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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Altar of Wishes: Weekly Faction Contest
Thread: Altar of Wishes: Weekly Faction Contest This thread is 24 pages long: 1 ... 7 8 9 10 11 ... 20 24 · «PREV / NEXT»
Lesij
Lesij


Famous Hero
posted May 29, 2007 07:33 AM

Quote:
i didn't mean copy, i mean knowing what is bad and what is good, learning from others mistakes.

Do agree with you! That's not fair!!! I've written 'bout my faction in a few hours and then started improoving...
You have read, what Genielord has written, and now you know, what mistakes made others and how to create your faction not to make the same mistakes...
Btw, actionjack, you told us, you won't write the full faction's descritption only a few facts and line-up
My idea for the next rounds?
In the two weeks' time everyone could propose his/her own faction.
Then would have one week to improove it.
After two weeks, after next round starts, another proposed factions wouldn't be taken into account!!!    

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Erutan_Revol
Erutan_Revol


Hired Hero
who stays in a treehouse
posted May 29, 2007 08:45 AM

How long does it take to make on anyway

I did my one kinda simple,as i was longing to get back online to the internet and the forums,when i saw this contest i felt that i must enter something since i'd love to enter.So i use 15 minutes to think up this simple race

And Action_Jack,what if we have 2 winners?

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 29, 2007 02:17 PM

Let's put things in order.

1. The 3rd round will be ended tomorrow.

2. There is a large advantage to who posts his entry earlier: He can get more feedbacks and comments.
And he can learn from others mistake exactly like who posts his entry later.

3. About the length of every round:
We thought about it a lot (Me, Elvin, and a few more 'advisors').
We found out that three weeks is the best decision. Two weeks period is too short, in our opinion.

4. Actionjack, I like your suggestion, but we'll pass.
The winner of the round can't choose what will be the race of the next round, of two reasons:
A) The race has to be something that fits to the contest, that can be seen in many different points of view, and we don't want to start arguing with competitors about the races.
B) The winner can choose a race that he has already made faction for, and can give himself an advantage.

5. If anyone thinks that someone copied things from his entry, please send me a messege via HCM.

6. I glad to see the two new entries.
It's going to be a hard choise.

Good luck, everyone.

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actionjack
actionjack


Promising
Famous Hero
posted May 29, 2007 07:17 PM

Quote:
Btw, actionjack, you told us, you won't write the full faction's descritption only a few facts and line-up

Sometime I lie.  Also GenieLord up the prize.. and I want some stars....

Quote:
How long does it take to make on anyway

Usually it take me a while... would say about 3+ hours or more.  


Quote:
And Action_Jack,what if we have 2 winners?

Than is a Knife fight in the pit, silly.

Quote:
4. Actionjack, I like your suggestion, but we'll pass.
The winner of the round can't choose what will be the race of the next round, of two reasons:
A) The race has to be something that fits to the contest, that can be seen in many different points of view, and we don't want to start arguing with competitors about the races.
B) The winner can choose a race that he has already made faction for, and can give himself an advantage.


That was actually taken in the consideration already.  The full suggest would be the Winner of the last contest would give 3 to 5 race/faction/theme as topic for the next contest, and the contest-host (genielord) would pick one from the suggestion (assume all are fitting and suitiable for the purpose of a challenging contest).  

Anyhow.. that is just a suggestion.  
What about some Dark-Halfings?

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Erutan_Revol
Erutan_Revol


Hired Hero
who stays in a treehouse
posted May 29, 2007 07:21 PM
Edited by Erutan_Revol at 19:34, 29 May 2007.

Would be better if we did a rogue one

Well everyone,may the best man win

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Lesij
Lesij


Famous Hero
posted May 29, 2007 08:38 PM

Quote:
Quote:
Btw, actionjack, you told us, you won't write the full faction's descritption only a few facts and line-up

Sometime I lie.  Also GenieLord up the prize.. and I want some stars....



Geeez, you are doing it only for stars???!!!
Shame on you, dud!

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 29, 2007 09:29 PM
Edited by GenieLord at 21:30, 29 May 2007.

Quote:
Quote:
Quote:
Btw, actionjack, you told us, you won't write the full faction's descritption only a few facts and line-up

Sometime I lie.  Also GenieLord up the prize.. and I want some stars....



