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Heroes Community > Heroes 7+ Altar of Wishes > Thread: proposal by igoraki
Thread: proposal by igoraki
igoraki
igoraki


Hired Hero
posted June 09, 2004 04:28 PM
Edited By: igoraki on 11 Aug 2004

proposal by igoraki

Into dark caves of underground world,fear spread,dark elfs with their red glowing eyes and dark skin riding giant black spiders have come to conquere all other races,both good and bad...

high born elfs,born under the lights of the stars,come from far,distant lands to fight their eternal enemys...

into the battlefield where darkness and light meet,shadows emerge,etherial beings caring only for their own...

i do very much like heroes 4,my almost only objection is about number of towns...it was tradition,in all previous heroes games,that
number of towns rise,for the first time,in h4,number was actually lowered...so i think that lots of new towns/races need to be added
to heroes 5....my idea is to have 12.

first row are good ones,second neutral and last one are evil.

humans---------barbarians-----------undead
(life)--------(life/death)----------(death)

dwarfs----------animated-------------orcs
(order)-------(order/chaos)---------(chaos)

animals---------swamp---------------demons
(nature)---(nature/demonology)----(demonology)    

elves ------------ shadows---------dark elves
(light)--------(light/darkness)----(darkness)      
if you think that is too much,cutting can be done pretty easy,like this,but that cause some problems,as you can see,
nature vs darkness is not so good as light vs darkness...demons become chaos,which is ok by me...

humans--------barbarians--------undead
(life)----------(life/death)-------(death)

dwarfs-----------animated-----------demons
(order)--------(order/chaos)--------(chaos)

elves----------swamp-----------------orcs
(nature)----(nature/darkness)--- (darkness)    



also am not so sure about animated town,maybe to change it into elemental or maybe someone have better idea
what can fit between chaos and order ?
i wanted elementals to be available for summoning and as neutral creatures outside any town...

zero level creature are some sort of workers,they come to town in great numbers,so you dont need to byu them,but size of town define amount of cretures you can have,they produce gold or other resources,so they give you income,also you need to put some of them in mines if you want something to be digged out of it,they are normal creatures,but will not fight outside towns or mines,so if you attack peasants(for example) or army containing peasants,they will not be in the battlefield,units will be lost...necromancers need to sacrifice them if want to recruit creatures,one for each undead rised(except gream reaper)....




humans - life - castle

knight
priest

0 - peasants - gold

1 - hound - advanced scouting
(dogs trained for hunting,but also for war,fast,they can smell invisible creatures)
   

bowman - basic archery
(good old archers without any special ability)
   

2 - squires - stun
(squires from h4,little bit stronger)


spearman - advanced melee,basic archery,5 shoots
(replace pikemans,can use spears to shoot and last spear for melee)
   

3 - healer - cast heal on random creature at start of every turn,spell caster
(cast healing and cure spells)

crossbowman - expert archery,15 shoots
(because of crossbow,they can shoot at much larger distance)

4 - crusader - master melee,death ward
(no changes here,more hp then h4 version)

cavalier - charge bonus,fist strike
(also nothing new here)

5 - angel - fly,cast resurrect,increase moral of all creatures by 1
(have their moral increase back)

human town have somehow weaker creatures,but high growth
i would like to add one more melee unit,swordman or something similar....


barbarians - life/death - stronghold

barbarian
witch

0 - tribesman - wood

1 - kobold - long range weapon(pike)
(kobold are small dogface creatures,tipical 1 level units,pikes give them ability to attack from distance)


centaur - basic archery,basic melee,5 shoots
(same as in h4)


2 - beserker - beserk,bloodlust
(beserkers are now stronger,and you can control them now,but they need to waste one turn to enter beserk state,just like casting a spell but without mana,when they are in beserk state they gain two attacks but strike both friends or foes around them)
nomad - first strike
(nomads are the same as in h4)


3 - dervish - increase moral of all troops by 1,cast mirth
(dervish is barbaric holy warrior,so they raise moral of all troops and can cast mirth once)


minotaur - expert melee
(no longer block attack,but deal great amount of damage for 3 level unit,also great hp)


