Main differences with HOMM V??

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
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Main differences with HOMM V??

Unread postby Naki » 22 Oct 2011, 20:07

* 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 :disagree: :disagree:
* 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.
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Unread postby Sikon » 22 Oct 2011, 20:17

Re: 1. No, VI has a larger battlefield actually.
Re: 2. Not on the battle map, at least. Or at least I don't know a way.

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Unread postby Naki » 22 Oct 2011, 20:29

Larger battlefield?
Mind to share the battlefield dimensions for version VI??
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Unread postby Sikon » 22 Oct 2011, 20:33

10x14. Heroes V had 10x12 (and even 8x10 in the beta).

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Unread postby Metathron » 22 Oct 2011, 22:15

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!
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Unread postby mr.hackcrag » 23 Oct 2011, 03:05

Metathron wrote:Phew this sounds confusing!
I'm sure you can find everything in the manuel... oh wait...
Naki wrote:* Anything else?
Area of control.
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. ;|

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Unread postby Sikon » 23 Oct 2011, 06:32

Tribes of the East was H5 done right.

H6 is H6... not done right. Yet. Give it a couple of expansions, as usual.

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Unread postby Yurian Stonebow » 23 Oct 2011, 08:49

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.
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...

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Unread postby MattII » 23 Oct 2011, 09:05

Sikon wrote:10x14. Heroes V had 10x12 (and even 8x10 in the beta).
You have a screenshot for that, because all I can find is 10x12 for normal and 12x14 for siege, which is exactly the same as in H5.

Creatures in 3 levels rather than 7.

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Unread postby Naki » 23 Oct 2011, 10:14

Hmm, how about attack and defense?
It seems heroes have an attribute that is attack+defense, how does that work, and what does it do?
(I am sorry, but my Heroes VI is in Russian, so not sure of exact names of these attributes in English.)
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Unread postby Metathron » 23 Oct 2011, 11:36

IIRC, the Might Power & Defense combined contribute to the power of the heroic strike, i.e. a hero's physical attack.
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Unread postby Naki » 23 Oct 2011, 14:58

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..! :(
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Unread postby Metathron » 23 Oct 2011, 15:14

Yes, it's the same as in the first three games, the hero can act once per round whenever one of his creatures is up. Which is a pity, I found the Homm IV and V way more enjoyable than this demi-god approach.
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Unread postby Naki » 23 Oct 2011, 16:30

So, it is possible to lose a hero action, if you forget to order the hero to do something, yes..?? Stupid... :(
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Unread postby Ell1e » 23 Oct 2011, 18:43

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?

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Unread postby Metathron » 23 Oct 2011, 19:31

Well, you can split the creatures before entering a battle using shift.
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Unread postby XEL II » 23 Oct 2011, 22:22

Main differences with HOMM V??
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.
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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