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Posts from HoMM IV Reference Guide.

3.5 (2 ratings)
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14 years ago
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I decided to create a new thread to post my "Cheat Sheet for Heroes of Might and Magic IV". This cheat sheet is not a comprehensive reference guide like FizMiG. It does not contain information that can be found during the game itself in the form of pop-up hints and other information. Rather, it serves as a quick reference that you can use to make decisions about various ambiguous situations during the game, so as not to overload your brain unnecessarily. I created this cheat sheet for myself, not for the public, so I replaced excessive colorful design with informativeness. I chose the most valuable, often undocumented information, omitted detailed explanations, and added my own calculations and analyses. I used the basic version of the game as a basis; I did not cover Equilibris. And I also didn't cover various strategic and tactical considerations – that’s a separate and large topic. A more detailed description is at the very beginning of the Cheat Sheet.

Sincerely,
Dnaop-wr
:smile20:
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14 years ago
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I browsed through it and read it – it’s a very good resource.
It describes many useful and interesting things.
I need to study all the content in detail.
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14 years ago
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I've made some updates to the guide – added information about objects on the map and adjusted some descriptions.
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14 years ago
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Well, that's pretty good. There's a lot of useful stuff here. Could you post the website address where I can download the Excalibur mod? I've been looking for it, but I can't find it. Could you tell me where I can download it without any problems (without registration, for free)?
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14 years ago
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Actually, the mod is called Equlibris, and Excalibur seems to be King Arthur's sword (and also a game). Go here /topic/8327/, find "Download software" – there you will find a patch for this mod.
Because of the game crashing, I am still afraid to enter the dungeon, although it seems that the game crashed only once: D
14 years ago
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"You can rest assured, Doctor dnaop-wr, your monumental work has not gone unnoticed by the population of the HMM worlds: The little guys will now be able to more successfully resist the expansionist ambitions of the gamer-androids. The more successful they are, the more Creators of Worlds, not being stingy, "download" this "cheat sheet" and actively use the information provided in it (the subtleties, the nuances – you have to admit, sometimes this can play a decisive role) to strengthen the defense capabilities of the little guys.
And let the aggressors remain in the delusion that your "Memo" is intended for them – ha! But it’s better for us! No pasaran!
Our low bow to you, from now on – Professor of all our Academies and Universities."
On behalf of and by order of – with respect, Old Mage.
In reply to Old Mage
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14 years ago
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The most comprehensive guide I've seen. I learned quite a few new things about minor details, even though I naively thought that there was nothing new to learn in the fourth installment. However, there is quite a bit of unnecessary information that can be obtained directly from the game – descriptions of creatures, artifacts, and skills. The sections on morality and formations seemed the most useful. For example, I was surprised to learn that slot 6 is the safest when using a free formation. Perhaps this is because I usually use a square formation, where the maximum safety is in slots 4 and 7. A free formation makes sense to use quite rarely. I was surprised that different artifacts with the same effect on the army (for example, a cross and a mug that give +1 and +3 morale, respectively) only have the maximum effect on different heroes. I never paid attention to this, although intuitively, I usually try to give artifacts with similar effects to one hero. The most interesting thing in the guide for me is the last table on the order of skill upgrades; I probably just didn't understand how to use it. Is this a recommended order for upgrading certain skills from the point of view of maximum usefulness in the game? I noticed some minor inaccuracies. The external and city stables are different things, but only the city stable (+5 for 7 days) is mentioned. Meanwhile, the external stable gives +5 only for 1 day. There are also some questionable recommendations. For example, it says that it makes sense to take a Rogue only on large maps. He's great everywhere. The Rogue is the first hero I buy in addition to the main mage (if possible). Because this hero levels up into a Runner very quickly (3-5), and a Runner is always needed. After leveling up the Runner, we send him into Combat+Range and get a powerful archer. And seeing the exact number of troops in the enemy army is very useful. In general, the guide is very comprehensive. But the topic of hero combinations and their development, depending on the castle, is even more interesting. Who to take first, who to take later, and who not to take at all. For example, when playing as the Undead, I develop the Necromancer + Runner (and archer later) + Warrior + Order Mage combination. Are there any interesting manuals on this topic?
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14 years ago
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While the outer stable provides +5 only for 1 day.
Really? It seems like it's written that way, but in reality, it gives the same bonus. Isn't that right?
In general, the guide is very comprehensive.
But the topic of hero combinations and their development, depending on the castle, is even more interesting. Who to take first, who later, and who not to take at all. For example, for Necropolis, I develop the Necromancer + Runner (and Archer later) + Warrior + Order Mage combination. Are there any interesting manuals on this topic?
Follow the streams on Mikogo!
In reply to Dr Motor
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14 years ago
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Dr Motor
The outdoor and city stables are different, and only the city stable is mentioned (giving +5 steps for 7 days). Meanwhile, the outdoor stable only gives +5 steps for 1 day.
All objects with the same name in the town and on the map have the same properties. Any stable gives +5 steps per day for a week.
In reply to Zybr
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14 years ago
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Zybr
Really? It seems like it's just written that way, but in reality, it gives the same bonus. Or not?
CTPAHHuK
All objects with the same name in the town and on the map have the same properties. Any stable gives +5 movement points per day for a week.

