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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 · NEXT»
vesuvius
vesuvius

Hero of Order
Honor Above all Else
posted September 15, 2003 05:54 PM
Edited By: vesuvius on 15 Sep 2003

A new Player Made Mod For Homm4

I was directed to another thread which led me to a site where they are working on fixing gameplay bugs, adding new spells, artifacts etc... similar to Wake of Gods for homm3.  Very interesting stuff, and gives new fuel for homm4.  A must visit for you guys:

Quote from Lost:
Latest version(3.2) is here.
http://www.equi-map.narod.ru/downloads/installMod_v3.2eng.exe

Readme is for Russian only - in Russia we have 2 versions - original English and localized Russian version from Buka. So we have original term (Sparks), and its Russian translation (Iskry), which can be misinterpreted by those who played only Russian versions or only English versions.

This is partial translation of readme file.

Major changelist from version 3.2

First, Grandmaster Necromancy Skill raises Vampires ONLY if hero level is above 20.
Second, additional spells were added to Ogre mage spellbook - Magic Resistance, Mana Drain, Spell Shackle, Snake Strike and Sparks.

Added some spells, which were hidden in original game

Hydra Health(Chaos, 2nd level) - Increases the hit points of the target by 25% until the end of the next combat.
Endurance(Nature, 2nd level) - Increases an army's movement on the Adventure Map by 3.
Rock growth(Nature, 1st level) - Creates a rock on a battlefield
Mass Forgetfulness(Order, 5th level) - Mass Forgetfulness restrains all enemy targets from using ranged attacks.
Poison attack(Death, 2nd level) - The target's attacks in melee combat become poisonous. Anyone struck by the target will suffer the effects of the 1st level Death spell, Poison.
Smoke(Chaos, 1st level) - Creates a 3x3 yard cloud that reduces all Ranged Attacks through the cloud by 50%.
Aging (Death, 3rd level) - Aged targets do 25% less damage and their Melee and Ranged Defense is reduced by 20%. Speed and Movement are also cut in half.
Terror (Death, 3rd level) - Terror causes a single target within the line of sight of the caster to lose its next 2 actions.
Resurrection (Life, 5th level) - Brings a certain number of hit points of dead creatures back to life.

Descreased price of Castle to 4500 gold, Citadel to 3000 gold

Changed Diplomacy and Charm skills, so they work if your army is 1.25 times larger than enemy's (in original game they work if your army is 3 times larger than enemy's)

Changed Ressurection skill so when casualties are small, efficiency of skill is increased.
So if you have Master Ressurection and 3 creatures died, 2 of them are ressurected.
If your hero is Cardinal (Life + Nobility) and he has Grandmaster ressurection, he ressurects 3 of 3 dead creatures, 6 of 8 (according to table in readme)

Changed some advanced class bonuses:
Lich (Chaos + Death) became undead - so mind-affecting, healing, poison spells can't be cast on him. He is also immune to morale, but vulnerable to Holu Word spell (like undead creatures)
Ninja (Death + Nature) cast random curses when attacks in battle (just like Beholder)
Warlord (Nobility + Combat) gives +10 to melee attack
Ranger (Scouting + Combat) gives +10 to ranged attack
Cardinal (Life + Nobility) gives +15% to ressurection skill

Some creature changes
Earth elemental now can "travel under earth" - thus immune to Quicksand.
Air elemental now has ability Negate First Strike.

Minotaur's block probability raised to 40%
Unicorn blinding probability raised to 40%

Fire shield returns 40% of damage taken.

Waspwort's weakness ability now affects Undead, Mechanical and Elemental creatures.

Sniper's crossbow now removes all ranged penalties for hero and his army.

Elven king's bow now gives additional ranged attack to army and to hero (if he has Archery skill or he is Ranger)


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valkyrica
valkyrica


Supreme Hero
posted September 15, 2003 08:10 PM

Quote:

This is partial translation of readme file.

Major changelist from version 3.2

First, Grandmaster Necromancy Skill raises Vampires ONLY if hero level is above 20.
[\quote]
this is good, but should've made it so you can't raise ghosts until level 12,13

Quote:
Second, additional spells were added to Ogre mage spellbook - Magic Resistance, Mana Drain, Spell Shackle, Snake Strike and Sparks.
[\quote]
this is great ! makes the ogre more of a choice, but then again, too few maps in which you can play with barb ... hope there will be some in the future, i love those bastards


