Main differences with HOMM V??
Main differences with HOMM V??
* Smaller battlefield.
* No way to split creature stacks before battle??
* Spell power ---> Spell attack + Spell defence??
* 4 resource types only.
* Rotate snaps back - no real rotate on adventure map
* Anything else?
Thanks for any feedback!
EDIT: Zoom is fine, rotate is broken.
* No way to split creature stacks before battle??
* Spell power ---> Spell attack + Spell defence??
* 4 resource types only.
* Rotate snaps back - no real rotate on adventure map
* Anything else?
Thanks for any feedback!
EDIT: Zoom is fine, rotate is broken.
Last edited by Naki on 22 Oct 2011, 22:38, edited 2 times in total.
May the Implosion be with you!
- Metathron
- Round Table Hero
- Posts: 2704
- Joined: 29 Jan 2006
- Location: Somewhere deep in the Caribbean...
- Contact:
The battlefields of the two games seem about the same to me. It strikes me as very odd that none of the creatures I've controlled so far can cross the battlefield in one turn.
As for spell power, I am far from certain but I think Magic Power is the same as the old spell power, so it directly increases the efficiency of spells. But it also increases the (magic) attack of creatures with magic-based attacks, e.g in haven that would be the sisters and glories.
Magic defense is added to ALL creatures' existing magic defense stat and it decreases the power of the enemy hero's spells.
It is mana that is the combination of Magic Power and Magic Defense, though I've no idea how it is calculated.
Phew this sounds confusing!
As for spell power, I am far from certain but I think Magic Power is the same as the old spell power, so it directly increases the efficiency of spells. But it also increases the (magic) attack of creatures with magic-based attacks, e.g in haven that would be the sisters and glories.
Magic defense is added to ALL creatures' existing magic defense stat and it decreases the power of the enemy hero's spells.
It is mana that is the combination of Magic Power and Magic Defense, though I've no idea how it is calculated.
Phew this sounds confusing!
Jesus saves, Allah forgives, Cthulhu thinks you'd make a nice sandwich.
-
- Round Table Hero
- Posts: 1525
- Joined: 05 Jul 2006
I'm sure you can find everything in the manuel... oh wait...Metathron wrote:Phew this sounds confusing!
Area of control.Naki wrote:* Anything else?
Mass Recruit
Teleport around the world any time
Linear Skill System
I'm actually really surprised at how little has truly changed. It feels like H5 done "right", except it has as much or more bugs than H5. Go figure.
- Yurian Stonebow
- Archmage
- Posts: 961
- Joined: 06 Jan 2006
- Location: Vantaa, Finland
All in all, this strikes me as being as ironic as it can get, as usual. Not Sikon's comment per se, but Heroes games needed to be version 3.0 or higher before they can be claimed to be "solid" and "done right". Oh well...Sikon wrote:Tribes of the East was H5 done right.
H6 is H6... not done right. Yet. Give it a couple of expansions, as usual.
-Yurian
Don't worry if things are going badly today. They will be much worse tomorrow.
Hero turn in battle changed too, right?
It seems the hero does not get its turn as the creatures do, as in HOMM V, but the hero can act at any time - and this also means you can forget the hero, and then when the turn ends, you will lose the hero action (spell/attack). Bummer..!
It seems the hero does not get its turn as the creatures do, as in HOMM V, but the hero can act at any time - and this also means you can forget the hero, and then when the turn ends, you will lose the hero action (spell/attack). Bummer..!
May the Implosion be with you!
Yes, it is possible to miss your hero action, but you won't if you pay attention. I think the ability to use your hero attack at any point during a turn more than makes up for it, it allows for some nice strategy. Of course, the AI will always unload their attacks on their first turn.
Might and Magic heroes for any faction counts as a difference, especially with Might heroes boosting Might creatures and same for Magic heroes and creatures.
As for the splitting creatures, I'm not sure about this but it should be possible with the Tactics skill, right?
Might and Magic heroes for any faction counts as a difference, especially with Might heroes boosting Might creatures and same for Magic heroes and creatures.
As for the splitting creatures, I'm not sure about this but it should be possible with the Tactics skill, right?
Somewhat better story with superior story presentation. Much more beautiful and nicer graphics lacking that stomachable cartoonish style in environment and unit models. Vastly superior music, mostly due to remixes of tracks from previous MM titles. Xana is hot.Main differences with HOMM V??
Make you strong places to dwell and practice the evil of your arts. Build great monuments to stand through the ages and remind your followers of the task with which you have been charged. Use these halls of iniquity to perpetrate your schemes against the infestation that has taken the fields and lakes of this land from you, their rightful masters. Never forget the hatred that must finally overcome and consume mankind. Dwell in your dungeons and brood. - Sheltem the Dark
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