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Posts from What would you change in Heroes of Might and Magic IV?

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I would remove the "movement" of troops without a hero; it's just absurd.
I believe this isn't absurd, but rather a unique feature of the game. It's an important feature that is sorely lacking in the third and fifth installments. For example, you're exploring the map in the third game. You encounter 400 Minotaur Kings. And – what a surprise! They decide to join you. And then you frantically think – should you discard the Harpies (and lose the ability to quickly and without losses deal with small groups of neutrals), or discard the Angels, which you collected in five Conservatories one after another, or perhaps get rid of the five hundred Pit Lords that joined you a month ago... In the end, you discard one of the useful, necessary units, and take these damned Minotaurs. Equally useful, necessary, and powerful.
The question is: why should you discard anyone at all? Where is the logic, where is the playability, where is the meaning, in the end? It turns out that if a hero with diplomacy skills has gathered an army of his city (all seven levels of creatures), he must prepare in advance to discard various parts of his army during the game? That is, the money spent on Screechers is doomed to be wasted. Or should he leave the least useful creatures in the city in advance (which reduces the "meat" and lowers the chance of neutrals joining him) in the hope of replenishing the Screecher squad with other races.
The movement of troops without a hero, their gathering of resources, the setting up of "guards" designed to keep the fog of war open on the borders of the kingdom – this is correct and logical. After all, in the fourth game, troops without a hero cannot capture a mine, nor can they claim ownership of another city (even if they kill all its guards) – and in the end, in the fourth game, troops are an order of magnitude weaker than heroes. No one will ever FIGHT with hero-less troops. But the problems with the redistribution of troops, discarding parts of your army, the hassle of recruiting creatures in external buildings (when in the third game we recruit Golems and the hero spends a week dragging them to the castle) can be forgotten forever.
Как можно сделать мутную воду прозрачной?
- Не трогай её, и она очистится сама. :smile04:
In reply to Тралоск
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Tralosk
I believe this isn't nonsense, but a unique feature of the game. An important feature that the third and fifth installments critically lack. For example, you're exploring the adventure map in the third game. You encounter 400 Minotaur Kings. And – what a surprise! They decide to join you. And then you frantically think – should you discard the Harpies (and lose the ability to quickly and easily deal with small groups of neutrals), or discard the Angels, which you collected in five Conservatories one by one, or maybe get rid of the five hundred Pit Lords that joined you a month ago... In the end, you discard one of the useful, necessary units, and take these damned Minotaurs. No less useful, necessary, and powerful.
Question: why discard anyone at all? Where is the logic, where is the playability, where is the meaning, in the end? It turns out that if a diplomat hero has gathered an army of his city (all seven levels of creatures), he must prepare in advance to discard various parts of his army during the game? That is, the money spent on the creatures is doomed to be wasted. Or should he leave the least useful creatures in the city in advance (which reduces the "meat" and lowers the chance of neutrals joining him) in the hope of replenishing the unit with creatures of other races.
I assure you that Equilibrum has become similar to the third game in this regard, because in it too, if you don't have a free slot for creatures recruited by a diplomat, charm, or necromancer, you will have to part with some of your units, otherwise the recruited units will disappear. And in a real game, such a problem of choice is rarely encountered.
Tralosk

Troop movement without a hero, their gathering of resources, setting up "guards" designed to keep the fog of war open on the borders of the kingdom – this is correct and logical. After all, in the fourth game, troops without a hero cannot capture a mine or claim a foreign city as their own (even if they kill all its guards) – and in the end, in the fourth game, troops are an order of magnitude weaker than heroes. No one will ever FIGHT with hero-less troops.
I agree.
After all, in the fourth game, troops without a hero cannot capture a mine.
However, creatures can still capture a mine for the kingdom, even without a hero – there is such a possibility. Here is an interesting question – can anyone remember how this can be done?

