February 2001

 

 

 

 

 

The new ones are on a yellow background.

 

 

 

 

 

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Thomas

2001 february 22nd

You should be able to buy several different types of war machines, not just the basic four. There should be different variations of war machines depending on the town type your hero is from. For instance, the Castle heros could purchase the shield wall (absorbing one hit for each stack before breaking), for the inferno the Lava trench (1 hex thick, non-inferno units crossing the trench will take 50-75 damage for each hex crossed), etc. Also open to all town types should be several levels of ballistas, catapults, etc, the bigger, the more expensive.

Battle terrain should play more of a role in the battle system. Troops on their natural terrain should have the option of taking higer ground over their enemies (allowing archers to shoot at full arrow across the whole field, or beginning halfway across the battlefield, or encircling their enemies. Creatures fighting on their natural terrain should be able to ignore obstacles.

Bad luck should be as important as bad morale. Also certain creatures should have the ability to dodge attacks a percentage of the time (eg. flying creatures, or naturally fast creatures like wolf riders/raiders).

Combination artifacts should involve much fewer artifacts in a set, i've never constructed a combination artifact involving more than three pieces outside the campaigns. Bring back negative artifacts and get rid of useless artifacts (all that relate to eagle eye, and other piddly shit like anti-curse necklece, cape of conjuring, etc.). Most importantly, bring in trade-off artifacts (both positive and negative aspects), such as the spiked maul of the berserker- +4 attack, -3 defense, hero may cast the berserk spell at basic level once per fight.

Lastly, there should be three levels of creatures instead of two, the last level only available if certain prerequisites are met such as:
level 1-skeleton, level 2-skeleton warrior, level 3-skeleton champion (hero wishing to upgrade this unit must possess expert necromancy).

Just some ideas,

Thomas Woodward

 

Choerun-Asnawi

2001 february 22nd

I wanna suggest some creatures and armies to use at HoMM IV. These creatures or armies basically are taken from oriental legend. Here they are:

(India)
* Garuda, a giant bird similar to Roc
* Sheva (Siwa), the Hindu's God of destruction with multiple hands
* Ganesha, the Hindu's God of science (education). This creature is an elephant-headed humanoid with multiple hand. Its main weapon is a small axe.

(China)
* Shen-Long (God of dragon), it is the chinese dragon, with body of snake, hairy, four legs, croc-like head and has a horn like a deer.
* Ki-Lin, a flaming horse-like creature with dragon head.

(Japan)
* Ninja, a masked man with a long japanese sword (katana).
* Kappa, a monkey-like creature that lives under water, bald, and with a turtle shell in its back.

(Java and Bali)
* Tuyul, a baby-like creture that has a special ability to steal money and flying.
* Leak, a blood-sucker flying female head, without body.
* Genderuwo, a giant hairy undead.

 

Pinguino77

2001 february 18th

Some things I came op with while playing...

1- Defeating another playerWhat happens to all the resources, mines, dwellings etc. after a player is defeated? For now the resources the defeated player owned just vanish into thin air.. Mines and dwellings become unflagged... I think it's better to give all of this to the player who defeats another player. This way it is more important to kill an enemy!

2-Even more expandable castlesImagine a castle that you can expand if you have enough resources.. So you can make a super strong castle.
- more and bigger walls (with defending troops in between walls)
- defending machines
- expand you castle ground (and build new dwellings)
- the bigger you castle the more creature growth
- there must be no limit to the amount of growth for a castle

3-Multiplayer campaignsCreate multiplayer coop campaigns where both players work together and can carry there heroes to the next level.

4-An absolute must: a 'I want to buy all creatures (in this castle (type))' button!

5-Larger maps with more levels air - ground level - underground - lava levelLevels can only be accessed by correct creature types:Air only flying etc.

