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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 4 features to come back
Thread: Heroes 4 features to come back This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted September 17, 2007 04:19 PM

Quote:
I have come across another desirable feature of HOMM4 that seems to be missing.

It is the ability to put a hero / stack to "sleep" on the adventure map.   This came in useful when you parked a stack someplace and did not want to be bothered by the pop-up "you have creatures who can move" when you ended the turn.
Quote:


You can also disable this in H5. It's in the Menu. I think it's Movement Reminder or something like that. If you mean that you don't want to be reminded anymore that one of you heroes still has movement points.

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted September 17, 2007 04:53 PM

Quote:

I have just run into another map where the number of heros I can buy is limited.   Map three of the Academy campaign


So you've run into a campaign restriction!!  You can't claim the feature is gone simply because it's disabled on 2 specific maps.  Does it make the campaign more difficult?  Well that's the purpose then.

On a skirmish map you can keep buying heroes.

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SoRHunter
SoRHunter


Hired Hero
posted September 18, 2007 10:58 AM

Quote:
Quote:
I have come across another desirable feature of HOMM4 that seems to be missing.

It is the ability to put a hero / stack to "sleep" on the adventure map.   This came in useful when you parked a stack someplace and did not want to be bothered by the pop-up "you have creatures who can move" when you ended the turn.


You can also disable this in H5. It's in the Menu. I think it's Movement Reminder or something like that. If you mean that you don't want to be reminded anymore that one of you heroes still has movement points.

I believe you didn't understand the feature: while having the reminder for your main heroes (which you want to move every turn), you could place a stack near something and not wanting to move it. When you press the end-of-turn button, if the army is asleep (as in heroes II to IV) there is no warning - unless one of your main heroes hasn't moved yet. Otherwise (or like in Heroes V), you get the message every turn.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted September 18, 2007 12:45 PM

Ja... but if you don't have a stack simply because creatures can't walk arround in H5 anymore then this feature is of no use now is it?

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted September 18, 2007 08:53 PM

Even so, you can have secondary heroes that you only need for Water mills and such, or keeping one near a trade post, i.e. use them only when the need arrives.
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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted September 21, 2007 06:57 PM

Quote:
Even so, you can have secondary heroes that you only need for Water mills and such, or keeping one near a trade post, i.e. use them only when the need arrives.


To be honest in heroes 3 when I accidentally put a secondary hero to sleep like that I don't notice until too much later in the game.  I'm happiest with no sleep feature to accidentally turn on, but I can see where people like it.

I'd much rather have flaggable mills and such getting rid of the need for that secondary hero...and hey why not caravan the troops right to the hero...

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted September 21, 2007 08:48 PM

I went with *Flaging weekly generators (like waterwheels) deliver resources*. Seems to be the most sound idea that doesn't mess up the general gameplay design except for Caravans...

which are implemented in HoF (although with some issues). It would be nice to move already hired troops from one town to another that way, though...

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DeathImp1593
DeathImp1593

Tavern Dweller
posted January 28, 2009 11:37 PM

My opinions on the poll.

Moving creatures without heroes - Yes.  I find using the Summon Creature spell is the only but tedious way to get reinforcements just before a battle that is far away from your castle.  

Caravans - Useful if you have multiple castles.

Daily growth of creatures - No.  That either depletes resources, or makes it annoying to fight strong castles.

The master and grandmaster skill ranks - No.  I think that the current system is fine, as long as you know what you are doing (sometimes I don't).

Heroes fight and can be killed in battles - This was annoying since you lost a slot for another creature.  Of course, there were only five different creatures that you could recruit from a castle, but still, no.

Flaging weekly generators (like waterwheels) deliver resources - Yes.  I find running after the waterwheels every week annoying, if I remember to do it.

Retaliation happens at the same time as attacking - I never really noticed this when I played HoMMIV.

Creatures can not be upgraded - I love the upgrading choice.  That allows you to have the chance to have so much variety in the armies.  

Making Choices of which creatures to build at your castle (i.e hydra or black dragon) - I found this one of the hardest choices in the game.  Most of the time, a certain creature would always win.  Black dragons over hydras, elves over tigers.

