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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Is Heroes 4 a disastrous game?
Thread: Is Heroes 4 a disastrous game? This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
csarmi
csarmi


Supreme Hero
gets back
posted July 27, 2006 06:38 AM

No. It takes only level 8 to build a GM pathfinder. And of course that hero only learns scouting and pathfinding (at least until that). The same as if you want to build a necro, you only take necromancy... If you want to build a GM life caster, you take a priest and teach him only life skills (and make sure you never get resurrection!)... The same for every other type of hero.

Here are the levels to reach certain GM skills (assuming no universities, seminaries, libraries, veteran's guilds, altars):

GM pathfinder - level 8 (from native), ~level 12+altar (from non-native)
GM tactician - level 7 (from native), ~ level 11+altar (from non-native)
GM caster (any) - level 14 (from native), don't even try non-native
GM combat - level 5 (for tanking)
GM resist - level 7 (shields against magic)
GM fighter - level 9 (combat, melee)
GM barbarian - level 12 (combat, melee, resist)
GM necrromancy - level 8 (native)

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ArcticGenie
ArcticGenie

Tavern Dweller
posted July 27, 2006 08:31 PM
Edited by ArcticGenie at 22:07, 27 Jul 2006.

I believe pathfinding is most useful to Death-faction because you raise vampires on your way. I have mostly been playing hot-seat with a friend of mine, so we observe what each other are doing and we usually don't go for the scouting/pathfinding skill, it's just too much experience "wasted". For the end-game battle we usually agree when and where to do it (on open land). That way pathfinding/seamanship isn't as required as in a multiplayer-game, which I have never played. The assassin class-ability is indeed the best class-ability I have seen. Is it Death-magic and combat combo?

You are all WRONG, and I am the only one who is right

No I don't consider myself one of the best Heroes IV players in the world, but I would definitely consider myself at least in the level 2 rankings, if level 1 is the 1-20 % best, and level 2 is the 21-40 %.

I will not budge on the Mantis vs Water Elemental issue, (especially the way me and my friend play, but also in multi-player). If you haven't noticed it, Water Elementals have weekly growth of 9, 9 Water Elementals costing you 3150. 9 water elementals do 104 damage with ice-bolt which isn't affected by creature defence. Mantises have growth 1 per week, which is the only level 4 creature except the Black Dragon who have such low growth-rate. They cost 4000 + 2 gems. I created a small map with two nature-towns in the campaign-editor (I play Gathering Storm without any patches). Took out 9 water-elementals to fight 1 mantis twice and ended up winning both for the water-elementals, ending up with 8 and 7 Water Elementals respectively. Of course the Mantis will after a while have increased speed reaching the Water Elementals on the first turn, but the Mantis would still lose to 9 water elementals.

Water Elementals are badly needed against Death and Order factions, so they should be included in the Nature-army.

As for Heroes V, (can't play it on my lap-top, but the friend mentioned above has it, and we haven't played it a lot), Necropolis-faction with Vladimir seems unstoppable. Maybe a necropolis-army with that spellwringer who blocks spells can beat Vladimir huh? Is it possible for him to block Vladimirs raise-dead spell?
When I saw the puppet-master spell I began to tremble. Had they done the same mistake again? Thankfully it only lasted one turn when I used it on some treants. The initiative ranking is a good addition, 'cause the morale+speed is a bit confusing at times in Heroes IV.

Steal All Enchantments is the same spell as Mass Cancellation, except that you place ALL the oppositions beneficiary spells on random friendly-targets. You do not need anywhere to place it, just cast it. If they have made Mass Cancellation a level 5 spell, it's very unfair to the Death-faction . Sacrifice is a great spell though, but you need to use a creature-slot on ghosts (or something else), which seems impossible if you have 5 heroes in one army.

