August
2000
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The
new ones are on a yellow background.
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2000
august 26
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hey i love yoru game the best types are the either small fun quick maps for the times you dont have a lot of time or the long huge maps that are run liek MPGs with one awesome heroes and a story. i think in heroes 4 you shoudl spend lots of time making more maps that that and alsop adding new mosters and spells. for a new group how about a marine castle it only exist in water and the heroes are all experts navigator or canm walk on water the crweature liek mermaids octipus giant squid monster of the deep. and i new villina im sick of god vs the devil! its been done. you need a new villian and a new hero. liek evil wizards and stuff black magic liek a spell the make opposing troops join you in mutany. they can be master hypnotizers and control people in that way of evil. and for a new class of good guys. i would say you might want to stretch the human poepl out of just the castle and make another group of human peoplemayeb ninjas or expert gladiators. well that all for now i will buy it no matter what, |
2000
august 26
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I'd
like to see some new castles and personages 'cause I'm playing heroes for a long time and old castles sometimes aggravate me. TURBO |
2000
august 21
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Hi,my
name's William and I like to include of something I think that would be
useful in HOMM4.It's quite long,so I hope you could read it all. 1)Heaven Castle I think that the castle type should be replaced with these heaven castle.But they could also put the castle if they want Might hero:Heaven Knight,Justice Knight Magic hero:Angel mage,Holy priest/priestess Type of creatures in that particular castle:There are total of 7 levels of creatures.Still,I hope that 3DO could increase the levels of creatures to 10 1st :Soldier,War soldier From:War barracks,upg barracks They are like the pikemen and the halbediers,except they use swords 2nd:Scholar,Experienced scholar From:School,Upg school Acts like the soldier,but slightly weaker.For each 3 scholar or experienced scholar your hero has,they gain 1 knowledge(2 if experienced)and experienced scholars can sometimes cast blind 3rd:Archers,Angelic Archers From:Shooting range,upg shooting range They shoot,and the angelic archers always do 15% damage more to evil troops 4th:Warrior,Holy warrior From:Training grounds,upg training grounds Att and def good.Holy warrior does 20% damage more to evil troops and has 5% chance to resurrect itself by 1/4 when killed 5th:Angel Wizard,Angel Sorceress From:Holy Tower,Upg holy tower Female ranged class.The angel sorceress can cast spell(random)Resists magic by 10%(wizard)and 15%(sorceress) 6th:Holy Lancer, Valkyrie From:Angel Temple,upg angel temple Uses javelins.Can throw javelins(like ranged shooters)but after throw,lose att and def(N/A weapon)Valkyrie resists evil by 10% and does extra damage(20%)to evil troops.Can also do a super attack(3 times per battle only)Holy explosion(random effect) 7th:Heaven Lord,Odin From:Angel city,upg angel city Has mighty steed.Heaven lord resists evil and does extra damage to evil troops(40%)and Odin does extra damage to evil(75%) and resists evil(20%)Can do special attack (odin):Mighty slash.Tremendous loss of HP Buildings Grail:Lost city:+5000 gold,doubles creature growth adds 2 morale and luck to good heroes and monsters and -2 morale and luck to evil heroes and monsters(if they conquer the castle)and allows to build the secret structure,Time machine Time machine:Brings back to your last turn.Needs some amount of resources.When go back in time,the resources that are used to pay it are gone,but all the events that hadn't take place(like attacking a castle etc...)won't take place.Once a month only Gathering of heroes(replaces/upgrades tavern):Can have selection of one more hero.Like normally can select 2,you can select 3 and increases morale by 3 to good troops who are defending the castle.2 rumours at a time Recruitment centre:Increases production of soldiers and war soldier Statue of Justice:Increases 1 luck to good troops Arches of glory:Increases spells in mage guild Stone monument:All creatures are casted stoneskin when defending a castle Heroes from Heaven(stats:att,def,spell pow,know) Mary Anne the holy priestess Stats:0,1,2,3 Specialty:Warriors:Increases warriors stats 2nd skills:Advanced first aid Mercudio the Justice Knight Stats:2,2,1,1 Specialty:Blade bust:Now warriors and holy warriors can do a special attack,called holy blade bust(increases damage to undead by 20%) 2nd:Basic offense and armorer Lance the Heaven Knight Stats:3,3,0,0 Specialty:Surrender to evil heroes -10%:Surrendering to evil heroes -10% 2nd skills:Advance offense Daisy the Angel Mage Stats:0,0,3,3 Specialty:Level 2 spells.Boost all level 2 spells 2nd skills:Basic wisdom and mysticism |