4 - ogre mage - spell caster
(like from equalibris,with lots of spells to cast but more mana,lets say 10)

cyclope - expert archery,area attack
(also nothing new)

5 - giant - master melee
(giantic humanlike warrior,in rags and with great club,great attack and damage,poor defence,average hp)

i see barbarian as mainly humanlike town,i think that thunderbirds fit here,maybe to put them back or they can be outside of town


undead - death - ancient tomb

death knight
necromancer

0 - evil mens - crystal

1 - skeleton - basic range defense
(same as in h4)


zombie - increased hit point and defense
(zombies are slow and dont do much damage,but very hard to kill)


2 - ghost - fly,ethereal
(same as h4,but dont have aging ability)


wraith - steal mana,fear attack
(cloacked undead creatures,feed on magic energy,so they steal mana before attack and spread fear after it,so
enemy will run away from it if he is not imune to mind spells)


3 - spectre - ethereal,advanced melee
(some sort of ghost,hard to kill because he is ethereal,and also great damage)


mummy - expert defence,cast curse
(similar to h4 one,but stronger and have more hp)


4 - vampire - steal health,fly
(more hp,but dont have no retaliation,i think they become too powerfull with that ability)


lich - spell caster
(week for level 4 unit,but can cast alot of death spells,one direct damage for sure)


5 - grim reaper - hand of death(but can be resurrected),expert range defence
(giant cloaked skeleton with scythe,after attack cast hand of death based on number of reapers and damage done)

good old necron,not much new,i like idea of headless horseman or some sort of dread knight....

dwarfs - order - tower

lord
cleric

0 - minner - ore

1 - gnome - basic archery
(gnomes join dwarfs in creating new order town,this unit is almost identical to halfings from h4)


dwarven axeman - advanced melee,giantslayer
(like dwarfs from h4,but does more damage and have giantslayer ability)


2 - boar rider - haste
(this is gnome riding on boar,very fast,not too strong)


helebardist - long range weapon(helebard)
(dwarfs with helebards,strong units with great both attack and defence,not much hp)


3 - armorer - increase defense of all dwarfs by 5
(armorer is smith warrior fighting with hammer,he also take care of all dwarfs armors)


illusionist - spell caster
(gnome magician casting illusions and few other protective spells)


4 - battlerager - beserk
(mighty dwarf warrior,just like beserkers,need one turn to enter beserk state,gain two attacks,attacks bot friends and foes)


genie - spell caster
(genies remained with dwarfs because they share same desire for wealth,cant cast illusions)


5 - titan - expert archery,expert melee
(titans are dedicated to order,so they are also in this new dwarf order town)

somehow changed order,am not sure about genies,but dont know where else they fit


animated - order/chaos - temple

guardian
invoker

0 - construct - crystal

1 - battle horror - fear attack
(animated empty armor with red glowing eyes,fear makes attacked unit run away after the attack)


stone guardian - advanced defense
(animated statues,good defence and hp,weak attack)


2 - gargoyle - stone skin,fly
(like h4)


silver serpent - advanced defence
(metalic snakes)

3 - golem - expert defence,50% magic resistance
(golem made out of mud but still very strong)


scholar - spell caster
(like mages from h4,bit stronger)


4 - naga - 3-headed attack,no retaliation
(nagas like to be guardians of the temple,so they move from order)


golden scarab - fire attack
(giant scarab statue made out of gold,animated by lava that fill the statue)


5 - colossus - stone armor,master melee
(giantic statue made out of stone,great attack,defence and hp,but they are slow)

new town.i dont like mechanical creatures,so animated sound like ok idea to me,not perfect,but....maybe elemental town,



orcs - chaos - dungeon

thief
warlock

0 - orc - mercury

1 - goblin - advanced melee
(small,weak in defence and hp,but good attack)


orc(axetrower) - basic archery,basic malee
(almost same as h4,dont have range penalty)


2 - medusa - advanced archery,advanced melee,turn to stone(but melee only)
(also very close to h4,but turn to stone works only in melee)



worgrider - advanced melee
(orcs with swords riding on worgs,big wolfs,very fast,great damage)

3 - troll - regeneration
(like from h4,maybe a littlebit better)


effret - fire shield,spell caster
(effret become spell caster,not much spells,but still usefull addition)