I usually go with three heroes in the back-row (usually tight formation against Death). Vampiric Touch (great to cast on Devils), Dragon Strenght, Cat Reflexes, Mass Speed, Mass Fervor, Mass First Strike etc. are very dangerous to cast if the opposition has Steal All Enchantments. I find it very useful to begin a battle casting Mass Slow. That's why I need 3 strong grandmaster order-mages, all with as much tactics-ability as possible, so if one hero die there's no crisis.

My favorite map is Unhappy Times, which is probably also the map least suited to Death-factions because you end up with 4 towns of your faction. The vampires raised become only a small percentage of your entire army. Death-factions without Ring of Permanancy (immune to all dispel, cancellation and steal enchantment spells) really are doomed against my order-faction on that map. Yes, Order-armies are slow, but town-gate is quite useful. Casting Mass Slow is a must in battles. You can also retreat from battles using town-gate not losing your creatures (unless the opposition has shackles of war). So even when sailing, encountered by an army with a hero with grandmaster seamanship, order-armies may usually town-gate away from the battle. You really do underestimate the order-faction csarmi. My total ranking of the factions on medium, large and extra-large maps:
1. Order
2. Nature with Water Elementals/ 3. with Mantis
3. Death (or 2. if Nature-faction choose Mantis)
4. Chaos
5. Might (with Cyclops, 6. with Ogre)
6. Life

I guess the only real dispute is about the Order-faction.
On Zanfas-Island map you can easily take out e.g the Life-army on Zanfas-Island with a very inferior order-army in numbers. Hypnotize the ca.120 Champions and kill most of the AI army with them. Slow down the Champions. Teleport him to the back-row, then teleport him again etc. Easy easy. Bow of the Elf King is a great artifact for the Titans (snipers crossbow is also pretty good).

I think it's more challenging and fun to play with the Death-faction than the Order-faction especially when you have a big army (melee combat vs pushing button for ranged and ice-bolt), but I consider the Order-faction stronger.

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ArcticGenie
ArcticGenie

Tavern Dweller
posted July 27, 2006 09:12 PM
Edited by ArcticGenie at 21:15, 27 Jul 2006.

Oh, I forgot to say. Me and my friend ban both the hypnotize and berzerk spell (something had to be done with the unbalance of the game) when we play hot-seat. Not only against each other, but against all armies. We both still think the Order-faction and order-magic are the best faction and magic though.
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timagalant
timagalant


Hired Hero
posted July 27, 2006 11:50 PM
Edited by timagalant at 23:52, 27 Jul 2006.

Quote:
I believe pathfinding is most useful to Death-faction because you raise vampires on your way. I have mostly been playing hot-seat with a friend of mine, so we observe what each other are doing and we usually don't go for the scouting/pathfinding skill, it's just too much experience "wasted". For the end-game battle we usually agree when and where to do it (on open land). That way pathfinding/seamanship isn't as required as in a multiplayer-game, which I have never played. The assassin class-ability is indeed the best class-ability I have seen. Is it Death-magic and combat combo?

You are all WRONG, and I am the only one who is right

No I don't consider myself one of the best Heroes IV players in the world, but I would definitely consider myself at least in the level 2 rankings, if level 1 is the 1-20 % best, and level 2 is the 21-40 %.

I will not budge on the Mantis vs Water Elemental issue, (especially the way me and my friend play, but also in multi-player). If you haven't noticed it, Water Elementals have weekly growth of 9, 9 Water Elementals costing you 3150. 9 water elementals do 104 damage with ice-bolt which isn't affected by creature defence. Mantises have growth 1 per week, which is the only level 4 creature except the Black Dragon who have such low growth-rate. They cost 4000 + 2 gems. I created a small map with two nature-towns in the campaign-editor (I play Gathering Storm without any patches). Took out 9 water-elementals to fight 1 mantis twice and ended up winning both for the water-elementals, ending up with 8 and 7 Water Elementals respectively. Of course the Mantis will after a while have increased speed reaching the Water Elementals on the first turn, but the Mantis would still lose to 9 water elementals.

