Search found 4 matches
- 08 Aug 2022, 14:22
- Forum: Mapmaking Guild
- Topic: HoMM IV - Possible to script spells to cast at start of battle?
- Replies: 6
- Views: 3872
- 08 Aug 2022, 14:22
- Forum: Mapmaking Guild
- Topic: HoMM IV - Possible to script spells to cast at start of battle?
- Replies: 6
- Views: 3872
Re: HoMM IV - Possible to script spells to cast at start of battle?
Another question: As a mapmaker, how do you ensure that battles are balanced, especially for different difficulties? Do you just test manually until you get it right, or is there a rough way to gauge whether a fight is winnable (like DnD CR or whatever)? On my first map, which is mostly hero-based w...
- 08 Aug 2022, 14:19
- Forum: Mapmaking Guild
- Topic: HoMM IV - Possible to script spells to cast at start of battle?
- Replies: 6
- Views: 3872
Re: HoMM IV - Possible to script spells to cast at start of battle?
That's a brilliant idea! Very clever, especially as a way to circumvent morale/luck bugs. I suppose I could give the heroes artifacts like the Sword of the Gods and Adamantine Shield, which boost their creatures, then 'debuff' the creatures by taking those away. Alternatively, I think I'll set a mor...
- 05 Aug 2022, 17:26
- Forum: Mapmaking Guild
- Topic: HoMM IV - Possible to script spells to cast at start of battle?
- Replies: 6
- Views: 3872
HoMM IV - Possible to script spells to cast at start of battle?
Hi all, Making a campaign in which the player encounters an overly powerful enemy army, which can be reduced in power if the player completes certain tasks (triggering events on the army). One takes creatures away (no problem), while another grants the player extra creatures to fight them (also shou...