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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»
balcough_dra...
balcough_dragons


Supreme Hero
unlucky? i want to pump you up
posted December 09, 2003 02:16 AM

your funny jinxer lol


its not a bug so theres nothing wrong with it


and you have no idea what their intentions were making h4 fog of war lol

and i am sooooooooo afiard of the fog noooooo don't take me
aaaaaaahhhhhhhhhhhh
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slayer
whos your daddy and what does he do?

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Jinxer
Jinxer


Legendary Hero
*****
posted December 09, 2003 02:41 AM
Edited By: Jinxer on 8 Dec 2003

You can tell you are afraid with your sarcasim. hehe


I guess its no biggie.  I would like to here many other opinions.  I realize that the way it is works fine.  All I am saying is that it doesnt work as traditional Fog of War does.

It would be like saying every time a GM stealth hero ran beside a tree observatory he became temp visible, even if noone around had scouting.  Well sure it would do it for both players, and sure the game still could be played, but bottom line is, that Stealth wouldnt be working in the concept of which it was designed.

Ofcourse unless 3DO intentionally said, we want people to see when objects are taken etc etc etc. So we wil make it different on purpose.

I guess bottom line just cause you say it works fine doesnt mean it is working properly.  Working fine and working properly is 2 different things.

We all know Balcoughs and Zuds opinion, any others with serious well thought opinions on this?  I say " Serious Well thought" because I know a few people who would post against me just cause its me, weather they agreed or not hehe

Jinxer


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Blue_Camel
Blue_Camel


Famous Hero
posted December 09, 2003 07:47 AM

ball slave, jinxer is actually right on this one.
in other games things dont update under the fog of war until you revisit that area.. in h4, you can see artys/resources dissapear under the fog as well as boats/mines get flagged.  and if you've gotten within sight of your opponent's castle just once, then you can right click on his castle the whole game to see what's in garrison.  real time too !

of course, if fabrice and co. decide to have fog of war again in h5, it should work like fog of war works in most games  thanks for bringing this one back up jinx, i think everyone had gotten so used to it that it had become forgotten.

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Dalai
Dalai


Hired Hero
Equilibris Project Coordinator
posted December 09, 2003 03:01 PM

2 insa
Quote:
actually, im spend my h4 energy mapmaking mostly

and this is from Celestial Heavens:
Quote:
The map has been balanced for both version 3.0 of standard Heroes IV and version 3.3 of the Equilibris mod, proof that the new Heroes IV mod is getting some recognition on the MP scene, and can be completed in one or two seatings.

Is there anything behind these words? Some advanced scripting? Or you just kept in mind the changes?
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Dalai
Dalai


Hired Hero
Equilibris Project Coordinator
posted December 09, 2003 03:17 PM
Edited By: Dalai on 9 Dec 2003

Really long post

2 Blue_Camel
Quote:
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 think you are right about the spell's usefullness.
BUT:
What alightment should it belong? Definitely not Nature and Chaos. Then - Life? 1-st level spell? I don't want it to be order or death spell to avoid more battles of "poison+slow" or "poison+haste" type. What do you think?

Quote:
...but a set of artifacts that give the minotaur's block ability would be nice...

2 news - good and bad. The good news is: we are planning block-artifact. The bad news: there can be only 1 such artifact, as there is only 1 "block" ability. BTW, we need an artwork for smth with block - some shield, I think.

Quote:
...since it looks as if transfer bug is unfixable...

Please check this [url=http://heroes.ag.ru/h5/txt/FC_in_Moscow_eng.shtml]link[/url].

Quote:
i think there should be a major artifact that makes both armies have 0 morale

We'll see what we can do. If we can - we will definitely add it. And
Quote:
one that gives all 0 luck too


2 MSG-1-1
Quote:
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.

We'll try, but it is difficult, almost impossible now.
Quote:
Helm of power--->minor

Current scheme is:
Cap of knowledge - treasure
Wisards ring - treasure
Circlet of wisdom - minor
Helm of Power - major
Supreme Crown of Magi - relic
What is wrong with this scheme? Just move an art will make 2 different arts equal - not good, I think.

BTW, should we lower all resource-giving artifacts to treasure? Now in most cases treasure bag of gold is twice as useful as minors Crystal Figurine, Gem Casket, Flask of Mercury and Brazier of Sulfur.