Water Elementals are badly needed against Death and Order factions, so they should be included in the Nature-army.

As for Heroes V, (can't play it on my lap-top, but the friend mentioned above has it, and we haven't played it a lot), Necropolis-faction with Vladimir seems unstoppable. Maybe a necropolis-army with that spellwringer who blocks spells can beat Vladimir huh? Is it possible for him to block Vladimirs raise-dead spell?
When I saw the puppet-master spell I began to tremble. Had they done the same mistake again? Thankfully it only lasted one turn when I used it on some treants. The initiative ranking is a good addition, 'cause the morale+speed is a bit confusing at times in Heroes IV.

Steal All Enchantments is the same spell as Mass Cancellation, except that you place ALL the oppositions beneficiary spells on random friendly-targets. You do not need anywhere to place it, just cast it. If they have made Mass Cancellation a level 5 spell, it's very unfair to the Death-faction . Sacrifice is a great spell though, but you need to use a creature-slot on ghosts (or something else), which seems impossible if you have 5 heroes in one army.

I usually go with three heroes in the back-row (usually tight formation against Death). Vampiric Touch (great to cast on Devils), Dragon Strenght, Cat Reflexes, Mass Speed, Mass Fervor, Mass First Strike etc. are very dangerous to cast if the opposition has Steal All Enchantments. I find it very useful to begin a battle casting Mass Slow. That's why I need 3 strong grandmaster order-mages, all with as much tactics-ability as possible, so if one hero die there's no crisis.

My favorite map is Unhappy Times, which is probably also the map least suited to Death-factions because you end up with 4 towns of your faction. The vampires raised become only a small percentage of your entire army. Death-factions without Ring of Permanancy (immune to all dispel, cancellation and steal enchantment spells) really are doomed against my order-faction on that map. Yes, Order-armies are slow, but town-gate is quite useful. Casting Mass Slow is a must in battles. You can also retreat from battles using town-gate not losing your creatures (unless the opposition has shackles of war). So even when sailing, encountered by an army with a hero with grandmaster seamanship, order-armies may usually town-gate away from the battle. You really do underestimate the order-faction csarmi. My total ranking of the factions on medium, large and extra-large maps:
1. Order
2. Nature with Water Elementals/ 3. with Mantis
3. Death (or 2. if Nature-faction choose Mantis)
4. Chaos
5. Might (with Cyclops, 6. with Ogre)
6. Life

I guess the only real dispute is about the Order-faction.
On Zanfas-Island map you can easily take out e.g the Life-army on Zanfas-Island with a very inferior order-army in numbers. Hypnotize the ca.120 Champions and kill most of the AI army with them. Slow down the Champions. Teleport him to the back-row, then teleport him again etc. Easy easy. Bow of the Elf King is a great artifact for the Titans (snipers crossbow is also pretty good).

I think it's more challenging and fun to play with the Death-faction than the Order-faction especially when you have a big army (melee combat vs pushing button for ranged and ice-bolt), but I consider the Order-faction stronger.



One question. What planet do you live on?
First of all, yeah, the standard edition was way unbalanced because 3DO were gonna bankrupt so they hurried it.
In equi, they noticed the town gate bug, and now you can't cast it in battle.

You can easily disable the water elementals in real battles. The AI might've not given you a hard time, but human players will.
Besides, as I said, I find playing nature with only heroes and flyers (29 movement) the most effective, and if I replace mantises with water elementals, as strong as their ice bolts are, I get half my movement (they have 15), so it's really dumb to do that.
But yeah, I agree water elementals are very useful, and some players may choose to use them, while I don't. Besides, I'm pretty sure their spells were either made weaker or their growth rate were changed in equi. Besides mantis growth rate is 1.1 per week.

