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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 Enhancement Mod
Thread: Heroes 4 Enhancement Mod This thread is 5 pages long: 1 2 3 4 5 · «PREV
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted December 18, 2023 06:21 PM
Edited by NimoStar at 18:23, 18 Dec 2023.

Quote:
Yes, totally. Because it takes less than 24hours to already have the work done for something of this magnitude.

Totally.


H4 plugin system was done, documented, in less time, and released on github, while this is just a screenshot with no files or code.

Yes, what a coincidence that the first time in 22 years when this is mentioned, the next day something appears. Of course. Totally coincidental.

*ignore further messages*
____________
Never changing = never improving

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted December 18, 2023 06:57 PM
Edited by iliveinabox05 at 19:06, 18 Dec 2023.

NimoStar said:
H4 plugin system was done, documented, in less time, and released on github, while this is just a screenshot with no files or code.

Yes, what a coincidence that the first time in 22 years when this is mentioned, the next day something appears. Of course. Totally coincidental.

*ignore further messages*


H4 plugin system was a port of the already created H3 plugin system by the same person. So of course it was fast.

Don't mind me though, keep digging

Edit. I just remembered another funny coincidence N: Remember that time someone was asking about hex locations for the stat gems and Albyx told them the addresses? Then the same day someone else was boasting their own changes of those stat gems. I wonder who that was?

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Ehlesgens-Art
Ehlesgens-Art

Tavern Dweller
Tales Untold & Days of Old
posted December 18, 2023 07:03 PM

NimoStar said:
Quote:
Yes, totally. Because it takes less than 24hours to already have the work done for something of this magnitude.

Totally.


H4 plugin system was done, documented, in less time, and released on github, while this is just a screenshot with no files or code.

Yes, what a coincidence that the first time in 22 years when this is mentioned, the next day something appears. Of course. Totally coincidental.

*ignore further messages*


Just because you didn't hear it mentioned before doesn't mean it wasn't. Private discords for modding H4 exist.

You are not the source of everything Nimo. You did not invent H4 modding, efforts on it existed before you ever popped in here. And  concepts such as adding totally new creatures, adding new artifacts, or new assets to the game isn't something you invented, everyone has ideas on that.
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Albyx
Albyx


Known Hero
posted December 18, 2023 07:06 PM
Edited by Albyx at 09:34, 19 Jan 2024.

NimoStar said:

Yes, what a coincidence that the first time in 22 years when this is mentioned, the next day something appears. Of course. Totally coincidental.


Totally new never before thought of idea! Invented just yesterday! Oh wait what do you mean it's my message from July .

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted December 19, 2023 01:10 AM

Quote:
H4 plugin system was done, documented, in less time, and released on github, while this is just a screenshot with no files or code.

Just for some context to readers, as the author of the original plugin system (and the unreleased in-the-works follow-up).

The plugin system itself took maybe 15 minutes to implement... because I have an unreleased implementation for Homm3's Unleashed Mapeditor that I use for development which is essentially the same. So... I just copy pasted the code, did a few renames and 5 minutes with OllyDbg to get a suitable entry location in the homm4 executables.

99% of the work done in that 1 evening (not day) was for the ability plugin. Reverse engineering takes time, writing code is considerably faster.

@thread
Impressive work Albyx, you do the community proud.
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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baronus
baronus


Legendary Hero
posted December 20, 2023 06:10 PM

Absolutly. RoseKavalier H4Zero and Albyx are 3 big steps for Restoration od Axeoth. Its more more and more I was thought 10 years ago.
I think that adding experience points for units is biggest update. Similiar to WoG. And maybe units ability lvls? To have more fun. Eg. normal lvl only +hp and +dmg but special lvl bonus to special skill. Eg charge for champions + 6,7,8 etc. %? And best solution is to have skills to choince. Its only idea for future.

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Albyx
Albyx


Known Hero
posted December 21, 2023 12:30 PM
Edited by Albyx at 14:29, 21 Dec 2023.

baronus said:
I think that adding experience points for units is biggest update. Similiar to WoG. And maybe units ability lvls? To have more fun. Eg. normal lvl only +hp and +dmg but special lvl bonus to special skill. Eg charge for champions + 6,7,8 etc. %? And best solution is to have skills to choince. Its only idea for future.


Creature experience serving like a replacement of upgrade system for H4 is an idea worth discussing. Skill choice on creature level up is basically alternative upgrades from H5, but more versatile and "cheap", as it doesn't require creation of new models.

There are also lots of design problems to resolve for creature levels, such as:
1. Should different stacks of creatures have their own experience, or should it be common for all stacks of one type?
2. How should different stacks interact when joined if they have different exp/abilities?
3. Should neutral guards get levels?
4. Creating various, but balanced and interesting selection of bonuses for creatures to choose from. For example, if every creature gets first strike at some point on levelup, then later it will mean "nobody has first strike as they negate each others ability" etc.

Alternative to experience system, and one possible to do right now without much extra work, is system based on carriage/backpack artifacts (which were presented above in this thread and there will be another post here about them later). See this like adaptation of Academy creature artifacts from H5, but more interactive. These artifacts can be made to work only for specific creatures to avoid stacking them all on one troop for superpower stack, and they can be sold in town blacksmiths for a reasonable price (not upgrading troop by investing into building, but upgrading by investing into artifact for it to hold).

