Is Sylvan Town too Strong ?

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
User avatar
dragonn
War Dancer
War Dancer
Posts: 389
Joined: 06 Jan 2006
Location: Draconius - The Eternal City of Dragons

Unread postby dragonn » 01 May 2006, 07:42

DaemianLucifer wrote: Now,it has the same amout of HIV,HIII and new elements.And thats the only thing it has,partially,like in HIV.What about flagable windmils,separate movement,dweling acumulation,FoW,or daily growth?
Flagable windmills and other buildings were a good idea, but I like it when my second hero has something to do instead of sitting in the castle. And I know how many resources was given to me from that location, I don't have to analyze my resource quantities.

There was a big discussion about seperate movement I think, and all in all I don't like this idea, especially when you couldn't finish the game, because you had to hunt an enermous army of one pixie and 2 wolfs, which was left from your enemies army.

Dwelling acumulation - true that is a good idea, but hard for your pocket.

Daily growth - not bad, but bothersome (day by day I had to click to buy units, I didn't have to, but I wanted to). True it was good when defending a town, but if a big army attacked you, those couple of units didn't give you much.

Things that could have been implemented would be caravans (instead of this silly summon units spell), and the spell system, with it's useful spells. Also the unit description windows with all the abilities descriptions would be nice. Oh, and it would be nice if there was a hero figure window, on which you could "put" those artifacts, because it's a bit confusing in H5...

User avatar
Gaidal Cain
Round Table Hero
Round Table Hero
Posts: 6972
Joined: 26 Nov 2005
Location: Solna

Unread postby Gaidal Cain » 01 May 2006, 08:42

Bandobras Took wrote: I would argue that the skill systems has much more in common with Heroes IV than III.
Well, even if I don't think that it's very similar to either, it's pretty clear which of the two they started with...
dragonn wrote:Flagable windmills and other buildings were a good idea, but I like it when my second hero has something to do instead of sitting in the castle. And I know how many resources was given to me from that location, I don't have to analyze my resource quantities.
I prefer not having to have a hero I have to spend time watching doing nothing but running from one location to another, just because it might give me the resources I need for finishing my portal of glory this week instead of next...
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett

User avatar
DaemianLucifer
Round Table Hero
Round Table Hero
Posts: 11282
Joined: 06 Jan 2006
Location: City 17

Unread postby DaemianLucifer » 01 May 2006, 09:08

dragonn wrote:Flagable windmills and other buildings were a good idea, but I like it when my second hero has something to do instead of sitting in the castle. And I know how many resources was given to me from that location, I don't have to analyze my resource quantities.
They said that they are trying to speed up the game.How is this speeding up?You have to gather all your resources and dwelings every week.Its way to slow and bothersome.And it could easily be aranged that the building displays what resource it gave you that week,and how much.
dragonn wrote: There was a big discussion about seperate movement I think, and all in all I don't like this idea, especially when you couldn't finish the game, because you had to hunt an enermous army of one pixie and 2 wolfs, which was left from your enemies army.
This could easily be countered by making someone loose if they dont have a town for a week.Also,it counters the completely illogical and unfair movement of the army(being able to transport 50 angels from one end of the map to the other in a day,for example)
dragonn wrote: Dwelling acumulation - true that is a good idea, but hard for your pocket.
It costs the same,except you dont have to buy them every week.
dragonn wrote: Daily growth - not bad, but bothersome (day by day I had to click to buy units, I didn't have to, but I wanted to). True it was good when defending a town, but if a big army attacked you, those couple of units didn't give you much.
Ok,previously you said how you like to collect your windmills every day,and now you argue how you hate to buy your creatures? :| And you dont have to buy them every day.I usually wait for a week or a month before I buy all of my creatures.Also,there is no first day exploit.
dragonn wrote: Things that could have been implemented would be caravans (instead of this silly summon units spell), and the spell system, with it's useful spells. Also the unit description windows with all the abilities descriptions would be nice. Oh, and it would be nice if there was a hero figure window, on which you could "put" those artifacts, because it's a bit confusing in H5...
Why do you need a caravan if you can transport your creatures in a single day anywhere on the map?Yes,I really dont understand why there is no paperdoll.Maybe its been removed from the demo.I hope that is the case.Also,I hope descriptions are more informative.

