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Vestin: I've gathered ;). That's why you didn't get what I've meant.

Yeah I might have misunderstood you.
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Vestin: Oh, dear... Another example of me using the words imprecisely (the first was using "guess" instead of "estimate"). In HoMaM 5 you have TWO distinct stats: speed and initiative. The first determines how FAR a creature can move, the second - how OFTEN (and how soon).
Brilliant, isn't it ?

It is brilliant. And that makes more sense to me now. And I m now realizing that HoMM5 influenced King s bounty 2008 more than I thought. I m curious to play that game now lol
Unless I find a good deal somewhere, I will impatiently wait for GoG to release HoMM5 :D
Post edited May 24, 2009 by Cambrey
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Cambrey: @ klaymen : after playing billions of hours on HoMM3, you end up liking WoG, even if it s not perfect. WoG gives you enough material to enjoy the game for another... decade ! ;)

I tried and I disliked it :P
Too many crashes, too many "new features" I didn't really need. In fact I have played WoG only with 9th and 10th skill and commanders turned on, everything else was utter BS for me.
The only things I liked on it were the army XP (and their lowering with new units, that was a pretty good idea) and that some skills were upgraded, so they weren't worthless (for example scouting).
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Cambrey: And I m now realizing that HoMM5 influenced King s bounty 2008 more than I thought.

To be honest - when I heard about "King's Bounty: the Legend" and saw how it was supposed to look like, I could help the impression that they thought "Hey - let's make a HoMaM sequel and pretend we're just using the right to its predecessor, so we don't get sued !" ;).
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Cambrey: I m curious to play that game now lol
Unless I find a good deal somewhere, I will impatiently wait for GoG to release HoMM5 :D

One thing to note - the AI is... below average. It's the main issue everyone has with 5.
OTOH - it's great for multiplayer. There's a lot of interesting features, nice overall balance...
Getting back to single player - contrary to what was announced earlier - the campaigns are not that "noir" at all. Everything is cheesy and pompous as hell. I know it might be difficult to give a dark feel to a game with massive armies, but whenever I think that, I think of Starcraft. Not a fantasy setting, but still...
Yeah. I'd wait if I were you.
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klaymen: WoG? I can't help myself but that mod IMO sucks hard.
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Vestin: Agreed. Then again - I prefer to play vanilla games anyway...
There are two amazing things that 3 lacks and 5 has, BTW:
1* Estimates. You no longer have to guess and end up with either an overkill or *under*kill... I never was good at such calculations and ended up being paranoid ever since an innocent amount of units managed to wipe my main hero from the face of the planet. Thus - I embraced the "your attack will kill X-Y Zs" messages ;).
2* Initiative. If a unit is FAST, it attacks more often. It's common sense, isn't it ? Yet - before 5 - it only could move further and earlier...

All of that was available in Heroes IV - and Heroes IV had even more good features. Plus, HoMM IV was easier to play - you had a clearer overview of the paths and positions of heroes/creatures, while in HoMM V it's all mushed up, thanks to Ubisoft's "wonderful" 3D engine.
Aw.... I hate you Ubisoft, for killing the franchise I loved the most.