Man, you have great, nice and chill voice. You have skills and it's pleasure to watch you. Instead of I'm Eastern European and I don't speak fluently in English, I understand everything. Enjoy your work, subscribe and thumb up ofc :)
Hello! I'm glad that you like my voice and watching my gameplay. :) To be honest, from your comment, I wouldn't be able to tell that you can't speak fluent English. I'm impressed that you're able to understand everything I say, considering how there's a lot of people who speak fluent English but still can't keep up with what I'm saying because they feel that I talk too quickly. Thank you for commenting and subscribing!
Cove is now my favorite faction, full stop. The special for the upgraded sea serpents is, they do more damage the more damage they've taken, I guess based on the percentage of total stack damage done? Which is pretty useful if true since it'd mean the stack as a whole wouldn't do any less damage as it got whittled down in a given battle. I do have a formal request for a future video: another Cove video, only with no underground and all islands. Put that Navigation skill to good use :D
I'm afraid that I probably won't be doing an all-Islands map with Cove, considering that I'll be showing them more love than usual in the next video (Huge-sized map). If I do an Islands map, I would probably play something like Dungeon instead, considering that my Dungeon Let's Play was a bit of a wash.
I really appreciate you going through the intro how you did; I've never played Cove, nor seen it in any way, only heard people talk about it. Seems pretty OP.
I figured that the intro would be a nice lead-in for Cove, especially considering that many people have never actually tried the faction, let alone HotA itself. It is a very strong faction, at least in the context of HotA.
I surely can't remember those names. Some were on youtube some on twitch. English and french(french automaticly disqualifies, because I do not speak that)
Graf Jenja Standart I see. You may want to look into watching Meridian (ru-vid.com), Huanito (ru-vid.com), and Ramsrock39 (www.twitch.tv/ramsrock39) if you're looking for other Heroes III content creators who commentate in English.
Great video as usual, i dont know how you manage to keep up with all those heroes towards the later mid-end game without dd or tp. It makes my brain hurt and makes me anxious when ive tried to do it so your patience is very commendable.
Even though at times I find myself incredibly frustrated by the way you play ( _such as giving all units to another hero just so your main can run a few more steps_ ), watching your videos have taught me how to deal with stacks that are more powerful than mine and thus win in situations I'd normally not win. I just wanted to say that, and also, whenever someone makes Forge, you should make a Forge video x3 I tried Cove for the first time yesterday. The Pirates line is just incredibly powerful. One of the best ranged ones for sure. A lot of great and fun heroes to use and they - or at least one - excels at Island maps since he starts with Navigation as his skill, and Advanced Navigation. I tell ya', a Lv 1 Hero with +++ to Movement on Water is just amazing. Great faction and very good music. Though both times I've used it, the AI have steamrolled me by spawning in a great location and getting great artifacts at the start and then just steamrolled the whole map while I wasn't getting anywhere. Still, Cove falls into the line as one of my favorite faction. Something like, Necropolis - Cove - Rampart - Fortress.
I fail to see what the problem is with allowing my hero to run a "few extra steps". Sometimes, transferring units to another hero allows my hero to run an additional 13 steps or more on the following turn, which can mean the difference between reaching a town or not by the end of the next turn. I'm glad you're enjoying the Cove faction!
I can't say I agree with you, in Cove being overpowered. Sure, it does alot of damage, but it's basically reversed Fortress. Everything, except for the Nixes, is a glass cannon. Sure, you can do alot of damage, but you take a trainfull of damage too, and lose your army in a heartbeat, if the enemy reaches you. So it balances out nicely.
Fair enough, but many of my arguments regarding Cove being a strong faction aren't just rooted in the amount of damage that they can do, but also in the plethora of abilities that their units have at their disposal as well as the various heroes Cove has that can be viable as a main hero. Sorceresses being able to repeatedly use Weakness or Disrupting Ray and having an upgraded Tier 3 unit with three different abilities (one of which is No Enemy Retaliation) go beyond just doing "a lot of damage".
@@TheKnownWorld I've played them allot, and I do find the pirate upgrades less powerful then people claim (no-retaliation dos less for already ranged units), as it's expensive, the 1 stack sorceresses are amazing tho. I'd say the town is closest to dungeon in overall function and power, dungeon having better spells but slightly worse special ability's.
I'm glad you feel that way! It took a lot of time to learn many of the ins and outs of the game, but I definitely think that such knowledge has paid off in these playthroughs.
I really love to watch your videos. I could spend hours in front of a laptop and watch how you play. I follow you on Twitch whenever I can because of large differences in time zones. I'd love to see you play a map Good To Go on 200% difficulty. I find it very fun and interesting map and I would like to see you how would u play that. You are really an amazing guy and I admire your spirit and your passion for this game. Greetings from Croatia! :D
Hello Tea! I much appreciate your kind words and I'm glad that you've been able to find my content immersive for yourself. ^_^ I will make no promises, but I'll add Good to Go to my backlog of items on my "Heroes III to-do list" for the time being. Also, I must say that I am pleasantly surprised -- I have never heard anyone acknowledge my enthusiasm for Heroes III with such carefully chosen words. This is very pleasant to hear, and from the sounds of things, it seems that I am not the only one with spirit and passion for this game. ;D Cheers from Canada!
