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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 Enhancement Mod [DEMO]
Thread: Heroes 4 Enhancement Mod [DEMO] This thread is 2 pages long: 1 2 · NEXT»
Albyx
Albyx


Known Hero
posted July 16, 2022 09:18 PM
Edited by Albyx at 08:05, 17 Jul 2022.

Heroes 4 Enhancement Mod [DEMO]

I'd like to introduce you to my mod: HoMM4 Enhancement Mod.
The goal is making raw underdeveloped features of the game feel and play better.

I believe that Heroes 4 was badly received mainly because of developers' unsystematic approach to the game (they had no time and money, so it's understandable).
For every great and revolutionary feature there are several unpolished and unnecessary. But to my mind every feature in HoMM4 has big potential and can be improved significantly.

For example, concept of choosing buildings is interesting and it could've made HoMM4 town building feel interactive and variative. But we got only "choose creature A or B" option, which gets boring pretty much soon.
Advanced classes are great idea, but half of them are useless. And so on.

So I want to enhance all good and bad game systems, make them deeper and more connected with each other.

You can download demo version, that shows one of my ideas on improving town building and making Might stronger. Every faction is going to get  unique building paths, that will allow absolutely new ways of playing and make faction towns feel as pleasing and unique, as faction magic.

At the moment there is only one new big change: new Might building tree, made with my mod for editing buildings.

This mod also includes all my previous work, as well as some changes from H4Zer0 mod (because it is based on it).

Download Demo: https://www.moddb.com/downloads/homm-4-might-enhancement-mod-demo

Thanks to H4Zer0, RoseKavalier, NimoStar, iliveinabox05 and others for their great work at modding, that also encouraged me to start making this mod.

P.S.: File is available now

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vulcancolak
vulcancolak


Famous Hero
posted July 16, 2022 10:30 PM

Uhm. Is link correct?

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Albyx
Albyx


Known Hero
posted July 16, 2022 10:56 PM

vulcancolak said:
Uhm. Is link correct?

Yes, but moddb need to check the file. It should be available tommorow.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 17, 2022 12:14 AM

1000 mb!?
____________
Never changing = never improving

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Albyx
Albyx


Known Hero
posted July 17, 2022 06:44 AM

NimoStar said:
1000 mb!?

Fixed it. Sorry, I'm doing all this mod packing and uploading first time, so at first I accidently included all resource files.

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baronus
baronus


Legendary Hero
posted July 17, 2022 10:58 AM

Nice! Im very happy that modding H4 are exploding. But will be good to have better description. As I see your mod is H4Zero mod plus bigger creature portal + another city development tree?

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Albyx
Albyx


Known Hero
posted July 17, 2022 12:12 PM
Edited by Albyx at 12:27, 17 Jul 2022.

baronus said:
Nice! Im very happy that modding H4 are exploding. But will be good to have better description. As I see your mod is H4Zero mod plus bigger creature portal + another city development tree?


It is bigger portal + new might city tree + some fixes from H4Zer0. I didn't take his creatures, spells, abilities and changes I find weird (like always displaying native towns background). There are also building cost changes from my test version, and it looks like I accidently took H4Zer0 creature stats changes.

I uploaded mod at night, and now after taking a sleep I see I could have made this demo better. Anyway, alpha version with all main changes should be ready soon, so I won't change this demo.

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Unknown_dark_g
Unknown_dark_g


Hired Hero
heroes galopping in his heart
posted July 17, 2022 04:19 PM

Albyx said:
baronus said:
Nice! Im very happy that modding H4 are exploding. But will be good to have better description. As I see your mod is H4Zero mod plus bigger creature portal + another city development tree?


It is bigger portal + new might city tree + some fixes from H4Zer0. I didn't take his creatures, spells, abilities and changes I find weird (like always displaying native towns background). There are also building cost changes from my test version, and it looks like I accidently took H4Zer0 creature stats changes.

I uploaded mod at night, and now after taking a sleep I see I could have made this demo better. Anyway, alpha version with all main changes should be ready soon, so I won't change this demo.


Very interesting mod! It is great to see so many new talented modders coming out of nowhere. Since it is based on H4zer0's mod it is also based on Equilibris right? That means your mod already contains the AI placement feature and the hero with immortality potion feature right?
____________
If death is worse then life then birth is is of all deeds the darkest. If life is inevitable then what is the purpose of the preverse?

