Heroes VI Summary

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
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Pitsu
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Heroes VI Summary

Unread postby Pitsu » 29 Aug 2010, 16:37

Might and Magic Heroes 6 Summary

**Release info:**
Developer: Black Hole Entertainment/Limbic Entertainment - current developer
Release: Oct. 13 2011 - Originally announced June, but delayed twice for polishing
Latest: Might and Magic Heroes VI: Complete Edition (contains all, both expansion packs and Shades of Darkness)
Expansion packs: Pirates of the Savage Sea Adventure Pack, Danse Macabre Adventure Pack
Stand-alone Expansions: Might & Magic® Heroes® VI - Shades of Darkness, contains “Legacy” Heroes, Crag Hack and Sandro campaigns.
Other Editions: Might & Magic® Heroes® VI - GOLD EDITION - contains both expansion packs but not Shadow of Darkness
Online activation: Yes, required, first time via Uplay. For bonuses and MP you need to stay connected.
Patches: If you have vanilla release then many, no cumulative patch exists, see here for digital version (efigs) or here for all versions.
Demo: Torrent available here
Homepage: Ubisoft homepage & News
Ubisoft Forum: Link

Knowledgebase **Game info:**
Factions
*Haven, Inferno, Necropolis, Sanctuary (nagas) and Stronghold. Dungeon for Shades of Darkness Stand-alone expansion.

Hero
* less random choices in hero development (skill offers not random)
* might and magic, male and female heroes for each faction. Visuals reflect gender and class
* customization possible
* advanced classes (based on reputation)
* reputation has two directions - blood (swift action) and tears (wisdom seeker), many game actions give points for either of them and once a certain amount is collected, hero can level to advanced class. For more about reputation scroll 9 posts down in this very thread.
* max hero level 30

Magic
* 7 schools: air, earth, fire, water, light, dark and primordial
* spells are learned as abilities, not from magic guilds.
* there's no spellbook, the spells comes in the form of skills
* town portal is a town structure

Battle
* combat objectives and arena shape may vary.
* tiles with special bonuses on battlefield
* hero role in combat as in HoMM1-3, but can do physical attack like in HoMM5
* Initiative determines who goes first, but everyone acts once per turn. ATB bar is there to make it more clear.
* units have synergies (formations ?) which boost each other
* Ranged units cannot shoot behind every obstacle
* You cannot record battle within the game. Neither watch enemy/ally battles when you are not one of the parties.

Units
* images
* 7 units (3 core tier, 3 elite tier and 1 champion tier) per town, each having a single upgrade
* some units have common pools (e.g. 10 core humans can be trained into 10 archers, 10 pikemen, 5 archers+5pikemen or any other combination what the player finds the best)
* Unit pools act the same way as resource pools. Meaning that adventure dwelling (and other town?) troops can be hired in any town or fort.
* There's ingame bestiary.

Adventure map
* towns can be converted and so can dwellings and forts
* map areas are controlled by central towns/forts (each governs an area)
* fog of war is static

Economy
* only 4 resources: gold, ore, wood and crystal

Campaign
* subtitle of the game is MMH6:Dynasties. Five siblings from the Griffin Dutchy have different views on the meaning of life...
* story is from times long before the events of HoMM5 and campaign structure like in HoMM3 (to unlock last, all first campaigns have to be completed)

Editor/RMG info:
* Map editor is presented, campaign editor is not (According UBI it's likely to be released - but it wasn't, never. )
* no LUA scripting like in HoMM5
* no random map generator

Music
* To listen go to selected tracks here.


**Reviews**

See Kalah's review here.

My opinion about the game:
Strong visuals and music are the best assets of the game. The game may be recommended for newcomers, just jump on with Might and Magic Heroes VI: Complete Edition.

