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Heroes Community > Tournament of Honor > Thread: A new Player Made Mod For Homm4
Thread: A new Player Made Mod For Homm4 This thread is 18 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 · «PREV / NEXT»
Blue_Camel
Blue_Camel


Famous Hero
posted November 19, 2003 06:35 AM

thank you for your sage input, ball slave

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balcough_dra...
balcough_dragons


Supreme Hero
unlucky? i want to pump you up
posted November 19, 2003 07:59 AM

np stinky
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slayer
whos your daddy and what does he do?

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Dalai
Dalai


Hired Hero
Equilibris Project Coordinator
posted November 19, 2003 07:37 PM

Quote:
it would be cool if "increase movement" worked.. equilibris completely ignored it tho i think :-\

Readme says:
Quote:
Scripting system:
- v3.3 - "Add Movement" script bug fixed.
- v3.3 - "Increase Level" script bug fixed.
- v3.3 - "Divided by" script bug fixed.
- v3.3 - "Negate" script bug fixed.
- v3.3 - "Remainder" script bug fixed.

If "increase movement" and "Add Movement" are the same - I don't see why we "completely ignored it "...

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valkyrica
valkyrica


Supreme Hero
posted November 19, 2003 07:44 PM

Quote:
Quote:
it would be cool if "increase movement" worked.. equilibris completely ignored it tho i think :-\

Readme says:
Quote:
Scripting system:
- v3.3 - "Add Movement" script bug fixed.
- v3.3 - "Increase Level" script bug fixed.
- v3.3 - "Divided by" script bug fixed.
- v3.3 - "Negate" script bug fixed.
- v3.3 - "Remainder" script bug fixed.

If "increase movement" and "Add Movement" are the same - I don't see why we "completely ignored it "...


their problem is that they don't read anything before yapping

and all of you get over this idea of low level troops going fast, they have low movement for a reason(some of them), so you won't go with 29 movement with full army in first week of game killing everything ... you have to make sacrifices!

i'll have to make a map for you "allCreaturesSameMovement" lovers ... with only 2 castles, and a road between them ... you'll get a kick out of using level 1 units !
oh, and btw, you, the mapmakers can control the number of heroes one has (bombs in certain days on tavern ...etc, you know better than that)

IHateHalflingsyrica

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Blue_Camel
Blue_Camel


Famous Hero
posted November 19, 2003 07:53 PM

wel i had asked before (i think i asked zud, tho not sure) and that person said it was never fixed so..

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted November 19, 2003 08:12 PM

doesnt matter if fixed or not
thing is camel, one can NOT make a map using 'increase move'

you cant just ignore 3.0 , regardless colibri mod quality level
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Thunder
Thunder


Responsible
Famous Hero
posted November 20, 2003 05:18 PM

Method IS simple and it works for certain. I'm 100% sure of it (feel free to prove me otherwise if you want/can). Basically it gives Gloves/Boots if player has low level creatures and takes them away when player doesn´t.

But like Camel pointed out the map size would get dramatically heavier, though there would be no need to cover the whole map. Just put enough of them so that the extremists don't get any fancy ideas. And that's where the quest hut comes into play, it kind of makes cheating the script more risky since possibility having to get (or chain artifact) back to (from) the quest hut.

Of course there are other variads, but I think they all have some unwanted side-effects or pigholes, like the mentioned one does. And they may require a map designed for purpose.

Problem using Increase Movement script (beside the mentioned ones) is that player could just use first level creatures in the places where the movement is increased to increase the movement of heroes and then just toss those first level creatures aside. Could use restricted areas or quest huts (access for low level creatures only) to boost the speed but, again, map maker has to make compromises.

However, you don't necessarily need to increase movement of first level creatures to make them more valuable to player, there are many other ways.

Sorry for the off-topicness.
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Dalai
Dalai


Hired Hero
Equilibris Project Coordinator
posted November 25, 2003 12:49 PM

Hi all!
Have anyone tested all new stuff in MP? What do you think of Guildmaster in 3.3? About resurrection, diplomacy and charm? No feedback, impossible to work.

