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Greetings fellow TL'ers!
So I have started playing HOMM4 and I really enjoy it. Though I am really noob. I just don't really get the logics of the game. As for one, I have seen that the chaos Thief Hero has stealth, so he can sneak past lvl 1 creature camps. Fine, I split him from rest of arny and want to use him for taking mining spots, however I can't run by lvl 1 creatures. Something else is heroes in general. When I read on the internet, ppl describe heroes as being the backbone of an army that you CANNOT be without, or else u lose. But when I play, I just think they suck, maybe sometimes I get a choas sorcerer that gets some pretty heavy spells. But someone describe them as gods with immense power, and I just don't see it.
Can any one provide me with some general tips and/or a link for some guide someone made already?
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...are you saying heroes in "Heroes IV" are useless?
Heroes are divided into 2 types: Might or Magic.
Might heroes focus on attack/defense, which gives a % bonus to ALL the creatures in your army. Each attack point ends up giving your creatures something like +2.5% attack, so a smaller army led by a 33/33 hero can fight on even grounds with an army TWICE the size.
Magic heroes focus on spell power and mana points, giving them OP spells such as mind control (takes control of that 100 archangel stack for 1 turn to instantly kill that 800 archer stack... dealing over 5000 damage in the process), or chain lightning, that wipes out 1/4 of any mid-game army each time it's casted?
Seriously, with an end game balanced might/magic hero with 50/50/50/50 attack/defense/spell power/mana, you can win battles where your army is 1/5 of an enemy army easily.
Did you play the game for more than 3 hours at all? (each map usually takes 4-5 hours to complete)
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I guess with HoMM IV being the only HoMM game where your heroes actually take part on the battlefield, they might seem weak at the beginning - and they are, usually no better than a small stack of tier 1 infantry in terms of raw fighting power and can't cast more than 1 or 2 lightning bolts without running out of mana. But that's why you have to visit every arena, fight every battle, basically aggressively searching for any stats or level boosting places on the map and the return will be worth it.
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Lol, when I play a scenario it usuallu only takes 30 min lol. But I only play vs intermediate, sooooo....
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Picked a bad HoMM to start with, its undisputedly regarded as the worst of all the installments =\
as far as heroes in combat, they get much more powerful with the levels they get, mostly in regards to the spells you get. As i recall HoMM4 uses the mage guild 1-5 system, and some of the lvl 5 spells are disgustingly strong. Your regular (non-magic) attacks will fall-off the chart a bit in comparison, though.
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HOMM4 was notorious for having overpowered as fuck Heroes (in comparison to regular army units). Tip: potion of immortality.
But yeah, HOMM4 was really horrible, sorry but it has to be said.
I recommend HOMM3 wholeheartedly.
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Anyone wanna give some noob tips for HOMM3? I normally play against the hard comp and win 90% of the time. Starting castle/hero strats? Normally everything i play i just go fast capital, and then start barreling creatures, and then use 1 main hero and just fuck with magic spells.. Good? XD what do you guys think the best spell type to master in? I know beserk w/ expert fire magic is insane.. but idk XD im just getting back into this game quit hella long ago like 5th grade and back then i couldnt even beat the campaign (i prob sucked heller bad) lol anyways tips por favror? hero chains? how long are those effective? fav set ups? etc ty
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Damnit this thread making me want to play HOMM3 again -_-
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definitely check out HOMM3.
after you're done playing that for about 3 years, download the "In the Wake of the Gods" mod and play it for another 3.
then consider buying homm6.
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I've played HoMM 1-4 and the 4th installment has in my opinion the best campaign stories. Especially the undead campaign was really enjoyable. Also, the background terrain themes are excellent.
As far as the gameplay itself, I really missed the option to upgrade units as in the previous games, and the fact that you can't get all the dwellings sucked.
My favorite heroes game is without a doubt HoMM 2. It's the first one I played and it just has this gritty artstyle that I just love. Played sooooo many hours on the broken alliance map.
