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How do I get get good at HOMM3?
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How do I get get good at HOMM3?
>>
Most common mistakes:
>building up economy first instead of army. you can make more money with an effective army
>playing inferno

Hope this helps
>>
get into fight and receive skeletons
>>
>>3287461
I tried but the Necropolis units seem brittle as fuck
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>expert air vs. expert earth
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>>3287419
Savescum. It's how you learn.

Go for expert level magics, they are OP as fuck and will make the difference.

Always take gold over XP when given the choice. You can get XP easily, but you are always limited on how much gold you can get, so go for the gold.
>>
>>3287480

Necropolis snowballs once you have higher necromancy skills+magic+necro amplifier. You gain units during fights. Learning how to fight without losing units is always a good place to start learning.
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>>3287419
By keeping an eye out for shipwreck survivors.
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>>3287525
Starting off, choose gold instead of resources or the shitty artifact.

Avoid witch hut's and the like, sure you might get something good out of it, but you are just as likely to wind up losing a slot to something worthless.

In the beginning of the game, you probably want to spend your gold on some extra heroes. You can use them to go around and collect unguarded treasure, and condense all of their units into your main combat hero for additional early-game firepower, and deliver reinforcements to your main.

Understand the units you run up against, and use the right magic to gain the advantage. If you are facing off against nothing but melee units, throw slow at them and haste at your units. If you are going against ranged units, use forgetfulness to make them easy pickings.

Understand your spells, and know which packs more punch and when. Death Ripple is great for Necropolis, but there are other spells that can do more damage to a stack or a few stacks, so casting DR every turn might not be the best strategy.

Take full advantage of wells/stables. Once you find a well, you should be using your magic to it's utmost, since you can refill easy.

Know your units. Sure, zombies make great cannon fodder. But they are slow as fuck and will shorten the range of movement for your hero. Either convert them into skeletons or leave them at home for defense.
>>
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Go for the gold instead of the experience. More gold means more troops means more fights means more experience + map control + artifacts + mines and towns conquered.

Going for experience means more skills but... nothing else.
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>>3287445
Inferno is so fucking cool though.
>>
>>3287690
Jebus, this is where I have been going wrong for YEARS! I always take XP.... I gotta change that, since, you know, I've never actually beaten any real levels before, despite years of play.
>>
>>3287445
When do you start building up your towns? Like others in the thread I've always taken the XP while building up my economy on the assumption that I should be taking advantage of the 1 building constructed per day alongside the steady income of the main building.
>>
mod question,
is there a way to merge Horn of the Abyss with In the Wake of Gods?

been playing HotA and thought that while having a new faction and new buildings and all that is nice, I totally miss the platinum bars and having a troop commander and the really useful everyday autosave function.
>>
>>3287445
I always rush capitol first, is this bad?
if I don't do this, I can't afford units
>>
>mfw people are now telling me to take gold instead of XP
b-but 1500XP is a lot for early game;_;
>>
>>3289659
more units is better than an upgraded hero I guess and I guess also you can get xp easy from random creeps.
>>
>>3289659
Trust me, experience is worthless in the earlygame. Unless you know you can get something like extra movement it's simply not worth giving up the gold, and even then it's not a big deal in the long run.

When the battles start happening, the XP you gain from chests is a pittance compared to everything else.
>>
>rateyourmusic, a site where people rate albums, is getting a vidya section (currently in beta)
>HoMM3 is the 26th most highly rated game there atm

>>3287835
Ask the question on Heroes Community forums. People there are massive spergs, they should be able to help you.
>>
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>>3287445

This>>3289654 When I was just a novice I builded army first and it always wrecked my shit, then I started play into economy and git gut.
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>>3287487
Only Earth

>Town portal
>Stone skin
>Shield
>Anti-magic
>Meteor shower
>Resurection
>Implosion

Earth magic is the best magic
>>
>>3287715
My biggest problem, but they just suck so much, Would like to play them for something other than a challenge
>>
>>3289903
earth magic is op as fuck, there are good spells from the others. But so many of the fucking earth spells are godlike
>>
>>3289903
>>Implosion
Useless on late game XL maps. Low-level spells cast by expert heroes are the shit. See: expert slow, shield, haste, bless...
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>>3289951
>mfw buffing lightning bolt to deal 1500 damage
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>>3289903
>>3289943
Earth magic is only overpowered because of resurrection.

>>3289956
40 mighty gorgons can outdamage that without effort.

You want to see something fun? Get a bunch of dragons and cast Armageddon.
Or user expert Berserk on a high-tier fortress army.
>>
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third time around playing HoMM2 and I think it finally clicked. Still, it bothers me a bit that a game that is so comfy and turn based actually is realtively stressful cause pacing is so important and its often better to rush your enemy and play aggressiv. i think thats where a lot of the difficulty comes from cause it seems counter intuitive to a lot of players who are used to patiently build cities and such.
in a lot of video on youtube i see people sperging out over every single movement cause they have a certain plan in their head to rush for resources and what not to the point they reboot when they get shitty spawns. I dont really like that the game often feels more like a puzzle than adaptive.

is HoMM2 harder or easier than 3? or are they about equal?

also, does one of your guys have the HoMM related 'what they see - What I see' demotivator image?
>>
>>3289973
I think the expansion pack campagin of HOMM2 is hard as fuck, there is a mission where you start in the snow with necro troops that I've never been able to win
>>
>>3289973
I haven't played both enough to make comparisons, but it's more difficult to develop in H2. The resources and mines are very scarce, a marketplace is required in early game even though the exchange rates are horrible (5000gp=1 mercury/crystal/gem/sulfur, iirc)
>>
>>3289935
been playing them, just hours ago. I did pretty well until I got steamrolled because I only used one hero and that asshole Tower faggot hero was simply riding through obstacles and captured my main town.
>>
>>3292037
> I only used one hero
Nooooooo why do people do this
Which difficulty?
>>
>>3292052
100% difficulty.

>Nooooooo why do people do this

well, because I had a narrow ass corridor map large size, no decent hives anywhere to recruit something, enemy kingdom closeby with only 2 portals inbetween both kingdoms.

I would have lost the weaker hero then anyway since there wouldn't have been any troops for both of them. I built all hives for creature stacks early but then they kept rushing me and had me occupied. since I didn't have shackles of war, the enemy hero always fled, every normal battle, every town siege.

so yeah, I didn't had have much chances. but I captured two other kingdoms, eradicated Tan player and lost the Inferno town to some Red player douchebag. simply because there were no troops. had troops in the other towns though.
>>
>>3292072
Well then you can still recapture your castle and already have several new ones. You can still win, I think.
>100%
Come on, this shouldn't be too difficult
>>
>>3292072
Besides recruiting troops from dwellings, the secondary heroes can also fetch troops from your towns to your main hero so he doesn't have to return there every week. Also, you could have one who'll pick up treasures and tag the mines your main hero clears, that way your main hero doesn't waste his movement on things like that. You're not supposed to have any real army with them, they're there just to support and be errand boys.

Having a secondary hero or two is always useful, especially since the troops they have with them when you recruit them cover some of the costs. Or all of the costs if you buy a hero with a ballista.
>>
>>3292103
>Come on, this shouldn't be too difficult

yeah, maybe. only me and the Red AI player left. he killed the Green AI and has its town though so it's somewhat even now.