____________
[url=http://equilibris.celestialheavens.com]Equilibris project[/url]

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valkyrica
valkyrica


Supreme Hero
posted November 25, 2003 08:33 PM

well Dalai, reason for no feedback is ... we've been playing it and ejoying it like mad, i think it's perfect the way it is really, guildmaster is a good weapon against a barb-based army, can't be totally destructive against them, but will deal a certain amount of damage, which is always welcome !

but i think mapmakers are missing something in the editor, i'll let them give their own input, as i only want to be one now ... long dream !
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I'm Guybrush Threepwood, mighty pirate

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valkyrica
valkyrica


Supreme Hero
posted November 25, 2003 08:37 PM

oh, and mass forgetfullness i think should be level 4 ... don't think its place is there, maybe towngate level 5 instead ? that way it won't be banned from maps anymore ...
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I'm Guybrush Threepwood, mighty pirate

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted November 25, 2003 08:53 PM

actually, im spend my h4 energy mapmaking mostly -last months -than playing(='testing' as dalai calls it) but whenever im launching h4 for game its 3.3 .. havent seen in action many of the new stuff yet
have to say this. if its new, i like it

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Dalai
Dalai


Hired Hero
Equilibris Project Coordinator
posted November 28, 2003 02:40 PM

Quote:
oh, and mass forgetfullness i think should be level 4 ... don't think its place is there, maybe towngate level 5 instead ? that way it won't be banned from maps anymore ...

Absolutely agree! In some previous mod version 2.x Town Gate was level 5 spell. But I was the only one in my team for that option - noone beleived the spell as it is - cheat. So I had to step back. But we are looking for a way to disable it in combat completely. Only on adv. map.

As for Mass Forgetfullness - there are a lot of people who think it's too strong even for level 5
____________
[url=http://equilibris.celestialheavens.com]Equilibris project[/url]

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Blue_Camel
Blue_Camel


Famous Hero
posted November 28, 2003 06:05 PM
Edited By: Blue_Camel on 28 Nov 2003

hmm well.. mass forget is one of those spells where it can be really strong or be really worthless, depending on situation.. i'd say leave it in.

i have a suggestion for spells.. i think there should be a spell that increases you MOVEMENT in combat, not speed.  terrain walk increases your movement when on bad terrain, but i want a spell that would increase it always, on any terrain.  this could be useful in many many occasions.

i don't remember everything that was said on the Changelog, so you guys might have already suggested this, but a set of artifacts that give the minotaur's block ability would be nice (one arty that gives 20% (treasure arty), another 35%(minor arty), then another 50%(major arty), would be nice).  also, i think a couple spells that give block would be really cool, like one spell which is L1 or L2 which gives 25% block, and then another which is L4 or L5 which gives 50%.  i think it'd be cool as nature magic, since nature could use another L5 spell (right now nature only has 1 non-summoning L5 spell - dragon strength) but it's your call, of course.

i think you guys have done a great job(i can actually get elves, finally!) and you have really reduced the amount of inbalances in h4 (although i do still question making devils stronger ).  since it looks as if transfer bug is unfixable, i think best thing you guys can do is to pump out 15-20 new artys and some new spells too.  imo, this was one of the biggest mistakes that 3do made when making h4 - they just didnt make enough of everything!  i dunno if you guys can make more adventure objects, but that would be cool too.  just think, if game had 15 more artys and 15 new spells.. would be so refreshing.  i hope i'm not asking too much

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valkyrica
valkyrica


Supreme Hero
posted November 28, 2003 07:04 PM

Quote:
Quote:
oh, and mass forgetfullness i think should be level 4 ... don't think its place is there, maybe towngate level 5 instead ? that way it won't be banned from maps anymore ...

Absolutely agree! In some previous mod version 2.x Town Gate was level 5 spell. But I was the only one in my team for that option - noone beleived the spell as it is - cheat. So I had to step back. But we are looking for a way to disable it in combat completely. Only on adv. map.

As for Mass Forgetfullness - there are a lot of people who think it's too strong even for level 5


I agree, town gate should be disabled in combat, ruins many games if not, but left for adventure map and as a level 5, it's great anyway, travelling half the map at no expense !!

as for mass forgetfullness, in multiplayer, when meeting an opponent, it is of no real value, comparing it to steall all enchantments/hypnotize/teleport/berserk/blind !
even with neutrals, you can get around w/o it, they have genies you know !
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I'm Guybrush Threepwood, mighty pirate

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted November 28, 2003 07:17 PM

damn! ex-squire valkyrica learnt game!
teacher been really busy at summer ic
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balcough_dra...
balcough_dragons


Supreme Hero
unlucky? i want to pump you up
posted November 28, 2003 10:04 PM

mass forget is good with fighting neutral guys
 i killed 50 cycoples without them hitting me once
its weird how they walk
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slayer
whos your daddy and what does he do?

