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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Native Terrain Research
Thread: Native Terrain Research
NimoStar
NimoStar


Promising
Famous Hero
Modding the Unmoddable
posted October 02, 2017 03:18 AM

Native Terrain Research

So I saw a lot of research about native terrain in H3, but I coudn't find any for H4... (see here for H3 for example: http://heroescommunity.com/viewthread.php3?TID=11979)

I decided then to make my own research into how native terrain works on H4.

You can see some stuff about it on the info ingame if you have scoting. Other than this, nothing is provided.

Summary of my findings so far:
- Native terrain affects movement in the adventure map
- Native terrain affects movement in the combat map as well.
- Native terrains are fixed to the "six factions"
- Native terrains affect NO combat stats other than movement.
(So no +ATK of +DEF as in H3.)
- Native Terrains affect only creatures, NOT heroes
- Native Terrains only diminishes penalties for movement on terrains (in and out of combat), so being native to grass or other non-penalty terrain will actually be the same as nothing and give no benefit. This is true (and boring) of Life and Nature creatures.

Modding:
- There is no known way to mod Native Terrains (yet).
- BUT you can make your town recruit creatures of other alignment.
(for example, if you want to use the "Life" town slot but making a Swamp town, you can give them Chaos-aligned creatures)

I offer these screenshots of creatures with the same speed (in my mod) but different native terrain, as a way of knowing if and how it affects their movement.

Due to my bad connection some upload failed but you get the drill...













We should maybe try to search ways in the .exe to change terrain penalties and native terrains for factions.


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Baronus
Baronus


Supreme Hero
posted October 02, 2017 07:07 PM

We can ask HIII specialist how it was codded and next find similiar code in HIV exe.

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Karmakeld
Karmakeld


Famous Hero
posted October 02, 2017 07:43 PM

I guess you mean Movement rather than Speed. Speed is their initiative, and have no purpose in this.
While at it, it's worth mentioning that standing in a river will reduce your defense by 3, similar to standing in a moat/infront of wall. But this is mentioned in the patch notes, but that's it.
Isn't the terrain types mentioned in the Manual as in H3? Like Grass 100%, Snow 75% for non-native etc..?

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NimoStar
NimoStar


Promising
Famous Hero
Modding the Unmoddable
posted October 03, 2017 09:01 AM

Yes, movement. 3.55 new strings changed "speed" to "initiative" anyways, because it was confusing. Not made better in that the "speed" spell actually increases your movement, AFAIK...

Not checked those manuals or patch notes.

Can you actually "stand on a river" in combat, or do you mean the adventure map?

There is no "75%". This is calculated in "+% move points". So swamp is 200% of move points, native creatures get %150.

It is mentioned on the Strings and visible for heroes with some level of Scouting if they left-click on the terrain.

I don't think the system is precisely the same as H3. For one, H4 creatures can walk on their own. Armies can be divided by themselves, which coudn't happen in H3 (you always needed another independent "hero" to pass the creatures - and creatures don't retain "tiring", creating the infamous "hero chain" to get creatures to the frontline in 1 turn).

So the movement system got rewritten, or a new one got written from scratch.
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Karmakeld
Karmakeld


Famous Hero
posted October 03, 2017 08:24 PM

Yes you can stand in a river during combat. Unlike in the adventure map, it's passable, though I'm not 100% sure if there might be some movement penalty similar to passing through quicksand. On the adventure map you can only pass river as long as it doesn't exceed 1 tile.

Well reduced to 75% percent of normal movement, it was an example, like 150% is a cost penalty. It depends on the way you calculate it. And indeed some of the roads costs less than 100%

I don't recall much from H3 regarding terrain and movement as it's been ages since I played it, but in H4 your heroes/army's movement is affected by the creatures in your army. The slowest determins your army's total movement. Eg. Dwarves or Golems will slow you down, while others may increase it for your hero.
Well the chaining method can be exploited in H4 aswell.
Maciek discovered a bug a few years ago that would allow eg.a Bandit to reach like 200 movement points.

Are you certain no one asked/tested the effects of terrain types either on this forum or CH? I mean the game is 15 years old, chances are the results are already posted somewhere.

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