Geeez, you are doing it only for stars???!!!
Shame on you, dud!


A lot of people do that.
He is the only one that admits it.

Actionjack, your suggestion is nice.
I just think that everyone can suggest races for the next rounds, not only the winners of the rounds.
And it's better this way, in my opinion. Maybe Elvin and I will come up with totally unpredictable race... Who knows...

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actionjack
actionjack


Promising
Famous Hero
posted May 29, 2007 09:35 PM

Quote:
Quote:
Quote:
Quote:
Btw, actionjack, you told us, you won't write the full faction's descritption only a few facts and line-up

Sometime I lie.  Also GenieLord up the prize.. and I want some stars....



Geeez, you are doing it only for stars???!!!
Shame on you, dud!


A lot of people do that.
He is the only one that admits it.

Actionjack, your suggestion is nice.
I just think that everyone can suggest races for the next rounds, not only the winners of the rounds.
And it's better this way, in my opinion. Maybe Elvin and I will come up with totally unpredictable race... Who knows...


well, the star, and also sometime when start something, it gets more interesting, thus get me to develop it deeper.  It started out very lite and innocent first....

And another truth... this was not reply to answer why I wanted the start... I just want to add on to the level of Quotes..

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted May 29, 2007 10:52 PM

How about Nagas for the next town?
____________
How exactly is luck a skill?

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Erutan_Revol
Erutan_Revol


Hired Hero
who stays in a treehouse
posted May 30, 2007 02:32 AM

Can't we just wait for the next race instead of telling them suggestions?

we all know its rejected

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 30, 2007 05:15 PM
Edited by GenieLord at 17:22, 30 May 2007.

The Third Round - A Summarizing Post

Well, the third round was basicly a "democratic" round.
The race, Werewolves, was chosen because of the competitors' request, and it seems like the competitors are much more involved in the contest in its organization. The amount of posts for this round is double than the two other rounds together.
That's great. Keep being active and to create excellent factions.
You brought this contest very far. Thank you.

On the other hand, a lot of competitors decided to create factions for a bit different races than the round's race.
So, please, follow the directions. Besides, you have more chance to win if you do that.

I'll review shortly each entry.
I'll indicate positive and negative things in the faction.

Taiga, by Lesij:
A wonderful faction. Truly inspiring one. I was really suprised to see how good it is.
The theme is perfect for the Werewolves, and it seems like you put a lot of effort and thought into this work.
It feels complete. Well done.
Positive:
-Great theme. Fits the Werewolves perfectly, in my opinion.
-Good racial skill.
-Shape Shifting is a very good idea and the execution is good as well.
-Racial abilities are creative
-The faction is balanced, except of 6th level creature, which is overpowered.
-Nice town idea.
Negative:
-Weird buildings. I don't think they fit the creatures well.
-Names of creatures and abilities could be better.

The Chorus, by bixie:
The overall faction is nice. The theme is okay, but we think that you took it too far.
Entry for the contest is supposed to be about the Werewolves' faction, not about the history of music.
I just find it unsuitable to the race. A little bit is fine, but it's just too much.
Positive:
-Nice history.
-Interesting creatures and abilities.
-Original theme.
Negative:
-The theme might not fit the faction.
-The theme was overused. Too much music.
-The buildings are strange.
-The racial skill reminds me Runemagic a lot. I don't find it interesting.

The Homestead, by Air_salami:
This is a very interesting race. It's very fun to read.
The only problem is that it doesn't feel like a race of Werewolves, it feels like evil elves race.
Positive:
-Great recial skill
-Nice creatures
-Very interesting history
Negative:
-The race doesn't feel like Werewolves.

The Sanctuary, by Daystar:
Well, this faction has a great execution, even perfect. Very proffesional, as usually.
You added some touches like the opening song and the graphical works.
It's not exactly what we asked to do. It's a mixed race: Vampires and Werewolves. The main problem is the unsuitability with HOMM5 organized races system.
Positive:
-Great history
-Good opening
-Excellent graphical work
-Interesting creatures
-Very good descriptions
Negative:
-Unsuitability of the theme with HOMM5 races system
-The racial skill is problematic. You should give extra power to your faction by the racial skill. You shouldn't give them weakness, and then something that slowly covers it.
-Not that good 7th level creature. Try to find/invent a creature that can be seen as Vampire and Werewolf, intead of doing a horde of Vampires with Werewolves.