I love your channel keep pumping the heroes 3 content. I am still a Noob after all these years, but i love the aesthetics, the gameplay and the versatility of this game
Agreed! I'm not going to go as far as saying that HotA is superior to SoD in *every* way, but HotA is simultaneously a familiar and foreign experience that I would recommend at least trying if you're a Heroes III fanatic. Evidently, the developers have put a lot of time and effort into HotA, and it has turned out to be a very enjoyable mod overall.
@@Sigmaverick I assume that faction is a pure shooter faction. I may mistaken but I hope so I'm mistaken about it the same time as of some defending on-foot troops part of the army should be able to protect the shooters. If there's no close range creatures then we gotta have some via Diplomacy or by taking over a non-Factory town.
Damn man You have soooo nice voice its amazing! Even though the video is so long i just want to watch it and listen to Your voice xD And Your reactions etc kida reminds me of my own which is hilarious haha Keep up the great work You do ;)
Where do you live dude? In a crime-infested city? I haven't seen every 1v7 video yet, but I wouldn't be suprised If I heard sirens once or twice in every video :/
Can you do a totally rule-less run? I'd like to see how fast you can beat a game 1v7 random 200% using all possible resources (hillforts, AI castles, spell scrolls etc.).
Maybe another tip: try to get 500 score. I have never managed that. 492 was my best run. I am not sure, if 500 is even possible when I saw the formula.
@@janrichter7026 I have, only once, done 496 in the "And One for All" map (Impossible, 41 days, found the Grail) and even I was surprised that a score above 492 is possible.
This is extremely petty, and nowhere near the "Fry Gate" or "Equeestrian" fiasco, however I've already begun typing this comment so here it is: I think the correct pronunciation of Halberdier is like HAL-BURR-DEER as opposed to HAL-BIRD-EE-URR. Unless there's a Canadian clause I've overlooked. Party on dude.
Was watching the fight at 1:00:00 and wondered if you ever played Cove while having the main hero specialize in water magic. Bless is incredibly powerful here, as virtually all units except Nixes have a wide damage range. On pirates it's brutal. To top things off, Bless appears in their mage guild more often than in any other castle, along with other water spells. Their heroes also get offered water magic more than other schools. Expert earth is still the best specialization as always, but in Cove I'd put water magic firmly in 2nd place, followed by air magic and lastly with fire magic which is beyond any help. I've heard the HotA team is working on a spell system rehaul so hopefully we'll get a more balanced system at some point.
No, I haven't. You're right in that Water spells are deceptively powerful especially for Cove, but I often try to prioritize Earth Magic and other secondary skills (i.e. Offense and Logistics) first. If I have Earth Magic with Slow, I find that although Water Magic is quite strong, it often turns out to be unnecessary. Regarding your rankings for the schools of magic, I still think that Air Magic takes second place since it allows you the luxury of Expert View Air and Expert Dimension Door, both of which are very useful for obvious reasons. Fire Magic, on the other hand, gives access to Expert Berserk which can also be devastating when going up against large enemy armies. I heard about the spell system overhaul as well, but I'm a bit skeptical about it. It's true that the original system was flawed in a number of ways, but I do feel that HotA is starting to stray from Heroes III's origins a little too much. I'm starting to wonder how far the HotA developers will go in terms of changing the original gameplay until it suits their vision of a "balanced" Heroes III.
Yeah you are right about the mobility spells for Air. As for the spell system, no idea. It'll probably go somewhere along the lines of spells from Heroes II, where mass spells were more expensive in spell points and were of a higher level (I believe they were levels 3 or 4). Given the advantages mass slow can give a player, I think setting it up that way is more balanced than a lowly first level spell that costs like a magic arrow. Whatever they intend to do, keeping the new system optional would be sensible, as I can see it being divisive for the player-base.
To be honest, I feel like making the new spell system optional would be even more divisive since you then get one group of people who want to use the original system and another group of people who prefer the new system. Having said that, I'm not too thrilled about the idea of being forced into a new system of spells despite the clear imbalances present in the current system. I've entertained the notion of "Mass _" spells being Level 3 instead of Level 1, but given that the game has already been out for so long, I feel that I (along with other players) am already too well-acquainted with the current system to want to switch to a new one.
