August 2000

 

 

The new ones are on a yellow background.

 

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2000 august 26

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
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
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
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

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....
Max and Illusha

 

2000 august 19

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)
How it works.

Attacker chooses first.
A player without a hero may just choose Ordinary Battle.
If the attacker chooses Ordinary battle, the defender may choose wathever he wants, and the attacker will have to battle this way too. (as long as it is possible)
If the attacker chooses Hero Duel, the defender must either accept it, or he may choose between Might Duel, Magic Duel, or Full War. If he chooses one of these three, the attacker must accept it, and battle this way too.
If the attacker chooses to battle with Great Battle, Might Duel or Magic Duel, the defender may just choose Full War, or accept the choose of the attacker.
If the attacker chooses Full War, the defender have to accept it, except if he defends a garrison or a castle. Then he may choose to have a Ordinary Battle, and forces with this the attacker to fight with a Great Battle, or may choose to accpet it.

Last of all:
I miss Dryads, Nymphs, Giant Spiders, Underwater, Water-castle, Kraken, Wyrms, Drakes, more dragons, centaurs with bows, dark elves, more elf and dwaf types, an ice-hell that reminds about the Inferno, scorpions, sfinxes, shadows, ghouls, mind spells and a great lot of things I do not remember right now.

SORRY FOR BAD ENGLISH!

Odin of Valhalla.

 

2000 august 16

Hey guys,

I reckon it would be cool to make the fire magic spell list better, it is always the first spell list to avoid for the sole reason that the only spell of any real use is Armageddon.

It would also be cool to have more spells for the undead, even a spell list for the undead, there never seems to be enough for those lonely dead guys.

Another castle that would be cool would be one based on Lycanthropes, you could have all sorts of interesting toys to play with.

I was very impressed with the Conflux idea, that definately needs to stay, maybe make the Pheonix a little bit harder, they never seem to last long enough.

There needs to be somewhere to buy Rogues from on a regular basis, it is so much fun knowing what your enemy is going to do!

I like the idea of a water castle, but it could prove to be a pain with every other castle based on the land.
One last idea for another castle type could be one based on the lovely drow elves:-

1st level critters:Kobolds(good in large numbers, breed like rabbits, but not very tough, canonfodder)
2nd level critters:Drow Crossbowmen(upgraded typically loaded with paralising poison)
3rd level critters:Drow Warriors(when upgraded two attacks, quick, not too powerful)
4th level critters:Giant Spiders(Upgraded to Sword Spiders, ability to retaliate more than once)
5th level critters:Drow Priestesses(ranged units, with nasty drow magic attacks)
6th level critters:Yolchols(hard hitting, brain sucking beasties from the Abyss)
7th level critters:Spider Demons(Curtesy of the spider queen Lolth)

Just an idea from someone who plays too much AD&D!

It could also be good to have some other big nasty myhtical creatures apart from dragons to buy that you cannot get in Castles, eg Greater demons from the lower hells like Tan'ari, Balors that type of thing.

Cheers
Gaz

 

2000 august 16

One or lots of new castles.

and

if we can keep the same heroes during an other scenarios.

 

2000 august 14

Things are O.K. here is D.J. online
{What Bulshit but I think I Somehow like it}

My two new castles for this time are:

Jungle island fort
1. Frog ~ Royal frog Gigantic, black - yellow - purple Frog with poisonous tongue which she use for defense and atack.(able to poison enemy)
2. Fly swarm ~ Deadly swarm Great swarms of flys which make great
damage.
3. Cannibal ~ Witch doctor (female) Female cannibals with large shields and sharp blade tied to their arm.
4. Cannibal ~ Witch doctor(mail) Mail cannibals with Great throwing
spears.(able to desise enemy)
5. Jumper ~ Jumping beast 2-legged creature with long sharp horn, no
tale, horse looking head and makes high and long jumps.
6. Shaman ~ Shaman lord Nature magicants which are dressed in
leaves, wering ivy crowns, long beards and staves made of long stick with palm leaves around big, black pearl.
7. Odetra ~ Solara Great serpents which have 5 smaller serpents on their body, 3 horns on their back and 2 tails. (Solaras also have "tattoo" of sun on their heads and fire brats)
8. Tamok ~ Tamok king Rely ugly, 3-eyed giants with 2 horns
which can be fired on the top of their heads. (they fire horns) but I also want to say that every castle should have some bonus and handicap, bonus for this castle should be that they have row all the times
from village to castle, handicap should think for your self.