You're wrong about steal all enchantments. If there's no one to cast the spell on (eg immortality cast on 5 enemy heroes, and 5 of your heroes, only the two creatures in your army will get the guardian angel spell. three of the enemy heroes will stll have immortality), (or if both armies cast mass bless, you will not be able to steal the enchantments). Mass cancellation being level five is _not_ in any way unfair. In late battles, you usually have at least two heroes with GM of a magic school. So if I cast (and these are usually my choices) mass snake strike and mass bless, in one spell the enemy hero takes it all off of my creatures. And steal all enchantments, for all I know, can only take one spell off each hero/creature, so what you said about having like 10 mass spells cast, and then the enemy steals it with steal all enchantments is wrong. Cancellation would be very useful in that case though. Although I really can't see how you manage to get 6 mass spells, from 3 different magic schools, so quickly in battle, but whatever.
Oh, and necromancy was changed a bit too, more balanced.

And I doubt you're one of the 20-40% best players around. Especially not if you actually value the strength of the factions according to the standard maps.
So stop trying to show off when you clearly have no idea what you're talking about.
Playing against the AI isn't even slightly like playing against human players.

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ArcticGenie
ArcticGenie

Tavern Dweller
posted July 28, 2006 01:00 AM
Edited by ArcticGenie at 01:07, 28 Jul 2006.

Timagalant wrote:
I usually play with 3 heroes and four flyers (sprites griffins pheonixes mantises), so water elementals will ruin my army if they'll replace the mantises.

And I think you are a fool when bringing sprites in an endbattle. So what?

I checked the steal enchantment spell, and you are right about it only removing two guardian angels from three or more heroes. But it took away three beneficial spells from each of those two heroes. And you are right about that there has to be a "target".

And the spells I listed that were dangerous to cast when facing an enemy with steal all enchantments were examples: mass speed or mass first strike or cat reflexes or vampiric touch or dragon strength or...

I'm norwegian, so my english isn't perfect and it could probably be interpretated like you interpretated it. Though arrogance isn't typical norwegian at all, I like it 'cause it tends to stir up ignorant people. Sometimes it stirs up people I don't intend to stir up though. Some people care for being treated with respect and getting good and polite service when shopping and that sort of thing. I couldn't care less about those kind of things. I really don't like superficiality, so thanks for your reply.

When playing hot-seat you learn from each other, though it has it's pros and cons. I have played hot-seat a lot on Heroes IV, actually too much.

I don't "trust" the patch-releases until I have read reviews of them by gamers. It's strange that 3DO didn't change the town gate spell in The Gathering Storm, if it wasn't supposed to be used to leave battles.
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ArcticGenie
ArcticGenie

Tavern Dweller
posted July 28, 2006 01:30 AM

timagalant wrote:
"Besides, as I said, I find playing nature with only heroes and flyers (29 movement) the most effective, and if I replace mantises with water elementals, as strong as their ice bolts are, I get half my movement (they have 15), so it's really dumb to do that."

No, Water Elementals have 18 movement points in The Gathering Storm. They get 19 moving with a level 1 hero.

Perhaps they have changed it in the equi though, as the water elementals are very strong...
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csarmi
csarmi


Supreme Hero
gets back
posted July 28, 2006 07:25 AM
Edited by csarmi at 07:32, 28 Jul 2006.

Sorry, Arctic Genie. From the posts you made (pathfinding not a necessity, not judging on the waters/mantis issue), I can safely conclude the you are at most a level 2-3 multiplayer (levels from 1 to 7). That's probably already better than quite a few, but...

Now may I hear your ideas on barbarian heroes and on how many heroes you use in an army pls? And how you should build up heroes?

Edit: thinking order magic is the strongest and banning hypnotize makes it lower...

BTW taking sprites into endfight is usually stupid. They are weak and can't even take retals.

Genie, you should install equilibris asap if you want to keep on playing h4 multi. You also have to apply the (official) patches before that, 3do is bankrupt but www.gamecopyworld.com has everything I think.

Important thing about equilibris install is that it doesn't modify your game and files in any ways plus has an own exe. So you can still play the original after you installed it.

