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File: 615 KB, 800x374, Tower-in.png [View same] [iqdb] [saucenao] [google] [report]
5217846 No.5217846 [Reply] [Original] [archived.moe]

Astrologers proclaim month of the Gay Space Elf.
Population of ArCHADbalds halved.
Previous thread: >>5168489

>> No.5217868
File: 270 KB, 1075x1071, repouiii.jpg [View same] [iqdb] [saucenao] [google] [report]
5217868

First for gieroyki memes!

>> No.5217869
File: 139 KB, 1448x512, succ.jpg [View same] [iqdb] [saucenao] [google] [report]
5217869

Second for Succ!

>> No.5217872
File: 181 KB, 900x1200, Valeria-Styajkina.jpg [View same] [iqdb] [saucenao] [google] [report]
5217872

Third for cutest monster!

>> No.5217876

>>5217868
Okay this is epic
>>5217845
In what way?

>> No.5217891

>>5217876
how does a faction of swamp poeple and fauna suppose to match up against wizards, giant mosnters, dragons, elite soldiers, demon armies, undead armies etc. What lore are they given as to exist as a stand alone faction.

>> No.5217903

>>5217891
They're like former slaves and are supposed to be just defensive and not expansionist like the other factions.

>> No.5217973

>>5217903
>As you foresaw milord, King Gryphonheart's death brings many opportunities for your mercenary skills. A messenger from Tatalia, on behalf of King Tralossk, has contacted us. Twenty years ago, following numerous border skirmishes along the western shore of Erathia, Tatalia signed an agreement to cease hostilities. King Gryphonheart is dead. Their agreement has died with him. Aggressive tactics have never been part of Tatalia's military character. Their ranks are vast, and once they possess Erathian land, they will hold it. However, they need generals to guide their heroes to expand their borders and accommodate their growing population.

>> No.5218030

>>5217891
They're a bunch of badasses capable of wrangling and putting some of the most dangerous creatures of Erathia into submission, and they live in an extremely hostile terrain that's a logistician's nightmare. Not sure what makes you believe that these swamp monsters can't match up to their opponents, lore-wise.

>> No.5218051

>>5217973
Yes, that's specifically them being opportunistic and acting out of character.

>> No.5218090
File: 3 KB, 77x91, 1542551076237.png [View same] [iqdb] [saucenao] [google] [report]
5218090

bleh

>> No.5218142

>>5215946
Has anyone managed to finish that one HotA map where you play as Sir Mullich and only have 1-2 units at a time? iirc you start off with 1 Pikeman.

It allows 0 mistakes and your strategy for each battle must be extremely precise, even when you're 1 hex field off it can fuck your shit up. I gave up halfways through, it was too frustrating.

>> No.5218150
File: 44 KB, 452x679, believe.jpg [View same] [iqdb] [saucenao] [google] [report]
5218150

>>5217869
>Dec 31, 2018

>> No.5218198
File: 241 KB, 1000x1003, Antagarich_big.jpg [View same] [iqdb] [saucenao] [google] [report]
5218198

>>5217845
Fortress represents the kingdom of Tatalia which lies west to Erathia. Most of it is murky swamplands (obviously) and its population consists of Gnolls, Lizards and a few humans.

Despite the game putting Fortress on the 'Neutral' side, I feel like lean towards 'Good' - they mind their own business most of the time, except for a little hostile land expansion into Erathia that one time, but that's not much different from the Rampart Elves fighting Erathia in the Timber Wars, is it? Tatalia did literally nothing wrong. The game developers only put them into 'Neutral' because they're lizardphobic bigots.

>> No.5218237
File: 5 KB, 88x123, swordsman.png [View same] [iqdb] [saucenao] [google] [report]
5218237

>>5218090
schliiiiing

>> No.5218284

>>5218198
Tower is basically no different from Dungeon considering what they did to Gremlins (made them good goys)

>> No.5218304

>>5218198
They're Neutral because they're mercenary kingdoms in lore. "Mercenary" seems to imply that they don't mind who they really ally with so long as its profitable.

>> No.5218312

>>5218198
Why isn't Krewlod marked on the map?

>> No.5218318

>>5218312
Or Eeofol for that matter

>> No.5218353 [DELETED] 

>>5215831
Looks GREAT, especially that maze, that grail and those hanging glassy things.
>>5215873
Eh, I prefer the release version.

>> No.5218359

>>5215831
Looks GREAT, especially that maze, that grail (the Atlas looking guy serving as a pillar) and those hanging glassy things.
>>5215873
Eh, I prefer the release version.

>> No.5218381

>>5217891
>>5217845
In HOMM1, basically the magic faction hardcore loses the war against some alien invader funding the Castle faction.
As a result, the various Magic clans and their gigantic magic beasts are separated into geographical factions.
So they got a bunch of beasts native to their region, breed up to a larger scale. And imported the former Hydra makers from the Warlock faction, just like Necropolis separated from it after losing hardcore in that war long long ago.

>>5218198
Good/Evil is alignment towards Light/Dark magic. So you got the court of King Gryphonheart(Castle), the Wizards that allied Gryphonheart(Tower) and somehow the elves(somehow)
And the bloodthirsty Wizards of Eofel(Inferno), Nighon(Dungeon) and Deyja(Necropolis).
While Fortress and Stronghold are not aligned in the deeper conflict, and has a lot less political power.

That said, MM7 is unfinished and lacks a lot of intended content. But its also a MM game not a HOMM game, with a intended different perspective since its not on Army vs Army scale.
Vori faction was most likely intended for a HOMM expansion, and some optional part of MM7.

>> No.5218448

>>5218381
>In HoMM1
But anon, Warlock and Sorceress towns are all the same in HoMM2 as well.
Moreover, Lord Ironfist also antagonized the Sorceresses, and by HoMM2, the Knight and Sorceress are allies.
What happened in HoMM3 is not really relevant to how the beasthandlers from HoMM1/2 did things because HoMM3 takes place in a different place on the continent. Gryphons in HoMM1/2 are with the evil Warlocks; Gryphons in HoMM3 are the cornerstone creature of the good Knights.

>> No.5218465

>>5218312
because it's not in the game

>> No.5218492
File: 119 KB, 765x690, 765[1].png [View same] [iqdb] [saucenao] [google] [report]
5218492

>>5218465
Yes it is. Festival of Life, Birth of a Barbarian, parts of Spoils of War and Warlords of the Wasteland (Chronicles) are set there.

>> No.5218507
File: 71 KB, 440x330, mm7 alpha.jpg [View same] [iqdb] [saucenao] [google] [report]
5218507

>>5218492
But there is no Krewlod In Might & Magic VII: For Blood and Honor

>> No.5218521

>>5218507
Is that where the map is from? I'm surprised the game would include that many regions.

>> No.5218554
File: 374 KB, 1336x807, enroth2.jpg [View same] [iqdb] [saucenao] [google] [report]
5218554

>>5218521
yes that map is from M&M7

>I'm surprised the game would include that many regions.

still less regions than in M&M6

>> No.5218563

>>5218554
Maybe I should play these games some day

>> No.5218607

>>5218554
They remade that map in Heroes 3.
"Mandate of Heaven" I think. It's comfy as hell, pure nostalgia. I highly recommend checking it out if you haven't already.

>> No.5218621
File: 699 KB, 1150x1148, enroth4.jpg [View same] [iqdb] [saucenao] [google] [report]
5218621

>>5218607

>> No.5218634

>>5218621
Yes that's the one.

>> No.5218893

>>5218563
I never played them as a kid and considered them goofy-looking/playing, but tried a month ago mm6 for the first time, it's fun.

>> No.5218905

>>5218893
I mostly played shooters and strategy games and not many RPGs at all as a kid, closest I got was Heroes and Warcraft I guess. I recently played some of the commonly recommended ones on here like UU, SS and JA2. Really enjoyed all of them, which is odd because I really don't like stuff like Fallout or Baldur's Gate.

>> No.5218918
File: 159 KB, 640x480, a_1_6.jpg [View same] [iqdb] [saucenao] [google] [report]
5218918

>>5218893
It's a really weird game
I don't know how but I got pretty addicted to it

Unfortunately the game has many minuses and requires autism to play it
it's not a game for everybody
If it wouldn't be Might & Magic I wouldn't be interested in this game at all

>> No.5218935

>>5218918
There's a hot npc that looks like Natalie Portman.

>> No.5219103
File: 96 KB, 640x480, MMDestroyer2b.jpg [View same] [iqdb] [saucenao] [google] [report]
5219103

Is M&M 8 as bad as people say?

>> No.5219147

>>5219103
Looks worse than mm6 somehow. Did it have lower budget or it was rushed?

>> No.5219164

>>5219147
It was rushed as fuck
they made it in less than a year

>> No.5219256

>>5219103
No, it is mostly fine aside from a few uninspiring dungeons late and awful hireling balancing (Dragons/Cauri/Blazen). It will feel like a step down from 6 or 7, but it is easily worth playing if you enjoyed the previous 2 entries.

>> No.5219809
File: 511 KB, 769x915, H5_ToE_Dungeon_3.jpg [View same] [iqdb] [saucenao] [google] [report]
5219809

Do you guys think the dungeon faction has secret orgies where they let minotaurs and other monsters have sex with the hot dark elf chicks, haha...

>> No.5220378

>>5219809
Minotaurs are slaves in 5, they're not even allowed to wear pants.

>> No.5220506

>>5219809
Literally bulls in elvish cukold parties

>> No.5220636

>Might & Magic games
>Earth magic is the worst one

>HoMM III
>Earth magic is the best one

what did they mean by this?

>> No.5220650

>>5220636
That what's useful for a band of 4 murderhobos is not necessarily the same stuff that's useful for leading an army.

>> No.5220656

>>5220636
>worst one
Dunno, Rock Blast and Deadly Swarm are fine for dispatching magic-immune enemies in MM6.

>> No.5220660

>>5220636
Different spells work different on different scales.
Slow is pretty brutal in MM7 and 8 too.

>> No.5220674

>>5219809
The real question and what I am interested in is where the girl minotaurs are at.

>> No.5220683
File: 806 KB, 1248x947, Homm3 protips.png [View same] [iqdb] [saucenao] [google] [report]
5220683

>> No.5220684

>>5220674
There is no girl minotaurs, ταυρος means "bull".

>> No.5220687

>>5220656
>Rock Blast

what a piece of shit
you can't aim it and you can got it by it

>> No.5220721

>>5220687
>you can't aim it
Mouselook.
>you can got it by it
So don't use it in melee maybe?

>> No.5220739

>>5220687
Still better than Fireball and Circe of Fire.
And Poison Cloud
And most aoe spells that isn't Starburst or Meteor Shower

>> No.5220753
File: 6 KB, 109x72, db.png [View same] [iqdb] [saucenao] [google] [report]
5220753

the most useless spell ever after divine intervention

>> No.5220756

>>5220684
Thank captain autismo, I'll keep this in mind.

>> No.5220789

>>5219809
Are interspecies relationships a thing in the M&M universe?

>> No.5220791
File: 6 KB, 82x82, Andria.gif [View same] [iqdb] [saucenao] [google] [report]
5220791

>>5220674
you aight human

>> No.5220935
File: 2.88 MB, 2560x1440, mm7.png [View same] [iqdb] [saucenao] [google] [report]
5220935

>> No.5220962
File: 86 KB, 640x480, 279432-mightan7_005.jpg [View same] [iqdb] [saucenao] [google] [report]
5220962

Is fire magic nerfed in M&M7? Because in M&M6 inferno spell was great "cleaning" spell and incineration was dragon killer but in M&M7 they do small damage and Inferno doesn't "clean" dungeons anymore

Now I can give protip for new M&M7 players
Do not invest in Fire spell
Put everything in Water and Air
Acid and implosion are the only worth spells

>> No.5221131

>>5220962
Its not nerfed, its the only school with a lot of AOE.
But unlike MM6 its sorta cockblocked by Wizard promotion almost being halfway into the game, vs just needing to reach a few towns in MM6.

>> No.5221249

>>5218507
>Dragonfly
I'm...im scared of those dragonflies with the axes...

>> No.5221253

>>5218563
MM4-5 are fantastic and correspond more to HOMM2. MM6 is the pinnacle but different. Mm7 never lived up to 6 but was great. 8 was pretty meh.

>> No.5221265

>>5218935
176?

>> No.5221287
File: 325 KB, 1370x709, TkQKV.jpg [View same] [iqdb] [saucenao] [google] [report]
5221287

>>5221265
No, this one on the top-right.

>> No.5221626

What will you choose to do during Christmas, when succ gets released on 24th, spend time with family or spend time with the succ?

>> No.5221805

>>5221626
Playing HoMM 6 of course!

>> No.5221953

SO I should get the GoG version of this and not the Steam one right?

>> No.5221968

>>5221953
Yes the GOG versions are correct. There is also the download in the pastebin that OP forgot to include this thread.
https://pastebin.com/6G9B1cMA

>> No.5222312
File: 177 KB, 960x955, 1507338843960.jpg [View same] [iqdb] [saucenao] [google] [report]
5222312

>>5221805

>> No.5222447

https://www.ubisoft.com/en-us/game/might-magic-elemental-guardians/

When the hell did this happen? I guess the chances of another HoMM game is basically zero right?

>> No.5222536
File: 1.08 MB, 2500x1481, actual-concept-art-for-M&M.jpg [View same] [iqdb] [saucenao] [google] [report]
5222536

>>5222447
>I guess the chances of another HoMM game is basically zero right?
Yep. Feel free to read the full interview with the creative director of M&M at Ubi, Erwan le Breton, if you still hold your hope for it:
>http://www.acidcave.net/q%26a_with_erwan_le_breton_for_acid_caves_15th_anniversary.html

Here's the key part of the interview:
>Q: The Really Big Question (that you probably won’t answer in an interview, but here it goes anyway ;) – are there any plans or chances for Heroes 8 in the foreseeable future?
>A: Unfortunately, very little chance in the near future. The base costs for such a game would be too high when compared with the sale expectations, even with a 90+ metacritic rating and a massive support from the community. However, the IP’s popularity in China may tilt the balance in the right direction.

>> No.5222559

how do you play hommV ? Everything seems to be guarded by mobs that you need at least 2-3 weeks to be able to kill without massive losses, also finding late game stuff to do (like utopias) or pandora boxes (i don't even know if these are in the game or if there is a qeuivalent to them) is extremely hard.

>> No.5222742

>>5222536
> However, the IP’s popularity in China may tilt the balance in the right direction.
I realized their new mobile game stuff was directed towards chinese audiences but I didn't know it was actually successful. How long until chinese mods to Heroes 3? I remember one of my favorite mods for homeworld was in chinese and I didn't realize the game had fans over there.

>> No.5222783

>>5222447
They don't actually realize or understand the production values that allowed Might and Magic 6-8 and Homm3 to be made at the same time.
Or MM3-5 + HOMM 1-2.
Might and Magic has existed as a multimedia franchise where each game and installment boosts sales because they pushed out a lot of games. And with the polish and quality it managed to achieve marked penetration far outside America, which is a achievement far beyond the statements given about the series.

Elemental Lord seems to be a "creature collect with Final Fantasy Gameplay".
Might and Magic was always a turbo murderhobo series, and its a shame this new installment fails to understand just how deep that goes.

>> No.5222784

>Andrew Vodyankin Dec 9, 2018 at 6:37 am Eduard, v nastoyashchiy moment dorabatyvayetsya grafika fraktsii Dervish, vklyuchaya ekran goroda, sprayty sushchestv, zhilishcha i zamki na karte priklyucheniy. Do reliza nuzhno uspet' grafiku podzemnogo landshafta, neskol'ko artefaktov i khotya by melkiye pravki drugikh ekranov gorodov. Pomimo etogo, v nastoyashchiy moment ne funktsioniruyut tri greyda drakonov i sbornyye artefakty. Nakonets, za ostavsheyesya vremya takzhe nuzhno sdelat' neskol'ko videomaterialov i zanyat'sya organizatsiyey reliza.
Uh oh, are they going to make it in two weeks lads?

>> No.5222862

>>5222784
Not all of us understand Kurwaspeech. I know there's a lot of slavs here, but please include a translation if you post something like that.

>> No.5222875

>>5222862
>Edward, Dervish faction graphics are currently being finalized, including the city screen, creature sprites, homes and castles on the adventure map. Before the release, you need to catch the graphics of the underground landscape, a few artifacts and at least minor edits of other city screens.
In addition, three grades of dragons and prefab artifacts are not functioning at the moment.
Finally, for the remaining time, you also need to make a few videos and deal with the organization of the release.
it's google translated

>> No.5222890

>>5222875
I know I could've google translated it. I'm just wondering why the poster didn't do it before posting, and post the translation along with the original. You know, since this is an English-speaking Mongolian horse archery forum n all.

>> No.5223028

Why do slavs love Heroes so much?

>> No.5223048

>>5223028
they can't afford other games

>> No.5223106
File: 140 KB, 640x480, mm6 alpha.jpg [View same] [iqdb] [saucenao] [google] [report]
5223106

>> No.5223156
File: 209 KB, 800x965, 113015-might-and-magic-vii-for-blood-and-honor-windows-back-cover.jpg [View same] [iqdb] [saucenao] [google] [report]
5223156

>Might and Magic VII was nominated for Computer Games Strategy Plus's and Computer Gaming World's 1999 "Role-Playing Game of the Year" awards, both of which ultimately went to Planescape: Torment.