Quote:
Added some spells, which were hidden in original game

Hydra Health(Chaos, 2nd level) - Increases the hit points of the target by 25% until the end of the next combat.
Endurance(Nature, 2nd level) - Increases an army's movement on the Adventure Map by 3.
Rock growth(Nature, 1st level) - Creates a rock on a battlefield
Mass Forgetfulness(Order, 5th level) - Mass Forgetfulness restrains all enemy targets from using ranged attacks.
Poison attack(Death, 2nd level) - The target's attacks in melee combat become poisonous. Anyone struck by the target will suffer the effects of the 1st level Death spell, Poison.
Smoke(Chaos, 1st level) - Creates a 3x3 yard cloud that reduces all Ranged Attacks through the cloud by 50%.
Aging (Death, 3rd level) - Aged targets do 25% less damage and their Melee and Ranged Defense is reduced by 20%. Speed and Movement are also cut in half.
Terror (Death, 3rd level) - Terror causes a single target within the line of sight of the caster to lose its next 2 actions.
Resurrection (Life, 5th level) - Brings a certain number of hit points of dead creatures back to life.


they just took creature special abilities and potions and made them into spells, which i think renders those particular troops more useless

Quote:
Descreased price of Castle to 4500 gold, Citadel to 3000 gold

a nice help for order/barb/nature's awesome griffins


Quote:
Changed some advanced class bonuses:
Lich (Chaos + Death) became undead - so mind-affecting, healing, poison spells can't be cast on him. He is also immune to morale, but vulnerable to Holu Word spell (like undead creatures)
Ninja (Death + Nature) cast random curses when attacks in battle (just like Beholder)
Warlord (Nobility + Combat) gives +10 to melee attack
Ranger (Scouting + Combat) gives +10 to ranged attack
Cardinal (Life + Nobility) gives +15% to ressurection skill



lich is interesting, though it can be wiped out with a non LOS spell, either h.shout or h.word, but definitely improved
ninja's good, especially in the beginnin' ( but it's nature and scouting)

Quote:
Some creature changes
Earth elemental now can "travel under earth" - thus immune to Quicksand.
Air elemental now has ability Negate First Strike.

Minotaur's block probability raised to 40%
Unicorn blinding probability raised to 40%

Fire shield returns 40% of damage taken.

Waspwort's weakness ability now affects Undead, Mechanical and Elemental creatures.
[\quote]

the others i agree but the air elemental needed tuning up? sheesh, oh well, glad they didn't throw in an ohter 10 defense
and fire shield too powerful at 40% i think



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Odvin
Odvin


Promising
Famous Hero
posted September 15, 2003 09:04 PM

Just one correction: Equilibris and WoG are somewhat different, because balance is the most important thing in Equilibris, while WoG isn't that focused on it. Actually, I'd call some of the WoG features rather disbalancing.
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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted September 15, 2003 10:14 PM

WoW compulsory required ?
tnx

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Odvin
Odvin


Promising
Famous Hero
posted September 15, 2003 10:29 PM

Quote:
WoW compulsory required ?
tnx

I've heard that it can be installed on TGS, though I think bugs and other issues are possible in that case. WoW strongly recommended.
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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted September 15, 2003 11:03 PM

Quote:
Quote:
WoW compulsory required ?
tnx

I've heard that it can be installed on TGS, though I think bugs and other issues are possible in that case. WoW strongly recommended.


tnx again, great  work

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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted September 15, 2003 11:39 PM

if only someone can change some things could hear me ...


some suggestions :

- raise the cost of black dragons dwell from 14k to 18k, or
14k with at least 45 sulfur needed
- change black dragons resistence from 100% to 50%

- change the fireguard ability , from total immunity to fire spells to 50 % resistent to these magic attacks, and from 1/2 to 3/4 damage taken from fire based attacks.

- movement of devils from 50 to 45 (important)

- substantialy increase the summoning skill

- necromancy skill allows creating ghosts when the hero reaches lvl 13 or more , vamps ok at 20


- when on, shackles of war will not permit retreating by casting town gate


...ill think about other, and i'm sure community has more nice ideas that could be helpful to bring this game into a balance well targeted

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balcough_dra...
balcough_dragons


Supreme Hero
unlucky? i want to pump you up
posted September 15, 2003 11:41 PM

i think blackies should stay the same

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whos your daddy and what does he do?

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Chudak
Chudak

Tavern Dweller
posted September 16, 2003 12:21 AM

http://www.zone.ee/homm4/

English version of this site is available. For some reason only ver.3.1 of new mode there though. Anyway just thought some of you might be interesting. There's a forum there as well so feel free to post your ideas . This mode was around for a while now but only now it's starting to take shape really. Russian players must've known bout it befor. It's been on quite a few heroes sites. It's easy to make changes in this mode but takes a while to actually test the balance after that so any help is welcome.  

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Jinxer
Jinxer


Legendary Hero
*****
posted September 16, 2003 02:26 AM

All this is nice and all, but so far I havent seen the 1 improvement that H4 NEEDS!  

Why dont this new development team fix the damn transfers FIRST!
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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted September 16, 2003 03:23 AM

That 7 also the slow motions when fighting in the swamp also
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Dreaming of a Better World

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vesuvius
vesuvius

Hero of Order
Honor Above all Else
posted September 16, 2003 05:46 AM

My Hope IS

that those of you who are hardcore homm4 players are also the best player to make inputs on balance and gameplay, for you have it analyzed to the max, far more than any single player could possibly comprehend.