2000
august 21
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From
Andrey Gavrilov once again. I wasn't here for long time, and I could see a hu-u-u-ge number of towns and creatures in writers' ideas (3do can fill not only H4, but H5 and H6 with those castles ;-). Some general ideas: try to make game more complex mostly with variations of old things (heroes, spells, creatures), not with new things - game is overloaded already. Please, try to insert new ideas in old forms (primary skills, secondary skills and so on) For new players where should be tutorial campaign with some abilities disabled in the beginning (disabling some abilities also may be useful in map creation). Locations, which action is not principally special should be removed. Variants of one location should look noticably similar (pillar of fire and I_don't_remember_what tree, for example). Game is overloaded, as I mentioned before. Help on location should be shown always and more complex. Making mass spells variation of single spells was bad idea in H3. Mass spells are too powerful to make it related on secondary skill, not on mage guild. Magic skills should only increase power of spells ('chain lightning' is not expert 'lightning', isn't it?). In combat spells where are another situation - magic skill advansement do too little (expert 'death ripple' have no chances in compare with 'death wave' from H2). Hero specialities in map design should be chosen from list of creatures/spells/skills/resources and so on - not from hero list. It will be very useful in map balancing. Can be predefined variants of game balance - for example, game type without movement abilities(with suboptions - disable spells, artifacts, specialities, 'logistic' skill). Novice-level games may be part of this mechanism. Town buildings should also be changable in map design (in H3, whan you make without-movement map, you could do nothing with 'castle gates', and if player don't use them, Inferno become too weak). |
2000
august 21
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I'd have to agree with many suggestions, but also disagree with most of the suggestions. But here are things that should be included: - CAPITALS: allow the player to set a town as a capital of his/her domain. That town would have better creature growth, or some other special thing like better defense. - MORE CREATURE SPOTS FOR HEROES: I have to agree with this one. 7 creatures is a big improvement from 5, but I think that it would be great if you could have maybe 9 or even 10 different types of creatures. - AN ARTIFACT: an artifact that would set all primary skills (during battle) for him/her and the opponent. This could be useful, if the opponent has a great army, and the player doesn't... - SMARTER AI PLAYERS: you should have some way of controlling, or persuading your allies to help you attack, or send them a message saying that you need help. There should be more interaction between you and your computer allies. - EASIER MAP EDITOR: unfortunately, I think that it takes too much effort trying to create a map using the provided map editor. You should also have options to allow people to create hidden passages easily. Right now, many people have mastered the art of creating hidden passages, but most have no idea how to do it. Add a suggestions window to the editor. The computer would validate the map, and suggest some improvements to the creator, such as point out places where there are little land decoration compared to the rest of the map. - BRING BACK THE FORTIFICATIONS: in Heroes 2, you could build fortifications on your walls to protect ranged units from other ranged unit's shots. I think you should bring this back in Heroes 4, and improve it to make ballistas take more time to kill walls, or keep the ranged units from killing your units too easily. There could also be levels of fortification, such as basic, advanced, etc. The higher the level, the better the protection (like a magic guild). - HAVE A THIRD UPGRADE FOR UNITS: in Heroes 2, for the Warlock class, you had three levels of dragons: green, red and black. I think that you should have some creatures have more than two levels, such as four for the dragons: gold, green, red, black. Or Vampire, Vampire Lord, Dracula. etc. That's all for
