Hector Ruiz
Slavan
- Učlanjen(a)
- 19.11.2005
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2. Please reassure me : did you keep the turn-based rythm? Will we still be able to play in Hot Seat?
[Erwan]Heroes VI is still a turn-based game, and hotseat remains the basic multiplayer mode.
3. Some players thought that Heroes V formula was too much closer from Heroes III. How Heroes VI will be different from previous opuses ?
[Erwan] Heroes VI has several surprises up its sleeve, most linked to the adventure map and the RPG dimension (the heroes’ creation and evolution). We hope the fans will be excited by our mix of familiarity (the core Heroes mechanics are unchanged) and innovation.
4. Heroes V has been developed by Nival. Why did you change the developer for Heroes VI ?
[Erwan] We explored the possibility of a Nival-made Heroes VI, but it was difficult to find a common vision on the project. Moreover, Nival was developing Allods Online, a huge project that took away most of the team who had worked on Heroes 5.
6. Heroes fan communities are very active and update detailled « wish lists » for Heroes VI. Did Ubisoft take these comments into account ? More generally, do you consider fans opinions ?
[Erwan] Almost since day 1 we have been in contact with the leaders and most active members of the massive Might & Magic fan community. At first it was a couple of informal emails and encounters, and it gradually evolved into a private forum, in which we discuss the game vision, its mechanics and its art direction. Already, their enlightened feedback has influenced some of our design ideas.
12. Will it be PC exclusive?
[Erwan] Heroes 6 will remain a PC-game only. However, we’re considering a Mac version.
nije grafika ono sto cini srz heroja.
Tačno. Baš zbog toga bi 2D grafika bila najbolje rešenje. Ja jako volim 3D igre ali kada su potezne strategije u pitanju 3D grafika je suvišna. Dvodimenzionalna grafika bi doprinela brzini igranja kao i estetici same igre jer ne treba zaboraviti da je 2D grafika za poslednjih 10 godina poprilično napredovala (iako se po izlasku HoMIII pričalo da je 2D grafika dostigla maksimum). Takođe sprajtovi iz trojke iako zastareli opet izgledaju bolje od 3D jedinica iz četvorke i petice. Mada ne očekujem od ovih Rusa povratak na 2D. Jedna od njihovih prvih igara bio je 3D klon Heroja zvani Etherlords. Već tada je bilo jasno da je to njihova vizija kako taj tip igara treba da izgleda.
Slazem se u potpunosti za 2D grafiku, ali treba uzeti u obzir da igru nece razvijati Nival, vec madjarski studio Black Hole Entertainment, tako da mozemo da drzimo palceve za povratak u dvodimenzionalni svet, mada, realno, sumnjam da ce se odluciti za takav potez...
Heroja nikad dosta.
King's bounty im je sad konkurencija pa mora se odradi nesto novo
EDIT: Izgleda da će to biti ipak petica sa malo lepšom grafom LINK
Sad čitam na forumu i izgleda da će ******i napraviti da postoji samo 4 umesto dosadašnjih 7 resursa.
Zlato (ako njega uopšte možemo zvati resursom) ; Drvo i gvoždje kao česti resursi i samo jedan retki resursu (najverovatnije kristal)
Hmmm, zadnji settlersi su, gledano sa aspekta grafike, delovali daleko impozantnije od ovih screenova.. Doduse, ko zna koji je ovo build, verovatno ce se dosta toga promeniti do izlaska igre, ali sam se, svejedno, potajno nadao 2D okruzenju smestenom u vrsni engine iz poslednjih doseljenika...![]()
Mada ne očekujem od ovih Rusa povratak na 2D. Jedna od njihovih prvih igara bio je 3D klon Heroja zvani Etherlords.
I jedno 10 puta bolja igra od Heroja 5 koji su u sustini smor a KB the Legend remek delo dizajna i igrivosti.Heroja nikad dosta.
King's bounty im je sad konkurencija pa mora se odradi nesto novo
Tačno. Baš zbog toga bi 2D grafika bila najbolje rešenje. Ja jako volim 3D igre ali kada su potezne strategije u pitanju 3D grafika je suvišna. Dvodimenzionalna grafika bi doprinela brzini igranja kao i estetici same igre jer ne treba zaboraviti da je 2D grafika za poslednjih 10 godina poprilično napredovala (iako se po izlasku HoMIII pričalo da je 2D grafika dostigla maksimum). Takođe sprajtovi iz trojke iako zastareli opet izgledaju bolje od 3D jedinica iz četvorke i petice. Mada ne očekujem od ovih Rusa povratak na 2D. Jedna od njihovih prvih igara bio je 3D klon Heroja zvani Etherlords. Već tada je bilo jasno da je to njihova vizija kako taj tip igara treba da izgleda.
