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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 August 22, 2002 04:33 AM

Many special abilities are implemented as pre-cast spells.  Not just the halfling ... I don't remember whether it's the Ninja or the Assassin who has built-in haste; but in general you can't give any creature or hero an ability they already have :-)

DragonSister
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Wub
Wub


Responsible
Famous Hero
posted August 22, 2002 09:47 PM
Edited By: Wub on 13 Sep 2002

Trick concerning the fog of war

That does indeed make sense, Dragonsister.

The fog of war is not so annoying as you may think it is. It hides wandering creatures and also heroes, but if you right-click on the exact place where an enemy is supposed to be, you can still get the desired information.

Edit: this feature has been removed in version 2.0
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daikon
daikon


Adventuring Hero
with great magic powers
posted August 23, 2002 03:38 PM

Quote:
Many special abilities are implemented as pre-cast spells.  Not just the halfling ... I don't remember whether it's the Ninja or the Assassin who has built-in haste; but in general you can't give any creature or hero an ability they already have :-)

DragonSister


Its the assassin...

Indeed, many creatures have pre-cast spells, such as gargoyles. You cant cast the spell again, and the pre-cast spells cannot be dispelled either.

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Wub
Wub


Responsible
Famous Hero
posted September 02, 2002 11:12 PM

Speeding up your heroes

I expect this trick to be a very important one in multiplayer. A hero is never the slowest creature in an army. So if you want to speed up your hero movement, just give him one fast scout (for example an imp or a sprite) and you will move a lot faster on the adventure map. It is only useful to transport your hero fast, because when he mus carry an army with him, he moves with at the speed of the slowest unit.
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salpinx
salpinx


Hired Hero
posted September 05, 2002 07:52 AM

wub..

..you rule.
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Thunder
Thunder


Responsible
Famous Hero
posted September 05, 2002 09:46 PM
Edited By: Thunder on 5 Sep 2002

Venom Spawn will likely win Cyclop when both are shooting from long range. But if Cyclop comes closer to shoot for full damage it is almost a certain victory for Cyclop. The numbers may change this but Cyclops growth is greater than Venom Spawns thanks to the Breeding Pens.

Vampire will get back only one health for every two damage it inflicts. But against Crusaders, Monks and possibly Death Warded creatures Vampire will gain one health for every three damage it inflicts.
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Klauts
Klauts


Famous Hero
lost in a mourning hall!
posted September 05, 2002 10:08 PM

Quote:
I expect this trick to be a very important one in multiplayer. A hero is never the slowest creature in an army. So if you want to speed up your hero movement, just give him one fast scout (for example an imp or a sprite) and you will move a lot faster on the adventure map. It is only useful to transport your hero fast, because when he mus carry an army with him, he moves with at the speed of the slowest unit.


Why bother to take an imp or a sprite just put your hero on solo!

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Tristan
Tristan


Promising
Known Hero
illegally insane
posted September 06, 2002 12:46 AM

Trust me, most of the time (if not always) a hero will move faster with an imp than by himself, since most of the time a hero is slower than an imp.  If you mix them, as said, the hero gains the speed of the imp.

One of the few nice things about imps

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Wub
Wub


Responsible
Famous Hero
posted September 06, 2002 01:16 AM
Edited By: Wub on 28 Oct 2003

Quote:

wub..

..you rule.





Quote:

Why bother to take an imp or a sprite just put your hero on solo!



The point is that your hero moves something like 25% faster with an imp or sprite, which can really speed you up in the critical beginning of the game. I do agree with you that in combat your hero often is better of solo.
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Tristan
Tristan


Promising
Known Hero
illegally insane
posted September 06, 2002 03:19 AM

Not really a problem, leave the creature behind for combat, just make sure to get back together to get the move bonus.  I actually did this with Vampires in the Death campaign, to keep them from getting killed while I was harvesting them.

Sometimes it is a good idea to leave some/all of your army behind when fighting certain battles, as they are at risk but you can win w/o losses if they are not there.  It takes a little real time, but doesn't really slow you down in game time.