4 - manticora - fly,poison,paralisation
(you remember,lion with bat wings and scorpions tail,not very strong,but its poison now both paralise for one turn and kill each turn after that - like normal poison)


beholder - random spell caster,expert melee
(much stronger then h4,dont have ranged attack,cast spells on random enemy unit,also great attack and damage)


5 - red dragon -fly,fire breath,magic immunity
(like h4 black dragons,i think red fit better here,and shadowdragons from shadow town are also black,that would be confusing)
mix of h3 warlock and h4 chaos,but i like it...


animals - nature - hillfort

ranger
druid

0 - leprechun - gold


1 - wolf - master melee
(fast but weak,very much like h4)


halfing - basic archery
(somehow fit better here,then into order)


2 - satyr - cast song of peace
(play a magical tune on their pan pipes that calm enemy for one turn,just one time)


pegasus- fly
(horse with wings,fast,but not much strong)


3 - dryad - long range weapon(whip),cast growth trees (create few trees on battlefield)
(spirits of the woods,look like beatifull human females with green hair and skin like bark)



sabretooth tiger - first strike,advanced melee
(better version of h4 white tiger,stronger damage and more hp)


4 - griphon - unlimited retaliation
(like h4)


faerie dragon - spell caster
(smaller in apperance then h4,a bit weaker)

5 - phoenix - fire immunity,fire breath,rebirth
(nothing new here)

also not much changes,elfs are out,they hahe their own town




swamp - nature/demonology - fortress

hunter
shaman

0 - lizard - mercury


1 - dragonflys - weakness
(small and weak,but fast and their attack cause some sort of sickness,so units become weaker)


snake - poison
(poisonous snake from swamp,bigger than ordinary snake,fast)


2 - harpy - no retaliation,hit and return,fly
(like in h4)


giant slug - slime skin - 50 % reduced damage,chance to block attack
(very big,bad attack and damage,but lots of hp and great defence,slime can cause attack to slide down and miss,slow)


3 - stag beetle - master defence
(big bug,average speed,very hard to kill,good attack)


bazilisk - turn to stone
(great lizard that petrifies living creatures)


4 - gorgon - cold breath attack
(look like the one from h3,now have breath attack that may freeze oponent)


mantis - fly,bind enemy
(weaker version of h4 mantis,still very fast)


5 - hydra - no retaliation,5-headed attack
(good old hydras)

h3 fortress,with some bugs,i like this one a lot,not sure about gorgon and basilisk,maybe to swap abilities




demons - demonology - abyss

demon lord
demoniac

0 - demon - sulfur


1 - imp - mana leech,fly
(same as h4)


cerberus - no retaliation,3-headed attack
(weaker then h4,lower hp and defence,still good attack)


2 - salamander - fire attack,basic archery
(salamender is demon with giant snake lower part and reptil like upper part of the body,shoot burning arrows that explode like fireball spell)


abyssal demon - expert melee
(humanlike muscular body with tail and horns and goats legs)


3 - succubus - hipnotise 50% chance(one turn)
(look like human females with big batlike wings)


marilith - 3-headed attack
(look line h4 naga in red tones,average level 3 unit)


4 - fiend - fly,long range weapon(whip)
(winged demon with long whips,very strong,good hp)

nightmare - cast horror,breath attack
(like h4 from chaos town,now have fire breath)

5 - devil - summon demons,teleport
(greatest demon lord,very strong)

inferno is back,some changes,at second look,merilith and salamander are similar,but i dont like gogs...



elves - light - alfheim

archer
sorceress

0 - elf - gems
1 - faerie - fly,no retaliation
(sprites,pixies,faeries,call it what you will,i think this name fits best with elves)


wanderer - basic archery,basic melee
(basic elfs fighter,good in both archery and melee fight)


2 - elven archers - master archery
(legendary elven shooters,good damage,lots of shoots,good hp)


minstrel - cast song of peace
(elfs sings so beatifull that enemy dont want to fight any more,good melee unit for level 2,low hp)



3 - great eagles - fly,first strike
(like h3 roc,big fast birds with good hp)


blademaster - expert melee
(elven swordmaster,average speed,great damage)