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Albyx
Albyx


Known Hero
posted July 17, 2022 07:57 PM

Unknown_dark_g said:
Albyx said:
baronus said:
Nice! Im very happy that modding H4 are exploding. But will be good to have better description. As I see your mod is H4Zero mod plus bigger creature portal + another city development tree?


It is bigger portal + new might city tree + some fixes from H4Zer0. I didn't take his creatures, spells, abilities and changes I find weird (like always displaying native towns background). There are also building cost changes from my test version, and it looks like I accidently took H4Zer0 creature stats changes.

I uploaded mod at night, and now after taking a sleep I see I could have made this demo better. Anyway, alpha version with all main changes should be ready soon, so I won't change this demo.


Very interesting mod! It is great to see so many new talented modders coming out of nowhere. Since it is based on H4zer0's mod it is also based on Equilibris right? That means your mod already contains the AI placement feature and the hero with immortality potion feature right?

Yes, there are all equilibris features. Some of them were improved by H4Zer0, like giving immortality potions to AI at lower difficulty level.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 17, 2022 10:43 PM

Hello. If you can make building requirements whatever, I guess that means negative requirtements and OR negative requirements.

Example:

(NOT pikeman building) OR (NOT ballista building)

(I hope it's similar to that in the plugin BTW)

Which means, in turn. you should apply this kind of deal to prevent building crashes in recruit screen.

How=?

Well, just let the second Level 4 building be constructed ONLY if you lack one of the other creature levels

(for example, you have no level 3 dwellings, or you have no level 2 dwellings, or you lack one of the two level 1 dwellings)

the crash is not really directly about having two creatures of the same level at all.

It is about not having enough interface slots in the castle recruit screen.

I have already tested this. You can recruit two level 4 creatures in castle IF you have 1 less of the other creature buildings.-
____________
Never changing = never improving

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Albyx
Albyx


Known Hero
posted July 17, 2022 11:12 PM

NimoStar said:
Hello. If you can make building requirements whatever, I guess that means negative requirtements and OR negative requirements.

Example:

(NOT pikeman building) OR (NOT ballista building)

(I hope it's similar to that in the plugin BTW)

Which means, in turn. you should apply this kind of deal to prevent building crashes in recruit screen.

How=?

Well, just let the second Level 4 building be constructed ONLY if you lack one of the other creature levels

(for example, you have no level 3 dwellings, or you have no level 2 dwellings, or you lack one of the two level 1 dwellings)

the crash is not really directly about having two creatures of the same level at all.

It is about not having enough interface slots in the castle recruit screen.

I have already tested this. You can recruit two level 4 creatures in castle IF you have 1 less of the other creature buildings.-


Making player to build maximum 5 dwellings is possible, but it will require adding really complex requirements for every dwelling. You can see what happens with in-game descriptions, when there is nonstandard requirement in my mod, and it is generally simple one.
Now imagine if I'll add 3 ((NOT A) AND (NOT B)) requirements to a single building

Or I can try to add extra window for the creature, like in nature town with creature portal. It is doable for sure.




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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 17, 2022 11:26 PM

Extra window would be good but nature extra window isn't the same, I have tried that too and that window is reserved to creature portal only.

The requirement doesn't have to be that convoluted. You can simplify Hydra dwelling to something like (IF Black Dragons built AND (NOT minotaurs and NOT medusa))=ENABLED, for example.

(of course then you have to ensure these aren't prerequisited for "getting there" in the first place)

Anyways of course doing it the full way would be a giant wall of text. But on the other hand anything is better than a crash - (which I why I re-enabled bloodfrenzy in ULTIMATE)




____________
Never changing = never improving

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Albyx
Albyx


Known Hero
posted July 18, 2022 11:28 AM

NimoStar said:
Extra window would be good but nature extra window isn't the same, I have tried that too and that window is reserved to creature portal only.

The requirement doesn't have to be that convoluted. You can simplify Hydra dwelling to something like (IF Black Dragons built AND (NOT minotaurs and NOT medusa))=ENABLED, for example.

