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Thread: Earthquake spell in HoMM4? | |
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Pleuris
Promising
Known Hero
Look ma! No hair!
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posted July 19, 2002 10:20 AM |
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Earthquake spell in HoMM4?
I must say, now that the castles are much stronger in HoMM4 than they were in HoMM3, and you can't 'bomb' the walls anymore, I do miss the (Nature?) spell Earthquake. Anyone else got thoughts about this?
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Djive
Honorable
Supreme Hero
Zapper of Toads
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posted July 19, 2002 12:56 PM |
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Quote: I must say, now that the castles are much stronger in HoMM4 than they were in HoMM3, and you can't 'bomb' the walls anymore, I do miss the (Nature?) spell Earthquake. Anyone else got thoughts about this?
I'd disagee. The faction that is given problems due to the walls is Might. Might has no way of dealing with walls except knocking down the drawbridge which is costly.
Nature is one of the factions that can handle Walls best. Two spellcasters in the form of Water Elementals and Faerie Dragons, ability to Summon creatures to take down the gate (this greatly reduces losses).
Order has Teleport and the spell that moves creatures, plus Magi/Genies that are very good in sieges. These are devastating putting the defender at a disadvantage and sometimes allowing you to use the defences against them.
Death has Poison and Plague which usually forces the defender to leave the castle.
Chaos needs to rely mainly on the normal spells. Chaos can sometimes face problems to deal with certain creatures / line-ups.
Life has no direct way of dealing with sieges but will need to rely on the spells normally used, jsut as Chaos.
Might is as I said at a disadvantage, because they have no magic to deal with the situation at hand. And sometimes similar consideration can come into play for instance if you lead troops with only a "might" Hero, with no spells. Often you'll find yourself severly handicapped.
Part of the reason that you can't bomb the walls is that you would often have no reason too. Successful siege tactics often means forcing the enemy to come to you instead of you attacking them inside the castle.
At a guess they probably took note of the complaint that it costed nothing to restore the walls and they were built up completey the same day. Now the walls are no longer destroyed and so this consideration doesn't come into play.
Part of the explanation is that when they removed the Arrow Towers, the attacker no longer has any pressure to attack. This has opened up a lot of situations where the attacker can wait and build up troops (summoning sac-stacks or by casting defensive or enhancing spells).
I'd say that purely might based troops needs better way to handle sieges. I'm not sure what this should be though.
Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth.
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
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