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Heroes Community > Heroes 7+ Altar of Wishes > Thread: mvassilev's H5 ideas
Thread: mvassilev's H5 ideas
mvassilev
mvassilev


Responsible
Undefeatable Hero
posted March 22, 2004 02:52 AM
Edited By: mvassilev on 14 Nov 2005

mvassilev's H5 ideas

Knight/Life
Peasant>Servant
The peasant is a horde creature, being able to recruit more with each one you have.
The servant has Long Weapon.
Pikeman>Halberdier
The pikeman has Long Weapon and the First Strike.
The halberdier has two attacks.
Archer>Master Archer
The Archer shoots twice, and its target has its defense lowered by 20%.
The Master Archer can also shoot behind walls without standing on a castle tower when defending. It also has no range penalty.
Squire>Macemaster
The Squire can stun an opponent by hitting them. Its attack cannot be blocked.
The Macemaster lowers its target's defense by 20%.
Cavalier>Charger>Champion
The cavalier has a charging bonus. It also has Long Weapon.
The charger cannot be blocked.
The champion gives all the creatures on its side in battle a +5 morale bonus.
Swordsman>Crusader>Paladin
The swordsman cannot be blocked.
The crusader has a 50% damage bonus against Undead.
The paladin can attack twice and can block.
Valkyrie>Valkyrie Queen
The Valkyrie has First Strike and always has maximum morale.
The Valkyrie Queen has Negate First Strike, and can cast Bless, Bloodlust, and First Strike.

Angel
The Angel has Death Ward, has a 50% damage bonus against Undead, and can cast Resurrection.

Warlock/Darkness
Fiend Centaur>Dark Centaur
The Centaur lowers the target?s defense by 20% and has a Long Weapon.
The Dark Centaur is ranged, has a charging bonus, and has no mꬩe penalty.
Gargoyle>Diamond Gargoyle
The Gargoyle has Toughness.
The Diamond Gargoyle can block and has Strength.
Bandit>Marauder
Heroes without Scouting cannot see the Bandit.
The Marauder has the Strength ability and cannot be blocked.
Minataur>Minataur King
The Minataur blocks and cannot be blocked.
The Minataur King's morale is always 10.
Dwarf>Battle Dwarf>War Dwarf
The Dwarf has Toughness.
The Battle Dwarf blocks and cannot be blocked.
The War Dwarf has the Strength ability.
Genie>Genie King>Jinn
The Genie can cast Ice Bolt, Ice Ring, Heal, and Regenerate. It also has Hatred of Efreet.
The Genie King can cast Dispell, Magic Mirror, and Curse.
The Jinn can cast Frenzy, Berserk, and Confusion. It has a 10% chance to halve the hit points of its target.
Medusa>Medusa Queen
The Medusa is ranged, has Normal Melee, and Petrifies its target in Melee Combat. Petrified units cannot act for three turns, and have 50% higher Melee and Ranged Defense.
The Medusa Queen has Unlimited Shots, and it can Petrify its target in Ranged Combat. Petrified units cannot act for three turns, and have 50% higher Melee and Ranged Defense.

Black Dragon
The Black Dragon has a two-hex attack, cannot be blocked, and is the strongest creature in the game.

Inferno/Chaos
Imp>Familiar
The imp has the Mana Drain ability. It steals Mana from enemy heroes and creatures. It can fly.
The Familiar has No Retaliation.
Hell Hound>Cerberus
The Hell Hound has no retaliation.
The Cerberus can attack three hexes.
Gog>Magog
The Gog has a ranged attack.
The Magog has a Fireball attack and No Melee penalty.
Terror>Nightmare
The Terror has No Retaliation, and when attacking, makes the enemy run back one hex.
The Nightmare lowers enemy's morale and luck to ?10.
Efreet>King Efreet>Efreet God
The Efreet has Fire Shield, which reflects ? mꬩe damage done to it to the attacker. It has Fire Attack and Fire Resistance.
The King Efreet is immune to Fire Spells.
The Efreet God deals minor Fire Damage after its initial Melee attack.
Hydra>Chaos Hydra>Grand Hydra
The Hydra has No Retaliation and Multiple Attack.
The Chaos Hydra has Unlimited Retaliation.
The Grand Hydra has the petrifaction ability. When it attacks, part of the attacked stack is destroyed.
Flame Beast>Flame Fiend
The Flame Beast can block, has Strength, and Toughness. It has Fire Attack and Fire Resistance.
The Flame Fiend takes the enemy's luck down to ?10.

