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Thread: Heroes 7 FAQ and QUESTIONS - Any questions, ask here first! ~ 24/09/14 ~ | This thread is pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT» |
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Maurice
Hero of Order
Part of the furniture
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posted October 28, 2015 11:59 PM |
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Yersinia said: Well this may be a real dumb question, but for the life of me I can't figure out the procedure to create a caravan. I humbly ask the more enlightened to explain how to create caravans in MMH7. Thanx a bunch.
Open the Creature Recruitment tab in a given Town or Fort that you control. Besides a row showing the creatures that can be hired in the Town or Fort itself, there is a tab on the left which shows other locations that you control. With each it shows the number of days a caravan will need, to reach the Town from which you're looking at them. Click any of those names listed there to bring up the recruitment interface for that location. When you hire those units, they'll be put into caravan, that will auto-move to its destination each time you end your turn.
You can interact with the caravan while it's travelling by the way and move units from the caravan onto a Hero interacting with it. You can also attack enemy caravans.
Note that there's currently a display bug with creating caravans: at the top of the recruitment screen, it will show the origin and destination of the caravan, the destination obviously being the Town from which you're looking at creating the caravans from other locations. After you hired the first batch, the name of the destination will be replaced with the name of the origin of that first batch. Reading the line at the top would seem to suggest that subsequent caravans are headed to that new destination, but when travelling, they will head for Town in which you initially opened the screen anyway.
Note also that Creature Dwellings within the AoC of a Town or Fort don't create caravans towards it, they can be hired directly into that Town or Fort.
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hermes
Famous Hero
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posted October 29, 2015 06:57 AM |
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I'm a bit ashamed to ask but don't think it was explained in game, but how does Arcane Kowledge works?
I was playing Stronghold Shaman and had GM Paragon for its awesome "Master of Magic" skill! So I levelled Water magic to novice only just to cast some Frost Bolts at Master level, however my Shaman also learned Tsunami and he could also cast it at Master level! So that Paragon GM skill is even better than I thought?
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natalka
Supreme Hero
Bad-mannered
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posted October 29, 2015 08:10 AM |
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Did you take the perk for +5 arcane knowledge?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted October 29, 2015 08:18 AM |
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Edited by Elvin at 08:29, 29 Oct 2015.
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You get arcane knowledge from magic skills(+1/2/3 per tier) and arcane intuition from paragon. Afaik you need 8 arcane knowledge to learn tier 4 spells.
- The tier 3 defense ability is still bugged. It shows on enemy instead of player units and its description is wrong. It should be applied on allied units.
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Hermes
Famous Hero
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posted October 29, 2015 08:36 AM |
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Natalie, yes I did
Elvin, how many spells can I learn with 8 Arcane knowledge? And what is a requirement for Expert skills?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted October 29, 2015 09:41 AM |
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Save possible element restrictions, all of them.
If you mean grandmaster, it's like with all skills. Each skill tier needs at least one ability from the previous tier to be unlocked. So you need tier 3 skill and the tier 3 ability for grandmaster.
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Map also hosted on Moddb
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Hermes
Famous Hero
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posted October 29, 2015 10:22 AM |
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Thanks for that Elvin but I meant actually expert level skills. How much arcane knowledge do I need for them? Like 6?
Also, does GM in say Fire actually makes fire spells better? Or does it only provide the perk itself
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EnergyZ
Legendary Hero
President of MM Wiki
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posted October 29, 2015 10:38 AM |
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Maurice
Hero of Order
Part of the furniture
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posted October 29, 2015 10:39 AM |
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Hermes said: Thanks for that Elvin but I meant actually expert level skills. How much arcane knowledge do I need for them? Like 6?
Also, does GM in say Fire actually makes fire spells better? Or does it only provide the perk itself
Each skill in a Magic school that your Hero takes will increase the Hero's Arcane Knowledge. At Novice rank, a Magic School gives +1 Arcane Knowledge; Expert Magic School gives +2 Arcane Knowledge (together with the Novice rank, the Hero's total increases to 3); Master Magic School gives +3, so for a single Magic School at Master Rank, your Hero has 6 Arcane Knowledge.
Spells that your Hero can learn depend on Arcane Knowledge. Spells of Tier 1 are free, Tier 2 requires the Hero to have at least 2 Arcane Knowledge, Tier 3 requires 5 Arcane Knowledge and the top Tier, Tier 4, requires 8 Arcane Knowledge.