Greetings,

Pinguino77

 

James Stuhrenberg

2001 february 17th

Thanks Archangel Castle.
I have been loking for way to get my Ideas to 3DO. I like the game Might and Magic III very much. I have both expansion packs. I have had many hours of fun playing the game and making up maps.I think that one of the best futures the ability to make maps and campaigns. This prevents the game from getting stagnate. I have downloaded many maps from different sites. I have some suggestions for Heroes 4.
1. Make a cheat option. I figure many game designers don't want the players to 'cheat'. They probably think it ruins the fun and the challenge. I find that it usually does the opposite. Many games are designed with the concept that to have fun you must be almost losing most of the game, or that you must start from scratch and slowly work your up to the more powerful. Its' the old D&D 1st level peasant idea. Well, I don't like playing first level. I find it tedious to work up to a level that you have enough options to make the game fun. Too many wasted hours. A cheat mode also allows me to play the hero I want to play, not the knight that has necromancy skill because he ran into a scholar or a witch hut. Some people save the game and reload when they don't like the outcome. The effect is the same. When I start a campaign, I want to pick the skills of my main hero. Cheat programs are out there, why not allow it as option, for those who want it. Those who don't want don't have to use it. My purpose in buying a game is for me to have fun, not the designers.Make the cheat option available in multi-player mode. As long as all the players agreed to the cheat mode. My brother and I both like to cheat while we are teamed together on the local LAN or hot seat. The cheat mode should allow the player to modify a hero (level, primary states, secondary skills, artifacts, spells, name, picture, creatures, and experience). The cheat mode should allow the player modify resources.Also let's not waste time bringing up screens saying cheater. If I am in cheat mode. I know it. I pressed the option button.
2. Allow two or three computers on a local LAN to use the same CD. The $40-$50 prices on games have reduce me to playing only hot seat because my budget can't afford to buy two games and every expansion set.
3. Good, Evil, Neutral, etc: I like playing good vs. evil or one type vs. another. The game hampers the map designer on this point because of the lack of options. A good example of this is the campaign of the Fire Witch. You are the Fire Witch fighting undead. However undead heroes keep popping up in your castle for hire. Random undead monsters will ask to join you.Let the map designer designate what types of heroes are available. The option should be allowed for the entire map, for all human players, for computer players, for each player, and/or for each castle. Let the map designer designate which types of town/castles will be available under random towns/castles.Let there be an option to set an opposite. In this mode, the defined type creatures will not join if the defined opposite creature is in the hero's group. This goes for the computer player too. I have seen a devil join a knight hero with angels. Remember make it an option not requirement.In heroes II there was a campaign where the player became Dwarven friend and any dwarf would be willing to join the player. I would like to be able to set a flag for this option in both campaign and single maps. It would great if it could be set for the player, the individual hero, or a team. This option should allow the designer to decide which creatures will be "Friend". This flag should be able to be set, by an event or at the beginning. It should also be able to be carried to the next map in the campaign.
4. Castle Building and Destroying.
4a. In the campaign of the Fire Witch, you captured undead towns. If you were true to the story you could not do anything with them. Wouldn't it be more fun if you could tear down the castle and build a new type?
4b. I suggest you add a new level to the town/castle diagram called town site (or ruins). This would give no money to the owner and no creatures. However, the player could pay a certain cost and make the town into one of the castle types allowed by the designer (see above about random towns).
4c. Also allow the owner of the town to destroy an improvement in reverse order of the build up. You could even give ˝ the building cost back in resources.
4d. With these improvements, I could see lots of fun scenarios. You could have an undead vs. knights. Where the player makes one type of castle and the computer the other. When one captures the enemy town, they start tearing it down and build the other type. It could also be a tactic when you capture castle you don't think your going to keep very long, to start tearing it down.
5. Editing Campaigns: Allow editing of the provided campaigns and saving under a different name. This could teach much about how to do a campaign and allow a quick way of making a new campaign.
6. Create a button to buy all available creatures in a town if you have the money and resources.
7. I like the guardian heroes. They are great for protecting your main castles. I don't want you to get rid of them, but I would like to bring back the captain of the guard. They would allow me to buy fewer heroes. I won't have unmatched creatures. Also if I have eight running around I can create the improvement with having put a hero in a town.
8. I would like to store heroes as guardians of a garrison. Just like the guardian of the castle.
9. I would to designate a computer hero that is unassigned. Thus creating knight on pass but not requiring the same color to have to have a castle. I guess a hero that is not assigned to a player but is against all players.
10. I would like to edit the skills available in the universities.
11. I would like to edit the properties of the fire icon, the shipwreck surveyor, the pyramid, and trees of knowledge.
12. I would like to edit the monster protecting the abandon mine.
13. I would like it to be optional to accept the skill at witch huts.
14. It would add more variety if the map designer could define different victory conditions for each player.
15. Creatures inside a garrison should be behind a wall. No moat or archer towers just a wall.