(of course then you have to ensure these aren't prerequisited for "getting there" in the first place)

Anyways of course doing it the full way would be a giant wall of text. But on the other hand anything is better than a crash - (which I why I re-enabled bloodfrenzy in ULTIMATE)






Your example will work for hydra, but after building its dwelling minotaur or medusa will still be available to build. And doing it will cause castle screen to crash again

So, the most elegant solution is making all towns have 6 creatures windows in their castles. It also can be useful in the future modding, for example if we'll find a way to add extra dwellings in towns.

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baronus
baronus


Legendary Hero
posted July 18, 2022 02:33 PM

I think that 5 creatures is enough.

But check it:
6 creatures in town

Years ago way to have both 2 lvl dwellings was known. But now is lost! Ive found old post. What was taking about?

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Albyx
Albyx


Known Hero
posted July 18, 2022 05:07 PM

baronus said:
I think that 5 creatures is enough.

But check it:
6 creatures in town

Years ago way to have both 2 lvl dwellings was known. But now is lost! Ive found old post. What was taking about?


You can add 2 dwellings of the same level in map editor, or by editing towns' memory. There are 6 bytes that store what buildings are present in town, by changing them you can add any building. I even tried adding buildings from other factions, and some of them worked, but were invisible (there is no data about it in resource files).

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baronus
baronus


Legendary Hero
posted July 18, 2022 06:51 PM

Ok As I said more important is to have 3 or 4 units per level to choice than 6-7 recrutable units. 5 is enough. Better option is to have more variants of army.

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Albyx
Albyx


Known Hero
posted July 18, 2022 07:13 PM
Edited by Albyx at 19:26, 18 Jul 2022.

baronus said:
Ok As I said more important is to have 3 or 4 units per level to choice than 6-7 recrutable units. 5 is enough. Better option is to have more variants of army.


In Enhancement Mod my idea is similar: to give player more options. In demo version I added to Might player even more interesting choise, than plain "choose 1 of 3 level 4". You can choose between overall big army like in vanilla, with +50% growth increase from breeding pens. But you can also sacrifice this strong bonus to get second lvl 4 dwelling and have more diversed army. I think such approach gives this faction gameplay diversity, which it lacked in vanilla because of magic absence.

You'll see other examples of giving more choise without adding dwellings in alpha version, where Life and Order are going to get improved town building trees.

Btw, do you have ideas on how to improve Death? I think it's hard to do without "splitting" it on demon and undead halves, but I don't want to do it, to save as much vanilla as possible.

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baronus
baronus


Legendary Hero
posted July 19, 2022 08:50 AM

For Death we can have liches with powerfull area attack made by H4Zero so choice between liches and vampyres is interesting. Second is Dracoliches and dark champion alternative. And ghost mumy in 2 lvl. Ghost must have bigger growth. And first lvl zombies and sceletons. Maybe zombie as shooter? This unit always was uselees. Shoot plus spells eg. insane weaknes etc will be good solution.
And we have completed very interesting faction!

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Albyx
Albyx


Known Hero
posted July 19, 2022 10:52 AM

baronus said:
For Death we can have liches with powerfull area attack made by H4Zero so choice between liches and vampyres is interesting. Second is Dracoliches and dark champion alternative. And ghost mumy in 2 lvl. Ghost must have bigger growth. And first lvl zombies and sceletons. Maybe zombie as shooter? This unit always was uselees. Shoot plus spells eg. insane weaknes etc will be good solution.
And we have completed very interesting faction!


I like original lineup, even venom spawns
I think that idea of Death in Heroes 4 is not about full necropolis, it's about all evil things. And choise between undead and demon creature on every level is also cool. But unfortunetly, demons are badly integrated in faction. In town there are 2 buildings for undead (amplifier and transformer) and NONE for poor demons. Maybe skeleton transformer should be remade into "evil transformer", that can also transform creatures into demons (for example, depending on dwellings built in your town). Recycling titans and angels into poisonous slimes sounds evil

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baronus
baronus


Legendary Hero
posted July 19, 2022 11:37 AM

Yes that was a bad city conception but as you see completly failed. Is too small units and options to place two big factions. It sholud be 16 units instead 8!
For evil Kreegan faction I see:
imp+ gog
cerberi/horny
pitlord(with summon ability)/nightmare
d-evil/efreti
...
Separate factions are needed.
Army with sceletons imps cerberi vampyres and Dracoliches is completly mish mash. I never see it fun in original gameplay.

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