Disgusting

>> No.5223175

>>5223048
>they can't afford other games
>implying we didn't pirate everything my dad actually bought HoMM for my sister and me in '99.

>> No.5223189

>>5223106
Those character portraits look so much better than the gaudy garbage we ended up with.

>> No.5223248
File: 128 KB, 640x480, angel_inv.jpg [View same] [iqdb] [saucenao] [google] [report]
5223248

Is it really hard to mode/recreate M&M engine?
Why did all those fan projects fail?

>> No.5223482

>>5222890
It was actually written in Russian, but with latin letters, I doubt google translate could have handled that.

>> No.5223491

>>5223248
>Why did all those fan projects fail?
Lacked the manpower to do a total conversion.
Like, for every single sprite set i would assume 6-8 hours per creature. That includes, idea, sketching, rendering and testing. That is with a working automated pipeline where once the model is created in a 3D software you can hit a button to automatically create a sprite sheet with the correct animation names.

So to "mod" a game, you end up with a list of requirements:
1. Somebody has to do some hacking to get technical data. How are files formatted, what do the engine accept, etc
2. Tools need to be written to automate entering/leaving content. Or cheat sheets needs to be created to speed up similar import/export process
3. Mod is going to need content, so you need to get working converters to/from whatever is used to create models, art or sprites
4. If you want a lot of content you need to create plugins for the software in order to speed up processes like shooting sprite angles in 3D software
5. Engine might be hardcoded, meaning you can't just drop in more content and add stuff to make it work. You need somebody to do binary hacking of compiled software in order to add features. I.e why additional towns in HOMM often relies on replacing towns, because the slots are hardcoded

My experience is that when you start a mod project, you generally don't get people that can into proper hacking, so you can't just modify the EXE or get all the information on file formats or game structure.
Or the game do not have hard coded stuff, so its just to add content after somebody has written converters. But that generally means you can't add meaningful content or do total conversion mods.

Mods in general are a 3 stage process:
1. Hacking
2. Artwork
3. Manpower to do anything meaningful
Meanwhile in single man projects its possible to do a lot of things IF you write automated tools to compensate for manpower.

>> No.5223545

>>5221253
1 and 2 are good games, but might be too archaic even for a retro gamer. If you're not bothered by OLD graphics then give them a chance. 2 introduced cartography but unless you want to "cheat" by looking at the cluebook you have to draw your own maps, or maybe use this little program called Where Are We which supports MM1-5, Wizardry 1-5 (I think) and the Bards Tale trilogy.

3 might actually be the best starting point for people who want old MM, since it has actual graphics. I've seen plenty of people saying 4-5 is better than 6 and 7 too. If anything, those allow for 6 party members instead of 4 which never felt comfortable for me.

6 and 7 are actually very different games imo. 6 was designed with cheese in mind, you will end up powergaming even if you don't want to, but since this is a combat oriented rpg it doesn't really matter. The dungeons are FUCKHUGE tho. Both elements were very downplayed in 7. You can't powergame as much and dungeons have more reasonable sizes, but it's still a good game, the perfect entry point for people who want new MM.

>> No.5223640

>>5223545
NIGHON TUNNELS

>> No.5223913

>>5223640
Tunnels to Eofel is even worse
They stretch on, and on, and on

>> No.5224625

>>5223482
Eto otlichno perevoditsya

>> No.5224628

>>5224625
Google translate is just copying it.

>> No.5224676
File: 11 KB, 144x354, image.gif [View same] [iqdb] [saucenao] [google] [report]
5224676

>>5223189
Well, thank you. We made the game under extreme crunch. Coming from HoMM 2, none of the artists on the team had any 3D experience and we all had to learn 3D Studio Max in less than 6 months. Every artist designed and built several characters, backgrounds and items, to keep the style as mixed as possible.

I designed, modeled and animated the female archer, the druidess, the sorcerer and the jackalman, the dwarf and others. Also some of the entry backgrounds for dungeons and some items.

I also worked on MM 7&8 which was even more crunch and a very stressful time overall.

>> No.5224689

>>5224676
HAVE MY CHILDREN, PLEASE.
WHAT DOES JVC SMELL LIKE?

>> No.5224710

>>5224676
proofs?

>> No.5224717

>>5224710
why the fuck would you make something like that up?

>> No.5224723

>>5224710
What do you want to know? Anything about production?

>> No.5224730

Also, I'm gay if that matters to anyone

>> No.5224869

>>5224676
Is Sir Mullich as intimidating as they say?

>> No.5224893

>>5224869
Gunnar is even worse, but he is a Swede
So its not obvious he is even more intimidating

>> No.5225734

>>5224723
The Virgin Roland vs the ArCHADbald?

>> No.5225943

>>5218905
Those are much more slower paced than the Might and Magic series

>> No.5226820

I like how most orc/barbarian inspired music is wardrums and grunting and then you have stronghold in homm3 having this epic music that sounds nothing like you would expect

>> No.5227115

>>5222536
ubishit mm games just have no soul, this looks like some korean late 00 wow ripoff pay to win mmo art

>> No.5227437

>>5218905
>I really don't like stuff like Fallout or Baldur's Gate.

Same
For me Might & Magic has a perfect gameplay because there are no dialogues
just click on quest or promotion and voila
Dialogues are cancer of rpgs

>> No.5227474

>>5227437
>waaa nobody should like what I don't like
Eat a dick.

>> No.5227478

>>5227474
Where did I write that?

insecure crybaby

>> No.5227491

>>5227478
>Dialogues are cancer of rpgs
Because you said so?

>> No.5227547

>>5227491
This doesn't mean what you wrote

>> No.5227549
File: 15 KB, 116x64, Hero_Dessa_Crag_Hack.png [View same] [iqdb] [saucenao] [google] [report]
5227549

Dessa or Crag Hack for a starter - and why?

>> No.5227553

>>5227549
Crag for fight Dessa for scout

>> No.5227564

>>5227491
Reminder that Scorpia got "let go" of Computer Gaming World because she didn't liked Baldur's Gate 1, since she thought they fucked DnD by stripping it out of its most fun elements in favor of a hand holding Choose your own Adventure kinda game.
Ironically, she also didn't liked one of the early MM games and JVC made fun of her by including her as an enemy.

>> No.5227565

>>5227547
I understand "cancer" as a bad thing, what kills something and must be removed, therefore you probably think what all dialog-heavy rpgs are bad and shouldn't exist. Am I wrong? Enlighten me.

>> No.5227575

>>5220753
Divine Intervention can be decent because it lets you regenerate without leaving the dungeon (and letting enemies regain health), death blossom is bad though

>> No.5227780

>>5227549
Crag.
Get maximum attack.
Smash.

>> No.5227784

>>5227564
Don't want to sound like a newfag, but who's that?
Baldur's gate 1 is great if you ask me though.

>> No.5227821

>>5227784
Scorpia was the rpg reviewer at Computer Gaming World, a pc magazine which ran from the 80s to the mid 00s I believe. She was a "character", in the sense that she wasn't afraid when it came to call bullshit on games she didn't liked, which famously happened with MM1 or 2 as I said. Corporations didn't used press as their marketing office yet since gaming was more contained to hobbyists than what it was when the mag ended. The Baldur's Gate event happened when she noticed that stat changes barely had effects on the game's mechanics, that several skills key to DnD were absent and that making your own builds was completely irrelevant because the game always kept having the same outcomes. She wasn't fired because of this, but the other people at the mag kinda made fun of her adding shit in the lines of "oh goodie, Scorpia kinda hated BG.... we love it tho!". By that time, the late 90s, the magazine was publishing columns by "smart" people who were complaining about Shadow Warrior's racism or Tomb Raider's misogyny. I think she left of her own accord since the gaming scene was changing for the worse, but she still kept a blog where she posted up until the late 00s where her computer couldn't handle the latest games, according to her. I believe the last RPG she played on that blog at least was Dragon Age Origins.

It should be mentioned that Scorpia never appeared at the magazine's offices, and that she mailed her work there. She knew one guy who served as the "middle man", though. Also, people talk about Scorpia as a "she" because that's how she identified herself, I think she is a woman in real life but I can't remember if her real name was ever mentioned.

Here is a neat archive with the mag's issues in pdf formar for you to read.

http://www.cgwmuseum.org/galleries/index.php?year=0&pub=0&id=500

>> No.5227828
File: 198 KB, 892x814, The virgin smith.png [View same] [iqdb] [saucenao] [google] [report]
5227828

I fucking really hate plot of Armageddon's Blade

Shit like this is so lame
Was this really the best they could think about after rejecting the forge?
I liked the idea that Roland, Catherine and Gelu together on the quest to find AB more

https://www.youtube.com/watch?v=Df1Xg6yEinc

>> No.5227846

>>5226820
What level of autism is it to invent your own barbarian language and write lyrics for your orchestral arrangement?

https://www.youtube.com/watch?v=uACmlHA5ASE

>> No.5227848

>>5227549
Crag Hack is ultimately the best character in the game, but I would rather have Dessa, Gurnisson etc. for the start.

>> No.5227924

>>5227828
>King Lucifer Kreegan
>Xeron, a literal 12 year old
>My half-human half-Vori self insert
>getting kicked out of Bracada for "being too mercenary"
yeppp

>> No.5228075
File: 37 KB, 197x318, strong.jpg [View same] [iqdb] [saucenao] [google] [report]
5228075

A strong start.

>> No.5228126
File: 1.93 MB, 1608x865, HoMM III (HotA mod) - Fortress Concept.png [View same] [iqdb] [saucenao] [google] [report]
5228126

>>5217846
Hey people, map-maker anon here; I've finally completed the concept map for the Fortress faction and it is a looker! You'll obviously need the HotA mod to open the maps, but you can do pretty much anything you want with them afterwards! Here's a zippyshare of all the concept maps I've made so far:
>https://www85.zippyshare.com/v/i4idsehw/file.html

>>5224676
Hey man, whoever you are, I want to thank you for working on the games we all came to love here and I hope you're in a good place right now!

>> No.5228376

>>5227549
Crag Hack and restart the match until Dessa is in the tavern.

>> No.5228539

>>5228075
>upgraded goblins on day one
Are you going for some mad rushdown tactic?

>> No.5228618

I'm playing MM6, in Warlord's Fortress.

Found both Storage keys, the double door opens.. but can't open a bunch of chests, with a message 'you are unable to pick the lock'.

Wasn't able to find any info, except this thread on GOG: https://www.gog.com/forum/might_and_magic_series/mm6_unable_to_pick_the_lock

Is this a bug? Any solutions?

>> No.5229103

>>5228618
Yes it's a bug, no there isn't a solution. Ignore it. It wouldn't be anything more than a normal chest anyway. The only quest item in the whole place is the "discharge papers" scroll.

>> No.5229158

>>5224717
Are you new to the internet?

>> No.5229287

>>5228618
I remember this, I even asked it here few threads ago. These chests are indeed bugged as anon said above, I can add that in different version(probably without the grayface patch), these chests are empty. I think devs forgot to add "treasure" scripts to these chests.

>> No.5229295

>>5228539
They have 7 speed and you get like fifty of them, meaning there's plenty for your scouts and you get a hard hitting stack. I'm training for multiplayer games.

>> No.5229308

>>5217846
Are there any good MM 6/7/8 mods out there? Preferably that add new areas/content to explore

>> No.5229313
File: 120 KB, 400x520, Kythra.jpg [View same] [iqdb] [saucenao] [google] [report]
5229313

>>5219809

>> No.5229318

>>5222536
good thing we have mods
https://forum.zdoom.org/viewtopic.php?f=19&t=61221

>> No.5229323
File: 25 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]
5229323

Who do so many of you shill for virgin Crackhack
when mighty CHADzar is clearly the better hero?

>> No.5229458

>>5228126
Ain't that cool or what? I especially love what you did with the gem pond and the bottom right corner.
Now you've done both my favorite factions, Dungeon and Fortress. Out of the towns you've done so far, which have you enjoyed making the most?

>> No.5229536
File: 82 KB, 216x237, JUST_Vokial.png [View same] [iqdb] [saucenao] [google] [report]
5229536

>still no succ
why do slavs torment me like this

>> No.5229548
File: 387 KB, 1022x783, inferno.jpg [View same] [iqdb] [saucenao] [google] [report]
5229548

>>5229458
>Ain't that cool or what?
Thanks for the compliment!

>I especially love what you did with the gem pond and the bottom right corner
Funnily enough, I envisioned the bottom right corner a bit differently but was simply too burned out by the map (I've been working on it for a couple months now, not for long stretches of time mind you, but still) and made a good chunk of it yesterday. As for the Gem Pond next to the waterfall, I'll have to include more waterfalls if/when I make the Rampart/Conflux/Cove concepts.

>Now you've done both my favorite factions, Dungeon and Fortress
Feel free to use those concepts as a base for your own map. If you want to move the entire area or paste on a larger map, you will need to patch the HotA editor first - here are the instructions:
>https://yuki.la/vr/4878118#p4927191

>Out of the towns you've done so far, which have you enjoyed making the most?
You mean 'suffered' while making it, surely? In all seriousness, creating the Tower concept was the most enjoyable for me simply because it was the first full-screen concept map I've ever made (I did make the Inferno one in SoD editor prior to it but it was narrower than the rest) and making good-looking snowy terrain was easy. However, I put a lot of work in the Stronghold (you can see I ran out of patience and just made the third of the map into a desert) and Fortress maps because I tried to create an illusion of one area being higher using the limited number of mountains and decorations. That being said, I am also the most proud of them by far. Personally, I feel that Dungeon and Castle are my weakest maps, though they still turned out to be good.

>> No.5229575

>>5229548
I guess thats insane demon worshipping magocrats too hardcore for Nighon do make towns.

>> No.5229776
File: 52 KB, 680x577, spurdocrag.png [View same] [iqdb] [saucenao] [google] [report]
5229776

>>5229323

>> No.5229803

>>5229776
>loses all his wolf riders to 3 black dragons starting first

>> No.5229862
File: 319 KB, 831x627, rkgtcXd.jpg [View same] [iqdb] [saucenao] [google] [report]
5229862

Maybe I should really make a spanking mod.

>> No.5229865

>>5229862
What is this? Warcraft?

>> No.5229879

>>5229865
Yes. They're night elves from the Warcraft franchise. And like all elves, they have very round, juicy, plump butts that they love to show off.

And also unholy deer/woman hybrids that have no butts and therefore are abomination that deserves extinction.

>> No.5229902
File: 396 KB, 800x600, romania-town-2.png [View same] [iqdb] [saucenao] [google] [report]
5229902

Actually, there are a LOT of HoMM3 mods.

>> No.5229997

>>5229902
horrible

>> No.5230003

>>5229997
Spotted the Ottoman.

>> No.5230348
File: 131 KB, 717x960, tmp_14230-33839839_1663984400345896_5558650075820851200_n1726699924.jpg [View same] [iqdb] [saucenao] [google] [report]
5230348

>>5229997
take that back!

>> No.5230353

>>5230348
NO nononono. I'm trying to NOT reinstall that game because I have an insane backlog.

>> No.5230812
File: 298 KB, 640x480, Some Men Just Want to Watch the World Burn.png [View same] [iqdb] [saucenao] [google] [report]
5230812

I recently played MM6 and MM7 and this is my review

MM6

Positives:

>Soul, this game has a very specific atmosphere, also it reminds me of my childhood besides the fact I haven't played it until now, strange
>Of course the music like everything made by Paul Romer and Rob King, this of course also applies to MM7
>Worldbuilding is very nice, great maps
>Story and quests rich and interesting

Negatives
>Cryptic shit, lots of things are hard to figure out requires to read guidelines
>No notes on the map this also applies to MM7, you have to use guidelines again so it's tiresome to switch the game to your browser and vice versa
>Shitty awful controls, and you can't change them until you have the unofficial patch, I didn't use it because last time it fucked up my game
>Bugs, even that makes you unable to finish the quest(Shadow Guild chest bug)
>Many useless spells and spells that become obsolete
>Potions are useless in later game because they heal only 10 points HP/SP, gladly it's fixed in MM& with different reagent's power
>Quest with getting Memory Crystals is really lame, like they run out of ideas, very cliche
>Blasters should be only able to use in the final location, blasters ruined the game this of course applies to MM7
>Creatures that can break item/kill/eradicate you with one hit, too annoying

>> No.5230830
File: 316 KB, 640x480, chilling bones.png [View same] [iqdb] [saucenao] [google] [report]
5230830

>>5230812
MM7
Positives
>Arcomage, a very fun addon to the game
>Less cryptic shit, no seer and altars bullshit
>Better buff panel(those icons like fire resistance etc) and UI is more clear

These can apply to negative for some people but I will put this into positives.
>This game has skill progression(you have to be fire expert to learn fireball spell) in MM6 magic skills were only to power up your spells but here also to be able to learn them. The game is artificially stretched(you have to git gut until be able to get pass tru Thunderfist Mountain to learn Magic Master and be able to learn Town Portal)
>Dragon at Emerald Isle, if you are autistic enough you can earn a lot of artifacts and gold which makes games way too easy and this is in the first location of the game
>Story is good but not as good as in MM6 in my opinion but some people say otherwise

Negatives
>Ugly graphics, this game is so muddy with tame colors, the worst are castles, those ugly bricks yuck! And NPC portraits are awful just plain ugly. MM6 looks great but this looks like garbage
>This game really feels unfinished, NWC had to finish it quickly and you can feel it
>The Walls of Mist, awful location and it has a bug that you have to press spacebar to push final buttons
>Sometimes you have to take keys and click on doors/chests with them and sometimes not
>The button to close the panel with rings, necklace and gloves is way too down compared with MM6 which is really annoying
>Blasters are even sooner here than in MM6
>Annoying part where you have to get rid off every single part of clothes even all of the rings
>NWC studio secret dungeon here is shit(thankfully to get there is not as cryptic bullshit like in MM6 but it's not worth to get there)

>> No.5231654

I'm so autistic that I started an 8 player hotseat game against myself, HoTA, G map, default template, original towns, random hero and bonus, 160%
Some of the start zones were considerably better than others
Somewhere in Month 2:
>1. Fortress
Has cleared the bulk of their start zone and grabbed Tazar. All dwellings upgraded and starting to amass Giants and Angels
>2. Fortress
Early behemoth access compensated for weak starting zone with two underground connections. Started with Oris (EAGLE EYE), now running with Gurnisson and Gretchen. All dwellings upgraded except orcs and cyclops.
>3. Castle
Definitely bottom of the pile, hands down worst start zone with essentially nothing in it, starting hero was Cavalier speciality, literally just built Angels. No money but sitting on a pile of gems and hired Orrin.
>4. Rampart
Strong start zone with 3 windmills, 1 water mill, and a leprechaun ring. (((Dwarven bankers))) printing money helps mitigate the crystal shortage preventing gold dragons. Random started with Ivar who will probably start clearing 3 dragon utopias shortly.
>5. Inferno
Had a lot of creature banks in start zone, hired Adele to diplo, just upgraded to archdevils, likely has a path through tunnels to take out Barbarians, has pretty good income.
>6. Necropolis
Everything upgraded except ghost dragon, mage guild 5 (with sacrifice) Vidomina main, 610+ skeletons
>7. Dungeon
Jeddite+Shakti+black dragons+Armageddon shrine+town portal in mage guild+sulfur warehouse+central tunnel start=lol
>8. Tower
Hired Solmyr, just got enough gems for titans, has a bunch of money, all dwellings upgraded except mages, ready to break out.

it's been good practice for each town (except Castle's ragequit scenario)

>> No.5231661

>>5230830
Arcomage got its own separate game iirc

>> No.5231797

just started playing homm3 a few days ago
I think I've got the hang of it, I just need to remember to save often

>> No.5231923
File: 9 KB, 186x225, 356363457.jpg [View same] [iqdb] [saucenao] [google] [report]
5231923

Funfact

Enemy never upgrade Dragonflies

weird

>> No.5231950

How good is HOMM3?

