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Heroes of Might and Magic: I can give it up any time I want.

 
 
Less searchable M0rd4nt
22:18 / 28.10.05
Heroes of Might and Magic is (are?) a series of games with a deceptively simple premise and an addictive quality to rival hot-buttered toast with cinnamon and crack topping.

Essentially, you, the helpless victim, are in control of one or more castles. In these castles are various dwellings, and in these dwellings are various creatures. (There are also a number of resource generators and power-ups.)

Each castle has a certain flavour, depending on which iteration of the Heroes series you're playing. For example, a Haven will produce knights-in-shining-armour type beings: champions, pikemen, ballistas, monks (who shoot fire), and angels; the spells and heroes avaliable will have a knightly flavour, being all healy and armoury and stuff.

An Asylum, on the other hand, will produce axe-hurling orcs, petrifying medusae, minotaurs, nightmares, and dragons, and allow the player to recruit thieves and chaos magicians to hurl fireballs at the foe.

There are various resources needed to build up your castle and recruit creatures, which you can obtain by flagging mines, sawmills ect., or find lying around in limited amounts. Certain buildings in your castle will also generate extra resources.

The Heroes are different from your regular run-of-the-mill creature. They carry over from fight to fight and adventure to adventure, gaining skills, spells and abilities with experience in the accepted fashion.

The games use standard fantasy tropes to great effect. Elven archers shoot, Thieves sneak, Priests heal; armies of dragons breath fire, armies of genies cast illusions, Bone Dragons fly in and scare everyone, it's all good.

I couldn't tell you exactly why the games are so addictive. They have a certain charm in the way they're put together, with lots of entertaining details and surprising layers of complexity. I love the way that each kind of Hero has an avatar with its own special animation: the Wizard pulls a rabbit out of his hat, the Preist whips out a prayer-book and studies it breifly. Each terrain has its own musical score, which changes as you move your Hero arond the map.

I first started playing the series with Heroes II; I dug the game and played it obsessively. Heroes III did away with some minor gameplay flaws and introduced new troops and a new spell system based (rather tediously) on the four elements, but seemed to lose much of the charm of II.
Heroes IV marked a return to form, with many of the things that made Heroes II so much fun to play restored (the castles play opera again!), although some of the changes were less than impressive (holding a castle is now a total pain in the bum).

I'm currently mired in the Wings of War expansion pack for Heroes IV. Heroes V hits the shelves soon.

May God have mercy on my soul.
 
 
fluid_state
05:56 / 29.10.05
Huh. Here I thought it was some genetic defect that kept me compulsively installing these games when I have nothing better to do for a week.

I started with HOMM 2 as well - freinds with a similar addiction to the one you described got me hooked. At first, I thought it was a ridiculous, boring, cartoony game, and no match for, say, Quake2. I wish I'd stuck to my guns....
Heroes 3 was a decent improvement - The skills tree was a lot better, for one thing. I still miss the "scholar" skill, as you could transfer spells between heroes and level like mad, to boot. I liked having a roving scholar transfering creatures, as opposed to some level 2 cipher.

Heroes 4 was definitley a monstrous improvement, adding "playable" heroes - a decent hero or two can often travel wthout an army and defeat a seemingly superior force. Grandmaster Stealth and just about any high-level magic skills turn a hero into a one-person wrecking machine. Never liked Death magic, though - seemed almost underpowered next to Nature or, god forbid, Chaos. Love the Specialist class tree - although I haven't seen a lot of it, as most of my characters end up Generals, Rangers, or Archmages. Not a big fan of the physical characters, as they seem less versatile than the magely classes.

The expansions for HOMM4 are pretty good, too. The added creatures are pretty fearsome, and there's a meta-campaign in, I think, Gathering Storm, that collects all the heroes from the previous campaigns (in the expansion) for the last one.

Dunno about HOMM5, though - it looks very 3d. With most games, this wouldn't worry me, but there's a simplicity about the earlier iterations that would be really easy to lose in graphical flash and thunder. Hoping for the best though...
 
 
Tezcatlipoca
07:19 / 29.10.05
Never liked Death magic, though - seemed almost underpowered next to Nature or, god forbid, Chaos.