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Cmon guys. I was asking for tips, not play HOMM3......
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Try celestialheavens.com, select heroes 4 in the game selector and then the menu on the left for info.
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usually i play with a melee and caster hero in my armies
if you get good artifacts they can be as strong as certain creatures, but usually i just use them for support
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On October 17 2011 04:31 TrueZerG wrote: Anyone wanna give some noob tips for HOMM3? I normally play against the hard comp and win 90% of the time. Starting castle/hero strats? Normally everything i play i just go fast capital, and then start barreling creatures, and then use 1 main hero and just fuck with magic spells.. Good? XD what do you guys think the best spell type to master in? I know beserk w/ expert fire magic is insane.. but idk XD im just getting back into this game quit hella long ago like 5th grade and back then i couldnt even beat the campaign (i prob sucked heller bad) lol anyways tips por favror? hero chains? how long are those effective? fav set ups? etc ty
Homm 3 tips: Play only on IMPOSSIBLE. on large maps or bigger go for capital 1st. Medium and small maps, usually get some creature dwellings before capital. Best town = necropolis due to skellies. not even the upgraded ones. just normal ones. On big maps you can get a staggering 30K of them and roll everything. Best magic = earth. For implosion, meteor shower, slow, and...... TOWN PORTAL (you need adv. wisdom for it too) Do not take more than 2 schools of magic on any hero. Always aim to get logistics on your heroes. Necromancy is broken for undead. Get the skelly hero or the necromancy specialisation hero and kill everything. Might take long but you'll get a ton of skeletons. Transform zombies into more skeletons every week. Diplomacy is also broken. Run around the map and gather stacks of creatures, and kill your opponent with them. Generally good heroes: Logistics speciality. Armorers. Offensive specialists. Ballista specialists early/mid game. Good unit specialists like for skellies.
Early on if playing on impossible, take money in every chest until you get capital. Don't be afraid to trade a lot. If you're on the 7th day, build a creature dwelling. Do not recruit creatures unless you need them. Let them stack up until you really need them. God tier: Castle, Necropolis, Conflux (easy to build up, good units) Good tier: Dungeon, Tower, Stronghold, Rampart (good units but expensive to build up) Below Average: Fortress (lack of magic, only 1 shooter, 2 flyers but good specials on units) Shit tier: Inferno (trash. trash. trash.)
Believe it or not, but the best buff spell in the game is: Prayer. Water magic. Saved my ass on more occasions than I can count. Shop for: Boots of speed and gloves of inqou-somethingsomthing.
Homm 4 tips: Pick might. Buy order melee hero with nobility. Keep the fuckers away from harm until they're level 15-ish. Go for: zerkers, centaurs, nomads, cyclops, behemoths. With GM nobility and breedings pens: get +1 cyclops a day and 0.5 behemoths a day: Rape face.
Pick order. Get genies. Rape face. Get titans: rape face harder. (might wanna add gold golems too cuz theyre pretty good)
Pick nature: go for elves, gryphs, dragons. OR add summoning portal early on and recruit water elementals. Rape face.
With might heroes aim for: migh tand GM archery, and GM nobility. Tactics are fine too. magic: I like life.
Conserve units and heroes. You only get 1K income from towns so economy management is really important. Level up might and nobility. WIN.
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On October 17 2011 07:58 Latham wrote: Below Average: Fortress (lack of magic, only 1 shooter, 2 flyers but good specials on units)
And a really shitty one. Lizards are garb. Kinda sad because they have some of the strongest lvl3/4/5 in the game.
gorgons OP
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I can answer this.
To run by level 1 monsters on the map undetected, you need LEVEL 2 STEALTH. In this case, I think you need your thief to be level 3 ( level 2 scouting -> level 2 stealth).