Yeah, I understand where you're coming from. I'm in the other camp where I'd like to see the spell system rehaul in spite of playing the game on and off since it came out. Imo, it worked well in HoMM I & II because the system was tight and total HP per battle was way smaller. However, with more HP on the field and the inclusion of schools something was borked. Expert earth with slow is just so good. Previously impossible fights suddenly become easy very early in the game, something no other school can offer. Not sure about this but I think on the last HotA update it didn't let me use the lobby until I switched to the newest version, probably due to compatibility reasons. If and when the new spell system is implemented, forcing the players completely onto the system won't be a good idea. This is why I think they'll make it optional, probably in the form of a checkbox either on game creation or in game settings. In any case, HoMM III is still definitely my favorite, with all that it entails. But I always wonder if there can be a major improvement on how spellcasting works - especially in regards to balance and magic hero scaling.
Actually the stormbirds when upgraded only have 11 12 IF they got illor hero, still and amazing troop, especielly when upgrqade since its almost a crusader unit as long as they kill one unit in a stack they get one more attack, overall a powerfull town but also somewhat pricey
HoTA is cool but I still prefer the base game. In my personal opinion they actually add too much stuff to the game to the point where it’s almost like playing a different Heroes game entirely. Regardless props to the people who developed the mod it was obviously a huge undertaking and has given a lot of people a lot of enjoyment.
Fair enough! To be honest, I agree with you to some degree - HotA has obviously had a massive amount of work put into it by talented, dedicated fans, but while HotA tries to stay close to the original version in many regards, it still feels like a slightly different game. The recent changes in the latest HotA patch helped reinforce this feeling of mine as well. Having said that, it seems to me that HotA has become the standard for PvP in recent years, and so I've decided to focus more of my Twitch content on HotA. Even so, my RU-vid content (and for-fun gameplay outside of PvP or creating content) continues to be centered around SoD.
Sea Serpent skill is really confusing but basically it increases dmg of your sea serpents by % of dmg that THEY have taken in the battle.The exact number is really too confusing to calculate and the formula is actually complicated to use because every time that sea serpents receive dmg the % bonus is added. I was testing it out,and it was very amateurish test,with 3 Haspids (upgraded sea serpents) and a magic hero with 0 ATT skill and when 2 of the haspids died in the stack,the remaining one was able to do slightly less dmg than the whole stack of 3. While the ability is pretty crappy against the neutral stacks it can potentially be life-saving in final battles in multiplayer if it drags out for a while or if playing on a rich map.
Can we please have v2.0 of all the factions please? Maybe try using different heroes and on scenarios of your choice? I'd love more videos, especially during this lockdown!!
I know nothing about the universe outside HoMM3 and as I commented - it's a different galaxy to the HoMM3, not the entire M&M, the latter I do not discuss. Compared to other factions in HoMM3 it would look absurd to confront - say - would elves or storm elementals versus some cyberpunks LOL.
Obviously aesthetically it's quite a stark contrast to everything else but that's the charm of the sci-fi elements of the M&M universe at large. To be fair, HoMM3 does take some liberties already - for example, the inferno faction is supposed to be space aliens that live in giant organic hives, and not demons from hell, but HoMM3 still depicts them as the latter for whatever reason. Maybe it's like the others see them (nobody is supposed to really know they're space aliens). I've never given this any thought because I'm so used to the sci-fi parts of M&M, but perhaps they could've done the same with the Forge and instead of straight up futuristic they could've instead depicted it as using ancient arcane mysterious powers. Kinda like that saying about sufficiently advanced technology and magic. I'm curious, knowing only HoMM3, would you feel a faction that's like one of those ancient super-magical precursor civilizations would fit the game? You know the type: buildings that look whole, like they're carved and not built, glowing and pulsing magical runes and patterns lining everything, floating parts, that sort of thing.
Interesting, indeed. However, I always find a clash between fantasy and SF quite hard to swallow - i.e. if one has high level spells and can slow other units or play with gravity or mass meteor shower the opponent, what is all the advanced hi-tech any good? On the other hand it is known that magic works best with lower IQ / lower mass / lower complexity units so in a way its impact would be somewhat trimmed on - say - a cyborg. Or at least should theoretically be. You are right, I was focusing only on the aesthetics itself. Still, the concept of the fantasy - SF clash is quite thrilling. Actually, one of the best fantasy - SF clashes ever written IMHO is by a Polish writer, Jaroslaw Grzedowicz "Pan Lodowego Ogrodu" which in English would be The Lord of the Ice Garden, whereby humans some hunderds years into the future find a planet and send a squad of scientists there to explore - on that particular planet there are humans, pretty much similar to our civilization, however, they are much less advanced technologically for the omnipresent power of magic and spells. The clash is indeed awesome and the quadrology reads superb - it's been named the best Polish SF since Stanislaw Lem. If you come across the translation I strongly encourage to buy it - it's admirable fiction :) Leaving the books aside, I must say that the factions in HoMM3 appear to me quite consistent and fantasy-like, there is no single technologically advanced unit there, unless we treat balista as such. Any laser-plasma-kindof-blasters would not match the concept IMHO no matter how beautifully sketched or painted.
No worries! In my opinion, Heroes III isn't about how good or bad you are as a player, but how much enjoyment you get out of the game. Also, doesn't the HD mod have limited compatibility with Era?