Experienced and veteran players be warned, in terms of AI and mechanics it's average product, very simplified and not reaching the previous standards set up by HoMM3-5. The game is also plagued by bugs in both fields. Playing it will certainly not sharpen your brain, obviously AI is grossly cheating. As 3D map editor struggle to being useful, the replaybility is very low, almost nobody care to create fan maps. Definitively one time story.
~Pol

Gameplay videos:
Might & Magic Heroes 6 Gameplay - Adventure Map
Might & Magic Heroes VI Gameplay (PC HD)

Gameplay videos (pre-alpha version):
combat video
adventure video
Igromir gameplay/combat video


System requirements:
Minimal
Processor: 2 GHz Intel® Pentium® Core 2 Duo E4400 or higher 2.6 Ghz AMD Athlon™ X2 5000+ or higher
RAM: 1GB
Video card: NVidia™ GeForce® 8600GTS (512 VRAM) or ATI™ Radeon 2600XT (512VRAM) or better, 512 MB DirectX® 9.0c–compliant card with Shader Model 3.0 or higher. Notebook cards are not supported.

Optimal
Processor: 2,13 Ghz Intel® Pentium® Core 2 Duo E6400 or higher, 2.8 Ghz AMD Athlon™II X2 240 or higher
RAM: 2GB
Video card: NVidia™ GeForce® 8800GTX (1 GB VRAM) or ATI™ Radeon HD 3870 (1 GB VRAM) or better, 512 MB DirectX® 9.0c–compliant card with Shader Model 3.0 or higher. Notebook cards are not supported.

Ubisoft page with requirements.



Topics with more detailed info:
Behemoth's Lair Q&A
Heroic Corner Q&A
CH Exclusive: Ubisoft Q&A
HC Q&A
Torre de Marfil Exclusive Q&A with the developers
Modding H6 - The Tools - HC
Map/Scenario Editing & Creation | Ubisoft Forums
Heroes VI Fan Manual
How area of control works
Knight, inferno and necro factions
Announcement


**FAQ**
After installation where I will see the game?
Under "Game Explorer". For fast access you will need to create shortcuts on Taskbar and Start menu yourself.

The game is not updating itself!
Go to the game folder and launch gu.exe manually. Or you may download the individual patches via ubisoft and torrents.

Hand to hand attack instead shooting?
Press the ALT key to switch between ranged and hand-to-hand attack.

Is there an overview of game units?
Yes, take a look into Dynasty Bestiary. From the main menu "My Dynasty", left down icon "Bestiary Tab" (the middle one)

Where I will see Dynasty Weapons bonuses?
From the main menu "My Dynasty", left down icon "Dynasty Tab" (the second one from left), section "Dynasty Weapons" under portraits.

Screenshot capture?
Use "PrintScreen" but much better is to use external program for capturing, ie IrfanView.

Camera move?
Combine Ctrl + Left, Right Arrows

Cannot start the game, blackscreen after start?
Go to your profile folder and rename the file "ProfileData" ..try it.
The new configuration profile will be automatically created.

Still problems? Switch to Windowed Mode!
Edit your "ProfileData". Change

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<gfx_Fullscreen2>Fullscreen</gfx_Fullscreen2>
to

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<gfx_Fullscreen2>Windowed</gfx_Fullscreen2> 
You may also ensure, that these two lines are presented:

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<gfx_Resolution>1280x1024</gfx_Resolution>
  <gfx_RefreshRate>60hz</gfx_RefreshRate>
modify as your hardware requires.

If the problems persist, there's likely no (quick) help. Maybe you do not fit minimal system requirements, check that. Last resort is to try the google.


How to install a map?
Go to "Your Documents folder\Might & Magic Heroes VI\Scenario"
copy "mapfile.scn" here.
To play open in the game "Custom Game" menu item. It will be here.

Is there any manual for the Map Editor?
Yes. Posted and created by Marzhin

Where's Map Editor?
In the game folder, called simply "Editor". It's also accessible from the Game Explorer, by a right click.

Any mods or modding possibilities?
I'm not aware of any mods. (Especially nothing useful like Quantomas mod for Heroes V., even if Quantomas offered his help here, he was rejected by Ubi.) Generally the data are hidden in .orc files, you may see the ongoing modding discussion on HC.