>>3292168
I'll keep that in mind.
>>
>>3287419
I'm not a good player by any means but I've been playing a lot and reading up on strategy recently so my advice can help if you're a total noob.

>army first. you want your level 6/7's on week 1/2 and a good army earns a lot of gold. this means leaving your town hall until you get the mages' guild and your value dwellings, you're going to get a lot of resources in the first few days anyway
>it's ok to skip dwellings if you can build better ones instead. for example, as fortress go straight for wyverns day 1, skipping dragonflies. or as inferno, go for efreeti day 2/3, skipping dogs
>hire a shit ton of heroes. like 5/6 on the first day. transfer all troops to your main, leaving 1 fast creature (like a dragonfly) on each extra hero and have them scout around, gather resources and tag mines. you should also use your scouts to transfer units from your capital to your main
>always pick gold from chests. you can get MORE than enough experience fighting neutrals, but gold isn't a renewable resource
>best mains: level 1 creature specialists (start with a lot of weak creatures and can snowball fast, Shakti the troglodyte specialist can take a dragon utopia on turn 1), offence/defence specialists (rock the endgame), ballista specialists (good at clearing neutral stacks early/mid game), necromancy specialists (duh). might heroes are strictly better than magic heroes
>speaking of utopias/crypts/dwarven treasuries, clear them when you see one and clear them early. they're one of the best sources of income
>early game it's best to avoid witch huts and scholars until you already have the best skills (earth/air magic, logistics, wisdom, diplomacy) as they can take skill slots up with shit like navigation
> you don't have to always fill all of your army slots. zombies for example are dead weights who slow down your hero and are best left in cities
>early on fill up your army slots with 1 of your weakest creature to protect your fliers and proc retaliation on the cheap
>>
>>3293862
>to protect your shooters
fix
>>
Watch this guy play.
https://www.youtube.com/user/Chris67132/videos

I started playing again a few weks ago and it's so damn addicting, altough very easy, even on impossible difficulty and impossible maps.

Also, download the HD-mod or Horns of the Abyss.
>>
>>3293862
>>early game it's best to avoid witch huts and scholars
I recommend sending those secondary heroes to witch huts first, to see which skill they give. Scholars are trickier since they also can give primary skills and do it only once. Because of that, I send the main hero to them. There is a chance to get a shitty skill, but much smaller than in a witch hut. There's also savescumming...

>Shakti the troglodyte specialist can take a dragon utopia on turn 1
Have you ever actually done this?
>>
Go back in time and be born Russian.
>>
The best version of the game in my opinion is probably "Heroes of Might and magic III Complete".

To get good at it, I often make sure you upgrade Town Halls first for a good gold income early, and then try to capture as many towns as you can and make sure you always buy guards and a hero in any castles that are about to be taken away by an enemy hero nearby, like that when they capture it, they'll lose troops during a siege and they won't be able to buy units.
>>
Reading this thread has made me want to play this series, but I always get near the end, get my ass kicked a few times, and put it down.
>>
Good luck with "army first" on maps without treasure chests and other easy shit. You should also install the pirate mod to nerf the retarded Necro.
>>
>>3289903
I would argue in the Supreme Court that Town Portal is by far the best spell in the game.
>>
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So /vr/ let us settle this once and for all.

Stone Skin vs Shield

which one is better?
>>
Guys, are the two different campaigns in HoMM2 just the same maps in reverse or is it worth it to play through both of them?

Is one more difficulty than the other or are they about the same?
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>>3294989
>Guys, are the two different campaigns in HoMM2 just the same maps in reverse or is it worth it to play through both of them?
Play through both.
>Is one more difficulty than the other or are they about the same?
The difficulty depends on if you play the optional missions. If you do play them you can easily abuse the campaign bonuses to rush the enemies down but if you skip them then prepare for hell.
>>
>>3294819
isn't Stone Skin better?

Shield is hand-to-hand combat but I think Stone Skin is that + ranged damage protection as well.
>>
anyone knows what games this footage is from? I recognize Master of Magic but not the others.

https://youtu.be/xetp4WsUD6Q
>>
>>3295391
beginning 5:50, meant to copy url with time code
>>
>>3295391
The first one is some console version of Civilization.
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>>3295232
Stone Skin raises defense, while Shield gives a percentage reduction. I have no idea how the math works, but I assume Shield is better if there's no ranged attackers.

But you might as well cast both if you want to maximize your defenses.
>>
>>3295393
I'd guess Knight's Bounty but I'm pretty sure that it actually isn't that game.
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>>3294819
Bless, Slow, and Haste.
>>
>>3295391
Civilization, Warlords, Gemfire, Master of Magic
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>>3296061
thanks bro!
>>
>>3289903
Air together with Earth is best. Once you have Town Portal and Dimension door or flying, you've already won the game.
>>
Everybody knows HoMM2-3 are classics, but what is /vr/s opinion on HoMM4, 5, 6 & 7?
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>>3296885
They're not retro.
>>
>>3296891
well, HoMM1-3 are and if we are comparing how games of a series hold up and compare against each other that should be legitimate, no?
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>>3296885
been playing 4. actually really like it but no upgradeable units and shitty barebone siege mechanics are worse than what HoMM3 had.

Heroes 5 is like 3. there was a nice mod as well, that brings back several old heroes. game needs that badly imo.

http://www.moddb.com/mods/might-magic-heroes-55

Heroes 6 needs a resource overhaul albeit being pretty good otherwise.

and H7 is reused assets: the game.
>>
>>3296897
shouldnt 4 be retro? It was out in 2002 or something
>>
>>3296897
No. This isn't the place for talking about RE4, the latest CoD, or any other modern game that is part of a series that started on a retro console/on PC before the cutoff.

>>3298963
What does the sticky say?
>>
What did fans hate so much about HoMM4?
>>
>>3299245
Changes, unbalanced stuff, bugs.
>>
I usually try to have City Hall + Citadel by the end of week 1 and Capitol by the end of week 2, is that a good strategy?
>>
>>3299781
No, you should always go for the unit production buildings first to maximise the number of creatures you have.
>>
>>3299781
Personally I think getting the city hall at the start of the second week is enough. They produce money every day while dwellings and castle only produce creatures once a week.
But there are other factors to consider instead of doing the same order no matter the circumstances.
>>
>>3298976
but the sticky is two years old

>>3299245
personaly i like it but but i see why some people wouldnt.
The devs should have put in more work but there was no money.

They totaly fucked up the town and skill balance.
Battlefield heroes are fun but the fact that they are killable is very abusable.
>>3299781
depends on the map, if there are no random resources lying around easy mobs, go for capitol
>>
>>3299781
Get as many dwellings as you can on first week.

Then go for City Hall on 2nd week, and if you can then go for Castle, more dwellings, or the extra buildings that increase creature growth.

Keep an eye on your resource income, so you know which one of those can afford - go for the route that gives you more creature growth, since creatures will only cost gold and you can save up on resources.

Resource Silo is a very good choice early on, but only if you have a lot of starting resources. It pays for itself only once you go for tier 7 creatures though.

One exception is Rampart. Go for the Dwarven Treasury as soon as you can. That thing is game breaking.
>>
>>3289973
I only played the first mission in HoMM2 and at first I thought it would be easy because every first mission in video games is always easy for starters and I've played other HoMM before. I got rekted hard. I had to restart and play seriously to beat it. I didn't have the courage to continue the campaign.
>>
>>3301592
Archibald or Roland? I think Archibald is easier since Warlocks and Necromancers are great while with Roland you don't always get Wizards.
>>
>>3301597
Roland.