>> No.5231965

>>5231950
the best game in the series

>> No.5231972

>>5231950
replaced Chess in eastern Europe

>> No.5231973
File: 551 KB, 800x450, Screenshot from 2018-12-20 00-46-03.png [View same] [iqdb] [saucenao] [google] [report]
5231973

https://www.youtube.com/watch?v=GUSO8m47Hxo

>> No.5232034

>>5231973
How is it possible?

>> No.5232296

>>5231950
Basically has a permanent spot within the five best games ever made.

>> No.5232308

>>5231950
Quite possibly the best combination between gameplay, aesthetics and just plain god fucking damned FUN
Some people say HOMM2 is better, but even they admit HOMM3 is fucking great

>> No.5232317

>>5232308
>Some people say HOMM2 is better
Only ever see claims that the aesthetics are better, have never seen anyone seriously claim that the systems are better.

>> No.5232358

>>5232317
>>5232308
Succ will combine the best of the two games and it IS coming this month.

>> No.5232415

>>5232358
I really don't get what's supposed to be so interesting about this mod.

>> No.5232445
File: 16 KB, 480x387, 003.jpg [View same] [iqdb] [saucenao] [google] [report]
5232445

>>5232415

>> No.5232459

>>5232445
Enlighten me.

>> No.5232487

>>5231661
The standalone is just a port of the MM7 game. The MM8 Arcomage adds a bunch of new cards.

>> No.5232503

>>5229308
The Chaos Conspiracy is basically a full remake of the MM6 story and questline. Rev4 for MM7 (same modder as TCC) is kind of a hybrid of new storyline and the vanilla Light Path. You can find them both over at Greyface's site.

MM8 has far less and probably the only one worth playing is "Echo's Monstrosity Modling" which really only adds a dungeon for new content, but does a massive revamp of enemies, items, and artifact spawns. It requires MMExtension, and there should be a thread around at Celestial Heavens.

>> No.5232605
File: 61 KB, 403x473, 1544159735965.jpg [View same] [iqdb] [saucenao] [google] [report]
5232605

>>5232459

>> No.5232606
File: 2.25 MB, 768x3284, mm6-7-8_homm3-4-renders.png [View same] [iqdb] [saucenao] [google] [report]
5232606

>>5224676
April Lee, I presume. Shame you ultimately had to reduce the sprites and their animations that much to fit the memory requirements of the time. Doesn't do them justice. It's the same thing Mark Jones lamented when he created the gorgeous high res sources for what ended up as the sprites in TOS: Daggerfall and Battlespire.

>> No.5232840

https://www.youtube.com/watch?v=TLEi0IQ_EfI
>a fan made track of a fan made mod of a game
Thanks jewbisoft.

>> No.5232965

if i wanted to get into the might and magic series which one should i start with?

>> No.5232971

>>5232965
Read the pastebin
>>5221968

>> No.5233363

I've just started playing HMM3 last night, been doing necropolis because I wanted to get the undead kings cloak, but how do I go about doing that? I know I need 3 other artifacts, but once I get them, do I need to do anything special to get the cloak?

>> No.5233558

>>5233363
They will assemble automatically, but only if map is from AB/SoD. You can't assemble artifacts in the base game maps.

>> No.5233560

>>5232606
Are there any highres druid pictures? Asking for a friend.

>> No.5233575

So a pretty stupid question for advice:
Today evening I'm going to play hot-seat of HoMM3 with 5 of my friends. And while I'm no pro, I still take part in local tourneys, while they are complete casuals. Which faction should I pick to give them at least a sporting chance? Normally I play with Rampart, but I'm good with pretty much everything else, too (and for over a decade, I've been playing Fortess and Stronghold interchangably).
It will be a free for all, randomly generated XL with underworld and no water map for SoD. Everyone can pick whatever they wish for their faction, including heroes of their choice as starters. I still feel I will just rolf-stomp them.

>> No.5233578

>>5233575
Random perhaps?

>> No.5233585

>>5233575
Tower or Inferno, depending on the map. Tower if it's resource poor, Inferno otherwise. Check which random map gen settings are used to see which it's likely to be.
You can give them an additional advantage by donating some of your starting resources on week 1.

>> No.5233595

>>5233575
Inferno, random hero, random bonus

>> No.5233602

>>5233578
Random will most likely assign me what they didn't pick. I know favourite picks of 4 of them, which means I'm very likely to end up with Vortex (brain-dead easy) or Necropolis (game over for them)

>>5233585
I've spend first few years of learning ropes with HoMM3 on Tower. If you know what you are doing, the resources aren't really that constricting and I can live with Fafner's Scholar skill.
So I guess it's going to be Inferno, but I sense demon herding will blow their minds (I'm not sure they are even aware it's a thing).

>> No.5233721

>>5233575
Inferno, for combination of reasons:
Outside Xarfax, Marius and Nymus heroes all suck (Ignatius is somewhat passable when playing multi, but it takes a lot of looking through fingers), build-up is pretty expensive, units are either weak, average or scarce due to tier, and hero classes themselves are so-so. If you aren't demon herding, prepare your anus.
Also, due to lava being your native ground, unless you start underground, you can forget bunch of important/handy map objects, like Crypts, being around

>> No.5233726

>>5233558
So how do I go about finding maps from the expansion packs then, because I might have fucked that one up, mainly because I have no idea which maps are base game or not.

>> No.5233762

>>5233726
Base game scenarios have shield image, AB sword, SoD Sandro portrait. If you're generate a map, it's probably SoD version by default.
What are you playing exactly?

>> No.5233765

>>5233762
I just chose a random campaign, But I had no idea you could generate your own maps, can you generate custom win conditions too, I like just got the Complete edition on sale so I'm still trying to learn the ropes myself

>> No.5233775

>>5233765
What's your campaign, restoration of erathia? You wouldn't be able to assemble anything.
AB and SoD are exactly about assembling artifacts as a part of their plots.

>> No.5233779

>>5233775
I'm apparently playing the Tale of two lands scenario, I have no idea if that is base or not

>> No.5233794

>>5233779
>Tale of two lands
AB - Armageddon's Blade, you can assemble everything.

>> No.5233796

>>5233794
So I've just been getting bad artifact luck then, can you tell me more about generating my own maps/campaigns or is that something I can't really do?

>> No.5233803

>>5233721
Unit specialist are only worth it for the +1 speed bonus, so in case of Inferno (and harvesting demons), Marius is the only real choice. Demons are slow, but that +1 speed does wonders

>> No.5233838
File: 231 KB, 605x559, gottagofast.jpg [View same] [iqdb] [saucenao] [google] [report]
5233838

*Dimension Doors behind you*
Nothing personnel, kid,,,

>> No.5233883

>>5231950
Best music.
But is less fun to mod than HoMM IV.

>>5231973
Doom wad? I need it.

>> No.5233892

Why are the nightmares always horses?

>> No.5233906

>>5233892
night + mare

It's not that complicated. Even if it's Anglo-tier stupid

>> No.5233909

>>5233906
But why horses? Why not bats, or owls, or another scary looking animal, like that thing who crawls out of my closet when I sleep?

>> No.5233919
File: 61 KB, 770x595, Mare with colt.jpg [View same] [iqdb] [saucenao] [google] [report]
5233919

>>5233909
Because pic related.
Are you by chance autistic?

>> No.5233923

>>5233919
I know you are, but what am I?

>> No.5234074

>>5233602
>Vortex
You mean the Wrota Żywiołów??

>> No.5234078

>>5232503
thanks famiglia

>> No.5234109
File: 1.33 MB, 1544x770, homm iv intro.png [View same] [iqdb] [saucenao] [google] [report]
5234109

lmao

>> No.5234121

>>5233796
There are certain templates and you can generate maps with them(I don't remember if it's vanilla feature or comes from HD patch). Most popular pvp template is "jebus cross".

>> No.5234129

>>5234109
I didn't notice that in motion and liked these fmvs.

>> No.5234227

>>5234109
oopsie doopsie

>> No.5234465

>>5234109
World apocalypse was strong on this girl

>> No.5234582

>>5234109
rigging error

>> No.5234725

>>5234109
Looks like she doesn't have her head screwed on right.

>> No.5235116

>>5233923
A garbage man.

>> No.5235824

>>5233575
who won?

>> No.5235939

>>5233906
mare=female horse

>> No.5235953

>>5218507
m&m games aren't canon anon

>> No.5235956

>>5227549
The game is won on the overworld, so Dessa

>> No.5236048

>>5235824
I did.
They made the mistake of playing WoG. Most options were disabled, but creature accumulation was on. I found a Fire Lake by month 2. I had so many efreets it wasn't even funny.

>> No.5236062

>>5234074
You can't even imagine what kind of struggle it is each time when I need to name the factions in English. I'm still confused with the whole Tower/Fortress bullshit.
Albo potrafisz

>> No.5236129

>>5236062
>Tower
>Forteca
Why the fuck is this not Wieża
who the f
why
Wieża Maga is a collocation already
what Mag lives in a Forteca
kurrrrrwaaaaaaaaaaaa

>> No.5236131

>>5234109
>when hrt kicks in

>> No.5236228

>>5236129
... and Fortess suddenly got turned into - wait for it - fucking Cytadela.
HOW?!
AND WHY?!

Still, Wrota Żywiołów > Conflux

>> No.5236324

>>5236129
>>5236228
The dudes making the first version of translation (which was full of this shit, just recall unit names) were (a) not giving single fuck and (b) followed aesthetics with names. So when all their retarded naming was dropped in following re-translation, Forteca and Cytadela stayed, becuase already everyone was familiar with those and it would lead to even more confussion if suddenly Cytadela would revert to (proper) Forteca and Forteca changed name entirely.
This is what you get when translation is done by random morons

>> No.5236331

>>5236324
So if you guys have citadel as a faction name, what is the fort upgrade called then?

>> No.5236352
File: 47 KB, 620x290, castlep.jpg [View same] [iqdb] [saucenao] [google] [report]
5236352

>>5236331
>what is the fort upgrade called then?
Citadel?

>> No.5236393

>>5236324
>translation in Poland
they let a 15 year old localize Baldur's Gate 2

>> No.5236465

>>5236393
how did they translate I'M A TRANNY CAN YOU DEAL WITH THAT? or did they not work on Beamdong

>> No.5236556

>>5236331
It's still fort, citadel and castle. Nothing changed. Just not capitalised. And a lot of people use word zamek (castle) for factions, asking questions like "Which castle you are going to play?" when setting up a match.
Don't ask why. It just happend.

>> No.5236614

>>5236465
It was in fucking 2001 you sensitive snowflake. By the time of EE they obviously wouldn't be 15 year old anymore, or necessarily working in the field. They instead became a famous vlogger and now live in Japan making videos that are 50% retarded and 50% interesting.

>> No.5236910

28.12.2018 Kurwaland is doing more of that HoMM e-sports thing they did this year (with shoutcasters inside a professional studio) with a big showmatch streamed on Twitch.

What kinda money is in this game? Who sponsors this? It blows my mind.

>> No.5236974

>Castle, Fortress, Rampart etc

Why they didn't just call them nationally?
Erathia, Bracada, AvLee etc?

>> No.5237028

>>5236974
Makes it better for maps that take place out of universe when they don't reference in universe nations.
More than that I think they're meant to be vaguely descriptive to the outsider of what their faction is all about like in previous games.
Some are less obvious than others. "Forest" naturally goes with elves, "Sorceress" less so but a Sorceress being tied to fey of arthurian legend isn't a stretch. I don't think the castle types functioned as well, but Tower(because wizard towers naturally) and Dungeon were perfect.

>> No.5237052

>>5237028
makes sense now

>> No.5237209

>>5236910
Nobody really cares and na chuj się podniecasz.
At this point I consider it to be a bubble

>> No.5237216

>>5236974
Because you are always playing by factions, but not always being in "national team". That's why.

>> No.5237232

>>5237216
This, in the last campaign of RoE for example, you are playing as Rampart but the enemy is supposed to be Erathia and Avlee.

>> No.5238189
File: 1.65 MB, 1606x864, Castle.png [View same] [iqdb] [saucenao] [google] [report]
5238189

Map-maker here! Just wanna tell you that I've reworked the Castle concept a little bit because I'm actually considering putting all of them on one map. To be clear, I don't think I'll ever complete that map, but maybe some of you will be able to do something with it.

>> No.5238634
File: 8 KB, 245x206, 1536604032694.jpg [View same] [iqdb] [saucenao] [google] [report]
5238634

>>5238189
shit anon this looks comfy as hell
>that jousting track
>that hidden bandit cave
>that chicken on the windmill
good stuff

>> No.5238639

>>5234109
"Heard you were talkin shit"

>> No.5238884
File: 1.88 MB, 1606x864, HoMM III (HotA mod) - Tower Concept.png [View same] [iqdb] [saucenao] [google] [report]
5238884

>>5238634
>shit anon this looks comfy as hell
That's not even the comfiest map I've made - the attached Tower concept map and the Fortress concept map seen here (>>5228126) are my personal favorites.
>that chicken on the windmill
Technically, it's behind the windmill.

>> No.5238963

>>5236910
I'll have a look most likely, I've watched the national championships.

>> No.5239193

>>5236910
>Who sponsors this
GOG.
Which belongs to CD Projekt.
CD Projekt was publisher for HoMM3 and this was one of their biggest hits in early days of the company.

Consider it nostalgia for everyone, sponsors included.

>> No.5239198

>>5239193
And by publisher I mean - publisher in Poland, along with delivering localisation for it.

>> No.5239279

>it's a "random map generator decides to put border guards/gates and keymaster tents all over the place in a seemingly random order" episode

>> No.5239308

>>5239279
>Random map is random
Wow, who would have thought that!

>> No.5239554

>>5239308
>random map is shit
name a decent template besides jebus

>> No.5239598

>>5239554
>Random map is shit
Spot a faggot who can't set up a map

>> No.5239667

>>5239554
6lm10a

>> No.5239987

>>5236614
Wait, fucking Gonciarz worked on the BG translation back in the day? At 15 years old? How the fuck? I didn't know that.

>> No.5240037

>>5220789
Seeing as everyone that is mammalian is modified humans? Yes.
Meanwhile Elementals are elementals, dragons are dragons, and i don't think we ever got a explanation of Lizardmen.

>> No.5240136

>>5239987
>How the fuck?
The famous localization of BG2 was really made by a hodge-podge of amateurs that meant really well, but they had to work off of the equally bonkers and amateurish TM-Semic version of AD&D 2e. I recently wrote an university thesis that I'm honestly ashamed of on the subject of this project and you could tell they really wrangled a lot of amateurs into the project and that they didn't communicate much. Some interview on this project said that Gonciarz got a lot of shit from the project leader over glaring mistakes, but they couldn't weed all of them out. I won't find you the source, I removed them from my HDD after shitting out this embarassment.

BG1 is supposedly better in that regard because EGM and Piekara worked on it implying Piekara can write and the amount of text they had to work with wasn't nearly as massive, but they also miss a lot of cultural references and meta-jokes and it's obvious whoever was in charge of the direction for the voice acting fucked up hard.