I also suggest to browse www.toheroes.com and www.celestialheavens.com for good multiplayer maps, for the ones coming with the game are a joke. Worse than a joke, actually.
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timagalant
timagalant


Hired Hero
posted July 28, 2006 08:12 AM

Quote:
BTW taking sprites into endfight is usually stupid. They are weak and can't even take retals.



Well I agree they're no match for the griffins, pheonixes and mantises. But in some maps, I find it much more effiecient. Especially in maps I don't really have another time to make four strong heroes, I prefer to take 3 and carry the sprites with me.
And their being weak is just what I am looking for here. I don't want them to win me battles. But sprites are very good scouters, and I wouldn't want to say, waste a griffin on scouting all the time. I see like two stacks of wood and gems, 5 steps away. Someone would just go there and back, wasting 10 movement. I find it easier to release one sprite so it can take care of that business, and get my normal army to take care of the big monsters.
And not only to take resources, let's say I don't know if I wanna go left or up, in the fork. I just send a sprite on each direction, and decide, instead of going in the wrong direction, wasting a turn.

So yeah sure, in the endfight they aren't the best thing. But they make a lot of good on the way. Besides, the no-retal ability is nice for finishing.

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ArcticGenie
ArcticGenie

Tavern Dweller
posted July 28, 2006 05:36 PM
Edited by ArcticGenie at 17:44, 28 Jul 2006.

Thanks for the info csarmi! Timagalant: I agree, sprites are good for scouting and picking up resources to save movementpoints. Your tactics with having only flyers that can reach almost every target on the combatmap sounds interesting, and might be better than the combinations I usually play with, especially in multiplayer. You also have more movement on the adventure-map. A comination with Faerie-Dragons, Water Elementals, Griffins/Unicorns and/or something else is e.g. usually very vulnerable to a human-player playing with the Chaos-alignment (and probably with Might too).

I haven't ever played with Might against a human player, I have played with Life a long time ago. The main reason for this is that we usually draw two alignments each, and choose the one we consider the best alignment out of those two. I'm not any good with the Might-alignment, but very good (relatively speaking) with the Order-alignment. I haven't understood how to use combatskill to good effect, and have viewed tacticsskill (tactics, defence, attack, leadership) as superior to combatskill. But I haven't seen the potential in the combatskill.

I believe I am a rather aggressive player, and don't mind some losses to lower tier creatures early on when capturing important mines. I don't think I have ever used the pathfinding skill against a human player, but my friend use it sometimes

Having hypnotize, berserk, mass slow, blind, teleport and forgetfulness gives you the opportunity to defeat armies (very) superior in numbers (neutral armies), which gives you a lot of experience-points, (bring a new hero with you to these battles and you quickly get him up the levels if he survive), and usually very good artifacts.

I have downloaded some maps from celestial heavens before, and there was one I did like, with a lot of artifacts and random triggered events in pandora's boxes,(random triggered events in pandora's boxes should work well when all players are human-players in multiplayer). There's a lot of potential in the Campaign Editor. I had some downloaded maps on my computer, but had to format my harddisk 9 months ago. I think the large maps on the original installment: Land of Our Forefathers, Sea Politics, The Dragon's Wrath and especially Unhappy Times are good and quite evenly balanced maps, though not very creative (except Unhappy Times). When you have played these a few times you would like to have new maps of course.

This seems an even bigger problem in Heroes V though, and the lack of good scenario maps would be my main criticism of Heroes V. (The necropolis faction seems too strong to me, but I haven't played it enough to make a judgement on this).
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csarmi
csarmi


Supreme Hero
gets back
posted July 28, 2006 09:50 PM

Look, GM pathfinding makes you 50% faster.. that converts to 70% faster map cleaning on average. And you don't need hypno and such to win against big armies trust me, when your heroes are up and running around level 10 with some level 4's, you can take on almost anything.
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ArcticGenie
ArcticGenie

Tavern Dweller
posted July 29, 2006 03:17 PM
Edited by ArcticGenie at 18:11, 29 Jul 2006.

