, the team is focused on refining existing abilities; balance will be adjusted later, along with the creation of new ones.
- It is planned to add Campaign companions to the hero pool (to the dynasty).
- The interface and duels are currently a lower priority. The map editor is a higher priority.
- Nothing is impossible, but everything has its time.

And as a surprise – screenshots of the Inferno town.

Фанатское руководствo по Героям VI (spamm, alexrom66, Павлов и Magic Art): Английская (v.0.93) и Русская (v.0.93.1) версии
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14 years ago
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Something about the Inferno city doesn't look very natural. In Might and Magic III, it looked great, but here it feels a bit too artificial.
Although, in the game itself and on the mini-screen, it looks good.

Added 4 minutes later
bobchik
I have some questions.
1. Are the released patches installed automatically, or do I have to download them myself from somewhere and run them manually to update?
2. Are the patches cumulative, i.e., does each subsequent patch include the changes from previous patches, or do I have to install each one separately?
3. If the patches are not cumulative, how many have been released in total, and in what order should I install them for the Russian collector's edition from Buka?
4. Why, when I launch the game launcher, does it say "Updating," with a status bar running, but when I get to the game menu, version 1.2.1 is still displayed?

These are important questions, because I heard that 1.5 will be released soon, and there will also be add-ons, but I've fallen behind, and I might not be able to launch the game without the latest patch.

Well, everything resolved itself today.
I launched the game - first, the launcher was upgraded - it changed completely, and then this launcher patched the game itself in two stages to version 1.4. I didn't even have to do anything.
I played a bit, and I didn't notice anything.
Everything is fine.
Great!
14 years ago
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I reviewed the new screenshots again. Haven looks terrible, Stronghold is slightly better, Inferno is similar, Necropolis is better than the previous ones, and Sanctuary is closest to the idea of quality work. But overall, it's not quite right; the number of critical flaws is unacceptably high.
In reply to Adagio
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14 years ago
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It looks good in 3D :) But not so good like this :(
P.S. PEOPLE!!!!!!!!!HELLO!!!!!!!!!!!!!:rolleyes:
Маласса ждёт...
Маласса знает...
Маласса за всеми наблюдает...
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14 years ago
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I didn't like the Sanctuary; it looks like some ordinary village... What it used to look like was somehow more interesting, even though the quality was terrible.
 

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14 years ago
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Ment
He is mentioned on that page with the screenshots.)
Judging by this inscription,
they created an entire portal to that world, just like they linked the third game with the fourth...
This was done back in 1986.

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