now.... |
2000
august 19
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Hey again! This will be a short letter (i think) First I would like to say at it should be possible for the race of a hero to have a affect in the game. Second, it should be hero-races of all intellegent human-like races. Not just gremlins, efreeties, liches, dwarves, human, genies, demoniacs, elves, minotaurs and lizardmen. The The Planeswalker is good, since there are so many different races there. Then, I would like to repeat that it should be possible in the start of a battle to choose between something like this: Ordinary battle (hero just watch and uses spells) Hero Duel (only aviviable when fighting another hero, and not under attack/defense of a castle.) (The creatures watch while the heroes fight. After the fight the hero army who lost the duel may fight with 3 in morale and since hero is tired after fight, he cannot use spells, and his attack/defense bonuses are halfed the rest of the battle, or they may run. Then the hero will come back to the castle/map-building/mine he wisited last, andthe other hero would take all his artifacts.) Great Battle (only possible if you fight against an army without a hero) (the hero fights to) ( the hero may move twice (first and last) in a round. He may choose to cast a spell instead of move/attack one of the times. If the hero dies, the others in the army fights on, but if you still win the fight, these creatures disppears and appears iun the nearest dwellings that fits them, either in a map dwelling or in a castle. You hero dies this way and cannot be recruted again. His artifacts will be laft on the map location the hero died on.) Full War (only possible if you fight agains an army with a hero, and you have one of your own.) (both heroes fight) (same as Great Battle) Magic Duel (only possible when it is a hero with spellbook on both sides) (the heroes fight against each other, but only with spells. It works as Hero Duel in all other ways)
Might Duel (only possible if at least one of the heroes does not have
a spell book) (works like Hero Duel, but the heroes cannot use spells) Attacker
chooses first.
Last of all:
SORRY FOR BAD ENGLISH!
Odin of Valhalla. |
2000
august 16
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Hey guys, |
2000
august 16
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One or lots
of new castles. |
2000
august 14
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Things are O.K. here is D.J. online My two new castles for this time are:
Jungle island fort
Generate buildings: |
2000
august 14
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SORRY ABOUT BAD ENGLISH. Well, this should be the last e-mail My wishes: On
the Map editor, you should be able to connect two kinds of roads, without
the gap between them. Dark Cleric (magic hero) 1, 0, 3, 2 Races: Dark Elf, Human Moon Knight (might hero) 2, 3, 1, 0 Races: Dark Elf, Human, Werebeast. The PYRAMID-CASTLE: Level 1: Rats (no enemy counterstrike) upgrade: Fat Rats (no enemy counterstrike) upgradeII: Sick Rats (no enemy counterstrike, 20% chance to give disease to victim) Level 2: Egyptian Villager upgrade: Egyptian Guard upgrade II: Egyptian Soldier Level 3: Pyaramid Guard. upgrade: Crypt Guard upgrade II: Crypt Elite Guard Level 4: Mummy Priest (undead, 20% chance to curse victim, shoots magic blasts) upgrade: Mummy High Priest (undead, 30% chance to curse victim, may cast blind instead of attacking, shoots magic blasts) upgrade II: Mummy Socrerer (undead, 30% chance to curse victim, may cast blind instead of attacking, and shoots magic blasts. No hand-to-hand penalty.) Level 5: Desert Beast (digs through the ground and appears the place it is supposed to. Works like teleport, but it can`t dig under a moat. It has to move over it normaly) upgrade: Sand Beast (digs) upgrade II: Sand Worm ( a giant snake with dragon head.) (digs, 60% chance to paralyce the victim) Level 6: Desert Spirit. (flying) upgrade: Crypt