To run by level 2 monsters, you need LEVEL 3 STEALTH. In this cse, you need level 6 (level 3 scouting, level 1 pathfinding, and level 3 stealth (3 + 1 + 3 - 2 = 5 level-ups needed)
Basically, you need your thief to level up twice in order to be effective. After s/he achieves level 2 stealth, he can get EXP by running by monsters. By that point s/he will level fairly quickly. This is not too hard: the Chaos town has a structure that gives 1k exp; that will give you one level. After that you just need to find some chests.
That being said, a thief is not useful at all for battles, because s/he will be heavily invested in stealth and not a lot of abilities for other things. Eventually you will turn s/he into a ranger by going scouting/combat, but it's typically too late to be any use.
This applies heavily to the 6th campaign:
+ Show Spoiler + You want Pete Girly to invest in stealth and Tawni entirely in something OTHER than scouting/stealth. Otherwise Tawni won't be powerful enough at the end to finish the campaign.
Also, I don't know who told you that heroes are the backbone of armies. This is simply not true in HoMM4.
Besides might and magic distinctions (which are less important IMO), the most important thing in HoMM4 is whether or not your hero is a: 1. Armies-oriented; all skills geared toward making his/her army more powerful 2. Individual-oriented; all skills geared toward making him/herself more powerful 3. Utility; basically crap.
In general (there are exceptions), 1. include: Life Magic, Order Magic, Death Magic, Tactics, Path Finding (Scouting), Seamanship (very situational, Scouting). For example, the majority of Life Magic makes your army stronger and does not scale well with just a hero. Majority of Order and Death Magic makes your enemies' army weaker, but this in general works well only if you have an army yourself. Tactics is fairly obvious. 2. include: Nature Magic, Chaos Magic, Melee (Combat), Archery (Combat), and Stealth. These typically deal direct damage from the hero him/herself, or somewhat indirectly through summoning monsters (Nature). A hero using these skills typically solos and does not need to carry creatures nor perform well with creatures. 3. Utility: some are useful, others are crap. Combat and Magic Resistance are useful. Nobility is crap.
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I'm having such good memories right now.
And even thought it may seem like terrible advice, or not advice at all, just ditch IV and go play Heroes 3. You won't regret it.
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Just had to post in this thread as I'm a huge heroes fan...
HommIV was not the worst game in the series. The campaigns especially were very good and while the game was a lot slower and more challenging then HommIII it was still a lot of fun. My personal favorite is HommII but I suspect a large part of that is due to nostalgia as it was the game that introduced me to the series.
For newbies I recommend Heroes Chronicles, a campaign spin-off of HommIII as it is a forgiving introduction to the type of game as well as a really entertaining story. The entire chronicles series can now be bought as a digital copy (8 games in total, one for each faction) for a fairly affordable price I believe. HommIV is a tough game to start on.
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On October 17 2011 15:34 Pantagruel wrote: Just had to post in this thread as I'm a huge heroes fan...
HommIV was not the worst game in the series. The campaigns especially were very good and while the game was a lot slower and more challenging then HommIII it was still a lot of fun. My personal favorite is HommII but I suspect a large part of that is due to nostalgia as it was the game that introduced me to the series.
For newbies I recommend Heroes Chronicles, a campaign spin-off of HommIII as it is a forgiving introduction to the type of game as well as a really entertaining story. The entire chronicles series can now be bought as a digital copy (8 games in total, one for each faction) for a fairly affordable price I believe. HommIV is a tough game to start on.
HoMM4 is not a tough game to start on. Once you know the "recipes" you can pretty much pwn any kind of map in the second highest setting with any faction and pwn most maps with some factions on the highest setting. Try that with HoMM3 - and it'll be horribly hard.
It is a bad start for the HoMM series, however, because it is dramatically different from the other ones. If you played 2, 3, or 5 before, you can say with certainty that you know the basic principles of the other 2 games. 4 is kind of one of its kind.
But I agree about the campaigns. The campaigns are probably the *ONLY* good reason to play HoMM4. They are awesome.
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