4 - ent - master defence,bind enemy,nature being(no moral penalty when mixed with nature)
(dendroids,treants,ents,big giant walking trees,lots of hp,great defence)


warwizard - spell caster,expert melee
(elven wizard in cape with bladed Staff,mix of great melee unit and spell caster)



5 - unicorn - blinding attack,magic resistance
(great horned horse,like h3,weak for level 5 unit)

elves in their own,they have very strong 1-4 level units with ok growth,unicorns are weak so that gives balance....



shadows - light/darkness - limbo

cloaked lord
seer

0 - soul -

1 - shadowraven -fly
(bigger than normal raven,weak,even for 1 level unit)

phantom - ethereal
(look like blue glow aura in human shape,weak but good defence)

2 - invisible stalker - expert stealth
(very hard to see,like some human shape made out of air)


ethereal servant - etherial
(look like ghostly dog,fast,good attack and great defence,poor hp)


3 - doom knight - 25% chance of double damage
(great shadow in knight armor with big two-handed sword)


prophet - spell caster,naturally blind
(look like human priest in dark robe,weak unit)


4 - nightshade - advanced stealth
(big black shadow,not much visible)


spectral conjurer - spell cast,eretherial
(ghostly spellcaster,great defence)


5 - shadow dragon(maybe drake) - breath attack,25% chance to cast darkness
(big black dragon,much like h4 one,darkness have similar effect to ghosts h4 aging)


new town,invisible creatures and shadows



darkness - dark elves -

shadowdancer
dark matron

0 - slave - gems

1 - cave bat - fly
(larger version of a bat,fast but weak unit)


gladiator - net attack(use net with 50% chance,if succesfull,normal attack without retaliation,if fail - attack wasted),also have normal attack
(fighting with net in one and trident in other hand,gladiators are respected members of dark elfs society)


2 - inquisitor - advanced melee
(dark elven inquisitors wear masks to hide their faces,use two handed swords in fight,average 2 level unit)


huge scorpions - poison
(dark elfs loves arachnids,so scorpions are also in their army)


3 - assassin - expert stealth
(assassination is very common in dark elven society,assassins are invisible to most of other units)

werewolf - bloodlust,regeneration
(warewolf joins dark elfs in promise of eternal darkness,so they will remain in wolfs shape all the time,very strong unit,lots of hp)



4 - black spider - cast web,poison
(giant size spiders,average speed,good attack and hp,low defence,web prevent units movement,to remove web you can attack it,either by unit caught in a web or any other unit or cast dispel or spell with similar effect)


spellweaver - spell caster,magic resistance
(dark elf mage,not so bad attack and damage for mage,but poor defence and hp for level 4 unit)


5 - spidermother - summon spiders
(look like DnD drider giant spider with torso of female,average attack and defence,great hp)


dark elves,very strong but with low growth.they cant walk on surface,so army must have mage that will cast darkness spell(something like darkness from h3 necro town,but will go with army)on them at the start of every turn or have hero with esoteric secondary skill that does the same.







melee - basic - give normal melee to ranged units
- advanced - increase damage by 25 %
- expert - increase damage by 50 %
- master - strike twice
- grandmaster - strike twice,no retaliation

archery - basic - give unit ranged attack
     - advanced - increase range and damage by 25 %
     - expert - increase range and damage by 50 %,
     - master - increased range 75 %,strike twice
     - grandmaster - double range,strike twice,no retaliation

every unit will have range of sight,if you shoot unit out of range,there is chance of miss that unit and
1)hit other one,including your own if its close to the unit you have shoot at...
2)miss completely,waste shoot

unit will have stealth and use it in combat,if unit with stealth attack unit that cant see it,attack will deal double damage.Scouting will counter this.

basic stealth - 1 level units cant see it          
advanced     2 level                        
expert          3 level
master          4 level
grandmaster     5 level
am working on other stuff,spells and skills,ect....will post them when am done

comments are more then welcome
____________

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igoraki
igoraki


Hired Hero
posted August 12, 2004 01:51 AM
Edited By: igoraki on 18 Aug 2004

few ppl posted comments on my proposal,but that posts where lots in some database problems,thanks to all who take time read my proposal,drlucifer have give some really good observations

here is some ideas about heroes and secondary skills,am still working,but dont have much free time atm so its still wip,so am posting it in hope to have some more feedback from you,ppl

yes,i know that ubi is working on game and that most of the things are already decided and i guess they will not waste time reading any proposals at this time,so maybe this is actually my proposal for heroes IV...