>>3296885
I absolutely love HoMM4 campaign. I feel like living in a magical world because the graphics is so beautiful, the music is best fit with the map and the story is detailed enough. Gameplay wise, it's not good or balance but the heroes level up system is the best in the series.
>>
>>3287419

Pretty simple really, stack a decent amount of range units in two or 3 slots and go to town on non range units. Abuse the shit out of the wait command for double attack/cover more ground on the battlefield.

And remember that you don't have to build and upgrade everything in town. A lot of units barely benefit from upgrades stat wise. In fact you will benefit the most if you skip to the 6th and 7th tier units as fast as possible in many cases. Buying all units every week is not needed either, let some units accumilate and buy them when you need them.

Don't waste resources on mage guilds unless you have a large surplus, or really need a spell.

Your main hero should be a might hero, expert water magic is good to have due to mass status, buffs, debuffs and HP recovery. Support hero should be mages in case your mage guild has town portal or fly. That way you can transfer troops much faster to your main and damage dealing spells are good to have while defending your towns, while your main is away. Otherwise never rely on magic. It's only good late game and only really potent at damage dealing with spells like armageddon, even then, magic resistant creatures are common and dragons will wreck your shit.

Tactics, ballistics and estates are underrated skills. Estates is especially useful for expensive towns like Tower.
>>
>>3295232

Despell is best
>>
>>3299245

It tried to be Diablo
>>
>>3301642
what does that even mean
>>
>>3301608
>Gameplay wise, it's not good or balance

there is a balance mod for HoMM4. you should get it.
>>
>>3299245
it was not mainstream enough for all the faggots. no, seriously. there will never be a game in that series that has such a unique choice of music.

all the other parts don't have that.

on release, another problem was that 3DO was suspended and so they sold the rights to Ubisoft to make expansions for an unfinished launch version of the game.

>>3301608
leveling system is indeed fun. I like that a lot of Heroes 3 characters are back too. some look half-dead or pretty darn battered and scarred though. like Ayden or Ash who used to be in Inferno and then became necromancers.
>>
>>3301771
the big balance mod make's necro even more op
>>
>>3301642
No, it tried to be like its imitators.
>>
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>>3289903
>>3287487
>>3296876
On the most difficult Single Player maps which don't have Berserk banned, you absolutely have to go Water&Earth. Earth is for Ressurection and Slow, but Water also has Clone (for Archangel ressurecting and all other needs), Cure, Bless, Prayer (which in a long campaign outdoes Haste) and even Summon/Scuttle Boat can be really necessary when the creator is a particular type of gaylord.

Air is kinda shitty in long single player if you are playing without Fly and some maps do that to prevent you from breaking the map.

If you're doing a rushdown, though, Air is boss.

Same in how Intelligence in Multi is an okay skill at best, but becomes ridiculously important on some big maps. It's even advisable to train an Intelligence specialist (Andra, Elleshar) when playing behemoth maps like The Empire of the World 2.

Expert Fire Magic is important for stuff like pic related.
>>
>>3287419
1. Get Blind
2. Cast Blind
3. ???
4. Win game
>>
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>>3287679
>shipwreck survivors
yeah, nah, fuck those guys
>>
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>>3289973
I'm coming from the opposite direction. I've played a shitload of HOMM2, and am just now getting into 3.

My god, there are so many damn units. There are so many armies. There is so much damn content.

No man needs this much content!
>>
>>3303603
Remember to get Eagle Eyes.
>>
>>3303590
>HOMM2
Shipwreck survivors can give gamebreaking artifacts like a completed Battle Garb of Anduran or the Sphere of Negation.
>>
Posting obligatory reading material:

http://www.heroesofmightandmagic.com/heroes3/
http://heroescommunity.com/viewthread.php3?TID=27539
>>
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I did it right or should start over again?
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>>3307223
Offense and Archery truly shine in the lategame, and Earth has some absolutely ridiculous spells. Having pathfinding and logistics means Dracon there is going to be storming enemy territory with impunity once he gets an army up.
>>
>>3307223
Sorcery isn't particularly useful. Pathfinding isn't either if you don't come across swamp terrain (I don't remember Dracon's campaign very well, but I think you won't). But otherwise it's actually really good.
>>
>>3307223
You want expert fire magic for expert berserk. I remember there's this stack of thousands of magi and thousands of nagas, you berserk them to kill each other.
>>
>>3307480
Sorcery and Pathfinding are mandatory skills for Dracon
>>
>download horn of the abyss for dem GIANT random maps
>not even twice as big as XL
What a scam
>>
>>3307858
XL is a total of 20736 tiles, Giant is 63504 tiles, meaning it's three times the size.
>>
>>3307858
that's wrong. I don't even know how you can have such a misinterpretation.
>>
>>3307223
>water magic

into the trash it goes.
pick fire magic. I mean christ I've even seen mass blind as a spell before, it's instant win but I think it only was in the WoG add-on.

I think offense is shit personally but archery is worth it. also, it suck having no intelligence skill. 120 spellpoints is trash.
>>
>>3307223
Is this the campaign? . If so better get fire magic for the infamous 3,5k naga queen fight

Other than that always make sure to pick up all permanent powerups spells and cap max level to have an easier time on the next level.

>>3309006
this guy is right, in the last level of the campaign there are no wells/magic guilds.
>>
>>3287679
Lol

More memes pls
>>
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>>3310067
>More memes pls

seconded, I am particularly looking for a 'what they see- what I see' that I cant find online anymore. its similar to pic related but its not pic related
>>
>>3287682
>they are slow as fuck and will shorten the range of movement for your hero

I never understood why units do this. It seems really unfair since movement is so important.
Logistics and rough terrain are some of the best skills already, and since skills are random, the player who has them usually got an advantage.
A player with a town with faster units probably got an advantage over a player with a town with slower units then aswell since units impedes movement.
>>
>>3310071
I wonder, would it be possible to make a Heroes game that plays like HOMM3, but have battles that actually look like on the bottom - despite having the exact same hexagonal grid tactics based gameplay?
>>
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>>3310067
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>>3310451
You can use a scout near your main to carry slow armies. Also, if youre staying in a town, only keep your fastest unit on your hero and put the rest in the town until the next day
>>
>>3310475

The funny thing is, if you have a shitload of Dungeons with creature portals and you only flag a red dragon dwelling you're gonna be overrun by dragons. You will not even have enought money to buy all the dragons

