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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: EMPIRE of the WORLD IV, play
Thread: EMPIRE of the WORLD IV, play This thread is 97 pages long: 1 2 3 4 5 ... 20 40 60 80 ... 93 94 95 96 97 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 11, 2013 01:45 AM

Never noticed they had reduce mana.
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alisapa1211
alisapa1211


Famous Hero
posted April 11, 2013 10:50 AM

Check a normal game and they do have it, -5 Mana Cost to boost which is actually a lot (especially early).

I think I need a new version soon, the directions I get from Seer Huts dialog is kinda buggy (compared with map and some are wrong also), like some places it points to don't have any seer huts at all, but on and under ground.

Though now that I think again, 1 max upgrade ACE AD is not really worth 1000 gold per day, early game yes but later it's a no no, so maybe raise the value abit? Or the stronger AD the higher the gold bonus?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 11, 2013 11:12 AM
Edited by Salamandre at 11:14, 11 Apr 2013.

Will be ready today, now fighting Gurnisson, no imps crucibles bug, fix looks working. I just need to add infos about changes in read_me, which is annoying as hell, but must be done.

Mines: you take them back later if you feel being too rich. I am playing MoS and I am always short of money, almost game done and I still don't have the market places, nor upgraded pandora boxes, nor a single armageddon upgrade (thanks god I have orbs on each hero, so it delays a bit the need for). All gold goes into recruiting new army.
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OvidiuG
OvidiuG


Known Hero
posted April 11, 2013 11:15 AM
Edited by OvidiuG at 11:19, 11 Apr 2013.

Been thinking if I would ever place my AD's in a mine for a net income of 1000 gold. So 100 Devils means 100k / day additional to what we usually get.

Thinking now on the 2 factions I've played. Don't think MoW will ever consider sacrificing army power for gold. They can't really say they lack gold.

Now with MoS I found myself pretty often being low on gold. Actually 70% of time maybe. But I had enough to recruit Devils, to upgrade 'em and to recruit some pit lords and some sharps to do some bank clears. Will 100k more gold daily be better on long term then 100 devils? Devils value also increases in time while you upgrade their stats so dunno really
Edit: A mos players would never have the gold to train the demons, but thanks God for the fixing experience stack which automatically trains every demon into max exp. A shameless exploit there but Valery already said he is aware with it and is OK

Might be missing some economic parts but really, remembering my games, don't think I would use em as mine guardians. I would say not.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 11, 2013 11:18 AM
Edited by Salamandre at 11:21, 11 Apr 2013.

Yes but they are not lost. You can take them back later if economy is doing well. And feature is not available to MoW, so not a hard choice
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alisapa1211
alisapa1211


Famous Hero
posted April 11, 2013 11:34 AM

Well then there should be a button to collect all Devils at once because no one would bother to travel the entire map to collect 1 AD for each mine. Also some mines are put in very awkward positions that requires lots of movement, so I hope you can fix them to go along with the changes.

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OvidiuG
OvidiuG


Known Hero
posted April 11, 2013 11:36 AM
Edited by OvidiuG at 11:38, 11 Apr 2013.

I thought about that, collecting all at once, but would be to convenient. Edit: actually would be very convenient to get all at once but will still require a lot of work to put back .Dunno

Maybe make a button "call to arms" and place 3-5 days till devils will arrive in closest town or w/e.

Just saying.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 11, 2013 11:37 AM
Edited by Salamandre at 12:34, 11 Apr 2013.

I could do that, but it looks then to me so easy. If more people support your request I will add, but I am kinda opposed to such tweaks.

OK: Call to Arms added. All devils from mines will withdraw to your capital. If there is some hero in garrison when you do this, it will ask to move him out first. If there is no free slot in garrison, all devils will be lost and you will receive a message about.

So when you run Call to Arms you need in capital's garrison:

1) No hero inside.
2) One free slot.

The devils returning will have 0 experience. For MoD, if he leaved hell barons in mines, they will return as archdevils only.

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alisapa1211
alisapa1211


Famous Hero
posted April 11, 2013 12:23 PM

Eh maybe some prizes in return, for example you can pay them 1000 gold per mine in return to take the Devil back (100k gold at late game means little) or some sorts.

Final idea about creature dwelling converting problems (though this will probably require more work than I thought): Now all towns are Inferno to begin with, however aside from the 3 main towns, the others town's buildings are all locked (aside from Castle Gate) and can't be built until you put resources in (similar to current convert cost). The Castle Gate in every town is also important. For example I release Caitlin (the hero near Zubin Town/ Devil Camp), since I haven't converted Zubin Town, Caitlin has to run all the way from there to Ajit town, if I also haven't converted Ajit town she has to keep running to Olema town. This would take probably 2 or 3 weeks assume that she doesn't have Boot and Admiral Hat.