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In reply to Dr Motor
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I assure you, Equilibris made the game resemble Heroes 3, because in that game, if you don't have a free slot for creatures, whether through diplomacy, charm, or necromancy, you'll have to part with some of your own. Otherwise, the recruited creatures will disappear. And in the actual game, this problem of choice rarely occurs.
Yes, I remember how it was in Equilibris – you don't need to remind me :)
Frankly, I don't see the point in introducing this feature. You still won't be able to recruit a large number of creatures of another race, whether through charm or diplomacy. And with creatures of your own race, everything is simple and clear without any fixes. Apparently, in Equilibris, they removed the ability to add creatures as an additional army, considering it an imbalance. Well, on an XL map, this can still be considered an imbalance (you can actually hire five auxiliary armies from neutrals), but when playing on a small map, the skill of recruiting foreign creatures is completely meaningless anyway.
The problem is that in Heroes 3, there were UPGRADES. A nasty, annoying, and useless feature that didn't add anything beneficial to the game. Because of these upgrades, there were a lot of problems: Necromancers couldn't turn skeletons into skeleton warriors (because the "Necromancy" skill only created regular skeletons, which, without a special slot in the army, simply disappeared). For example, you come across a group of 500 Gnolls. And you have to think – either discard your 400 Gnoll Marauders for them (and then pay money to upgrade these five hundred to Marauders), or miss out on such a great opportunity to replenish your army.
And in Heroes 4, the only thing that can be annoying (if Equilibris is installed) is that you won't be able to recruit Djinns, for example, if you already have Nagas in your army. But it's not too upsetting, since you can't gather many alternative creatures, and you won't take them to the endgame anyway.
Regarding capturing a mine with an army without a hero – I have no ideas. As a random thought, I can only suggest this: a hero-less army marches to the nearest tavern and hires a hero. Or it finds a tomb on the map, goes to the Sanctuary, and revives a hero.
Как можно сделать мутную воду прозрачной?
- Не трогай её, и она очистится сама. :smile04:
In reply to Тралоск
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Tralosk
1). Remove the simultaneous attack ability for archers.
2). Either reduce the independent strength of heroes or add separate slots for troops and separate ones for heroes.
3). Add a random map generator.
4). Fix some spells.
5). Add a higher class for warrior heroes.
6). Barbarians need an ability that gives magic resistance to their troops.
1). I liked it. Indeed, when firing, archers should be given the First Strike ability. Then, some can be given Ignore First Strike. For example, Elves.
2). What do you think about making small monsters stronger?
3). There was a patch with a random map generator somewhere on this forum.
4). It has already been suggested to replace Nature's First Strike with Ignore First Strike. We haven't had any ideas yet about Slowing and Fatigue. I think it would be interesting to expand Fatigue into Slowing, make the effect smaller (reduce speed not by 2 times, but by -3) and lower it by 1 level.
5). We need to ask Dalai if they can add new classes.
6). Regarding the Barbarians, it has already been proposed to give them 20% resistance from each Castle Devourer. And not only that, here is more information.
Dr Motor
I assure you that Equi has become similar to Heroes III in this regard because in it too, if you don't have a free slot for creatures joined by a diplomat, charm, or necromancer, you will have to part with one of your own; otherwise, the joining ones will disappear. Besides, such a problem of choice rarely occurs in a real game.
In the latest version of Equi, units do not disappear.
Heroes of might and magic 4 on-line World Championships
In reply to CTPAHHuK
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2). What do you think about making small monsters stronger?
The idea of making small monsters stronger is exactly what's needed! I'm all for it!
Someone has already suggested replacing Nature's "First Strike" with "Ignore First Strike." We haven't had any ideas about Slow or Fatigue yet. I think it would be interesting to expand Fatigue to Slow, reduce the effect (instead of halving the speed, reduce it by -3), and lower it by 1 level.
Regarding the spell replacement, it's a very reasonable idea, and I like it too. However, "Ignore First Strike" is completely useless in some cases (when there are no enemies with "First Strike"), and in others, it's simply incredibly effective (against Dragon Golems, Champions). However, since it's been suggested, it means they've thought about the balance. So, that's okay! :)
Regarding the Barbarians, it has already been suggested to give them 20% resistance from each Castle Absorber. And not only that, there's more detail there.
The link is very interesting, thank you. But will there be any limitations on the bonus from the Absorber, Pit, and Arena? Because if the Barbarian troops' resistance exceeds 50%, it will seriously disrupt the balance. However, this won't affect the game when playing against a human player – a player can't have more than three Barbarian castles in principle, so the resistance will be no more than 49%, which is acceptable.
Как можно сделать мутную воду прозрачной?
- Не трогай её, и она очистится сама. :smile04:
In reply to Тралоск
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Tralosk

Regarding capturing a mine with an army without a hero, I don't have any ideas. As a flight of fancy, I can only suggest this: the hero-less army marches to the outer tavern and hires a hero. Or, it picks up a tomb on the map, goes to the Haven, and revives a hero.

Yeah, it's definitely far-fetched:D because in that scenario, a hero would still capture the mine... but here, the option is without the participation of a hero, ABSOLUTELY.
However, I didn't say that the mine needs to be captured; I said that they can gain control of the mine for the kingdom. In general, creatures cannot capture a mine, but they can BUILD it from a resource deposit, and it will then come under the control of the kingdom.;)

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The idea of making small monsters stronger is exactly what is needed! I am all for it!
Yeah, then higher-level creatures won't be needed at all.
I hope I understood the word "small" correctly.
The problem is that in the third game, there were UPGRADES. A disgusting, annoying feature that doesn't add anything useful to the game.
Ha-ha-ha. Very funny.
Because of these upgrades, there were a lot of problems: Necromancers couldn't turn skeletons into skeleton warriors (because the "Necromancy" skill only made regular skeletons, which, without a special slot in the army, simply disappeared). For example, you find a squad of 500 Gnolls. And you have to think - either discard your 400 Gnoll Marauders for them (and then pay money to upgrade these five hundred to Marauders), or miss such a great opportunity to replenish your army.
It seems you are only considering the negative aspects ;)
If this function didn't exist, the number of different strategies and tactics would be halved
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
In reply to CTPAHHuK
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CTPAHHuK

5). We need to ask Dalai if they can add new classes.