I don't think "Lordareon" ruined it or something, the whole team had problems: if you look at the questline where you retrieve illithium, you can tell three different people worked on it simultaneously (because of the haphazard way dialogue is organized in the file) because at three different points in the questline the illithium required is measured in either pounds or kilograms, and the kilogram weight is converted differently at two points (it's either 90 or 100). There's plenty of weird shit like that, it mostly stems from working under pressure and having to dig everything out of the game files on their own, often with no context.

>> No.5240254

>>5240136
Damn, that's interesting. The voice acting being a travesty on its own shouldn't be surprising though, seeing as it was done by the same studio and voice actors that were hired for every localization ever in the early days.

>> No.5240321

>>5240254
I have nothing against voice actors themselves - well, aside from the odd developer having to quickly adlib something on the spot (Taerom Fuiruim comes to mind, it's a dev's voice, even the recording quality sounds like ass) for a throwaway NPC.
I think the actors did a great job, they were just given bad stage directions a lot of the time.
I think that the reason why Imoen and Dynaheir sound "exotic" is because they tried to somehow convey the fact that the original dub also had outlandish accents in places, except for some reason Imoen now speaks like she's from Belarus. Imoen's voice actress between the two games appears to be the same, but they told her by 2 to stop doing that. Same for Minsc; they told him to ham it up a bit between games.
The dub is hit or miss, BG2 does the voice direction thing much better, but the text itself seems to have more mistakes.

They also didn't come up with the idea of localizing popcultural references (I think maybe WarCraft 3 started it?) so some of the "stop poking me" lines sound really out of place, like you missed some sort of an inside joke in half of them.

It's not really the actors, I don't think.
Replay Gothic - I know you love it Sebastian, half of your podwórko does - and note how Jacek "Kronk" Mikołajczak gives a shit about roughly half his lines, because he also had to do plenty of those stupid "Jak mogę się dostać... ... ...do Starej Kopalni?" takes where he sounds really bored and they probably did them in separate takes due to the nature of the dialogue. It doesn't help it when he's surrounded by other great actors who are simply told to act like themselves, so you have Saturas and Xardas both being mages played by Wolverine or when you end up, at some point, feeling like every town has its own Dwarven Gryphon Rider.

>> No.5240357

>>5240321
Gothic is one of those games everyone in my neighbourhood played but I never got around to it. Will have to discover the atrocity when I do eventually pick it up. As far as Warcraft 3's localizaton goes, I'm all too familiar with it. Not only did the references get lost, there seems to have been no pronounciation guide for the VAs. The localization's version of Thrall's 'For Doomhammer' line comes to mind.

>> No.5240373

>>5240357
If you check out the Polish version of Hearthstone, it's a little disheartening for WC3 fans:
>all of the names got domesticized (Hellscream became Piekłorycz) and it often sounds horribly unnatural. Jaina Dumnar sounds like a massive Łozizm.
>Kopczyński reprises Arthas but he got older and the VA director told him to be a little bit more tryhard when uttering his lines
>can't be arsed to look it up but I think they didn't get the original Uther and Thrall to do their voices

Also, some references did get lost in WC3, but at least they tried to make some jokes of their own instead of straight up direct translation in a lot of cases, which is a massive plus.

The best localization ever was when the Polish version of Wizardry 8 was unwinnable without a patch because Polish diacritic signs were hardcoded into riddles but you couldn't write them in the parser.

>> No.5240785
File: 129 KB, 600x146, meme.png [View same] [iqdb] [saucenao] [google] [report]
5240785

>>5240373
>polish Hearthstone

ungodly pile of dogshit

also polish Diablo III is shit but voices are better than in the original because I found really annoying those "foreign" accents especially from people of Caldeum and it's kinda racist.

>> No.5240950

>>5240321
>>5240357
>>5240373
General rules of the thumb for translations and voice acting back in the day were simple:
>Games are for kids, give kiddie performances, don't take anything serious
>Dialogues should feel like an action B-movie, because it's game and it should be entertaining
>There are 5 people to do this, we have 20 major NPCs to voice... anyone can do voices?
>If the game has no spoken dialogues, we are allowed to just throw wall of text on people in even less formatting than the original version

And personally? I don't mind. What I hate are those late 00s translations, where they already had enough budget and competence to pull this shit properly, but took the job too serious and all games have dreadfully boring and toned down translations, along with super-wooden VA. And since early 10s the only games with VA are some shitty AAA or MOBA, everything else just has so-so subtitles, again done by hack or the community itself, re-patched later as official translation with minor formatting fixes.
I miss times when Original War was the peak performance of VA. It was the perfect balance between intentional cheese and actual low-budget job.

>> No.5240953

>>5240785
Being "kinda racist" is a thing in VA since.... since fucking forever. Expect every single black character to suddenly speak like Kali, especially if said character isn't a protag. And it doesn't matter if it makes sense in the context or not.

>> No.5240962

>>5240785
>>5240953
Also, all sort of accents usually get reduced to godka. Which annoys me to no fucking end, because I'm ukryta opcja niemiecka myself.
Then there are situation like with TW3, where they had in English dub an accent for Skellige, but in Polish it came with zero effort to give any sort of accent (despite, you know, being a Polish game) AND the dialogues still lampshaded the accent (non-existing in Polish VA) few times. Bonus points for pulling accents in English, French, German and Japanese (dialect, in fact), but leaving it be in Polish one. Like what the fuck? With budget like that and number of people working, was it really so fucking hard to say to them "Ok, now all speak with stereotypical Swedish accent". Or even let them be and use godka, if they really must. Or Kaszubian, so nobody but Kaszubs and Silesians will understand.

>> No.5240974
File: 2.66 MB, 4836x1736, Collage.jpg [View same] [iqdb] [saucenao] [google] [report]
5240974

Map-maker anon here! Here's the pic of all the concept maps I've made so far. I'll also make the Rampart and the Inferno one and might even do the Conflux and the Cove at one point, though I have no idea how long it will take me to complete them. All of these concepts could be merged into one single map where the goal is to find and build the grail in the town in the center of the map. However, I don't think I will ever complete the map considering just how slow I've been working on it so far, but you may try to create it yourself.

With that being said, what map should I make next - Inferno or Rampart?

>> No.5241104

What are some good city mods for HoMM III?

>> No.5241110

>>5241104
You mean new towns or modifications of existing ones?

>> No.5241118

>>5241110
More like new towns. Modifying existing towns either sounds boring, or unbalanced.

>> No.5241141

>>5241118
None. Cove is a meme, Oasis suffers from Conflux-tier inbalances (some units are great, others are crap), everything else is just shit

>> No.5241143

>>5241141
>some units are great, others are crap
Isn't it normal that skeletons are trash when compared to rainbow dragons?

>> No.5241157

>>5241143
I mean the comparison with units on their given tier. Conflux is always my go-to example of this type of inbalance of tiers: 1 is above-average, 2 is strong tier 3 in disguise of tier 2, 3 is great, 4 and 5 are utter fucking crap (especially with non-specialist hero), 6 is great and 7 is completely fucking OP. And Oasis suffers from something, but tiers are matched (obviously) differently. So you end up outright not hiring certain units.

>> No.5241161

>>5241157
I'm surprised, Heroes of Might and Magic sounds like the kind of game who's easy to balance. Just design average stats for each tier and play around it.

>> No.5241163

>>5241161
It requires three separate things to work out:
- wanting to design a balanced faction
- having a clear idea for it
- having sufficient skills and manpower to pull the project through
Those three conditions didn't met ever since HoMM3 came out. People either produce OP trash, low-quality designs or the project dies half-way through

>> No.5241164

>>5241163
>- wanting to design a balanced faction
>- having a clear idea for it
>- having sufficient skills and manpower to pull the project through
So people need to want to make a balanced faction, have to know how to do it, and need time/willpower/skill to do it.

>> No.5241167

>>5241161
Conflux is the example of imbalance.
In fact, there shouldn't be such a faction.

>> No.5241171

>>5241164
Yep. And like I said, any dedicated team with clear direction usually ends up delivering something OP or just poorly balanced, because they want to make their creation "special". It's not that all those projects end up completely OP with ridiculous stats and tier comparisons, but they have enough edge to lead to the point everything else in the game looks like trash and/or delivering simply a clear-cut "winner" for best unit of given tier.
It's understandable from purely psychological point of view, but leads to meh gameplay in the end. Kind of how tier 8 units from WoG are - they are simply too fucking strong.

>> No.5241172

>>5241167
I dunno, I never played it with. I always had vanilla HoMM III. I never knew about Conflux being a thing until someone talked about it here.
In fact, I've been playing the complete Edition of HoMM 3 for a while, and I never paid attention to that town.

>> No.5241183

>>5241167
Make Air/Storm elemental deal 2-6 (instead of 2-8) damage, reduce either growth or speed of Pheonixes (but NOT both) and buff Earth/Magma elementals damage by +1 to both min and max (so 5-9 and 7-11) and it's fixed entirely.
In current form, you have a faction with 1-3 and 6-7 tiers that are the only useful units, leaving you open to hire anything else as replacements for tier 4 and 5 and since you can't benefit from morale anyway, it makes no fucking difference to you what you take (as long as they aren't undead). So given chances what can be around, you will probably end up with Golden Dragons and Grand Elves or Archangels and Monks/Marksmen/Crusaders.

>> No.5241186

>>5241161
the only way to make balance is making each town the same

>> No.5241190

>>5241186
That would make it boring.

>> No.5241192

what's the point of the pixies and sprites

>> No.5241193

>>5241190
balance=boring

>> No.5241195

>>5241186
>t. retard

>> No.5241197

>>5241193
No.

>> No.5241198

>>5229879
>he doesn't even /k/

>> No.5241206

>>5241192
Pixies are meh. Sprites are definitely one of the better all-around tier 1 units. They are only good in offense, but their speed, growth, chances of getting additional ones from the map and so on and forth make them in my books 3rd best tier 1 unit, after centaur captains and helberders. The ability to block counter really makes wonders to this unit. And they are one of the best unit when it comes to power increase by the +HP items, since it triples their HP with full set combined

>> No.5241210

>>5241206
>Pixies are meh
They're cute, and have nice butts. I like them.

>> No.5241212

>>5241186
>>5241193
Sounds like you are a complete faggot who never played any sort of competitive game in your sad, miserable life and thus can't even think of balance, as the only tactics you ever developed was brute-forcing against AI and your even more casual friends.

>> No.5241218

>>5241212
Not him but competitive HoMM3 is one of the least enjoyable experiences ever

>> No.5241225

>>5241218
And I didn't specified HoMM3 either. But it's more than possible to design a well-rounded, multiplayer game (doesn't even need to be computer-based one) that's possible to be played competitive.
And the reason why HoMM3 is shit in competitive gameplay is precisely because it's NOT well-rounded game. Certain options and tactics are simply flat-out superior, if not broken. That doesn't mean you can't have superior tactics in balanced games, but HoMM3 is not balanced, plain and simple. There is a reason why in competitive games certain options and even factions are outright blocked.

>> No.5241235

>>5241183
Hota has balance tunes.

>> No.5241241

>>5241235
>HotA
>Balance
Hahaha... Oh wait, you're serious... Let me laugh harder: MUAHAHAHAHAHAHAHAHAHA!

HotA is a peak performance in IMbalancing the game even further.

>> No.5241260

>>5241241
not him, but this isn't /v/ and you would do well to at least attempt to support your allegations with actual arguments instead of presumably still seething about the Resistance skill

that Conflux and Necropolis are actually admittable to HotA games without in-house nerfs (while still remaining strong) and that Cove is settled in as a solid but not entirely eclipsing town are pretty well documented facts if you look at win rates and tournaments

>> No.5241261

>>5241241
>Let me
I don't let.

>> No.5241270

>>5241260
Also not him, but Hota completely jumped the shark the moment they've reworked Resistance. It was a clear sign the team behind it doesn't want to really balance the game, but pursuit the "fastest unit wins" mindset to the fullest, which makes various factions inferior by default.
Before changes in Resistance I was supporting Hota, now I'm simply done. That was a fundamental change in entire gameplay that was glossed over as "minor" change and a change that fucked up the game for everyone that is not pursuing the meta preferred by devs. The new Resistance is simply a joke on expense of players using the skill.

>> No.5241280

>>5241270
>It was a clear sign the team behind it doesn't want to really balance the game, but pursuit the "fastest unit wins" mindset to the fullest, which makes various factions inferior by default.
>the most dangerous spell in multiplayer is by far Mass Slow, this is well acknowledged by everyone, Grindan is a meta hero solely because of it
>a skill gets reworked so that it works consistently and hits precisely into the metagame that dictates playing with high A/D heroes that get SP/KWL incidentally from artifacts
>instead of having fights decided by a coinflip when you resist a spell you tangibly and consistently fuck up enemy heroes at all times, also screwing up their self-buffs, resurrects and whatnot
>fundamental change in entire gameplay
>a skill that is not used on large SP maps and is rarely cared for on MP
>the Resistance specialist being a niche pick for all of HoMM3 history is the only one affected and it's hardly arguable that he got ruined by this change
>yet in spite of all of this Resistance is now somehow revisioned into the only skill that keeps the "highest initiative has advantage" mechanic of HoMM at bay
Thorgrim stop posting on 4channel

>> No.5241281

>>5241260
The entire fucking mod is build around one single type of meta-game, to the point where said meta is the only real way to play it at all.
If you want to balance game, you ADD options for new kinds of meta-tactics and real tactics. If you want to imbalance the game, you remove options and/or make the existing ones less viable and/or less effective or neuter them into uselessness.
The stat re-shuffling, EVERYTHING that's related with Cove, spells rework and skill changes (like Scouting giving +5, which reveals absurd area or Resistance being turned into new Eagle Eye), creature weeks disabled... The list really goes well, but the overall picture is pretty simple: removing EVERYTHING that migh add some random factors to the game, thus leaving you with "solid" situation and always, in every situation and case, have 100% control of the situation.
Which leads to extremely boring game based entirely on how many meta-hacks each participant remembers and weren't neutered (or got fucking BUFFED) yet.

>> No.5241287

>>5241280
>It is now impossible to block mass spells by the virtue of having Resistance
>Instead, it's just a pathetic, flat modifier to spell damage
>This is somehow an improvement and more balanced
Are you retarded, fucking retarded or just dev team member?

>> No.5241291

>>5241280
If Resistance is "rarely cared for on MP", you never in your fucking life played a single competitive match. Hell, you probably never played a fucking hot-seat with your friends.
The rest of your post is a complete pile of bullshit and implying. Plus what >>5241287
already said. How it's more balanced when you can now cast mass spells EASIER?

>> No.5241294

>>5241280
This is your brain on HotA. Don't do HotA

>> No.5241296

>>5241280
The actual logic behind Resistance rework
>Oh no, there is a way my spells won't work out as much as I want them to!
>Hey, what if we rework related skill so it would just give a malnus to spell damage and utterly ignore utility spells
>Let's them market it as game balanceing, because morons will clearly enjoy less damage done and also having the ability to freely use utility spells in combat
>PROFIT!
Resistance rework was simply a mistake. And there is no way to justify it.

>> No.5241298

>>5241296
>Resistance rework was simply a mistake. And there is no way to justify it
Agreed. It's almost shocking how a team who improved the game in almost any other regard dropped the ball so hard on Resistance.

>> No.5241307

>>5241281
>The entire fucking mod is build around one single type of meta-game, to the point where said meta is the only real way to play it at all.
stop playing jebus
>you ADD options for new kinds of meta-tactics and real tactics
yeah like level 2 heroes being actually useful instead of actual tavern deadweight across the board and more love given to spellcasters
>EVERYTHING that's related with Cove
I'll take HotA Cove over SoD Conflux any day, it's not even too strong or bad
>skill changes
>Scouting
always been a solid secondary skill that comes with a tradeoff of sucking shit on your main
>Resistance turned into new Eagle Eye
the skill went from being random to not being random so it's Eagle Eye, the most consistent skill in the game
>always, in every situation and case, have 100% control of the situation.
oh yeah I forgot that HotA component that lets me start the game with Luna and Crag in my tavern every single time without fail, and all of those HotA map templates where I'm always guaranteed free level 7 dwellings
>>5241287
>Instead, it's just a pathetic, flat modifier to spell damage
>spell damage
and also nerf to every single beneficial spell the enemy casts on themselves
>>5241296
>what if we rework related skill so it would just give a malnus to spell damage and utterly ignore utility spells
>reduces enemy hero spell power
>so it actually works on more spells than before
>so that it actually cuts down on Earth Elemental spam and Implosion spam when someone gets a lucky Pandora
>so that you don't go into a final battle relying on a crutch and are fucked when the spell passes through anyway
>>5241291
>you never in your fucking life played a single competitive match
Bitch, please, it's always been niche, dating all the way back to the ToH era. Black Orb made it irrelevant, it didn't stop implosion/armageddon tactics, it wasn't useful outside of the final fight (unlike Tactics, Offense, Armorer, Earth Magic which can all be used to mitigate losses RELIABLY).

>> No.5241308

>>5241141
What Oasis do you mean?

>> No.5241313

>>5241281
>removing EVERYTHING that migh add some random factors to the game
oh yeah I forgot consequences for having negative Luck were properly implemented into SoD and then removed from HotA entirely because spells like Misfortune and the Archdevil special ability were just too useful in SoD and caused massive whiplash to everyone else

>> No.5241354

>>5241143
Seeing as how Wyvers are the worst T6 unit, but also the best warstack?
Its more about things like how Conflux has 4 tier 4 units, and you end up with a situation where both Air and Water elementals are monsters when upgraded, where Fire and Earth is very meh(but bulky).