Imo upgrading to black dragons is a mistake though. They might be squishier, but cheaper and can be ressurected. Dungeon already has two ressurect specialists anyways, Alamar and Jedi
>>
>L map, random, playing Necro cause over 9000 power liches
>start with two towns, before long have teams of heroes, but only two carrying decent armies
>up against two CPUs, turns out map stuck me right in the middle between them
>everytime I get a decent enough army together, CPU rolls by with lots of 5-7's and knocks it back down to skeletons and the surviving vampires
>main hero is level 18 with expert earth and air and armorer, using stone skin and shield to protect, using slow to run around, still getting armies thrashed
>it's not too bad, since the only way in is at the bottom of the map, so I have a choke point to work with
>suddenly one CPU teleports or warps a hero with 5-7's near my main town at the north edge of the map
>PANIC.png
>rush my main force back to town just in time to get into the base and refill mana before the fight
>take down enemy hero's army, they flee(fuckers)
>only have 200 vampire lords and 400 skeleton warriors to show for months of army building after the brutal fight
I'm fucked beyond belief. I have no access to any other towns to take over to increase my troop flow, my towns are already maxed out and I have enough resources to purchase all troops on the first day of the week. Yet I can not keep pace with the two CPU's spitroasting me. This may end up being a game where I'll just have to finish it with 9000 skeleton warriors or something. Fucking hell.
>>
>>3309249
>this guy is right, in the last level of the campaign there are no wells/magic guilds.

would you say that Mysticism is always worth it though as well? I always pick it. the artifacts that recover spell points usually recover too little of them.
>>
>>3287679
this pic is true btw. unironically happened to me. sometimes the survivors have a more realistic item. one of them gave me some conjuring ring.
but yeah, I don't know why they programmed that fucking cart artifact for the shipwreck survivors.
>>
>>3310067
>>
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>>3310067
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>>3311063
No since you have to beat that mission before a certain day and 3 mana a day is complete trash.

Just try to collect ALL powerups in the map so by the end all of his stats would be 30+
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>>3310645
black dragons are immune to Armageddon though. That's pretty useful, you could have 1-2 scouts inflicting major damage at the cost of 1 black dragon.
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>>3311276
They are programmed to give you random artifacts.
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>>3311371
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>>3311371
>>3311372
oh, I thought it was only a select few. that's alright then.
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>>3289973
> is HoMM2 harder or easier than 3? or are they about equal?
Well, I'd say HoMM II and HoMM III lie in different layers of difficulties.
HoMM II is simpler mechanically but HoMM III is simpler in other layers, for example, with races - every race has flying and shooting units.
So it's the matter of your preferences.
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>>3311915
Isn't it just that warlock and wizard are simply better than the rest?
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>>3310470
I dreamt about it, like you play as a hero in headquaters and it has a tactical map of the battlefield and you can switch between HQ and battlefield views.
It would require some overpowered machine though.
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>>3311921
Necros are the best and you know it.
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>>3311921

wizard is kinda low tier, needs a gold mine just to barely afford his titans every week.
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>>3311941
What was the maximum amount of skeletons you could have in 2? I remember exceeding it.
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>>3311921
>Isn't it just that warlock and wizard are simply better than the rest?
Yes, but in HOMM2 that doesn't always matter as much.

Keep in mind that most maps in HOMM2 give you much less money and resources than in HOMM3, and most maps are generally smaller as well. So while you Warlock and Wizards have generally better units, you might not be able to buy all their dwellings and still have the cash to recruit them all by the first or second week. If a dwelling needs a resource you don't have easy access to, it might take until the third week.

Meanwhile, a Knight or Barbarian player basically only need wood and stone to get everything but their final units. And if a Barbarian shows up to your Warlock castle on week two with Ogre Lords and Trolls, while you're stuck with griffins because you don't have the gems or sulfur for your better units, then you're shit out of luck.

Getting an early lead is fucking massive in HOMM2.
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>>3312015
The problem with that line of thinking is that Warlock units are so much better than anything that by the time you get a fully built Knight castle the Warlock will have already been prancing around and winning with just Magic Arrow and Gargoyles, which have superspeed and good stats across the board, with proper micro you just can't die at all. Knights and Barbs also have royal troubles sieging anything.

The good things about Knights and Barbs is hiring them as your primary hero and training them high in Attack and Defense because it scales better (and they get better skills than wizard-types do), and Barbs are great in some campaign maps, particularly the Archibald campaign when you're off to conquer the Dragon Utopias; the map is covered in sand and with proper planning and scouting you can zoom through the map at high speed and claim the utopia early (especially with Ogre's Alliance, if you don't have it what the fuck are you doing), getting a good end of campaign score.

Knights and Barbs are also great for double-building so that they can double their dwelling growth faster than anyone.

Also, Sorceress gets a niche in having the ultimate fastest unit in the game, which can be great even if her costs and stats place her in a weird place between Warlocks/Wizards/Necros and Knights/Barbs.
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>>3312015
>>3312442
Also one of the things they kinda fucked up when making HOMM3 was bloating everyone's HP but keeping spell damage at the same value, even with scaling. In HOMM2, it was much easier to build a killer sorcerer who would win encounters with spells alone, and he'd scale much better. In HOMM3, while the killer sorcerer Magic Arrow spam route is still viable, it peters out way too fast unless you have a specialty hero like Ciele or Luna.

But yeah, in HOMM2, Magic Arrow + well = the Warlock's off to a good start.
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>>3312448
>Using magic arrow

Nigga theres like 10 broken tier spells in homm3
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>>3287487
>Mass Haste
>Mass Slow
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>>3289871
25 places too low honestly
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>>3312442
A champion has the same speed as a phoenix. It's also funny that a champion is cheaper than 2 gargoyles.
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>>3289960
>Expert town portal not being OP as fuck
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>>3312442
>(especially with Ogre's Alliance, if you don't have it what the fuck are you doing)
Can you resist Necromancers?
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In the tutorial heroes skipped their turns so I thought time is not an issue but I'm getting wiped. Am I supposed to hire as many of them as possible and plan all my movements ahead and stuff?
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I'll just leave this here
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>>3313253
>Am I supposed to hire as many of them as possible and plan all my movements ahead and stuff?
Well...yes. It's a strategy game anon. And the tutorial AI is not exactly the pinnacle of skill.

You don't have to micromanage a whole lot of heroes, just have a main and a bunch of scouts with one fast creature each to scout ahead, collect resources and beeline troops from your capital to the main. When you get extra castles with creature production you could get a secondary army going to cut off enemy stragglers on your territory.
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>>3312576
Look at its situational usage. You can use it in Week 1-2 to clear out stacks. Before you get to the truly OP spells, you will be able to build up a great lead with Magic Arrow.

>>3313083
Ooh, that's right. But Phoenixes are less likely to get wiped out immediately and also you can comprise a successful wandering hero stack with just Phoenixes; Champions alone are going to be less versatile. Still, Knight as a whole is a pretty slow town aside from the Champions.
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>>3310816
>my level 24 hero is now sitting at the bottom of the map keeping the remaining player off my ass since the other AI got wiped.
>has 300 vampire lords and 1500 skeleton warriors
>don't even bother buying any other forces, they just die off anyways thanks to the enemy throwing meteor swarms and shit
>in weird position right now
>gotta leave main army where it is to prevent AI from rushing my position
>AI has three heroes with armies running around east, where the other AI was, every time I move my main army, they head towards my shit
>small portal to the west, where new forces come from
>rapidly trying to build army of other units to send after the three assholes who keep playing chicken with me
This has been one slow crawl of a game.
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>>3313420
>You can use it in Week 1-2 to clear out stacks
You can also use expert slow to fuck up non-shooter stacks
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>>3313339

If only there were a gay version of this, it would be a dream come true.
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>>3313765
Fairies were never men.
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>>3313339
I dont get it.
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>>3313339
>tfw no HoMM3 rule 34
Why live...

