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11 years ago
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it stabilized, but since the video card is apparently not powerful enough for Windows 7, I'm experiencing a slideshow.
Actually, I'm also experiencing some lag on Windows 8. It's not very noticeable, but it's there.
By the way, maps also load not very quickly. Combined with the lack of a loading bar (again, interface issues :( ), it's not very pleasing.
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Okay, to be honest, the game is running very slowly for me. But that's okay.
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11 years ago
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Spent half a day today trying to get this unfortunate beta to run...
First, I tried running it under Windows XP 32-bit. It complained about a DLL, apparently from DirectX. I installed DirectX from the distribution. It started. BUT. During the map loading process, the game crashed. I reset the settings, didn't change the map settings, but it crashed again. Just in case, I reinstalled the video drivers. It failed again. The logs say, "Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk."
I have 4 GB of RAM. Is that not enough? True, one gig is consumed by Windows itself, but Heroes of Might and Magic VI worked without any problems (-_-)
And I have a ton of free space on my hard drives. In short, it's a dead end. Goodbye, Heroes! I guess I'll start playing Horn of the Abyss, because I'm already tired of Warlords of the Gate :p
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11 years ago
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The logs state, "Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk."
I have 4 GB of RAM. Is that not enough?
They are talking about the hard drive. It seems the game is loading something from the hard drive, and there isn't enough memory on the hard drive.
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11 years ago
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^ I have 888 GB of free space on my hard drive. Isn't that enough? :smile07:
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11 years ago
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^ I have 888 GB of free space on my hard drive. Isn't that enough?
Are you sure it’s on the primary drive? Maybe it’s segmented there?)
Oh, the game is buggy. When you equip an artifact, the new parameter values are not displayed. This is just one example. Also, I encountered enhanced defenders (a neutral unit from Haven), and they wouldn't give me any trouble… That is, they would attack according to their ability when attacking “neighbors.” But they wouldn’t attack themselves. It’s unbelievable :D At the same time, in my army, I have the same unenhanced units, and they can defend.
I equipped a shield to a hero. A few days later, I look at the inventory – where did the shield go?! It disappeared… Some kind of magic.)
The cavalry specialization for increasing speed doesn’t seem to work. Flanking attacks work, but damage doesn’t seem to depend on movement range... In any case, changes in damage aren’t visible in the tooltip.
The AI is interesting. In the sense that it clearly prioritizes attacking the nearest creatures. This is especially noticeable with ranged units: if you bring single-unit troops close to them, the archers will definitely shoot those single units. Or maybe they simply have a high priority for killing a squad due to bonuses to hit chance... If so, then +10% (or even less?) probability of hitting shouldn’t be dominant in decision-making.
Specializations are somewhat ambiguous. Instead of specializations like "Increases such-and-such creature by so much per level," they made it "increases the growth rate of such-and-such creature, regardless of level." Well, I already wrote about this. As far as I'm concerned, it's an ambiguous option. People will buy cockroaches with these specs, and ultimately the game will come down to finding/not finding the right hero in the tavern :) Didn't find one – didn't get enough growth – the game went badly – lost. Well, maybe I'm exaggerating… But in NHF (a mod for the fifth part), there are similar specs, but they depend on the level to avoid “cockroach” builds. And yes, there it was mainly done because of technical limitations... Why it's done this way here is unclear.
And yes. I just realized that I hadn't mentioned before, but the log also records the actions of the enemy.) I don't know, maybe it's intended for testing.) But for now, it looks like cheating.
By the way, I think that nation flags on objects and neutral units, which can be seen even through the fog of war, are at least an ambiguous decision, if not a bug.)
Here’s something else. I didn’t really like the large map. The small map, I only started playing it a little bit, but it seemed to me that the objects were more densely placed on it, and there weren’t any obvious drawbacks (maybe I would have found them later). The large map is still somewhat empty, plus resources lie around here and there, which cannot be taken. And the neutrals seem to be too strong... On normal difficulty, by the end of the second week, it’s quite difficult to take mines with rare resources and gold (especially gold) without suffering significant losses. On the small map, however, a gold mine can be easily captured on the very first day in a quick attack.
That’s all for now. But, surprisingly, I find myself getting hooked on the game. The skill wheel – it’s something… For now, I even like it more than in the fifth part. The combat is pleasant; there's plenty of room for maneuver... The units are also interesting. I like building up the city (oh, if only there were decent icons in the construction screen!). In general, so far, I have more positive impressions than negative ones.)
11 years ago
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Icons of abilities for some creatures:
http://heroescommunity.com/viewthread.php3?TID=40444&PID=1304320#focus


Necropolis and the Elven city in better quality:
http://heroescommunity.com/viewthread.php3?TID=40444&PID=1304321#focus



Added after 13 hours 44 minutes
Blood Rage, according to the PubHoMM group:
https://vk.com/pubhomm?w=wall-53800143_18276