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Wub
Wub


Responsible
Famous Hero
posted September 17, 2002 02:46 PM

Using ghosts as sacrificial stacks

When playing death and planning an attack against a difficult neutral creature group, it makes sense to take four stacks of one ghost with you (if possible). Let all your four ghosts inflict aging on the four hostile creature stacks and you will have a lot less problems in the rest of the battle. Using this tactic in the Half-Dead campaign, I was able to take out scores of ogre magi with level 2 Gauldoth at day 2. So, don't underestimate this trick!
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted September 17, 2002 03:41 PM

Quote:
I expect this trick to be a very important one in multiplayer. A hero is never the slowest creature in an army. So if you want to speed up your hero movement, just give him one fast scout (for example an imp or a sprite) and you will move a lot faster on the adventure map. It is only useful to transport your hero fast, because when he mus carry an army with him, he moves with at the speed of the slowest unit.


This has been commented below, but the Hero's move is still that of the fastest unit. So when the slowest units can move no further you can split away the hero and the fastest stack to do further actions during the turn.

If you have a Hero with GM Pathfinding or other movement bonuses you may find that you have a lot of movement over. (Especially if you move say Skeletons and Vampires with a Hero, then about 40% of your movement will remain for Hero and Vampires when the Skeletons must stop.)

In these cases you can split away the fast troops let them take something and pick up a few resources or flag a dwelling and can then rejoin the Skeletons.

Agianst AI I wouldn't bother with bringing along the Skellies but in Multiplayer the Skeletons do serve a use as protection against unexpected attacks.

The fast troops to bring along in Necro are Imps, Ghosts, Vamps and the level 4s and Gargoyles of the Neutrals. The other troops are best left behind when you split up.
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Wub
Wub


Responsible
Famous Hero
posted September 17, 2002 04:10 PM

I completely agree with what Djive said in the post above. I have some complementive ideas that may optimize your  mobility on the adventure map. They are just ideas for now, though.

If you are on a map that has many terrain with a heavy movement penalty, such as swamp or snow, 'pathfinding' is the spell. It will completely remove all movement penalties, allowing your army to move up to 100% faster. That's quite a lot and not bad for a level 1 spell! If you have this spell, cast it at the beginning of every turn when you are on slow terrain. If you don't have the skills to cast it, but you do have the spell in your mage guild, it may be an idea to hire a druid and add him to your army. Let him cast the spell daily and just remove him when you want to engage in battle.

The pathfinding skill decreases movement penalties AND increases movement, for both your creatures and your hero. Since many people seem to like the idea of building up a secondary thief hero, you may want to add that hero to your main army now and then to increase their movement.

If you have more than one movement artifacts, equip them on the same hero. That way, their bonuses will accumulate. Also, two equestrian gloves stack.

These tips may make multiplayer faster and make up for the lack of chaining. I say 'maybe', because these are just ideas...




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Daikon
Daikon


Adventuring Hero
with great magic powers
posted September 18, 2002 05:00 PM

Quote:
Sometimes it is a good idea to leave some/all of your army behind when fighting certain battles, as they are at risk but you can win w/o losses if they are not there.  It takes a little real time, but doesn't really slow you down in game time.



This is especilly true when you have berserkers in your army. Leave them behind to win easy battles without loses and bring them back again for the tough ones, sinse they are strong LV1 creatures.

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Wub
Wub


Responsible
Famous Hero
posted September 22, 2002 01:43 AM

Why economical builds aren't very attractive.

I found that building a city hall and even a town hall is not very rewarding. In fact, when playing against the AI on a not so large map, I hardly ever build it. And I guess you are dead when you build a city hall first week in multiplayer with a high difficulty setting and a not too rich map.

When you visit your marketplace, you see that you can buy 1 precious resources for 3 other precious resources. So the trade ratio is 1:3. When you want to buy a precious resource, it cost 750 gold. Since the trade ratio is 1:3, a precious resource in heroes 4 should be worth approximately 250 gold (and wood/ore is worth 125 gold).