*Mission's Help*
Sanctuary Mission-Secondary quest - Cannot find the body of the pearl princess
..went through portal 4/4 but all I found were some air and some dark creatures. looked all over that area but no luck. Maybe I am looking in the wrong place?

Did you "go south a bit" after passing through the portal (4-4')?
~maltz



*Speed up the game*
Screenshots without HUD
Setting every line with "AdventuremapHud" in the "ProfileData" will do a job
~Loco Blutaxt

To Disable ingame videos
Open the "ProfileData" file with text editor, located here:

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C:\Users\<username>\Documents\Might & Magic Heroes VI\<username>\ 
And change the original to this:

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<SkipOpening>true</SkipOpening>

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<LoadingscreenWaitForKeypress>false</LoadingscreenWaitForKeypress>
~Apo

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<adv_ConversionScene>false</adv_ConversionScene>
~Nagumo

How to disable Critical Hits animation?
From the game go to the menu (F10) > Options > Gameplay > uncheck "Battle Camera"

How to disable "Press a key to play"?

Code: Select all

<LoadingscreenWaitForKeypress>false</LoadingscreenWaitForKeypress>
How to enable offline saves only"?
Go to:
Uplay Launcher -> Click right up icon of "Cogwheel" -> Choose "Settings" -> See "Enable Cloud Save Synchronization for supported games" - Disable that option.



*Miscellanous*
Credits?
To see the credits go to the game's main menu and click "Might&Magic HeroesVI" logo

Can I save the battle, to replay it later or send to my buddy?
Nah, no.

Widgets?
Yes, many, but it would be better to use fixed panel like in H1-5.

How many players are to be seen in the lounge?
Check it. During my peaks in, there were not many.

Cheats?
Err, yes. Possible.
(Currently collecting.)

Can I redownload the game later?
Depends on the shop. If you have ESD copy from Ubisoft then it's not possible. You're supposed to keep the backup. However you can use official torrents.

Apart from Online activation, what else is required?
After online activation and unlocking of special items/campaigns you may play the game in offline mode. That's safest. Conflux is necessary for Multi Player, use of Dynasty weapons outside campaigns and some other things. There's no DRM.

~~**~~
Troublesolver
If you receive any problem with the game, which can't be fixed by free forum support, ask Ubisoft technical support - start a ticket.

Before take a look on Ubisoft FAQ

Might & Magic Heroes 6 Gameplay - Adventure Map

Last updated: May 13 2015 by Pol
Last edited by Pitsu on 20 Apr 2011, 18:35, edited 22 times in total.

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Nelgirith
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Unread postby Nelgirith » 15 Sep 2010, 13:35

Vitirr (I think it was him :D ) posted his report from the Gamescon : http://www.heroesofmightandmagic.es/por ... iew&pid=19

There are some interesting tidbits :

Gameplay :
- No skill will affect the speed or the cost of town conversion
- Heroes will have distinct appearance based on their class and their sex
- The 4 ressources system is definate. Ubisoft and Black Hole don't intend to go back to the old system.

Adventure Map :
- Any adventure map building that can be linked to a faction (dwelling, fort) can be converted
- Forts are garrisons only. We won't be able to build anything inside

Interface :
- The town screens will be much more closer to the Heroes 1-4 than what we've seen on the screenshots. The town screen shown were built only for the demo at the Gamescon
- The interface is not final. They're only using the H5 interface because they haven't worked on the H6 one

Fights :
- Speed and Initiative will still be in game
- The hero can act once per turn but you can chose to act whenever one of his units can play (like in H3)
- Like in H5, the heroes can still attack creatures. The system is not set in stone yet but skills will affect the damages and effects of the attacks
- They've worked a lot on the animations to make the arena more lively
- Stacks can hide from shooters behind arena objects (treestumps) but not behind other units

Map Editor :
- Areo of Controls will be defined in the map editor through a special tool
- 2 Ares of Control can't override each other
- There will be no LUA scripts
Last edited by Nelgirith on 15 Sep 2010, 17:09, edited 1 time in total.