HEROES

first of all,heroes need to stay in battle,the way i see it.

second,4 primary skills from old heroes games are good,imo,so i would like them back,attack,defence,spell power nad

knowledge,where SP will give duration for non-direct damage spells(but with little modification depending on spell
tiself,hipnotise or beserk with duration of 10 turns is way to powerfull).

level ups need to be more frequent,first because its fun and second,lots of new secondary skill makes hero progress

slower.simple example of this are combat skills,now divided into two categories,one increasing attack and other

increasing defence statistics of hero.so,if you hero previously needed about 20 levels to be great fighter(attack
and defence and MR to maximum possible by secondary skills),now he needs approximately 40 levels to achieve the same.
every level up will give hero increase in damage and hp,then you can pick one primary skill(like h3) and one
secondary(like h4) to advance.


death magic - everything is the same,witchcraft replace demonology
__________
occultism
necromancy
witchraft



demonology - hero can learn demonology spells
____________
apocalyptism - increases the effectiveness of demonology spells
possession - gives the hero 10 spell points and +2 for mana regeneration and spell power +1 for every level of skill(hero become possessed by demon,and that is good for demoniac,but drawback is demon have 5% chance per level of skill to take control and act randomly,most typically cast area direct damage spells like fireball and inferno killing bboth your and enemy troops)
damnation - similar to summoning,but in battle,hero summon relatively small amount of demons every battle turn for
free(without casting spell or losing turn)

light magic - hero can learn light spells
___________
illumination - increases the effectiveness of light spells
purity - gives the hero 10 spell points and +2 for regeneration of mana
stellar guidance - reveal some parts of map,gm can see everything on map

dark magic - hero can learn darkness spells
__________
dark lore - increases the effectiveness of darkness spells
voodoo - gives the hero 10 spell points and +2 for mana regeneration
gloominess- cast darkness around hero on map,like old h3 necro town,and radius increase like scouting.



combat - increase damage
______
melee - increase melee attack
archery - increase ranged attack
magic resistance - increase MR by 10% per level of skill



defence - decrease damage
_______
guard - increase melee defence
shield - increase ranged defence
magic resistance - increase MR by 10% per level of skill


scouting - increase range of vision(both map and combat)
________
stealth - make you invisible for certain creatures(both map and combat,if you attack creature that cant see you,damage doubles)
prophecy - gives you some information about map(like old h3 mines,artifacts,ect infos,gm see everything on map)
spying - gives you spies in enemy towns,1 spy per level of skill,with spies on basic you can see whats going on in enemy town,with more levels spies can sabotage town,destroy buildings in town and at gm level can free captured hero from town,chances for successfully sabotage is +10% for every level of skill,spy is lost when he try that,and you get another one in some other city next week,hero with spying can find enemys spy in town with +20% success per skill level)


mobility - increase movement over map
_______
speed - increase movement of hero in battle
seamanship - increase movement over sea
agility - your hero is so fast that he gain ability to block attack(like h4 minotaurs) +10% per skill level


nobility - almost nothing new here,diplomacy gives you option to buy your captured hero from enemy(price depend on hero level and your level of diplomacy)
________
estates
mining
diplomacy


tactics - gives you option to arrange troops before combat and move closer to enemy(like h3)
_______
defence - increase defence of troops +10% for every level of skill
luck - increase luck
resistance - increase MR of troops +10% for every level of skill



leadership - increase moral of troops
__________
offense - increase attack of troops +10% for every level of skill
inspiration - increase damage of units
haste - increase speed of troops in battle


health - increase hp of hero
_______
regeneration - hero regain hp during combat
care - increase units hp (+1 per skill level multiply by creature level)
resistance - increase MR of troops +10% for every level of skill


also have idea of some anty-tactics hero,one that actually decrease enemy units stats

terror - decrease damage done by enemy troops
___________
slow - decrease speed of enemy units
pain - decrease defence of enemy units
fear - decrease moral of enemy units
____________

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viking
viking


Known Hero
Rock'n'Roll
posted August 13, 2004 01:16 AM

i like the idea
____________
One powerful hero is good, two is better

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KleinCavalier
KleinCavalier

Tavern Dweller
posted August 16, 2004 01:46 AM

I like the new setup for alignments.  With the name, Might & Magic, though, I'd like at least one 'pure magic' and one 'pure might' town.