Added after 22 hours 27 minutes
The next tales. Your choice:
http://mmh7.ubi.com/en/blog/post/view/the-next-tales-your-choice
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11 years ago
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By the way, has anyone figured out how to switch ranged units to melee combat in the game? Ctrl, Shift, and Alt don't seem to change the cursor icon, which, in my opinion, suggests that there's no effect...
P.S. Because of the similarity of the icons for spearmen and crossbowmen, I managed to split the latter into individual units. And then I wondered what to do with them...
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11 years ago
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Do you think the battles look a bit dull? And also, the fact that the creatures don't turn to face the attacker and many attacks have to be aimed at their rear end doesn't look very good.
In reply to MasteR
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11 years ago
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MasteR
The creatures don't turn to face the attacker, and many attacks end up hitting them in the rear, which doesn't look very good.
This isn't a bug, but a feature. The idea is that you approach from behind and deal more damage with a backstab. If the monster turns to face the attacker, then it won't be a backstab.
In reply to Ment
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11 years ago
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Ment
Is it definitely on primary? Maybe it's segmented there for you?)
Oh, the game is buggy. You equip an artifact, and the new parameter values aren't displayed. This is just one example. I also encountered enhanced defenders (a neutral unit from Haven), and they wouldn't give me any trouble... That is, they would attack according to their ability when targeting a "neighbor." But not when attacking themselves. An unbelievable situation :D At the same time, in my army, I have the same unenhanced units, and they can defend.
I equipped a shield to a hero. A few days later, I look in the inventory – where did the shield go?! It disappeared... Some kind of magic.)
The cavalry specialization that’s supposed to increase speed doesn't seem to be working. Flanking attacks work, but damage doesn't seem to depend on movement range... In any case, no changes in damage are visible in the tooltip.
The AI is interesting. In the sense that it clearly prioritizes attacking the creatures closest to itself. This is especially noticeable with ranged units: if you bring single-unit creatures close to them, the archers will definitely shoot those single units. Or maybe they simply have a high priority for killing a squad due to bonuses to hit… If so, then +10% chance (or even less?) of dying shouldn't be the dominant factor in decision-making.
Specializations are somewhat ambiguous. Instead of specializations like “Increases such-and-such creature by so much per level,” they made it “increases the growth rate of such-and-such creature, regardless of level.” Well, I already wrote about this. As far as I'm concerned, it's an ambiguous option. People will buy cockroaches with these specs, and ultimately the game will come down to finding/not finding the right hero in the tavern :) Didn't find one – didn't get enough growth – the game went badly – lost. Well, maybe I'm exaggerating... But in NHF (a mod for the fifth part), there are similar specs, but they depend on the level to avoid cockroach builds. And yes, there it’s mainly done because of technical limitations... Why it's done this way here is unclear.
And yes. I just realized that I hadn't mentioned before, but the log also records the actions of the enemy.) I don't know, maybe it was designed this way for testing.) But for now, it looks like cheating.
By the way, I think that nation flags on objects and neutral units, which can be seen even through the fog of war, are at least a questionable decision, if not a bug.)
Here's something else. I didn't really like the large map. I only started playing the small map a little bit, but it seemed to me that it has more densely placed objects and no obvious drawbacks (maybe I would have found them later). The large map is still somewhat empty, plus resources lie around here and there that you can't take. And the neutrals seem to be too strong... On normal difficulty, by the end of the second week, it's quite difficult to capture mines with rare resources and gold (especially gold) without suffering significant losses. On the small map, however, a gold mine can be easily captured on the very first day in a quick attack.
That’s all for now. But, surprisingly, I find myself getting hooked on the game. The skill wheel – it's something… For now, I even like it more than in the fifth part. Combat is enjoyable; there's plenty of room for experimentation... Units are interesting too. Building up the city is nice (too bad about the poor icons in the building screen!). Overall, so far, I have more positive impressions than negative ones.)

The artifact disappearing is a known BUG! :smile09:
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11 years ago
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Well, I splurged on this thing. If I'm going to go all-in, I'll do it with a receipt in my pocket, haha.
I just don't understand why they've been "processing" the "package" in their store for two days now, as if they're assembling a parcel for me. They sent the code, they sent the link to the beta, and the rest, well, they'll give it to me with the first batch. Time is ticking, and the beta test will be over in a couple of days.
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11 years ago
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What exactly is included in the package? If there’s a code and a link, why can’t I play?
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11 years ago
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No, that's what I'm saying – they didn't give us anything, but they could have at least provided a link and the code. UPDATE: Okay, they gave me the code. But they did it quietly. They could have at least sent it to my email. And where, if you don't mind me asking, can I download the beta? Through Uplay?
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11 years ago
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Maybe... I bought it on Steam, and I also downloaded the beta from there. It's just easier that way.

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