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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Okay...Castle: the Life Town
Thread: Okay...Castle: the Life Town This thread is 3 pages long: 1 2 3 · NEXT»
regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted December 14, 2003 09:51 AM bonus applied.
Edited By: regnus_khan on 13 Feb 2004

Okay...Castle: the Life Town

I think that UbiSoft should mix some ideas in HoMM5. The best thing would be that we could choose between two creatures and they would have an upgrade. For example, there are two first level creatures in Nature town: Leprechaun and Wolf. Why shouldn’t they have an upgrade? Leprechaun could upgrade to Gnome and Wolf could upgrade to Fenrir. Upgrades should of course have more abilities, better skills.
That’s what I’ve decided after long trying to think of any good ideas.

Now, that’s what I wanted to talk about: the Towns. I thought that six levels should be enough, because I heard some rumours that UbiSoft is going to put around six of them in HoMM5. So, there we go…

The Life Town: Castle
Magic Hero: Priest (life magic)
Might Hero: Knight (combat)
Grail: Holy Grail
Provides 4000 gold; increases all Life Magic skill effects by 50%; increases all Combat skill effects by 25%; provides priests with guardian angel, knights with celestial armor; knights receive 50% more XP after combat; priests have cost of all spells reduced by half.

Creature provided - Cherub, male warrior with wings, sent from heaven to earth to help humans. It has spell immunity, permanent death ward, two attacks, teleport, can cast “Mass Heal”(three times per combat), “Resurrection”(two times per combat) and “Portal of Heaven”(1 time per combat). You can have only one Valkyrie and it cannot be transported outside the castle. If you lose it in combat, don’t mind. You’ll still have it when you’ve returned from the battle.

CreatureS

I Lev.:

Peasant Hovel: Peasant / Militia
Peasant: Taxpayer (gives extra gold to the army, which has this unit, from every unit in the stack)
Militia: Two Attacks (unit attacks twice, so it means double damage)

Henchman's Guild: Henchman / Squire
Henchman: Stunning Attack (unit gains 25% chance of stunning the enemy when fighting. Stunning causes the unit to lose its next attack)
Squire: Stunning Attack; Block (unit gains 25% chance of completely blocking an attack)

II Lev.:

Guardhouse Keep: Lancer / Halberdier
Lancer: Long Distance Attack (unit attacks when couple of yard away. Enemy cannot retaliate)
Halberdier: Long Distance Attack; Maximum Damage Always

Hospital: Medic / Healer
Medic: Cast “Heal”, “Mirth”, “Exorcism”
Healer: Cast “Mass Heal”, “Mirth”, “Mass Exorcism”; Permanent Death Ward (unit suffers less 50% damage and does 50% more damage t non-living targets. It also can resist 50% of Death spells)

III Lev.:

Archery Range: Archer / Longbow Archer
Archer: Long Ranged; Normal Melee (unit does normal damage in melee combat)
Longbow Archer: Long Ranged; Normal Melee; No Obstacle Penalty (unit’s damage doesn’t decrease when shooting over shrubs, cactuses or other obstacles)

Smithery: Chariot / War Chariot
Chariot: Mechanical (mechanical units are not affected by poison, plague and other spells which has an effect on the living targets); Short Ranged (ranged unit which can shoot not too far. Further you shoot, further your damage decreases)
War Chariot: Mechanical; Long Ranged (ranged unit which can shoot at a long range. Damage decreases only because of the obstacles)


IV Lev.:

Hidden Friary: Friar / Cherubim
Friar: Cast “Resurrection”, “Mass Heal”; Permanent Death Ward
Cherubim: Flying (unit can fly over obstacles); Cast “Resurrection”, “Mass Heal”, “Death Ward”; Permanent Death Ward  

Order of Warlords: Swordsman / Crusader
Swordsman: Two Attacks; Maximum Luck and Morale (maximum luck means that the unit gains 15% chance of dealing double damage and morale - 15% chance of gaining an extra move)
Crusader: Two Attacks; Maximum Luck and Morale; Permanent Death Ward

V Lev.:

Holy Chapter: Holy Knight / Holy PALADIN(edit)
Holy Knight: Charge (damage increases by the position unit is attacking from); Maximum Luck and Morale; Permanent Death Ward; Permanent “Spiritual Armor”
Holy Paladin: Charge; Maximum Luck and Morale; Permanent Death Ward; Permanent “Celestial Armor”; Double damage (10% chance of dealing double damage)

Statue of Splendor: Stone Colossus / Golden Colossus
Stone Colossus: Elemental (exact effect as for mechanicals); Long Distance Attack; Spell Immunity; Stoneskin
Golden Colossus: Elemental; Long Distance Attack; Spell Immunity; Permanent “Retribution”

VI Lev.

