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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»
insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted December 17, 2003 07:09 PM
Edited By: insatiable on 17 Dec 2003

aaand..



..sanctuary closed at 4 rounds..
4 rounds to jinxer.. anybody for 3, 3 anybody?


next on "Spells Auctioned" : mass cancer

Edit: speaking of it.. mass canc..
as a player- i dun care, always disable at my games, as mapmaker- i dun care, always disable at my maps- as audience, i think of it as a bug/gamecrashing feature(along with sperm-boots).. thats why i disable it, so no matter if lev5 or lev 55..

Edit2: unless you lucky bastage get it on some tome.. sgood too, not to eliminate sumthin 100%, leaves some twist chances in game..
% varies alot, from finding it in tome to having it in town as order-chaos-deth..
..and always building up deth guy for this stinky spell..- this was happening all time, on mass cancer maps

so besides avoiding devistating advantage of one having mass canc, you avoid patterned hero advancement of 'deth magic toujours'


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Blue_Camel
Blue_Camel


Famous Hero
posted December 17, 2003 08:16 PM

Dalai or someone, can you post the list of all the advanced classes as it is in the mod?  I somehow don't have my H4 pdf file anymore, so it's becoming frustrating when i have nowhere to look during a game to figure out what a certain advanced class does when i dont remember that one

and seeing it as it is in the mod would be a nice feature, to have on the mod site anyway
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zud
zud


Promising
Famous Hero
box worshipper
posted December 18, 2003 01:03 AM

Timer Options

I just thought it would be very nice to have more timer settings and figure it would be an easy change.

1, 2, 3, 4, 5, 6, 7, 8, 9 & 10 to pick from.

not a big thing, but would be good.
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Winner or Whiner?

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Jinxer
Jinxer


Legendary Hero
*****
posted December 18, 2003 04:18 AM

Yes 4 mins not enough 6 mins still not enough lol.  But would be kewl to have a  5  min option hehe

Jinxer
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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted December 18, 2003 09:23 AM

..or a 4.20
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valkyrica
valkyrica


Supreme Hero
posted December 18, 2003 01:32 PM

Quote:
..or a 4.20


is that the present UTB version ?

To Jinx :

because you whine about something you don't know, only thing i can do is bash, if you had asked what happens in Sanctuary and waited for the proper answer, then i would've told you in a serious manner and explained it so you would understand !

but that won't happen ever, you are the one that can't discuss something rationally, you see what spells you lost to and then whine about them (a pity you should blame a loss on a spell), and praise the spells that got you a notable win (e.g. Zud).

when you will start acting rationally and like a man (unless that's a bearded girl i see above your name in the photo section), you will get your answers and, maybe get you some respect !

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Jinxer
Jinxer


Legendary Hero
*****
posted December 18, 2003 02:24 PM

Quote:
you see what spells you lost to and then whine about them (a pity you should blame a loss on a spell !



Hmm, guess we should call you Hypocrite Valky.  You just cryed like a little girl the other day when you lost to Zud because of Mass Cancel.  Wha Wha  Jinxers map is stupid cause of this spell yadda yadda.  But ofcourse thats different isnt it??? Its always different when it pertains to Valky.  Just a side note, I dont hate sanctuary because I lost to it, thats a weak excuse for you to bash someone. I hate it cause it is as silly and unbalancing as Hit and run was in H3.

I think its hilarious that you honestly think I care if I get your respect. Your opinions are still just that, even tho you spout off like your opinions are always right and the only way, and that I should just wise up, you are only a young boy with an ego problem, you see where that ego problem got Azure, of course I forgot you were helping him so bad apples dont fall far from the tree.

Forgive me if I dont beg for respect from you. lol

Jinxer


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Tc_Fear
Tc_Fear


Famous Hero
posted December 18, 2003 05:41 PM

lame question

is h4wow+mod playable with h4+mod?

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Jinxer
Jinxer


Legendary Hero
*****
posted December 19, 2003 12:27 AM

Yes, I think as long as you are Mod 3.3 it doesnt matter if you started with WOW or Regular.

Also becareful that BOTH players load the MOD especially when finishing saves.  The regular and the MOD will load together it just wont give you any of the MOD features if BOTH didnt load it when continuing the save etc. Hope that helped and made sense.

Jinxer
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Blue_Camel
Blue_Camel


Famous Hero
posted December 19, 2003 12:58 AM

and it will crash when you meet (so sayeth zud)
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Dalai
Dalai


Hired Hero
Equilibris Project Coordinator
posted December 19, 2003 08:43 PM

Quote:
Dalai or someone, can you post the list of all the advanced classes as it is in the mod?  