Also what will you name this final version of the map on maps4heroes? TEW IV Ultimate Version or something ?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 11, 2013 12:26 PM

I am done with scripts, someone said "if ain't broken, don't change"

I will name the map TEW IV-Commodus's revenge and I will remove old from all links, even if mechanics are kept map is very different now in game-play terms.
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master_learn
master_learn


Legendary Hero
walking to the library
posted April 11, 2013 12:36 PM

alisapa,you can easily buy devils without upgrading them and put them in the mines.
With all that MoS movement it would solve your waste movement problem and the problem with money.
Later game you have 100(and more) devils each week,so why not 100 000 every day?
In fact that how you can support armagedon upgrades.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 11, 2013 12:41 PM

Guards in mines have to be either 1 archdevil or 1 hell baron. If you leave a simple devil, it will ignore.
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master_learn
master_learn


Legendary Hero
walking to the library
posted April 11, 2013 12:47 PM

Sal,i think the screen you provided will happen in game too,right?
So one question about leaving Archdevil/Hell Baron in the mine and a message after about the mine's income will be displayed.

So if I place a devil and see no income display from the mine coming,that will remind me of the requisites.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 11, 2013 01:05 PM

If treasure hunters show 0 gold, means woodcutters don't appreciate leaving trolls instead of what they ask
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jakub
jakub

Tavern Dweller
posted April 11, 2013 01:28 PM

hello,can you help me please? i cannot find way to lorelei,i just defeat miranda,and last not opened quest is to defeat moandor,and last seer hut is to defeat sinca. what to do now?

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OvidiuG
OvidiuG


Known Hero
posted April 11, 2013 02:35 PM
Edited by OvidiuG at 14:36, 11 Apr 2013.

I cannot check map editor form here

But as far as I remember Lorelei requires Synca dead, who requires Spyglass and Speculum which you have from the hydra armies heroes.

To reach that quest guard search behind Alkin town. there is a one way portal there.

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jakub
jakub

Tavern Dweller
posted April 11, 2013 02:51 PM

thank you very much.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 11, 2013 04:08 PM
Edited by Salamandre at 16:10, 11 Apr 2013.

Before making new thread, did I forget something?

Changes from v1:

[+] Added sounds for several in-game important events, as CB's, Caves of Gods and Nodes re-spawn, special level up.
[+] Added 3 mini buttons to adventure map for easy search of not visited locations (that month). Those locations include all CB's, nodes, caves of gods, all bonus objects and imps crucibles.
[+] Replaced shoot close with fearless, cast slow with poison and champion with bless in abilities dialog
[+] Added special levels. The bio info will also show how much will cost for MoS to upgrade at royal stables (previously you had to visit to get the price)
[+] Replaced 2 objects with HoTA objects.
[+] Fixed market of time issue, which removed all 3 warfare skills
[+] Added Yona settings.ini
[+] Number of skills was increased to 18 (was 16), mysticism, first aid, scholar and a few other crap will never be offered.
[+] Witch huts now give the right skills before the right battles (ballistic, tactics). They also offer hidden skills for a fee.
[+] Master of elements can cast twice from start and his fire bonus is now scrolls of blind (which becomes level 5 and will work also on mind immune)
[+] Every hero from MoS will receive on first visit of stables the "runner" pack: boots, gloves and admiral's hat.
[+] Added swap troops in heroes meeting screen, and split troops in hero screen.
[+] AI can't use dispel in battle with MoE. But cure it can.
[+] Invaders (solmyr, mutare, boragus, xeron, sandro and tazar) have customized backpack: MoS will receive sword of judgment and lion shield, MoW will receive one grail for each. For extra boots, admiral's hats (I can't customize seer huts), MoS can sell them at good price at devil's camp.
[+] On first turn of MoS, all lighthouses on map are given to our faction
[+] Traveling through shrines is now different for MoE. The view loop on each one and you stop when you found desired destination. (before had to scroll 252x252 map)
[+] Mithril reward from CB's is now dynamic with MoS, for each CB defeated that turn and by same hero, a bonus is added, and is cumulative.
[+] All MoE heros start with god of mana.
[+] MoE can use blind in battle, but each scroll will vanish after one cast.
[+] Two ways teleporters were disabled then customized with fixed cycle to avoid lost time.
[+} Resolve battle mod added.
[+] Enhanced hints now about dwellings on right-click.
[+] Hell barons bonus dwelling now gives much better random stats.
[+] Labyrinth now shows fully when we acquired the black orb, previously we had to find and defeat the 3 apocalypse cavaliers in the darkness.
[+] Arena is now much harder. You can level a 1 level hero to 50 in one battle now.
[+] The first special bonus is always mithril
[+] The caves of gods give always resources until you completed 250 spell upgrades, then will give either devils or imps.
[+] When you have more than 25000 demons, you will receive a warning about how to split/move them without losing the entire stack
[+] AI growth was increased to much special levels strength
[+] The hatred ability had now increased chance and it applies to Hell Barons and sharpshooters as well
[+] You can now get the exact number of creatures your pit lords can summon (dialog option)
[+] Fixed imps crucible issue but if it happens again, you can delete them by right-clicking on end turn icon.
[+] The magic shop offers new options
[+] The abandoned camp now rewards every faction with 100 mithril/every Sphinx correctly answer (16 in all)
[+] Fixed water bonus, now moving in/out from boat works correctly
[+] Added 2 levels of difficulty for the 4 cavaliers quest, the easy one is available for a fee.
[+] All variables and flags are now cleaned if you restart the map without closing game, but don't push, there still may be bugs.
[+] Archdevils and Hell barons are now ready to recruit in appropriate town dwelling for MoD
[-] If any orb of fire in backpack or equipped, it will be deleted when entering the labyrinth because is part of the quest.
[-] The freelancer will send monsters to kill Cyra next day (previously they traveled for 3 days)
[-] Removed resurrect spell from a few AI heroes, caused freeze game bug.
[-] Added secondary skills scrolling erm empty file (not compatible with TEW)
[-] It is no more possible to train creatures during the 4 cavaliers quest (only for these specific heroes)
[-] The cost of Royal Stables movement upgraded was divided by 5, no reason to rip them off.
[-] The price of upgrading Pandora boxes was divided by 10, the cost was prohibitive.
[-] The citadel decrease the battle counter, so don't try to use as exploit.
[-] The dragons caves is harder, more dragons and it takes 1000/2000 movement points away depending on faction. But the chance of getting relics is increased as well.
[-] All imps stacks on map will be deleted every first day of the week if Deity of Fire present.
[-] The dwarven quest was moved much earlier and can be activated as soon as you defeat Selena
[-] The former dwarven quest is now a seer hut giving 5000 shooters after Lorelei death, therefore you are no more forced to keep sharpshooters, now you can convert them to demons at any moment.
[-] Resistance is removed from several AI heroes if it was acquired as hidden skill. Some battles may be impossible if present.
[-] The "get directions" dialog display correctly now.
[-] Fixed Tyris "out from thin air" extra movement
[-] Ballistic skill is now removed for Lorelei battle and given back if alive