Ovo što sam rekao za Heroje važi i za Civilizaciju. Lepo izgleda 3D teren i jedinice ali koga briga za to ako postoji bilo kakva mogućnost da 2D endžin skrati učitavanje između poteza, pa makar to bilo minimalno.
Hey guys
Now that Heroes VI is finally announced, I guess it's about time for me to come out of the closet, so to speak. So here you have it: I'm a part of Ubi's team, having been hired roughly one year ago to work on the level design for the game (among other things).
I see there is a lot of confusion (and an unhealthy dose of craziness too ) going on about some of the facts revealed at Gamescom, especially because of those photos of the demo screen. Since I have just returned from Gamescom, I thought I'd drop by and try to clarify some stuff These are facts you will find in the various previews of the game, but I think it's nice to have them together in one place.
Of course I can't go beyond the facts that have been disclosed so far, but here what I can tell you :
- The Gamescom demo was pre-Alpha, so a lot of visuals, sounds and GUI elements were missing or placeholders. Just keep that in mind
- Town screen: there is still a town screen, or more accurately, a town window. Each town still have its own theme music and all. It is a 2D, animated town screen. The Haven town screen was part of the missing elements, that's why it was replaced by a mere screenshot for the demo.
- You can see more info about a city on its 3D model on the adventure map (not just its town hall and if it has fortifications). You can learn a lot about your adversary's strategy just by observing how he developed his towns.
- There are still mines on the adventure map. You still have to flag them in order to gain resources. The new stuff is now all mines are in the "area of control" of a city or fort. Once you own the fort/city of an area and flagged(?) the mines, the only way to take the mines from you is to capture the city/fort that controls the area.
- However, it is still possible to occupy an enemy mine with one of your heroes to steal his resources. But the mine automatically reverts back to the owner of the area of control as soon as you leave it.
- I know some of you think there are a lot of changes to the classic Heroes formula, and I understand changes can be scary. Truth be told, I reacted the same way at first I can only advise you to wait until you play it before passing a judgement I can assure you it still feels and plays like Heroes. It adds some new stuff to the mix, but doesn't try to be revolutionary or turn Heroes into something completely different. However, no, it is not Heroes III redux. And I think it's a good thing
So that's it. I hope it's more clear now
Might and Magic Heroes 6 summary
Release info:
developer: Black Hole Entertainment
estimated release: March 2011
expansion packs: planned
Game info:
Factions
*Knights, Inferno, Necropolis and 2 more (za mene je ovo :wall
Hero
* Less random choices in hero development (skill offers not random)
* might and magic, male and female heroes for each faction. Visuals reflect gender and class
battle
* combat objectives and arena shape may vary.
* hero role in combat as in HoMM1-3, but can do physical attack like in HoMM5
* Initiative determines who goes first, but everyone acts once per turn. ATB bar is there to make it more clear.
* units have synergies (formations ?) which boost each other
* Ranged units cannot shoot behind every obstacle
Units
* 7 units (3 core tier, 3 elite tier and 1 champion tier) per town, each having a single upgrade
* some units have common pools (e.g. 10 core humans can be trained into 10 archers, 10 pikemen, 5 archers+5pikemen or any other combination what the player finds the best)
* Unit pools act the same way as resource pools. Meaning that adventure dwelling (and other town?) troops can be hired in any town or fort.
adventure map
* towns can be converted and so can adventure map structures
* map areas are controlled by central towns/forts (each governs an area)
Economy
* only 4 resources
Campaign
*Subtitle of the game is MMH6: Dynasties. Five siblings from the Griffin Dutchy have different views on the meaning of life...
* Story is from times long before the events of HoMM5 and campaign structure like in HoMM3 (to unlock last, all first campaigns have to be completed)
Editor/RMG info:
* Map editor supposed to be there by release time (maybe even before the game) and "developers are aware of the shortcomings of HoMM5 editor"
* no LUA scripting like in HoMM5
* no info about random map generator yet.
Knights, Inferno, Necropolis and 2 more (za mene je ovo :wall![]()
Jedna je sigruno Rampart (eventualno sa nekim miksom jedinica drugog grada) a druga pretpostavljam Tower ili Stronghold (mogli su barem 7 da ubace).
off: Nego, zna li neko da li imaju negde da se skinu custom kampanje za trojku.
Ono što me nervira je to što iz nastavka u nastavak imaju sve manje rasa.
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