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Unread postby Avonu » 04 Nov 2010, 08:50

Copy/Paste from Heroes Community:
Red_Flag wrote: Here some info from Igromir posted by LaBoule / Heroic Corner (translation):

1) The system of heroes abilities is completely reprocessed. Now there are no primary and secondary skills or abilities, aren't present perks, there are no separate spells. All abilities which hero can receive, now earning by "ability points". This system is similar to system World of Warcraft.

2) About magic I wasn't described: now magic is ability too, so magic spells are added as ability, instead of are learned in Magic guild or somewhere. (Accordingly, the Magic guild is eliminated).

3) Depending on reputation the hero can choose one of three directions: Life, Death and Neutral and to receive corresponding Advanced class. Initially in each fraction two classes of heroes: Might and Magic, then occurs a branching on Advanced class (3 possibilities), total it turns out on 6 various types of heroes Advanced classes in each race. These types are really unique, as besides racial abilities there are also Ťclass abilitiesť.

4) The Beta test will be obligatory, and Ťextending circlesť, gradually covering all most part of "fans". And these "circles" will start with offices Ubisoft to France and the USA, and also from Hungary (where Heroes are developed) and Romania (where they are "plentifully tested). At present still it is considered that game is at an alpha version stage as not still placeholders are replaced with real elements.

5) The Fourth race won't be divulged yet.

6) Dragons will disappear in Heroes VI as units of 7th level, but will appear in it as "bosses". It is made intend: too strong units dragons turn out but if absolutely to clean them from game � it turns out boringly (and doesn't match the game Universe).

7) The Damage magic will be strongly weakened, that the Magic-hero couldn't take out the whole army of Might-hero almost alone. The magic will play "a support" role along with another traditional abilities.

ALL WRITTEN ABOVE SHOULDN'T BE UNDERSTOOD AS TRUE IN LAST POINT. I HAVE WRITTEN THAT AS I HAVE UNDERSTOOD.
However, he lost in tranlsation one point:
The economic component of "Heroes" is simplified and done it on purpose: as heroes - not "economic simulator, and nothing to distract the heroes of the truly heroic Affairs (charging character, the selection of the army, fighting). Then followed the question: is not it too all of you simplify? Simplified the economy, introduced by simplifying the capture of Mines ("control points") and the hiring of monsters in the same skills can be traced a certain simplification, etc. Answer: The only simplifies learning course (the game easier to learn), but the game itself does not lose his wealth. For example: learn the rules of the game of checkers is simple, but to become a master of checkers - the years of work.

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Unread postby Avonu » 15 Feb 2011, 07:28

Some new things from local game magazine (I don't guarantee that all are 100% true):

- Reputation system has Dragon Tears and Dragon Blood points. Earning Dragon Tears will make your hero more Roland type, while Dragon Blood more Archibald type.
Reputation also influence spells - like better healing (tears) or stronger fireball (blood)

- We see Necromacer advanced class - Embalmer - at Igromir video. Other class is called Reaper.

- Hero can learn adv. class when he has enough reputation points AND visit special building in city called Chamber of Judgement. He can change his advanced class every ten level (but not in campaign - in campaign hero choise will influence ending).

- Reputation points can be learned for example by helping NPCs or allowing neutral armies/monsters to escape (tears).

- It seems there will be two endings (epilogue maps) in campaign. Depending of player choises, one of them will be end map for him/her.

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Unread postby Avonu » 23 Feb 2011, 09:14

Reputation system Q&A
Erwan Le Breton wrote:1) Can you present us the Reputation System?

"You were born a Griffin! The story of your life is yours to write, but choose your ink wisely. There are only two colors... your blood or your tears."
In Might & Magic Heroes, you are proposed two distinct ways of writing your destiny. Your blood descends from the Dragon-gods themselves, and if you follow your instincts, attacking fast and hard, throwing caution to the wind, your blood will serve you well.
There is also another way to write your hero's story. You can do your best to understand the complexity of a situation before acting rashly. This path is for seekers of knowledge, protectors and the curious at heart. It is full of moments of surprising happiness, but also times of tragic sadness. This is the path of Tears.
Whatever path you choose, you must follow it through to its logical end. True heroes are true to their hearts. Whether trusting Blood or risking Tears, writing the story of your destiny will be an exciting adventure.