The Pack, by actionjack:
Another good faction by actionjack. Interesting, but not enough innovative this time.
I really don't understand why you didn't do faction for the Werewolves. It could be great as Werewolves faction as well.
Positive:
-Excellent creatures line up.
-Very good theme.
-Basic information is great.
-Descriptions are good.
-I like the racial skill a lot.
Negative:
-It isn't the round's race.
-Where is the history? Its lack is felt well.
-Not innovative enough. It was done a few times, in different versions.

The Village, by Erutan_Revol:
I assume it's the first faction you have ever made. For the first one, it's pretty good.
Too bad there isn't much material here.
Positive:
-Nice theme
-Cute and funny history, just try to give it the feeling of ashan-medival magical world. Mages do experiments in different creatures, in Ashan, too, but they don't have secret labratories.
Negative:
-As I said to Daystar, the racial skill is a special bonus for your faction. You shouldn't give them weakness, and let the racial skill to slowly cover it. And anyway, put percents or numbers, just to give us a clue about the size of the bonuses/penalties.
-Try to do a better names for the creatures.
-Try to invent abilities, so you'll have more originial ones.

Winner's declaration:
For this round, we have 6 good entries, but we'll have to pick 3.
As usually, it's a difficult choice. But this is our final decision:
First place: Taiga, by Lesij
Second place: The Sanctuary, by Daystar
Third place: The Pack, by actionjack

+3 points for Lesij
+2 points for Daystar
+1 point for actionjack.

Well done, everyone. The entries for this round were truly excellent.
I asked The_Hydra to give Lesij a QP for winning the round, and for an excellent entry.

For the next round:
I'm trying to give variety to the contest, if you've already noticed it or not.
This time, it's going to be something different.
You can do any far-east faction; Ninjas, Samorais, Japanesse Monkeymen, etc. You can do any direction you want, as long as it's a far-east race.
The round is ended in the 20th of June.

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Erutan_Revol
Erutan_Revol


Hired Hero
who stays in a treehouse
posted May 30, 2007 05:20 PM

Hmmm,seems like i didn't win after all.....

Well I'll just have to try harder then!

I'll post mine in a couple of minutes

But I dont have the feeling I'll win this one,since I entered late and all

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 30, 2007 05:25 PM

Quote:
Hmmm,seems like i didn't win after all.....

Well I'll just have to try harder then!

I'll post mine in a couple of minutes

But I dont have the feeling I'll win this one,since I entered late and all

If you want, I can always give you feedback for your entry.
That might help you.
And remember, it's for fun.

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Erutan_Revol
Erutan_Revol


Hired Hero
who stays in a treehouse
posted May 30, 2007 06:18 PM
Edited by Erutan_Revol at 18:24, 30 May 2007.

Well,...Here goes

     The Keep

Assosiated colours:white,red

Core philosophy:never give up,the fight is not yet won

Country/Kingdom:Kawanakajima,Land of the East

Theme:Far-Eastern,Japanese.A very honourable faction that will never give up without a fight.

Geography:Very lush terrain,with rolling hills in the rocky parts of thier kingdom

Race Description:Honorable men who fight with valor and courage

Worships:All of the elemental dragons

---------------------------------------------------------------------

Units:


Lv.1 Levy>Ashigaru
Lv.2 Gunman>Musketeer
Lv.3 Spearmen>Pikemen
Lv.4 Ninja>Ninja Captain
Lv.5 Monk>High Monk
Lv.6 Samurai>Exalted Samurai
Lv.7 High Dragon>Dragon of Elements

---------------------------------------------------------------------


Buildings:

   1)Dwellings:Lv.1 Housing Area>Housing Estates
               Lv.2 Gunsmith>Musketsmith
               Lv.3 Guardhouse>Guard Villas
               Lv.4 Ninja Grounds>Dark Grounds
               Lv.5 Zen Temple>Chi Temple
               Lv.6 Academy>Honored Academy
               Lv.7 Dragon's Monument>Dragon's Throne

   2)Racial Buildings:Armory - Increases unit's defence by 20 %
                      Weaponsmith - Increases unit's attack by 20%
                      Police Buildng -  Defending  armies creatures are increased by 5%

   3)Grail Building:Monument of Honour - Does the same grail stuff but increases the armies morale and luck by 1

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Lesij
Lesij


Famous Hero
posted May 30, 2007 10:38 PM

Quote:


Well done, everyone. The entries for this round were truly excellent.
I asked The_Hydra to give Lesij a QP for winning the round, and for an excellent entry.