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valkyrica
valkyrica


Supreme Hero
posted November 30, 2003 09:22 PM

yes it's good against neutrals, that shouldn't be the reason of a level 5 spell, most maps when you get gm in a magic you can take almost any creatures on map w/o major losses, level 5 spells have to be useful in player vs player battles, and this one is useless, more useless than the guardian angel spell of life, so it takes 1 of the 3 chances you have of getting a REAL level 5 spell !
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I'm Guybrush Threepwood, mighty pirate

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Blue_Camel
Blue_Camel


Famous Hero
posted November 30, 2003 11:38 PM

well, i think it can be useful on maps with medium amounts of exp.. i.e. not circle but not dog days  maybe a map like coldhearted.  cuz you may face your opponent who has an archer who has GM archery but only exp melee, and did not get enough levels to have M or GM magic resistance.  and if he's life and has this archer, he may also have lots of monks.. so.. can be useful.  but i agree, it would very rarely be that useful.. it definitely shouldnt be a L5 spell.

i have more new ideas for the mod too  
i think there should be a major artifact that makes both armies have 0 morale (like spirit of oppression in h3).  think of the strategic possibilities if such an arty existed!  if a player saw this arty in his area in week 1, he may now choose to build an unusual combo of heroes/armies that usually would give him terrible morale, but now does not!  of course, spells IN BATTLE like mirth, mass fervor, potion of mirth will still give morale, but to begin the battle everyone will have 0 morale.  also, mapmakers searching for new ideas may give this arty for free at beginning of map, if they want to encourage certain mixing of heroes etc.  Give it a thought, please

maybe one that gives all 0 luck too, although such a thing would only be a treasure arty of course
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balcough_dra...
balcough_dragons


Supreme Hero
unlucky? i want to pump you up
posted December 01, 2003 01:10 AM

i like that idea alot bluey
who knew you were smart


also i think there should be a shield that gives hero or ceatures like 20% more offense and defense or for hero that gives 10 and 10

like a spiked shield i believe they had it in h3
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slayer
whos your daddy and what does he do?

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MSG-1-1
MSG-1-1


Known Hero
posted December 01, 2003 09:38 AM

ideas for mod

What about if they could make market place banned if wanted for some maps.,..this would make every resource important. And maps might be much better.

Helm of power--->minor

mass forgetfulness--->lv4

immos 200 0gold each---> just a idea

maybe a spell that makes hero immune to first 3 attack of combat..like robe

hydra health also increases damage...as giant strenght does

ring of heath----> minor (dont know if it is in mod, just came to my mind)

Adventure objects: art sellers/for money or xp

Guarded treasure: something between Dragon city and whatever the second best is..mausoleum? mauybe like treasury of the king...guarded by champions and crusadors

This one is a long shot but i post it anyway:
IF it would be possible to make items socketed in some adventure object place/castle for resources /gold..and a new artifact type jewls..that would add sertain properties for artifacts when put into a socketed art ( eg..ruby put into torso= 30%fire resistance..) this would give more options/combos..and more town visiting and artifact importance, and tactics.

A cave that gives some treasures/arts and inside guarding are completety random guards...never know what might attack u.

Water walk spell?...might work...lv4-5

Creature artifacts...that can be equipped to creatures...(eg. plated claws.. +2 to damage to creature)
Maybe 1-2arts per creature

Art that gives the chance of surrender without asking the opponent...cz neutral armies never make u surrender

New spells...maybe some that have 50% chance of working but are powerful if work, and spells that have random effect:
(eg. risky game: 30%chance of casting mass copy of the spell, 30% of making it jsut single, 30% of casting it to enemy 10% chance of casting it mass to enemy )





some of these are real hard to make..maybe impossible, and im not saying that they make the game better or worse..just trying post ideas ..but im just pointing out my imagination...so peace


What do u think?=



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