I've downloaded and installed equilibris now, but what's the difference between mod and tournament edition? Csarmi, I agree those multiplayer maps on the original installment are a joke. I don't like Valleys of the Damned either. I'm a bit confused about this though. Can e.g. Land of Our Forefathers be played in multiplayer?

One thing I like about Unhappy Times is that you begin with two towns. Lets say there are two human players, Death and Order. If applied correctly, Order will begin with two towns, one ordertown and one deathtown. Death will begin with one deathtown and one ordertown. The area with the two ordertowns has a total of 4 ordertowns, and the area with the two deathtowns has a total of 4 deathtowns. You must choose to either strengthen your orderarea/deatharea or sabotage your opponents towns, building cerberi, spawningpits, (bonedragons), gold golems, nagas, (dragon golems). You might also try to balance between strenghtening and sabotage. Do not delete this map!

Pathfinding in Heroes IV is good. Perhaps I should change my strategy if playing three order-mages, making one a pathfinder/GM ordermage and the other two as tactics/GM ordermages.

They have modified the genie a bit on equilibris, from 18 ice bolt/create illusion to 15.2 or something. 6 genies now do icebolt and create illusion 91. Geniegrowth is decreased from 6 to 5.

They have also modified the hypnotize spell requiring line of sight of the caster (not enough im(h)o). And a lot of other modifications too.

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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted July 30, 2006 05:49 AM
Edited by B0rsuk at 05:56, 30 Jul 2006.

Quote:
Actually.. I enjoy h4. However, the bad balance makes it annoying at times. Devils vs. your mage hero? yeah, R.I.P. dear hero before you even get a chance to use the immortality thingy, and it really doesn't matter how powerful your spells are when you are DEAD -_-



You can drink many potions (such as invulnerability) BEFORE combat, and it lasts until the hero dies.

Lack of towns ?? Heroes5 has fewer towns. What are you smoking and where can I get some ?

http://www.heroesofmightandmagic.com/heroes4/heroesofmightandmagic4iv.shtml
As many people said, Heroes4 has many great improvements and additions. Ones I particularly like are:
- magic schools tied to towns, meaning for the first time magic is not random and you can count on it.
- lots of interesting spells and creature abilities.
- TWO hero types per town to choose from: might and magic heroes.
- choosing advanced class determined future of your hero. Each advanced class would be easier to train in the 2 skills associated with it. (For example, General was easier to train in Combat and Tactics, Bard - in Stealth and Nature Magic).
- just flag a windmill and be done with it.
- caravans: no longer you have to manually transport creatures from standalone dwellings to towns/hero.
- stealth: never before were you able to gain non-combat experience
- stealth and nobility skill trees enable you to make strategic (non-combat heroes)
- Mire: hostile adventure map spell. Haven't seen anything like that since Master of Magic.
- fog of war: Scouting(skill) actually is usable ! Scouting (activity) is important part of game.
- Zones of control for heroes on adventure map. In 3 homm games before, it was often pain in the ass to catch a hero with logistics and movement boost artifacts. Logistics was less of a requirement, more of an option.
- relative shortage of gold: every gold mine is valuable, and you have to choose your purchases
- you choose one of 2 creatures for each of 4 levels. It allowed for tuning of your city to suit specific needs.
- no upgrades, no fuss, pure action. Each creature has unique abilities, as opposed to Heroes3.
- simultaneous retaliation: a way of keeping armies from growing too large.Most of the time you had to sacrifice something to win. Standing still and defending suddenly became viable.
- many secondary combat improvements: line of sight requirements, towers have to be manned, indestructible castle walls which even slow down flyers, melee bonus for castle wall (and tower) defenders. Terrain type has effect on creature combat speed.
- many spells rebalanced. Would you believe it in Heroes3 Blind was level2 spell (no Wisdom required to learn it) and it lasted for 1turn/spellpower ? Would you believe Hypntotize was level3 spell and VERY bad because spellpower*hitpoints was the limit ?(ok, it was level5 in Heroes2)
- movement points for units ! No more silly chaining.