Geeeeezzz cannot believe it all the time O_O!!!

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 31, 2007 10:46 AM
Edited by bixie at 16:26, 17 Jun 2007.

i have this one covered!

Rukon (means town in japanese)

aka: the free cities of the east (wondering when those were going to show up!)
colours: red, white, green
core philosophy: respect the spirits, keep your blade sharp, hold your
tongue and hold your head up high.
worship: mainly Slyath and the spirits. however, some are preaching the word of a benevolent healer, believing him to be a prophet.
country: the ranaar lakes, as most of the actual land are islands.
capital: Seireitei (say-ree-tay) court of the pure souls, house of the
emperor and the daimyos.
current political status: united, but barely. the emperor usually keeps the Daimyos (regional counts) in place by fear of assassination by the shinobi. however, the current emperor, Yamamoto-Genryusai, is a old man who feels that assassination should be used as little as possible.

the current emperor, Yamamoto-Genryusai, is not a regal one. he is releively relaxed about formal occasions, and dresses no differently than a commoner (with slightly better made and more comfortable cloths) he is often walking the streets of the capital, finding out what the working people really want.


most of the Daimyos use this opportunity, whilst he isn't in court, to fight amongst themselves. all manner of political wrangling goes on behind the emperors back, and numerous attempts to dethrone him have failed, simply from him being not where they expected him to be. Yamamoto doesn't mind this, it just adds to the excitment in his old
age.

history in a nutshell

humans leave falcon empire to establish the freecities of the east to aviod prosecution from their former enpire over the fact they worship slyath rather than elrath.

humans find the land, see it is overrun with all manner of monster, they clear a space and leave in it peacefully for a couple of decades.

lots of fighting starts to happen when they are selecting a new emperor, almost destroying all they have built.

new emperor is selected, everything find, his family rule the throne for a long time, ending with yamamoto.

constantly fighting off demons, orcs, the holy griffon empire and nercomancer invasions. lost and gained numerous cities. once, a nercomancer tried to attack the seireitei, but was destroyed by countless warriors.

soon, they began to realise that in order to prove their place, they must march west and join the combat.

culture of Rukon

the Rukon town is exactly what its core philosophy is. respecting the spirits is about worship, sharpen your blade is about getting ready for war, hold your tongue is to watch out for the shinobi secret police, and hold your head high is to be proud of your name. naturally, many fights break out because of numbers 2 and 4.

spirits are prevant within all of the Rukon soceity. there is always a Kami shrine in a household, where they put food, scents, drink, or any small gift for the spirts. Kami's are small spirits who are recognised by their tails, each having a different number of tails, from 1 to 8. depending on the tails, the Kami have a different attitude towards live, like humans do. all the Kami names are 6 letters long and end in i. within the shrine, there is often a statue of the spirits creator, Slyath the dragon of wind.

Rukon is a nation almost constantly at war. be it with the Orcs, or the Holy Griffon empire, or the dark elves, or demons, they are constantly fighting for their land. also, infighting has broken out, almost erupting into a civil war, as Daimyos fight for power over the throne.

Rukon, thought it doesn't like to admit it, is a perfect place for assassins and spies. the emperor keeps people in place using such deadly fighters, and attempts to murder him by Rogue-ninjas have eventually lead in their death by others. Ninjas are established in other towns that Rukon captures, keeping the peace, making sure no-one speaks out against their invaders. if an emeny takes over, the ninjas will calmly slaughter every warrior still in the town, even using explosives given to them by the Kabuta's to blow up important buildings!

dispite these dangerous units, most people in Rukon tend to ignore them, as they deem it as underhand. the Rukon follow a strict code of conduct, which is universal. it often evolve facing an enemy squarely, not eating to much and take your life when you have been disgraced. some regions strictly inforce this code. others are more relaxed about it. regions tend to add additional rules, like cow-tipping is punishable by having your head put into a bucket of raw cow manure (many might deem this as a disgrace, and commit suicide on the spot, which in some circles is punishable by death).

