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Posts from Discussion about Heroes 4.

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In reply to Hikari
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Hikari
For me, eliminating chain attacks is very important. In the third installment, this flaw in the game was turned into a true art of professional gameplay, there's no doubt about it, but watching a squad of troglodytes, after winning in the sands of Bracadia and traveling a long way, now clearing out a dwarven stronghold somewhere in the south... My mind refuses to accept this and play in a similar way.
Unfortunately, in the fourth installment, chain attacks remained, but they changed their nature to teleporting heroes to any conquered locations. Chain attacks are also quite questionable, and professional players take advantage of this.
Heroes of might and magic 4 on-line World Championships
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Unfortunately, in the fourth game, the chain spell changed its nature, becoming a teleportation spell for heroes to any explored locations. The chain spell is also quite questionable, which is what professional players take advantage of.
Could you elaborate on this point? Is there some trick involving combining a hero with units that have low movement points and are spread across the map? Or is there something else that I missed? Yes, I only played the vanilla version, as both attempts to install the expansion were thwarted by the heroes' persistent refusal to launch with it.
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The entire trick of dragging hero graves was described more than 10 years ago on a forum.
There is also some good news. "Afterlife Journeys" is clearly a bug, and the developers have mostly removed it from the game. And, if desired, it is prohibited by the rules as an uncorrected bug. However, things are a bit more complicated with the third (and fifth) part, as the line between a couple of characters delivering reinforcements to the front and a full-fledged chain operating across all fronts is essentially blurred. And due to the specifics of the game, troops in the field cannot be delivered except by another hero.
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Heroes of Might and Magic 4 News Reviews:

1) Let's reminisce https://www.youtube.com/watch?v=6bQQxZaqciE

2) HoMM 4 / Heroes 4. Game review and development strategy for tournament maps in S format

https://www.youtube.com/watch?v=wUlFtq904Og

3) Green Pixels: Heroes of Might and Magic 4, review
https://www.youtube.com/watch?v=ZPYXmrRhIsM

4) https://www.youtube.com/watch?v=e5yNPs3cgQk

5) http://www.igromania.ru/articles/45567/Heroes_of_Might_and_Magic_IV_Geroi_Mecha_i_Magii_IV.htm

6) http://www.ag.ru/games/heroes-of-might-and-magic-4/review

7) General overview:
http://hmm-4.narod.ru/Preview.htm

8) Heroes of Might and Magic IV
(Material from Wikipedia - a free encyclopedia)

https://ru.wikipedia.org/wiki/Heroes_of_Might_and_Magic_IV

9) Review from LKI
http://www.lki.ru/text.php?id=3005

10) Heroes of Might and Magic IV Review
http://vrgames.by/publ/obzor-heroes-might-and-magic-iv

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I took the time to watch some of these videos. It’s certainly good that there’s still interest in the game. But! These videos were relevant 10-12 years ago, as they mostly cover the basics of the game. Moreover, they were mainly created by amateur players, some of whom are good at filming, but have little knowledge of the game's mechanics, even though they create dozens of videos about the fourth installment. It’s especially “nice” to watch videos filmed on modern, widescreen displays, where the heroes look like flattened monsters. Couldn’t they just set the game to “full screen” in the settings? Many of these videos could be categorized as “how not to play the fourth installment.” However, you can read that in the comments on the videos.
I actually liked the overview of the green pixels, and it would have been great in 2002, but the background music is terrible, although if you don’t pay attention to it, the filming looks quite decent.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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Everything mentioned above is true for the vast majority of reviews found online. Their goal is to popularize the game and themselves, simply providing a superficial overview of what it is and how it works. You learn about the nuances in fan-made guides, and they are also better suited for this format.
 

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In reply to Ment
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Ment
... Their goal is to popularize the game and themselves... You learn about the details in fan-made guides, and they are actually better suited for that format.
Very accurately observed – to popularize themselves. :smile49:

That's what I did with the guide (in my signature), and I even updated it this year.:D
I'm just not very good at quick playthroughs :smile33:

By the way, there used to be excellent articles on one website from 2002-2003, about 200 pages each, detailing walkthroughs of the campaigns on champion difficulty, with a thorough explanation of all the details. But recently, I checked, and they disappeared...:smile39:
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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Game reviews have long been replaced by VODs and streams from professional players. If you want to learn how to play at a high level quickly, watch recordings of experienced players. As Dnaop-wr rightly pointed out above.

Nevertheless, it's always nice to watch any video footage about Heroes 4, thank you.
Heroes of might and magic 4 on-line World Championships
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I noticed a strange thing, at least in the Equilibrium map. The last shot of the Centaurs is clearly more powerful. Is this a bug or a feature?
In reply to Voroshek
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Voroshek
Noticed a strange thing, at least in Equilibris. The last shot of the centaurs is clearly more powerful. Is this a bug or a feature?
This is a super effect of the Normal Melee skill for ranged units. The last shot deals full damage regardless of distance and obstacles. The same applies, for example, to orcs. Read ManualAddenda.
Heroes of might and magic 4 on-line World Championships
In reply to Voroshek
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Voroshek
Noticed a strange thing, at least in Equilibris. The last shot of the Centaurs is clearly more powerful. Is this a bug or a feature?
It's supposed to be that way, not just with Centaurs, but also with Orcs. Equilibris has nothing to do with it. Do some research.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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Okay.
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Hello everyone,
Could you please provide some information about advanced classes?
What will happen if several skills have the same total level? And what will happen if one of them increases its weight?

To be more specific, I want to try creating an effective hero who travels and fights without an army, using stealth and nature. Currently, scouting has a weight of 15 (main skill, stealth and pathfinding are Grand Master level, no navigation). I've started learning nature and became a Bard. I plan to max it out to 15 as well (all skills, no summoning). Then, I'll also max out combat to 15 (no resistance) and tactics to full 20. So, when nature + scouting reaches 15 + 15, and then I level up combat to 15, will the class change? Or will I remain a Bard until one of the skills reaches 16? And in any case, since tactics is planned to be more than 15, when it crosses that threshold, which skill will it combine with? Scouting because it's the starting skill, or the last skill leveled to 15 (in this case, combat)?

Also, what do you think about this development path in general? How viable is it? And what should I take as the fifth skill? It seems that in any case, it will be magic, because besides magic, only nobility remains, which won't help in combat, and an extra mana pool and regeneration wouldn't hurt. Initially, I wanted to take death for summoning demons, but then I realized that by leveling up tactics, I would lose the bonus to the number of demons I can summon, and without it, nature summoning is no worse. Now I'm leaning towards order because it's simply more useful than the remaining options, but I want to know how they combine to make the class useful, so I can plan the development order.

P.S.: I want to clarify that there will be enough experience on this specific map to do all of this
In reply to iKuba
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iKuba
...when Nature + Scouting reaches 15+15, and then I level up Combat to 15, will the class change? Or will I remain a Bard until some skill reaches 16? And in any case, since Tactics is planned to be more than 15, when it crosses that threshold, which skill will it combine with? With Scouting because it's the starting skill, or with the last skill leveled to 15 (in this case, Combat)? ...
When the 3rd skill reaches the level of the two previous ones, the class won't change; it will increase by one level and will likely combine with the first. But with frequent class changes, I can't tell you what the connection will be. Moreover, with a large number of skills, when leveling up, it might offer something completely different from what you plan – for example, Summoning, Seafaring, and Resistance, or Charm – none of the skills you need, so choose what you want.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html

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