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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Good tricks to use
Thread: Good tricks to use This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
dragonsister
dragonsister

Hero of Order
MapHaven administrator
posted July 22, 2002 09:26 AM

I have verified the 'Illusions/Town Gate' combination; your illusions *do* stay and keep fighting; however, whether they win or lose, your hero gets no experience.

I also verified the Hypnotise/Sacrifice combination; that one is evil; fortunately having both GM Death and GM Order available should be pretty rare.  Especially given the slow wall-clock/game-clock coefficient ...

As for summoning imps after killing AI range troops in a siege, this generalises to cover all summon and illusion spells (summon imp is fairly hard to get!).  Methinks applying poison (which doesn't need line of sight!) to the occupants of the castle is also pretty potent; sometimes the AI sits there until it dies, and sometimes it sends the poisoned unit out alone for your walkers to gang up on.

I find I can win some battles by sieging that I can't win outside a castle; and I find other battles which I *can* win outside a castle, but cannot win by sieging (in particular, the offense/defense boost of entowered units is considerable, above and beyond range and obstacle penalties!)

DragonSister


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MapHaven

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nidhgrin
nidhgrin


Honorable
Famous Hero
baking cookies from stardust
posted July 22, 2002 04:18 PM


Another tiny trick that works rather well is this.  When your hero has the luck of finding the hideous mask, and the hero has first strike (through melee skill, artifact or spell) then at least one melee attacker won't be able to attack the hero each turn (unless they have first strike themselves).  This happens: enemy attacks hero, but given first strike the hero strikes first, the enemy runs away and does NOT strike at all!  Enemy attack wasted!  Works nice to cast first/snake strike on bone dragons too, as a matter of fact.


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~Vegetables don't spam~

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Celfious
Celfious


Promising
Legendary Hero
From earth
posted July 22, 2002 08:09 PM bonus applied.
Edited By: Hexa on 28 Jul 2002

Here it is. I hope it's good enough for magazine's!!

Quick reference/summary of everything this thread, and a few other's have concluded.


Character development:
1: Stealth ability can be used to get a portion of experience before you kill
2: Arch mage class can help or hurt. Know this before you get more magic skills
http://heroescommunity.com/viewthread.php3?FID=4&TID=4488
3: Nobility is a most commonly used for a secondary hero with normal players
4: Before choosing a secondary skill be sure you know what CLASS your getting into
5: Fireguard’s in a chaos town is useful. If you get Armageddon, your black dragons and efferent are down with fire. (Fireguard class + Armageddon +Black dragon’s&effreet spells Lucifer against pathetic burning whiners J.

Town, resource, and army development
1: Caravanning peasants pay well in the LONG run
2: Order heroes give gold every day. They are helpful in a shorter long run.
3: Treasuries do have accumulative effects. (Each one pay’s)
4: Selling all resources is dangerous but can be highly useful in the beginning of games. It’s not dangerous near the end. Please if you have any sense, sell all resource you don’t need during the game, and all resource before you go in for the win.

Map tricks
1: Level one-creature gofers. Use these guys as go-for. They’ll pick up the petty resource piles & artifacts while you don’t have to waste the time.
2: Level one creature scouts Have these guy’s expand the FOG of war. They’re also useful as a watch. They “report” enemies coming near your stuff. Put a level one creature on a bridge, or path and no one’ll get by unnoticed
3: Find the right path you can disperse level one creatures to find out the best path for your force. This is most useful, or force draining at the beginning of your fight.
4: Level 1 flaggers. If affordable, any hero can flag  things while you continue on your path not wasting time. (Stealth makes a good pick quality in flagger’s. Hmm )
5: Fast gofer’s your selection in a gofer (See map trick1 & 3) is a fast one like imps or fairies
6: Set an army on watch less than max movement away from a castle. If you see a heavy force coming, you can go to your castle to provide, and get defense. Your creatures can make there way to your heroes watch post every day/week/month/ect.
7: More than one force this is necessary a lot of the time’s. You need more area of the map covered than having one hero running back and fourth between DEF, and OFF.