Devil
The Devil can Teleport to any place in the Combat Field, has No Retaliation, and can cast Summon Imp.

Forest/Nature
Wolf>Wolf Soldier
The Wolf can attack twice and has First Strike.
The Wolf Soldier has Negate First Strike, and has unlimited retaliations.
Sprite>Fairy
The Sprite has No Retaliation.
The Fairy has First Strike, can inflict Misfortune on its target, and has strike-and-return.
Forest Centaur>Field Centaur
The Forest Centaur has Charging Bonus, First Strike, and Long Weapon.
The Field Centaur lowers its target's defense by 20% and cannot be blocked.
Unicorn>War Unicorn
The Unicorn can blind and has 20% magic resistance aura.
The War Unicorn has Long Weapon and Charging Bonus.
Dryad>Druid>Nature Soul
The Dryad can cast Mirth and Berserk.
The Druid is ranged, has no melee penalty, and cannot be blocked.
The Nature Soul can cast Frenzy, Confusion, and Haste.
Drenodroid>Drenodroid Guard>Drenodroid Soldier
The Drenodroid target is Binded. It has Earth Attack and Earth Resistance.
The Drenodroid Guard can block and has Toughness.
The Drenodroid Soldier cannot be blocked.
Wasp>Stinger Wasp
The Wasp can inflict Poison on its target and cannot be blocked.
The Stinger Wasp attacks twice and has First Strike.

Phoenix
The Phoenix attacks two hexes, can cast Resurrection, and casts it on itself once when it dies. It has Fire Attack and Fire Resistance.

Necropolis/Death
Skeleton>Skeleton Warrior
The Skeleton is Skeletal.
The Skeleton Warrior can attack twice.
Wight>Wraith
The Wight is Insubstantial and has Mana Drain. It has Air Attack and Air Resistance.
The Wraith is can cast Terror on its target.
Ghoul>Ghoul Commander
The Ghoul can cast Curse.
The Ghoul Commander has First Strike, Negate First Stike, and No Retaliation.
Vampire>Nosferatu
The Vampire has No Retaliation and has Life Drain. It is Flying.
The Nosfertu can attack twice.
Cursed Knight>Dread Knight>Death Knight
The Cursed Knight causes Misfortune, Sorrow, and Curse to its target.
The Dread Knight has a 10% percent chance halve to the hit points of its target.
The Death Knight has a 20% chance of causing double damage.
Dragon Wight>Bone Dragon>Ghost Dragon
The Dragon Wight drains two mana from the enemy spellcasters every turn.
The Bone Dragon is Skeletal.
The Ghost Dragon has a 10% chance to halve the hit points of its target and is Insubstantial.
Death Omen>Grim Reaper
The Death Omen is Skeletal, Insubstantial, and has a 20% chance to do double damage.
The Grim Reaper has a 10% chance to halve the hit points of its target and has a long weapon.

Tormented Soul
The Tormented Soul can cast Terror, Sorrow, and Misfortune, and is Insubstantial.

Conflux/Elemental
Earth Elemental>Magma Elemental
The Earth Elemental is immune to Earth Spells. It has Earth Attack and Earth Resistance.
The Magma Elemental can cast Protection from Earth, and Air Spells and Air Elementals do ? damage to it.
Fire Elemental>Inferno Elemental
The Fire Elemental is immune to Fire Spells. It has Fire Attack and Fire Resistance.
The Inferno Elemental can cast Protection from Fire, and Water Spells and Water Elementals do ? damage to it.
Air Elemental>Squall Elemental
The Air Elemental is immune to Air Spells. It has Air Attack and Air Resistance.
The Squall Elemental can cast Protection from Air, and Earth Spells and Earth Elementals do ? damage to it.
Water Elemental>Ice Elemental
The Water Elemental is immune to Water Spells. It has Water Attack and Water Resistance.
The Ice Elemental can cast Protection from Water, and Fire Spells and Fire Elementals do ? damage to it.
Wisp>Will-o-Wisp>Dancing Light
The Wisp is Insubstantial and Ranged.
The Will-o-Wisp has 50% Magic Resistance and Normal Melee.
The Dancing Light has 75% Magic Resistance and can cast Dispell.
Shade>Shadow>Power Shadow
The Shade is Insubstantial and cannot be blocked.
The Shadow reduces enemy luck to ?10.
The Power Shadow is Ranged, has an Area Attack, and Normal Melee.
Magic Elemental>Void Elemental
The Magic Elemental is immune to all magic.
The Void Elemental has Unlimited Retaliation, Multiple Attack, can cast Dispell, and has a 10% chance to halve the hit points of its targets.

