hi guys. this is a thread for heroes of might and magic: 2. also a thread for homm3, but not officially because it was released after 1999.
black dragons or titans?
oh shit m80, your right!! fuck yeah man leats talk about heroes 2 and 3. i prefer 2, although it lacks some really nice features from 3 (like 'wait' command, garrisoning heroes, auto-combat, flee-if-deny-diplomacy), and it is unbalanced as fuck, but fuck me if it isn't so much better.
People thought I was weird when I said I liked H2 more than third.
Dont get me wrong I like Heroes3 alot, but I always found the graphics of Heroes 2 more warm, and comfy. Like leaving my physical body from the hellish earth and snuggle into kawaii, warm and moist jungleswamp.
I kinda warmed up to Heroes III artstyle over the years. What I don't like about Heroes III as much are standing balance problems (a slew of OP spells, homogenizing faction lineups/upgrade system, Inferno being shit)
what spells do you think are OP?
my main issue was the fact that they changed up the attack/defense formulas. In H2, attack and defense points add/reduce twice as much damage as in H3. The top A/D stats are on the Titan with 15/15, whereas in 3 (IIRC and ignoring special units like azure dragons, etc) the top end is doubled to 30/30 (archangels).
what this does is make troops comparatively more powerful in relation to heroes. the game is HEROES of might and magic, not troops of might and magic. having badass heroes is the reason that people play the game.
>a slew of OP spells
Eh. Everyone can use them, and the definition of an OP spell differs between SP and MP. On some maps they are outright banned. Play some challenging SP maps and you'll learn the value of stuff like Quicksand and Disrupting Ray.
The most OP spell vs AI in the entire retro series is Blind. Tactics it enables are in the thousands.
>homogenizing faction lineups/upgrade system
It's not like there are many terrible upgrades. There's some like Demons -> Horned Demons, where the difference is negligible, but most of the upgrades are solid and give you a solid choice. Having more units available is a good thing.
>Inferno being shit
Demoniacs are a solid hero class, the Devils enable things that other level 7 units just can't do (non-retal on a fast, flying unit? Devils can be great for taking on Dragon Utopias without losses, or taking out stuff like Throng of Zombies or Dendroid Soldiers). They also have a really high chance to get Armageddon, wich can be abused with Efreeti nicely.
Want a shit town? Look at Tower. Alchemists all start with a subpar skill for a main hero, Wizards advance mostly in Knowledge instead of Spell Power, everything is really fucking expensive and overpriced (and Titans aren't even as reliable and versatile as the much less expensive Archangels and Black Dragons, plus Giants are pretty bad until upgraded while Angels/Red Dragons are solid and you have Griffin Conservatories/Portal of Summoning to get more), weird-ass build paths and so on. And their Grail special sucks too.
Inferno isn't shit, just like Tower isn't, but the above description can make it look unattractive. Both towns are just situational.
>what this does is make troops comparatively more powerful in relation to heroes. the game is HEROES of might and magic, not troops of might and magic. having badass heroes is the reason that people play the game.
The amount of secondary skills allowed by Heroes 3 allows those heroes' abilities to shine much harder than in H2.
If your hero has enough spell power and mana, the Armorer specialty, and/or even a First Aid Tent with Expert First Aid, you can do crazy shit like tank armies of units with just a couple of Hydras and kill them all without a single loss.
Or for example the ways in which an Expert Artillery hero at level 3-4 with just a couple of Goblins can take on entire swarms of slower units.
i just downloaded homm III and played it for the first time yesterday. had to play 5 runs in arrogance before i could win, and it isn't until right now that i discovered there were archangels.
anyway, every strat i used was different, and the only one that actually worked was the super-hero + insane horde
every castle switched to the hands of the enemy at one point, but eventually i managed to slowly take them back and actually keep 'em under control since the ai eventually ran out of cash and couln't capture my towns anymore
I'm pretty new to Heroes of Might and Magic III, I'm pretty new to this genre of game honestly.
If I'm playing a random map what map size / number of heroes makes for the best game?
I just finished Birth of a Barbarian in HoMM3 and noticed that no new campaigns were unlocking - turns out you have to keep one save of all campaigns you've beaten. Whelp.
I'm pretty new to this game so I mostly stick to Pawn/Horse difficulty. I usually start building a military and intersplicing it with building up an economy. Any tips on how to hone my game?
By the way, how difficult is it to get into the Might and Magic series? I played HoMM 3 for the first time last summer when I was at a friend's place. I tried MM 2 once, but the onslaught of creatures from the beginning put me off. I kept dying and I lost interest. Any tips which MM game to start on?
I can't even get into HoMM3 because the graphics are so drab and lifeless. The game may be better than 2, but I'm just so used to 2 from playing it so much that I believe it's how a HoMM game should look.
>Playing HoMM III HD Edition on Steam
>Decide to use map editor for some fun times
>Get to 50+ level
>Get into battle against 4000 Cyclop Kings
>167 Cyclops Kings deal 205 damage to Dragon Flies
Nah titans are better, dragons have to fly to the titan to attack so you will either have the dragon getting nailed by lightning while it's comrades trudge across the map, or you have a dragon fly into the midst of the enemy, getting gangraped by halflings while it tries to kill the titan.
Skeletons are slow as fuck, why would you take them into main hero army?
Anyway, you can as well just keep a secondary hero, preferrably with something like First Aid Tent or Cure/Shield/Stoneskin, and use the three hydras to wreck conservatories etc. with no losses.