As far as units go, if for level 2-4, instead of making 1 choice, you get 2--- you could either build both structures, or upgrade 1.  A week's worth of upgraded 2's would be able to take out a week of unupgraded 3's.  L1 could have 3 choices.

I think being able to MAKE new towns (sacrifice 100 L1s/500 L0's, new town with nothing in it) on open terrain would be a cool feature, as would some amount of terraforming.  Add farms to increase life growth, raze lands for sieges, clear passages through woods, etc.  The L0's or L1's could do that.

Some skills I thought up that could be used, based on the H4 system, would add 2 more skills to each family (but still can only select 3 secondaries).
Life: Fealty (make it harder to buy a captured hero from a prison, keeps troops from being Diplomacy/Charm/Intimidated), Absorbtion, gaining SP from magic attacks/spell points could be used as HP.
Order: Reflection, reflect up to 50% of spell, Evocation, greater Spell Points (which would be made much easier to run out of).
Death: Conservation, spells cost less, Frenzy, units get increased attack (not increased bonus), with +1 L1, then +2 L1, +1 L2, etc.
Chaos: Intimidation, enemy units desert before battle.  Deserters return if enemy wins, otherwise get XP for units killed + deserters.
Nature: Evasion, which gives a Minotaur block, Mysticism, which GREATLY boosts mana regeneration, and at best level, in combat as well.  Would apply (?) to all units.

Might attributes would be ...
Noble: Bargaining, essentially haggling for unit price, fame, +1 L1/week, then +2L1 +1L2...  weak at start but very powerful at grandmaster.
Combat: Technique, gives no retal, cripple attack, charge attack, maybe even the x2 attack and first strike.  Also, durability, boosting HP.
Tactics: Training, +1 attack,defense bonus for L1, then the said progression.  Oratory, +1 morale, -1 enemy morale.
Scout: Disguise, much like in Heroes 3, and then Endurance, which increases HP for units.

Learning: new family.  +5% XP earned.  Is also retroactive, so a L20 hero might still want to get this.
Wisdom: Expanded skill selection (order hero with this could easily 'randomly' get chaos spells), plus a chance to learn enemy spells, and can teach spells in his spellbook (doesn't need to be able to cast them) to others.
Engineer: Could build structures cheaper, and could 'un-build' structures as well.  May help with terraforming.
Siegecraft: gives better control of siege weaponry.
Probability: +1 luck, -1 enemy luck.
Teaching: A portable university, able to teach skills (and not just basic, but possibly to grandmaster status).

And then, luck as half damage happens x/10 times, but luck as double damage will happen x/50 times.  Morale could give double movement out of x/50 times as well.

Just more possible suggestions...  skills could be tweaked for new town alignments.
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igoraki
igoraki


Hired Hero
posted August 18, 2004 09:26 AM

Quote:
I think being able to MAKE new towns (sacrifice 100 L1s/500 L0's, new town with nothing in it) on open terrain would be a cool feature, as would some amount of terraforming.  Add farms to increase life growth, raze lands for sieges, clear passages through woods, etc.  The L0's or L1's could do that.


not bad idea,zero level creatures are workers,so adding some more to what thez can do is good,dont know about make new town anywhere on map,first that come to mind is you can block some passage with your new town and make map unplayable.however,option to raze town you have conquer and find not-so-usefull and rebuild new town from scratch is great.


dont know did you read my proposal,but some ideas you are giving are already there,maybe under different name,here is an example...