Don't say I'm not responsive Already in Downloads Section.

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Blue_Camel
Blue_Camel


Famous Hero
posted December 19, 2003 09:17 PM

ahh.. hail to the dalai lama

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Blue_Camel
Blue_Camel


Famous Hero
posted December 28, 2003 10:17 PM

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

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Blue_Camel
Blue_Camel


Famous Hero
posted December 31, 2003 08:27 AM
Edited By: Blue_Camel on 31 Dec 2003

weeeeeeeeeeeeee

http://www.forumplanet.com/strategyplanet/homm/topic.asp?fid=6883&tid=1252531

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Dalai
Dalai


Hired Hero
Equilibris Project Coordinator
posted January 15, 2004 12:35 PM

Necromancy again

Back to this problem.

At first it appeared that only 4 to 10 vampires per week raised using GM Necromancy is a problem, esp. compared to 3 vamp/week standard city growth.

We fixed it by limiting the skill by the hero's level when he/she starts raising vampires.

Now I see from discussions that in standard game even Master Necromancy considered to be too strong.

But wait! To get it you need to invest 3 to 4 levelups. It means that you will have access to 3-rd and higher level spells later, than your opponent, who just ignores necromancy. Later on he/she will have 4 levelups more invested in combat or MR. Is this constant evolution lag worth some 60 extra ghosts? And your opponent will be able to use his better hero to get better artifacts and control more terrirory.

Personally I don't think so, though I may lack experience.

But ok, assuming you answered "YES" on the above question, the next questions are:
"Is Expert necromancy overpowered?" - if "Yes" -
"Is Advanced necromancy overpowered?"- if "Yes" -
"Is Basic necromancy overpowered?".

I'm asking that because when the rules of the "Tournment of Century" were discussed, someone wanted to ban the Necromancy alltogether, not just GM, as we did on Moscow Tournment in May-June 2003. And, of course, because we want to make the skill better in Equilibris 3.4. BTW, it will be controllable, just like Summoning.

And little poll:
Which creatures, do you think, must be raised on each level of necromancy, and how many for level 10 hero, level 15 hero and level 20 hero?
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[url=http://equilibris.celestialheavens.com]Equilibris project[/url]

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Jinxer
Jinxer


Legendary Hero
*****
posted January 15, 2004 02:18 PM

Well, in EVERY game I have played, Necromancy skill has been banned altogether.  First of all, skeletons are to slow to carry around and mess with, Ghosts unless there is 100+ then they are not strong enough, usually an additional hero in there place is stronger. And the Vampires that are grown from TOWN are way way Plenty!  There doesnt need to be ANY more vamps gained.  Especially for Free!  

Besides, I have always been puzzled. Death town is plenty strong enough without  necromancy.  Sure, it is kewl idea and all, but Death town dont need Necromancy, it just makes them to overpowering.

Bottom line, I would say do away with it all together.

If you have to have the necro skill do something, why not have it work similar to the " Learning skill in Heroes 3" increase the learned experience of the heroes by a % etc.

Just some insight and thoughts.


****  Now I have some suggestions..


Editor needs some attention!!!

WOuld help greatly if you could make a cut and paste feature in the map editor.

Also would be cool, to have a scripting option that allows you to bomb towns. And / or allows you to randomly choose the alignment of a random town, that is NOT a certain town. i.e. if Starting town = Life then the random town can be ANY alignment except life.

I forget, did you say you could or couldnt make the blacksmith contents editable, i.e. have option to make Immortality potions cost 3k instead of 1k.

*** This prolly silly, but wouldnt ya think that Crusaders with all that armour and helmet metal around there head would be Immune to Mind spells ( Confusion, wasp swarm, blind, etc)  They are so slow as it is that with the ability to cast these spells on them, they simply become obsolete.  Just an idea.


Thats all I can think of for now.

Jinxer
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Lich_King
Lich_King


Honorable
Supreme Hero
posted January 15, 2004 04:44 PM

Because Necromancy is going to be choosable, I propose, that you could rise 2 additional types of undead creatures. Zombies and Mummies.

Why ?

