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Posts from Heroes 6 - Discussion

4.3 (15 ratings)
In reply to Adagio
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Adagio
Wo. The links are in the first post.
The mod is, of course, not in Russian.

Edited: INAPPROPRIATE LANGUAGE in the message

damn-damn-damn
again, I have to translate...
Маласса ждёт...
Маласса знает...
Маласса за всеми наблюдает...
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the mod is definitely not in Russian
Here's a screenshot to help you.
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They not only turned the Mizu-kami into gold, but they also made Kirin purple!
Guys, maybe we should create a MODS section for Heroes 6?
By the way, what mods are already available?
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Creating a separate thread just for one mod seems a bit premature, don't you think? And regarding the recoloring of Sanctuary creatures, I agree with one commenter from that forum: they looked better before.
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"
In reply to bobchik
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bobchik
2tomatovv
Don't worry too much about those coins – you'll collect more.
I bought all sorts of things, including dynasty weapons, and I already have over 5000 just accumulating on their own.
Although, at first, I counted every penny to buy that weapon.
Yesterday, I glanced at my stash, and there were already over 15000 =)
So, I was happy and went to spend it =)
I bought a couple more heroes and those... perks, dynasty skills in general.
I also left about 7000 for later)
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I also don't understand why they reduced the abilities of the elementals. They could have simply given useful properties to the useless skills. For example, "Ice Barrier" could freeze the Water Elemental solid, with the ability to break it within 2 turns until it thaws. The Fire Elemental could be extinguished by an Earth Stone. Air Elementals could be stunned or dazed with rarely used air magic. And Light and Dark Elementals could be given vulnerabilities to restorations and weakenings of opposite magics. Or something like that. To add a little unpredictability to which magic you are learning. Otherwise, it's boring, and everything comes down to one specific, monotonous standard. And beginners will have no chance to compete against veterans. It's not very exciting.

Added 12 minutes ago
And it will be difficult for newcomers to understand the skills at the beginning. For example, I only learned here that the damage of some creatures depends on the enhancement of a specific magic. If, in addition to damage, the magic also changed visually and was given some properties. (For example, a Fireball with improved magic could create an explosion upon impact and burn nearby creatures, and with the next enhancement of this magic, it could also set them on fire for a while, etc.). This would make it easier to figure things out quickly.

Added 25 minutes ago
Also, there is absolutely no point in a hero skipping turns. After all, they could at least restore mana for skipping turns. And in general, add a bunch of distinctive abilities for skipping turns in attack for each hero individually. Some hero could restore health to creatures and inflict damage on Necropolis and Orcs. Another would have unique magic and abilities, both reusable and one-time, for a battle. Such innovations would not diminish the fans' interest in the game, for those who have already played and completed the game. And what can be done with the differences between heroes of different races, in addition to standard magic and abilities. It's a pity that the developers are not interested in this. And they are limited only to cuts and scraps.
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For example, a fire spell with improved magic could create an explosion upon impact and burn nearby units.
That would be a real disservice. All blinding-type spells would immediately become useless, or you would have to skip turns to avoid hitting the blinded unit. We've already been through this when we accidentally shot our own army with our archers. However, it's certainly worth considering this direction.
There's absolutely no point in a hero skipping turns. After all, they could at least restore mana for skipping.
We can come up with all sorts of ideas, but the developers treat their game like a cash cow, not a work of art.
In reply to Aegis
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Aegis
There was also a vague feeling that reducing the growth rate of creatures in outer dwellings would slow down the completion of campaigns.
The prediction did not come true. The radical (about 1.5 times) reduction in the cost of many town structures, including creature dwellings, completely offsets the consequences caused by the reduced growth rate in outer dwellings. Now, the army is assembled much faster, and, consequently, the map is completed faster.
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Garnet, yes, that's obvious... But the game still lacks something to make it a true work of art. For starters, the heroes of the Alliance of Light should be able to fly through the air, with at least 1/3 of their troops being griffins. Taking off and landing would take a certain number of turns. (This would allow them to escape pursuit and reach inaccessible places). Inferno should at least be able to summon troops from their castles to the hero's army from anywhere, unless the hero is at sea. Necropolis could benefit from restoring some of its fallen troops after a victory, at the expense of the enemy's destroyed troops. The Barbarians also need their own unique feature, such as creating traps and obstacles using wood and stone resources. Otherwise, only the Nagas have a distinctive ability to move across the sea.

