Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
All map object - pre-configured in Editor. *UPD: Except first hero. Check next post.
Newbie should play first exactly first game, cause 2nd - much better, but disciples 1 still have own features. But that part is hardest (not cause AI, as everyone say) - mostly because no level-ups. All units can only tier-upgrade and that only for main playable faction. All neutrals have EXP:Max. If you in first mission of campaign - all you unit have only 1 level up and 2nd levels units - EXP:Max. So you never see on Vhard cheating AI with over-levelup-ed units, but you too cant do that for your units.
Lord type affect what hero you have at start (+additional building for mage\guildmaster). You always can hire another hero - and use him as main. For first units- levels for Empire better Warrior hero as tank, but in mid- and late- game magic hero superior for Empire. Almost same for other factions - but they others mage\archers units have additional abilities. Only Empire use *standard*-balance units (1-target DD, AOE mage, support-healer, 3 tanks - most units without special abilities). And Empire used as preset for others (devs: "We already have somewhat unit for Empire? Make for Legion something else").
Most unique units - for Mountain Clans. You can make all units as AOE-mages, include warrior type. Especially in Disciples 2 (very strong warrior upgraded mage). All Tiers have +1 unit for all faction, and all new units... hmm interesting. One of that new units - Clans warrior-mage that are probably strongest unit in the Disciples 2 (for playable factions).
Also, each Lord type have unique perks for his heroes. READ MANUAL! It explain a lot of important things! You can do this right now from game storefront page, cause manual available for free. You cant gain all perks, cause heroes have Max Level: 8.
Plant Rod and Thieves (that can infiltrate spy's in enemy army) - not a heroes. Rod's can gain EXP and levels, but cant upgrade leadership ability (+2 only and 1 initially). That changed in Disciples 2, but still Rod's - support leaders. Only Empire Arch-angel can be interested in camapign.
All heroes have 3(4) leadership at start. You must upgraded leadership twice for full party (4\6 slot). In Disciples 2 some scrolls (windows) show 3 leadership. Some show 4 - count or not hero itself. In D1 probably hero never counted in any part of interface.
*Mercenaries camps are configured in editor. All units are infinite available, but only them that map creator add to camp properties. No random.
AI almost not used anything from map. Only unlimited (for AI) Talismans (D2), heal\life potions, and something like that. Never sold treasures (that can be only used as goods for gold). Mercenaries camps have unlimited units. So only things player really can miss - spells from Magic Tower's (again: no random). Always buy\steal spells from them BEFORE AI!
In Disciples 2 you can destroy enemy Capital. You gain gold+mana crystals (only resources in game) and spells from them - but randomly. Better use save-load if game not give you spells (it important!). Also, beeter capture Clans capital, then Empire, then third one (if you play Undead Horde or Legions of the Damned). Legions\Undead(\Elves) uses curses+DMG, Empire\Clans - healing\armor+DMG ofc.
In Disciples 2 Warrior Lord less useful. And in Disciples Rise of the Elves all units have additional regen from own land. To balance that for Warrior Lord devs add features from Disciples 1 - only his heroes can gain perk Critical Hit (even non-combatant Rod leaders...).
There is more limits in gameplay for first Disciples, but i can forgot something to write...
Ah yes, there is no wait\defense in Disciples 1 combat. You can use attack(\support), try to retreat, or surrender immediately, or skip turn (loss turn). Surrender - losing all units and hero, but enemy dont gain EXP for units not killed in battle (already killed still give him exp). So, maybe better start with Disciples 2 Empire. Second game more easy as i say. And you can abuse in D2 healing for Empire (defense+heal again on one last weak enemy unit)(with that tactic you can try Empire Plant Rod's support leader as main). You cant do this in Disciples 1.
Check manuals also for Disciples 2 and RotE. Check some balance changes. Also, some units from 4 lvl now 5 lvl - check warriors for Clans. Clans warrirors have not balanced upgrades - too much cost, too much exp, too low stats upgrade. So all Disciples NOT PERFECT BALANCED.
I give link later. Right now you can check this archived fan site http://netd.sklabs.ru/
Elves in RotE have mixed balance of Empire and... mmm... Legions. Check it in game later when... or if... you play RotE.
If you still interest in playing this, before you go to campaign - play skirmish for all 4 race as Warrior Lord and as Mage (check every units and spells). As Warrior Hero and as others. Some units have regen even if that not described - but that maybe for neutrals only...
If you then ready\want campaign - you must play all 4 race campaign simultaneously. Start for all, continue 1st mission for one-second-third-fourth (any order), go to second for all, continue second for all, - next ... That how campaign go in D1 and D2+GR. the Rise of the Elves Elven Alliance campaign - latest and last. Not directly connected to other D2 campaign (and better play D2 in Gallean's Return, in RotE it just a bonus).
Disciples 2 - "must have!" for TBS player. For me that means that Discipels 1 must have too... But i think same way not for all games series.
Disciples 2 are better of course, but Disciples 1 not a trash game. Just play D1 before D2.
Game have pure graphics. Devs really lazy. Combat mode - like in tabletop card game. Like in warlords games series (most warlord are tbs). There is no graphics at all in combat (small units). Only portraits. And them better too in Disciples 2. D1 is 16-bit colored game, but looks almost as 8-bit... or as almost as Heroes 4. Some good design - bad in general. Disciples 2 - perfect graphics with perfect visual design. Still 16-bit colors, still sprites, still (squared horses croup for horse mounted empire knights)... But you dont see this technical things - you see perfect visuals and portraits. No one other game looks like Disciples 2. And ofc good (sprited_)graphics old games always looks better and even naturally (for strategies) than new games.
So i think main reason for playing first first Disciples - gfx. But graphics not so important for decide, isnt it? You cant miss game just cause gfx? Just do not expect too much from gameplay and more from visuals. You gain that later from next games.
http://steamcommunity.com/app/1640/discussions/0/3166519278496833964/
Disciples 1 now -90% discount sale. It almost free.
In fact, in cases like the final Human mission, you can just stop your alliance with the dwarves and kill their capital, and ignore the demons completely.
I think it's because the engine can't actually handle you owning two capital cities.