What you’ve been waiting for..
Battle tricks
1: IMP’S!! The feisty speedy mana drainer’s can drain all MP from enemies. Create separate forces with one imp per stack (that’s 7 imp’s in one army filling each creature slot). Send these forces into battle w/enemy until he/she’s drained of all mana.
2: Hellfire again? I’ve said it before and I’ll say it again. (Character development trick # 5) Fireguard class + Armageddon +Black dragon’s & effreet spells Lucifer against enemies on fire J.
3: Wait! When you precede fourth 3 bad things’ can happen
1: Long-range attackers don’t get a long-range penalty
2: The rest of the enemies’ turns can choose to hit you
3: You miss the choice to hit them.
If you click wait on every creature/hero your not missing much. You’ll get the following
1: You get to shoot the enemies in the middle of the field
2: The choice to hit the enemies in the middle of the field.
3: + a little more rarities
Most of the time this is useful. Use your head to determine the right one’s and the wrong ones.
4: The right formation Go into battle with the right formation.
4+: have archers in the right place when defending a castle
If you have question’s about battle trick # 4 see my post on the second page of this thread.
5: Split level ones. Make use of empty slots with damage taking level one creature. They take the hit’s, and save a little of your force.
6: Take out the crutch whatever the strongest force is in the enemies opposing Realize it and destroy. If a tactic hero is adding to the force, take him out. It probably saves a lot. If it’s a magical hero, take him out.. ECT.. If you see the crutch kick it.
7: Illusions immune to town portalWhen you cast town portal, all illusions stay on the battlefield. Note hero gets no exp
8: When Attacking a castle
Notethe enemy usually dose nothing but shoot and cast.
8aCast poison. Sometimes the enemy will sit to death. Poison requires no line of site for casting
8b Displacement pulls enemy stacks towards the wall where you can hit them.
9: Medusas stone gaze revealed
http://heroescommunity.com/viewthread.php3?FID=4&TID=4286
10: Damage calculation
http://heroescommunity.com/viewthread.php3?FID=4&TID=4071
11: How alignment’s affect morale
http://heroescommunity.com/viewthread.php3?FID=4&TID=4383
A little on minitours ability
http://heroescommunity.com/viewthread.php3?FID=4&TID=5202

Pure magic tricks.
1: Town portal There is a town portal bug. It’s one of 2 bugs’ I know of, which I will not report. It’s somewhere in the community, go find it.  (Sorry, I’m a hater of game sharks too)
2: Go for it!! This is not a tip, it’s a vote of encouragement to use and get to know spells. These little beast’s can win the game by themselves some time’s. Do not over look any of them, for few are useless. Some are deadly.
3: More about spell’s
See these thread’s
Quicksand explanation (How it work’s-proper casting method)
http://heroescommunity.com/viewthread.php3?FID=4&TID=4400
4: Path finding
http://heroescommunity.com/viewthread.php3?FID=4&TID=4221
Special qualities & effective combinations
(New thread in development)
http://heroescommunity.com/viewthread.php3?FID=4&TID=5748

Please report anything I missed, broken link's or whatever you think I need to keep this list going.
Give more tips and stratigies. Focus more on basic fact in provided/unprovided thread's. This is for unprinted thing's experienced HOMM player's have seen, and choose to reveal.

Edit by Hexa: nice summary!@ Really helpful.


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usailo
usailo

Tavern Dweller
posted July 25, 2002 01:26 AM

Chaos team

Here's another one for this team:
just get Medusa and then nightmare in 5 solts and just for one or tow and try to get *Cat reflex* and attack an annemy in thw first round try to cast nightmare and Cat Reflx and you'll have four shots of your Medusa (Stone Gaze,unlimted shots)and then try to keep your opponent away with Cloud of confusion! so You can get rid of them with your Medusa and don't wast any troop( don't need your BD or Hydra strategy)
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Drizzt12
Drizzt12


Hired Hero
The drow of the underdark
posted July 26, 2002 04:01 PM

With a good Order mage u can get into a fight alone, blind your opponet and while he can't do a thing stack illusions and blind him after 2 rounds again - until u have a good illusion force and attack. nice trick though i rather the other one i've submited (illusions stacking and then town gate).

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Celfious
Celfious


Promising
Legendary Hero
From earth
posted July 26, 2002 04:05 PM

I just saw a good one from USAILO.. Plauge dosn't hurt phantom image (larger stack of illusions) or illusion's!

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Drizzt12
Drizzt12


Hired Hero
The drow of the underdark
posted July 26, 2002 04:19 PM

I don't think this trick is THAT usefull...

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daikon
daikon


Adventuring Hero
with great magic powers
posted July 28, 2002 09:56 PM

Every information is welcome.

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Celfious
Celfious


Promising
Legendary Hero
From earth
posted July 28, 2002 09:59 PM

Yea'... Consider plauge as a helpful (very) incentive to casting illusion's then town portal.
Hence your force would not feel the pain, rather theres would


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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted July 28, 2002 10:37 PM

Plague?!? Is that some fancy name for Summon Rats?
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Celfious
Celfious


Promising
Legendary Hero
From earth
posted July 30, 2002 07:56 PM
Edited By: Celfious on 2 Aug 2002

PLauge.. All I know is all become ill with a plauge.
----------------
Here's one from ichion
"As your hero gains levels in his magics, those destructive potions you can throw on enemy also get more potent. Potions that did only 30-40 damage initially can do over 100"-- That may not be "trick" material, but it's somthing I wouldntve known unless I read his post

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dale
dale


Known Hero
posted August 08, 2002 05:59 PM

Tree of knowledge

Here is a strategy idea that seems to work well for me.