Pft. Not only does Death magic have some great anti-life spells, but it also generally suggests you're playing my favourite of the side types, the Undead, who have osme of the best units in the game (trust me, a hero with Grandmaster Necromancy, and a stack of 100 vampires at his/her side, is unbeatable, even against multiple enemy dragons).

I'm also a bit of a fan of the Order side, and especially high level Order magic. 'Hypnotise' has got to be one of the most decisive spells in the game...
 
 
Less searchable M0rd4nt
08:48 / 29.10.05
Never liked Death magic, though - seemed almost underpowered next to Nature

Due, you never did the thing where you get Death and Nature magic? A guy with those two rapidly becomes unstoppable, calling up hordes of Death creatures to do his bidding and then raising tons of vamps after trouncing the foe. Yeeeehaaa.
 
 
fluid_state
11:05 / 29.10.05
stack of 100 vampires

Forgot about vampires! HOMM3 vampires = the shit. HOMM4 vamps = sadly underpowered (IMHO) next to the venom spawn. There was a good ranged unit, if you put about 500 skeletons around it. The Undead are just a little too slow 'n shambly for me, so if I had to use them, I'd just bunker up around the Spawn and wait for the enemy. I probably just wasn't using the vamps right, as I'd find that even with the life-steal, they'd die too quickly.

you never did the thing where you get Death and Nature magic?

Yeah, but I still found myself relying on the Nature summoning stuff exclusively. When you can call up 4 types of elemental, those crazy waspworts, and phoenixes (damn!), everything else falls by the wayside. Plus, having to rely on dead creatures to call the better undead units was a real hassle, as my heroes would often find themselves fighting alone (or damn close). That said, at lower levels, the ability to summon cerberi was a godsend (good bad puppies!).

bit of a fan of the Order side

I stayed away from it for some unknown reason through most of the games, and later found that to be a mistake. Between "Hynotize" and "Create Illusion", you've basically got a brand new army with every battle. I definitley shouldn't have focused on Chaos magic so much, but I really liked chain lightning (which is why my heroes would often find themselves without armies, as CL can be a little unpredictable).
 
 
Less searchable M0rd4nt
11:28 / 29.10.05
The venom spawn are mighty, no doubt, but you don't get that steadily-increasing-army-of-eeeeviiiil thing with them.

I find the best way to use the vamps is to keep them near the back, have them wait until the other guy's troops have moved, then zoom in and eat a few of his ranged guys. Depending on the him/you ratio, you can either have them keep slurping up his ranged troops or dash back and hide until next turn. I've taken out substantial numbers of creatures this way.

And I'm sorry, but the Death/Nature combo just kicks more arse than nature alone. Sure, I'm a big fan of waspworts, elementals (especially water elementals), phoenixes and fairy dragons, but even at the lower levels you get many more summoned troops with Death/Nature: 15 sprites or 50 mana-sucking orange imps? I know which one I'd pick. Plus, at the higher levels you get Summon Demon--and Demons have their own summon spell. Unstoppable.

Another combo I like is Combat/Life magic. The Grandmaster Archery skill can outdo a lot of the offensive magical attacks, with your hero dealing out double shots of serious harm. Life magic gives you HP boosts like Regeneration and Heavenly Shield, and protective spells like Defender. Oh, you've got to love Retribution! One of my favorite combinations is Retribution + Heavenly Shield on a kickass Combat guy.
 
 
All Acting Regiment
13:55 / 29.10.05
I need to buy this.
 
 
Less searchable M0rd4nt
14:03 / 29.10.05
Not if you want a life, you don't.
 
 
All Acting Regiment
14:36 / 29.10.05
How much "personality" do/can the Heroes have, then? Do they get an evolving backstory?
 
 
Less searchable M0rd4nt
15:38 / 29.10.05
Not really. There's a little mini-bio for each Hero: "Orphaned in a freak shower of lemmings, King Orcsmiter was raised by mushrooms until the day that blah blah blah..." sort of thing, and fairly involved campaigns where you fight your way from map to map with your increasingly ridiculously hard hero picking up new skills as he goes along. But you don't really get much in the way of character development.
 
