Question: How do mobile guards work in H4

The old Heroes games developed by New World Computing. Please specify which game you are referring to in your post.
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cjleeagain
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Question: How do mobile guards work in H4

Unread postby cjleeagain » 19 Mar 2022, 13:55

I'm a longtime player of Heroes games, and I still can't figure this out. Nor have I found satisfactory info online that answers my doubts.

As you know, H4 has a choice of stationary and mobile guards or neutral creature stacks.

I tend to just play the scenarios and campaigns as I find them, so I never really paid special attention to this. The pathing AI will show you with green and yellow arrows, so you typically can move safely without triggering an attack in between turns when the AI moves.

But this doesn't seem to work on one particular map: the final map for Winds of War campaign, when you are trying to take down Rylos. There the neutrals seem to be unusually mobile. Not only does the green arrow pathing not work, you could even be 8, 10 squares away from an enemy stack, and they can come running over to kill you in between turns.

I notice this is mostly applicable to the champion stacks that are scattered thickly over this map. The pikemen stacks and crusader stacks aren't so mobile.
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Re: Question: How do mobile guards work in H4

Unread postby Pitsu » 19 Mar 2022, 19:19

I do not have editor or game installed right now, so just a theory.
For enemy heroes the mapmaker can set movement as stationary, certain range or limitless. In H3 patrol range is 0-10 or no limits if i am not mistaken. Probably the same applies to H4 neutral armies/stacks. There is a default value that applies to most maps and stacks, but somewhere is a movement range setting, which can be modified.
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