another interesting think about the people in Rukon is there amazing way of travel. using carriges is the most common approach of getting around, as the perfection of the wheel lead to do. the Carriages sometimes are pulled by people, ostrich horses (who are far to hostile to take into combat), big black and white bears and, more recently invented, carriages that just rely on wind using sails to move!

creatures
a=attack
d=defence
D=damage
s=speed
i=initative
h=health
m=mana
S=shots
g=growth
C=cost
Agumer -> special agumer (walker)
Agumer's are the everyday peasant, civilian or garden variety militia. often made up of commoners, they have developed secret martial arts, the most common being the drunken fist, in which one sip of Sake can turn them into unpredicable hitting, kicking and headbutting machines. special Agumers are those who can see the energy flow of the opponent, and are able to disrupt it using "Gentle palms"

a: 1 -> 2
d: 1 -> 1
D: 1-2 -> 2-3
i: 12 -> 13
s: 5 -> 5
h: 5 -> 7
m: 0 -> 0
S: 0 -> 0
g: 15 -> 15
C: 37 -> 52
specials: drunken fist (enemies only do half damage on a retailate)-> gentle palms (no retailiation, casters loose 25% of their mana)

kappa -> Hyorin kappa (shooter with spitting water)
kappa are some of the remaining creatures that once littered the islands. now they are peaceful creatures, enhabiting the water, making friends with Ranuji and Isondi spirits. though they don't agree with fighting, they will help out as best they can, which will involve spitting water at along distance. Hyorin kappan of some of the more mountianous regions can freeze the water after it hits the enemy.

a: 3 -> 3
d: 4 -> 5
D: 3-4 -> 4->5
i: 10 -> 10
s: 5 -> 5
h: 8 -> 9  
m: 0 -> 0
S: 5 -> 7
g: 9 -> 9
C: 65 -> 72
special: shooter (spits water), armoured (shell) -> Hyorin (freezes the target, they can't move until the next turn or hit with a fire attack)  

Kasuka -> Oban Kasuka (shooter)
Kasuka are specially trained archers, which have strong recurve bows. they are able to shoot specially made arrows to cleave through two opponents at once. they often practice on fools who wander in there, surprisingly inconspictious, target ranges. Oban is the title of the groups sensei's, able to have limited access to smoke arrows, causing enemies to become confused and wander around in a daze.

a: 4 -> 4
d: 2 -> 2
D: 3-4 -> 4->5
i: 11 -> 11
s: 5 -> 5
h: 9 -> 12  
m: 0 -> 0
S: 13 -> 15
g: 7 -> 7
C: 130 -> 195
specials: shooter, "Skewer him!" (strikes the creature behind the target, dealing half the damage) -> Muko arrows (creates a cloud of smoke (5x5) which the enemy can't see in. if the enemy is a player, they can't see their creatures or where they are moving them. if it is  AI, then they move around randomly.)

ronin -> samurai (Walker)
Ronins are traveling swordsmen. most of them are silent and aloof, often scorning the lower classes on their lack of pose and grace. they weild elegent Katanas (in particular, tiger swords) and dress in black and white, the prove that they have not allegence to a daimyo, only to the kingdom. Samurai's are Ronin who have pleaded themselves to a particular Daimyo, and their role changes from an elegent swordsman, to a stoic guardian.
ronin

samurai

a: 12 -> 11
d: 5 -> 8
D: 7-12 -> 7-14
i: 10 -> 10
s: 5 -> 5
h: 40 -> 45
m: 0 -> 0
S: 0 -> 0
g: 5 -> 5
C: 260 -> 375
specials: agility (This creature gains a +30% Defense bonus for the next turn per every tile it walks) Cleave (If this creature's attack kills at least one creature in the target stack, it performs an additional strike) -> (loses agility) armoured, honour bound (morale never falls below -1) Seppuku (the creature cannot be raised by nercomancy if the hero is defeated, nor can it be raised by the "raise dead" spell. ressurection, however, it alright)