Spirit (flying) upgrade II: Crypt Demon (flying) Level 7: Yellow Dragon (flying) upgrade: Desert Dragon (flying, immune to spells on level 1 and 2) upgrade II: Sun Dragon (flying, immune to spells on level 2, 3 and 4. [not level 1] ) Level 8: Sphinx (20% chance to curse victim, 20% chance to paralyce victim) upgrade: Stone Sphinx Golem (Immune to mind spells, 20 % chance to curse victim, 20% chance to paralyce victim) upgrade II: Winged Sphinx (flying, 20% chance to curse victim, 30% chance to paralyce victim, immune to hypnosis) Grail Upgrade: Holy Sphinx (flying, hates manticores [150% damage against Manticores and Scorpicores], 20% chance to curse victim, 50% chance to paralyce the victim, immune to hypnosis) HEROES: Magic: Sun Priest 0, 0, 1, 4 Races: Lich, Human, lizardmen. Might: Desert Warrior 3, 2, 0, 1 Races: Human, lizardmen. Neutral Creatures related to the Pyramid-Castle: Nomad (see number III, AB and SoD) Desert Lizardman Level 2 (fights with spears. Relatives of the Swamp Lizardman in the fortress, but they have yellow skin) Elite Lizard Warrior Level 3 shoots (A bit better then The Lizard Warrior. They have yellow skin) Desert Beetle Level 1 (lots of golden beetles) Giant Desert Beetle Level 1 (a giant desert beetle.) 10% chance to give a disease to its victim. Desert Scorpion Level 2. (red) 10% chance to blind victim Crypt Scorpion Level 3. (black) 20% chance to poison victim Crypt Spider Level 3. 10% chance to poison victim, 20% chance to paralyce victim. Giant Scorpion Level 4. 30% chance to poison victim. Pharaos Lifeguard Level 4.
The DEAD-CITY (in addition to the old Necropolis) All creatures is UNDEAD Level 1: Skeleton Pikeman (just as the old ones, but with spears) upgrade: Skeleton Archers (shoots with bows) shoots upgrade II: Four-Armed Skeleton (skeleton with four arms, a bow in two of them, and a spear in the two others) shoots, no hand-to-hand penalty Level 2: Corpse-eaters. their victims disappears from the battlefield and cannot be resurrected since the corpses is eaten. upgrade: Ghouls. same as corpse-eaters upgrade II: Mad Ghouls same as ghouls + 20% chance to paralyce victims Level 3: Nosferatu (a weak type of vampire) upgrade: Zombie-leader. all zombies, walking deads, corpse-eaters and ghouls in the same army as at least one Zombie-leader gets 1 more in attack. upgrade II: Zombie-master. all zombies, walkin deads, corpse-eaters, ghouls and nosferatus in the same army as a Zombie Master gets one more in attack AND defense. Level 4: Mummy (a bit mightier then in number 2 and 3) Has a chance to curse victim upgrade: Mummy Warrior. Has a chance to curse victim. upgrade II: Royal Mummy. Has a chance to curse victim. May cast curse instead of attack Level 5: Lost Soul flying upgrade: Lost Spirit flying upgrade II: Shadow flying. May cast blind at advanced spell level instead of attack Level 6: Cursed Soul flying upgrade: Cursed Spirit flying upgrade: Ghost just as in number 2, pherhaps a bit weaker Level 7: Spectre flying upgrade: Mighty Spectre flying, same ability as vampirelords upgrade II: Demon of Death not undead! flying, same ability as vampirelords, immune to mind and ice spells Level 8: Reaper flying, 40% chance to paralyce victim. All undead in a battle gets + 1 speed as long as a Reaper is in it (this includes your opponents undead) upgrade: Grim Reaper flying, 40% chance to paralyce victim. All undead in a battle gets + 1 speed if a Reaper is in it (this includes your opponents undead) They are able to resurrect one not golem not undead troop as wights. The number of resurrected wights cannot be higher then the double of the number of Grim Reapers performing the ressurection. upgrade II: Beelsebub flying, 40% chance to paralyce victim. All undead in a battle gets + 1 speed if a Beelsebub is in it. This only counts for your undead, and comes in additon to any bonus from a Reaper. They are able to resurrect one not golem not undead troop as wraiths. The number of resurrected wraiths cannot be higher then the double of the number of Beelsebubs performing the ressurection. Grail Upgrade: Shaitan flying, 40% chance to paralyce victim. They are able to resurrect one not golem not undead troop as wraiths. The number of resurrected wraiths cannot be higher then the double of the number of Shaitans performing the ressurection. Immune to all fire and air spells. shoots fireballs. no hand-to-hand penalty. HEROES: same as Necropolis.