Quote:
mass forgetfulness--->lv4

OK
Quote:
immos 200 0gold each---> just a idea

No need to do that. Really.
Quote:
maybe a spell that makes hero immune to first 3 attack of combat..like robe

And cast every 3 turns?
Quote:
ring of heath----> minor (dont know if it is in mod, just came to my mind)

Recently played a game where it was vital for a victory. I am inclined to agree. What do other people here think?
Quote:
Adventure objects: art sellers/for money or xp

As soon as we can create it - we will.
Quote:
long shot
don't think so.
Quote:
A cave that gives some treasures/arts and inside guarding are completety random guards...never know what might attack u.

If you can send 1 lvl 1 creature - no surprises.
But we are going to create 1 more utopia. This time - easier for mages,tougher for barbarians.
Quote:
Water walk spell

NO. It ruins a lot of maps, where water is meant to be unpassible.
Quote:
Creature artifacts...

No again. Artifacts are for heroes only. At least in Heroes-IV.
Quote:
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

Any random factor ruins strategic thinking. That is why I would prefer not to implement random things into the game.
____________
[url=http://equilibris.celestialheavens.com]Equilibris project[/url]

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Jinxer
Jinxer


Legendary Hero
*****
posted December 09, 2003 05:19 PM

Quote:
ball slave, jinxer is actually right on this one.
in other games things dont update under the fog of war until you revisit that area.. in h4, you can see artys/resources dissapear under the fog as well as boats/mines get flagged.  and if you've gotten within sight of your opponent's castle just once, then you can right click on his castle the whole game to see what's in garrison.  real time too !

of course, if fabrice and co. decide to have fog of war again in h5, it should work like fog of war works in most games  thanks for bringing this one back up jinx, i think everyone had gotten so used to it that it had become forgotten.


*****************************************


Thanks Blue Camel... I am glad to hear that someone else understands the Fog thing.  You just explained it better then I did hehe.

Dalai ??  Your thoughts?

Jinxer
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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted December 09, 2003 06:16 PM

Dalai,
no advance scripting, just had 3.3 changes under consideration..
also, wanted to express in public ,through this map, my approval of your work.. not 'my' excactly, im not celebrity , but a statement in public has some worth

as for artifacts or other changes, wouldnt want to get involved in this discussion.. just my thought on ring of health:
_has reason for being a treasure.. if put it as minor, will appear prolly 0-1 times in a game.. as treasure though it appears 1-3 times.. so may NOT end up only one player to have.. ofcourse, may end one to have 2 rings too.. i call the bet maybe raise too)
_also, why remove the twist of some treasure arties NOT suck, for a change... the excitement of 'at that skele or insdide that box i may find ring of health'
.. one of sweetest momments in game, is getting ring in a box

oh..! by saying 'visit FC interview link' .. mean, if you eventually get sources, there is transfer solution hopes?

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Blue_Camel
Blue_Camel


Famous Hero
posted December 09, 2003 07:48 PM

Quote:
2 Blue_Camel

quote:
--------------------------------------------------------------------------------
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 think you are right about the spell's usefullness.
BUT:
What alightment should it belong? Definitely not Nature and Chaos. Then - Life? 1-st level spell? I don't want it to be order or death spell to avoid more battles of "poison+slow" or "poison+haste" type. What do you think?


I think it would work fine as a life spell, yes.

Quote:
quote:
--------------------------------------------------------------------------------
...but a set of artifacts that give the minotaur's block ability would be nice...
--------------------------------------------------------------------------------


2 news - good and bad. The good news is: we are planning block-artifact. The bad news: there can be only 1 such artifact, as there is only 1 "block" ability. BTW, we need an artwork for smth with block - some shield, I think.


I know that there is only 1 "block" ability but i was hoping you could have one arty give 25% block and another give 40%, for example.  since you changed the minotaur's block % in the mod, then i knew you are able to edit it.

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Dalai
Dalai


Hired Hero
Equilibris Project Coordinator
posted December 09, 2003 09:11 PM

2 All
If à I wanted ta ask only someone whose post I answer, I would have written private message or E-Mail. But this is forum, so do not hesitate to comment if you have smth worthy to say

2 Jinxer
I think, in general you are absolutely right.

I just have another idea and want to know what you all think about it.

