Yea, that would be interesting to know, whats happens if you log out and you army doesnt disappear.Originally posted by azureone:
What happends to your army when it's been attack and your not on the computer ?
Yea, that would be interesting to know, whats happens if you log out and you army doesnt disappear.Originally posted by azureone:
What happends to your army when it's been attack and your not on the computer ?
Game guide
The battle is divided into several rounds.
During the first round, your first stack attacks the mightiest enemy unit. The round ends when one of the unit is disbanded.
Then, the survivors of the winning unit remains on the battleground and engage the next enemy unit until one of them is disbanded.
This continues until one army has no more units.
At the end of each round, one of the two stacks is completely routed.
The remaining units of the winning stack continue to fight until they are completely routed or until they win the battle.
At the end of the battle each army tries to gather its disbanded units.
Most of them will rejoin each army but a proportion of them (30%) will be definitively lost. So, even if an army is completely disbanded, it will only lose 30% of its troops.
Troops are divided in 3 different categories: Infantry, shooters and cavalry.
Infantry has 50% power bonus when fighting cavalry,cavalry has 50% against shooters and shooters have 50% against infantry.![]()
This is NPC fight – the easiest battle you will ever do.
In your first city and each other city you settle there are 20 squares with NPC , one with your city and 4 with mines. If you conquer a city from other player you get the city with or without NPC – it depends if your enemy killed all or some or none.
If you want to attack NPC you just move the mose over the square with NPC and see the enemy
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Then you prepare your army, set spells and attack. Once you click attack there is no turning back . You cannot do anything to change your order. If you made a mistake it will cost you some troops. To get result you wait some time – it depends how far your target is.
If you want to attack enemy you have many choices.
• Attack his city
• Pillage his region
• Attack enemy that is halting
In order to attack (invade) another player first thing you have to do is scout him – to know what power he have, how experienced his hero is and what abilities he have.
Then you prepare your army: you set the order
of units in which they will be fighting. Once you set it and lunch an attack there is nothing you can do.
Your hero go out the city and the line appears on the map – all players can see it.
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Your enemy (if is online) can prepare its defense or simply run away.
If he chose to defend, his army will be ordered from strongest stack to the weakest. Of course he have time so he can move his army from few cities and make one defending force. But he cannot chose order of his units as you can when you order your attack. Defending player units are ALWAYS from strongest to weakest (like NPC) – but he can split (divide) his stacks and get different order.
Then after some hours the battle resolves. If you put your army in the right order and foresee the move of your enemy and his defense play, you won (there are of course spells that can spoil your won battle). If your enemy was better than you, he won. It is only true when you fight equal or max 40% weaker enemy bcs at one point , if you overpower your enemy, stack order doesn’t matter – you just overrun the enemy with minimal or no loses. But if you are stupid, and make many mistakes and your enemy is expert in battles he can win a battle even with 1/3 of your attacking army (to be honest the game rules allows with one spell to kill any army that consist of low level units – but no one is so stupid enough to build an army with only peasant or imps)
If enemy player is “halting” he is dead.
gameguide
The army has to make a 2 hours halt every 4 squares when moving on the World map. They can be scouted and attacked when on halt.
Then they resume moving. The halt does not happen inside your or your alliance's territory. At night, all armies stop for a camp, and no attack can be performed.![]()
Why he is dead? bcs he is just like NPC and cannot do anything for 2h (duration of the halt) this means that you can prepare your army to get all the bonuses you can get and attack. Only one thing can save player who halts – his spells – that can spoil your attack plan (NPC do not cast spells). But if you are good player you can foresee it and prepare. So “halt feature” is a game killer in my opinion and many words have been said about it – sadly with little effect.
The game world is persistent , it means – when you are offline the game runs and your army/cities do not disappear. If someone will attack you while you are offline he will have easy prey.
for all of you who are interested how battles resolve :
http://www.speedyshare.com/565866813.html
this is xls sheet prepared by one of beta testers (sadly he quit the game).
He shared it with us and think he wouldn’t mind if I share his work with you.
You can experiment battles yourselves. This tool will be very needed when you will start the game and if you want to be competitive.
I don't quite understand this halt feature, so "halting" is an order? Can you explain how it works? What does it do? Why people do it?Originally posted by TsuChi:
If enemy player is “halting” he is dead. Why? bcs he is just like NPC and cannot do anything for 2h (duration of the halt) ...
If you chose to move your hero with an army outside your alliance controls zone (to attack someone) – your hero will „halt” each 4 squares he will travel. If your enemy is closer , you wont halt but if your enemy is 20 squares from borders of your alliance – you will halt 5x.
