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Old 08-04-2004, 02:00 PM   #1
Aerich
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Join Date: May 27, 2004
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I know there's a few Disciples II players out there, and I'm hoping we can get some more if I praise the game enough.

If you don't know, Disciples II is a turn-based game with amazing graphics. It's marginally similar to Heroes of Might and Magic, only better (well, at least better than HOMM 4). If you buy the Rise of the Elves expansion (which contains the original game (Dark Prophecy) + a new race with attendant campaign) there are 5 well-balanced races to choose from; Empire (humans), Mountain Clans (dwarves and giants), Legions of the Damned (devils) Undead Hordes (self explanatory) and Elves (allied with centaurs).

This has to be one of the most engaging and addictive games I've ever played. I bought it about three weeks ago and it has usurped 90% of my game-play time. You can pick one of three types of lords; warrior, mage or guildmaster. Warriors regenerate 15% of their troops' HP per turn, mages can research spells for half cost and cast each spell twice a day (the others can only cast each spell once/day), and guildmasters build up towns for half cost and get all kinds of cool thieving options.

There are five types of hero leaders (as distinct from lords); leaders are the actual heroes you control on the map. The above three, along with two special types - rod planters who capture mines, and thieves, who can poison enemies, steal, and duel enemy leaders. If you have a guildmaster lord, your thieves can assassinate, provoke riots in cities, create havoc with an enemy's battle order, and so much more. All leaders except thieves can carry a small party of troops with them - maximum 5, plus the leader who also fights in combat.

Both heroes and their troops gain experience. Troops can upgrade into tougher and better troops if you build buildings in your town and gain the required experience. You must choose carefully, as some basic troops have several potential upgrade paths to follow, each with their own particular strengths. If you were disgusted by the half-hearted ripoff of this system used in HOMM IV, put your fears to rest. This is the way it is *supposed* to work.

This game is outwardly simple, but with strategic and tactical subtleties that make it fun. Each of the five races have their own strengths and weaknesses, and three different lord types means that you can play 3 very different styles of game on the same map with the same race.

In short, if you like or think you'd like turn-based strategy games, Disciples II is an overlooked gem. You can test out two free demos (the Empire demo has a tutorial):
http://www.strategyplanet.com/disciples2/download.htm

Feel free to comment or ask any questions about this game whatsoever.

[ 08-04-2004, 02:01 PM: Message edited by: Aerich ]
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Old 08-04-2004, 08:35 PM   #2
DBear
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I tried this game, totally sucked. Your armies don't even move in combat--how lame is that?
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Old 08-05-2004, 01:32 AM   #3
Aerich
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Well, that's not strictly true, as each creature does have a pretty neat battle animation.

I don't find it lame at all. It helps if you think of it more as battle chess than as an RPG. It's not an RPG and doesn't make any pretense of being one.

I can see how someone accustomed to RTS and FPS games would find this slow, as you won't get the same adrenalin rush (except in key battles or strategic gambles). But I can pretty much guarantee that those who like Heroes of Might and Magic will appreciate this game.
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Old 08-05-2004, 08:20 AM   #4
Dundee Slaytern
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The Disciples series roxxors my bootsa. [img]tongue.gif[/img]

I have followed the game all the way since Disciples 1, and it remains to this day, one of my top favourites.

ADD] Not a game for the impatient though.

[ 08-05-2004, 08:22 AM: Message edited by: Dundee Slaytern ]
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Old 08-05-2004, 10:44 PM   #5
the mighty stamar
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Very addictive game. I spent about 100 hours playing it all out.

I will disagree with something you said though, that the races are balanced.

I dont think so at all. They are different. However playing in a multi human battle, the elves are by far the best and the dwarves truly suck.

This is just a way to handicap the game better I think.

The graphic art is just great, for fans of fantasy art.

[ 08-05-2004, 10:46 PM: Message edited by: the mighty stamar ]
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Old 08-06-2004, 03:42 AM   #6
Aerich
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I think the dwarves are balanced. Yes, they're the slowest in combat and the slowest to start up, but they (overall) have the most HP, do the most damage, and have the best movement spells (the very affordable Seafaring and Chant of Hasting).

Elves don't have as many (or as good) self-boosting spells, and their relative lack of HP (the tradeoff for speed) means they are more susceptible to damaging spells.

It is very possible for any side to beat any other side, provided it is played intelligently.
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Old 08-06-2004, 07:50 AM   #7
Dundee Slaytern
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Different races, different strategies. After all... consider the name of the company that made it. [img]tongue.gif[/img]

MClans are not weak at all. [img]smile.gif[/img]

And neither are the other races.
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Old 08-06-2004, 01:23 PM   #8
Aerich
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Agreed. There's just so many ways to play.

To further the argument, I must note that the Mountain Clans' high elemental-source damage makes them the best for taking out the Undead Hordes' weapon immune units. They are also arguably the best (high damage, armor boost, huge HP) for taking out enemy capital guardians.

Additionally, don't overlook the advantage that movement spells give in human multiplayer. Far-ranging heroes means that the fog of war can be dispelled quickly (even if caused by spells), thus leading to easy nuking of opponents. Additionally, the movement spells means it is comparatively easy for the MC to deliver a big surprise blow (stay out of opponent's view, charge in, nuke the opponent, boost self, cast movement spell, finish off opponent's best hero{es}).
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Old 08-06-2004, 10:57 PM   #9
DBear
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Listen up Aerich, I am a veteran of Heroes II and III. I do NOT play real-time twitch games, so DON'T go lecturing me about not being able to appreciate Disciples.

WHERE is the strategy? You can't move nor cast spells in battle. You just get your tough guys and hope they beat the other tough guys. Nothing there.

Now look at Heroes III. Lots of cool artifacts, the right spell in battle can help immensely, you can take advantage of terrain, and the strategy is just so superior to Disciples.

Heroes III has never left my computer. Disciples II is a beer coaster.
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Old 08-07-2004, 03:05 AM   #10
Dundee Slaytern
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Quote:
Originally posted by Aerich:
~~ They are also arguably the best (high damage, armor boost, huge HP) for taking out enemy capital guardians. ~~
Hmmmm... actually, the general consensus is that the MClans and Elves have the most difficulty with the Capital Guardians.

The Empire have the Matriach.

The UHordes have their paralysing units.

The LotDamned have the Incubus.

Their advantages lie in other areas.
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