In H6 the player will be faced with a very important Reputation choice between two different "moral paths": the path of Dragon Tears and the path of Dragon Blood.
This is not a Manichean "Good vs Evil" dichotomy but rather a dynamic concept of conflicting perspectives.

Blood Heroes will be active and offensive, Tears Heroes will be more reactive and defensive.
Imagine, for instance, that your hero stumbles upon an innocent person being assaulted by a robber.
Like a "Punisher", the Blood hero will chase the robber and attack him to prevent him from causing more harm.
Like a "Paladin", the Tears hero will interpose himself between the robber and its victim. He will try to intimidate or persuade the robber, and comfort the victim.

2) What are the IG consequences of these choices?

Your hero's path will strongly influence your player's experience:
In terms of storytelling, it will unlock special quests on each campaign map, different companion heroes, and a unique "epilogue" map linked to your path.
Gameplaywise, it will grant you access to specific "advanced classes", 4 per faction, each with their unique visuals and sets of abilities. The more Reputation you gain, the more powerful your Reputation-related abilities become. For instance, Healing (a Light spell) will be influenced by your Tears rating, whereas Fireball (a Fire spell) will be influenced by your Blood rating.
This is truly a unique system, never before seen in a strategy game.

3) What can we expect from the advanced classes? Will they work like in H4?

No, because they're not based on a specific combination of abilities but rather on your Reputation choices.
Your heroes' classes will ultimately be defined by their faction, their affinity (Might or Magic) and their Reputation choice.
For instance, a Might hero from the Haven faction will start as a "Knight" and can later evolve into a "Paladin" (Tears) or a "Vindicator" (Blood).

4) Can you hold your class advancing? Or will it happen automatically?

Most ingame actions will award Reputation points.
For instance, if your enemies flee before your powerful army, choosing to let them escape will grant you Tear points. Chasing them down to kill them will give you Blood points.
More generally, using Tear abilities will grant you Tear points, and the same goes for Blood.
Many quests will also offer a Reputation choice and they will reward you with the appropriate Reputation points. These gains are not mutually exclusive. Your Blood and Tears ratings are not co-dependant and you never lose the Reputation points you've gained. When you reach a certain Blood or Tears threshold, you're offered the choice of evolving into the corresponding Reputation advanced class This is not automatic; you have to return to one of your towns to change classes. So you can wait until you have reached both of the Tears and Blood thresholds, and then make your choice.
Every ten levels, you can also "respec" your hero's Reputation (and therefore their class and abilities). But in the single player campaigns, you have to make a final Reputation choice at a certain moment, and you cannot go back and respec (for obvious storytelling reasons).

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Unread postby Avonu » 23 Feb 2011, 17:40

Skill trees

Gameplay - "water" and earth elementals looks good.

Better quality gameplay

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Unread postby kentjn » 25 Feb 2011, 21:58

Hands-on preview from Gamespot: http://www.gamespot.com/pc/rpg/mightmag ... e=previews

It was new to me, that you can build 'town portals' in every town, so you can jump between towns. Will definetly change game dynamics.

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Unread postby Avonu » 02 Mar 2011, 21:03

Heroes VI Interview (Q&A) - some new stuff about luck, town portal, neutrals strength and few more.

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Unread postby King Imp » 04 Mar 2011, 18:15

The Buildings page over on the official site has just been updated.

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Unread postby plat » 05 Mar 2011, 16:23

I just found something on youtube...
http://www.youtube.com/watch?v=6j4qQWl0kPg
here in even better quality
http://www.youtube.com/watch?v=HU9iq8dzOoM

By the way i think they should do something with these videos becouse we can know way too much after seeing them...

Hah this video is here already ;) It seems that I didn't visit celestial for a very long time :)
Last edited by plat on 05 Mar 2011, 17:09, edited 1 time in total.