Yeah still trying to work it all out. I have to go back to HD Mod 4.205 or something like that. Don't get the fancy leave-on-quick-combat-and-choose-to-accept-or-not button but seems to work otherwise :) Still cheers for the content. Something to help the work days go by~
You think you could make a run, where you only use neutral units? As in, units that belong to no faction. Like Enchanters, and Crystal dragons. I'd say since Gold and Diamond golem factories produce stone, and Iron golems aswell, you could use Golems as your starting units, untill you build up to the factionless units. Probably should grab Diplomacy for it, considering how few dwellings, and how far between they have the potential to be. Or maybe use a map editor to give yourself some very basic dwellings next to your town. War machines would of course be permitted aswell. If it has the same background as the war machines when inspecting the unit, it would count. (I think Sharpshooters has a different background though, for some reason. But they also count in my opinion)
Is it me or this expansion intentionally tweaked the difficulty level? I feel the normal 100% now is more difficult than it used to be, where I, right off the bat, would find myself being seiged by strong neutral creatures. Anyone could confirm my thought?
Truthfully, I agree. I find the animations of HotA to be too fast for my liking (and even impacting my gameplay in a negative way). I'll take this into consideration for the next Heroes III video.
When trying to progress through the map as quickly as possible, army is urgent while a Capitol is not, especially in the earliest stages of the game. While it is true that investing in a Capitol is one available strategy, I would need to give up on several turns' worth of Gold and buildings to obtain a Capitol instead of purchasing more heroes or reinforcing my army in that time.
Fair enough. I just think it would be a better idea to try waiting a little, as when you have capitol, you wont struggle with affording the units nearly as often. Might benefit you in the end. Dwellings are good and all, but if you can't hire the units within, they aren't much use.
Not saying you necesarrily have to rush the capitol. I personally just like to buy 1 or 2 unit types, then castle, then finish the capitol. Usually, that prevents money problems. Unless of course, my problem is that I can't afford all units from tier 1 to 7, fully upgraded. Then only Lord Haart can save you. xD
But I *can* afford the units from the dwellings, albeit not all of them. I just need the important ones (e.g. Sea Dogs and Nixes in this case). The other units can wait, but their dwellings can't since I generally need them as prerequisites.
Hey Mekick, Long time stream and RU-vid lurker. I was wondering if you had ever considered doing a HoMM7 playthrough? I think it would be interesting to see how you react to the new one and see you analyze the differences. Thanks!
Hello Alex! It's a pleasure to have you lurking. :) In the past, I have been asked to do a HoMM7 playthrough, but I cannot say that I am particularly interested in doing one at this time. I apologize for that!
You don't actually have to disassemble your combo artifact to put it in your bag. It's a nice way to save bag space in the late game. ^^ I think Cove has the most varied viable strats of any town. Most towns only have 2 possible paths, but with Cove you can go for heavy melee with Corkes, Clone cheese with Eovacius, Sorceress cheese supporting Nix Warriors to go toe to toe with an equal number of T7s, Cannon kiting with Jeremy, or prioritize Pirates which are powerful but not required for anything else in the tech tree. D'you reckon you'll do any of the challenge maps for the channel, or is this finale... final? D:
Oh, interesting. The more you know (regarding Combination Artifacts). I will, perhaps, do more varied types of videos in the future. Why I state this is to be an unofficial finale is because I am no longer tied to making any more XL+U videos at this time since I have already explored each of the factions in the game (including Cove). But of course, there are other maps -- and other random map styles -- that are out there for me to try (Wayfarer, anyone?).
XL+U? Of course not, don't be silly. In HotA you have XH+U with Water, like Barren Lands and New Colonies :D Though I reckon A Cold Day in Hell or From the Depths of Hell without any chatty backseat drivers would make for better vids than a 14 hour long Barren Lands... :p
Tobbzn "Without any chatty backseat drivers" sounds incredibly promising. :) Also, as you mentioned, perhaps we might get a taste of G-sized maps in the future rather than XL+U? ;D
Awesome videos as always, any chance we could potentially see some videos from the campaigns of Shadow of Death for instance? Would love to see you do a campaign playthrough!
Hello! To answer your question, I do not have plans at this time to do a campaign playthrough for Shadow of Death. The way I see it, there have already been a number of Heroes III RU-vidrs who have done the campaign (i.e. ru-vid.com) or newer ones who continue to try and make more playthroughs for the game. In the future, I may consider doing a campaign series of some sort. But for the time being, you will primarily be stuck with either someone else's series or the Heroes III HD Edition Campaign (Part 2) series that I did long ago (ru-vid.com/group/PLjwhfwzRdFV6sq6pLFiEz_I0QUqmWM1dm). Cheers!