User avatar
dragonn
War Dancer
War Dancer
Posts: 389
Joined: 06 Jan 2006
Location: Draconius - The Eternal City of Dragons

Unread postby dragonn » 01 May 2006, 10:05

DaemianLucifer wrote: They said that they are trying to speed up the game.How is this speeding up?You have to gather all your resources and dwelings every week.Its way to slow and bothersome.And it could easily be aranged that the building displays what resource it gave you that week,and how much.
Well it all depends on the designers now, but if it goes for me I don't like this whole speeding-up-the-game strategy...
DaemianLucifer wrote: Ok,previously you said how you like to collect your windmills every day,and now you argue how you hate to buy your creatures? :| And you dont have to buy them every day.I usually wait for a week or a month before I buy all of my creatures.Also,there is no first day exploit.
I was thinking about creatures in towns, not in the map dwellings. Caravans would be used for creatures, and I don't mind collecting windmills.
DaemianLucifer wrote: Why do you need a caravan if you can transport your creatures in a single day anywhere on the map?
Because the system is not very comfortable:
a) you can only summon them from towns, and only the closest to you, so the ability does not replace caravans from dwellings.
b) 100 Imps = 100 mana, 1 Devil = 1 mana, sure you can use Eldrichs Well but what if you need to summon 100 Succubus 25 Devils and 500 Imps?
c) you need an ability to use it (sorcery if I recall), not every hero is able to learn it.

User avatar
DaemianLucifer
Round Table Hero
Round Table Hero
Posts: 11282
Joined: 06 Jan 2006
Location: City 17

Unread postby DaemianLucifer » 01 May 2006, 10:13

dragonn wrote:Well it all depends on the designers now, but if it goes for me I don't like this whole speeding-up-the-game strategy...
Neither do I.If they wanted to speed up the game,why didnt they leave windmill flaging?Also,I think that there will be windmill flaging.Its realy hard for me to imagine someone being that blind not to see that this system has absolutely no disadvantages,only advantages.
dragonn wrote: I was thinking about creatures in towns, not in the map dwellings. Caravans would be used for creatures, and I don't mind collecting windmills.
You dont mind having to move manualy 2 or 3 heroes for 3 turns every week,yet you have problem with pushing "C","B",whenever you enter your town to build in it? :| :| :|
dragonn wrote: Because the system is not very comfortable:
a) you can only summon them from towns, and only the closest to you, so the ability does not replace caravans from dwellings.
b) 100 Imps = 100 mana, 1 Devil = 1 mana, sure you can use Eldrichs Well but what if you need to summon 100 Succubus 25 Devils and 500 Imps?
c) you need an ability to use it (sorcery if I recall), not every hero is able to learn it.
I was talking about chaning.You dont need the summon spell.All you need is a chain of few heroes to transfer your whole army anywhere on the map.This renders the creature summon spell useless as well.Well,almost useless.

User avatar
dragonn
War Dancer
War Dancer
Posts: 389
Joined: 06 Jan 2006
Location: Draconius - The Eternal City of Dragons

Unread postby dragonn » 01 May 2006, 10:54

DaemianLucifer wrote: You dont mind having to move manualy 2 or 3 heroes for 3 turns every week,yet you have problem with pushing "C","B",whenever you enter your town to build in it? :| :| :|
That's how it is :D
DaemianLucifer wrote: I was talking about chaning.You dont need the summon spell.All you need is a chain of few heroes to transfer your whole army anywhere on the map.This renders the creature summon spell useless as well.Well,almost useless.
Well it is a strategy that I didn't use very often, but it does not work well on XL maps, there are a lot of obstacles.

And, like with windmill flaging, what's wrong with implementing caravans in the game...

User avatar
DaemianLucifer
Round Table Hero
Round Table Hero
Posts: 11282
Joined: 06 Jan 2006
Location: City 17

Unread postby DaemianLucifer » 01 May 2006, 11:23

dragonn wrote:Well it is a strategy that I didn't use very often, but it does not work well on XL maps, there are a lot of obstacles.
It does.You just need more heroes.
dragonn wrote: And, like with windmill flaging, what's wrong with implementing caravans in the game...
Nothing is wrong with caravans.But they loose a lot of their usefulnes with this system.


Return to “Heroes V-VI”

Who is online

Users browsing this forum: Amazon [Bot] and 2 guests