Because Necromancy is overpowered, by getting ghosts too soon (in Exp GM) and in M Necro you can get even more. My offer would be to make necromancy a bit different:

Basic - Skeletons
Advanced - Skeletons or Zombies (zombies are good at absorbing damage, good on using spells, like martyr or sacrifice and just good distraction... basicly.. good tank troop. The worst part about them is, that you'll likely recieve less zombies and they are  VERY slow)
Expert - Skeletons, Zombies or Mummies. (Slow, durable, have better damage, then ghosts. Another good tank troop, and prevents getting ghosts too soon)
Master - Skeletons, Zombies, Mummies or Ghosts (in that way, you'll get less ghosts, since oyu'll be able to rise them only in Master level of Necromancy skill)
Grandmaster - Skeletons, Zombies, Mummies, Ghosts or Vampires (level.20).

And about how many creatures there should be.. I cannot tell, because I lack the MP playing experience.
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Dalai
Dalai


Hired Hero
Equilibris Project Coordinator
posted January 15, 2004 05:12 PM

Jinxer!

You excuse me, but either my english is so terrible or you did not get the idea. Please, read thoroughly. Especially the paragraph starting "But wait..."

In ideally balanced game every option is viable. But everything has it's price. In this case the price of necromancy is hero's development lag. So you have to choose - better hero or better army. Necromancy (in ideally balanced game) should be not the bonus, but an option.

That is what I ask all of you - which parameters this skill should have to be one of many decent options.

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Lich_King

Good start! The idea might require some minor stats rebalancing (particularly mummies and may be zombies), but it's not bad, I think.
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[url=http://equilibris.celestialheavens.com]Equilibris project[/url]

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Targan
Targan


Known Hero
posted January 15, 2004 05:43 PM

i like lich_kings idea.

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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted January 15, 2004 07:30 PM

i start a bit off topic,somehow related to the balance, and further more, with the necromany issue.

I am going to make another map, i have some nice ideas, ( i would like to think so) and for the strategy that i think of , i encountered a problem that should catch our attention :

most maps ended playing with level 4 creatures, very few with with level 3, and the heroes, if not the heroes only.
that's not good, i want to change a bit this algorythm of using level 1-2 creatures only until the level 4 creatures are raised, and then , get rid of them, in my incoming map.

But here it comes the major conflict: which alignment has disadvantages , the eternal question. After your nice work with the mod, things have been improved alot , and i guess it will become more and more attractive with every patch you will release. (im expecting some nice surprises from you , i had a vision )

now,back to my idea, i took every town alignment and analyze level 3 -4 creatures overall . The only aspect that must be taken in consideration is the movement and versatility, they are all fine ,with a lil bonus for chaos, but a big disadvantage for life. So ,the life was supposed to be a counter weapon for death, (judging exclusivelly after heroes/creaures belong to those races , not some combos), but is not.
I won't discuss here about the spells ,  only about the movement that concerns me : SUGGESTION is to modify movement on adventure for monks and crusaders to 23/25 maybe 25 for both . The angels are the most expensive and life needs to fight alot with level 3. Lowering prerequisitions for angels will not solve the problem, is better to make level 3 more useful and attractive to take along.

so, this long intro has a single purpose : in order to not impose any restrictions to necromancy from the game start, we might have, theoretically, a chance to win against this weapon with any aligment.

life will be lost, even with sanctuary.

most of the time is better to not have long dialogues about the rules, it's a piety to not use all game features. necromancy is nice as well as summoning, but they need to be tuned depending on the other alignments ,too.

my suggestion :

basic - expert  -  skeletons based on hero/necromancy level

master - (after level 8) ghosts or gargoyles or skeletons , depends on the player's choice (if possible such a menu) with a lil bonus for producing gargoyles .why gargoyles? cause you can save +1 morale if wont use bones or other undead creatures, and they are quite good (flying elemantal)

grandmaster (after level 16)- all of the above plus a choice between vamps , ice deamons or venom spawn based on their exp. points, of course .



we spoke some time ago about summoning , it would be nice to make it of some importance like ,i said, 1.5-2.5 level 4/week after level 16, and for the rest of skill levels , lets say :

basic -advanced - level 1 creatures
expert - 10-15 elementals /week
master - (after level 10) 5-6 griffins/unicorns to add to those built in towns
gm - (after level 16) 1.5-2.5 level 4 of your choice, except mantises



in comparison, a level 8 lord can sway in a week far more army strength with diplo ( besides the bonus of nobility in town) than a druid gm after level 16 .
so its not at all too much for summoning skill, and some magic levels are sacrificed. take in consideration pls, that only on 20% of maps most played , more than 2-3 heroes can reach level 16 or above, otherwise it must need a mangement for low level heroes , where those "insignificant" or " "cursed" skills is better  become part of the game without ruining the balance and still to bring some contribution, not being a totally useless toy.





have a nice day

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