Well, you live and learn. And I've been playing the fourth game for so many years, and I always thought that only the external stable works for one day. At least because you can visit it every day - the +5 bonus is shown, even though it already exists. And if you visit the stable twice on the same day, the second time it says something like "your horses are not tired yet." Yesterday I checked - and it really is for 7 days. Then there is a question - does the bonus from the city of life and the external stable stack?

Wanderer, regarding objects in the town and on the map, it's not so straightforward either. The same creature dwellings - external ones give only 50% of the town's bonus.
Watch the broadcasts on Mikogo and the stream))

Where is this? Who is streaming? Is there a link?
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14 years ago
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Wanderer, regarding objects in the city and on the map – it's not all that straightforward either. For example, creature dwellings outside the city only provide a 50% bonus compared to those within the city.
He means various modifiers for movement points, armor, damage, mana, etc.
Sacred fountains, arenas, and so on.
And where is this? Who is streaming? Is there a link?
http://ru.twitch.tv/disciplesii - here are the streams; for now, mostly just I am playing with this thing :) Wanderer uses Migeko; each broadcast generates an ID, so you can find out his ID through ICQ or sometimes we post announcements in the thread (/forum/section/145/)
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14 years ago
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Regarding the stables, the bonus isn't applied from the beginning of the week, but from the moment of visiting, and the bonus is extended by one day on the following day. If units without a bonus are added to the army on the same day, the bonus is only applied again. The bonus is only applied from one of the objects of the same type – stables, trough, oasis, etc.
External dwellings provide a 50% increase compared to city dwellings – I haven't verified this, but I can trust the source. By the way, the summoning portal also provides 1 praying mantis per week, not 2.
In reply to Dr Motor
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14 years ago
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Dr Motor
Then there's a question - does the bonus from the city of life and the outer stable stack?
No, there is no stacking. As dnaop-wr wrote, the bonus is only prolonged.
Dr Motor
Wanderer, regarding objects in the city and on the map - it's not that straightforward either. For example, creature dwellings - outer ones only give a 50% increase compared to the city ones.
Yes, you are right here. The creature production from outer dwellings is 50% weaker than that of the city's similar buildings.
In reply to dnaop-wr
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14 years ago
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dnaop-wr
The bonus only applies to one object of the same type – stable, trough, oasis, etc.
Hmm, I'm not sure about this statement. Isn't it stable + trough + oasis, if they are visited on the same day?

By the way, I also noticed that the "Runner" boots or gloves enhance the bonus from movement modifiers. For example, the Grand Master's pathfinding bonus from a stable is not 5, but 7.5. I can't say for sure, but I think I noticed something like that.
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14 years ago
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By the way, I also noticed that boots or gloves enhance the bonus from movement modifiers as well. For example, the Grandmaster skill for pathfinding from the stable gives not 5, but 7.5. I can't say for sure, but I think I noticed something like that.
Well, there's a percentage bonus to movement, so it's all quite logical.
Another interesting fact: not so long ago, the Wanderer on the Bizarro map received a more significant bonus to movement from the "endurance" magic of life. They decided that it was because of the developed casting mage, but who knows?)
Hmm, I'm a bit skeptical about this statement. Isn't it stable + trough + oasis, if they are visited on the same day?
These bonuses are cumulative:) 100%

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