Would it be better if fog-of-war worked like that necromantic structure in Heroes-III - it does not hide the places you just came from until you end your move?

What it will give us:
1. Your thief may go his way, and after that you may right-click all quest huts, universities and schools of war and magic to make it remember, what is tought there.
2. All eyes of magi and observatories remain open until the end of the turn.

What do you all think?


2 insatiable
Quote:
oh..! by saying 'visit FC interview link' .. mean, if you eventually get sources, there is transfer solution hopes?

There are many "if", "but" and "however". But slight hope emerged .
Quote:
wanted to express in public ,through this map, my approval of your work..

Thank you very much BTW, public support is one of the factors that influences our chances on the above topic
____________
[url=http://equilibris.celestialheavens.com]Equilibris project[/url]

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Blue_Camel
Blue_Camel


Famous Hero
posted December 09, 2003 10:53 PM

Quote:
Would it be better if fog-of-war worked like that necromantic structure in Heroes-III - it does not hide the places you just came from until you end your move?

What it will give us:
1. Your thief may go his way, and after that you may right-click all quest huts, universities and schools of war and magic to make it remember, what is tought there.
2. All eyes of magi and observatories remain open until the end of the turn.

What do you all think?


Yes, this would be the best way.  It would be nice if the observatories in h4 would reveal everything in the viewing radius completely (although only for that turn, the next turn fog of war would cover the revealed area), not just reveal it in fog of war.   that way you could see, at least for that turn, if any enemy armies are coming.  this would make the observatories worth something.

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Jinxer
Jinxer


Legendary Hero
*****
posted December 10, 2003 12:18 AM
Edited By: Jinxer on 9 Dec 2003

Yes Dalai that would be great. Infact that would be perfect I think.  

The biggest issue was from the opponents view. While its my turn my opponent should not beable to see things disappear until they open the fog with a unit that is in that area or with a tree observer or magi etc.

But yes leaving it open all during your turn while you play is even better then I imagined it.

For example as Camel pointed out.. if I get within viewable range of my opponents main town, and then at end of my turn the fog recovers it, I shouldnt beable then to click and see whats in there until I reuncover the fog etc.  Just making sure we understand etc.

So sounds like that is something you can fix Dalai?

Jinxer
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Dalai
Dalai


Hired Hero
Equilibris Project Coordinator
posted December 10, 2003 01:26 PM

2 Jinxer
My idea was not replacement of yours, but rather addition. I got your idea completely.

Quote:
So sounds like that is something you can fix Dalai?

We can fix almost everithing, if it is reasonable (Don't ask for a new alightment, for example). But we, as all other people, are limited in time we can devote to HoMM-IV. So in most cases the question is "Is it worth spending our efforts on this particular problem, or we better fix smth else?".

2 All
Ok, we'll try to make the fog-of-war work as I described it above. Can't tell though when we'll see it in game - may be alredy in 3.4, may be later.
____________
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Thunder
Thunder


Responsible
Famous Hero
posted December 10, 2003 01:34 PM
Edited By: Thunder on 10 Dec 2003

Scripting/Map Editor wishes:
A. Ability to control taverns (what level of heroes hirable, the amount and types).
B. Condition to check for town buildings (ie. if Has Castle then increase dwelling productions of 1st level dwellings by 10).
C. Function that spawns creatures. Could use Placed Event with a command Spawn Creatures. Also Available in Garrisoned structures. If the spot or garrison where the creatures would spawn
D. Ask Question List (multiple possible answers including their branches naturally).
E. Function that creates hero. Works little like same as Spawn Creatures.
F. Teleport To/From command. Works like One-way teleports (since they'd be in placed events, they are easy to script to two-way teleports).
G. Ability to change the rates of marketplaces and if they appear in towns.
H. Decrease Movement for This Turn/Permanently.
I. Ability to create clone hero. (This is possible even now to the degree, but it is impossible to make the clone wich have both same skills and level as the original (unless there is a level cap).
J. Triggerable Event tabs to more objects (i.e shrines and dwellings) which triggers when the objects in question are visited. Like in Quest Huts.
K. There is a strange bug with the editor that makes it impossible to create or view long scripts with some OS (like Win 2000/XP), which is possible with other OS (like Win 98/ME). If possible, try to fix it so that long scripts can be created with every OS.
L. Conditions to check for current movement of the army as well as the amount of defense/attack/spell points hero has.
M. Condition to check whether hero knows certain spell.
N. Command to take spell from hero's spell book.
O. Ability to link random heroes to one or more possible alignments.
P. Ability to link random towns to one or more possible alignments.
Q. Condition to check if Artifact is being worn instead of just carried.