ANCIENT-CASTLE Level 1: Satyr (creature from greece myths) upgrade: Satyr Warrior upgrade II: Satyr Captain Level 2: Gnome upgrade: Gnome Mercenery (lets your hero pay 10% less when surrendering) upgrade II: Gnome Nobleman (reduces surrendering cost by 20%) Level 3: Throll (a creature who is half troll and half imp) upgrade: Throll Warrior upgrade II: Throll Champion Level 4: Desert Elves (fights with a long sword) upgrade: Mountain Elves (fights with a two-hands sword) upgrade II: High Elves (fights with a longbow) shoots Level 5: Troll (just as in III) upgrade: Troll Stone Thrower (regenrates damage, shoots ) upgrade II: Troll Energy-ball thrower (throws magic balls created by the elven magicians) (regenrates damage, shoots) Level 6: Elven Priest (may cast bless at advanced level instead of attacking) upgrade: Elven Magician (may cast bless at expert level instead of attacking) upgrade II: Elven Socrerer (may cast bless AND airshield at expert level instead of attacking) Level 7: Green Worm (a giant snake with dragon head.) digs (explained in the Pyramid) upgrade: Forest Worm digs, immune to eart school spells upgrade II: Forest Wyrm (a giant snake with dragon head and wings) flying, immune to earth spells. Level 8: Red Worm digs, immune to fireball and fire wall spells upgrade: Fire Worm digs, immune to fire school spells upgrade II: Lava Worm digs, immune to fire and earth school spells Grail Upgrade: Lava Wyrm flying, immune to fire and earth school spells, and immune to mind spells. HEROES: Magic: Elder Druid 0, 1, 2, 3 Races: elf, dwarf, lizardmen. Might: Battlemaster 3, 3, 0, 0 Races: elf, dwarf, human, lizardmen.
Thats all. And again, sorry for bad english Odin. |
2000
august 12
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Hi. 1)
There should be more difference between might and magic heroes. 2) Add a lot more town types. After a while, even nine start to get boring... 3) Some of the town should be at sea. In fact - the sea should be a lot more involved in the game. 4) A lot more buildings to build within a town. Including : more levels for "fort-citadel-castle" and "town hall - city hall - capitol". 5) A lot more detailed map and campaign editor. Use triggers like the ones in blizzards Star craft.
6) In multy-player games : Let the players who are waiting for their
7) A player will only play with one town type and the heroes who are
8) There should be more difference between the hero types.
9) Let there be more calculations in the battle field - Some creatures
will inflict more damage on other - according to the
10) Flying units will be able to carry not flying units at the cost
of
11) In sea - there should be swimming and diving units who have
These are my suggestions for now.