>> No.5241434

>>5241192
To make a unique T1 unit.
Just like Gremlings or Centaurs.
T1 and T7 units tend to be more unique than other units in a faction because "you need to play them" to some degree.
Even IMPS got unique bonuses, as do Skeletons and Troglodites. While Goblins are fast, and Halbardiers pack a bunch statwise.

>> No.5241450

>>5240974
Rampart is the comfiest town of them all, so my vote goes to that one.

I'm a huge fan of the Rampart-themed maps of SOD (Gelu, Gem, and some parts of the final campaign) ... Especially when they're half-AvLee, half-Deyja - going from beautiful forests to spooky Necromancer turf is visually pleasing as fuck. Maybe you'll find some inspiration in those maps.

>>5241296
>>5241298
Speaking of reworks, why did HotA devs 'improve' Resistance but not Eagle Eye? It seems like the more obvious choice to me. IMHO something as simple as increasing the chance to learn spells to 100% would salvage the skill a bit.

>> No.5241465

>>5241192
What's the point of nymphs and oceanids?

>> No.5241467
File: 646 KB, 1366x768, wingsofwar.jpg [View same] [iqdb] [saucenao] [google] [report]
5241467

Is there a more satisfying scenario than 'Wings of War'?
>conquer enemies step by step
>build army out of all factions
>once unified, march against the Griffin King
>friends have become enemies
>it's all or nothing against the Griffin Legion
It made me feel like Humans and Elves coming together to fight Sauron in the prologue of LOTR. 10/10 would recommend.

>> No.5241492

>>5241450
>Speaking of reworks, why did HotA devs 'improve' Resistance but not Eagle Eye?
Same question could be asked about Learning which serves absolutely no purpose (do the math on it, if you could somehow have Expert Learning from level 1 it's still not worth the secondary skill slot). My guess is that they didn't find a way to make Eagle Eye appealing for MP (and these reworks are made with MP in mind) while keeping the spirit of what it does (Resistance is meant to fulfill the role of being a nerf to spellcasting in both forms), especially since useless skills still might have some flavor for SP mapmakers.

So the gist of it seems to be: you don't ever have a reason to pick up Eagle Eye if its gonna stay an ability for learning spells from other heroes, since HoMM3 1v1 MP generally has always revolved around the concept of the grand final battle against the enemy hero (no point learning enemy hero's spells if you're gonna kill him and/or destroy his army), and we don't know what to do with it to change it without making it something completely different, but you can keep it in its original form for variant playthroughs on SP or crafting maps revolving around usage of the skill (like A Wizard's Tale, which was deliberately designed around learning spells from defeated enemies in a land of scarce mage guilds).

>> No.5241508

>>5241450
>Rampart
Okay, so far we have one rampart vote!
>I'm a huge fan of the Rampart-themed maps of SOD ... Maybe you'll find some inspiration in those maps
Hey, you forgot about the maps in the Seeds of Discontent mini-campaign! That aside, I really do love them as well and I hope I will do them justice (you can certainly expect to see a Treetop Tower nestled in the woods somewhere).
>IMHO something as simple as increasing the chance to learn spells to 100% would salvage the skill a bit
I concur. In fact, that would immediately propel the skill into low-mid tier of usefulness - learning how to cast Resurrection, Prayer, Clone, Berserk or Armageddon (if you're unlucky) would be pretty nifty.

>>5241467
>Is there a more satisfying scenario than 'Wings of War'?
I enjoyed the custom scenarios made by Corvidius more than the most vanilla campaigns, but that's because of the underlying story he included in each scenario.

>>5241492
>Same question could be asked about Learning which serves absolutely no purpose
Personally, I like what HoMM V did with the Learning skill - just add a point to each primary skill for very 4/3/2 levels (depending on the mastery) of the hero and increase the amount of XP earned by a more noticeable percentage (something like 20% at Expert).

>> No.5241745

>>5241508
>>5241492
A feel a lot of these are flavored like carryovers from Might and Magic
Where learning spells of enemies might be valid, because there is a lot of them doing all sorts of things.
Or learning as well, since MM has a flat EXP curve with finite amounts of XP per respawn of each overland/dungeon area., where 10/17/28% exp gain is A LOT of exp, and its even more when playing solo/duo/trio due 400/200/130% exp gain due less sharing.

Like Resistance is a wonderful skills, but not enough creeps use Debuffs/spells/buffs to warrant using it ever.
And since Mage Guild isn't bottlenecked in any way shape or form, Eagle Eye isn't a good skill.
Learning is too limited in HOMM because you don't get enough XP to make the investments worthwhile. Plus each skill is insanely powerful, so you would always want better stuff.

>> No.5241749

>>5241745
>A feel a lot of these are flavored like carryovers from Might and Magic
That's exactly what it is, actually.

>> No.5241793

>>5241450
>Speaking of reworks, why did HotA devs 'improve' Resistance but not Eagle Eye?
Because EE pays zero role in gameplay and is avoided and ignored by everyone, while like already pointed by other anons, Resistance adds a "dreadful" random factor into combat and that would fuck up meta-game that's championed by HotA dev.
In other words - they've fucked up ability they dislike into making it useless, but left shit that's already useless untoched.

>> No.5241801

>>5241745
>Like Resistance is a wonderful skills, but not enough creeps use Debuffs/spells/buffs to warrant using it ever.
You mean it in context of MM games or HoMM 3? Because in case of HoMM3 it entirely depends if you are playing single or multiplayer. In single Resistance is close to useless, since AI rarely uses spells in any meaningful way and is, well, AI, so you can still beat it easily due to artificial stupidity. In multiplayer, Resistance is 3rd most important skill a hero can have and your enemies are going to always reconsider knowing you have Resistance, as there is the uncertainity if their grand plan of casting opening spell will work out.
HotA removes that uncertainity and thus turns combat into "first move wins" as being 100% valid in every single motherfucking game.

>> No.5241810

>>5241745
>Learning is too limited in HOMM because you don't get enough XP to make the investments worthwhil
Let's play devil's advocate here. Let's assume you have a hero with bonus tied to level, playing XL map and generally plan on playing a long game. Learning can make things so much easier in raking that bonus.
Said that, there is literal dozen of better skills to pick anyway. But at least there is SOME context it can be made useful.

>> No.5241814

>>5241793
>In other words - they've fucked up ability they dislike into making it useless
You keep failing to actually address how much more useful it is against Resurrection, Summon Earth Elemental and even Implosion.
>>5241801
>In multiplayer, Resistance is 3rd most important skill a hero can have
Your crusade fails to include all the other RNG shit that can happen that turns your entire OG Resistance fanaticism on its head. Resistance is only useful in a final fight against another player, it doesn't help you at all when creeping. Therefore, you meet the enemy player, and still there's a fuckton of stuff that can happen to you, regardless of whether you're Thorgrim or just a regular average Joe who actually took resistance:
>Red Orb shows up in combat, makes Resistance an utter waste of ability (inb4 "but Earth Magic is useless then too and it's the best skill!" = you used Earth Magic for 98% of the game to get more powerful, Resistance didn't help you get anything but a shitty less-than-a-coinflip chance of negating a spell in this entire time, so if you prioritized Resistance over other shit [say, Tactics] then you are probably underfarmed and underleveled by the time the enemy forces combat)
>Black Orb shows up, same thing happens, your entire skill gets completely nullified
>enemy opens with Mass Haste instead, still getting to move ahead of you if he already has the first move
>your Resistance skill simply doesn't work, whether the opponent chose to simply risk it or simply didn't know if you have Resistance, and you get pummeled anyway
>the fight goes longer than usual but the enemy starts spamming Resurrection / elementals because he got high SP artifacts from his utopia and regardless of what you have in your war of attrition, you'd be much better served with any other skill in this situation.
Resistance was never considered a must-have skill. Ever. It doesn't help you creep, it's RNG, and it's counterable. It's situational at best.

>> No.5241819

>>5241810
By the time you can get Expert Learning you already have a couple thousand XP put into just funneling this one secondary skill, and so you can't count on it being there from level 1, and even if you could, the math doesn't support it. XP doesn't just grow on trees and the first few levels are better spent on getting actually useful skills like Tactics or Earth Magic. And if you get it late in the game, its meager usefulness gets even more nad more diminished. And it's always going to be a shitty hole in your secondary skill list.

>> No.5241823

>>5241206
>7 speed fliers are meh

>> No.5241825

>>5241814
And you keep failing to understand that those are NOT the spells anyone is going to use in multiplayer, aka where HotA keeps aggressively pushing itself.
Utility spells are MUCH more important in multiplayer than direct damage. You want to cast those Mass (Something) on enemy.
Also, a small malnus to damage received is meaningless anyway, because who fucking cares if you received 2k damage or "only" 1.6k. In case of fodder that's still heavy loses and in case of tier 7 it's a difference of barely two (or maybe even one) units.

And don't want to break it for you, but you are the only person itt claiming Resistance was useles and not important. Maybe stop dwelling in HotA's dev-team asses? Or simply acknowledge it never occured to you how useful such basic skill might be.
Next thing you gonna say Logistics isn't 1st and most important skill in the game and Logistic's specialists aren't most powerful heroes.

>> No.5241826

>>5241819
Like I said, just playing devil's advocate and there is a dozen of better skills than Learning. But at least you can consider Learning to be of any sort of value, as opposed to Eagle Eye. Or Mysticism, for that reason

>>5241823
Different anons, but comparison between pixie and spirit is like between gremlin and master gremlin. One is laughably weak, the other has great utility

>> No.5241830

give me some good strats for dungeon in homm3

>> No.5241836

>>5241826
But pixies are cute, so they get cool points. Whereas goblins look like midgets with mold.

>> No.5241839

>>5241836
Honestly speaking, I always upgrade them on the very first day to get that "no retaliation" ability, so never use them for anything.

>> No.5241843 [DELETED] 

>>5241826
>7 speed flier is laughably weak
You ever tried kiting neutrals with those? You only need a stack of elves and like three single-stacks of pixies for free real estate.

>> No.5241846

>>5241830
Might or magic?
Map with or without subterrain?
Both make a huge difference.

>> No.5241847

>>5241826
>7 speed flier is laughably weak
You ever tried kiting neutrals with those? You only need a stack of grand elves and like three single-stacks of pixies for free real estate.

>> No.5241848

>>5241843
You can make that unit the very first day TWICE AS GOOD and you keep shitting your pants how great the basic version is. Well, upgrade is even better, so what's your point, really?

>> No.5241852

>>5241825
>And you keep failing to understand that those are NOT the spells anyone is going to use in multiplayer,
I mentioned Haste, Summon EE, and Resurrection and you claim "no one" will use those spells in multiplayer.
>Utility spells are MUCH more important in multiplayer than direct damage.
Many, many, MANY games have been decided by Implosion or Earthspam if the enemy managed to get high power, particularly with the recent popularity of certain magic casters (mostly Elementalists) as mains.
>And don't want to break it for you, but you are the only person itt claiming Resistance was useles and not important.
You're the only person ITT claiming it is important. Besides, what the fuck does it matter? If there was an unironic Flat Earther general and someone engaged in debate, would it be valid to just go "hurr there's more of us here, fuck off"? Only for the purpose of maintaining a bubble.
>Next thing you gonna say Logistics isn't 1st and most important skill in the game and Logistic's specialists aren't most powerful heroes.
No, stop putting words in my mouth. Resistance is NOWHERE in the league of Logistics, Earth Magic, Tactics, Offense, Armorer, etc. These skills are useful every game, help out with creeping, give you tangible and useful benefits throughout the ENTIRE game. Resistance is a small, RNG chance of blowing a small niche of spellcasts. No one took it seriously, and any Thorgrim-based strategies were niche and subject to getting rolled by the enemy getting a good relic in his full tope. Stop presenting your ideas as facts. You might have had a point, but you're diminishing it heavily by trying to discredit anyone who agrees with you through strawmen and completely refusing to acknowledge actual examples from actual play.
>who fucking cares if you received 2k damage or "only" 1.6k
On Jebus? Where desert breakthroughs can happen in week 1, and games end in a month? Any cut into your staying power on the field is pretty substantial there.

>> No.5241854

>>5241839
I suppose you don't project your horrible fetish on video games characters as often as I do, then.

>> No.5241856

>>5241848
I'm not arguing against 'upgraded things are better than non-upgraded', only against 'Pixies are meh'. I don't even know the build order for Conflux.

>> No.5241857

>>5241810
>>5241801
Well, its one thing if you got Dorfs, which can resist Mass Slow/Curse/etc
But does that apply to the Resistance skill as well?

Like, if you really wanted to "ham" on boosting Resistance i would advocate chance to resist mass spells + chance for enemy to fail mass buffs + reduced spellpower.
And its still not the end of the world because HOMM is the kind of game where the fastest army goes first, and most of the losses are in the first round

>> No.5241859

>>5241846
might with subterrain

>> No.5241861

>>5241830
Start with Shakti
if map poor, upg Trogs and Harpies
if map rich, beeline Mantis
your goal is early dragons and castle
learn to split Trogs into 1-fodder stacks to nuke everything with your big trog stack

>> No.5241880

>>5241859
Then either meme start with Shakti or Gunnar for extra moves. Pretty much all Overlords are good, sans maybe Lorelei (Scouting).
With Shakti, upgrading trogs is first move to do anyway, since, duh, you'll likely have a fuckload of them and the upgrade is better all over the board

>> No.5241881

>>5241861
why manticores , they seem pretty weak to me

>> No.5241886

>>5241880
Lorelei is actually good in HotA due to the overarching buff of level 2 specialists, so you can upg to Harpy Hags early and solo many fights on the map with just them. Scouting and her spec aren't useful in the final fight but she's still alright.
but yeah, Overlords are one of the best hero classes and if you random any Overlord in tavern you should be good
>>5241881
Mantis finish your pre-Dragon tech tree (you pick up all sorts of other stuff on the way), are fast and are useful for blocking archers, especially wth Tactics they have no problems reaching archers in turn 1.
just park next to a shooter stack and defend while the remainder of your army closes in

>> No.5241890

>>5241886
>good in HotA
Nobody specified HotA, so stop pushing your horrible mod as if it had any sort of footing other than own fanbase. At least WoG faggots know their place. Why HotA fags can't learn theirs?
Besides, Lorelei makes great scout, because, well, scouting and having batch of Harpies on herself upon hiring. She just isn't suitable for main due to that skill.

>> No.5241902

>>5241890
>Nobody specified HotA
Anon, chill the fuck out, the primary purpose of this post was to respond to the guy asking about Mantis, and I just felt like adding that in. Harpy-based strats can be situationally stronger and are stronger in HotA due to more harpies. Going all partisan about mods isn't something I'm interested in and whoever is lurking this discussion might find this random throw-in useful.
That said, using Lorelei to emphasize Harpy Hags is still okay in SoD, but it isn't as easy to do from the get-go. I would do it if I happened into Lorelei in tavern and randomed into like 2-3 Harpy dwellings.
You getting all antagonistic over something that didn't assume HotA was status quo at all (hence the distinction) is really a sign of you needing to just chill.

>> No.5241975

>>5241890
Doesn't almost everybody play HotA these days because of MP?

>> No.5242015

>>5240974
Go Rampart dude, merge the maps if and when you can, anyone here who's waiting for it is patient enough. Love the work.

>> No.5242038

Why can't hota devs just make up an entirely new skill to replace eagle eye? Literally nobody uses that in normal game, the only use it can have is if the maps are built around it.
They could take their nu-resistance and put that instead of it, while leaving old resistance the way it is. I am sure it would need some numbers changed here and there, but it could possibly work, couldn't it?

>> No.5242065

>>5242038
Because then some autist would invent a reality where Eagle Eye was the top 3 most picked skill and that it ruins the purist feeling of what HoMM3 is supposed to be, and then we will still have shitposting.

Nu-Resistance at least fills the same purported role. If you make a precedent of making up completely new skills to replace shitty ones, you can just make an entirely new game.

>> No.5242141

>>5242065
>If you make a precedent of making up completely new skills to replace shitty ones, you can just make an entirely new game.
Absolutely no slippery slope here at all, yep.

>> No.5242149

>>5242065
Also Nu-Resistance is already not Resistance anymore, it debuffs enemy, not resists anything.

>> No.5242157
File: 136 KB, 800x400, The_Grail.jpg [View same] [iqdb] [saucenao] [google] [report]
5242157

>>5242015
>Go Rampart dude
Okay, so I guess Rampart is the next one in line unless some other people vote otherwise!
>merge the maps if and when you can, anyone here who's waiting for it is patient enough
Oh man, the merging isn't the problem, it's what I'm going to fill the blanks spaces with and how long it would take me to do it.
>Love the work
Appreciate the compliment anon!

>> No.5242174

Here is idea for example: keep old Resistance as-is, add to Eagle Eye nu-Resistance, rename it Evil Eye (like you're cursing your opponent or something).

>> No.5242254
File: 659 KB, 1445x626, ___spider triple eyes.jpg [View same] [iqdb] [saucenao] [google] [report]
5242254

>>5242174
>rename it Evil Eye
I like this idea.

>> No.5242260

what was wrong with normal resistance anyways

>> No.5242276

>>5242260
It was a pure dice roll.
Not sure why they're fine with morale and luck if they're so against RNG.

>> No.5242289

>>5242276
yeah but that's literally the point of the skill
are they going to remove damage ranges for units as well?