 
Tezcatlipoca
19:25 / 29.10.05
What you do get however, is class development of heroes. Essentially, there are various skills to learn (scouting, various magic types, combat types, seamanship, etc), and each of these skills has multiple levels of proficiency. When you reach a certain level of proficiency in two skills, your hero develops into a certain 'class', which confers benefits.

What is interesting is to not only see how these classes work, but also how they play off against each other.
 
 
Less searchable M0rd4nt
22:42 / 29.10.05
Yeah, I love that aspect of the game. At the beginning I kept accidentally archmageing everyone, which got very boring very quickly.
 
 
fluid_state
05:04 / 30.10.05
Yeah, I still want to make some of the crazier "evil" classes - ninja deathmage or somesuch. All the skills I find most useful always end up as classes I mentioned above, or as the damn "Field Marshall". Stupid Nobility + Tactics.
 
 
Less searchable M0rd4nt
08:09 / 30.10.05
Oh yeah. %!£& Field Marshal--I kept getting those too because those are some of the skills that turn up in the Life castles.

Dark Priests are good; I also like the Nobility + Combat class (name escapes me) because after a few levels you've essentially got a one-man empire. Generates his own weath, spells don't work on him, fun fun fun.
 
 
Less searchable M0rd4nt
08:14 / 30.10.05
Oh, another class that's quite fun to play is the Lich--Death + Chaos. Cast one or two devastating area effect spells, then resurrect the dead to fill in the survivours. That's the stuff!
 
 
Axolotl
17:21 / 30.10.05
You've intrigued me. Any suggestions of the best of the series for a n00b to try out? The Amazon reviews are fairly disparaging of HoMM4, so currently I'm swinging towards 3 (plus that only costs about £3), would I be making a horrible mistake?
 
 
Less searchable M0rd4nt
18:22 / 30.10.05
Hmmm. I really dug IV; you should be able to get the bundle (with the 2 expansion packs) fairly cheap now. Give III a go--it lacks something compared to II and IV, but that didn't stop me playing it to death.
 
 
fluid_state
20:24 / 30.10.05
I'd go with 4 - as Mordant says, you're likely to get more bang per buck with the expansions, and it's a little easier to get into with the playable heroes. The others don't let you move the heroes, only cast spells with them. And the classes are much cooler, as are the graphics (they don't seem too terribly dated compared to 3).
 
 
Less searchable M0rd4nt
23:30 / 30.10.05
Also, the second expansion pack for IV gives you Megadragons.

MEGA.

DRAGONS.
 
 
Tezcatlipoca
05:15 / 31.10.05
The Amazon reviews are fairly disparaging of HoMM4, so currently I'm swinging towards 3 (plus that only costs about £3), would I be making a horrible mistake?

The heroes in 3 aren't playable as combat units, which is an addition in 4 that I love. There are several other minor changes, but one of the things that most people seemed to gripe about was the less-cartoony graphics of 4, and, specifically, where the map was concerned.
Essentially, it is extremely easy on the HoMM3 map to distinguish between the flat background map and the 'specials' (shrines, barracks, chests, oracles, etc.). In HoMM4 however, the graphics are much, much prettier, with the the one potential downside that the map graphics and the 'specials' graphics often blend so seemlessly that it is easy to overlook some of the latter.


Also, the second expansion pack for IV gives you Megadragons.

MEGA.

DRAGONS.


I have both expansions, and obviously have been incorrect in thinking I've seen all they have to offer...er...how does one acquire MEGA. DRAGONS.?
 
 
Less searchable M0rd4nt
06:52 / 01.11.05
They feature in the Chaos campaign. You get the first one froma quest, then in a later map you get a creature generator IIRC.
 
 
invisible_al
08:10 / 02.11.05
HOMM IV, well I've wavering on the edge of a massive addiction to this, mostly been playing the 'good' campaign (Potter's Daughter or somesuch).

Although I seem to have cracked the tactics for that one, get as many genies as possible, clone the biggest baddest creatures on your opponents side and then let them loose while you bombard them with spells. Only time this fails is up against black dragons, how do people deal with them apart from getting shreadded? Beserk and Blind are pretty tasty to tie up an enemy.