I tend to develop one very strong hero pair, with some amount of suport hero pairs who are used to guard entrances to my home area, suttle around etc.  

It occured to me that I was better off if I postponed my strong hero pair from using the tree of knowledge until later in the game.  So long as they are doing ok and wiping out neutral stacks with little loss of troops, let them develop and gain levels that way.   Then when you are ready for charging out -- use the tree of knowledge.   Each level you postpone makes the tree worth more XP.  Example, if you use it at level 3, it is worth 1400 XP.  If you wait until level 8, it is worth 2600 points ---- and so on.

The thing to balance is whether you think you will be coming back into the area where the tree is, and if you will have killed enough to have gained in level.
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Grey Beards of the world, Unite :-}}

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Celfious
Celfious


Promising
Legendary Hero
From earth
posted August 08, 2002 06:16 PM

I have a tendancy to wait no matter what. It's a thing I do to max up, and catch every single spell, EXP & Stat before go onto next map's. Waiting for the tree is a must for last. Thank's dale

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daikon
daikon


Adventuring Hero
with great magic powers
posted August 09, 2002 05:32 AM

Yeah, I always wait untill my hero is at a high level to get the trees, except the secondary heroes.
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Sorry for my bad english...

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Styky
Styky

Tavern Dweller
posted August 10, 2002 12:57 PM

xp

When you go fighting a neutral army(not a very good one) the "let them run/fight/quick combat" screen will appear. Choose quick combat: your army will squah them and your hero will get xp.

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Largo_LeGrande
Largo_LeGrande


Promising
Known Hero
from the Carribean
posted August 10, 2002 07:02 PM

I wouldn't choose quick combat because the poor AI. I would loose few low level creatures!

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dale
dale


Known Hero
posted August 11, 2002 05:49 AM

Quote:
When you go fighting a neutral army(not a very good one) the "let them run/fight/quick combat" screen will appear. Choose quick combat: your army will squah them and your hero will get xp.


I tried this, and lost creatures -- I know that if I had managed the fight, I would not have lost any creatures.  Hence, not a good thing to do.
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Grey Beards of the world, Unite :-}}

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Dark_Knight
Dark_Knight

Tavern Dweller
posted August 11, 2002 10:04 AM

(woo my first post, just joined also very angry that
i can't choose the avatar of my favorite hero of all heroes,
Sandro)
Anyway a little method i sometimes use
since nobody posted it here i will, say you see a company
of ranged attack units or really fast flying units (dragons maybe etc) and you know you can win but you don't want to
loose any units because the enemy is splited and you can't
reach all of them first, so what you have to do is split your army and take only the strongest unit and your hero this way the enemy fights with only one stack that you will
destroy first with your strong unit.
Also i have two questions,maybe the answer to them is obvious but i would like someone to clear this for me, if i have two heroes together with an army
1)does the army get the bonuses (during battle) from the secondary skill of both heroes like melee bonus OR does it get the melee bonus ONLY from the leading hero (the one on the picture)
2) if both heroes have artifacts with "all friendly units + ## %"  does ALL the artifacts on BOTH heroes are included when the bonus calculated (during battle) or maybe the artifacts on the leading hero.


P.S  i am really angry at 3do for removing dread knitgh and leeches, the strongest units of the necromancer which is my favorite kingdom (or whatever it's called)

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Styky
Styky

Tavern Dweller
posted August 11, 2002 02:04 PM

Quote:
I tried this, and lost creatures -- I know that if I had managed the fight, I would not have lost any creatures.  Hence, not a good thing to do.

Put your strongest creatures in the first line and if you have a good army you won't lose any creatures.

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Darkspirit
Darkspirit


Famous Hero
aka Zutus
posted August 11, 2002 06:14 PM

The hero with the highest skill level will grant the bonus to the creatures, there's no use in putting two fully built tactics heroes in your army.

Something I noticed with artifacts: if you have two heroes in your army and you happen to have for example two sextants (increases speed on water) if you give each hero one sextant, the sextants will work as if there was only one. if you give two sextants to one hero, you will have two times the bonus. I had a hero with grandmaster navigation, and four sextants, he couuld move around 70 tiles a day, if I recall properly (could be a lil' more or less). I think the same applies for shields. If you give two shields that offer +50% defence to all creatures to two heroes, they will work as one. but if you give one hero a +50% shield and the other a +30% shield, they will both work. (atleast, that's what I believe, because it works that way with the sextant)
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Young moles appear to be in full dispersal which means there are more moles per acre than at any other time of the year

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