kabuta -> pyromancer (shooter with fireworks!)
Kabuta's are enginners and gunpowder experts, combined with firey wizards. often forced into combat, rather than doing what they would want to do (setting fire to trees and throwing gunpowder on it), the Kabuta's are dangerous in combat, setting fireworks spinning towards the enemy, ontop of strange wagons, pulled by black and white (singed often) bears (pandas). Pyromancers, or Merasensei (flare master) are the teachers of Kabuta's, with that comes many new tricks. they are able to send flares up at targets, even unleashing pheonix fire, a weapon powerful, dangerous and terrible.
a: 4 -> 6
d: 8 -> 10
D: 15-17 -> 16-18
i: 10 -> 10
s: 6 -> 6
h: 60 -> 80
m: 10 -> 10
S: 3 -> 5
g: 3 -> 3
C: 600 -> 1100
specials: large creature, shooter (fireworks, flaming), spellcaster (fireball+ firewall) -> flare shot (target becomes all other Rukon ranged creatures target until the stack is dead), pheonix fire (covers a 4x4 area is fire, killing the pyromancer and harming all the creatures ontop.)

kitsune -> kyubi kitsune (spellcaster)
lords of the spirits. Kitsune are the most powerful of spirits, able to control magic itself. these are the rulers of the Kami spirit world. these spirits are full of cunning and guile beyond any other spirits, able to play pranks of demons and cheat death itself! no spirit has been able to challenge the Kitsune on equal terms. Even if they are struck down in the mortal world, they know that they reappear in the spirit one. they are tricksters and beguilers, taking people in with charm, then destroying them and leaving them with nothing. all Kitsune come in the shape of foxes with nine tails, all of them containing a dangerous spell. Kyubi kitsune are even more powerful, able to turn people into animals, leaving them almost completely useless.

a: 20 -> 20
d: 20 -> 20
D: 20-25 -> 23-28
i: 12 -> 12
s: 7 -> 7
h: 120 -> 140
m: 15 -> 16
S: 0 -> 0
g: 2 -> 2
C: 1450 -> 1775
specials: spellcaster (eldritch arrow, phantom forces, confusion) charm attack (transforms into a beautiful woman, leaving the enemy unable to related for the next turn)-> polymorph (curse, transforms a single stack into a random creature, making them loss all specials (you still can get killer sheep, just not ones that breath fire))

kirin -> sparkle kirin (flyer, spellcasters)
the Kirin are mighty children of Slyath. great serpentine dragons, full of serene power, long bodies crackling with power and unpredictablity. these creatures are often revered as Spirit gods and even Yamamoto-Genrysui, the emperor, or any of his predecessors have ever tried to harm such creatures. they are not mindless beasts, as many other dragons are perceived, but intelligent creatures, with quick thoughts and dangerously sharp wit. Sparkle kirins are able to dazzle enemies with blinding sparkles, making them much swifter than any other dragon yet seen on the face of Ashan!

a: 29 -> 30
d: 25 -> 26
D: 30-50 -> 35-55
i: 14 -> 14
s: 9 -> 9
h: 199 -> 239
m: 10 -> 15
S: 0 -> 0
g: 1 -> 1
C: 3557 gold 1 crystal ->  4332 gold 2 crystal  
specials: flyer, spellcaster (lightning bolt, haste, wasp swarm) agility -> Sparkle and shimmer (dazzles enemy, they are blind for one turn)

general strategy for Rukon army:
generally speaking, they Rukon army is made up of very fast units. all  creatures have a big intiative and are able to run a long distant. the best option, therefore, is to get all your walkers as quickly into close combat as possible, leaving your shooters to pepper the enemy.

the Rukon town are full of high-level spellcaster, more than academy, with 6 spellcasters to rain hell on the enemy. they also have numerous specials for the upgrades, making the buildings a must get.

the general downside to the town is the lack of flyers (only 2), so the troops can't get as quickly to the enemy lines as they would like to. the other problem is their general lack of troops, as they have a relatively low growth rate. they also are pretty average in all other respects, if a little variable on damage.

buildings
all the normal buildings, town hall, tavern etc. its oriental themed buildings, lots of pagodas and similar styles of building. however, it is all built on stilts of bamboo, rather ricket, looking like it will colapse at any minute.

dwellings:
lvl1: Agumer's bar -> spirit bar
lvl2: kappa's stream -> kappa's pond
lvl3: Kasuka range -> Kasuka training arena
lvl4: wanderers house -> guardians Dojo
lvl5: Kabuta academy -> Pagoda of fire
lvl6: nine-tail shrine -> Kyubi Temple
lvl7: Kirins peak -> holy peak

special buildings:
japanese names (literal meanings)= in-game name: ability
Riteitei (correctional force court)=Shinobi headquarters: the town is able to place ninjas in a town the hero has conquered (along with current one). if the town is taken over, then the ninjas will kill all of the remaining creatures that haven't been hired, along with destroying lvl7 and 6 dwellings. only works with the Shinobi Kamikaze skill.