Thank you. |
2000
august 11
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Hey! It is me again. Well, I forgot some things last time I wrote too. (I will probaply ending up having wrote ten or twelve e-mails like this) Once again I beg you to excuse my bad english. A prehistoric castle is a good idea, like almost all other ideas, but I do not want one with dinosaurs. If dinosaurs comes into the game, they would destroy the fantastic thing about the dragons, just as technology (bad english L ) would destroy the magic. The dragon wouldn`t be special anymore, just as magic would have been set aside for the science. A prehistoric-castle with mammoths, saber-thoothed tigers, cavemen and more is a good idea, but I repeat: no DINOSAURS. The ghouls is a type of undead I have missed in the heroes game, and it is a great thought to make two Necropolises. Pherhaps some other towns should haver a "brother" too. Like a Ice-hell-castle as a "twin" to the Inferno, or another Stronghold with more orc and goblin types. As said before, I really hope we do not get any cannons or gun-powder or stuff like that. Something I have mentioned earlier in the e-mails, is that I really like the idea of religions in the game. Each castle or hero type should have some to choose between. Pherhaps the religion may fix the problem of mixing devils and angels in the same group. A Fallen Angel would be awesome, but it should not be an upgrade of the archangel. A Fallen angel is a angel who means God is wrong about something, and is sent out of the Heaven as a punishment. They are not evil, just more "individual" or something like that. They are at least not as poerful as an archangel, if their name isn`t Fallen Archangel. Just to say it. Another thought I have, is that the grail-building should allow another upgrade to the best creature in the castle. If it will be two upgrades on each, and lets say 8 creature types in each castle, tjat means that the eight level creature in all castles with the grail-building can be upgraded THREE times! First normal, the the first upgrade, then the second, and last, the grail upgrade! Just an idea I got. I REALLY wish the leprachauns to join the game as creatures to recrut! They should be at least level 6 and should move with teleport, be able to throw some certain, funny spells and they should be recruted in the same castle as sprites, faeries, elves and dwarves. The elves and dwarves shoul have more creatures by the way. Dwarven Crossbows, Elven Swordsman and so on would be really great. It shoul be almost equal many of them as there is human creatures (pikeman, mage, sharpshooter, nomad, crusader ++), mankind is after all just one of many races in HOMM. The race a hero has should mean something in the game, I agree with whoever wrote that. And the socrerer/socreress should really become a hero again. Longer down on the page, me and my younger brother has made a list with the creatures we want to the Werebeast-castle I spoke of before, but first I would like to comment some other ones. The Insect-castle is a nice idea (sorry, I do not know so many words for saying: I like the idea. :-{ ) but not with JUST insects. It should be one or two Dark-elves or humans or black-dwarves or something in it to show who controls these creatures. In fact, the giant-spider is a creature I have missed, together with the Chinese-dragon and the Great Wyrms. The Sun-Empire is, as I have said, a good idea. Of course it needs som changes, but hey, we are not the experts here? We are just supposed to come with ideas. (There that word is again ) Both the Water and the Underwater castles is good ideas. I have always talked with my brother about how much I want a Forest or Jungle Castle, and now I see that I am not alone about that! Before the Castle of Were-beast, I would like to mention that I was disappointed the centaur couldn`t shoot anymore in III. Hopefully, he gets his bow back in number IV. Well, the Were-beast Castle. First I would like to say that it should be possible in the game to get you peasents or pikman or swordsman or another human-creature to turn into a were-beast because of a building or a spell or a special ability and so on. Level 1: Villager Upgrade: Ratman (a man with ratskin, rathead (in human size) and rat tail.) Upgrade II: Wererat (A monster, half man, half rat.) 20% disease chance Level 2: Scout shoots with bows Upgrade: Foxman(like the ratman, with fox-parts instead of rat-parts.) shoots with bows Upgrade II: Werefox (A monster, half fox and half man) shoots with bows, no hand-to-hand penalty Level 3: Burglar Upgrade: Batman (and we made that name ourselves J ) (like the foxman and the ratman) flying Upgrade II: Werebat (You know how it looks ) flying Level 4: Farmer (big and fat too!) Upgrade: Swineman (I do not know the best word for a wild pig) Upgrade II: Wereswine Level 5: Nobleman Upgrade: Wolfman may counterstrike 2 times Upgrade II: Werewolf may counterstrike 4 times Level 6: Darkmonk (looks alot like a zealot, but without the light, and with black clothes.) May cast hypnosis once in a battle* Upgrade: Wereserpent (looks