Psychic Elemental
The Psychic Elemental can Teleport, is Insubstantial, and can block.

Aqua/Marine
Piranha>Bloody Piranha
The Piranha attacks twice and ignores its target's defense.
The Bloody Piranha cannot be blocked.
Shark>White Shark
The Shark has the Swallow ability.
The White Shark can block.
Sea Monster>Leviathan
The Sea Monster has the Swallow ability.
The Leviathan can block and cannot be blocked.
River Crab>Sea Crab
The River Crab has a 20% chance of doing double damage.
The Sea Crab can block and has Toughness.
Triton>Triton Warrior>Triton Crusader
The Triton has a Long Weapon.
The Triton Warrior has Toughness and cannot be blocked.
The Triton Crusader has a 10% chance to halve the hit points of its target.
Wavemaster>Whirlpool>Chabrydis
The Wavemaster can block and cannot be blocked. It has Water Attack and Water Resistance.
The Whirlpool has the Swallow ability.
The Chabrydis attacks twice, has First Strike, Unlimited Retaliation, and Negate First Strike.
Sea Dog>Scylla
The Sea Dog has Multiple Attack and Negate First Strike.
The Scylla has First Strike and cannot be blocked.

Mermaid
The Mermaid can cast Hypnotize.

Stronghold/Magic Resistance
Madman>Berserker
The Madman attacks twice and has No Retaliation.
The Berserker is Berserk.
Harpy>Harpy Hag
The Harpy has No Retaliation, cannot be blocked, and has Strike and Return.
The Harpy Hag lowers the luck of all enemies to ?10.
Boar>Blood Boar
The Boar can block.
The Blood Boar is Berserk, and attacks twice.
Nomad>Mercenary
The Nomad has First Strike and Negate First Strike.
The Mercenary is immune to magic.
Orc>Orc Chieftain
The Orc is Short Ranged and has No Melee Penalty.
The Orc Chieftain has No Ranged Penalty, Ranged First Strike, and shoots twice.
Ogre>Ogre Raider>Ogre Warleader
The Ogre has Toughness, can block, cannot be blocked, and has Negate First Strike.
The Ogre Raider attacks twice.
The Ogre Warleader has First Strike.
Ogre Mage Apprentice>Ogre Mage>Master Ogre Mage
The Ogre Mage Apprentice has 50% magic resistance, Toughness, and can cast Bloodlust.
The Ogre Mage has Negate First Strike, 75% magic resistance, and can cast Frenzy and Magic Fist.
The Master Ogre Mage is immune to hostile spells and can cast Berserk and Poison.
Behemoth>Ancient Behemoth
The Behemoth has Toughness, Strength, can block, cannot be blocked; Negate First Strike, First Strike, and its target only uses 50% of its defense.
The Ancient Behemoth has No Retaliation, and its target's defense is zero.

Thunderbird
The Thunderbird has Lighting Strike, which causes 20% damage after the initial attack.

Swamp/Voodoo
Gnoll>Gnoll Marauder
The Gnoll attacks twice.
The Gnoll Marauder has Regeneration.
Lizardman>Lizardman Guardian
The Lizardman is Ranged and has Normal Melee.
The Lizardman Guardian can block and has Toughness.
Mantis>Praying Mantis
The Mantis attacks twice.
The Praying Mantis has a 20% chance to do double damage.
Basilisk>Greater Basilisk
The Basilisk has a 50% chance to Petrify its target.
The Greater Basilisk cannot be Petrified.
Bronze Gorgon>Iron Gorgon>Steel Gorgon
The Bronze Gorgon has Death Stare.
The Iron Gorgon can block.
The Steel Gorgon has Regeneration.
Wyvern>Horned Wyvern>Ancient Wyvern
The Wyvern has a 50% chance to poison its target.
The Horned Wyvern attacks twice.
The Ancient Wyvern cannot be blocked and is immune to Death Stare.
Serpentman>Greater Serpentman
The Serpentman has Regeneration.
The Greater Serpentman attacks twice.

