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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: One Single Piece Of HOMM4 Advice
Thread: One Single Piece Of HOMM4 Advice This thread is 2 pages long: 1 2 · NEXT»
Khayman
Khayman


Promising
Famous Hero
Underachiever
posted May 10, 2003 11:53 PM

One Single Piece Of HOMM4 Advice

If a new player just purchased Heroes of Might and Magic IV (regardless of whether or not he or she had played any of the previous versions) and if you could only give that player one single piece of advice to help him or her become a better player, then what would that one piece of advice be?

For example...Buy Potions of Immortality any chance you get.

I think this would be a nice way for new players to better enjoy Heroes 4, and we would have a nice list to which we could direct new players if they have questions.
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"You must gather your party before venturing forth."

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GhostWriter
GhostWriter


Adventuring Hero
EtherLight
posted May 11, 2003 01:29 AM

I would have to say read everything in the forums and post any questions they have.

That will solve all their problems.
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~Celestial Heavens~

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Kuma
Kuma


Promising
Supreme Hero
u can type so much text in her
posted May 12, 2003 09:06 AM

Moving this to the H4 section

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People used to call me crazy, but now that I'm rich I am excentric.

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splat
splat


Adventuring Hero
posted May 12, 2003 12:24 PM

Combat heroes are very strong. They can beat armies of creatures easily. You never need reinforcements either, you only need some potions.
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this_other_guy
this_other_guy


Famous Hero
{0_o} heh...
posted May 12, 2003 12:29 PM

Don't botherr choosing barbarians... they suk
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1f u c4n r34d th1s u r34lly n33d t0 g37 l41d

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RexHomini
RexHomini


Hired Hero
posted May 12, 2003 01:23 PM

Barbarians do not suk. You can choose them if the map you're playing is big enaugh for you to be able to develop the hero properly.
I thought too that barbarians are week but that was until I took the time of playing one.
They can get impossible to kill at level above 20.With grandmaster magic resistance the wizzs do not stand a chance...
For the newbies : read the documents and the forum.This way you will know how to choose your race.
Choose your race and heroes according to the scenarion you are playing.It is very important.
____________
Never try to fail miserably..You will fail miserably

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splat
splat


Adventuring Hero
posted May 12, 2003 08:56 PM

Why study so much before you start the fun? This thread is here to give the newbies a quick start.
Another hint: moving your main army fast is very important. To do that, keep the slow troops out: the ballista and the waspwort. Those creatures are very good for the defense of a castle, however.
You have to keep the slow troops out because: the slowest troop determines the speed of the entire army.
Also print the document at:
http://www.strategyplanet.com/homm/h4stat.html
There you find all creature stats and speeds. If you also keep the slower 19-moving units out of your army, and use only 25 or higher movers (StratMv) then you become even faster.
Other ways to speed up your army are: developing the pathfinding skill of the scouting skill group, finding equastrian's gloves or the boots of travel, drinking endurance potions, evading rough terrains and building stables.
A note about hero-only armies: a hero moves with a strategic speed of 22, unless there is a fast creature with him. He will then sit on the back of that creature and move with the creature's speed!

What was Gunan's very bad post about then, BTW?
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jacktrades
jacktrades


Hired Hero
posted May 12, 2003 09:57 PM

play it, play it again, and play it some more...
you'l get the idea...
and if you got any problems/questions,feel free to ask us
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The Undead Hero

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CountZero
CountZero


Adventuring Hero
posted May 13, 2003 05:17 AM

Experiment, experiment and experiment some more.
Make friends with caravans.
Start with the Lysander/Emilia campaigns.

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terje_the_ma...
terje_the_mad_wizard


Responsible
Supreme Hero
Disciple of Herodotus
posted May 13, 2003 12:16 PM

Like Splat said, SPEED is the key to victory.(Or one of them, at least...)
Get Pathfinding as fast as possible, and choose fast creatures over the slow ones...