like a man with snake tail and head. human skin everywhere except the tail and the head, and still black zealot clothes.) May cast hypnosis twice in a battle* Upgrade II: Wereworm (looks like a man-sized black lizard, standing on the backfeet) May cast hypnosis twice in a battle* Shoots green poison from its mouth. No hand-to-hand penalty Level 7: Lizardmen Shaman (A lizardman with monk-clothes in grey) shoots magical blasts Upgrade: Dracon (A man with green dragon head, green dragon skin, green dragon tail, but without dragon wings, and with a human-like body. It carries a axe as weapon) The Dracons attack can`t be countered. Upgrade II: Weredragon (A beast, half human and half dragon. It has the dragon wings) shoots fireballs, flying, no hand-to-hand penalty Level 8: Moon Spirit (A half invisible spirit.) f1ying Upgrade: Moon Demon (A grey gargoyle-like demon with a white head. No wings) May cast weakness at advanced level* Upgrade II: Night Demon (A hole black, and a bit bigger Moon Demon with wings) flying, may cast weakness at advanced level* Immune to weakness spell. Grail Upgrade: Dark Demon (An enormous Night Demon, with a tail that fills a hole hex!) flying, casts expert weakness at the beginning of each battle, Immune to hypnosis and wekness spells. Pherhaps this town is to strong, pherhaps it is to weak, I do not know, this is just my idea. Neutral Were-beasts: Weretiger Level 6 The were-tigers attack can`t be countered. Werebear Level 5 20% chance to do double damage. Werehyena Level 3 20% chance disease Werefalcon Level 3 flying Werevulture Level 2 30% chance disease, flying. 1 morale to all other creatures in army. ? Werehuman Level 7 (A beast that is half bemouth and half human) ?
That was all from me. Odin of Valhall (and my younger brother:Count Vlad of Dracula) |
2000
august 10
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Sorry, forgot: |
2000
august 10
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Hey! I like the idea about a sun empire. Also I would like the mythical Djinn-spirits to join the game. More undead types like ghosts (less powerful then in number II pherhaps) and shadows. I missed the phoenix, I hope it will stay. I hope also for a water-town, with mermaids, water-dragons, sea-worms, Kraken ++ More golems. What about a town only with golems, gargoyles and dragon golems? I hope for the druids to go back as creatures (but the hero type should stay too) Misses the socrere/socreress.
A town with werebeasts, a horror-castle, would have been cool. More hero types and neutral creatures to. I found it strange that almost all dragon types are more powerful then the gold dragon??? What about three upgrades on all creaturs? Cursed un-removeable artifacts should be in the game. Oriental magicians on flying carpets, and sky-knights on giant-birds is a good idea! Hope that the towns more will symbol a race, like one is elves, another human, a third blackblood (troll, ogres, goblins and orcs) and a fourth with lizardmen?
The battlefield should show that there are more than one lets say rogue
in a stack! |
2000
august 10
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Hi! I have a suggestion for HOMM4: When you improve a town, its icon is marked with a red cross. I would like to see a different symbol (e.g. a green check mark) as permanent marker when the town is complete (no more upgrades available), so you don't have to check each and every town (specially on large maps this takes some time) to see which towns you can improve. Just my two cents /Benny Møller |
2000
august 7
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All right, I tried to send this idea in before but I think the computer Each
castle should have an option for an extra building called an The
embassy would cost a fairly large amount of money, but would create
a secondary town hall within the old city. This embassy would be from
a different type of town, and would offer a choice of five random For
instance: An army is sitting in a human castle, the army contains Only one embassy would be allowed per town, and an extra rank of troops for the heroes would be nice, so you could fit the new recruits. |
2000
august 5
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Men,Did I mist you(-of course not it past only one day before my Here are some new ideas : Maybe two new castles from the future one good and one bad and here would be the story for them:
UEF(United Evil Force) is loosing from PoUG(Povers of United Good) in
great war so decide to go back in time end destroy all history factures
of PoUG so thay can rule whole universe;Hearing the plans of UEF PoUG
sends their men in protecting mision. Yours truly D.J.dragon |
2000
august 4
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I would like just to give some sugestions: |
2000
august 4
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OK,don't make mistake again Dusan Deuric is my brother and he has Now
to get on point: Palace
of curses |
2000
august 4
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OK,don't make mistake again Dusan Deuric is my brother and he has |