>> No.5242372

>>5242289
Someone from the dev team was probably butthurt he couldn't Implode a T7 stack on res stacked char in an MP game and pitched a rework.

>> No.5242374

>>5242372
Wasn't there a story like that with a dev changing the game because he got rekt online?

>> No.5242447

>>5242374
yeah I made it happen actually
he called me a faggot and left instantly, i randomed tower
next day it was already in the patch notes
fucking salty ruskies

>> No.5242449

>>5242447
No, no, it was about Red Alert rather than HoMM. I had the pasta, but I lost it. A shame.

Oh well, care to tell me the whole story?

>> No.5242450

>>5242447
that's fucking epic anon

>> No.5242454

>>5242447
>OH NO NO NO NO NO
when will hotafags ever recover?

>> No.5242463
File: 729 KB, 268x160, 1525385421926.gif [View same] [iqdb] [saucenao] [google] [report]
5242463

>>5242447
based

>> No.5242473

>>5242447
Yeah, sure. I don't think they just coded and bugtested an entire new skill mechanic overnight.

>> No.5242474

>>5242473
SEETHING

>> No.5242486

>>5242473
>implying hota is playtested
hahahahahaha

>> No.5242492

>>5242473
excuse me but have you seen how ridiculous coven is

>> No.5242493

>>5242492
Yeah, then they realized it's overtuned, listened and now it's not even the most popular / expensive pick when doing the "betting on factions" mode because it's simply not valued that high.

>> No.5242653

I've been told before that HoM&M3+5 are the only ones worth playing because they're so vastly better than the rest and have enough content between them to burn you out in the series by themselves.

Any truth to it?

>> No.5242657

>>5242653
Yes, that's accurate

>> No.5242710
File: 132 KB, 1024x768, 1494442954897.jpg [View same] [iqdb] [saucenao] [google] [report]
5242710

>>5242447
That's bullshit, but I believe it.

>> No.5243293

>>5242653
>HoM&M3+5
HoM&M2+3+5

fixed that for you

>> No.5243294

>>5243293
t. aestheticsfag

>> No.5243368

>>5242653
HOMM 4 is good too. In fact, I suggest to play it first.

>> No.5243376
File: 6 KB, 640x400, 1436219134467.png [View same] [iqdb] [saucenao] [google] [report]
5243376

So, what is the new mechanic of Resistance in HotA?
vot zhe pidary, a

>> No.5243395

>>5243376
you lower enemy spellpower by 10%/20%/30%
it's now stronger than it was

>> No.5243435

>>5232034
GZDoom is a brilliant mess of an engine.

>> No.5243912

>>5243395
It's quite a big change for modders who claim to stay faithful to original.

>> No.5243942

>>5243912
I disagree; it stays within its preset boundaries as a skill that helps against enemy spellcasters. It's, overall, not a big deal, and the skill was / is situational anyway.

>> No.5244475

>>5243942
>as a skill that helps against enemy
No it doesnt, lol.
At least the old skill could cockblock a spellcaster every now an then. With the nu-resistance a spellcaster won't notice the duration going down from 12 turns to 8, because the fights don't last that long.
>It's, overall, not a big deal, and the skill was / is situational anyway.
There are more situational skills than Resistance, yet they don't bother with them.

>> No.5244571

>>5243395
>it's now stronger than it was
No it isn't. It's retardedly weak. Spellpower means very little unless you're either casting a direct damage blasting spell, or resurrect/elemental summoning. Resurrect/summoning won't be affected by resistance either way, and direct damage is rarely worth it in those big battles between two main armies.

The spells you're usually really worried about are the mass buffs and debuffs, maybe a Blind thrown in every so often. Having a 30% less duration when my opponent throws Mass slow and then wallops my whole army because he can move everyone before I get a chance to move anyone is meaningless. Having a 20% chance to not have someone slowed down so I can interrupt his maneuver combo and maybe cast a mass Haste of my own can be very situationally powerful.

HOTA's resistance castrated the skill because it's from a community that prefers to deal with hypertactical questions rather than true strategic ones.

>> No.5244573

>>5244475
>With the nu-resistance a spellcaster won't notice the duration going down from 12 turns to 8, because the fights don't last that long.
the spellcaster will definitely notice weaker Resurrections and Summons though. It's disingenuous to say every single battle ends in turn 1, a lot of the time if you look at actual SoD or HotA endgame battles those spells are used when available. Old Resistance is also entirely negated by Orb of Vulnerability and doesn't have any application outside of PvP combat.

Most of the time, the spellcaster doesn't notice any impact at all whatsoever from Expert Resistance, especially if he focuses on self-buffing in the final battle (against Thorgrim in SoD you just cast Haste and Resurrection instead of Slow and generally rekt a hero whose specialty is completely worthless while levelling and who is a pretty mediocre Ranger type, and not even someone like Mephala).

Can you actually address any of those already mentioned weaknesses of old Resistance instead of just writing the same thing over and over again? Because I hate to be building strawmen, but at this point the Resistance camp has made an argument that sounds like this:
>I just stack resistances and you can never slow me and there's absolutely no counter to this which is why every high level PvP player ever always picks Resistance, also final battles are always over on turn one and tier 4/5 spells are virtually never used
Because HotA actually tried addressing how powerful some lucky tier 4/5 spell picks can be and that's what the Resistance change is about. It didn't come out of nowhere, and saying that it has absolutely no effect against enemy is reductionist of every single argument posted against it.
Strong SoD players usually don't focus on Resistance and Thorgrim is niche, because you're usually better off picking skills that actually help you win the map and expand instead of skills that might or might not end up giving you any payoff in the final battle.

>> No.5244593

>>5244571
>it's from a community that prefers to deal with hypertactical questions rather than true strategic ones.
What does that even mean in the context of a skill that is entirely random and doesn't do anything throughout the entire game, and is a random ace in the hole that might or might not work in the final battle at all, and that is entirely negated by an artifact? How is that a "true strategic question"?

At best, your fantastic gameplan causes a bad player to blow his first turn, at which point the game simply isn't over yet because most players don't just cast Mass Haste/Slow, clash the armies instantly, and win/lose in five turns. You might have gotten a minute advantage from the Resistance skill and then the player is still allowed to try again. Often, you do not even open a fight with a spell, and often you do not even open a fight with a harmful spell, so the situation where "oh no, I wasted a spell and now the enemy has the advantage wtih ALL SEVEN OF HIS STACKS!" doesn't come into play. At worst, your Resistance skill hasn't helped you at all.

>Resurrect/summoning won't be affected by resistance either way
Why are you lying when this is what nu-Resistance is deliberately made to do? End-game might heroes (around month 1 week 3 in the final battle) can reach 26-30 Spell Power with the right artifacts. Expert Resistance can cut 9-10 points off of a primary stat just like that - in what world is that "irrelevant"?
>The spells you're usually really worried about are the mass buffs
Which original Resistance doesn't help with anyway.
If you're honestly insinuating a single Mass Slow at the start of combat is all it takes to win an endgame fight you're oversimplifying a deep game.

>> No.5244603
File: 26 KB, 528x530, puzzle.jpg [View same] [iqdb] [saucenao] [google] [report]
5244603

>>5244593
>What does that even mean in the context of a skill that is entirely random and doesn't do anything throughout the entire game, and is a random ace in the hole that might or might not work in the final battle at all, and that is entirely negated by an artifact? How is that a "true strategic question"?
True strategy requires random elements to have to plan imperfectly around. If you don't have that, you only have a sort of pseudostrategy created around your inability to fully calculate the game out to an endpoint.

Chess is probably the simplest way to illustrate this difference. The game is not solved. It is not likely to ever be solved. But individual positions are soluble, such as pic related. Once you have that solution, all actual strategic thought goes out the window, and you simply execute your checkmate. Now, of course, as you get further and further away from a calculated decisive line, you need to fall back on vaguer, more general concepts. "Grab the center", "expand your piece scope" "try to threaten his king"; but all of those are simply crutches for an inability to calculate the number of ply necessary to determine with 100% accuracy whether your position is a win, loss, or draw.

Resistance as implemented in Vanilla Homm presents actual battle strategy. You're about to cast a spell at your opponent who has resistance? You do not know, CANNOT know, how it will turn out until after it has been executed. If you're making a plan for the next 3-5 turns, you have to work in actual unknown variables into this plan. HoTA's version does not do this. With resistance, you have X spellpower reduction, and you can proceed to fully calculate from there.

>> No.5244609

>>5244603
>But individual positions are soluble, such as pic related. Once you have that solution, all actual strategic thought goes out the window, and you simply execute your checkmate.
But your position is a trivial draw.

>> No.5244613

>>5244609
No, assuming white has the move (which is included in the diagram I got of the puzzle, albeit not the picture I created), white wins. I can demonstrate if you like with an lichess link.

https://lichess.org/oKOuQB3t

>> No.5244621

>>5244613
Alright, white to play still ends up with Q vs R, a difficult checkmate for an amateur.

>> No.5244628

>>5244603
Your chess example doesn't make any sense to me when considered that chess doesn't have any RNG elements and every single move you make on the table is clearly visible to the opponent. Yes, the end-game position on the screenshot is perfectly soluble. So what? The outcome of a fight between two Wights led by 20 level Tazar and Crag Hack with no spellslots left is also preordained.
> Now, of course, as you get further and further away from a calculated decisive line, you need to fall back on vaguer, more general concepts. "Grab the center", "expand your piece scope" "try to threaten his king"; but all of those are simply crutches for an inability to calculate the number of ply necessary to determine with 100% accuracy whether your position is a win, loss, or draw.
Carlsen and Caruana just came out of a 12-match series in classical where both sides prepared openings to such a level of depth that the board state was probably predicted in their heads with a 16-17 move accuracy from the start, simply because Chess has a fuckton of fixed lines, trends and the play becomes more and more technical and world chess championship matches relying a lot on preparation and knowing what to do in a Rossolimo, Marshall, Dragon, Berlin, whatever.

The "true strategy" example you are proposing is more fit to a player picking Luna to facilitate her bullshit Firewall skill and knowing perfectly how to utilize its ins and outs in order to manage an extremely early week 1 breakthrough into the desert on Jebus.

If we were to continue your chess allegory (which doesn't work), picking Resistance is a club-level ploy where you're sacrificing a pawn (your secondary skill slot) for a chance at development and winning the game, but anyone at a certain level of play knows the variation where they easily equalize the lost tempo and proceed to gain advantage on the board.

>> No.5244631

>>5244621
Which again, means that it is simply a matter of personal, technical skill that you cannot solve the position. A strong GM can indeed work it out and solve for the win; this has in fact already been done.
http://chessok.com/?page_id=361&fen=8%2F8%2F1KP5%2F3r4%2F8%2F8%2F8%2Fk7%20w%20-%20-%200%200


I myself cannot perfectly execute a K+Q v K+R checkamte, although I can usually batter my way into victory because the sorts of people I play are around my own chess strength and do not defend perfectly. But at the end of the day, it can be done. Chess has 0 elements of uncertainty over the board, and all chess "strategy" is really simply the result of imperfect calculation.

>> No.5244646

>>5244628
You're missing the point. I am not advocating taking resistance, in either HoTA or base game. I do not think it is a particularly good skill, because I do in fact agree with your point made up here>>5244573. 90%+ games are won are lost by out-creeping your opponent(s) and simply having a bigger hero and a larger warchest from all the stuff you picked up by out-creeping them.

That has absolutely nothing to do with the claim I was making. The HoTA crowd changed resistance because they do not like random elements in Homm. They do not want a real strategy game, they want something more akin to chess, where a supremely tactically gifted player can and often does calculate everything out. As such, random elements are weeded out, and I personally think the game is much poorer for it.

>> No.5244668

>>5244646
>As such, random elements are weeded out, and I personally think the game is much poorer for it.
I don't think this is the case at all given the prevalence of random vs random modes in online play, the right of any player to veto his given start in a tournament setting (up to a certain limit of tries) due to how disadvantageous certain spawns can be, the "play the hand you're dealt" element being obvious when determining the pool of available heroes in tavern (Invite a Hero is banned in MP and not even a HotA feature, this was invented in HoMM3 HD), determining the random boon you pick at the start of the fight (do I pick Artifact and hope for something godlike like Spirit of Oppression or do I settle for some gold and wood?), the fact that you aren't in control of what you're gonna get from a Pandora or Topia, etc.

I simply can't agree with the notion that HotA devs are striving to kill RNG from the game. They even made negative Luck a thing (and that's also random), Cove units still have damage ranges and one of them has a skill with RNG on it (Accurate Shot on the seadogs).

Besides, this entire argument on these forums is poisoned simply due to outrageous, revisionist statements that claim Resistance has always been a god-tier final fight skill and that it's always been great, and some poster even claimed that denying its usefulness is like denying the power of Logistics.

The RNG in Resistance simply made it unreliable - and that's a pretty bad omen for a skill that's already painfully situational and whose impact can be negated by an artifact. It's not a "panaceum to spellcasters", it's a random "gotcha" that is irrelevant to much of the game and may even end up failing you in the final fight itself, which is its sole purpose. It's not strategic; it's pure RNG. Even whether you get the skill in your tree or not is RNG. The strategic choice around Resistance is whether it's worth picking over Armorer, Offense, a magic school or Tactics.

>> No.5245593

>>5244573
>the spellcaster will definitely notice weaker Resurrections and Summons though. It's disingenuous to say every single battle ends in turn 1
Nice strawman, fucktard, but they definitely don't last 8 turns. And the chance of completely blocking blind on the 8th turn is more important than having blind applied with 8 turn duration instead of 12 on the same turn.
>Old Resistance is also entirely negated by Orb of Vulnerability and doesn't have any application outside of PvP combat.
How is it relevant to the point? Orb of Inhibition negates a whole slew of skills, yet they don't get "buffed" the same way Resistance did.
>Most of the time, the spellcaster doesn't notice any impact at all whatsoever from Expert Resistance, especially if he focuses on self-buffing in the final battle (against Thorgrim in SoD you just cast Haste and Resurrection instead of Slow and generally rekt a hero whose specialty is completely worthless while levelling and who is a pretty mediocre Ranger type, and not even someone like Mephala).
Yeah, because the hero with resistance doesn't cast any spells and it's not like Slow is magnitudes stronger than Haste. And you can't resurrect for shit when your last stack is blinded.
>Can you actually address any of those already mentioned weaknesses of old Resistance instead of just writing the same thing over and over again? Because I hate to be building strawmen, but at this point the Resistance camp has made an argument that sounds like this:
You are building strawmen because it's the only way you can even defend your point. And there are no "camps", just a butthurt hota dev's friend, if not one of the hota devs, pitching the change because he was absolutely rekt in an MP game for being a metanigger he is. Probably was humiliated too.

>> No.5245595

>>5245593
>Because HotA actually tried addressing how powerful some lucky tier 4/5 spell picks can be and that's what the Resistance change is about. It didn't come out of nowhere, and saying that it has absolutely no effect against enemy is reductionist of every single argument posted against it.
Can you be any more butthurt? Your passive-aggressiveness is seeping through.
"High level PVP players" never pick Resistance because it's statistically won't win you all games, and pro-playing homm3 is all about grindmonkeying statistics. But when it does cockblock every now, even they chimp out.
>better off picking skills that actually help you win the map and expand instead of skills that might or might not end up giving you any payoff in the final battle.
Except 50% of skills are worthless, and some of them don't give you a benefit at any point of the game, yet HoTA "fixes" one of the better skills in the bunch, because it's the only skill which can potentially upset a metanigger.
Also you use hypothetical scenarios to defend nu-Resistance, but they are even more vague than even old resistance.
>I'll pick nu-Resistance so it could potentially affect the combat situation if it lasts long enough

>> No.5245620

>>5245595
Is passive-aggressiveness worse than aggressive-aggressiveness? Why? And him being supposedly butthurt related to him being right or wrong how much exactly?

>> No.5245623

>>5245593
>Nice strawman, fucktard
The original posts on nu-Resistance here claim that the new skill supports a meta where "first move wins". Such as this joker: >>5241801 Not a strawman.
>Orb of Inhibition negates a whole slew of skills
Every single magic school you might want to use is still viable outside of the final battle because you can simply take off your Orb while creeping. Why wouldn't you? Resistance doesn't benefit you in any way outside of the final battle, so if any of these artifacts is in play, it's a dead slot.
>Yeah, because the hero with resistance doesn't cast any spells
Never said that. Multiple posters keep making the argument that only the hero with resistance can cast because everyone else gets always cockblocked. Old Resistance defenders even claim that "it doesn't work on Resurrects or Summons".
>And you can't resurrect for shit when your last stack is blinded.
When the fuck, in the history of ever, have you seen a PvP fight where someone lost because they got their last stack permablinded? What does that have to do with anything?
>just a butthurt hota dev's friend, if not one of the hota devs, pitching the change because he was absolutely rekt in an MP game for being a metanigger he is
Who? When? What? Do you get off on vindicating your opinion through projections of stories that didn't happen?
>Except 50% of skills are worthless
There's enough useful skills in the bunch that a list of 8 solid secondary skills is present on most heroes and Resistance is almost never there.
>yet HoTA "fixes" one of the better skills in the bunch
It's not even one of the better skills. It's always been average. Situational.
>Also you use hypothetical scenarios to defend nu-Resistance
You keep ignoring all of the ways nu-Resistance works and counters strategies that have been there since fucking SoD. Again, just once, address the fucking summon spam on someone who got a lucky Summon Earth Elemental or who has the mana pool to spam resurrects.

