Best/worst town in heroes IV

The old Heroes games developed by New World Computing. Please specify which game you are referring to in your post.
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Ya5MieL
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Unread postby Ya5MieL » 25 Jul 2006, 19:31

Epilogue:

And everyone hapily goes home and starts playing either Equilibris or Wog (depending on his opinion which is better) :)

Actualy this argue is better then the one when i was against 150 ppl all by myself, claiming Disciples 1 are better than Disciples 2 :)

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Meandor
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Unread postby Meandor » 25 Jul 2006, 19:36

Ya5MieL wrote:For diference between heroes i could say the same about diferences in class in h4 :)
whats the diference between 2 necromancers in h4? :P
whats the difference between creature levels? its all same there, too.,... level 1 cant posibly stand vs lv 2, lv2 cant fight lv3, lv3 cant stand vs lv4.
So strategy is pretty much the same for all factions... lv1 cannon fodder, lv2 slightly better cannon fodder, lv3 HUGe Leap, lv4-whenever you get 14k gold (with any faction).
I had a feeling im playing with 1 faction :P
magic system was indeed better, but this thread is about towns and in H3 they are simply better designed :)
Pozdrav..
So you played for 2 days and know everything about the game? :| What can i say, you rock.
Whats the difference betwean 2 necromancers? Sauron compared different heroes of different races and you as a counter compare heroes of the same race and class? :|
I won`t even coment claim that every town plays same.
But, lets not turn this into another h3 vs h4 thread...
Funy things is that you started it by lightly flaiming H4 and now say such words.
H3:
Necropolis: Raising is the key
Castle: Numbers are the key
Conflux and Tower: Spells are the key
Other: Coudn't think of any
There is more...
...

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Ya5MieL
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Unread postby Ya5MieL » 26 Jul 2006, 11:11

2 days gameplay time (48 hours) is enough time to judge any video game on the market. If a game doesnt manage to impress me in that time it surely is not worth my time.
Now that doesnt mean the game isnt quality product, it jsut means its not for me.
If you like it play it, its as simple as that.

And it doesnt change the answer to THREADS QUESTION, that H4 TOWNS (not faction, adv.map or any other part) are simply a step back from H3 even tho it had nice feature of changing terrain (we are not discussing any other part of the game here, so i didnt flame H4, just a part of it which is included in this thread).
H3 vs H4 argue was started later, and not by me :)

Anyway, in conclusion, H4 towns are still better than H5 towns :)

Le_Faucheur
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Unread postby Le_Faucheur » 28 Jul 2006, 11:55

the best towns are the chaotic ones:demons in necropolis and asylum
the worst is the stronghold cause it has no magic.

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gravyluvr
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Unread postby gravyluvr » 28 Jul 2006, 19:35

Order is most beautiful. I also like the Life and Nature town looks.

Overall, HOMM4 went for town management practicality. They gave every town it's own look and feel but all the buildings match as far as placement. That was okay by me because in HOMM3 I kept clicking on the wrong building in the inferno.

The barbarian town in HOMM1.
The Sorcerous town in HOMM2.
The Tower in HOMM3.

Still waiting to play HOMM5 enough to decide.
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[T]osHiro
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Unread postby [T]osHiro » 29 Jul 2006, 09:08

Best: Order

Worst: nothing, because Death and Might tied at the last spot of my list. ;)
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Lunar
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Unread postby Lunar » 27 Aug 2006, 15:08

best - Academy because there is pretty song... I love it :)
worse - Asylum, cause there is chaotic music, I hate it :|

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Banedon
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Unread postby Banedon » 28 Aug 2006, 00:14

I can't agree with Nature being the worst. Yes, their level 1-3 units aren't all that good, but who uses level 1-3 units later in the game anyway? With 2 Level 4 units, access to a pathfinder as well as decent magic I find Nature quite powerful. I like Life too since I like defensive magic, while Chaos is quite decent since my brother thrashed me a few times with hyper-offensive magic (going through my Chaos Ward and all).

Therefore: I find Life weakest. Yes, I love their defensive magics, but their units are rather weak - though getting Life casters on my team is imperative. Strongest is probably Death - the turn 2 Vampires is too much to face, and if Death presses its advantage it's going to claim win after win. Nature would rule extra large maps if it manages to get its entire complement out and running (I personally like 2 Life Priests, one Druid, one Pathfinder and one Tactician). Chaos can do quite well early-game and if there are experience boosts around it can overturn Death on small maps (early-game Lightning is absolutely devastating). Order's probably the second weakest, while Might is an odd 'floater', relying on totally different strategies.

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asandir
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Unread postby asandir » 28 Aug 2006, 06:36

not really sure about best, but i disliked life, im with DL that the humans are the worst!!
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Akul
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Unread postby Akul » 28 Aug 2006, 10:40

Humans can be an very powerful faction... if you know how to use theme.
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Pol
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Unread postby Pol » 28 Aug 2006, 11:15

Practically in all Heroes series humans are the "best" as easiest to manage, fight and so... (like win). Alas they are most boring faction as well though the lack of imagination put in theirs overall strategies. For all other nations you need to put some effort in, here, it's just classic...
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Melanchior
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Unread postby Melanchior » 14 Feb 2009, 00:15

Best: Order
2. Nature
3. Might
4. Chaos
5. Life
Worst: Death

csarmi
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Unread postby csarmi » 14 Feb 2009, 10:32

Pre-equi: (on a scale of 10)

Death: 13
Nature: 8
Life: 6
Chaos: 6
Order: 4
Might: 4

This depends on map type and map features too, for example
- semi-open map with low number of taverns (read: in cities, outside, etc) helps might
- small open maps with several villages make it possible for nature to get close to death (but only for the first two weeks, afterwards vampires will be too strong)
- enough map features for learning magic skills AND spells bring might back into the game
- scouting altars and pus order back into the game and strengthens life
- unbalanced map (badly placed guardians etc just like in 99% of starting maps) help chaos a bit

After equi:

If map is built correctly, they are all equal.
If scouting altars are missing, life and orders are disadvantaged.
If not enough magic on the map, might is disadvantaged.

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Yurian Stonebow
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Unread postby Yurian Stonebow » 16 Feb 2009, 12:16

Off the top of my head:


From "best" to "worst"

1. Order
2. Nature
3. Death
4. Life
5. Chaos
6. Might

What I said is based on my own intuition and not to some well calculated mathematic formulas or well explained scientific stuff. Remember that I do consider myself a Novice when it comes to Heroes IV in general.




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