HVI units (images)
Or that the Poa-Kai is actuely used as a Boss.Shamans are new?! That's funny, the version of H5 TotE i played already had them.
Looks to me like they just replaced the Wyvern with the Harpies... which might hint at the Wyvern being included somewhere else (i hope).
In the german description, harpies live on the "Poa Islands" Thats why I was surprised that they are not included in the lineup.
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No classic Wolf/Wolf Rider and yet the harpy and the centaur return from H4 to haunt this faction again...
Add to this fewer factions (overall), fewer tiers, many changes to classic aspects of the game and one can not overlook the notion that game begins to look more and more like fans least favourite H4.
I have to admit that the units look great and all fit asrtistically to the "jungle" theme, yet this is a big step off of the original Barbarian concept and I don't like it.
Add to this fewer factions (overall), fewer tiers, many changes to classic aspects of the game and one can not overlook the notion that game begins to look more and more like fans least favourite H4.
I have to admit that the units look great and all fit asrtistically to the "jungle" theme, yet this is a big step off of the original Barbarian concept and I don't like it.
I still think it will do more harm then good. I hope you wont be the one complaining that the game is to easy...Mirez wrote:I think it's good. I hate having to ant-line my heroes to get an army from a to b in time.
Back to topic
The Sandor (sounds to much like Sandro) reminded me of this
The worm from DM...
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Isn't that "you can buy any unit everywhere" just a speculation? At the very least you'd need the dwellings built to train the troops. That alone should mean that unless you have a fully upped town there, you won't be able to restock on everything.
I don't find the pools too bad as a general idea. I mean, it's not like you keep track of how much gold you have on your hero and in the treasury of each town... so going by that line of thought, if you consider your units resources to be used/trained, it makes sense that you don't care about where they are, only that they are available. At least as much sense as anything in the HoMM game world anyway.
I don't find the pools too bad as a general idea. I mean, it's not like you keep track of how much gold you have on your hero and in the treasury of each town... so going by that line of thought, if you consider your units resources to be used/trained, it makes sense that you don't care about where they are, only that they are available. At least as much sense as anything in the HoMM game world anyway.
Er, didn't really like this Stronghold faction, although I liked (a little bit) of the Mayan fashion. The reasons are something like others have stated: HoMM V version 2 (not that Haven, Necropolis or Inferno are also immune to this repetition), but this one seem less fun that the latter game - I say I'll also miss Wyverns / why don't they get rid of Cyclops? *becoming angry all of a sudden*
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First off: I've only seen 6 different unit types of which no clear cyclops; IMHO it's rather a troll than a cyclops. That leaves 1 spot for a wyvern; which, because HoMM VI is going to be (could this be possible?) overbalanced (that's the second ) is very likely seeing as the only other flyer are the harpies (necropolis has 2 flyers, haven has 3, inferno has several units with wings who'll they'll most like won't use; yet I'd expect 2 units who'll either fly of teleport - that leads to the conclusion that stronghold will have a second flyer as well)Panda Tar wrote:I say I'll also miss Wyverns / why don't they get rid of Cyclops? *becoming angry all of a sudden*
Grah!
Here you go, look at them once more.Thelonious wrote:First off: I've only seen 6 different unit types of which no clear cyclops;
All names are not sure (can be wrong) until Ubisoft confirm (official reveal) them.
Last edited by Avonu on 20 Dec 2010, 22:00, edited 3 times in total.
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I feel a bad about this new stronghold. They are doing again the same mistake from HOMM5 with the same creatures all other again - too many orcs in too many similiar outfits. The ogre looks just like a big orc itself.
Why coudn't they continue with the good vareity they put in the core units?
I just got a flashback now and I figure I dreamed today they revived the fortress and it was awesome. I wonder why I dreamed it today as I didn't think about HOMM for a long time...
Why coudn't they continue with the good vareity they put in the core units?
I just got a flashback now and I figure I dreamed today they revived the fortress and it was awesome. I wonder why I dreamed it today as I didn't think about HOMM for a long time...
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Someone even posted a pic of that (well sans the goblin, coz it was before the Stronghold got announced).
BTW, this was actually funny: http://might-and-magic.ubi.com/heroes-6 ... m:6-231-32
Also, are they hinting at us being able to make choices on what each sibling chooses to do in the campaigns here or are those just attempts at generating interest in the story: http://might-and-magic.ubi.com/heroes-6 ... -Maintab-3 (this is about all the bios, they all seem to do that, even if it looks like someone just put them through google translate)
BTW, this was actually funny: http://might-and-magic.ubi.com/heroes-6 ... m:6-231-32
Also, are they hinting at us being able to make choices on what each sibling chooses to do in the campaigns here or are those just attempts at generating interest in the story: http://might-and-magic.ubi.com/heroes-6 ... -Maintab-3 (this is about all the bios, they all seem to do that, even if it looks like someone just put them through google translate)
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Neutral creature revealed: Water Dragon.
"Avatars of Shalassa, the Dragon-goddess of water, these creatures are often found protecting places both sacred and forbidden to common mortals. A Dragon Eel masters the magical powers from which it draws its name, and is summoned in times of great necessity by those closest to Shalassa. It is a force a nature that only the most courageous of armies would dare challenge in battle."
"Avatars of Shalassa, the Dragon-goddess of water, these creatures are often found protecting places both sacred and forbidden to common mortals. A Dragon Eel masters the magical powers from which it draws its name, and is summoned in times of great necessity by those closest to Shalassa. It is a force a nature that only the most courageous of armies would dare challenge in battle."
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