New Facts from Heroic Corner

Discussions about the latest news in the Might and Magic community.
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protecyon
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Unread postby protecyon » 22 Dec 2005, 10:45

If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/1135241352

Arzang
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Unread postby Arzang » 22 Dec 2005, 10:45

the magic vs class efficiency bothers me a wee bit. but maybe magic classes (knight is a might class, no?) will have less penalties for using 'opposite' magic schools?



the catapult not being player controlled is a pretty arbitrary choice for me, but will we still be able to smash down gates? I remember a specific battle in H3 against the CPU, he only brought 3 flyers so I destroyed them quickly alongside the catapult and as a result I won the battle even though I was the major underdog.



and the last point really seems interesting.

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ThunderTitan
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Unread postby ThunderTitan » 22 Dec 2005, 12:12

To Arzang:

It might also have something to do with the fact that a Knight worships Light! Hopefully as Academy doesn't worship any Dragon they won't have any magic penalties.



So there isn't a skill for controling catapult? Coz it's not really clear from that statement!



No Orcs! Gives me hope for a Stronghold town in expansion! :D



Any1 have a link to Heroic Corner?
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Sikon
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Unread postby Sikon » 22 Dec 2005, 12:26

Heroic Corner is a Russian site.

http://heroes.ag.ru

tetsumonkai
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Unread postby tetsumonkai » 22 Dec 2005, 12:58

Feels like they have the exact the same facts like the romanian magazine. Difference is that in the Romanian magazine they mention the fact that orcs wont be in any add-on either.

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Unread postby silverbow » 22 Dec 2005, 14:17

The first point suggests the absense of a tacticts skill ??? or maybe tacticts will allow you a wider area in which to place your troops.



I hope there is a skill that lets you control the catapult



I better stop talking now or my HIII fanboyism will be unmistakable. I hope HV is just as good

Arzang
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Unread postby Arzang » 22 Dec 2005, 14:37

I wonder if no orcs means: no orcs, period. or; no orcs as a faction.



either how it's not that big of a loss to me. Orcs in homm never really got to me. and that deploying of units to me sounds like a VERY VERY nice addition.



h3 was infinitely stupid in this area "put all your units on a line and gogo". sure tactics changed this a bit, but I don't think a skill should be necessary to do something that is mandatory in battle. also; maybe deploying your units will be harder if you get ambushed and things like that? this could really bring some novelty to homm battles.

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Unread postby AlnOl » 22 Dec 2005, 15:37

I hope they (Nival) divert from H3, as you do not want to have the same game revamp - that is what is fun about a series. No orcs is a bummer, but I think the magik efficiency is good. Having a paladin expert in necromancy was a bit out-of-character! Also it might help in the balancing of the game.



H3 is hard to beat, but I am realy looking forward to HV!!!! Open beta soon please!
Food for thoughts

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Labyrinth
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Unread postby Labyrinth » 22 Dec 2005, 22:05

Somehow.. I don't believe what Nival says....
What the #$*! do we know?

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Ururam Tururam
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Unread postby Ururam Tururam » 22 Dec 2005, 23:09

Yuuuuh... I hate mods!
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Unread postby Furay » 23 Dec 2005, 04:48

Excellent! I love Mods!

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JSE
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Unread postby JSE » 23 Dec 2005, 11:03

No Orcs?!?!



It's obvious that Nival heavily "borrowed" from the most popular fantasy universes (Lord of the Rings, Forgotten Realms, and Warcraft) -- so why did they omit one of the most popular fantasy races? Do they really think that this will make the new Heroes universe seem original?
Edited on Fri, Dec 23 2005, 04:04 by JSE

Vision
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Unread postby Vision » 23 Dec 2005, 11:39

Believe none of what you hear, half of what you see (or read), and all that you know.
Edited on Fri, Dec 23 2005, 04:39 by Vision

Arzang
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Unread postby Arzang » 23 Dec 2005, 13:13

@JSE:



I don't know much about HOMM story but have orcs played a big part in HOMM? and No orcs could mean no orcs in factions, but they still exist in the universe. either how, have orcs ever meant alot for the homm story?

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alchemy
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Unread postby alchemy » 23 Dec 2005, 22:38

No Orcs is not good. @JSE, the Orcs did not play a huge role in the previous games, but them not being their does feel like a chunk of the game is missing. + i think that many LOTR fans wanted to make LOTR type maps. (I would have)

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alchemy
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Unread postby alchemy » 23 Dec 2005, 22:39

whoops i meant that to answer Arzang. (got confused with names sorry!)

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ThunderTitan
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Unread postby ThunderTitan » 24 Dec 2005, 17:17

@tetsumonkai



In the romanian mag there is no mention of the Orcs at all!



And anyway there are Orcs and Goblins in DMoMM, so there are Orcs in the new universe, but they might have kept them out of H5 because of DMoMM !



PS Marry Christmas to everyone!
Edited on Sat, Dec 24 2005, 10:23 by ThunderTitan
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vissai
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Unread postby vissai » 25 Dec 2005, 09:45

I can do well without Orcs (in H4, practically they could be used on Castle towers only), but this arranging units right before the battle really caught my attention. Finally! :)



As for the magic skills -- I see a Paladin, right in the middle of the battlefield, casting a Dark spell: "Now, I place this snakeliver onto the cockroach-brain... *EXPLOSION* ... or was it under the cockroach-brain?"
Time and dragons fly.


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