3:11:48 -All 3 pieces of Stannis' Well are in the first row, in order, in your Black Market, and you didn't even notice, so you only bought the two that give as much mana combined as the Mystic Orb of Mana you left in the Market... that peddler must have been laughing his ass off lol
Hey MeKick! i found an Heroes of Might and Magic 3 Mod for M&B-Warband, you should try it and maybe make a mini series for youtube :) that would be great! BTW great video as always ;)
Now that the faction videos are over will you (and admittedly I ask without having seen all the streams) do the custom/challenge maps now? Would be really nice to see you take on a new format.
First of all, "faction videos" might not be done just yet. XL+U faction videos are done *for now*, I daresay, but perhaps we can explore factions in a different light -- for example, in a Giant-sized map or in Islands. Having said that, I had plans to do custom/challenge maps such as Wayfarer in the near future. In addition, I wanted to pursue the remaining episodes of "The More You Know". Overall, there is much to do, but so little time to do it. :)
So Hota fixed Conflux and Necro by adding the best faction? Logic comrade. And why is the cannon so special compared to the ballista? Both are still basicly one-shots to any half-decent army.
Well, not quite. HotA fixed Conflux and Necro by nerfing them first, and THEN they decided to add (arguably) the “best faction” in HotA. To be honest, I would argue that SoD Necropolis and SoD Conflux are at least on the same level as HotA’s Cove. You’re right in that the Cannon is still only as resilient as the Ballista, but the Cannon still has more going for it. The Cannon gets triple damage off of Artillery, has 10 more Attack Skill, and can even aim at town walls during sieges. To get rid of it during a fight means to potentially waste an extra attack or spell cast on it, which draws the damage away from other, more valuable targets in a hero’s army. Top this off with the fact that Cove (specifically Jeremy, who also makes for an excellent main hero since he also has Logistics to start) is the only faction in HotA that can start with a Cannon, and you can easily see why I’m so iffy about this “better” Ballista.
Like Pyre aswell, but wouldn't the ballista dual shots do the same amount of damage as 1 shot with the canon, so they are almost the same when expert artillery is present?
Except the Cannon's Damage stat is also more than double that of the Ballista's. The Cannon does (5-8)*(ATK+1) as opposed to the Ballista's (2-3)*(ATK+1), where ATK is the Attack Skill of the hero using the Cannon or Ballista. So for example, if you had a hero with 49 Attack Skill, the Cannon would be doing 250-400 base damage per shot, with Expert Artillery putting the Cannon at somewhere around 750-1200 damage in one round. Meanwhile, the Ballista would be doing 100-150 base damage, but with double attack and double damage the Ballista's damage would only go up to 400-600 in total (around half of the Cannon's overall damage output). This isn't even factoring in the 10 Attack Skill that the Cannon inherently has over the Ballista.
Hey Mekick, awesome video - Cove is very cool. I have the GOG Galaxy version of complete and have the HD mod but when I try to install HOTA I get an error message to the effect of h3hota.exe was downloaded with errors. Could you make a video detailing how you got your set-up with the mods and settings? I love the grid lines on the adventure map too.
Sorry for the delay in my reply! I missed this comment until just now. Considering that I'm using HotA and the HD mod with the GOG version of the game just fine, I'm not quite sure why you're getting the error message. Did you try downloading h3hota.exe to your Heroes III directory and then running it? If that fails, then perhaps a fresh install might do it. The video for setting up HotA and the HD mod is on my to-do list, but running the installers from my Heroes III directory was all I needed to do, really. Installing both mods was very straightforward. The grid is a feature of the HD mod that can be toggled on by pressing F5 and clicking the grid icon. This is a bit late, but I hope it helps!
I don't understand, why so many resources are being missed out.. A handful of dwelling are being ignored, while you got no gold and which could be turned into,,,, How is that worth ignoring for the sake of 1 turn.. I think this is one of the reasons to a rough start, rather than "poorly generated template"...
Been coming back to Heroes 3 from time to time ever since i first saw it at a friends place when i was 7 years old back when it came out. Such a brilliant game, full of nostalgia! Trying to download the HD mod, as it looks amazing, but my chrome refuses to download it saying "virus detected", any way to work around that? Love your videos MeKick!
Hello Kjellon! I'm happy to see you've been enjoying my videos, and even more so that you are coming back to this classic time and time again. To answer your question, I downloaded my HD mod from sites.google.com/site/heroes3hd/. Take into consideration that not all files flagged as viruses are correctly identified as such. Having said that, I take no responsibility in any mishaps (i.e. viruses and other problems) that may occur while trying to get the HD mod. Cheers! :)
Quick question: What is the actual amount of extra movement per next turn once you leave the slow units in the city at the end of the previous turn (and meanwhile you leave your main hero visiting the town with a dragon fly for instance) instead of having the entire army on the main hero at the beginning of the next turn? Can you quantify this like 3-4 squares extra or less? Does it differ for different terrain? I know I could sample this myself, but watching you, you seem to spend a good deal on this part of logistics and I would wonder what tangible advantage this gives... Also, sometimes I see you approach a certain artifact for instance with perpendicular two moves (2 x 1 square) instead of one square of a diagonal move - what does that give in practice, sometimes it looks like extra scouting, but sometimes I just don't understand it :) Many thanks.