Gurnisson is great, at least in impossible when you can't afford anything and he can clear all the low level stacks with just his ballista.
Gretchin is good in that scenario too, since you get a lot of goblins for free and they're more powerful than normal.
Dessa is of course great since he has logistics.
>Any tips on how to hone my game?
buy at least one additional hero who will collect resources and serve as a scout
main hero should fight
pick gold instead of experience from treasure chests
build dwellings in your town
more fights = more exp and more gold
good skills: logistics, wisdom, armorer, offence, archery + take the first magic you're offered (although earth is best)
bad skills: learning, mysticism, eagle eye, navigation
best heroes: logistics, armorer and offence specialists
heroes with low level creature specialty give a better bonus to their creature
If you're playing against AI on some tough-ass map which will break your legs (something like Pestilence Lake) don't play a Barbarian; Water Magic is ridiculously good against AI. In MP, everything is about Expert Earth/Expert Air arms race, but Water in SP gives you Bless, Forgetfulness (for all your Legion of Grand Elves in a random ass Garrison), Prayer and other shit, and Barbarians will never learn it unless a Scholar or Magic University can do it for them. Play a Battle Mage, they get it, and they also will be more likely to get Intelligence, which is a godsend when you have one of those fights where you have to ressurect everyone and do crazy shit.
Anyway, though, Stronghold heroes are really good even if the specialty isn't great. Tyraxor is pretty solid if you know how to fight with wolves, Gurnisson, Gundula, Crag, Gretchin and Dessa were already mentioned, but I'd also like to say Shiva is great against Tower (allows Thunderbirds to move faster than Master Genies and wreck them, also even faster Rocs can be very good) and Terek's Haste specialty is underrated. Jabarkas can be useful for starting with Archery if you get a lot of Orc dwellings or some shit, and he's also a great hero to hire if you're Tower. Overall, however, you can pick any Barbarian/BM and they will work, it's just a solid class by the basics.
ghost planet is one of my favorites
just played 'balance' and it is quite good
anything by timothy duncan ('last hope', 'THUNK')
best one i've played is probably 'Fear2', i think made by some russian guy but there is an english version. very difficult, you have to get creative to win it (at least as far as i can tell).
this is one thing about homm2 that i've realized by playing on 'expert' and 'impossible' almost exclusively: resources are a big fucking deal. homm3 really cheapened them, especially gold mines in homm3 are fucking worthless when you can get 4k gold/day at your capital. same thing with estates and gold producing artifacts, they didn't scale them up in homm3 so they are comparatively worthless.
in homm2 the creatures are so imbalanced if you have high/unlimited resources, that i hate playing maps where you are not resource constrained. the whole balance of homm2 relies on having to control resources, without that restriction then wizard/warlock are broken.
>this is one thing about homm2 that i've realized by playing on 'expert' and 'impossible' almost exclusively: resources are a big fucking deal.
So are they in HoMM3; there are some towns which have a massive problem progressing at all on 200% difficulty, like Tower and Dungeon (Tower requires a ton of resources overall, Dungeon's level 3 dwelling requires 1 of each resource). Given that you have to make the 1 week deadline for your favourite unit to matter at all in the first place, getting enough resources in time is vital.
>especially gold mines in homm3 are fucking worthless when you can get 4k gold/day at your capital
By the time you get 4k gold/day at your capital, you will either forsake all of your unit dwellings or be well into the 3rd-4th week. Capital isn't your main source of income early on anyway, it's picking up chests and fighting crypts/treasuries/caches.
>in homm2 the creatures are so imbalanced if you have high/unlimited resources
>the whole balance of homm2 relies on having to control resources, without that restriction then wizard/warlock are broken.
But Warlock is already broken. Gargoyles can run reach any archers on their first move and have better stats than any other unit of their level. Knight and Barbarian are supposed to be early game towns, but they are slowed down by units with bad stats and their only real capacity is if they find other towns to double-build in; meanwhile, Wizard can just buy Rocs pretty much right off the bat. A single Dragon is worth more than an entire Knight army. You can experience the same problem if you play templates like Jebus Cross in HoMM3 where the amount of gold laying around lets you go week 1 Angels on 160% every single time.
Lots of things did not scale well in HOMM3, like direct damage spells, because unit HP went up while spell power scaling stayed the same. But resources are fine. Low resource dependence validates towns like Fortress.
I installed this but it runs really, really slow. The vanilla version of the game runs perfectly but with this mod there's constant delay. Like when I hover over things, there's a delay. When I'm casting a spell, there's a delay before there's the shadow. There's delay everywhere between cursor and response from the game, anyone else had this problem?
Fixed it, tinkered with tweaks and altered the following
<Sys.ReduceCpuUsage> = 0
Might have to do with my shit CPU that's been doing silly stuff for some years now. Basically there was a massive delay between moving the mouse and the game acting on it.
>GOG DOS version of HoMM 2 launches with a stretched picture and closes Bitdefender when I exit the game
Son edit the fucking ini file
Open dosboxhomm2.conf in Notepad
Find the line that says aspect and change false to true.
Rather mediocre. A lot of rehashed assets from VI running on a poorly deployed UE4 with disfunctional online and barely any content.
AI is shit, as usual, campaigns are scripted no-challenge trash, as usual, map editor is clunky and unusable, as usual.
All it did is highlight that even Heroes 6, with all of its shortcomings, was still a better game with its own identity.
There's simply no reason to play 7 over 5.