'A fast army can strike where and when the enemy doesn't expect it, and run away from even the strongest enemy.' Or something like that... I'm not good with quotes...
____________
"Sometimes I think everyone's just pretending to be brave, and none of us really are. Maybe pretending to be brave is how you get brave, I don't know."
- Grenn, A Storm of Swords.

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splat
splat


Adventuring Hero
posted May 13, 2003 02:33 PM
Edited By: Lich_King on 14 May 2003

If you have multiple heroes in one army, then put all power bonus artifacts (like morale/luck/offense/defense) of the same kind on one hero. Because for each category, the hero with the highest total bonus counts, and his bonus only. Let's say you have 4 crests of valor, and 4 gambler's decks. If you have 2 heroes and give each 2 crests and 2 decks, then luck and morale bonus both will be +2 for the entire army. If you give one hero 4 crests and the other the 4 gambler's decks, then luck and morale bonuses will be +4 for the entire army.

Edit by Lich: OK, all off-topic problems solved, cleaning this thread form off-topic replies.

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GrunanCross
GrunanCross


Famous Hero
King of the Underdark
posted May 14, 2003 11:29 AM

Bahhhhh, Like I said I think that useing only 3 to 4 heroes and saving creatures are a goo thing, oyu can the mony you save on things like potions of mort.
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RexHomini
RexHomini


Hired Hero
posted May 27, 2003 11:38 AM

using level trees or arenas for advancing level

It is known that with the growth in level of the hero, the amount of experience needed also growts a lot.
If the map contains level tree or other places where you can get a level as bonus , try to use them at when your level is high, and usually after you already got a level up from fighting.
This way, the amount experience recived   is highest and the usage of such places is optimal.
For example
1.if you go to a tree with level 4 hero , you will advance the level and recive about 4-5 k experience.This aount could be easyly gathered from fighting
2.If you go to a tree with a, level 30 hero, after you have just received a level up, you will get over 100k experience from the tree
3.If you go to a tree with level 30 hero and you only need 2k xp for the next level, you will only receive 2k experience (an amount that you can get in a single battle) so u use the tree almoust for nothing.

So check out how much experience you need for the next level before going to such places.If the amount is low, you can get it from battles and then go to level up for money at a tree.It is a pitty to use a tree for 2k exp when you could get over 100 K

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splat
splat


Adventuring Hero
posted May 27, 2003 12:17 PM

I don't think that is right, Rex. Have you installed all patches?

They have made it so that it doesn't really matter when you visit the trees. If you are level 30 but almost level 31, and you visit the tree, then you are level 31 *and almost level 32*.
The total xp value between level 31 and level 30 is calculated, then that value is added to your xp.
But because the difference between lev31 and lev32 is a bit more than between lev30 and lev31, it's still a bit better to wait...
I first thought it was the way you said, and then it would be very very important not to visit the tree at the wrong times.
Of course, you must not visit trees when you are lowlevel.

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RexHomini
RexHomini


Hired Hero
posted May 27, 2003 12:21 PM

patches ?

Thanks Splat...
I have no patch installed yet as I did not mind the first version, and did not encounter ciritcal issues.

I will install them though, and retry.
I hope you are right as that is the way I agree it is supposed to be.
Anybody else knows how this works?

Thank you,


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Never try to fail miserably..You will fail miserably

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EmperorSly
EmperorSly


Known Hero
Destroyer of Liver
posted May 28, 2003 05:04 PM bonus applied.
Edited By: Lich_King on 31 May 2003

on trees, and 1 more key to victory

rex & splat, right you are, delayed tree consumption is good, and over a campaign can make you several levels higher than impatient usage of trees. but alas, it also makes the map completion slower: if the trees are scattered around the map, and you have to come back to them by the time you have gained enough levels (that is when everybody on the map is killed), it can mean several weeks extra travelling time to visit the trees and arenas. and it means lower score.