They changed classes for heroes, so they know how it's done. Moreover, there's an example of a "three-skill" class – the Archmage. In general, I'd like to see some interesting class solutions, for example, a mix of Lord with something to create a kind of "economic" class.
CTPAHHuK

In the latest version, Equips don't disappear.
What is considered the latest version? I was talking about 3.51 – they seem to disappear there.

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In reply to Dr Motor
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Maggot
Yeah, then higher-level creatures won't be needed at all.
How many times do you need to upgrade the small one so that the big one becomes completely unnecessary?
Dr Motor
They also changed the classes of heroes, so they know how to do it.
Changing and adding are different things. They also know how to change magic, but they can't add new spells.
Dr Motor
And what is considered the latest version? I was talking about 3.51 - they seem to disappear there.
Currently, version 3.55 is in open beta testing.
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In reply to Тралоск
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Tralosk
The problem is that in the third game, there were UPGRADES. A nasty, annoying, and useless feature that doesn't add anything useful to the game.
Well, that's a bit harsh. Upgrades were in all parts of Heroes, except for the 4th, it's a feature of classic HoMM. It's strange to object to one of the typical features of the game, in general.
As for adding something useful - at the very least, it's one of the components of the game's economy. For example, you can build all the creatures in a Castle and admire their growth, while postponing the upgrade for later, investing money, for example, in another Castle, in buying artifacts, in developing magic, finally. Or you can immediately invest money in some upgrade that seems most important to you for quickly clearing the map.
I'm not even talking about the insane amount of a certain resource required to upgrade level 7 creatures - the pursuit of an extra crystal or gem significantly changes the player's actions, up to choosing the path to clear the map, if the coveted pile of resources looms ahead.
If you remember, the exchange rates in the third game are not as pleasant as in the fourth, so the resources spent on the Guild of Magic and upgrades are a very important strategic component.
Tralosk

Because of these upgrades, there were a whole bunch of problems: Necromancers couldn't turn skeletons into skeleton warriors (because the "Necromancy" skill only made regular skeletons, which, without a special slot in the army, simply disappeared).
It should be noted that at least in SoD (and maybe already in AB, I'm not sure), if there is no hero-necromancer in the army and there is a stack of skeleton warriors after the battle, he receives именно upgraded skeletons.
And in general, what kind of strategy is without problems? Without problems - Barbie Fashion Designer.
In reply to Слоныш
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Slonysh
It should be noted that at least in SoD (and possibly already in AB, I'm not sure), if there is no free slot in the army and a stack of warrior skeletons is present after the battle, and there is no hero-necromancer, then it receives upgraded skeletons.
da kstati, naskol'ko ya davno ne igral v treshku, a pomnitsya 4to tak i est'. ibo v svoe vremya lubil igrat' - Vidomina, it seems? - a specialist in necromancy - would deliberately spread out upgraded skeletons across slots so that the necromancer would also raise upgraded ones.
and I also remember that I almost had a dream - to collect artifacts for raising ghosts and liches, like boots, an amulet, and something else. But I never managed to do it:D

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Lords seem like the least useful heroes, but what if you made it so that a lord could influence the resource exchange rate?
In reply to klonbizon
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klonbizon
Lords look like the least useful heroes. What if you made it so that a Lord could influence the resource exchange rate?
There was such an idea. It was suggested to the developers at Equi, but unfortunately, nothing came of it. Maybe someday this miracle will happen.
Я в мечеть не за праведным словом пришёл.
Не стремясь приобщиться к основам пришёл.
В прошлый раз утащил я молитвенный коврик,
Он истерся до дыр, - я за новым пришёл.

© О. Хайям

In reply to oxygen_hl
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May fortune be with you, people – in Heroes 4, the exchange rate is simply fantastic!:eek: In Heroes 3 and 5, if you have only one castle, it’s better not to visit the market at all – you’ll sell half your kingdom for a couple of gems... and it still won’t be enough to build anything. :D
And in Heroes 5, the external market, located on the map, is also terribly poor. In Heroes 3, it’s better, but again – it’s not always available. And another important point – in Heroes 3 and 5, you can’t stay at the external market for too long, or you might lose your units. But in Heroes 4, you can just keep exchanging small items for other small items, and it’s not a big deal if you lose some.
And then there’s the influence of lords – and you’ll be buying gems by the barrel for just one coin, and they might even pay you extra.:smile52: Human greed!

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