>> No.5245636

>>5245595
>Can you be any more butthurt? Your passive-aggressiveness is seeping through.
You are ignoring arguments and only tooting your own horn about how Resistance is this great skill that "ruins metaniggers", whatever the fuck that means. If you mean that it's likely to surprise an opponent who plays by the book, so does fucking Fire Magic: most people love playing Barbarians who don't get access to Water, Water is not a meta-skill in MP, and Expert Curse or Berserk can be surprisingly strong in that regard. Expert Fire Magic is even in the same boat as Resistance because it is the least helpful when creeping, very reliant on the stars aligning for you (you are not guaranteed to see Berserk anywhere) and it can potentially have huge dividends in final battle, but is not popular for a reason.
It doesn't bust anyone's chops ever because people know how to play against it and no player worth their salt loses just because they blew a check against Resistance, and final battles aren't a binary of "who first casts Mass Slow". You keep talking all about how buff/debuff durations are useless instead of actually addressing the fact that the Spell Power cuts actually work solidly against some of the more powerful end-game tactics and that the skill, overall, is in a healthier place than it was.
You keep insisting the change is some sort of a condemnation of the entire HotA system and that it uniformly means the devs want to make everything symmetrical and want to purge any and all forms of RNG and unpredictability, even though barely anybody picked Resistance back then and it's still not commonly picked right now.
You're only capable of projecting some nonsense about how people are only capable of making changes to something on a whim due to "butthurt". Yes, that is, at the very least, somewhat annoying. You got me. You did it, anon. Your argument is objectively correct because it made someone sigh out loud before typing yet another response.

>> No.5245639

>>5245636
Why remove resistance check altogether, why not just add SP debuff on top of it? Don't tell me it would be too OP please.

>> No.5245641

>>5244646
I don't understand, are you implying chess is not a real strategy game?

>> No.5245654

>>5245639
Skills in HoMM3 generally rarely apply more than one effect, so overloading a single skill with multiple effects is going to make it look out of place from a design standpoint.
Still, the thing about old Resistance is that it only affects debuffs and direct damage spells. New Resistance technically affects every spell.
If you were fully stacked on Resistance items and have Expert Old Resistance, yeah, it makes it harder to simply Slow you down, but you still have a ton of ways to simply circumvent Resistance simply by not casting on the enemy, and then we have to consider whether investing a lot into Resistance to have a potential cushion against Slow / Blind was worth the secondary skill slot.
Nu-Resistance, and new magic resistance artifacts, are also situational in that they aim at nerfing hit'n'run tactics, nuking and war of attrition with summon / resurrect.
So if you combined the two skills together AND stacked resistance artifacts, you have no recourse without black / red orb - you can hardly rely on debuffing the enemy, and you can't even prolong the fight by spamming these high-level spells. "Magic"-leaning characters on the Might & Magic spectrum are already mostly underpowered in MP anyway.

There's only one environment where Resistance is a really good skill, and that's in the Arena map subtype, where you get a random pool of secondary skills and artifacts and meet the enemy with an entirely symmetrical army. The entire setup is very fun and you can play a match revolving around a final fight in 20 minutes - coffee break brand of HoMM basically - and yeah, there Resistance in either form is more powerful due to entire focus being final fight. But Old Resistance isn't that interesting to play against in this specific case, because if both armies are calculated to be entirely similar in quantity and quality, then both players will look for an equalizer anywhere... and so Resistance becomes a "metanigger" skill. Except entirely unpredictable.

>> No.5245668

Just change resistance to have a chance to cancel any spell the enemy casts, not just the ones that directly affect your units. Rename it to counterspell or some shit like that, so it fits the purpose more.

>> No.5245669

>>5245654
Also, because I actually just realized I'm not enjoying this thread anymore, I'd just like to point out one thing:
>RoE -> AB made changes and no one cares
>AB -> SoD made changes and no one cares
>SoD -> HotA made changes and no one cares
>HotA patches also made changes and Resistance was only patched in 1.5.2 and suddenly people get extremely bent out of shape over this change because it's not purist enough
Somehow I never see any apologists of the "true HoMM way" that was the ability to constantly buy heroes for their full starting army, which has been present since HoMM1 and mysteriously disappeared in a late RoE patch.
There is never anyone calling people who didn't enjoy getting Gremlin rushed in 1.0 "metaniggers getting butthurt".
Lastly, literally no one is forcing anyone to play HotA. World Team Cup 2018 took place on raw SoD, and participants in that play/stream either HotA on SoD depending on whatever factor.
I don't know why bringing up HotA at all, in view of all of this, causes this much of a brigade against it that you can't even casually clarify differences between SoD and HotA meta when replying to someone else without someone getting insanely asshurt about HotA being mentioned at all.
Merry Christmas, I'm bailing, you don't need to feel like responding to any of my walls of text, I'm not feeling like there's any winner in this stupid debate anyway. It's all just modern arts and fear books.

>> No.5245673

>>5245620
>Is passive-aggressiveness worse than aggressive-aggressiveness?
The reason you need to ask this in the first place proves you are wrong. Or live in a passive-aggressive environment to the point you think it's a norm. Which doesn't make you any less wrong.
>>5245623
>The original posts on nu-Resistance here claim that the new skill supports a meta where "first move wins".
That's homm3 in a nutshell.
> Resistance doesn't benefit you in any way outside of the final battle
And neither half of other skills, so why Resistance?
>Multiple posters keep making the argument that only the hero with resistance can cast because everyone else gets always cockblocked.
And you are downplaying, with strawmen of course, the role of blocking a slow on the first turn.
> Old Resistance defenders even claim that "it doesn't work on Resurrects or Summons".
No they don't, you are pulling retards from russian forums and posters here in the same basket to make your strawmen more believeable.
>When the fuck, in the history of ever, have you seen a PvP fight where someone lost because they got their last stack permablinded? What does that have to do with anything?
And another strawman, kys.
>Who? When? What? Do you get off on vindicating your opinion through projections of stories that didn't happen?
I know logic is not your suite, but I can surmise that from knowing:
1) it's a russian mod
2) a pretentious russian mod which claims to be an """official""" expansion
3) it's a russian mod which is built around russian MP
3) only Resistance changed, with multiple paragraphs of justification, while leaving all other trashy skills and random mechanics intact.

>> No.5245678

>>5245654
>Skills in HoMM3 generally rarely apply more than one effect, so overloading a single skill with multiple effects is going to make it look out of place from a design standpoint.
Except the most broken skills apply several effects to the character, they just don't mention it in the description. Magic Schools boost ALL spells, and on Expert level even change their mechanics. Logistics acts as an exp multiplier, better than Learning actually, since you don't need to wait ~30 levels to even notice the effect.
>but you still have a ton of ways to simply circumvent Resistance simply by not casting on the enemy
I see you've bulit another strawman to defend your point, but you are not fooling anyone. Failing mass slow on first turn and thus wasting a turn or even two, because the opponent will cast haste or slow and will have a free ride on the second one, is not the same as "not casting mass slow". And there is no way to see if any given hero has a resistance or not.
>>5245669
>Also, because I actually just realized I'm not enjoying this thread anymore, I'd just like to point out one thing:
Of course you don't enjoy this thread, because you don't have the control over discourse in it and jannies don't give a fuck about your reports. A classic russian in a nutshell, no merit outside of the system he is in.
>SoD -> HotA made changes and no one cares
And another strawman. Explain Cove rebalance if no one cared about HotA changes?

>> No.5245681

>>5245673
not him, but do you understand what a strawman is? half of the things you're claiming to be strawmen are claimed elsewhere in the thread
>a pretentious russian mod which claims to be an """official""" expansion
i've never seen that though, it's just been appropriated as one because it works well for both modders and mp crowd

>> No.5245683
File: 238 KB, 2518x1024, Virgin Hack vs Chadzar.png [View same] [iqdb] [saucenao] [google] [report]
5245683

>> No.5245684

>>5245673
>proves you are wrong
Not seeing "why" part anywhere in your post.

>> No.5245691

>>5245681
>half of the things you're claiming to be strawmen are claimed elsewhere in the thread
They weren't claimed by me, so why would I care?

>> No.5245696

>>5245673
>No they don't, you are pulling retards from russian forums and posters here in the same basket to make your strawmen more believeable.
your own post here
>>5245593
completely ignores the part about resses and summons and focuses on debuff duration instead
as well as this post
>>5241825
how is it building strawmen when it's literally based off of responses in this thread
>>5245678
>Logistics acts as an exp multiplier
lmao, so does mysticism because you can explore further and fight more without wells and it still isn't picked or broken
>Failing mass slow on first turn and thus wasting a turn or even two
you're an ungodly retard holy shit, you can't even play this game

>> No.5245704

>>5245673
>>5245678
>everyone who disagrees with me is Russian

>> No.5245713

>>5245696
>completely ignores the part about resses and summons and focuses on debuff duration instead
And you completely ignore the point of blocking a debuff and use even more improbable scenarios such as golem spam or res. You shift the effect of the skill from immediate bang to something which maybe probably will work against even more niche scenarios than before.
>lmao, so does mysticism
You fucking retard, no it doesn't. If it was recovering full knowledge pool each day at expert level, then every metanigger would use it.
>you're an ungodly retard holy shit, you can't even play this game
There are enough shitty players you would rework a skill in the """unofficial expansion""" just to please them :^)
>>5245704
Only a russian could come up with a retort like this, completely ignoring the context. Bet you like Putin and his Israeli-Russian double citizen friend Abramovich too. And generally completely agree on the government party line.
But jokes aside, your ESL exposes yourself as a filthy slav, and not of ukrainian kind.

>> No.5245718

>>5245713
still not a Russian
>improbable scenarios such as golem spam or res.
>golem spam
>golem
the only improbable thing is that a shitter like you ever played mp or even watched a stream once in passing
>You shift the effect of the skill from immediate bang
oh yeah because it was always guaranteed to work
>if it was recovering full knowledge pool each day at expert level
oh wait that's what expert intelligence already does by literally doubling your mana pool
and still nobody picks it even though it's such an """"exp multiplier""""
lmaoing at your life, you're a nobody

>> No.5245728

>>5245718
>still not a Russian
Slav enough to fit in russian world.
>the only improbable thing is that a shitter like you ever played mp or even watched a stream once in passing
Your "experience" of watching someone playing MP isn't much valuable.
>oh yeah because it was always guaranteed to work
>completely ignoring the point.

>oh wait that's what expert intelligence already does by literally doubling your mana pool
Literal retard.
>and still nobody picks it even though it's such an """"exp multiplier"""
I never said Intelligence was an exp multiplier. Very telling you are trying to steer away from discussion of OP skills being OP because of their multi-purposes to the point you pull the shit out of your ass.
>lmaoing at your life, you're a nobody
You for sure got a massive ego from """working""" at """expansion""" to homm3. Bet you are very proud of Resistance rework.

>> No.5245741

>>5245728
>a skill that would be picked by every """"""METANIGGER""""" if it gave you a fuckton of mana
>but there already is a skill that gives you more mana than you have any use for and nobody uses it
>Literal retard.
Wow anon you can certainly get your story straight and never contradict yourself
>OP skills being OP because of their multi-purpose
the entire point about mysticism, intelligence and whatnot is that you can argue they also have multiple purposes that aren't stated everywhere else, so you started moving the goalposts, even though those skills technically ALSO work as an exp multiplier if you look at them that way.
fucking scholar or scouting can be an excellent exp multiplier using your own line of argument.
this shows your argument is built on absurdly flimsy foundations and now you're scrambling to make it work in any way, and when you can't find a way to do that, you resort to /pol/ buzzwords.
I'm still not Russian btw :^)

>> No.5245763

>>5245741
>but there already is a skill that gives you more mana than you have any use for and nobody uses it
Again, literal retard.
>the entire point about mysticism, intelligence and whatnot is that you can argue they also have multiple purposes
And they don't fulfil any of those, unlike logistics. Or magic schools making spells cheap as fuck. Though Intelligence still helps with (and against) golem spam better than nu-Resistance.
And I wasn't talking about """technicalities""" either, but your arguments only weigh on pulling the technical shit out of ass, so ofc you would bring up irrelevant skills.
>fucking scholar or scouting can be an excellent exp multiplier using your own line of argument.
No they don't, that's why they suck. If scouting worked any way similar to homm4 scouting, every metanigger would at least level a scouting hero just to have info on the enemy.
>you resort to /pol/ buzzwords.
I've only mentioned it once, and you were the first to use the /pol/ buzzword in the first place. Nice try though.

>> No.5245764

>>5245669
>I'd just like to point out one thing
None, I emphasise this, NONE of updates broke basic mechanics. You still hire heroes, and you hire them with the army, 1 unit of the first tier though.

>> No.5245771

>>5245764
>It didn't change anything on 111 therefore it didn't change anything

>> No.5245773

>>5245713
>your ESL exposes yourself as a filthy slav, and not of ukrainian kind.
Oh, look whom we have, a ukrainian kind of filthy slav? :^)

>> No.5245785

>>5245763
>you were the first to use the /pol/ buzzword in the first place
>goes on inane rants about Russians and Israeli-Russians in a thread about video games in lieu of actually debating, in every single post
>"y-y-you're the /pol/, not me"

>> No.5245806

>>5245771
>therefore it didn't change anything
Learn to read, mongrel. Basic mechanics remained untouched. You don't hire heroes without any army.
And no update changed basic mechanics of secondary skills. Resistance did the same in the RoE and the SoD: "Some enemy spells cast on hero's troops will fail and have no effect"

>> No.5246003

>>5245669
why are you comparing the actual game to some shitty slavnigger mod

>> No.5246030

damn dendroids keep crashing muh game with their entangling roots

>> No.5246305

>>5245654
>Skills in HoMM3 generally rarely apply more than one effect
Ballista or Catapult allows you to control towers in sieges
Scouting has secondary effects
Tactics interact with so many things you could argue it has at the least 3 effects: Changing shooter effect range, terrain setup, and simplfying speed logistics
Offense stacks freely with Attack and stats. Same with defense.
Learning is a piece of shit because it doesn't give enough XP or additional mechanics to make it worthwhile over other skills. Eagle Eye has the same problem.

HOMM isn't about skills doing one thing, its about the same thing as skills are in Might and Magic: To be worth investing all your starting gold in, despite better gear costing the same.
Every single skill in HOMM is to some degree absurdly powerful, and makes it worthwhile to get, so when you get a level up you get sorta happy. Its also what HOMM5 sorta has as a problem: The skills are not as great, even if a lot of them are flavored to be worthwhile.

>> No.5246831

>>5228126
I love how hostile it looks to non-natives unless they follow the road. I wonder if the fence in the top right was built to keep the gorgons for farming purposes or to protect travellers from gorgon attacks. Thank you for taking the time to make this concept and thank you for the download link.

>> No.5247821
File: 1.68 MB, 1616x881, 1.png [View same] [iqdb] [saucenao] [google] [report]
5247821

>>5246831
>I love how hostile it looks to non-natives unless they follow the road
That was the idea! From a gameplay perspective, this also allows Fortress to flex on their opponents (and potentially stop them from getting to the Obelisk, if digging out the Grail is the win condition) since they would be the only faction that had access to Water Walk spell. Unfortunately, you can't Water Walk through the sea gate for some obscure reason (thanks HotA team).
>I wonder if the fence in the top right was built to keep the gorgons for farming purposes or to protect travellers from gorgon attacks
Both actually - since Gorgons are basically cattle (that can kill you by just exhaling really hard), they still need a place to chill out, graze or eat whatever they eat and occasionally fight each other (that's why you can see those two skulls).
>Thank you for taking the time to make this concept and thank you for the download link
You're welcome! Although I may never join all of my concepts into one big map, it's still pretty fun flexing my creative muscles. Hope you'll use it for whatever you want!

>> No.5247961

>>5240373
Original polish Uther is dead

>> No.5248217

Golem-rushed in the thread:

I'm a friend of Hota dev. I can highlight you on a matter of new towns in hOtA. 11th town will adobt existing neutrals like Conflux did.

Remember this post. It may save your game.

>> No.5248229

>>5248217
Nice try but that's a horrible and unlikely idea

>> No.5248236

>>5248229
Just wait for the announcement lol.
They always release or announce things on new year

>> No.5248682

>>5248217
Fucking eww, I'd rather have that Kronverk thing they were flashing way back when

>> No.5248774

>>5229862
>spanking mod
spank the pixie!!!

>> No.5248907

>>5248217
>Golem-rushed
What is it?

>> No.5248909
File: 136 KB, 800x374, necropolis alpha.jpg [View same] [iqdb] [saucenao] [google] [report]
5248909

>> No.5248993

>>5248774
YES! YES!

>> No.5249204

>>5248236
>They always release or announce things on new year
You don't sound so sure there. It's even less likely after today's announcement. Try again next year, I guess.

>> No.5249625

>>5248217
>"golem-rushed"
>"Hota dev friend"
>that obvious Ukrainian grammar
here's your (You), go farm some Lower Kurast on Nightmare, friend

>> No.5249975

hota stinks

>> No.5250035

>>5249204
>>5248682
Guys, but I'm telling the TRUTH.
Hota people are remodeling neutrals like they did with orcs and pikemen. Neutrals have slightly different look and have upgraded versions (some, like Enchanter, are already upgraded versions and has new weaker basic forms).

