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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Homm4 castles: Build or blow?
Thread: Homm4 castles: Build or blow?
Vortigern
Vortigern


Hired Hero
posted February 04, 2003 01:22 AM

Homm4 castles: Build or blow?

I know there is a lot of people who don't like Homm4 for several different reasons, but I want to know (from those who do) whether they spend the tons of Gold, wood, and Ore on building citadels and castles in each town. Personally, I usually decide against it (unless it's required for a dwelling)I'm an attacker, and I don't have time or money (on champion) to spare for these buildings. The reason I ask is because when I attack players that do build castles (me being an attacker) I notice that most of the time my butt-tox gets handed to me when the enemy pulls all his forces back into it. I guess my main question is this: is it worth attacking an enemy who built up to castle with my larger forces that built no castle? What do you guys think out their. I'm no noob, but this bothers the hell out of me.
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splat
splat


Adventuring Hero
posted February 11, 2003 01:26 PM

I don't really understand what you mean. Do you think castles are not good? Did you know that walls give 25/50/100% (fort/cita/castle) bonus to melee attack and defense, and that the wall halves ranged damage. And, the 3 towers you get in castles double all four combat ratings, and you have no range or obstacle penalties from a castle tower.

If you have a strong stack of level 2,3 or 4 shooters in a castle, and the enemy has no order spells, he will suffer enormous losses, and probably won't try.

I'm glad those buildings are not as cheap as in Heroes III, and not always needed for creature growth. In Heroes III, you always fought castles, but in Heroes IV, it can be a fort, for economical reasons.


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Agent00BLeRD
Agent00BLeRD


Adventuring Hero
posted February 11, 2003 02:34 PM

I myself don't consider building castles. Most of the time, it's ME who charges the comp and anyway, if the comp notices that you've got a bigger army, he simply won't attack.

However, in multiplayer, things could be different. I saw a black dragon, a SINGLE black dragon, torch 1049 sprites from the inside of a castle, and MAN WAS IT SPECTACULAR!!!

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Vortigern
Vortigern


Hired Hero
posted February 12, 2003 01:44 AM

I just recently got the 2.2 patch, so now I fully realize the benefits for a garrison in a castle. Even before I got the patch however, I did have a suspission that archers on those darn towers were just a little stronger than they should be. But now that I know this, I realize that on small maps that allow less time to build forces before enemies strike, the castle plan has a flaw. If you had just built a castle, and your enemy comes to rush your forces, what would you do without the forces you could have bought without building the brand spankin new castle? In longer games this wouldn't be a problem because the more forces you recruit the less probability your opponent has to take your castle town. Let's hear some other opinions.
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Tortoise
Tortoise


Known Hero
Master of Reptiles.
posted February 12, 2003 05:17 AM

ok wtf? this forum dead? 2 days and my post hasn't been replied to and still in top 5.... pity

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Celfious
Celfious


Promising
Legendary Hero
From earth
posted February 12, 2003 02:11 PM

what??
Quote:
And, the 3 towers you get in castles double all four combat ratings


If I was ever in a defending position, I would buy a castle.
Whatelse is good about these things?

I know nothing about what they do except what the game tells me "Builds a level 2 wall and a moat" whtvr

So whats half way decent about castles?

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splat
splat


Adventuring Hero
posted February 12, 2003 02:54 PM

If you search the Internet for "manual addendum for Heroes IV" you will find the addendum with lots of nice info, also much on the castle and citadel.

If you stand directly behind the wall of a fort/citadel/castle, then that unit must be considered "standing on the wall". He will get 25/50/100% bonus to melee attack and melee defense. Also, the wall counts as an obstacle that will halve ranged damage for shots from outside to inside. Standing on the wall does make you visible to enemy shooters and spellcasters. So don't let your melee units stand there unless they can attack someone. You can put your ranged attackers on the wall, but it is better to put them on the towers (in case of castle), because the towers double the ranged attack damage, and double the defense again: so the damage of normal ranged attackers on the outside is halved many times: once for the wall, once for the long range, once for the tower's doubled defense rating, and for orcs and centaurs, once again for the short range.
But for heroes with expert archery it is halved just once: the higher defense rating.

Units that are not on a tower and not on the wall, cannot be seen by the enemy, if the gate is closed and intact.
If the enemy has no poison spell (you needn't see the target for that one), and no teleporting units or spell, you can force him this way to step into the moat, where he will suffer 20% penalty to both defense ratings, and 25% to melee attack rating. Then you attack him from the wall, where you get 25/50/100% bonus to melee attack and defense, so you have a great advantage in such melee fights.

If your enemy can summon units, however, he can destroy the gate with those.

A good way to make your castle well-defended is putting level 2/3/4 shooters on a tower, and protect them with some heroes, who are not necessarily on towers, who have spells like exorcism, stoneskin, spiritual armor, bind wound, precision. But if your enemy has the teleport spell, he can just teleport your shooters in front of his power melee units. They should make that spell less powerful, I think.
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Vortigern
Vortigern


Hired Hero
posted February 13, 2003 01:03 AM

Yeah, I found all that out with the readme off the update.
Now I have two questions for you guys:
1) Is there any way to block the gate (or keep your enemy in) without getting your troops hurt, like in homm3?
2) Has anyone tried to first move all melee attackers infront of the gate and then move all the long range troops right behind them for protection and to eliminate long range penalty? If so, did you get your but-tox handed to you or did you celebrate a victory at the local tavern?
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