Altar of Heaven: Angel / Archangel / Cherub
Angel: Cast Resurrection; Permanent Death Ward; Maximum Damage Always; Flying
Archangel: Cast Resurrection; Strength; Permanent Death Ward; Maximum Damage Always;Flying


Valkyrie Portal: Valkyrie / Valkyrie Warrioress
Valkyrie: Flying; First Strike; Cast Hand of Judgement; Boost of Attack (increases all creatures' hand-to-hand and ranged attack by 20%)
Valkyrie Warrioress: Flying; First Strike; Cast Hand of Judgement; Boost of Attack; Boost of Morale (same thing only with morale)
SpellS

I Lev.:

Exorcism (removes all negative spell effects)
Heal (heals (not resurrects) the selected unit to its full health)
Spiritual Armor (increases hand-to-hand and ranged defense by 25%)
Summon Boat (creates a boat exactly at the place where you want it to be)
Scuttle Boat (destroys a boat exactly at the place you have shown)
Holy Burst (damages an enemy unit with a magical burst of holy water)
Delight (increases luck and morale +3 each)
Song of Peace (makes the target unable to make any action for 2 turns)

II Lev.:

Martyr (makes the unit to suffer half of the damage when it is attacking)
Death Ward (unit suffers less 50% damage and does 50% more damage t non-living targets. It also can resist 50% of Death spells)
Nature Ward
Inferno Ward
Chaos Ward
Water Ward
Order Ward
Life Ward
Holy Song (damages all non-living targets with a holy song)
Visions (makes your hero able to see how many creatures there are in a hostile army and how many chances there are to defeat them)

III Lev.:

Mass Heal (heals all the units to their full health)
Mass Delight (increases luck and morale +3 each of all friendly targets)
Mass Exorcism (removes all negative spell effects from all friendly targets)
Mass Death Ward
Mass Nature Ward
Mass Inferno Ward
Mass Chaos Ward
Mass Water Ward
Mass Order Ward
Mass Life Ward

IV Lev.:

Prayer (increases all skills of one friendly target by 50%)
Celestial Armor (increases ranged and hand-to-hand defense by 75%)
Resurrection (revives a quantity of creatures you select)
Banish (kills a couple of creatures in the stack (otherwise, this is hand of death)
Heavenly Shield (increases your hero’s hit points by 75%)
Song of the Valkyrie (damages all non-living targets with a holy song of the Valkyrie. Damage is done at the start of every new round (otherwise, it is called poison))

V Lev.:

Hand of Judgement (damages an enemy unit with a very strong ray of light)
Guardian Angel (grants your hero an extra live)
Sanctuary (guards one friendly target from all negative spell effects, from damage for three turns)
Portal of Heaven (increases all skills of all friendly targets by 50% and grants them Death Ward)


That’s my life town. I think I’ll try to post all other my towns, but first, I got to find them. In future, maybe I’ll rewrite my ideas for Castle, but for now I think it is pretty well organized.

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McCaulic
McCaulic


posted December 30, 2003 05:48 PM

I like your idea for a life castle for Homm 5 and I also like how your organized it.  I do think that the champion should not be the most powerful unit of that castle, I still like the angel.  I would like to see your other ideas for the other castles that you talked about.
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"If you expect a kick in the balls, but get slapped in the face instead, then you've had a good day.

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fregglez
fregglez

Tavern Dweller
posted January 29, 2004 12:20 AM

I really liked this life town, but there is one point where i have to dissagree, I think the chariot is underpowerd, it shoulden't be a level 2 creature, i mean in real life what would be the more powerful creature, an archer, or an archer on a powerful chariot. In my opinion a chariot should be at least level 4. But for the rest of your town, nice job man .
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Sometimes I think I could burn.