River Guard
1. Crab ~ Great crab Big crabs
2. Blade bird ~ Saber stork Storks with wings which are so strong and
sharp tat they can cut metal.
3. Ell shooter ~ Electric bowman Men which shoots electric ells from bow.
4. Young burlack ~ Burlack Strong men which were hook on rope and
strike with them. ( they speed all water moving)
5. Pirate ~ Buccaneer Bandits which attack merchant ships and
steeling their trading stuff.
6. River mage ~ Water wizard Magicants dressed in Water plants with
staves Made of watercollored metal with snake which have eye in mouths on top.
7. Drekavac ~ Loud drekavac Not very big ,long spawned monster with strong voice which enters panic in enemy lines. Everything die from fear of that terrible scream. ( shoots with scream)
8. Small karakongula ~ Karakongula Terrible monsters With long theil and great wings on scullooking body with 2 horns on top of it on which are heads with one eye and lots of long sharp theets.

Generate buildings:
1. Rock coast; 2. Chimneys; 3. Ell pool; 4. Crag; 5. Shipwreck; 6.
Watertower; 7. Swamp; 8. Caves of horror;
Handicap: This castle always must be by the water.
Bonus: Water and ice elementals always join you (except when they are set to don't do it)

 

2000 august 14

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.
It should be (as many has said before) bridges.
It should be possible to make your own special town on the map-editor.
It would also have been fun if it were possible to make your own creature.
The game should remain turn-based, without SF-creatures and you shouldn`t need 3D accelerator card.
I (and my brother), hve made three new castles, but I have just noticed that I forgot to write the heroes to the Werebeast-Castle last time:

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

Hi.
My name is Erez Galmor and here are my suggestions for HOMM4:

1) There should be more difference between might and magic heroes.
Might heroes will not be able to use spells at all and magic heroes
will only be able to use low grade units, yet their powerful spells
will compensate for that.

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
turn more things to do. It is really boring just waiting!

7) A player will only play with one town type and the heroes who are
attached to it the whole game.
The player can conquer another town, yet not develop it or recruit
from it.
Therefore there should be a lot more creatures in one town to keep
the game interesting.
If any player can own every castle and every hero - the town and
hero types lose their edge...

8) There should be more difference between the hero types.
They should all have unique abilities and secondary skills that only
they can learn (Such as necromancy in HOMM2 and HOMM3).

9) Let there be more calculations in the battle field - Some creatures will inflict more damage on other - according to the
type of weapon the attacker in using on the type of armor the defender is using. That way - some creatures will be sent on creatures the player knows they do well against and just sending all units on the strongest opposing unit and so on...

10) Flying units will be able to carry not flying units at the cost of
a slower movement rate.

11) In sea - there should be swimming and diving units who have
advantage to those on boats.

These are my suggestions for now.
I will E-Mail more when I think of them.

Thank you.
Erez Galmor.

 

2000 august 11

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

Sorry, forgot:
- Forest/Jungle city with almost only animals is a good idea!
- The leprachauns should be able to recrut, and should move with teleport.
- larger battle-field.
- religions! Should affecty the game in many ways, morale, luck, larger defense on your creatures natiive to the religion and so on.
- NO SF CASTLE. That is just stupid. If you need it so bad, create another game for it.
- It should be eight or ten creature types with two upgrades each (basic, upgraded, "upgraded upgraded") in each castle type,
but the low level units should still be useful.
- Underwater - good idea!
- A new spell type: Mind.
- At least 15 castles!
- Neutral heroes, not belonging to any town.

 

2000 august 10

Hey!
Have been looking for a site like this for a long time... (sorry about wrong writing)

I would like new secondery skills, and lots of new towns and creatures. I also meen, that one colored dragon should not be upgraded to another color. It should be more like red dragon to fire dragon or white dragon - ice dragon, blue dragon - azure dragon, black dragon - dark dragon ++

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.
I wish that the heroes were allowed to both join, or just lead the battle. It could be a question about it when the battle starts?

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!

Well, that was all from me.