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baronus
baronus


Legendary Hero
posted December 21, 2023 06:10 PM

Something like this.
10 creatures with 1000 xp + 10 creatures with 0 xp gives 20 with 500 xp. Ofcourse if befere was special skill it means downgrade. And next you must repeat choice if xp growing. Logicaly can be said: young soldiers mixed with weterans cant make complicated actions. So mixed unit lost this skill.

Two stacks with other skills cant be mixed like in real life calvary with artillery.
All map units sholud have lvls ofcourse.
Yes we need a lot of new skills. It cant be some the same skills!

First strike and negate f.st. Idea for my mod is:
1/4 units nothing
1/4 units have first strike
1/4 units negate first strike
1/4 units both
It gives optimal interactions and interesting new game system!

Of course units backpacks are useless. Will be good to have it similiar to heroes. It can be mixed with xp points. If 1000 xp give eg. ring of power with ability. Very good idea!

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Albyx
Albyx


Known Hero
posted December 22, 2023 08:26 AM
Edited by Albyx at 22:34, 19 Jan 2024.

Presenting the Heroic Banner! This is a very interesting new artifact in my opinion, as it utilizes new and unique Heroes 4 game rules. You can move creatures around the map without heroes, but their usage is limited. That's where the Heroic Banner comes into play! Any creature stack holding this artifact in their inventory will be able to capture mines, towns, dwellings, and other flaggable objects.

Imagine what possibilities passing the Heroic Banner from one army to another opens for gameplay. But be careful, as enemies who intercept your lonely creatures and defeat them will get the Banner for themselves!

Video demonstrating the artifact: Heroic Banner Demo

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Sammyboi123
Sammyboi123


Hired Hero
posted February 02, 2024 07:15 AM

I downloaded your mod yesterday Albyx and tried it out.  Overall it’s well done, I’ll give you some of my thoughts: what I noticed right away is that every slow walker was massively sped up to a base 24 movement.  I get the idea, but it has a way of making life and order more overpowered than they already are, because now they have scouts that can more or less keep pace with imps, sprites, and centaurs.  

In particular with life, I can’t imagine ever going pikemen, given that ballista are now plenty fast on the map and are obviously far more useful in a fight.  

Another thing is zombies are way too overpowered with that resurrection ability, to the point where you need to treat them as a level 2 stack.  If you roll them as level 1 guards for your wood, ore, or something else you need early, game is essentially over on higher difficulty.  The timings on graveyard banks is way off now too- normally you can time it to sack your graveyard around the end of week 1 after rolling out a few level 3s, but will be blown to smithereens if you try that now.

But overall I like a lot of the stuff.  Will provide more feedback as I continue playing.

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Velote
Velote


Hired Hero
posted March 02, 2024 03:49 PM
Edited by Velote at 15:52, 02 Mar 2024.

Quote:
In particular with life, I can’t imagine ever going pikemen, given that ballista are now plenty fast on the map and are obviously far more useful in a fight.
Nerfing the "all dwellings unlocked" mod component to "all 2nd level dwellings unlocked" could rectify this, generally make the game more fun, and still preserve balance. Levels 3 and 4 have too much weight in the army, level 1 dominates early game and level 2 is kinda underrepresented. With both level 2 creatures available, the player’s pick for level 3 (and consequently level 4) would no longer depend on the pick for level 2.

Unlocking every dwelling while limiting their total number may lead to dire choices on AI’s behalf. Opting to build both 4th and 3rd level dwellings will make any player with lots of money too overpowered.

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Velote
Velote


Hired Hero
posted March 03, 2024 01:04 PM
Edited by Velote at 13:25, 03 Mar 2024.

Most of the new town buildings feel a bit gimmicky and tacked-on. I’d rather recycle their slot in the city building menu in favor of another dwelling, upping the number of options to 3 for certain creature levels across the towns.

(Cave Lair feels the worst of the bunch. Evil Eyes are unpredictably OP and not really working well as a mass produced unit due to their ability, trolls are basically knock-off Gold Golems with a tactically less significant combat skill, and troglodytes are the dullest Lv I creatures ever).

Nature — waspworts as a Lv III option. Besides Weakness, they also get Bind but only in melee. Trying to take them out with fliers leaves the attacker no escape option.

Death — mummies as a Lv II option. Their Curse ability is replaced with Mass Curse: not only does a stack attacked by a mummy get cursed, but any stacks adjacent to a mummy get cursed each time the mummy takes its turn (i.e. a stack of mummies walking in the midst of your army won't get your stacks mass cursed if they move away before the mummies’ next action)

Order — sorceresses as a Lv IV option, no longer necessarily "evil". They suck as fighters but are very dangerous when properly supported. Could do with 30 or 40 more hit points as well.

Life — catapults as a Lv IV option. Limited use, hard to protect, ranged only, but very dangerous when used properly.

Chaos — goblin knight as a Lv III option, prob with a substantially nerfed health but also with First Strike plastered on top of its Negate First Strike.

It would also be immensely cool if caster stacks’ spell duration and potency somehow depended on the stack size, i.e. a solitary genie couldn’t song-of-peace a target stack with substantial HPs but a bunch of genies could. Otherwise splitting the casters into stacks of 1 sends the balance down the gutter.

Berserkers would me much better if they went berserk after receiving the first damage in a battle, no matter the source, and acted as normal units before. Still very easy to egg on with magic or shooters...

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