Actually, I like Heroes4 a lot.
The only fault of Heroes4 was that 3DO was going bankrupt and wasn't able to polish the game. Initial bad performance, memory leaks, lack of multiplayer and bugs were remedied by a patch, but it was late. I heard Equilibris fixed a lot of balance, but by that time there weren't many people playing H4.
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csarmi
csarmi


Supreme Hero
gets back
posted July 30, 2006 09:13 AM

In the tournament edition you cannot use cheats (they are disabled) and there are some restrictions to saving. It has a different format of savefile. The idea behind that was to make offline tournaments cheat-free and such (offline tourney: both players play against the map at HOME for say 4 weeks and their armies clash after online).
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Angelic_van
Angelic_van

Tavern Dweller
posted August 20, 2006 07:52 PM

I have HoMM 3 and heroes 4 complete, but I still like heroes 3 better. It is alot and I mean ALOT easier than heroes 4. Personally im no "die hard" player that eats DMC 3 for breakfast. I'm more of guy that really likes games... What were we talking about now?... ah yes, now I remember. And also Homm 4 lacks those features that really made me play heroes 3 over and over. 1. You could upgrade your creatures 2. The AI is stupid (he he) 3. There were more towns etc.
But HoMM 4 isn't that bad. I enjoy playing from time to time.
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timagalant
timagalant


Hired Hero
posted August 20, 2006 08:38 PM

Quote:
I have HoMM 3 and heroes 4 complete, but I still like heroes 3 better. It is alot and I mean ALOT easier than heroes 4.


Personally, I prefer the games you need to think more, rather than build all the creatures as fast as you can. As I said in my couple of first posts here, heroes 4 is much more strategic and adjusted to personal taste. That's the reason you don't like it, and that's the reason I like it.

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Gorthom
Gorthom


Hired Hero
Has stealthy Gummy Bears
posted August 22, 2006 12:13 PM

Of course its not desastruous.Who said it is.For me is the most interesting game from the series.
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timagalant
timagalant


Hired Hero
posted August 22, 2006 01:35 PM

Quote:
Of course its not desastruous.Who said it is.For me is the most interesting game from the series.


gorthom ftw

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stachnie
stachnie


Known Hero
posted August 24, 2006 09:10 AM

Quote:
Here are the levels to reach certain GM skills
[...]
GM necrromancy - level 8 (native)



Level 10, more precisely. GM necro requires expert Death so a Necromancer must invest 5 levels in Necromancy, 2 in Death Magic, 1 in Occultism and 1 in Demonology.


S.

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csarmi
csarmi


Supreme Hero
gets back
posted August 24, 2006 10:15 PM

And he starts with two skills at level 1. So level 9 it is then (but often earlier because of map objects - library, altar, school).
____________
Yes, I play the game only on the forums.

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stachnie
stachnie


Known Hero
posted August 25, 2006 09:30 AM

Quote:
And he starts with two skills at level 1. So level 9 it is then (but often earlier because of map objects - library, altar, school).


Well... it is really not THAT important but I had already taken that into account:

- he starts with basic Death and Occultism (level 1)

- to get Advanced Death he needs 1 level (1+1=2)

- to get Expert Death he needs 3 levels: Adv. Occultism, Basic Demonology and Exp. Death Magic (2+3=5)

- to get GM Necromancy he needs 5 levels in Necromancy (5+5=10).

Of course, you are right about altars etc. so usually it is possible to have GM Necro at level 9 or even 8. And that particular order of advancement would be not very wise because sometimes Necromancy may not show in the advancement pop-up (pardon my English but I hope it is understandable) so it is better to advance Necromancy ASAP (I usually try to follow the path: Basic Necro -> Adv. Death -> Master Necro -> Exp. Death -> GM Necro).


S.

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