Now a city hall costs 2500 gold, 5 crystal, 5 gems, 10 wood and 10 ore. If we convert the cost of a city hall to gold, it would equal something like 7500 gold. Since it gives you only 250 gold per day extra, it only pays back after 30 days! And the cheaper town hall still pays back after not less than 20 days. Many games are decided before so many time. Therefore I think that you should almost always at least build your level 1-3 buildings before you even start to think about upgrading to city hall.

But even then I would rather invest my money on something else. Buying a lord will pay off in no less than 15 days for order, 20 days for life and death and 25 days for might and you even get increased creature growth for it too! Or maybe you are lucky to be able to buy peasants, which pay of in 15 days and can also be used to reinforce your army (a bit). Or you can spend your money to conquer a gold mine early, which increases your daily income with 1000!

Yet there is another way to see that doing economical upgrades is not really attractive. In heroes 3, you could buy a capitol for 10000 gold and it would pay off in 5 days (I was far from an expert in HoMM3, so correct me if I'm wrong). Of course you also needed a citadel and castle for it, but still the capitol itself paid of in 5 days. Yet even though it was so attractive to build a capitol, players often postponed it to week 2 or 3 (that's right, isn't it?). And now, in heroes 4, we should also in the first weeks build a city hall that pays off only 30 days later and even costs precious resources!? It wouldn't surprise me at all if experienced players will never build a city hall (or maybe even a town hall) at all in many games.



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Khaelo
Khaelo


Honorable
Supreme Hero
Underwater
posted September 22, 2002 10:25 PM

first post here

Simple question, hopefully prompting a tip .  What is the difference between the spells Create Illusion and Phantom Image?  Is one more suited for low-level creatures and the other for high-level?  I've been having my heroes stick to Illusion, since that's the one the genies use, but Phantom Image looks like it makes more imaginary critters.
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Wolfman
Wolfman


Responsible
Supreme Hero
Insomniac
posted September 22, 2002 10:51 PM

I was wondering the same thing.
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Wub
Wub


Responsible
Famous Hero
posted September 22, 2002 11:17 PM

Good question

The difference between 'create illusion' and 'phantom image' is that the latter can make duplicates that have exactly twice as many hitpoints as 'create illusion'. Otherwise there's no difference.

If you have not updated your game to version to 1.3, a phantom image will not add up to an illusion. If you have done so, phantom images will be created on top of illusions, also those that are made by genies.

Finally, keep in mind that illusions/phantom images have a magic resistance that differs from their duplicates. For instance, they completely disappear when 'dispel' or 'cancellate' is cast upon them. Also, never cast anti magic on them! They will not profit from spells such as 'precision' and 'mirth' either.

On the other hand, illusion and phantom images are immune to a good number of mind spells, such as cowardice, berserk, hypnotize and forgetfulness.
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johnsone79
johnsone79


Hired Hero
posted September 25, 2002 04:55 PM

A nice little addition to the illusion trick for order.  If you work up the speed of your hero (or give hime high morale) and get mass slow you can start out by casting mass slow and leave your stack of genies to create illusions of a fast melee unit, probably before the enemy has had a chance to move (unless he has black dragons).  The melee unit can then head off any attack far out into the battlefield so that the slow troops will continue to attack it instead of wasting a turn without an attack to get the rest of your troops.  Mass slow is a great trade off for the first casting of create illusion or phantom image by your hero since it is unlikely to add much to the stack compared to what a large stack of genies can create.
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dale
dale


Known Hero
posted September 25, 2002 10:22 PM

There are times when it is better not to attack an enemy town too soon, or even to allow an enemy to capture one of your towns.

It is not uncommon for the computer to spend its resources on doing some upgrades that you might not be able to afford, and then you can capture (or recapture) the upgraded town without needing to spend the money or other resources.  

If you are in need of experience, you may get more because of the computer stocking extra troops in the town.  The trick is to not wait so long as to make it difficult to capture.
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