>>3313778
It's an actual video, look it up. It's just a chick sucking a dude off with HoMM3 running on a laptop in the background, but the title is funny
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>>3313725
>hero level 25 now
>enemy snuck a hero past my main, intercepted my supply run hero who was carrying 1000 skeletons
>wiped the entire group
>start building army from scratch again
Every fucking time I get built up, I get knocked back to barely anything. I'm ready to give up on this round, I just can't change my situation any.
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>>3303563
so many units are immune against blind.

all elementals, I think most undeads too.
they literally don't have eyes so you can't blind them.
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>>3315137
Efreets as well since they're immune to fire magic
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Simultaneously the best and worst artifact in the game.
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>>3315165
true.
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>>3315169
The best and worst artifact is the Orb of Inhibition.
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>>3315182
Recanter's Cloak is also a piece of shit. not even helpful if you fight against a Tower faction wizard class since the 1 and 2 level spells of them will still fuck you up.
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>>3315185

The cloak is good on barbarians and beastmasters though
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>>3315137

Blind should mostly be used on fuckhuge beefy lower level stacks that will do fuckton of damage like hordes of ogres/dwarves and also against shooters.
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>>3315203
it depends. I don't know the algorithms but if the AI decides to give a demoniac or a beastmaster more magic based skills then it's not a good item either way.
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>>3289654
Rushing capitol usually isn't bad when playing against the AI
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>>3315169
Absolutely needed against the AI to avoid having artefacts taken right before your eyes
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How to giid gut? Play multiplayer. AI doesn't play well, it just gets bonuses.

If HoMM /vr/ is interested, we could make a HoMM group and play online on Gameranger?
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>>3315224

It's got more to do with the fact that both the Fortress and Stronghold receive only lvl 3 mage guild. You can still have an effective spellcaster from these factions but your best bet is to go into ballistics and tactics rather than hope for earthquake and teleport. Especially early game. Spamming mass cure/bless with expert water magic is magnitudes more efficient than hasting and slowing because you get strong creatures early but the are still pretty squishy. Curing behemoth and rocks is vital, so is wyverns and Hydras.
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>>3313745
>expert slow
>week 1-2

Not everyone plays 130% Jebus Cross exclusively, anon.
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>>3315273
>Spamming mass cure/bless with expert water magic is magnitudes more efficient than hasting and slowing because you get strong creatures early but the are still pretty squishy.

Noteworthy fact is that Barbarians are naturally exempt from learning Water Magic, unless you can find a Magic University or a Scholar. Air Magic is better in most MP sessions because they end pretty early, but if playing a huge vs AI map you probably want a Battlemage like Gundula, Terek or Dessa, just for Cure/Clone/Bless.

Recanter's is the best on barbs and the like because expert level 1 spells are the ones that most buff up your Attack and Defense spells; any might hero will have enough artifacts and +1 doodads picked up on the way to have adequate SP and Knowledge.

>>3315262
gitting gud can also involve playing solid, challenging, sprawling maps. Not every MP player would be able to beat Wayfarer, Unleashing the Bloodthirsty or The Empire of the World II.
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>>3315262
>>implying carrying an artifact the length of the map is worth 1000 exp
This one slightly triggers me because the artifact is just nearby in the underground, guarded by imps. The reward is good as well, particularly because it's early game.

>If HoMM /vr/ is interested, we could make a HoMM group and play online on Gameranger?
Could be neat. I'm interested.
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>>3315296
Ok, you and anyone interested in HoMM multiplayer with anons can add Yooha (the one from Finland) in Gameranger and we can arrange a game.
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>>3313339
DELET
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>>3315290
>Noteworthy fact is that Barbarians are naturally exempt from learning Water Magic

Oh man, why are barbarians so handicapped? If they didn't have some of the best heroes they'd be dead.
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>>3315448

And by dead I mean inferno tier. At least inferno has a big chance at armageddon spam.
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>>3315448
other warrior heroes have the same problem.
had Gerwulf (Beastmaster) recently and found out he can't learn Fire Magic.

so it's not only the barbs who have magic handicaps.
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>>3315448
Barbs get earth and air magic, what else do you need? Although I do guess Teleport for ogres and behemoths would be nice.
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>>3315448
Barbarians ain't handicapped. Their hero class is overall one of the best and there's hardly any Barbarian hero that outright sucks, and Battlemages are among the best magic heroes in the game specifically because they significantly advance in Attack and Defense. Stronghold is a strong town because of Day 1 Rocs and Week 1 Behemoths, and if you can preserve your Wolf Raiders till late game then they're amazing kamikaze assassins. They're also cheap, only really needing wood, ore and some meager gold. They're easy to double-build with.

>>3315585
Air is way less important on sprawling maps that go for over 2 months. Water is better for Clone/Cure/Bless/Prayer otherwise. Not everyone plays MP. I'd train Gundula over Crag if I was going through some trudging campaign. Although on the other hand barbs can still learn Water Magic, it's just more difficult.
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>>3315556

Fire magic is pretty shitty though. Curse isn't as good as weakness and bloodlust isn's as great as bless and prayer. Blind you can cast whenever anyways and armageddon is a strong enough spell on its own.
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>>3317739
Armageddon is actually really weak, even if you were immune to it it's not that great a spell. A stack of any worthy size outdamages it no problem. It's only good for mopping up trash mobs with a single black dragon
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>>3317739
Expert Fire is mainly for Expert Berserk.

But some map designers make encounters without Expert Berserk in mind because it's a fairly cheap spell.

Even then, it has a pretty shitty build up. Water Magic gives you early Magic Arrow and Mass Bless; Air Magic makes your Lightning Bolt stronger if you need it, and gives you Mass Haste; Earth has Shield, Stoneskin and Slow; Fire has a pretty bad buildup until you get that Berserk -- if you even get it. And Berserk can be nullified by some shit-tier artifacts.
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>>3315585

Air and haste are overrated though a lot of the time you're better off using the wait command and let the enemy come to you then double strike them rather than go on full attack yourself and expose your fastest troops for a beat down. You don't really need to dimension door 5 times on the map either. Fly doesn't require expert air magic. Its damage spells are pretty shitty as well. Blind is better than hypnotise.

Imo expert water and earth is a stronger combo than air and fire. Because you can really buff the shit out of your army.
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>>3316856

I am really dissapoint that wizards are so shit. A cleric or a druid is a better magic caster than a wizard. Otherwise wizards are pure utility for when you need to teach some hero spells.

Agreed that battlemages rule, imo they're better than most barbarians. Which get zero defence and have some really shitty specials and secondary skills.
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>>3317747

Berserk is super situational though. Its area of effect can really backfire or make the spell unusable after the first round.
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>>3317760
>cleric or druid
No fucking way. Both of those classes have terrible skill progression. Alagar's Ice Bolt specialty is terrible when you realize he starts with 1 Power, that's not good for creeping at all. Wizards aren't perfect magic classes - best casters are Warlocks, Elementalists because they have high initial Spell Power, and Battlemages because they progress just like Barbarians except a bit more equally - but they start with decent Spell Power and have a better chance of advancing it further.

>>3317753
>Air and haste are overrated though a lot of the time you're better off using the wait command and let the enemy come to you then double strike them rather than go on full attack yourself and expose your fastest troops for a beat down.