 

Darvas Bálint

2001 february 15th

-Bigger maps;
-Random map generator with more details (How many artifacts, castles, mines, etc. like Heroes II Price of Royalty). That's all at the moment.
Very big thanks!

 

Dusan Deuric

2001 february 14th

Sorry if bothering you but Big head is always working , so I got an idea , a really funny idea and you can think this is Childhood but it's weary serious. And I forgot there should be two types of upgrade a light and a darkness upgrade so the player could chose which type will it be Here it comes: a tree town ; not a forest not a wooden not even a tree crown ; it's a town inside a Giantic tree with fur nation.

1 Fur Peasant Halfings completely overgrow with long hair; they wear some strange four bladed wheels , they call it " the spinning knife " /the spinning knife attack/ {strike four times} Dmg. 1 move. 5 L.
upg. 1 Fur Rancher Fur ranchers raise giant mushrooms and termites so their spinning knives have some kind of acid on them which make them more dangerous. /Same/ {same} Dmg. 2 move. 7 D.
upg. 1 Fur Grave Digger Very silent fur people , their spinning knives are changed in to the spinning shovel which is bigger and heavier so its shorten on three blades. /Spinning shovel attack/ {strike three times} Dmg. 3 move. 5

2 Turuck Grey Birds with a sharp feathers on the head and neck and Basket looking hump on the back /Crest attack/ {able to attack turrets} Dmg. 12-15 move 10 L.
upg. 2 Holy Turuck Silver Turucks raised by fur clerics , they are able to magically strike opponent with light ball made in their crest /Light attack/ {same} Dmg. 14-16 move 12 D. upg 2 Mystic Turuck Turucks black as night strong as solid rock fast as bee , their destructive spirit makes them very good army when opseeding castles/Crest attack/ {able to attack turrets and walls}Dmg.16-19 move 15

3 Fur Ranger Fur people gifted with accuracy./Shortbow none} Dmg. 15-17 move 12 L.
upg. 3 Fur Bowman Fur warriors which enchant their arrows with some special freezing potion./Same/ {Able to freeze } Dmg. 15-17 move 12 D.
upg. 3 Fur Bounty Hunter Fur bowmen of the worst kind , they would hunt anything for the right price./Same/ {Take money bonus for any creature over 6th level killed} Dmg. 25 move 12

4 Giant Ant Great ants with dangerous Acid bite./Acid bite attack/ {none} Dmg. 20-25 move 12 L.
upg. 4 Giant Termite Giantic ants with strong and dangerous bite./Same/ {double damage Vs Dendroids}.Dmg. 20-25 move 15 D.
upg. 4 Black Ant Black ant's acid can break even the strongest armor./Acid bite attack/ {decrese opponents armour for 25%}.Dmg. 20-27 move 12

5. Fur Cleric L.
upg. 5 Fur acolyte D.
upg. 5 Fur cultist

6. Fur Citizen Fur aristocraty which ride in turuck hump L.
upg. 6 Fur Mayor D.
upg. 6 Fur Rebellion

7. Fur Alchemic L.
upg. 7 Fur Mage D.
upg. 7 Fur Warlock

8. Giant Furman L.
upg. 8 Tree Master D.
upg. 8 Fur Gigant

Unit types:

Units Dark upgrades Light upgrade
1 Walker Same Same
2 Flyer Same Same
3 Ranged Same Same
4 Walker Same Same
5 Ranged Same Same
6 Flyer Same Same
7 Ranged Same Same
8 Walker Same Same

Regroute centers think yourselves. And I also think it would be better to move all types of golems out from castles and place a new building on map , something called "The great golem factory" where players make their own golems with resources from their own stockpiles.But when you finish making and regrouting golems you must delate type of golem you just made because if another player come to factory he can copy your golem type.

SORRY FOR NOT FINISHING STORY FOR ALL THE CREATURES BUT I THINK YOU ANDERSTAND WHAT THEY ARE AND I'm BORED WITH WRITING.
ALSO SORRY IF I WAS INDISTINC.

yours sincleary

 

MGTas

2001 february 9th
Put in the option, Where a player can generate a random or chose a tactical map, then place units and hero on the map, either chosen or random, for both the attacker and defender, this could be with the computer or online players.

 

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