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King's Bounty: The Legend Real-time RPG with turn-based battles. Move through the fantasy world of fearless knights, evil mages and beautiful princesses. |
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#1
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I really like Kings’s Bounty and I’m looking forward to the expansion but HOMM has been my favourite game series of all time. HOMM has a much longer shelf life than because of all the maps, campaigns and scenario editor. Tribes of the East is the best but I would only start with that one if you were sure you were not going to play the previous two versions of HOMM V.
I too avoided HOMM V for quite a while because of not liking the demo but later I took a risk and bought the game and now I would say HOMM V is my favourite for single player while HOMM is tops for multiplayer. |
#2
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king's bounty 1990
Heroes of might and magic 1994 hoM&M comes later... i always wanna say this ![]() I ve played both. No match about it. Music, design, combact/strategy, arts. KB is so much better. The only disadvantage is "no multiplayer game". Heroes is a "stage/episode" game, KB has an history and it's 1 story. A Strategic game/rpg (with strategic battle) In HOMM EVERY episode, u should "build",find resource, clear buildings to hire troops... very boring. No match for me. KB > all |
#3
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![]() Last edited by goodview; 10-21-2011 at 02:32 PM. |
#4
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Well steam had a special on HOMM V (v+ expansions for 13.00). I've played a few hours and so far hate it as much as the demo but I will play a bit more before deciding conclusively. This isn't to say it is a bad game - but so far the campaign is dull as can be. Then again you noted that you like the multi-player - can't comment on that aspect (yet) but to date for TB games AOW-SM has been my favorite (though the graphics are now a bit dated). Would love to see 1C do a new version of AOW-SM or space rangers iii
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#5
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Kings Bounty is a RPG game with a turn-based tactical battle system; HOMM is an strategy game with some RPG elements. Their combat system is similar and both have "heroes", but apart from this, they are very different games. HOMM is about strategy and city building and tactical combat and hero development; KB is about questing and exploring and tactical combat and hero development.
Personally, I like then both. KB single player is very good. But once you are done, you can only replay the same game with a different hero, using different troops, etc. HOMM is way more open-ended, you have several campaigns, 8 different factions, several single maps, hundreds of user-created maps (and some campaigns), a random map generator, and, of course, multi-player. Last edited by Elias_Maluco; 07-08-2009 at 08:10 PM. |
#6
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I quickly look at the fan guide to get an overview and homm5 seems a lot about management, how to manage heroes, troops and cities to build more powerful armies.
My grin when looking at the rules is they made a confusion with the number of rules and game quality, no no this isn't linked. The complexity remind me how complex had become AD&D classes, at the end it's more confusion than more cool features. For the battles I noticed different things:
I haven't played yet homm5 but my feeling is that there are many strategy elements from resources, improvements, heroes choices, managing armies and movements and so on. But on the battlefield it seems a bit too much like brutal encounters. I'll still try the game but I think that it's from strategical elements that I'll take the fun not from tactics in battle field like in KBTL. Last edited by Vilk; 08-10-2009 at 05:54 PM. |
#7
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"And I could not found spells like target, time back, slow, invisibility, sleep, skills of cannon fooder summon, walls, field armor like the glot armor, some complexity like damages linked to movements like for Leena Ball or Horsemen, enemy teleporting and so on. Ie all the fun is missing."
Homm does have most of these. Spells like time back, mass sleep etc. don't exist because they're hard to balance in multi-player. |
#8
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I understand the problem of multiplayer but that's also my grin, make a game for both always lowdown the gameplay quality for standard play.
About the spells there's in homm5, be less vague, what spell in homm5 for those:
Now I have played a bit homm5, finished the first campaign, start the second... and for now battles are rather pathetic in comparison with first areas of KBTL. Not that the game isn't fun, i have been catch but by the strategy aspects, in second campaign. Mmm and for the quote I have seen some battles video of homm5 and they only confirm my feeling. EDIT: And obstacles, no battle of homm5 seems have obstacle like in many of kbtl battles, and what make battles more subtle, obstacles obviously. If really battles design of homm5 had take profit of the same focus and quality than in kbtl, battle fields of homm5 would have much more obstacles. Last edited by Vilk; 08-11-2009 at 06:38 AM. |
#9
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There is slow, it always been in homm series. Other mostly not but hell, that is good its diferrent.
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#10
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I played HOMM5 quite a lot after it was first released, but not much with the most recent expansion. In general I would argue that KB:TL has a far better single-player campaign, but I do enjoy HOMM's multiplayer.
I can answer most of these questions: Quote:
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Magic Spring doesn't exist, but Elder Druids have a once-per-battle ability to dump their entire mana pool into the hero's mana pool. This is handy because creature mana always regenerates at the start of every fight while hero mana does not. Quote:
As for Teleport, it's a Light Magic spell, which means anyone can get it, not just Archmages. (Dark-oriented casters, like undead or demons, would have a harder time finding it, and would have to rely on a map feature to learn it.) Some heroes can learn Teleport Assault, which basically gives an instant boost of haste to the teleported unit, so they jump ahead in turn order. Quote:
Gift and Fit of Energy do not exist in HOMM5 (Though Fit of Energy, to some extent, works similarly to haste and teleport assault, because those affect quantity of actions instead of turn order.) |
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