|
|
|
|
I am so sick of Barbarian's who are humans using all kinds of creatures from other races in their armies, so I say that there should be A human Barbarian Army. And also Elves and Dwarves should be in different armies,(They have been known to not get along) |
|
|
I reckon that instead of a whole bunch of
monsters in from all kinds of races, there should just be just unit's
of the same race (with a few minor exceptions) |
|
|
NEW TOWN Underdark
Town Level 1: Drow
Rogue = Drow Assassin = Bounty Hunter Level 2: Drow
Archer = Drow Arbalest = Drow Sharpshooter Level 3: Giant
Spider = Black Tarantula = Spider Queen Level 4: Dark
Warrior = Dark Lord = Evil Champion Level 5: Drow
Priestess = Drow Arch priestess = Drow Disciple Level 6: Mind
Flayer = Mind Psychic = Mastermind Level 7: Umber
Hulk = Greater Umber Hulk = Armoured Umber Hulk Level 8: Drider
= Drider Elite = Nova Drider Two Main Underdark heroes: 1. Drizzt
the Drow Ranger (male) 2. Viconia
the Drow
Rampart Town for Heroes 4 Level 1: Centaur
= Centaur Captain = Centaur King Two Main Rampart
heroes: Yah, u'll know them.
Each town should have a training camp which allows rookie heroes to gain experience without fighting any creatures in the map. Each hero would receive 500 experience points per day. For example, a hero should be level 7 after 15 days. This will allow a player to have more experienced heroes in offence and defence when there are less creatures left on the map to fight. Anyway, that's all I could come up with. I hope 3DO could use some of the suggestions. |
|
|
Hi, I was looking back through some old suggestions and I found one that really struck my fancy so I decided to play with it... The Oasis Town, or Pallace. I believe Gaird made the original suggestion, I hope he won't mind me adding my input The main story-line for the town would follow a powerful mage named ALAMOV who was cast out of the tower town for practicing dark magics. Exiled into the desert, he swears to get revenge upon the magi who expelled him. Using dark magic he conjures an army out of the spirit of the desert which has become his home. The heroes would be something like WANDERERS and DARK MAGI. Perhaps the magi could have a secondary skill called Sandstorm or CONFUSION which would cause a certain percentage of enemy troops to fail to appear for battle. The percentage would depend upon skill level. Alamov himself might specialise in this skill and get a slight percentage boost per level attained CREATURES: 1st Level: Searching for some familiar magic to build the lower tiers of his army, Alamov uses skills gained in the tower town to build SAND GOLEMS. Faster than their stone counterparts, but with weaker attack and defense, the sand golems could be upgraded to the mightier SAND BEASTS or the magical SAND WIZARDS. They would be recruitable from the SAND DUNES. 2nd Level: Drawn by the powerful attraction of the dark magi, the second level troops are made up by SCAVENGERS and VAGABONDS. These natural inhabitants of the desert wear woven cloaks which cover their entire body. Carrying vagabonds in an army gives the hero an increased scouting radius, and they can be upgraded to MUTANTS with strange glowing eyes whose mere proximity to enemy troops has the power to cast DISEASE. Vagabonds are recruited at TENT CITIES 3rd Level: NOMADS upgrade to BEDOINES or RAIDERS 3rd Level(alternate): CANNABLES upgrade to CANNABLE CHIEFTAINS or WITCH DOCTORS. They have a 50% chance of striking with bloodlust on any turn and can be recruited at the TRIBAL VILLAGE 4th Level: Alamovs followers, drawn from the ranks of the TOWER TOWN, natural enemies of the magi, the DARK WARLOCKS, which can upgrade to WARLOCK LORDS or ARCH WARLOCKS. Similar to magi and arch magi but with brown ragged beards, black cloaks and beams of red magic from their black and twisted staffs. All hate Magi and Arch Magi. Can be recruited from WARLOCK SPIRES. 4th Level(alternate): Using poison cactus spines the DART SHOOTERS and BLOWGUNNERS have a chance to poison enemy targets. These dark warriors can be upgraded to VOODOO PRIESTS who cast curse and have no range or obstacle penalty. Blowgunners and their companions can be recruited at CLIFF DWELLINGS. 5th Level: Resting in an uneasy alliance with the Dark Magi, the powerful GUARDIANS, MYSTIC GUARDIANS, and ARCH GUARDIANS have been the shadowy rulers of these desert lands for centuries. Humanoid figures dressed in gold with head of a black dog, they have carefully guarded the ancient secrets of the desert lands. Guardians attack with a ranged psycic attack with no obstacle or range penalty and have the ability to cast FEAR, a spell which makes enemies forget to retaliate when attacked. Guardians can be recruited in TEMPLES OF THE SUN. 5th Level(alternate): RAT CHARMERS seem harmless until they unleash a legion of small vermin at their enemy's feet with the ability to cause DISEASE. Rat Charmers can be upgraded to medium-range attack SNAKE CHARMERS or range attack VULTURERS which attack with BLOODLUST against all undead creatures. Rat Charmers can be recruited in WALL CAVES. 6th Level: Drawn from the ranks of an ancient army lost in the desert, the GHOST PHALANX are the embodiment of Alamov's darkest magics. Spectral warriors, dressed in ancient tattered armor, with golden breastplates, round shields, and long spears. The powerful GHOST LEGION still shows no occupant other than a hazy gray shape but is able to float through or over obstacles. But the GHOST CHARIOT is the most powerful of the three, pulled by a spectral horse in tattered golden armor, able to cross through or over obstacles without damage, and with a speed higher than any human horseman can attain. Ghost Phalanx and their counterparts can be drawn from ANCIENT RUINS. 