Heroes of Might and Magic 5
Moderator: Dictators in Training
Heroes of Might and Magic 5
Anyone gotten this yet? Is it any good? Thinking of getting it, (or perhaps hinting to friends that it'd make great birthday present, heh) but if it blows asschunks, I won't bother.
-Arlos
-Arlos
I played the demo...for 5 minutes and then turned it off. I'll stick with HoMM3.
Inside each person lives two wolves. One is loyal, kind, respectful, humble and open to the mystery of life. The other is greedy, jealous, hateful, afraid and blind to the wonders of life. They are in battle for your spirit. The one who wins is the one you feed.
HoMM 4 wasn't bad, actually. The one BIG difference between 4 and any other entry in the series before it was that heroes got to do more in combat than lend skills and spells, they actually could fight as units on the field.
This did get a bit silly later in the campaigns, when you frequently didn't actually need an army, you just sent your heroes out and they could stomp just about anything they met into the ground, short of a huge Black Dragon stack or something.
From all accounts, HoMM 5 does away with that and goes back to the earlier method, which is ultimately all to the good, I think.
I just was worried about looking forward to a sequel to a series I really liked, and have it turn into something like MOO 3.
-Arlos
This did get a bit silly later in the campaigns, when you frequently didn't actually need an army, you just sent your heroes out and they could stomp just about anything they met into the ground, short of a huge Black Dragon stack or something.
From all accounts, HoMM 5 does away with that and goes back to the earlier method, which is ultimately all to the good, I think.
I just was worried about looking forward to a sequel to a series I really liked, and have it turn into something like MOO 3.
-Arlos
The Heroes arent as involved in this game as they are in 4 but they are more involved than in 3. There is now a bar at the bottom of the screen during battles that shows the order of initiative for each creature and the hero has his/her own turn. On this turn you can either use a magic spell, a skill or you can directly attack an enemy unit without fear of counterattack. Heros cannot be killed.
The specialties in 5 is very similar to 3. Magic is broken down into 4 categories: Destructive Magic, Light Magic, Dark Magic, and Summon Magic. As you gain experience you can upgrade your specialties from advanced to expert just like in 3, but as you advance them they will unlock skills that can either be cast on the battlefield or increase the attributes of your creatures. For example, as you increase your Defense specialty you can unlock the Evasion skill which decreases the amount of damage done by ranged attacks. An example of a skill that can be cast on the battlefield would be Teleportation. In the inferno faction if your hero learns the Logistics specialty he can unlock the teleportation skill which allows him to teleport a unit to another space on the battlefield. There are a lot of other really helpful skills like consuming a corpse for mana in the Inferno faction, or having your hero guard a creature. If that creature is attacked the hero will counter attack any attacking unit.
The problem with Heroes 3 is that if you had a fighter based hero, he/she was basically useless during a battle since they were pretty crippled magic wise. Heroes 5 remedies that with allowing the Hero to do physical damage and giving them non-magic based skills.
Fuck it. Just go buy the game, trust me.
The specialties in 5 is very similar to 3. Magic is broken down into 4 categories: Destructive Magic, Light Magic, Dark Magic, and Summon Magic. As you gain experience you can upgrade your specialties from advanced to expert just like in 3, but as you advance them they will unlock skills that can either be cast on the battlefield or increase the attributes of your creatures. For example, as you increase your Defense specialty you can unlock the Evasion skill which decreases the amount of damage done by ranged attacks. An example of a skill that can be cast on the battlefield would be Teleportation. In the inferno faction if your hero learns the Logistics specialty he can unlock the teleportation skill which allows him to teleport a unit to another space on the battlefield. There are a lot of other really helpful skills like consuming a corpse for mana in the Inferno faction, or having your hero guard a creature. If that creature is attacked the hero will counter attack any attacking unit.
The problem with Heroes 3 is that if you had a fighter based hero, he/she was basically useless during a battle since they were pretty crippled magic wise. Heroes 5 remedies that with allowing the Hero to do physical damage and giving them non-magic based skills.
Fuck it. Just go buy the game, trust me.
- 10sun
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Griever wrote:The Heroes arent as involved in this game as they are in 4 but they are more involved than in 3. There is now a bar at the bottom of the screen during battles that shows the order of initiative for each creature and the hero has his/her own turn. On this turn you can either use a magic spell, a skill or you can directly attack an enemy unit without fear of counterattack. Heros cannot be killed.
The specialties in 5 is very similar to 3. Magic is broken down into 4 categories: Destructive Magic, Light Magic, Dark Magic, and Summon Magic. As you gain experience you can upgrade your specialties from advanced to expert just like in 3, but as you advance them they will unlock skills that can either be cast on the battlefield or increase the attributes of your creatures. For example, as you increase your Defense specialty you can unlock the Evasion skill which decreases the amount of damage done by ranged attacks. An example of a skill that can be cast on the battlefield would be Teleportation. In the inferno faction if your hero learns the Logistics specialty he can unlock the teleportation skill which allows him to teleport a unit to another space on the battlefield. There are a lot of other really helpful skills like consuming a corpse for mana in the Inferno faction, or having your hero guard a creature. If that creature is attacked the hero will counter attack any attacking unit.
The problem with Heroes 3 is that if you had a fighter based hero, he/she was basically useless during a battle since they were pretty crippled magic wise. Heroes 5 remedies that with allowing the Hero to do physical damage and giving them non-magic based skills.
Fuck it. Just go buy the game, trust me.
Higher level fighter heroes in 4 were unstoppable. Even stronger were archers... best though is ones that had the illusion skill and were maxed out.
Just bring a couple of your highest level critters and given a round or two, you had a stack of 50.
azureus worked like a champ, combined with a no-DVD crack it runs.
it won't let me patch it to 1.1 though, saying it isn't installed. is there a way to get around their unreasonable anti-piracy methods and patch the game? i mean, other than buying the game
it won't let me patch it to 1.1 though, saying it isn't installed. is there a way to get around their unreasonable anti-piracy methods and patch the game? i mean, other than buying the game
Lyion wrote:Unfortunately, Arabs are notorious cowards and these are people who are easily knuckled under.
this was some serious Battle of Helms Deep shit, over 10k skeleton archers. my hero gained 4 levels, up to 19.
courtesy of their heroes fagtastic Phantom Force spell. which makes a duplicate stack of whatever you cast it on. he chose to cast it on his 1200ish skeleton archers about 11 times. the clones will die if they take any damage, but dodge all attacks 50% of the time.
courtesy of their heroes fagtastic Phantom Force spell. which makes a duplicate stack of whatever you cast it on. he chose to cast it on his 1200ish skeleton archers about 11 times. the clones will die if they take any damage, but dodge all attacks 50% of the time.
Lyion wrote:Unfortunately, Arabs are notorious cowards and these are people who are easily knuckled under.