Air is, once again, primarily for MP games where you meet the enemy's main hero in a vast battle and the first round is a chess game between Slow and Haste and then bullrushing the enemy's frontline. If you're Stronghold and your Behemoths, Rocs and Wolf Raiders get the first strike, you will inflict massive damage.

Water is better long-term because of Prayer and all the other utility spells, but "long-term" does not work in many games, and Expert Air is still great for early game creeping against lots of shooters.
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>>3317781

It's easier to just cast forgetfullness than haste and water magic has great utility throughout all of the game. Rushing with haste is only good for clearing weak mobs, and even then it's easier to just scare them away with your forces and not engage, instead of risking loosing troops for 200 xp. Air spells loose any strategic value until late game when you're just teleporting all over the place for artifacts or whatever. It's generally better to let enemies get to the middle of the battlefield where your shooters can reach them and the enemy shooters won't be able to do as much damage in long battles. Or mass dispel enemy haste and other buffs.

So yeah, expert air is kind of a waste of a skill slot.

Also, actually Clerics are useful as fuck to tower and any faction really because they have a high chance of getting estates. Esteates is really underrated as all hell and really handy to have on scouts and idle or support heroes. Tower is expensive as fuck as it is. Also druids have a couple of magic skill specialists which wizards lack and are just generally great for town defence agains larger forces because they can actually learn magic resistance and have a high chance for luck.

Wizards in general have even worse skill distribution because barely any of them can learn combat or mobility skills. They're almost as bad as necromancers and witches.
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>>3317829
You do not build up Mage Guilds in the initial week, though, you want dwellings. It's much easier to get Haste, a level 1 spell, it can drop from a scroll or a starting area magic shrine, or just from level 1 mage guild, or can even be in your starting book.

In the "meta", air is an uber-early game school solely because of Haste. It might very well win you the game way before you get Prayer or Forgetfulness.

On a 1v1 MP map where you'll clash on Month 2, I'd not go Water. On a FFA-style map with close contacts and easy backstabbings, I'd not go Water (and in the FFA example, the value of another Air spell - Lightning Bolt - would be much greater).

Estates on Tower isn't at all useful, certainly not on a main hero, and it's hard anyway to train your secondary heroes to the point they'd actually have any proper secondary skills, you'd be better off aiming for those who start with them, or +350 gold heroes. What you want on Tower is a hero with Archery and high attack, to actually utilize your archer units; Orrin would be perfect, but even someone like Jabarkas or Jenova is just great.

The only saving grace of Druids is Elleshar the Intelligence specialist on maps that specifically encourage Intelligence. High chance of Luck means trash when it's a heavily unreliable stat that can easily be raised to +3 through easy artifacts; magic resistance isn't a great skill if the enemy just swarms you with fliers; and you don't train heroes to just idly sit in your town and wait for defending, you set up chains so that you can easily respond to threats. That, and both Druids and Clerics have way shittier Spell Power progression than anyone. If you want actual good defense, you better at least be able to whittle down enemy stacks with some Lightning Bolts or have an efficient mass spell that's actually worth a damn.
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I started all over again
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>>3320787
looks much better already. I just don't think that more than 2 magic schools are necessary but I think it's fine.

now you can buff the fuck out of your troops in combat.
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>>3289973
>third time around playing HoMM2 and I think it finally clicked.

this guy again. played halfway through evil campaign first and then all the way through the good campaign. just tried the last scenario but got my ass kicked pretty badly. I probably made the mistake to spread my carry-over forces too thinly and then was unable to defend the cities I had taked and my power got divided. I will try to keep them closer together next time round. over 5hrs of gameplay down the shitter but now I have a plan. gonna blitz the purple necromancers and then take the warlock castles and restock any black dragons I lost.

try, fail, try again, fail better.

one thing that irritated me was that Corlagon showed up, even though I got the Corlagon defetead award. Whats that all about?
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>>3321369
Just take the carry-over forces and run straight to Archibald ignoring everything else.
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>>3287445
>playing inferno
>a mistake
>mfw

>>3299245
In my case, it's a combination of few elements I dislike.
For example, I can't comprehend simultaneous retaliation. Why does this exist?
The other things I'm not fond of are creatures. They are, on average, pretty ugly. Additionally, lack of unit upgrades is disappointing.
And a minor complaint: IIRC, town select screen gives you no information about the chosen town (and with names like 'Life' and 'Order' that's a problem).

>>3294819
Stone Skin since it helps surviving ranged attacks.
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>>3321406
that would not be fun though, it feels like cheating. I wanna beat the whole map
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>been struggling with the third mission of the castle campaign where you flag the 7 towers
>realize i'm a shitter
>madman rush angels
>clear out the first observatory near start for free 3 angels
>laugh as i clear all the neutrals and their underground bases
>squat in their bases with shitty heroes and watch them be eliminated
Fucking christ why didn't I just do this sooner.
>>
Post good HoMM feels

>start as inferno
>fug
>get Ciele (magic arrow specialist) in the tavern
>give her a couple efreeti sultans
>casually clear a couple lv4 hordes, get 40 wraiths from a pandora
>train devils to her, tag a bone dragon external with no losses
>nothing that can't cross the map in two turns or isn't a lot of shooters is a threat anymore
>start clearing the map at an alarming pace

Literally gotta go fast: the castle. Inferno is better than the rap it gets
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>>3311937
It is called the Total War series I guess. But I only played Shogun.

OTOH I'm bit baffled we did not see a M&M movie already
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>>3313420
>Phoenixes

is phoenices right? Spell check underlines it for me though

they just love to die lightnings
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>>3322992
Both are okay.
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What's the best HoMM after 3?
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>>3323462
2 or 4.

But just play HotA.
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>>3289973
>>>>3321369

>third time around playing HoMM2 and I think it finally clicked.

finally beat the last scenario today on the second attempt. I blitzkrieged the necromancers and then duked it out with the warlocks while defending homebase from barbarian attacks. once I consolidated everything, I wrapped things up. roughly 50 black dragons, 20 titans, phoenixes and crusaders against archibald pitiful forces.

thats it, comrades!

now what?

disciples 1 or age of wonders 1?
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>>3323895
>roughly 50 black dragons

come to think of it, i find it strange that archie had so few, I expected a very high number. he only had 5 black dragons, in a lets play I saw, he had 75 or so. what happened there?

I didnt rush to him either, took several hours to clear the whole map so he had enough time to build up.
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>>3323462
technically Heroes 5. it's like 3 if you mod it properly. it's just not as smooth not being sprite-based anymore.
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>>3323895
Disciples Sacred Lands is underrated as fuck. One of the most unique and striking artstyles I've ever seen in a videogame. The sequel straight-up improved everything about the gameplay without changing the base, but the art direction was vastly inferior. I still play Sacred Lands on a regular basis
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>>3320787
combine your titans and instead split the master genies for their castings

>>3323895
heroes 4 and the expansions
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>>3322891
Almost all of inferno creatures suck. Efreets are the only good ones, so you really have no other options in the early game then to rush them ASAP. But you can't even build them until day 4 (3 if you're lucky), so inferno's early game can be extremely rough.
They are super good in the late game though. Dat demon stack
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>>3324171
Efreeti Sultans are incredibly good. They can run circles around foes like nobody else but faeries (and those are the reason Conflux is usually banned) can. Cerberi aren't bad either and archdevils are awesome. Inferno's problems (mostly lack of glaring exploits like necromancy, bad lv 1's and focus on fire magic) can be mostly fixed by picking the right hero from the tavern. They can have a rough first few days but then they can clear the map very quickly. Late game there's also demon farming and efreeti+armageddon.