Quote:
Nature: Evasion, which gives a Minotaur block


agility - your hero is so fast that he gain ability to block attack(like h4 minotaurs) +10% per skill level

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KleinCavalier
KleinCavalier

Tavern Dweller
posted August 19, 2004 03:07 PM

Sorry about that, I was just posting some notes I had, didn't cross-reference.  Also Care -> durability, inspiration -> frenzy... same thing, different name. Anti-tactics could be good, too, but then you're opening up double the possibility for skills (less move, attack, dmg, defense, HP...)

The invisibility on the battlefield is a great idea (and dark elves no on the surface, although they should be able to, just with penalties); it also opens up the idea of flanking attacks and backstabs.  The invisibiliy shouldn't be just an attack bonus, though; maybe just the enemy can't see the stack, unless a scouting hero is there.  Suddenly your archers can't attack, and are losing HP! No explanation!  It'd need to be balanced somehow, that's not fair, and I'll post later.
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TitaniumAlloy
TitaniumAlloy


Honorable
Legendary Hero
Professional
posted August 19, 2004 04:22 PM

some nice ideas, but please tell me how Barbarians are half dead??
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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted August 19, 2004 04:34 PM

Humans are alive, undeads aren't. Barbarians gladly take the former to the afterlife.
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igoraki
igoraki


Hired Hero
posted August 19, 2004 05:54 PM
Edited By: igoraki on 19 Aug 2004

Quote:
some nice ideas, but please tell me how Barbarians are half dead??


barbarians are not undead,they just have access to death magic.make sense to me,barbarian mage is witch,and witch can cure you or cast curse on you.

humans,barbarians and undead are all actually humans,first ones are good,barbarians are neutral(some creatures are not much human,but still look like humans,like centauri,cyclopes and minotaurs,am thinking of putting ogre mages to chaos castle,maybe minotaurs also...any suggestions ?) and undead are evil humans that wants to become undead and live forever in that form.


Quote:
Anti-tactics could be good, too, but then you're opening up double the possibility for skills (less move, attack, dmg, defense, HP...)


well,actually am happy without that one,because now i have same number of magic and non-magic secondary skills,but idea sound ok,so maybe i can have antitactic and kick out some other skill....

Quote:
The invisibility on the battlefield is a great idea (and dark elves no on the surface, although they should be able to, just with penalties); it also opens up the idea of flanking attacks and backstabs.  The invisibiliy shouldn't be just an attack bonus, though; maybe just the enemy can't see the stack, unless a scouting hero is there.  Suddenly your archers can't attack, and are losing HP! No explanation!  It'd need to be balanced somehow, that's not fair, and I'll post later.


about dark elves,you are right,its good idea with penalties,my basic idea was they can go on surface,but must have mage in army and he must have gloominess skill or must cast some sort of darkness spell at start of every turn with same effect.so dark elves must have darkness around them if they want to walk on surface.

about invisibility,hhmmm,problem is you will see your oponent invisible creatures in multyplayer game,so i dont think that is good idea,maybe some sort of panalties for archers and maybe even casters attacking invisible creatures is ok,more than that,dont think so....


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KleinCavalier
KleinCavalier

Tavern Dweller
posted August 19, 2004 10:44 PM
Edited by alcibiades at 20:19, 06 Jul 2009.

That could be the thing; in multiplayer, the opponent WOULDN'T see the invisible unit at a distance (I guess at close range or after an attack, the invisibility would go away).
This would make an army attack another army, unaware of their true numbers, and could make some tactical mistakes, maybe pull some melee units away from the archer to chase a fleeing goblin.  Then BAM! some dark elf assassins get in the archers' faces.
I think it would be interesting, adding more and more elements to the game, at the cost of complexity.  I'm really not sure how it would work as a non-bonus trait, trying to move into a square that's already occupied.

Animated and barbarians might be able to switch - animations and mechanisms really aren't alive or dead, and barbarians have *A* culture, not necessarily orderly or chaotic.  I can see the other way, too.  Still, it's too late to debate town questions for Ubisoft, isn't it?



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 [url=http://heroescommunity.com/forumdisplay.php3?FID=6]Library Of Enlightenment[/url], to discuss Heroes 4, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=17]War Room Of Axeoth[/url], to discuss Heroes 5, go to [url=http://heroescommunity.com/forumdisplay.php3?FID=1]Temple Of Ashan[/url].
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