On yet another note, this is a pretty peculiar map - I would have imagined that in the MOD when you play a Cove there should be plenty of sea areas and ship fights - instead there's none of it and besides Cove heroes do not have or acquire via experience a single skill related to navigation, etc. This apperas somewhat strange to me.
Actually, perhaps part of the reason that there are no water fights in this scenario is because I set it the "Water Content" to "None". If I recall correctly, unlike Shadow of Death, HotA is actually smart enough to automatically remove the odds of getting Navigation and Summon Boat if there is no water on the map (a smart design decision, I would say). - Moving onto the explanation for movement, this is not a quick question. There are a number of factors that tie into a hero's movement point total. This movement point total is calculated at the start of each turn. The first factor that affects movement, which I will label as "base movement", is the slowest unit in a hero's army at the start of each turn. Your hero will start off with a base of 1500 movement points if it has a slowest unit with Speed 3 (i.e. Walking Dead), 1560 movement points if this slowest unit is Speed 4 (i.e. Skeletons), 1600 movement points if this slowest unit is Speed 5 ... up to a maximum of 2000 movement points if the slowest unit is Speed 11 or greater. This is a very crucial note to make in maximizing your hero's movement. Now, another factor (which comes quite intuitively) is your hero's proficiency in Logistics, if at all. No Logistics means you get an additional 0% movement, of course. Basic/Advanced/Expert means 10/20/30% extra movement respectively, based off of a hero's *base movement*. So if your hero has 2000 base movement points and he/she has Basic Logistics, they get an additional 10% movement on top of 2000 (that is, 200 extra movement points from Logistics), totaling up to 2200 movement points at the start of a turn. This extra movement does not take into consideration the Logistics specialty. The third factor is the presence of any movement boosting Artifacts (in particular, Boots of Speed and Equestrian's Gloves). Boots of Speed gives a flat bonus of +600 Movement Points and Equestrian's Gloves gives a flat bonus of +300 Movement Points. *The bonus from Equestrian's Gloves do not stack.* Stables also adds an additional +400 Movement Points to the total number of movement points for a week, as do other objects on the map (i.e. Rally Flag, Fountain of Youth) for a temporary period of time. So then adding all of these factors up, you get your "total movement" for a turn. So for example, if you have a hero with a Dread Knight (Speed 9) as their slowest unit, you have a base movement of 1900. If this hero has Expert Logistics (+30% movement), they get an additional 570 (1900 * 0.3) movement points, which makes the total movement 1900 + 570 = 2470 total movement. Then if you add Equestrian's Gloves (+300 Movement Points) on top of that, the hero's total goes up to 2470 + 300 = 2770 Movement Points. With Stables (+400 Movement Points), this total goes to 3170. Suppose we replace the Dread Knight with a Walking Dead (Speed 3) as the slowest unit, perhaps because you forgot to move your army off of your main hero into town. Then we get a total movement of 2650 (1500 + (1500 * 0.3) + 300 + 400 = 2650), which is 520 Movement Points less than the original case. Now, how do we use up these Movement Points? Here is the fun part. Every step on the Adventure Map has a standard movement cost of 100 Movement Points to go up, down, left, or right. To move diagonally, you require 141 Movement Points. Depending on the type of terrain you are on and the units present in your army, you may incur a movement penalty. The following terrain types will typically penalize you: Rough terrain (which requires 125% of the standard movement cost), Snow terrain (150%), Desert terrain (150%), and Swamp terrain (175%). So if you try to move left on Snow terrain while your hero only has a Pikeman (whose native terrain type is Grass), you will need 150 Movement Points instead of the standard 100. If you try to move left on Snow terrain while your hero only has a Gremlin (whose native terrain type is *Snow*), you will use up the standard 100 Movement Points. This is (situationally) where Pathfinding comes in handy, since Pathfinding allows you to ignore the terrain penalty in some or all of these cases depending on your hero's proficiency with it. Running on a road removes this movement penalty altogether and actually eats up less movement than usual, with Dirt roads requiring only 75% of the standard movement costs, Gravel roads requiring 65%, and Cobblestone roads requiring 50%. So to answer your later question, by taking an Artifact on the Adventure Map by moving perpendicular to it than capturing it diagonally, I can save a minimum of 41 Movement Points -- not a ton, but quite crucial in some cases. ;) Sorry for the long post, but I feel that this post can help explain the workings of movement in this game for your future matches. If you have more questions or need clarification, feel free to ask. Also, you're welcome to check out this amazing guide (heroescommunity.com/viewthread.php3?TID=11979) made by Angelito on Heroes Community that quite nicely explains the details of Logistics and Pathfinding, and is also the source I used to learn about movement in Heroes III. Cheers! :D
Great answer - many thanks MeKick for the time taken, analytics and examples! :) Got it, except for (i) the saving on the movement is not clear to me i.e. to reach an artifact placed 1 square below and 1 square to the left for instance in relation to your hero's positioning you still require 2 x perpendicular move (down and left) = 2 x 100 = 200 MP rather than 1 diagonal move which is 141 MP so logically you actually lose a lot of MP this way rather than save? - to get radical, if what you suggest was the case, all the players should be moving their heroes through the entire map with perpendicular moves only (a glitch which would have probably been amended long ago once spotted quickly I guess) which would be quite hilarious expect it would generate some 30% more MP advantage (141 - 100 divided by 141) across the entire map, (ii) when you write that EGloves do not stack you mean that the BoSpeed and EGloves accumulate, but twice the same EGloves on different hand do not? :) Many thanks again and I keep on watching the DDisaster :) BTW, I agree to what you say how ludicrous and OP'ed the Diplomacy is plus it is by its essence random - there is a Chance involved rather than skill which units exactly will join your army.