SPECIAL LEVELS

Every 50 battles one hero win, he will gain a special level, +5 tiles permanent movement and a random bonus. The random bonus is randomly set every day 1 of the week and can consist in:

Devils
Mithril
All skills
+10 all stats
+10 tiles permanently
Orb of Fire

If he already has the Orb of Fire equipped or in backpack or if he already has all skills and one of those two bonuses is activated, they will automatically convert into something else.

Master of Devils can choose the bonus.

The first bonus is always mithril.

MINES:

You can leave one archdevil (hell baron if MoD) in a mine you own, it will produce 1000 gold daily. Using the option Call to Arms, you can withdraw later all the devils back home. Not available for Master of Wealth.


WITCH HUTS

If a witch hut offers a skill you don't have, you can purchase it as hidden skill for a fee.

MAGIC SHOP:

It also offers one more rebirth (up to 4 max)
Increase demons and devils damage
Up to 75000 movement for one day (use it to finish labyrinth)


DEVIL'S CAMP:

MoS can sell admiral hats, boots of speed and gloves. MoE will be able to get 5 scrolls of blind/daily. MoD will be given access to powerful dwelling for increasing HB stats.


Remaining issues:

Do not use level 100 or more heroes in Alchemist, erm does not recognize correctly those ghost levels

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master_learn
master_learn


Legendary Hero
walking to the library
posted April 11, 2013 04:28 PM

What does "Archdevils and Hell barons are now ready to recruit in appropriate town dwelling for MoD" mean?

As I see it,we just buy devils/archdevils and upgrade them manually.
Also when visiting the devils camp,MoD doesn't receive a message to understand what has happened(I guess later I will see the rock removed).
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alisapa1211
alisapa1211


Famous Hero
posted April 11, 2013 04:33 PM
Edited by alisapa1211 at 16:34, 11 Apr 2013.

Dem changes , kinda shows how much this map has changed compared to the old version.

I think most of the changes are already listed, though there are still some minor changes like:

. Remove Reduce Mana Cost from Emissaries of Mana (MoE), or have you fixed it?
. Alchemist Lab now gives 1 Mithril per day for 5 levels instead of 10.
. Some Seer Huts' reward are changed IIRC.
. Boragus drops Armor of Wonder, and thus it's possible to complete Angelic Alliance.

Like ML said I don't get the MoD change, maybe now we can recruit AD from all dwellings at town while playing MoD?!

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