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Unread postby Avonu » 10 Mar 2011, 10:18


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Unread postby Avonu » 20 Apr 2011, 07:48

Heroic Corner wrote:Will members of known factions, which are not playable, have some spotlight in the story?

Yes. To say more would be spoiling the story, wouldn’t it?


Will the Tear of Asha digging be essentially the same? Will there be any more ToA type artifacts, similar to H1, H2 (Ultimate artifact) and H4?

The Tear of Asha mechanics are actually a bit different. This time you have to collect several pieces of an artifact to find the Tear (we're still working on the details).

Another way to find the Tear of Asha is by defeating some of the Bosses, and also it can be awarded through quests.

As usual you can bring the Tear to your town and build a monument that gives you a huge bonus and enhances your faction abilities.

While the Tear is the only artifact that can be obtained that way, there are other powerful artifacts in the game that are not “generic” artifacts – but we’ll tell you more about those later.


Are heroes' primary stats still given out randomly, considering that the skills are now being chosen by player?

It is mostly pre-determined, but there is still a little randomness. There is a ratio among the stats and when the Hero levels up, if one of his stats is really behind this ratio, this stat will gain an increase.


Will town conversion be an optimal solution most of the time or leaving an orginal town type will give some interesting benefits to the player?

It depends on the player. There are some cool combos that can be obtained by mixing creatures from different factions. So either you want to exploit your faction’s strategy at its maximum potential, by converting all the cities, or you look for unexpected tactics by mixing creatures from different factions. It’s really up to you.


Will the adventure map have any dwellings for neutral creatures? How big is the role of neutrals this time?

There is no dwellings for the neutral creatures, but some of them can be summoned with abilities.


Will different spells and abilities affect each other?

There are of course abilities that are more effective when used together, and abilities that reduce the power of the enemy’s abilities, and so on. One cool thing in Heroes VI is you can really build different Heroes with different types of abilities. The player will be able to find his own combos that fit his play style.

A concrete example: several Water spells cause a "Soak" debuff on the target creatures. Soaked creatures suffer 20% more damage from Lightning spells.


Will the town building plan be unique to every faction like in H5? Are town levels still in the game?

In H6 the town building plans are much more similar to each other compared to H5. We’re using an idea similar to the town levels: you have to upgrade your town to a certain Tier before you can build certain buildings. There are Tier 1 buildings, Tier 2 buildings, and so on. So you cannot build the Champion dwelling in a mere Village for instance, you need a Tier 3 town (City Hall).


Are "weeks of" still in the game? Any improvements done to them?

The week system is still in, but this time the weeks are not fully random, there’s a pre-determined calendar. For instance the Week of Festival always happens at the same time of the year. So you can adapt your strategy accordingly. The only weeks that are random are the “unusual creature production” weeks (like the Week of Plague) that can happen in place of any of the standard creature weeks.
On the other hand, the week on which the game begins is random.


Can you mention any well-known and loved buildings we'll be able to visit on the global map and describe some of the new ones?

For instance, there’s the Arena - you still can get a bonus to your Attack or Defense by visiting it, but you have to fight an army first. But the fight is non-lethal, so creatures lost return to the hero’s army after the combat. The Shrine of the Seventh Dragon replaces Sylanna’s Ancient/Tree of Knowledge, it’s the building where you have to spend resources to gain a free level. And there are several kinds of “battle sites”, for instance the Pyramid haunted by Necropolis creatures. The Crematorium/Cover of Darkness is also back.

For the new ones, there’s for instance the Hellforge that increases your Might and Magic powers until the end of the week, or the Mother Earth Shrine that gives 10% more Health to your creatures for the next combat…


If you could compare the storyline of H6 to some other work of fiction, what would it be?

The writers of Heroes VI took a lot of inspiration from the “family tragedies” like George R. R. Martin’s “A Song of Ice and Fire” or Maurice Druon’s “Les Rois Maudits” (The Cursed Kings, a famous French book series about Philip IV of France and his successors). TV shows like Rome or The Tudors were also a big inspiration.