Tried playing the pirate campaign as well, but I stopped as it's a bit on the completely impossible side.
 
 
Tezcatlipoca
09:28 / 02.11.05
Only time this fails is up against black dragons, how do people deal with them apart from getting shreadded?

Direct non-magical damage is, I'm afraid, the only real way to take these beasties down. I find large (and I do mean large) stacks of missle or missle-type units work well. Interestingly, they don't seem to be immune to magical effects of some attacks (so a stack of Medusa (I bloody hate it when people call them that) will still deal damage due to their Turn-to-Stone ability).
 
 
Less searchable M0rd4nt
09:11 / 04.11.05
A hero with good Combat skills + Life magic is just the ticket against black dragons. Keep casting Heavenly Shield and Heal while his retaliation erodes their health. Also, the Retribution spell seems to affect dragons regardless of their magic resistance.
 
 
Tezcatlipoca
10:11 / 04.11.05
Also, the Retribution spell seems to affect dragons regardless of their magic resistance.

Indeed. It should be remembered that Black Dragons are immune to being directly targetted with magic, not necessarily to magical effects on other creatures.
 
 
fluid_state
14:33 / 05.11.05
What they said. The "Slayer" spell comes in handy, cast on your brute-squad (who should be near your top missile unit, cause those dragons will be coming for them). "Regeneration" works wonders too, cast on a bruiser-hero.

The pirate campaign gets easier, too.
 
 
Less searchable M0rd4nt
00:51 / 07.11.05
Oh man. I'm running a Dark Lord (Nobility + Death magic), right? His Death magic is pretty kickass but I also got him one level of Nature, so he can summon imps.

And he's got the Demonary.

Double the little flying orange bastards, double the fun.
 
 
All Acting Regiment
02:53 / 07.11.05
I need to get this.
 
 
Golias
21:54 / 18.11.05
Just reinstalled 3 and 4.4 is a pleasure to look at but can't forget that 3 was the first game I played online against another human,lol.
Maybe we should have a Barbelith Homm contest...there can be only ONE!
'Mon the classics!
 
 
Baz Auckland
08:03 / 27.11.06
How is Heroes of Might and Magic 5?

I've only ever played #2 about...8 years ago? But was just thinking I should get back into it...
 
 
fluid_state
20:10 / 27.11.06
I'm not a fan of 5 - IMO, they got rid of too many of the advances found in 4 in an attempt to recreate the fan-favourite 3. There's a patch that restores some of them, but the deal-breaker for me is the lack of singular, playable heroes. The graphics are very pretty, mind. The Wiki entry might give you an idea of the changes. It seems NWO was working on HOMM5 when they went out of business, and when the franchise was resurrected by another company, all the previous work was scrapped - damn shame, that. Your mileage my vary, of course.
 
 
Feverfew
18:03 / 11.12.06
The graphics are really, really pretty. But I second what you're saying about gameplay.

I played this (fairly extensively) at a friend's house, but then he lent me IV, and lo, I was well impressed.

Now, if only I had a computer that would run it myself...
 
 
Less searchable M0rd4nt
10:22 / 14.12.06
I was not that taken with 5 myself. There are some pretty graphics and the effects are tasty but IMO as far as gameplay goes it's a retrograde step from the improvements made in 4. Gone are the caravans that let you move troops from castle to castle or from the creature generators; gone is the ability to move your hero around without an army or to have more than one hero in the group. Which is just kind of annoying, you know?
 
 
MattShepherd: I WEDDED KALI!
16:42 / 14.12.06
HOMM5 is the first one I've played, actually, and I gave up about halfway through... it just started getting really, really tedious.

I was fighting elves or something and trying to figure out if my druids had their bonus when the enemy wizard had cast a shield on his dryads that protected them against projectiles when they had a natural defense of 18 but a bonus against projectiles from a certain range when launched by a character with a power under 18 with an opposing faction within 3 squares of him on the board in marshland with no fewer than three Pit Fiends on the battleground* and I thought "hey, I could be playing Bookworm Adventures" and that was it for HOMM5.

*exaggeration for partial comic effect. But not much of an exaggeration.
 
  
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