Each your halt means 2h stop for your army. In this time enemies can scout and attack your halting army.
So if anyone will attack your halting army he will have a chance to know the exact order of your troops (he scouted you and troops are always from strongest to weakest) . So if he knows your order he can prepare killer army. He just send it and with 95% he is a winner, unless he made stupid mistake or your hero cast some devastating spell he don’t foresee or unless you are 5x stronger than anyone near your halt
No they don’tOriginally posted by azureone:
Do units have their special abilities f.e. nightmare's fear attack, and are there caster units that can throw spells?
Units have no abilities (we wanted it too)
They have only power which is used in defense and offence
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That halt feature seems a major pain...
Ok, if I can see future halting points, can I intercept an army there? How fast does a hero cover the 4 squares before halting?
At night, is really the whole world resting? So no symbolic invasions of the evil when the sun sets? No vampires at midnight?
What possibilities are there to make the defense be a little more efective (apart from splitting stacks)? I mean, if he scouts me, he pretty much can set up a killer army, cuz he knows how my troops will be set up.
Whats that with the devastating spell when halting. Do I have to set it up for every particular battle or can I just give the order to cast away on whoever comes close?
Man, it really looks like a very attacker-friendly game! What does a player has to fear when attacking? Except for spells and vengeance? Will one have any chance to live if he chooses to be defensive? I for example loved to play the gauls in Travian, because of their defensive power. I enjoyed making the pillagers wtf at the stats far more than pillaging myself. Any chance in HOMM Kingdoms for such a way of life?
Hero moves 4 squares per hour. You can intercept enemy invading hero only when he halts. You see the spot of his future halt but you can send there your army only when that hero halts.
So invader become defenseless for 2h when he halts, and you as defending player can attack him (it is twisted but hope you understand)
Yes there is a night time and no moves with armies are allowed (currently it is from 23:00 to 9:00) but you can do other stuff (fight NPC, spy on enemies, construct city buildings, upgrade mines and many more)
When you send your army you set up spells you want to cast if any enemy will attack you, or when you reach your target. So first battle on the way triggers your spells.
You misunderstood how things are. Here in HoMMK defending player is safe 90% of the time and can win most of the battles (if enemy will halt). If attacker don’t halt it is harder for you. In consequence all cities at the border of battling alliances which are 4 squares from border are very very unfriendly for peace loving players.
Defending is really an art. You know that your army will be ordered from strongest to weakest, and you know that your enemy knows that. So you can split your strongest unit and other unit will fight first. This may change the whole battle bcs units get 50% bonus when fighting specific category
(Infantry has 50% power bonus when fighting cavalry,cavalry has 50% against shooters and shooters have 50% against infantry)
So if invader attacks blindly and think you will not split your units you can win. But if invader foresee your move you will loose unless you wont splitit is gamble. But splitting have one drawback – you fight with weaker stacks and this is not good. Bcs in this game the bigger the stack the better – we call them “killer stacks” that can wipe out whole armies.
But when you halt (as an invader) you cannot split your units. You are frozen for 2h . So defending player who will intercept your invading army will have easy task killing you.
It is possible bcs units get bonuses to its power in %. So 10% for 100k army is 10k , but 10% for 1m is 100k . Good hero gives 40-50% to the power of units . So you can with one stack of 1m kill an army which have 7 stacks of 400k units each =2,8m army, and if defending players hero is worse than yours (less % to defence)– he have even bigger troubles.
Hommk is very friendly for defenders and simcity type of players. All you have to do is to have your cities far from border or have an army close in size that your opponents. Bcs when you defend in your city you can get up to 56% to defense bcs of high walls. This will prevent 99% of attacks on you, bcs such a bonus is very hard to overcome if your armies are close in size.
Hommk is also very friendly for invaders who attack only a lot weaker enemies. It is simply bcs invader have such powerful army that cannot be stopped by poor defender no matter what he will do.
Ok, thanks. Now this sounds interesting. Btw, I meant attacker/defender refering to the battle, regardless of them beeing invader/terretory defender.
Can I send my army to an empty spot on the map or does it have to have a target? For example, can I just park my army next to a future halt point (or even at)?
What happens if I set up troops and spells, go attacking something, get attacked during a halt. My spells get triggered, my army wins. I assume it then moves on, reaching its target and attacking. Do those spells get triggered again or are they "used up"?
No you cant send your army to an emty spot. You have always choose target (enemy halt or city)
If your spells are triggered they are used up, and if you win you will move toward your target but spells cant be cast again (even if you have another spells) bcs all is set up when you start your travel – later you can only watch
awwww...sucks!
Ok, and what if Ive sent the army on a halting enemy, but he moved on in the meantime?