Swamp Fiend
The Swamp Fiend attacks twice, has Regeneration, and cannot be Petrified.

Tower/Order
Gremlin>High Gremlin
The Gremlin can Stun.
The High Gremlin can Block and has Short Range and Normal Melee.

Magical Light>Arcane Light
The Magical Light is Flying and Insubstantial.
The Arcane Light is Ranged and has No Melee Penalty.
Mage>Archmage
The Mage is Ranged, has No Range Penalty, No Obstacle Penalty, and can cast Mirth, Bloodlust, Stoneskin, and Magic Arrow.
The Archmage has No Melee Penalty, can cast Weakness, Sorrow, and Bind Flyer.
Naga>Naga Queen>Naga Goddess
The Naga has Unlimited Retaliation.
The Naga Queen has Multiple Attack and No Retaliation.
The Naga Goddess has Regeneration.
Evil Sorceress>Manic Sorceress>Wicked Sorceress
The Evil Sorceress has Magic Mirror, can Teleport, and can cast Implosion and Blind.
The Manic Sorceress can cast Frenzy, Berserk, Forgetfulness, Precision, and Slow.
The Wicked Sorceress can cast Implosion, Poison Attack, Aura of Fear, Vampiric Touch, and Blur. It also has Mana Drain.
Giant>Titan
The Giant can attack twice, can Block, has First Strike, and Negate First Strike. It also has Lighting Attack.
The Titan is Ranged, has No Melee Penalty, No Obstacle Penalty, No Range Penalty, Ranged First Strike, and has Unlimited Retaliations.

Astral Spirit
The Astral Spirit is Flying, is Ranged, has No Melee Penalty, No Obstacle Penalty, No Range Penalty, can Regenerate, and is Insubstantial.

Forge/Alchemy
Dwarf Chemist>Dwarf Alchemist
The Dwarf Chemist can cast Poison and Magic Resistance.
The Dwarf Alchemist can heal the top of any Forge stack aside from itself.
Ballista>Swift Ballista
The Ballista is Ranged, has Ranged First Strike, Negate Ranged First Strike, No Obstacle Penalty, and No Range Penalty.
The Swift Ballista shoots twice.
Gold Golem>Diamond Golem
Hostile spells only do 50% damage to the Gold Golem.
Hostile spells only do 25% damage to the Diamond Golem, and it can Block.
Bomber>Kamikaze
The Bomber can blow itself up, causing heavy damage to all nearby targets.
The Kamikaze is Berserk, and blows up more heavily.
Iron Scorpion>Steel Scorpion>Titanium Scorpion
The Iron Scorpion causes Poison with its attack.
The Steel Scorpion attacks twice.
The Titanium Scorpion can Block.
Clay Dragon>Iron Dragon>Dragon Golem
The Clay Dragon has Toughness.
The Iron Dragon can block.
The Dragon Golem has First Strike and Negate First Strike.
Wood(burning) Torchwheeler>Coal(burning) Torchwheeler
The Wood Torchwheeler gives enemy stacks ?1 Morale.
The Coal Torchwheeler attacks twice and can Block.

Blade Golem
The Blade Golem attacks twice, has No Retaliation, and has Unlimited Retaliation.

Neutral
Goblin>Goblin Knight
The Goblin cannot be blocked, has First Strike, and attacks twice.
The Goblin Knight has Toughness, can block, and has 50% magic resistance.
Gryphon>Royal Gryphon
The Gryphon has Unlimited Retaliation.
The Royal Gryphon has First Strike.
Evil Eye> Wicked Eye
The Evil Eye has No Range Penalty, and casts a random harmful spell on its target.
The Wicked Eye has No Melee Penalty
Troll>War Troll
The Troll has Regeneration and cannot be blocked.
The War Troll attacks twice.
Crag Eagle>Roc
The Crag Eagle is Flying, has First Strike, and Negate First Strike.
The Roc has Unlimited Retaliations and can Block.
Cobra>King Cobra
The Cobra has First Stike, Negate First Strike, and Poison Attack.
The King Cobra can cast Terror.
Kobold>Kobold Minion
The Kobold has No Retaliation.
The Kobold Minion can attack twice.
Troglodyte Slave>Troglodyte Minion
The Troglodyte Slave has bad morale always and bad stats, but adds 1 attack and defense for every 100 Troglodyte Slaves.
The Troglodyte Minion also adds 1 speed for every 200.