As you can see, fully developing one Magic School puts your Hero at Arcane Knowledge 6, which is just enough to learn Tier 1, 2 and 3 Spells. Tier 4 is still out of reach and requires the Hero to either learn another Magic School (at least up to Expert Rank), or get the Paragon Perk that gives +5 Arcane Knowledge.
Spells are cast at a Rank equal to their corresponding Magic School. So if your Hero has Novice Water Magic, he will cast Water spells at Novice Rank. Grandmaster Paragon says that all spells cast at atleast Novice Rank will be cast at Master Rank instead, so if the Novice Water Magic Hero has Grand Master Paragon, he will cast Water Spells at Master Rank instead of Novice Rank, even though he doesn't have Master Water Magic.
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Hermes
Famous Hero
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posted October 29, 2015 11:49 AM |
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Lot of great info! Thanks for that. I wonder where is all this info in the game, lol. Makes sense, I actually like this system. What about GM in the particular spell school, does it improve the spells, does anyone know?
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Yersinia
Tavern Dweller
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posted October 29, 2015 07:20 PM |
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Caravans?
Thank you for the clear tutorial on caravan creation. Much appreciated.
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etore
Adventuring Hero
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posted November 08, 2015 04:13 AM |
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Map: Lone Wolf (scenario)
Possible spoiler
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Can anyone confirm that, after the shore quest is complete, the Shantiri Titans on the bridge to New Market are supposed to join Konrad?
If not, there's no way to win that battle (in hard or heroic) without waiting for several months until Konrad recruit a big army.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted November 08, 2015 12:44 PM |
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You mean the 3rd haven mission? How could that happen? There is even a forcefield to prevent anyone from getting in, did you finish the quest when he was inside? If so I'd look for an earlier autosave...
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Map also hosted on Moddb
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Maurice
Hero of Order
Part of the furniture
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posted November 08, 2015 01:09 PM |
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The Titans are supposed to join him, so you can crush all remaining enemy forces.
Fun fact: when I did this mission, the enemy loaded all creatures onto one Hero. After killing off that one as well as the others, I left one, empty Hero to roam about, while I visited the various stat boosters and such. The empty Hero couldn't do anything but wander around aimlessly .
On the other hand, the Orcish Hero had the Tear of Asha on him and he got trapped outside the city due to the forcefield that got erected. So no way to boost him or get the Tear into any of my Towns. At least he was safe from any form of harm ...
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etore
Adventuring Hero
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posted November 09, 2015 02:28 PM |
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Elvin said: You mean the 3rd haven mission?
Maurice said: The Titans are supposed to join him
This map is available as a standalone map, you can see it in the single player menu (with type Scenario).
I finished all the previous quests and can reach the Titans but they didn't join me. Maybe because I'm playing outside the campaign.
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Maurice
Hero of Order
Part of the furniture
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posted November 09, 2015 02:42 PM |
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etore said: This map is available as a standalone map, you can see it in the single player menu (with type Scenario).
Ahh, yes, I noticed that one. I guess I am confusing the campaign mission though. During the campaign, you get a stack of Shantiri Titans that will join you. The mission you refer to may be a precursor to the mission in the campaign. Konrad is Tomas' uncle and you play Tomas during the Haven campaign. If I recall correctly, Konrad is long since holding on to Hammerfall at the start of the campaign, while the scenario has you play Konrad to take control of Hammerfall.
Sorry for the confusion. I didn't play the scenario yet, so I also don't know how the particular issue can be resolved that you've encountered.
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Kless
Hired Hero
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posted November 13, 2015 06:58 PM |
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Hmmmm... Heroes of Might and Magic IV has the best OST in the series, I hope we are all agree with that. Operas songs with ambiant folk music...
I wonder if it's possible to put them in Heroes VII?
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TD
Promising
Famous Hero
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posted November 13, 2015 08:08 PM |
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Kless said: Hmmmm... Heroes of Might and Magic IV has the best OST in the series, I hope we are all agree with that. Operas songs with ambiant folk music...
I wonder if it's possible to put them in Heroes VII?
I agree, H4 had the best OST by far in the series. It's not possible to get them to H7 though. Ubilimbic would need to pay for the H4 ones separately which would eat their profits = No can do.
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Kless
Hired Hero
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posted November 15, 2015 06:31 PM |
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Ho, I don't speak about Ubilimbic. I would to know if we, players, can put them in Heroes VII, and how. Just an idea!
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Savage
Tavern Dweller
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posted November 28, 2015 02:10 PM |
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How can we rewatch the very first video when you click campaigns button?
I had to skip it but now I want see it again.
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