In my honest opinion, Stronghold is worse than Inferno. They have some of the best heroes (Hack, Dessa, Gurnisson, battlemages in general) in the game but you can get those from a tavern and their town itself offers very little with pretty bad creatures who just benefit from Barbarians' outrageous offense. Even Fortress can wyvern farm and has mighty gorgons. Stronghold's lv 1-4s are a footnote and their cyclopes are priced at the same level as level 7s.
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I wish Necropolis didn't make me feel like I'm cheating.
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>>3324285
I don't even care, Necro all day, every day, every game, no exceptions.
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>>3313797
Not really rule 34 but slightly sexy and cute.
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>>3324360
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>>3324110
My nigga. Disciples' artwork look gorgeous though the pre-rendered map graphics are not that great.

>>3323895
HoMM2 Price of Loyalty if you want more of the same. Disciples and AoW are pretty different games so I'd recommand playing both.
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>>3324194
>lack of glaring exploits like necromancy
>there's also demon farming
>and efreeti+armageddon.
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>>3289903
don't even have slow...
The best spell with a shooter on your team
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>>3324441
that's not how you spell haste
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>>3324363
>Queen Catherine

So she wanted to cuck king Roland?
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>>3324417

both of those things take a while to get going where another town would already have a huge early advantage to run wild on the map.
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can someone give me some assistance? I installed Heroes 2 on a new computer with windows 7 and I vaguely recall there was a really simple fix for the problem I am having. I have installed the game but eventually after 2 turns or so the games sound fucks up massively and it becomes laggy as shit, I can still play but the horse clopping sound effect or whatever I happened to be doing during the fuck up plays constantly.
>>
How different is AoWIII from HoMM3 in terms of gameplay?
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>>3324360
lol
Any moar?
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>random map
>6 external cavalier dwellings
>4 external angel dwellings
>find a spellbinder's hat in an utopia
>main can grab and upgrade 5-6 archangels and 16 champions each week in 2-3 days using DDoor
wew lad

should've leveled Tyris for even more overkill though
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>>3325385
Do you play in full screen?
Does this bug repeat in windowed mode?
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>>3325385
I remember a similar bug, it was acting weird when there was a disc in the cd-rom. Any disc.

Is it still shit if you turn off the audio altogether?

Have you tried the usual, checking compatibility modes, maybe running in a vm?
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>>3320787

Should have dropped sorcery for mysticism. You're really gonna need mana regeneration on the last map. Pathfinding doesn't do much because snow is native terrain.
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>>3326645

Champions are a waste of money. Get stacks of Archangels, fuckers will regenerate each other ad infinitum
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I've been leveling all my heroes and splitting armies evenly between them. Am I doing it wrong?
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>>3327358
No, not necessarily. In general, a good practice is to have one main hero, but on really large maps you won't cut it without numerous heroes, so might as well have some of them do some battles, especially if they have crucial skills.

If you find any of these in tavern:
>Gurnisson with Ballista intact
>Luna, Ciele, Solmyr, Deemer, Thant, appropriate Elementalist (depending on what spell you want) for a strong mage with a strong starting spell that can win you battles or minimize losses greatly
>Jeddite or Alamar for Ressurection (esp. if you can Scholar it to your main hero)
>random secondary skill heroes with possibly useful stats that scale, like Scholar
>Intelligence specialists - Andra, Elleshar - on very huge maps that demand lots of dimension door/flying/very long, tricky battles with lots of spells (TEW2, Wayfarer)
>Logistics specialists even if they're not your main, great for rushing down empty castles

you can groom them into a secondary hero.

For instance, you can start with someone like Crag Hack/Stronghold for that late game armorer, but since Ciele pops up in your tavern, you can train her a few levels to get some high-powered Magic Arrows to clear choice encounters, such as hordes of slow walkers (that early-game Crag could potentially have a problem with, with Stronghold having archery problems) or dwellings guarded by strong monsters.
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>>3327358

Depends on map size. Large maps usually require 2 main heroes and several support heroes for scouting, flagging, resource gathering and troop transport.

But you generally want one strong hero with a bigass army so that you can overwhelm the enemy and smash through random creatures at little loss of troops.

Splitting everything evenly means more losses and overall more costly to replenish your troops. Because the enemy AI will come at you in a one big force.
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>>3327372

A lot of those heroes and strategies are really situational.
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>>3327358
Here's another example: in HoMM2's (still kinda applicable to other games, just an example) Roland Campaign, in "The Defender", you start with a Sorceress and Lord Halton, both decently leveled, having a few artifacts, and you have a shipyard nearby. I went into this map blind and decided that I will transfer the +1 SP/Knowledge artifact, 5 Genies (fast units that have a chance to reduce an attacked enemy's stack by half) to my Sorcie and flag a gazebo for a chance at more SP. Sorceresses in HoMM2 start with Navigation, so I had her go on a ship and rush to the hinted-at Barbarian town in the South with just Genies (for high movement). With super-fast movement and high-damage Lightning Bolt, the Sorceress wrecked caught many heroes and killed them. Meanwhile Lord Halton took all the slower ground forces and advanced north, and a few more heroes went around scouting and collecting allied Dwarves. The sorceress ended up taking the Barbarian town and took her Genies back north, giving all the numerous artifacts and units bought at the conquered town back to Lord Halton and keeping a single Phoenix (that I managed to get at the start of week 2), and kept on being an ultra-fast hero killing everyone with a super-powered Lightning Bolt. I ended up beating the scenario in 2 weeks.

Point is, specialize your armies, if you split them that way. Let's say you have Shakti the Trog specialist; he could have like 200+ Troglodytes to one-shot enemy stacks and a few Manticores to block shooters. You could give all your Minotaur Kings/Eyes/Medusas to another hero, say, Gunnar you got from tavern, and a magic hero could abuse Armageddon with Black Dragons. Just an example.

If I have a strong level 6 unit (Unicorns, Naga Queens, Death Knights), by week 2 I like giving my main army to one hero and the level 6-ers to another, for instance.
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>>3327396
Yes. That's why I denoted some of them. In 1v1 MP games, you have no use for an Intelligence hero, but it becomes extremely convenient to train one on huge maps with lots of magic abuse. Gurnisson with Ballista is a week 1 wonder, because with just a couple of goblins and his Ballista he can do wonders. Same with Luna and Ciele and their spells. However some of those heroes are universally good, like Logistics specialists.

So, y'know, it's just some examples. Even if you have no use for a certain hero, you can still use him as a simple scout or secondary. If playing PvP on an open map and scout wars are a factor, having a strong spellcaster can be very good for killing enemy heroes and denying scouting.

Also, obviously, Necropolis players should preferrably run a couple Vampire Lords on their best skeleraisers (preferrably Isra and Vidomina, of course) to speed up gathering skeletons for the main army.
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>>3327398

It really depends if stacking troops makes sense though. A lot of towns have terrible 1-4 tier troops that quickly become cannon fodder and aren't worth buying even early game. A lot of walkers for example only work best in large numbers and are better off left to gather a critical mass. While shooters and flyers will die off extremely fast if you can't direct all enemy agro to a tough unit or cannon fodder. Selective army splitting only really works effectively when you mix different factions, that way you can put the strongest units of both factions on one hero and damage sponges on another.