Many of the potions like Luck and Morale Potions would be much more useful if they could be drank in the adventure map (effect carrying until the end of next battle).
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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted December 10, 2003 04:41 PM


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balcough_dra...
balcough_dragons


Supreme Hero
unlucky? i want to pump you up
posted December 10, 2003 11:09 PM

man blue is going to make next mod really bad lol

you actually want a spell that makes you immune for the first 3 attacks lol


and about the fog theres alot of people who agree with me just because camel agrees doesn't mean its right lol


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slayer
whos your daddy and what does he do?

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Blue_Camel
Blue_Camel


Famous Hero
posted December 10, 2003 11:51 PM
Edited By: Blue_Camel on 10 Dec 2003

Quote:
man blue is going to make next mod really bad lol

you actually want a spell that makes you immune for the first 3 attacks lol


and about the fog theres alot of people who agree with me just because camel agrees doesn't mean its right lol




doh!  the robe of guardian spell was msg's idea, not mine.
buen trabajo, ballslave

and last time i checked, dalai and co. are making the mod, not me or anyone else here.  i think the change in fog of war is only logical.. it is how the fog of war works in warcraft and every other game that has fog of war.. h4 is the only game where fog of war works like this  being able to see resources that are under the fog get picked up or mines get flagged or artifacts dissapear defeats the purpose of the fog of war.
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Blue_Camel
Blue_Camel


Famous Hero
posted December 12, 2003 03:19 AM

I have some new spell ideas  see if you like them or not.

new L5 spell - Planeswalker (ok well, this was the coolest sounding name for it i could think of.. i bet you can think of a cooler name ) - gives a creature stack of your choice the ability to teleport anywhere on the battlefield (like devils, not like earth elementals) for the duration of the combat (or maybe for limited # of rounds..)  Cannot be cast on heroes (this cast on a high level barbarian with GM everything except only M magic resistance would be.. too good). I would use the planeswalker name (or whatever cooler name you can think of) if you wanted it to be an order L5 spell.  you could make it a nature L5 spell and call it Whirlwind, though (honestly, nature does need another L5 spell.. all they have now is dragon strength and summon phoenix and summon faerie dragon)

new life L5 spell - Summon Angel (i think the chances of getting sanctuary should be lower.. adding another L5 spell to life would do that (i know you already added the cool resurrection spell, but maybe there is room for 1 more L5 life spell? )

new death L2 spell - Unholy Baptism - drenches the target in unholy water (or maybe blood, if you like ), thus reducing his speed AND movement by 3 (after all, he is drenched, so the liquid weighs him down), AND negating any "holy" abilities that unit may have (death ward, +50% dmg to death creatures, AND angel's resurrection).  so the spell is decent for a death player even if he is not going against Life,  but if he faces life then it is quite a useful spell.

new chaos L4 spell - Summon Evil Eye - summons evil eyes based on proficiency of caster.  I know you may be thinking "no one will cast this"  but I think people will.. evil eyes have cancellation, and they also cast a random bad spell.  This would be very useful in end fights.

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balcough_dra...
balcough_dragons


Supreme Hero
unlucky? i want to pump you up
posted December 12, 2003 03:49 AM

well bluey you forgot nature level 5 spell summon mantis


i like the other spells tho

maybe no planeswalker because thats pretty rough
i would start getting bones then lol immune to mind spells and teleport anywhere

chaos needs something to use with hydras thats level 4 spell or level 5 like FLYING or something
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slayer
whos your daddy and what does he do?

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balcough_dra...
balcough_dragons


Supreme Hero
unlucky? i want to pump you up
posted December 15, 2003 08:01 AM

also there should be a might ward spell and shield like all other alighments
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slayer
whos your daddy and what does he do?

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted December 15, 2003 03:59 PM

each one 'remembers' game '''flaws''' once they get burned by some.. ''''flaw''''
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