Nothing! heroes 4 was terrible in all aspects - I find that HoMMV is better than HoMMIV, but sometimes more complicated.

My final decission is that moving creatures without heroes was the best feature, for me, from HoMMIV.

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Dargor
Dargor


Adventuring Hero
posted February 03, 2009 11:41 AM

I loved Magic schools in Homm IV (The star system, [Necropolis had only Death nature and Chaos, Nature had NAture Life and Death..] It was cool) I Liked mass spells but i think that the Perk that enables you to cast mass spells is a better option, Fighting hero? It could be nice but You could easilly overpower a hero, especially a might one, (Juts get him a Thunderhammer, And the plate mail with Regeneration and cast Cat Reflex on him) i liked the thingy with scouting and sneaking. Also the spells were nice, rise skeletons, rise ghosts were cool Hand of Death guardian angel etc,
I hated sieges in HommIV They didnt give you any benefit...

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xlnt
xlnt


Known Hero
posted February 03, 2009 12:07 PM

The magic system in H4 is the best imho. The retaliation on strike was also very nice. I didn't like how each creature could travel the map, may be if a special wagon/caravan is used that could content 7 slots for creatures and have a constant move points and is very cheap...
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 03, 2009 01:07 PM

Liked the theme but gameplay-wise it killed all your options. All druids spent like 15 levels in nature magic as necros did in death magic and so on, likewise all magic perks were exactly the same with different names. There was little in the way of choice.
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Dargor
Dargor


Adventuring Hero
posted February 03, 2009 02:24 PM

Because when you are a Druid or a Necromancer or a Wizard, you are a Druid Necromancer or Wizard, not a multicass hero (quoting Cartman from South Park "We're not Playing Dungeons and Dragons...")
Necromancy was pretty imba in HommIV, Vampires? WTF Tier 3 out of 4 possible units And you get them after each battle, some say that you could go for Venom spawns and get vamps from necromancy (the more Vamps the better If You'd ask me ]:-> What i really liked in homm IV were Neutral Heroes and Castles traveling around the map, it was seldom but it was you could encouter a neutral hero and that was cool.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 03, 2009 05:07 PM
Edited by Fauch at 17:09, 03 Feb 2009.

I usually used demons and chaos magic when playing necropolis. hoping to get spells such as mass misfortune, cloud of confusion or mass first strike.

Quote:
Moving creatures without heroes

interesting but a bit weird? on Homm4 you could see wolves collect resources or pilot a boat, wtf? maybe it could be a special abilities of some creatures. thieves were really useful on the adventure map.
Quote:
Caravans

yes
Quote:
Daily growth of creatures

why not
Quote:
The master and grandmaster skill ranks

if leveling up is made easier, why not.
Quote:
Heroes fight and can be killed in battles

I don't know, logically if the hero gets killed, the army should lose the battle, no? having multiple heroes in an army was interesting, but maybe it was because of the heroes being very specialized.
Quote:
Flaging weekly generators (like waterwheels) deliver resources

yes
Quote:
Retaliation happens at the same time as attacking

good
Quote:
Creatures can not be upgraded

no
Quote:
Making Choices of which creatures to build at your castle (i.e hydra or black dragon)

or alternative upgrades. yes.

I also think the magic schools are better in H5 than in H4.
H4 has more spells and many better spells (many worse ones too) but what is good in H5, is you can get spells from all magic schools in your guild (even if you have more chances to get some spells than others) in H4 you get spells from only 3 magic school, which can be annoying sometimes since the school are very specialized and I'm not sure they are balanced.

order magic seemed especially imba with hypnotize, rage and blind.
chaos seemed to have the most weak spells (destructive spells didn't deal much damage) but fortunately had many good buffs and debuffs.

one of the worst things in H4 was that the stamina, the strength, the knowledge and the spellpower of the hero was based on his level. so a barbarian could basically be as strong in magic than a wizard of the same level, and the wizard could be as deadly in melee than the barbarian...

oh yes, neutral heroes were good indeed

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 03, 2009 05:11 PM
Edited by Asheera at 17:12, 03 Feb 2009.