Theme od the city is Banditism, not romanticized like in Cove town. Shady, dark, grim. The city is heavily inspiered by Asylum from HoMmiV. If I recall correctly (I may confuse some things coz I've only seen few screenshots once in Discord) the lineap is:

(I don't have any official names)
Hobbit -> Evil Hobbit - upg has dark clothes
Boar -> Black Boar - both are without goblin, only boars like in Homm 2.
Rouge -> Bandit - those are like H3's for downgrade and ninja-alike from H4 as upgraded unit
Sharpshooter -> Sniper - once again, mask and dark coat for upgrade
Troll -> Armored troll. Unlike originals, the unit looks completely different, just like in Homm2. Has ranged attack.
Dark Mage -> Enchanter. Upgrade looks pretty the same as original unit, downgrade has green veil and, from what I've heared, reduced magic powers
Tier 7 unit is the only completely new unit, Hota still has different options to chose from. I've seen early models of Gargantua-like creatures, Dark paladins (based on what they had in Cathedral) and gian sand worm (like in dune and Tremors)

by the way, native ground is sand.

>> No.5250038

>>5248907
it is the tactics from this post, bruh :P
>>5245713

(my bad, it's golem spam)

>> No.5250048

>>5250035
While this does sound interesting, slamming most of the neutrals into a town is pretty unexciting and cheapens the neutrals too. That being said, still having a hard time believing you, guess we'll have to see.

>> No.5250130
File: 1.15 MB, 800x376, 61a895e8a3cf2db4.png [View same] [iqdb] [saucenao] [google] [report]
5250130

>>5250035
>native ground is sand
That's just stupid. At least Cove was compatible with the lore of the game. Halflings (or Hobits) were originally from Eeofol before Kreegans invaded it and Sharpshooters are members of the Erathian's Forest Guard - what do they have to do with bandits? Why not just use Nomads and Mummies then? I guess them reworking Resistance was a clue that they are slowly losing their touch. This is not to say Kraftwerk would be any better. If you had to add a faction, why not Vori Elves or something like that?

>> No.5250139

>>5250038
>golem spam
what tactic is it? i don't play Tower.

>> No.5250184

>>5250130
It's not as sandy as this.
Cove has swamp as native ground, but the actual landscape on the screen is seashore.

Same story with bandit town - it's something like dead forest on a mix of dusty dirt and sand.

I can only guess they want it like this just to not make another dirt/grass town for map generator and native land bonuses.

>> No.5250343

>>5250130
He's obviously making all of this shit up.

>> No.5250482

>All this shitstorm
I'm glad I spent my Christmas far away from PC

>> No.5250823

holy shit tower is so garbage how do you even play this faction everything costs so much AAAAAAAAAAAAAAAAAAAAAa

>> No.5250902

>>5250823
TITANS RULES

>> No.5250982

>>5250823
it was fixed in HoTA thanks to less rigid building tree and reduced prices.

>> No.5251432

>>5250823
I think on some maps tower is even weaker than inferno.

>> No.5251624

>>5250823
>how do you even play this faction
You capitalize on Master Gremlins as much as possible and get Nagas early. 5-6 Nagas from the Naga/Citadel-or-Castle combo can solo a lot of stuff. Pick a decent starting hero like Solmyr or Aine. On some richer templates some skilled Tower players skip the Gremlin upgrade and try to make a play for really early giants, but it's really hard to pull off and somewhat situational.
Full-buy Tower army is actually really scary, but it's just really hard to get there. Mostly ditch Alchemists and Wizards entirely beyond your starting hero choice - Neela scales well and starts with a spellbook, but Alchemists still have painful stat gains and weak secondary skillsets. Get something like any random Barbarian, Overlord for a main if you can't get Orrin - if the picks aren't too hot, just focus on getting a solid class that advances in Attack a lot and/or starts with Archery, since you're gonna be shooting a lot anyway.
Also, taking on Utopias is a pain because you have one of the slowest armies in the game, so be prepared to lose a lot of fodder there - you should still have plenty of army value after all is said and done (correctly), but just absolutely ensure you do not lose your Titans.
It's mostly about making the most out of your early game. Grems ARE beastly, but you have to really ride 'em out for all they're worth and not let them die.

>> No.5251649

>>5251624
Also Tower really is much stronger, ironically, on the style of map that's virtually unseen nowadays in HoMM MP, with fairly open routes towards enemy castles and the possibility of constant skirmish, perhaps in some sort of an FFA or team setting.
Solmyr is really strong in those really early engagements and spellcaster heroes of all types are generally excellent skirmishers due to Magic Arrow. Then you just push chips on the early game, max out the Grems as usual, and once again Nagas are really hard to stop, and since nobody can rely on prolonging the game until level 20, maxed out skills and your own Utopia, you may be able to get a lot of towns early on to fuel your economy and represent a looming Titan threat at some point, so nobody can really afford to let you turtle.

>> No.5252652
File: 1.14 MB, 800x373, 5d361eedbbcdf1c3.png [View same] [iqdb] [saucenao] [google] [report]
5252652

>>5250343
>He's obviously making all of this shit up
He most likely is, but I actually would like to see a town whose native terrain is sand. You could incorporate Mummies and Nomads into the new faction.

>> No.5252845
File: 204 KB, 608x603, 1453586277122.jpg [View same] [iqdb] [saucenao] [google] [report]
5252845

>>5248217
>>5250035
>Hobbit -> Evil Hobbit

The Sandworm does sound pretty cool though. The idea of it being a sand town makes no sense though, nor does the repurposing of so many neutral units (Especially if they're remodelling them, just make them new units at that point). If they wanted a Sand Town, they should've gone Egyptian-themed. A sand == dead forest seems a bit of a stretch compared to a swamp/jungle == tropical coast.

This town better be Evil though, we don't need 5 neutral towns. And if they wanted an Evil town, they should've gone Forge.

>>5252652
If there was a Sand Town, I would say it should be a Good town, with a new Evil town given either Dirt, or given some new evil terrain (like a wasteland or something) and replace Necropolis' native terrain with it. That way Dirt could be the "neutral" terrain, each alignment would have 4 towns and of which 2 would overlap

>Good
Castle (Grass)
Rampart (Grass)
Tower (Snow)
??? (Sand)

>Neutral
Conflux (Highlands)
Cove (Swamp)
Fortress (Swamp)
Stronghold (Rough)

>Evil
Dungeon (Subterranean)
Inferno (Lava)
Necropolis (Dirt)
??? (Dirt)

Perfectly balanced.

>> No.5252894

>>5252652
Morale Penalty: The Army

>> No.5253109

>>5251624
Any shooter neutral will make short work of gremlins. Or conservatories/hives.

>> No.5253282

>>5253109
>shooter neutrals
Tactics skill (Torosar has it if you're really desperate), gargs and genies or just solo them with the Naga, they can take a lot of punishment. No city really wants to take on shooter stacks if they really don't want to. If you got Solmyr, shooter stacks are the only stacks you can always CL at will.
>hives
turtle with nagas
>conservatories
you're not taking on those without mass slow anyway
Like I said, Utopias suck (pretty much gotta sacrifice gargs + golems to get anywhere, not easy to keep your titans alive), most other banks are also a pain to do, but I didn't want to say "don't even bother trying"
Anon is obviously desperate to figure out any measure to play Tower at all and honestly "don't lose your Grems if at all possible, they're key to any possible development" and "beeline Naga tech" is a fairly decent starting point when trying to work with Tower's notorious shortcomings

>> No.5253303

>>5253109
But yeah as for shooters, really, between Gargs and Genies split into 6x1 fodder stacks appropriately and the possibility of having Tactics keeping Gremlins alive isn't THAT hard, you do have two flyers who are faster than most shooters. And there's always the possibility that the enemy shooter stack simply opts to flee, your typical week 1 army tends to have a solid power rating.

>> No.5253337

>>5253109
Also if you got Solmyr you can pick up some Iron Golems and weaken Hives with CL before moving in with your main, you can also use this for breaking into desert on JC.

>> No.5253436

>>5252652
>that vagina dome in the middle
Oof

>> No.5253440

>>5253436
Imagine being so thirsty you see vaginas in houses.

>> No.5253540

who else does commentary/playthrough in english of homm3 games outside of mekick ?

>> No.5253553

>>5253440
fata morgana in desert

>> No.5253558
File: 8 KB, 82x93, Expert_Tactics.png [View same] [iqdb] [saucenao] [google] [report]
5253558

Is Tactics a good skill?

>> No.5253560
File: 6 KB, 285x301, xerZm4q.jpg [View same] [iqdb] [saucenao] [google] [report]
5253560

>>5252652
>Nomads
>in Town

>> No.5253573

>>5253560
The town catches them in the wild and forces to serve in the army.

>> No.5253579

>>5253558
It's excellent, very versatile. It cuts down on losses by a lot by letting you start the combat a few hexes closer or simply by enveloping your shooter in all the other units in a defensive ball. Not an absolute god tier must pick skill, but still among the higher tiers.

>> No.5253592

>>5217846
OP image upscaled by AI

https://i.4cdn.org/vr/1546020238956.png

stop posting low rez shit

>> No.5253595

>>5253592
https://my.mixtape.moe/qkohvz.png

Tower upscaled by AI

>> No.5253596

>>5253592
>>5253595
Stop posting this shit, it still looks like hot garbage

>> No.5253610

>>5253592
>>5253595
You meant by an """algorithm"""?

>> No.5253619

>>5253592
>>5253595
do all of them pls

>> No.5253702

>>5253558
One of the top tier skills, especially for pvp.
>>5253540
Obvious Meridian.

>> No.5253761
File: 84 KB, 501x576, 1393136208084.jpg [View same] [iqdb] [saucenao] [google] [report]
5253761

>>5253596
t. Ubisoft employee

>> No.5253825
File: 923 KB, 1366x768, Screenshot from 2018-12-28 23-01-15 - 1.png [View same] [iqdb] [saucenao] [google] [report]
5253825

A little update
https://www.youtube.com/watch?v=z9wwk2r94pc

>> No.5253868

>>5253761
Ubisoft hates HoMM tho

>> No.5253870

>>5253761
What does this even mean?

>> No.5253913

>>5253825
Holy shit I thought it would be just Doom with replaced graphics but it turns into new game
nice

>> No.5253990
File: 6 KB, 82x82, Hexx.gif [View same] [iqdb] [saucenao] [google] [report]
5253990

>>5253595
>>5253592
>never noticed the sword in front of the cloud temple

>> No.5254009

>>5253990
Holy shit!

>> No.5254010

how to Utopia????

>> No.5254264

>>5254010
quick combat

>> No.5254326

>>5253560
>Elementals
>In town
Gee anon, what a twist!

>> No.5254331

>>5253990
Are you fucking blind or something? It's clearly visible normally. And on the map model, too.

>> No.5254348

>>5254326
are you retarded

>> No.5254373

>>5254348
It's not me bitching about Middle East-styled desert faction having nomads as their units.
I guess building a mountain for dragons on a verge of forest makes now 200% sense, as opposed to putting a tent for hiring guys from a desert.
Seriously, what kind of moron are you? Ever heard about Numidians? Partians? Arabs maybe? Tuaregs? No? Then the fuck you are even yapping about.

>> No.5254406
File: 67 KB, 602x709, 1471060694992.jpg [View same] [iqdb] [saucenao] [google] [report]
5254406

>>5254373
>he still doesn't get it

>> No.5254667

How do you play Dungeon? For me it's rush Harpy Hag ASAP then hope to capture a built up enemy town but I am not very good.

>> No.5254892

>>5254667
Abuse portal.
https://www.youtube.com/watch?v=zFGChjYIeaI

>> No.5255013

>>5254373
google what nomad means then come back to class and tell everyone before you embarrass yourself any further

>> No.5255027

>>5254892
I know about this, but not reliable. I don't like to be a restart shitter.

>> No.5255250
File: 1 KB, 400x400, tegaki.png [View same] [iqdb] [saucenao] [google] [report]
5255250

>>5250035
>Rouge
Dude fuck off.

>> No.5255282

>>5245683
Crag is better.

>> No.5255331

>>5255282
Not him, but consider this:
Crag is clearly superior when running "native" troops
Tazar has more leverage when running non-native armies
The actual difference on mechanical level means Crag will need to be at least 6 levels ahead of Tazar, assuming both have Expert on their skill already.

Personally, I like both. But if I absolutely had to pick one, then I would go for Crag, solely due to Stronghold being slightly better in 1:1 comparison to Fortress and Barbarian > Beastmaster

>> No.5255335

>>5255013
>If you are a nomad, you can't work as a mercenary for sedimentry culture(s)
You were saying something about embarassment, you stupid piece of shit?

>> No.5255337

>>5255331
My bad, it should be reverse - Tazar should be ahead by 6 levels, not Crag

>> No.5255342

>>5255331
I don't understand how is faction even related here? The only thing matters is that you attack often than getting hits. And best defence is removing retaliation with 1unit stacks anyway.

>> No.5255343

>>5255335
look at this igneous bigot

>> No.5255458

>>5253868
>>5253870

ubishits would rage that an AI would do a better job than their (((remastered))) version

>> No.5255761

>>5255342
>how is faction even related here
Two words, my friend - behemoth's special

>> No.5255773

>>5233585
>Tower or Inferno, depending on the map. Tower if it's resource poor, Inferno otherwise. Check which random map gen settings are used to see which it's likely to be.
So... you can set up amount of resources on map? Not just the starting ones?

>> No.5255796

>>5254331
no if you don't look closely

>> No.5255801

>>5255796
?

I find it always quite funny that I'm playing HoMM3 since '04 and there are still basic-tier things I don't know.
So please, explain

>> No.5255820

>>5255773
retards in this thread only play Jebus Cross

>> No.5255856

Why Hota changed Gretchin and Vey portraits

that's gay

>> No.5255979

Two more days, lads. Are you ready for the Succ?

>> No.5256102
File: 1.35 MB, 400x206, Look at him.gif [View same] [iqdb] [saucenao] [google] [report]
5256102

>>5255979
>Almost 2019
>Still waiting for Succ

>> No.5256119
File: 101 KB, 634x500, hd.png [View same] [iqdb] [saucenao] [google] [report]
5256119

What's the difference between HD and HD+ ?

>> No.5256124

>>5255773
Only in HotA, which only faggots play. It's pretty much another episode of HotA fags being scared shitless of RNG

>> No.5256157

>>5256124
>Only in HotA, which only faggots play
You do realize the amount of random resources on the map is governed by map templates, which have been modifiable in SoD as well? HD+ made the process easier and HotA added its own templates (for larger map sizes). Jebus, the famous, custom "rich" template where people rush level 7 on week 1 and swim in money from 8 exploring heroes has been a thing for at least a decade.

>> No.5256159
File: 273 KB, 400x400, miss.gif [View same] [iqdb] [saucenao] [google] [report]
5256159

>>5256157
Now in gif version!

>> No.5256168

>>5256159
The question posed was "can you set up the amount of resources on the map"? You answered with opinionated bullshit about HotA that wasn't even correct, being unhelpful and trying to stir up shit for no reason other than your hateboner for a simple mod. Russians are living rent-free inside of your head at all times, making it really hard to discuss anything, ever, on /vr/.
Which point of yours have I missed, again? Because, again, you could have always determined the "richness" of a map template, ever since the Random Map Generator was created.

>> No.5256172
File: 189 KB, 300x200, missing.gif [View same] [iqdb] [saucenao] [google] [report]
5256172

>>5256168
I'm not even surprised, you faggot

>> No.5256174

>>5256172
>I am retarded
There is no point to miss. You've never had a point to make.

>> No.5256175
File: 450 KB, 449x642, free shrugs.png [View same] [iqdb] [saucenao] [google] [report]
5256175

>>5256174
It's not me being progressively more pissed due to being a faggot

>> No.5256183

>>5256168
>HotA
>Simple mod
Anon, who are you trying to convince now? Us? Yourself? That mod is an extensive rework of entire fucking game and most of it is obligatory part of the changes.
And as far as the facts go, the other anon is right - you can only set up those things on game level in HotA. You can't do that in vanilla game, unless you start editing files.
So get fucked, along with your risk-adverse "simple mod"

>> No.5256184
File: 29 KB, 446x357, Just stop.jpg [View same] [iqdb] [saucenao] [google] [report]
5256184

>>5256124
>>5256159
>>5256172
>>5256175
>durrr hota bad

>> No.5256195
File: 389 KB, 800x600, HD.png [View same] [iqdb] [saucenao] [google] [report]
5256195

>>5256183
>And as far as the facts go, the other anon is right - you can only set up those things on game level in HotA.
As a matter of fact, you can't. This is what the RMG screen looks like in regular HotA. The only differences from vanilla are two new map sizes.
What you're talking about - setting up map templates before the game - is a feature of the HD+ mod. Which is standalone and has nothing to do with HotA development, and it doesn't discriminate between either SoD or HotA.

>> No.5256395

>>5256184
Know your place, HotA faggot. You are furfags of Might and Magic with your brain-killing mod.

>> No.5256402
File: 19 KB, 293x212, 1544051320888.jpg [View same] [iqdb] [saucenao] [google] [report]
5256402

>>5256395

>> No.5256868

new thread you gay space elves >>5256864

>> No.5257735

>>5250035
>>5250048
>>5250343

Guys FFS I'm not making this up.
> Sand as a native terrain
My bad. I'm dumb for calling it sand. It's a new terrain dead ground. It is based on the terrain we can see on original neutrals portraits. It's kind of a mix of sand, dirt and dead grass with dead trees and poison black lakes.

This new terrain will be native to this new bandit faction and Necropolis since it fits necropolis theme perfectly.

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