Otherwise you'll quickly stretch your troops thin and risk loosing your strongest units and your main.
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>>3327413

I've seen some videos of the fire wall exploit and I'm guessing the arrow specialist is in a similar vein. I gotta say that it only works week 1 on tier 1 or 2 weak stacks and imo doesn't really add much to early exploration, because your and enemy areas are always guarded by tougher creatures on both exits. You can accomplish equally as much with a stack of shooters, minus the headache of gaiming the AI, just to save a day or two on exploration and a bit of gold. Also thant and vedomina are phenominally bad. Necromancers in general are squishy as all hell. You'll loose more troops than you'll manage to generate or recover with them. Especially in big battles.
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>>3327372
>Logistics specialists
No one runs away from Kyrre, Dessa and Gunnar.
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>>3326469
I have a few.
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>>3328557
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>>3328335

I like using Gunnar as a main. Tactics is underrated as fuck and especially good for Dungeon.
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>>3287776
>>3287690
IIRC you get the experience anyway, so you should get the gold to build up your towns/army quicker
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Why did they pussy out and remove the forge town?
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>>3328670
Too many fans of HoMM without knowledge of M&M lore.
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>>3328670

Probably because everybody hated conflux
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>>3328670
Because fuckwads who don't play Might & Magic think that Heroes of Might & Magic is the main series.
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>>3328678

I've never played M&M, what's the most essential one to play?
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>>3328697
You should get the 6 pack off GOG and play at least 3-6. 4 and 5 are combined into one game which is interesting. MM6 is probably the best starting one out of that pack.
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>>3328697

World of Xeen, VI, VII
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>>3328717
>>3328708

Alright thanks guys.
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>>3326651
>>3327316

Thanks for the help but I tried every combination of compatibility and stuff but nothing seemed to work. However reinstalling the game completely seems to have fixed it for no reason I can think of. Maybe not installing it in the default location was it?
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>>3328670
Authors got tons of boycott messages and even death threads
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>>3329081
It's not true that there were 'tons' of complaints. In fact, there was only a handful of them, which makes it even more sad as we know that Forge was stopped not by mass boycoot, but by a small groups of misinformed retards. Here is a part of ope FAQ-like letter from Greg Fulton to fans:

Q: WHY DID YOU PULL THE FORGE?

GF: Reason One: As much as I thought the actions of many fans showed a lack of vision and an inherent distrust for a company who have given them hundreds of hours of quality gameplay, I still didn't want to fight our fans. Reason Two: There wasn't enough pro-Forge activity.


Q: DO YOU THINK 50% OF THE HEROES FANS WERE AGAINST THE FORGE?

GF: No. Total, the number of emails we received asking to remove the Forge were less than 100. I doubt 3DO received much more. As a series, Heroes has sold over 750,000 copies world wide. I would be surprised if more than 5% of the audience would have 'boycotted' the product. However, I still felt 5% was too high.

Q: DOES SCIENCE FICTION BELONG IN HEROES?

GF: Yes. Science fiction is the foundation of the Might and Magic universe. It is the reason the Might and Magic universe exists. At its core, the Might and Magic is about advanced civilizations who have descend into barbarism. If you disagree, your reasoning is emotional, not logical. Many people forget the Inferno is not populated by demons. It's populated by aliens who look like demons. If I told you the origin of the Arch Angels I'm sure many of you would have a heart attack.
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>>3327358
>>3327372
I've been watching a few russian pro streams lately and what they seem to be doing is to keep one large army but swap it between several heroes each turn

>hero clears a neutral stack
>another nearby hero takes the army and goes on to clear another stack, with yet another hero hanging out in the vicinity
>end up with two or more decently leveled heroes on week 2
>they build a fast army from hives/conservatories and go fuck shit up

Admittedly this requires extreme amounts of planning and movement economy

>>3327506
Ciele's magic arrow is basically an ice bolt that is 2x cheaper. She can use it to clear early lvl 1 stacks with just one sprite in her army, like Luna can do, or strafe slow, high-level creatures like crusaders or ogres to oblivion

She's not to be underestimated, of course she falls off late game but her early aggression is great

Vidomina and Thant /are/ inferior to Isra and Galthran though.
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>>3329249
Too bad the anti sci-fi fags won in the end since jewbisoft rebooted the entire series and got rid of all sci-fi elements.
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>>3314603
how did it go, anon?
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>>3329249
>If I told you the origin of the Arch Angels I'm sure many of you would have a heart attack.

now I'm interested
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>>3331172
They are robots
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>>3331267
More likely genetically modified super-human beings (maybe a bit mechanical) made by Ancients to guard worlds from Kreegans.
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>game tries to scam me with auto battles
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>>3331364
So, metahuman cyborgs?
>>
>play a new map I don't know the layout of from scratch for about 40 minutes
>suddenly enemies come out of nowhere and captures my capitol
>quit

What do I do when I cba to go through the effort of reclaiming the capitol and keep playing rather than just going "eh, fuck it"?
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>>3331449
When you use auto-battles, the game uses its AI to fight, and it has a really shitty AI.

I don't know how it could possibly lose that fight though. Even if the dragons are split into 7 stacks of 4-5 dragons, they'd still overwhelm that force.
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>>3331458
Scout and don't leave your capitol defenseless?
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Holy fuck I had a retard intense campaign finish
>dungeons and devils
>have to capture steadwick
>peek and see steadwick is barely defended
>literally 3 movements away
>main hero tests the waters with his dungeon army and dragons against their general
>gets his fucking shit pushed in
>2nd hero with inferno army moves in and dies to 84 champ stack
>contemplate restarting but decide to wait for an opening again
>have PIC RELATED this motherfucker camping my with auxiliary army
>their general finally takes the bulk of the army and leaves 34 skeletons and 28 halberdiers
>SWOOCE right in
>"You are victorious!"
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>>3331450
Yes, much more. NWC, nor Caneghem were never too clear about the subject and lore in general.
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>>3331485
Not arguing against you but stacks are not re-arranged by AI before Quick Combat, it will play the battle with your arrangement (which means different arrangements give different results for same seed).
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>>3332606

You're supposed to armageddon spell spam with black dragons or efreet. They even give you a dragon dwelling so you can creature portal a fuckton of dragons
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>>3334352
I held off way too long on the black dragons then and I never got the Armageddon spell for my magic hero. Is it supposed to be guaranteed in the campaign?
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>>3313036

+1
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>>3333853
again, how could the AI possible lose in that case? The dragons would one-hit kill any stack they attack. Even factoring in losses from the arrow towers, counter attacks, and picking hits where their 2-hex firebreath is not useful, they'd still kill everything.
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>>3315169

HotA makes them a bit better by enabling retreating when fighting monsters.
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>>3329249
but honestly, just from one simple look at that whole town screen, it really doesn't fit the whole scope of the game at all.

and ask yourself, why would they have top-notch cyber technology while Tower can't even have something beyond Giants and Golems who are mechanically driven?
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>>3334597

You can easily get armageddon and town portal in previous campaigns, the key is to choose dungeon heroes. If I remember correctly. You get a campaign map where you have like 10 dungeons in underground tunnels and plenty of time to raise several powerful magic heroes.
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