KamiKaimon (spirit gate)= spirit house: able to perform the racial skill, spirit bound.

unable to find (likewise)= watch tower: archers are able to shoot over the walls during a seige of the town.

unable to find (likewise)= Trading district: sells artifacts for gold.

Senbonzakura(a thousand cherry blossoms)= ever weeping trees: grail

hero: Daimyo(feudal lord)

the daimyo are often the leaders of town, often just, fair and caring, though with some less apreachated traits, such as lechery, pride, gluttony. despite these faults, they are well respected as they have a link with spirits, stronger than anyone would care to admit. they hold long conversions with spirits, meditating for days on end, contacting the Kami spirits for advice, news or for philosopy. they can also ask the Kami to aid their troops in battle, contacting them and assigning them to guard a unit, like a samurai would guard them.
this doesn't mean they are weak in combat. riding on top of giant pandas on large Palaquins, with elegant statues, marvolous food, expensive drinks, ancient books and master-crafted swords, they are an inspiration to their troops.

attack: 2
defence: 0
spell power:1
knowledge: 2

racial skill: spirit bound

the Kami spirits litter the ranaar lakes. they come in many shapes, though generally resemble one of the eight "Tailed" spirits. each spirit is able to store two ancient incantations in themselves, then, when their master, usually the daimyo, permits it, they unleash them. each Kami has a different personality, and this depends on what spells they can store. no spell may be above level 3.

the most powerful of the Kami spirits are the Kitsune and the Kyubi. these are the rulers of the Kami spirit world. these spirits are full of cunning and guile beyond any other spirits, able to play pranks of demons and cheat death itself! no spirit has been able to challenge the Kitsune on equal terms, even if it was the weakest Kitsune against the strongest Orochi (their nearest rival). even if they are struck down in the mortal world, they know that they reappear in the spirit one.  

Tanuki are jovial raccoon-like spirits, always helping people in a fix, they are able to store one light magic spell, and gives the creature they protect the bravery ability (unless the creature already has it, they don't gain this bonus and gain a summoning spell)  


Nekomi are flirtatious cat-like spirits, always seducing people they thought to be "Cute". they are able to store one dark magic spell and gives the creature they are protecting the charm attack ability (unless the creature already has it, they don't get this bonus and gain another dark magic spell)


Isondi are stoic turtle-like spirits, solidly forming a barrier between their duty and the enemy. they are able to store one summoning magic spell and gives the creature they are protecting the armoured ability (unless the creature already has it, they don't get this bonus and gain a destructive magic spell)


Itachi are violent weasel-like spirits, striking out at enemies of their duty. they are able to store one destructive magic spell and gives the creature they are protecting the second strike ability (unless the creature already has it, they don't get this bonus and gain a dark magic spell)


Houkai are loyal dog-like spirits, giving life and limb in order to protect their duty. they are able to store one light magic spell and gives the creature they are protecting the howl ability (unless the creature already has it, they don't get this bonus and gain a destructive magic spell)


Ranuji are caparious otter-like spirits, joyously changing people into animals wherever they choose. they are able to store one light magic spell and gives the creature they are protecting the polymorph ability (unless the creature already has it, they don't get this bonus and gain another light magic spell)


Kakuki are gruff badger-like spirits, attacking people who wake them up from their sleep.  they are able to store one summoning magic spell and gives the creature they are protecting the sheild wall ability (unless the creature already has it, they don't get this bonus and gain a dark magic spell)


Orachi are devious serpent-like spirits, deadly and insidious beyond comprehenstion. they are able to store one light magic spell and gives the creature they are protecting the harm touch ability (unless the creature already has it, they don't get this bonus and gain a dark magic spell)


the Daimyo can buy these spirits for 250 gold each from the Kamikaimon and store them in their spell book, under the combat move "Spirit bound". after the spell has been selected, a choice of spell that the hero has learnt and the Kami spirits that you have brought. you must choose a spell for the spirit you want to place, then choose a creature to place it on. if you place a spirit one a creature with the same ability, the second spell is chosen at random. you can only place one spirit on a creature, otherwise they will fight and cancel each other out.