Andrzej Kondracki How you approach an object (in your example, an artifact) on the map should depend on what direction you are headed. I wish I could show you a picture right now, but I am unable to at this time so I'll just have to try my best to give a decent explanation. Suppose my hero (say, Solmyr) needs to run 10 steps to the left. Now, suppose that 5 steps to the left and 1 step up, there happens to be an artifact that Solmyr can pick up. To maximize efficiency, Solmyr should run 5 steps to the left, grab the artifact, then keep running left 5 steps (1100 movement points used). If Solmyr tries to pick it up diagonally and keep running, then he burns more movement points (1141) than he needs to. Does this make sense? Answering point (ii), I realize my wording was rather ambiguous in the explanation. Your guess is correct -- multiple Equestrian's Gloves (i.e. one pair on each hand, no matter how impractical this would look in real life) do not add +300 each. In other words, a hero wearing two Equestrian's Gloves will have the same bonus as if they were wearing just one. However, you can use Equestrian's Gloves alongside Boots of Speed and get a total of +900 Movement Points (!!!) doing so. On a closing remark, while I have heard many people remind me that Diplomacy is chance-based, it is worth taking into consideration that (assuming you have properly set yourself up), the more Wandering Monsters you try and fight, the better your odds. Of course, it is totally possible that if we both fight three sets of Wandering Monsters, all three might want to join me and none of them might want to join you. But over the course of, say, 50 sets of Wandering Monsters, at least some of them should eventually join you. Chance-based or not, if you know how to abuse Diplomacy, this secondary skill is simply far too strong to be used for competitive play. Plain and simple. Cheers! :D
Could you tell me where can I find the mod that makes all animations during the battle much faster. I would highly appreciate some info about it because it seems to save you a lot of time. Thank you in advance mate. I love your videos.
Hello chatlotta! In order to get the sped up battle animations that are not in HotA, you are looking for crAnim.txt (heroesportal.net/getfile.php?file=/files/information/16/Cranim.txt). Simply download this file and move it into your Heroes III directory's Data folder, and you should be good to go. :)
Hello Konrad! Actually, I am not interested in doing videos for Heroes V at this time. As for the game itself, I have heard some nice things about it, but I myself do not enjoy its 3D design as I find it confusing enough to impact my gameplay negatively.
I only play Hota these days because XL feels so small. What version of the game are you using, with all those map options? And what do you use to record the gameplay?
I'm not sure about you, but XL+U feels big enough for me. :P In this video, I'm using Horn of the Abyss (HotA) with the HD mod. Considering that you're asking me about the extended map options despite using HotA, I'm guessing that you don't have the HD mod, which is responsible for many of the features in my videos such as the extended map options. The HD mod is downloadable from sites.google.com/site/heroes3hd/. I use Open Broadcaster Software (OBS) to record my gameplay. You can learn more about OBS at obsproject.com/. I hope this helps!
Hello, I would like to ask for help here. How I can shoot between creatures with lich or magnos, because UI can and I didnt found the way how I can use this upgrade by myself. Thx for help
Targeting a specific hex on the battlefield with Liches or Magogs is a feature that is exclusive to HotA (downloadable from download.h3hota.com/HotA_setup). In order to use it, just press the G key while taking a fight on HotA and click on the hex that you want to fire at.
HOW DO YOU SEE WHAT SKILLS HEROES START WITH FROM THE MAIN MENU? AND HOW DO YOU INVITE HEROES SMARTLY? I NEED TO CLICK ALL THE WSY THROUGH AAAAALL HEROES, BEFORE I GET TO THE ONE I NEED! PLEASE HELP
The HD mod allows you to see what secondary skills that heroes start with on random maps along with all of the other features that you were asking about. You can get the HD mod from sites.google.com/site/heroes3hd/.
@@TheKnownWorld yeah for streams it wouldn´t work so meh. But maybe when you dont record ^^ Have fun dude, i love your videos, looking foreward for new ones :)
I just downloaded the hd mod and was trying out the various features, but for some reason the isn't the ''invite a hero'' in the tavern...anyone knows why?