So if you participate in its development, it will be a better 'upgrade'.
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haile73
haile73


Promising
Famous Hero
posted September 16, 2003 09:52 AM

yup, it sounds all pretty interesting.

I know my h3 opinion is not welcome here, but I don't agree with boosting devils even more. except for that, I think those changes bring a new 'twist' into the game.

I agree with Jinxer that the transfer issue has to be adressed also; otherwise I don't think this mod will acquire new online players. Being forced to have WoW sucks also, but that wouldn't be the biggest problem. I guess that's what DC++ is for

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Jinxer
Jinxer


Legendary Hero
*****
posted September 16, 2003 03:36 PM

INsatiable, I been trying for couple years to get people to play different maps. Even back in H3 when people played Desert war and HourGlass 100+ times. It aint gonna happen.  Once people find a map they got memorized and patterized they stick with it.

What we really needed was Random Map Generator, and all would be solved. Oh and a Transfer fix.
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zud
zud


Promising
Famous Hero
box worshipper
posted September 17, 2003 05:25 AM

Thread cleaned up

Toss posts deleted, lets hear some ideas

I havnt given this a lot of thought yet but off the top of my head.

Mind shield should be a major art, ring permanacy a relic.  ring greater negation...not just a relic even higher.

somehow death needs weakened to balance towns. vamps need to be weaker and harder to build. devils weaker also. even with the mods to necromany and changing mass cancel to lvl 4 spell (i would have prefer it was made lvl 5) mebe cloud of confusion a lvl 5 spell also.

what would also balance towns is some way of helping order and life get pathfinding built up faster.  they have to dual class a archer or something so u are only offered 1 scouting skill per lvl up instead of the 2 a pure theif is offered every lvl up. making these towns fall behind nature chaos and death who can use a pure theif for pathfinding and get gm lvl very fast.

sanctuary spell should be cast on a single stack instead of all stacks, town gate should either not be allowed while in battle or it should be affected by shackles at a minimum.

the single combat hero (be it a barbarian or archer) with addition of immortallity potions is another huge imbalance in the game, immo potions should default to be much more expensive (2 or 3K minimum) and the archery and melee skills need to be toned down severly forcing players to use mainly creatures and not heroes for battling.

more to come.....
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Blue_Camel
Blue_Camel


Famous Hero
posted September 17, 2003 06:29 AM

Fix all the problems with artifacts/spells/etc. that are mentioned in THIS THREAD ---> http://heroescommunity.com/viewthread.php3?TID=7064

i dont know the guy, but daym, wub should get a medal or some snow for all the time he spent figuring out that stuff

oh yeah also make dragon shield a major art, is currently a minor.  maybe make bag of gold and some of those good rings minor instead of treasure too... they seem too good for treasure

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted September 17, 2003 08:20 AM

inbalances in arties levels, are there for the twist of it...what fun if ALL tresure arties sucked?

easier pathfinding, can be achieved by DISabling stealth and seamanship skills. This way
_scout altars are right on target
_non scouters heroes , get offered scout-path much more often
_while, scouter has the disadvantage of being offered stealth too..since he has it by default.

so when i say: 'change game through mapmaking' this is toss right?.. this whole thread is definition of tossing.. they re just all related to some 'save the whale' subject..

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted September 17, 2003 08:57 AM

Better yet to make a more Percentage of getting the grandmaster Pathfinding & no prerequisites.
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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted September 17, 2003 09:00 AM
Edited By: the_teacher on 17 Sep 2003

concerning sanctuary ,i think it should be better to lasts 3 rounds tops until any action taken,and with a 3 rounds timeout for the priest from the moment this one came outta  sanctuary.
also, prevent casting divine intervation within sanctuary.

maybe , change crusader class, let's say for instance, if you want to get that "indestructable" bonus of maximum morale , to have a penalty such as decreasing speed by 2-4, nice would be random number within this range.


i must admit it's a good spell ( i think i already win a fan with this statement), it could be countered, but most of the time it's like an ace when you got already a 10.

also , i repeat myself the issue with town gate is very serious : shackles might work the way they were designed, and all the creatures immune o magic (BD), or having anti-magic on them to not be gated away.


raise vampires dispeled ?  nonsense


be back...

one more thing, cancel and dispel be affected by the wards.

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valkyrica
valkyrica


Supreme Hero
posted September 17, 2003 01:34 PM

halberd should be major, i think camoes can back me up on that, also make town gate level 4(would avoid makin "town gate" heroes easily)

also either make ring of perm a relic or make it good for both players (so both can be immune at dispel/cancellation), sometimes that's annoying if you don't have exorcism (mass sorrow/hypno/blind ...), so it can be double-edged.

increase the building requirements for death castle as well and for blackies they should require mage guild level 3 + death spells building, they're too powerful and you get 1 when you build them as you get with any other level 4 and it's not balanced, either make that requirement or make them appear 3 days after you build, the way mantises appear.
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