basic spirit bound: the hero can purchase 1 Kami spirit to place on a creature in battle.
advanced spirit bound: the hero can purchase 2 Kami spirits to place on different creatures in battle.
expert spirit bound: the hero can purchase 3 Kami spirits to place on different creatures in battle.
ultimate spirit bound: the hero can purchase 4 Kami spirits to place on different creatures in battle.

skills
1. reverse release= the daimyo is allowed to place a Kami spirit onto an enemy creature. if a destructive or dark magic spell is inside the Kami spirit, it will activate in the heroes turn. the creature does not gain the special attack and doesn't get a spirit for it.
2. Spirit realm return= the daimyo may dismiss a spirit guarding a creature in exchange for mana cost equal to the spell they contain.
3. Unleash Kami chaos= the daimyo may, in a single turn, unleash all the kami spirits spells on the feild on random opponents.
ultimate.
Nake no oni(Chime of demons)= all creatures gain a 25% bonus on initative and speed, as well as +1 to moral and -1 to enemy moral.  

attack
1. martial arts= gives any creature in the rukon army gains an additional retailiation.
2. power of speed

dark magic
1. Orochi eyes= two stacks fall under puppet master control

defense
1. reverse attack= the attacking creature only deals 87.5% of their attack damage on the target creature in close combat fighting. the other 12.5% is dealt to the attacker.

destructive magic
1. Thunder struck= lightning spells casted by the hero will have a chance to thunderstrike, inflicting 100% of current spell damage to the target during next 3 rounds.
2. mana burst

enlightenment
1. Sennin= the hero gains +1 spell power and +1 knowledge
2. mentoring

leadership
1. Shinobi Kamikaze= the hero is able to place ninjas in a town the hero has conquered (along with current one). if the town is taken over, then the ninjas will kill all of the remaining creatures that haven't been hired, along with destroying lvl7 and 6 dwellings. must have a Riteitei built to do so

light magic
1. storm winds

logistics
1. Set sails= allows the hero to use sails aswell as their normal movement. the sails movement is about 1/3 of the normal movement.
2. teleport assault

luck
1. Kami caused resistance= any creature with a Kami spirit stationed on them gains 33% magic resistance
2. tear of asha vision

sorcery
1. speed casting= the hero is able to scarifice a Kami spirit in order to cast another spell in that turn.
2. counterspell

summoning magic
1. wind warriors= Hero is granted the knowledge of Summon Elementals spell. Regardless of circumstances this spell will summon air Elementals from now on. The number of Elementals summoned is 40% greater than normal.
2. mysteries of the Ether= all spells get a +1 boost to their effectiveness

warmachines
1. gunpowder ammo= all shots from the catapult will explode in mid air, raining rocks down on people within a 5x5 radius.
2. triple ballista

more to come
feed back on faction is wanted!
____________
Love, Laugh, Learn, Live.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 31, 2007 02:36 PM

Erutan_Revol, your faction feels uncomplete.
Add things like: History, creatures' descriptions, creatures' abilities, statuses, town description, etc.
A lot of quality material can just help you.

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Erutan_Revol
Erutan_Revol


Hired Hero
who stays in a treehouse
posted May 31, 2007 02:52 PM

Dont be so hasty! I still got more time to finish it!

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actionjack
actionjack


Promising
Famous Hero
posted May 31, 2007 07:27 PM

One question on the Easterner contest...

Can we post 2 factions?  If answer yes, than are they going to be grouped to count as one entry (with the 2nd one acting like a extra cookie), or are they counted seperate?

I have idea for 2 Eastern theme... where they are opposing of each other...

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 31, 2007 08:50 PM

Quote:
One question on the Easterner contest...

Can we post 2 factions?  If answer yes, than are they going to be grouped to count as one entry (with the 2nd one acting like a extra cookie), or are they counted seperate?

I have idea for 2 Eastern theme... where they are opposing of each other...


Well, I thought about it, and the answer is yes and no.
Yes, you can post two factions. No, not as one entry.
They will be counted as two different entries.

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