Added 17 minutes ago
Necropolis could have an Altar (of sacrifices) for the living instead of the missing level 2 market, where a random artifact would be given as a gift each week. For the Barbarians, instead of a level 2 market, "Chambers" might be a better fit, where prisoners would be brought in each week to be sold as live goods. The prisoners could be any random troops, from Barbarians and other factions to neutral troops and even elementals and phoenixes. The Nagas could receive gold and artifacts from shipwrecks in a "Glimmering Abyss" location. And Inferno is fine as is. They can do without a level 2 market.

Added 11 minutes ago
Garnet
That would be a disservice. All blinding-type spells would immediately become useless, or you would have to skip turns to avoid hitting the blinded unit. We've already been through this when we were shooting our own army with our own archers. Although, of course, it's worth thinking in this direction.
I thought there was something to be said for shooting your own troops. Considering the Alliance of Light's racial ability, it's a viable strategy. Especially when playing against the AI. :)

Added 45 minutes ago
It would probably be even better if, in a captured Castle, you could rebuild individual structures of your choice, or just the castle walls, instead of having to rebuild the entire Castle at once. This would be cheaper, and you could keep the unique features... For example, like the Nidus worms or the Orcs' chambers.

Added 21 minutes ago
Meaningful global changes in the 6th installment would make the wait for the sequel more bearable. And those who haven't purchased the game yet wouldn't mind shelling out for a license... Anyway, someone else will be making the 7th installment...
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Tell me, will my save files still work after installing Windows?
In reply to kvazares
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kvazares
Could you please tell me if the save files will be lost after reinstalling Windows?
If you don't copy the data during reinstallation, the save files will be deleted. If you have synchronization enabled, the save files will be loaded when you next log in to the game.
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"
In reply to Победитель
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Thanks for the tip. I thought it would be the same as with Windows Live, specifically with the games Dirt 2 and Resident Evil 5. They at least left the saves, but it was no use.
In reply to Победитель
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Winner
Coins are a real problem. There's a limited amount of them, and it seems that even if you earn all the achievements, you still won't have enough money to buy everything.

Apparently, with the release of patch 1.8, the rules for obtaining them have changed slightly.
Now, 1 coin is awarded for every 100 experience points earned on a played map.

In general, now my stash is growing rapidly - already over 50 thousand, without any effort.

However, the stash is limited - it can hold a maximum of 75,000.

But still, it's great. You can buy everything from the altar)
But I'm not in a hurry. Maybe something expensive will be sold with the new add-on.
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mod that makes the Dynasty weapons available in offline mode.
Маласса ждёт...
Маласса знает...
Маласса за всеми наблюдает...
In reply to Sanctuary
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Sanctuary
mod that makes the Dynasty weapons available in offline mode.

Question:
How many weapons are available?
All of them?
The link doesn't let me go through.
Although I don't use such things anyway.

Added after 3 hours and 52 minutes
And here's something from the official website:
Players can also fully enjoy the game with the Complete Edition of "Might & Magic: Heroes VI," which includes the expanded game, all bonus maps and items, adventure packs, the original soundtrack, and the "Shades of Darkness" expansion. It will be released on PC on the same day as the expansion.

The question is, what will happen to the two Dynasty weapons - the Staff of Sar-Agretta and the Dragon's Tongue - will they finally be given to players to use, or will they remain in oblivion?

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