 

2000 august 10

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

All right, I tried to send this idea in before but I think the computer
ate it (don't you hate it when they do that?)

Each castle should have an option for an extra building called an
Embassy.

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
buildings to be constructed from that town. BUT embassies would only be available if there were a unit from that type of town sitting in the
castle garrison.

For instance: An army is sitting in a human castle, the army contains
thirteen arch magi, fifteen magogs, and fifteen power liches. The
option for an embassy would light up in the city hall, and the player
would be granted a choice of linking with a tower town, an inferno town,
or a necromancer town. The player chooses the necromancer town and
changes take place to the castle from both the adventure map, and the
town picture. The ground darkens, bones appear, a couple jagged black towers shoot out of the center. The town becomes a Castle/Necropolis. The next day, the player is granted the option of building either a skeletal transformer, an estate, a power lich place (the name eludes me at this moment), a necromancy amplifier, or a dark mage guild.

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

Men,Did I mist you(-of course not it past only one day before my
last(3-rd)letter)?
Just kiding{for all except that in()}

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.
You could use old units but with high-tech upgrades.
I know that many of other HoMM fans wouldn't be very happy abouth that but I just wanted to put that idea like possibility of something realy new!

Yours truly D.J.dragon

 

2000 august 4

I would like just to give some sugestions:

1. Lower the game's difficulty. I think HoM&M3 is much harder than HoM&M2. I don't like too dificult games. I don't like to be forced to use more than two heroes in a game. I'm sure there are lots of people who share this same opinion. HoM6M3 last in my hard drive lesser than HoM&M2 for this cause.

2. It can be in 2D or 3D, but please, Please, PLEASE: use the colours used in HoM&M2. I ilke the colour palette in that game. Don't make any photorealistic graphics.

3. Improve a little bit the RPG side of the game with more complex quests and events in the maps. Make a real adventure and suspense in exploring the maps. Make us fing powerful single units not needing a hero to move on the map.

4. Region devided maps: make maps wich have diferent named regions (or countries). Each region would have its own tavern rumours and quests.

5. More story driven maps.

6. Bigger characters in the combat maps.

7. Keep it turn based strategy game.

Thank you for your attention,

Ângelo

 

2000 august 4

OK,don't make mistake again Dusan Deuric is my brother and he has
connections with this like egg with cd-recoder,I'm D.J.dragon.

Now to get on point:
New castles
Frozen Highlands
Units
1. Penguen~Royal penguen Non flying birds with strong bite.
2. Snowball~Snow blast Gigant balls of snow wich fly and sumons storms around them.
3.Snow elf~Ice elf You know them better than me.
4. Ice beast~Ice monster 4-leged creatures with long,slighly blue hair.
5. Frost garnet~Frost ruby Ice gems wich fly and cut everything on ther way.
6. Ice druid~Ice wizard Sorcers dresed in polar bear's furner Which were staves of wheles bone.
7. Snow elefant~Mamooth Great Elefants with great long brown hair.
8. Azure hachling~A.dragon Old unit.
Units generate building
1. Penguen nests;2. Snow Palace;3. Hutes;4. Ice lairs;5. Crystal garden;6. Shrine of frost;7. Caves;8. Frozen clifs.

Palace of curses
Units
1. Lost soul~Ghost Souls that can't find pece.
2. Bat Trainer~Bat master Dark elves Cursed to live comanding bunch of bats to go and atack enemys("throw" bats).
3. Dream beast~Nightmare Fogy creatures that are flying and scarying
anything that moves(able to parlise enemys with fear).
4. Live stones~Statues Wariors under the Medusas curse of walking
stone(they hate medusas).
5. Wolfman~Wererwolf Men under the curse that is turning them in to
Combination of wolf and man.
6. Curser~Curse master Weeker necromansers that are "playing" with week dark magic splls(able to curse enemy).
7. Dungeoner~Gelat Gigantic men which where working in dungeons and cursed by their prisoners to were chains forever.
8. Ghost boat~Flying ship Pirates cursed to forever fly in their ships.
Units generate building
You do it
New War mashine
Sige tower-Great,moving towers which give abilty to crosbehind enemy fort or any other obstacle on map.

 

2000 august 4

OK,don't make mistake again Dusan Deuric is my brother and he has
connections with this like egg with cd-recoder,I'm D.J.dragon.

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