If you are interested in using Invite a Hero, you need to manually go to the HD launcher's Tweaks tab, scroll down to " = 0" and set it from 0 to 1. Keep in mind that this feature is not available in multiplayer and that its use is considered by many to be cheating.
In Shadow of Death, yes and no. No such units exist in which this is the immediate case, although we need to factor in that some situations exist where ranged attacks *can* do less damage than hand-to-hand attacks. First, note that most ranged units have the "range penalty" (i.e. if units are beyond 10 hexes, then ranged units only do half damage). Furthermore, units with "No Melee Penalty" may find that they do more hand-to-hand damage when led by a hero with the Offense secondary skill. Spells like Bloodlust will also augment melee damage, but not ranged attacks.
Great question! A battle that ends in a "draw" (perhaps through the use of double-sided spells like Death Ripple or Armageddon) would cause both heroes to disappear from the map, although I'm not entirely certain which hero (if any) gets EXP from the fight.
Actually, I'm glad you brought this up (you're the first one) -- I've made it a point to actively avoid using curse words in my Let's Play Heroes III series! In part I did this because I thought it might be nice to have a G-rated series on this channel. If you were to check out my Twitch VODs, you'd have a whole different story though. :P To answer your question, I am from Canada. Cheers for the feedback!
Yisss, first! And that really explained plenty, I admire your professionalism. I came upon your works by chance, just that craving y'know, and as such your vids remind me of a much simpler time, hot seat mode and hand drawn texture, sembra squisito ^^ Enjoyed the heck out of your run, and now I can lay it to rest, again, so hat's off to you, ser MeKick. Compliment from 'Nam!
Acedĭa I'm not quite sure if that qualifies as "professionalism". I simply do what I feel like, and also what I think works best for my channel. ^_^ But yeah, I'm glad you shared how you found TheKnownWorld with me -- I am always curious as to how some people just happen to, say, "bump into" my channel! That's interesting to hear. As is reminiscing on the olden days of Heroes III -- Hot Seat with my brother, and using just two heroes on a day-by-day basis. Oh, those were the days! :') I certainly hope that when you say you can "lay *it* to rest", you're referring to your craving and not Heroes III itself. With all said and done, I'm glad you happened to stumble on my channel, and I hope you enjoyed your stay here!
No, this is NOT Ubisoft's HD Edition found on Steam. This is the original Heroes III (Shadow of Death) with the HD mod (see sites.google.com/site/heroes3hd/?pageId=111130637423265614597) attached to it.
It's not that this video was done on a high resolution, but rather that the HD mod settings were improperly configured. As a result of the incorrect settings that I used for this episode, the mouse cursor was much smaller here than it was in later videos in which I fixed the issue. I suppose I used too fast an animation speed for combat as well. My mistake!
+TheKnownWorld there is campaigne where you use Gelu and he has sharpshooter specialty. I know it sounds crazy but it could be possible. But i guess you are right. :D
No, you do not get "more" movement points if you end your turn on a road. If you continue running along that road the following turn, however, you eat up fewer movement points per step.
As I explained at the start of the video and wrote in the video's description, this town comes with the fanmade Horn of the Abyss mod which you can get at www.hota.acidcave.net/download.html. You probably haven't seen this town before since it's not a part of the official game.
As I explained in this video, I used the Horn of the Abyss mod (also known as HotA) for this playthrough. You can get HotA from download.h3hota.com/HotA_setup.
I usually avoid building City Halls early on because from a tempo perspective, it's just too slow. During Week 1, my main focus is on building creature dwellings to have a reasonably strong army on Week 2, and then obtaining creatures and heroes thereafter. Going for a City Hall on the first week would mean that I would have to skip out on Week 2's reinforcements for some of the creature dwellings. Furthermore, the City Hall itself isn't free - I need to spend extra resources on purchasing the City Hall and its prerequisites, and these resources aren't always available considering that I usually prioritize purchasing units and heroes instead.
Ah, there goes the classic new invented pronunciation. I find it a bit amusing how you so confidently kept always calling CassioPEIA -> CassioPIA. Not that I really mind, but I am amused by the fact that you're one of the few people who consistently mispronounce with such admirable confidence in the voice, with no sign of uncertainty or restraint. And yes, I just wrote a paragraph on that for some reason.
As I stated in the first minute of the video, the version of Heroes III I am playing in this video is known as the HotA (Horn of the Abyss) mod. I included a link in the description, but I'll repost it here in case you didn't already see it: heroescommunity.com/viewthread.php3?TID=39830 I hope this helps! :)
Sorry to bother Mekick at this late date, but how can I download HotA. ABSOULUTLY WILL NOT DOWN LOAD. Tried every forum, thread and website! Thanks, Rob
"Homm3 game files not found in folder." Even when they are there. I also tried to make a duplicate game file but my computer only coppied the start files. I cant do a clean reinstall coz I got the game from GOG and those are the files that are blocked.