Quote:
Quote:
Moving creatures without heroes

interesting but a bit weird? on Homm4 you could see wolves collect resources or pilot a boat, wtf? maybe it could be a special abilities of some creatures. thieves were really useful on the adventure map.
Never played H4 so don't know how it was, but why couldn't they make creatures to move without heroes, but with Caravans? I mean, you can just send a bunch of creatures with a caravan from a source to a destination, and it will just work as the usual caravans.

Or you could even manipulate the Caravans yourself on the advmap just like Heroes, why not?
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Dargor
Dargor


Adventuring Hero
posted February 04, 2009 09:57 AM

Another thing about lonley units that was cool were thiefs, and my forespeaker mentioned, if You dont have a hero with scouting You wont see the rouges and they can be a good infiltration unit,
Och and as for the walking neutrals, when i was starting to play HommIV i was just exploring the map (week 2 approx) and i encoutered a bunch of Black Dragons, i ended the turn and they walekd to me and attacked... <wall> You had to think where to stop your hereo with out provoking a fight...

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xlnt
xlnt


Known Hero
posted February 04, 2009 12:49 PM

The HoMM4 magic system lacked choices, but that is a strong point imho. It gave you predictable growth of strength, thus strategy was possible. HoMM3 was a race to get earth/air combo, HoMM5 ... well, good but poor.
HoMM2 had nice magic system, but mana and spell power points are ruining the idea of steady predictable growth of power.

heroes stats added to the creatures stats is too powerful imho.
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Dargor
Dargor


Adventuring Hero
posted February 04, 2009 03:14 PM

Evry Homm game was about Hero stats adding to the creature stats, And as for the magic in HommIV it was nice that it was specialized, now you are fighting a Druid who is Fighting with fireballs, or a necromancer who is conjuring elementals and not skeletons. and in HommIV you had specializations;] and it was nice, (the combo Mass Curse Mass Weaknes and Mass sorrow was Imba Pro
Och and the Grandmaster and Master skill development were verry nice, but the alternavies like archery magic resistance or sth were imba, but the combinations were cool (summoner and Warlord)

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted February 05, 2009 11:50 PM

Thanks Dargor and xlnt for refreshing this thread
Your opinions are making me eager to buy and play Heroes IV and enjoy the new gaming expierience.

When the first time i tried the Heroes IV with my friend we where expecting the same track of changes like there was between first and third part. Better Graphics, more creatures, abilities, factions,a rtifacts, and mainly gameplay unchanged.

We where not prepared for this revolution, the changes made in the game a little bit different and for me the noob, player cheater, back then, it seemed as an very hard to master game. The first impression wasn't so good. And this feeling stayed with me for long time.

Back to the topic:
* I like the idea of active/killable hero on the battlefield, maybe we should have way to choose between an active on the battelfield hero, where his/hers stats are not shared with whole army and the hero general like in H5
* so i also like the army moving without the need of hero/general in it
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 06, 2009 12:08 AM

Quote:
Moving creatures without heroes

Yes
Quote:
Caravans

Yes
Quote:
Daily growth of creatures

No thanks.
Quote:
The master and grandmaster skill ranks

Nah, the Skill system is good as it is.
Quote:
Heroes fight and can be killed in battles

No, no NO!!!!!
Quote:
Flaging weekly generators (like waterwheels) deliver resources

Yes! I really hate to use supplies heroes to get these resources.
Quote:
Retaliation happens at the same time as attacking

I had no problems with that, but it makes creeping a lot more difficult. It would make playing inferno without Deleb very hard.
Quote:
Creatures can not be upgraded

No thanks.
Quote:
Making Choices of which creatures to build at your castle (i.e hydra or black dragon)

Yes, if there is enough diversity of creatures.
Quote:
Nothing! heroes 4 was terrible in all aspects

LOL. I actually liked it a lot (but not as much as I liked the others)
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Coincidence? I think not!!!!

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted February 06, 2009 12:25 AM
Edited by Nebdar at 00:26, 06 Feb 2009.

At first sight Lexxan i thought that you had copied the WHOLE Fauch post with his answers

Thanks for reminding the silmantenous retaliation - that was a real shock for me because i was geting used to no losses strategy(very simple if you had enourmous armies of shooters), and think it should be getting back into game it would surely reduce the chance of winning by share numbers.
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