7th Level: Rising in and out of the sand dunes, the SAND LIZARD has the ability to burrow under obstacles. Similar in size and shape to a Chinese dragon, he casts VULNERABILITY on attackers, a spell which makes the enemy unit more vulnerable to magic and a spell which can be used more than once on any unit. The lizard upgrades to the mighty SAND SNAKE and the magical SAND DRAGON which burrows away from any adjascent enemy troops at the conclusion of its turn. The SAND LIZARD and its comrades are found in BURROWS. 8th Level: The STONE SPIRIT embodies the very essense of the desert. With incredibly high defense and powerful magic, this massive rock beast creates FEAR in the hearts of all opponents. The Stone spirit and the upgraded DESERT SPIRIT cast quicksand at the beginning of each turn, the number of puddles is dependent on hero strength and size of stack. The spirits teleport freely around the map and are immune to all but the most powerful of spells. OTHER BUILDINGS: Great Pyramid:
Power or knowledge increase for visiting heroes Thanx for your consideration ;o) ~ Dave Hamilton |
|
|
Merry Christmas. Anyway, my suggestions And lots of more! Odin of Valhalla. Sorry for bad english... |
|
|
Hey everyone! Here are my tips 4 HeroesIV: 1. Re-organisation of units in castles. I think it's better, if we can buy each kind of unit in a castle, so the first thing I should do, just put each wandering unit in a castle. (The mummy to the necromancers', the boar to the Tower town, the sharpshooter to the Rampart, the peasant to the Castle and so on...) Well, I supposed to pair the nomads and the genies in one group, and make the genies much stronger, than they are now. 2. Units Regarding the levels of the new units, (like fairy dragons...) I see, that would be much better, if we could buy more army for one hero. 10 or 12, but the same numbers the castle can give. (It would be the best if this number were equal the numbers of the kinds of castles.) And one more thing. It doesn't matter how much is the unit was succesful, but I wouldn't miss any unit from the game, which one once appeared in the HoMM games. If it would be possible I'd put the druids back, not like heroes but as troops - in memory of Heroes I. 3. Heroes The changibility of mp3s was the best the heroes3 gave us. I'd prefer, if we could change the pictures of our Heroes or ability to pair our premade images to one original hero if we are making an own map or scenario. Well, I think, if we could attach movies (like mpeg or avi) were more popular. 4. Just more stupid ideas... - Making underwater castles Appearenge of units: TaroT |
|
|
I think it would be really interesting if you could create your new heroe. Not just change the heroe's characteristic, but also change their especialities. I also like the idea of heroes that can upgrade units. Just like Gelu can upgrade Archers and Elves to Shapshooters, and Dracon can upgrade Monks and Mage to Enchanters. I think it would be a great idea if we could create also this kind of heroes, changing their especialities. You know... Like upgrading Gnolls to... don't know ... Trolls maybe... :))) |
|
|
I suggest that it might be good to include a button in the recruiting window that allows to recruit all the creatures at once, because it's kinda annoying having to click in all the boxes everytime. I even suggest to include a button in the map screen to recruit all creatures in all castles. When you have enough money to recruit all things, and you want to do it, it's boring having to spend time going castle to castle recruiting. Thanks Héctor Lorda (Spain) |
|
|
Hey again, and again. Sorry For Bad English. And, in each castle, it should be two Level 1 creatures. More weak troops! ODIN OF VALHALLA |
|
|
Well, to put this straight: There are huge
improvements that could be made and I guess 3DO has taken it in consideration.
In general, I expect HOMM4 to be a NEW GAME based on the great HOMM concept, and not just a facelift (like HOMM3 was). Ubik |
|
|
Hello there I wasn't able to use internet for long time and now when I'm back I have some new Ideas for HoMM 4. First of all I wood like to suggest a new castle:I didn't think off the name but it is a Tolkien based castle: 1 Hobbit : Halfings with short swords
and good 2 Hunting wolf : Great wolves with
ruby red eyes and 3 Hunter : Archers in green clote
and black pants 4 Forrester : Forrest guardians with
great swords, 5 Skinchanger : Great men wich can
morph in to the 6 Dark rider : Combination of Dred
knight and wywern 7 Grey wizard : Extreemly fast horseriding
wizards with And I think Many will like this idea:
you should make heroes able to upgrate, that meens when heroes
ahive sertan level they can go to sretain object on the map and
there get quest and when they finish it they come back to that
object and they get another speciality, more place for secondary
skils, they move faster and he is able to promote any unit to
capitan wich like a heroe can leed other units and use artifacts
but only magic using units (mages, archmages, monks , zealots,
liches, power liches, enchanters and any conflux unit) can learn
spells, and all capitans directly take part in battle. Yours sinceraly D.J.dragon P.S. Don't even try to make HoMM IV real time strategy, it's much better like this is!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
|
|
If there was
one thing Heroes III was missing, in my opinion, it was a stronger
and better multi-player game. Heroes IV could improve on this
part. e.g. by having a couple of different multi-player modes.
One of the things i missed most with the multi-player part of
Heroes III was that the co-op optiones was way too limited. For
instance, you could let the allies share much more, everything
if they wanted that (to the extent where this is possible, of
course), resources, castles, towns, let their thieves' guild
count as if they were owned by one player. Mr. Teig of Sarpsborg, Norway |