EDIT:
Release date postponed: 8th September.
link

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Unread postby alma » 30 May 2011, 14:44


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Unread postby Avonu » 05 Jun 2011, 14:39

Week of music summary:
1. Campaign Menu listen (download)
2. Summer Plains listen (download)
3. Jade Ocean listen (download)
4. Wasteland listen (download)
5. Winter Plains listen (download)
6. Main Theme - Blood and Tears listen (download)

Paul Romero YT channel:
- Town Theme
- Sanctuary
- HoMM(s) Medley
- Town Theme
Last edited by Avonu on 08 Jun 2011, 13:08, edited 2 times in total.

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Unread postby Avonu » 11 Apr 2012, 17:17

Patch 1.3 delayed again.

Next release date: when the quality will meet our expectations.


And if you lived under rock for last few days - check out Age of Heroes front page and topic on forum.

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Unread postby Pol » 10 Jun 2012, 21:26

Funny animations. - Wait, there's more.

Harpy and Glories are priceless!
In the "Fun Reel"
"We made it!"
The Archives | Collection of H3&WoG files | Older albeit still useful | CH Downloads
PC Specs: A10-7850K, FM2A88X+K, 16GB-1600, SSD-MLC-G3, 1TB-HDD-G3, MAYA44, SP10 500W Be Quiet

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Unread postby Avonu » 22 Jun 2012, 15:45

Behemoth's Lair Q&A about future of HVI and MM franchise (scroll down for English version).

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Unread postby Avonu » 22 Sep 2012, 14:40

Ashan Compendium overlook

There is not many new things or arts but look carefully for Academy, Dwarves and "Shadow-marked" chapters and creatures in there. ;)

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Digital version - Ubi - patches (efigs)

Unread postby Pol » 04 May 2013, 06:54

Digital version - Ubi - patches (efigs)

The fastest way how to download all patches is with use of wget and list of patches.

The command for wget is:

Code: Select all

wget -i list.txt
Copy the urls below to file list.txt and save next the wget.

[q="list.txt"]
http://static2.cdn.ubi.com/patches/HOMM ... _efigs.exe
http://static2.cdn.ubi.com/patches/HOMM ... _efigs.exe
http://static2.cdn.ubi.com/patches/HOMM ... _efigs.exe
http://static2.cdn.ubi.com/patches/HOMM ... _efigs.exe
http://static2.cdn.ubi.com/patches/HOMM ... _efigs.exe
http://static2.cdn.ubi.com/patches/HOMM ... _efigs.exe
http://static2.cdn.ubi.com/patches/HOMM ... _efigs.exe
http://static2.cdn.ubi.com/patches/HOMM ... _efigs.exe
http://static2.cdn.ubi.com/patches/HOMM ... _efigs.exe
http://static2.cdn.ubi.com/patches/HOMM ... _efigs.exe
http://static2.cdn.ubi.com/patches/HOMM ... _efigs.exe
http://static2.cdn.ubi.com/patches/HOMM ... _efigs.exe
http://static2.cdn.ubi.com/patches/HOMM ... _efigs.exe
http://static2.cdn.ubi.com/patches/HOMM ... ZE_HUN.exe
[/q]

More info here. From patch 2.1 installing procedure help.

How to launch wget?
Launch it from the console window. Hit keys Microsoft+R, type cmd

Go to location where you have stored wget and the list and type wget -i list.txt
you will enter directory by cd dir_name, you can use TAB after you will write first few letter and it will autofill, cd .. is for going back, cd / will move you to root folder, d: will move you to drive D and so for other drives - best is to place your files just in c:

After patching you may consider removing uplay plugin from IE, FF and Chrome. It's more secure but some non-essential online things will break.
Last edited by Pol on 13 Apr 2014, 13:59, edited 2 times in total.
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Styrj
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Re: Heroes VI Summary

Unread postby Styrj » 08 Nov 2015, 12:32

If I purchase HoMM VI via Steam, will there be a requirement to install uplay :tsdown: ?

If so, then, I'll pass and continue playing HoMM 3, 4, & 5.


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