Heroes of Might and Magic III
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RadiantCowbells He/himSmooth Criminal
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Heroes of Might and Magic III
Anyone else played it?2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.- schadd_
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schadd_ he/itpandora's pukebox
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chamber Cases are scummy
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- GreyICE
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GreyICE Fifty Shades
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You shut your lying face hole.
HOMM III was the best of the bunch, no question (V was arguably as good, but the 3D graphics really ruin it in retrospect, II was never balanced, and it's really weird they decided to skip from 3 to 5)ShowThat which is done out of love always takes place beyond good and evil
Official Visigoth
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zoraster He/HimDisorganized Crime
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One of my all time favorite games. As a kid, every year my grandfather would come into town for Thanksgiving and throughout that weekend my dad, him and I would play a game hotseat while the others watched football. We probably did that for 8-10 years. Some very fond memories. You can get it pretty cheap on GOG..- chamber
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It is indeed the best in the series by a large margin. It still hasn't held up all that well.
Edit: I loved Homm3. But I went back and played it (and a fan expansion a few years back) it's mechanics are a bit too simplistic, and you lack control over a lot of things.Taking a break from the site.- zoraster
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zoraster He/HimDisorganized Crime
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chamber Cases are scummy
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I think the movement mechanics are shitty, and the movement spells become extremely op as a consequence. Also the fact that some structures that I wish you could build like additional towns or garrisons have to be found.
Edit: of course, experience is subjective and if you still enjoy it, I don't mean to take away from that enjoyment for you.Taking a break from the site.- GreyICE
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GreyICE Fifty Shades
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I think that the movement mechanics work very well. The extremely slow units are indeed extremely tough, and often serve as great guards to the ranged units.
Movement spells are strong, but unlike HOMM 2, HOMM 3 had the Tactics skill, which would let magic-light commanders rearrange their tough units towards the enemy (at expert it gave you 7 hexes of movement in round 0). That took the investment of an entire third-rank skill, but nicely ensured martial commanders would still have a positioning/movement advantage over magical ones. The factions are strong but are reasonably balanced (outside of the expansion-only elemental conflux) with nothing feeling too cheap or too effective.
Finding structures is just part of the game. You're forced to go out and take risks, and balance the risk taking with the reward. That can result in snowballs and bad mechanics, but it's also just part of the fun. Exploring is heavily rewarded, and the game is better for it.
P.S. There's also a fan-made balance mod: https://www.celestialheavens.com/forum/7/8806ShowThat which is done out of love always takes place beyond good and evil
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- zoraster
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zoraster He/HimDisorganized Crime
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It is super snowbally, but I never really had a problem with the set places of towns. That always just seemed like a different design choice than Civ's, and I appreciated that (1) it gave something very tangible to fight over and (2) it limited the micromanagement that was present in early civ games.
Movement was definitely powerful on the map, though..Copyright © MafiaScum. All rights reserved.
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