in multiplayer it is even worse: you might want to postpone the easy level-up, but what if you REALLY need this extra level for the Expert Order Magic --> teleport/forgetfulness spell to be able to capture the nearby cyclops-guarded gold mine TODAY?

nevertheless, single piece of HOMM IV advice now:

"even the biggest army is useless if it doesn't fight"

in other words, more important making your guys a bit stronger or enemies a bit weaker is messing up the enemies so THEY DON'T DO WHAT THEY ARE SUPPOSED TO DO.

that means using forgetfulness, so the shooters are now walkers; or teleporting them in front of your grunts where they cannot shoot; or blind / terror / confusion / wasp swarm / song of peace, so they just stand still; even better to hypnotize / berserk, so they fight on your side; and last, but not least, slowing them down, so they walk towards you instead of hitting you. here is also quicksand, which can be extremely effective in making sure those nasty dark champs wont get to you but die under arrows instead. even if you have to use melee to kill the slowed down opponents, it is much better to concentrate on one enemy stack at a time with all your forces while other enemy stacks wander around than trying to engage them all at once.

"if they can't reach you, they can't kill you"

+Qp applied for active and good posting in the Lands !
Great job !

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Vince
Vince


Hired Hero
posted May 30, 2003 06:26 PM

Quote:
If you also keep the slower 19-moving units out of your army, and use only 25 or higher movers (StratMv) then you become even faster.
Other ways to speed up your army are: developing the pathfinding skill of the scouting skill group, finding equastrian's gloves or the boots of travel, drinking endurance potions, evading rough terrains and building stables.
A note about hero-only armies: a hero moves with a strategic speed of 22, unless there is a fast creature with him. He will then sit on the back of that creature and move with the creature's speed!


A very important piece of info here.  I'm finding in the current campaign I'm on now that having my hero's with the gloves and riding on the backs of sprites is a very nice indeed!  I'm sure there must be a better flying creature than sprites too.
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Lich_King
Lich_King


Honorable
Supreme Hero
posted June 19, 2003 06:05 PM
Edited By: Lich_King on 19 Jun 2003

Hmm... The potions are not very important, but some of them do nice stuff:


Potion of Immortality can make your hero stronger
Potion of Endurance can make your army move a little bit futher (If you have allmost catch the army.. but you need 3 movement point to catch it)
And some other...

About combos...

Advanced heroes classes

Here you can find all of them !


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EmperorSly
EmperorSly


Known Hero
Destroyer of Liver
posted June 19, 2003 06:23 PM

right you are -- while immortality potions are a must, it is really hard to find motivation to use the other ones too. it is because they are nearly useless.

there could be many best magic combos, but in my mind they all include order magic -- the type of magic you cannot afford not to have. Even when forgetting about the hypnotize, spells like mass slow, teleport, and forgetfulness will get you out of nearly any kind of trouble. the other magic could be death -- vampiric touch to make sure your main creatures stay alive, fatigue to make the already slowed enemy creatures even slower, and some others. a nice alternative could be chaos (misfortune, and direct damage). so its best to play death, and gain access to all three types of cool magic and have vampires (best lv 3 unit), or play order and get the best magic combo (lots of order and some death) and have genies (even better lv3 unit in early game -- think of 4 genies casting song of peace on 4 enemies).
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splat
splat


Adventuring Hero
posted June 19, 2003 07:14 PM

In maps that are not so hard, you can make things too easy for yourself by using all those good tricks, like using some famous order spells, piling vampires, and putting some single genie stacks. Such a game is fun for one time, you will clear the map with your eyes closed.

BTW fatigue + slow does nothing extra, the target is slowed 50% and not more. The only way to slow them to 25% is using ghosts: aging can work together with other slowing effects.
The raise ghost spell is a famous lev3 death spell, therefore.

I didn't know that acid can stop vampires from regenerating. Does it prevent regeneration of currently dead vampires, or does it stop the regeneration for the rest of the stack too?

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