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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted January 29, 2004 04:31 AM

Hey regnus_khan you finally got that Qp you wanted!  Good Job!
____________
The Above Post/Thread/Idea Is CopyRighted by, The Dingo Corp.

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 29, 2004 08:17 AM

I got that QP month ago, Dingo. I want to get another one...
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Styq
Styq


Known Hero
Grandmaster Leadership
posted January 29, 2004 12:31 PM

the creatures
I don't know......

Your creatures aren't generic enough for the Castle....

Maybe:

1. Peasent or Squired
2. Crossbowman or Halberdier
3. Swordsman or Monk
4. Cavilier or War Chariot
5. Angel or Collusus

That's just my opinion.


the spells

I like them. Your spells were quite fit for the Life Town and balanced.



You should add some special buildings (Brotherhood of the Sword, Stables, Grail, etc.)
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Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 29, 2004 12:40 PM
Edited By: regnus_khan on 29 Jan 2004

Quote:
5. Angel


I think that Angel cannot fight. Also, Angel cannot be dead, right? He's in aid of humans. I think Angel should come with a grail-structure as a grail-creature, defender of the town.

But if, you wish it to be a creature, I can add him some upgrades: angel / archangel / cherub

That verger should upgrade to bishop instead of cherubim.
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Styq
Styq


Known Hero
Grandmaster Leadership
posted January 29, 2004 01:11 PM

You are right. Angel should be the grail creature.

5. Collusus or Paladin
____________
Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 29, 2004 01:35 PM

Paladin is a non-mounted unit, while Holy knight is mounted, sacred and well-trained. That's why I prefer, Colossus and Holy Knight.
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Styq
Styq


Known Hero
Grandmaster Leadership
posted January 29, 2004 04:48 PM

Holy Knight is like Cavilier\Champion. Champion should be the second best creature, as ever. Bring back the HOMM2 Paladin. With heavy armor, a cowl, and a Golden sword.
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Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 29, 2004 05:00 PM

No. Holy Knight is better. If "resurrection" is cast on Holy Knight, it has 50% more effect. That's why I named it like this.

Paladin is second best (lower than Colossus) unit. He has good abilities, but is not as good as our good ol' Holy Knight.
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fregglez
fregglez

Tavern Dweller
posted January 29, 2004 05:39 PM

I habe to go with styq here, I think that the paladin is the better creature, a paladin could even be mounted. Maybe just rename the holy knight a paladin. A paladin is the ultimate warrior of good. He should have a shiny armor, and a large golden sword.

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 29, 2004 07:23 PM

Okay, I will rename.
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Styq
Styq


Known Hero
Grandmaster Leadership
posted January 29, 2004 08:15 PM

Okay....

So somethin' like this

1. Peasent\Malitia or Henchman\Squire
2. Crossbowman\Marksman or Lanceman\Halberdier
3. Balista\Macrobalista or Swordsman\Crusader
4. Chariot\War-Chariot or Monk\Zealot
5. Holy-Knight\Paladin or Collosus\Golden Collosus
Grail creature: Angel
____________
Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 29, 2004 08:58 PM

Not exactly. Look at my life town (first post here) and you'll see the edited version.
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Styq
Styq


Known Hero
Grandmaster Leadership
posted January 30, 2004 05:35 AM

What's a Cherubum?



[qoute]
Order of Warlords[/qoute]

Order of Paladins


I think the Medic is a great idea but I don't think it should go in the Castle (It should go in the Conflux as my "Healing Totem)


And God, plz - Archers should be 1st or 2nd lvl
____________
Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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Marelt_Ekiran
Marelt_Ekiran


Promising
Famous Hero
Watcher of All
posted January 30, 2004 06:15 AM

The Cherubin is in the popular mythology (not biblically correct mythology) a smaller, more peaceful angel. That is why they are more capable of casting healings and protections.

[sarcasm]And indeed, the medic/healer is a very good idea. [/sarcasm]
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Perception is everything.

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 30, 2004 07:11 AM

I looked in a dictionary where it was said that cherub is "angel in the highest level". Though, it can mean "little angel".
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Styq
Styq


Known Hero
Grandmaster Leadership
posted January 30, 2004 12:59 PM

How about "Supreme Life Angel"?
____________
Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted January 30, 2004 02:26 PM

It is too unnatural and too childish for homm5, I think. That's why I remain with my ones.
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