Part 2: Steeds and Stables
Every castle will have a stable. From each stable you will be able to recruit a steed. Steeds give various bonuses to heroes, and they have to be killed in battle before you can kill the hero.

Knight: Quater Horse: Low hit points, fast in combat, always travels over 10 hexes in the Adventure Map (unaffected by anything), but cannot go more than 15 hexes per turn. Charging Horse: High hit points, expensive, poweful, slow.
Warlock: Centaur Steed: Medium hit points, fast in combat, gives hero two attacks. Enslaved Dragon: Very expensive, high hit points, high attack and defense, can fly in combat, gives hero Breath Attack.
Inferno: Carrier Demon: Cheap and weak in every way. Nightmare Steed: Pretty expensive, medium hit points, fast speed in combat, average in Adventure Map, gives hero No Retaliation.
Forest: Vine Steed: Fast, No Retaliation. Riding Phoenix: Very expensive, very fast, flies in combat, breath attack, lower hit points than Enslaved Dragon.
Necropolis: Bone Horse: Slow, Skeletal. Giant Bat: Weak, Flying, Vampire Drain.
Conflux: Elemental Horse: Weak, gives 50% resistance to all elemental damage spells. Ki'rin: Expensive, fast, gives hero Teleport and 50% magic resistance.
Aqua: Tuna: Very cheap, gives hero ability to travel over water if he/she doesn't have creatures that can't swim. Whale: Expensive, high hit points, carries all creatures in army as well.
Stronghold: Mule: Cheap, medium in every way, reduces terrain penalties by 50%. Boar: High hit points, increases hero's damage by 50%.
Swamp: Lizard: Cheap, weak, No Retaliation. Riding Hydra: Slow, high hit points, attacks all adjacent hexes, No Retaliation.
Tower: Wise Horse: Slow, weak, gives hero 50% reduction in all spell costs. Riding Naga: Average for level, No Retaliation.




Fifty years have passed since the defeat of Hexis, the War of Channon, and the founding of the countries of Necross, Palaedra, Great Arcan, and Aranon. All is quiet, save a few battles between the natives of Axeoth and the newcomers from Enroth and Antrigarth.
Queen Emilia is long dead, having ruled for thirty years, and now Solomyr ibn Wali Barad rules Great Arcan. All is quiet there.
Palaedra is ruled by King Milan, Lysander's son. All is good there too. Lysander retired and now searches for his siblings. High Priest Proetho went with him.
Necross is still ruled by King Gauldroth Half-Dead, although there have been several rebellions, one lead by Sandro, ex-owner of the Cloak of the Undead King and ex-vice-guildmaster of the Necromancer's guild. Gauldroth wants to create a new Necromancer's Guild. Sandro objects, insisting that they should collect the remnants of the old one.
In Aranon, all is peaceful. Elvin and Shaera are now King and Queen. Parts of the forest have been burned down. No one knows how, for it is protected by the Circlet of Clover.
The Forest of Aranon is being used for fuel of the Forge?s machines. Their leader, Jarvis Golemlord, wants to destroy Nature. He was the youngest son of Duke Winston Boragus, the old Barbarian ruler. He is jealous of Nature's power, and wants to destroy the world.
All is good in the Gold Sea, for Tawni Balfur settled down, and is happy with her results of her 50-year-old piracies.
Warjeak is old and dying, and announced a contest: Who would be his heir?
Then, one quiet day, there is a blinding flash. A gate opens. Out of it steps a demon. He is followed by many others.
Then, in another part of the world, another gate opens in midair. Out of it fall two ragged warriors, and elf and a human. They are, of course, Gelu and Kilgor. They look, and notice their swords are gone. They dash off to find them.
Finally, in Necross, Sandro steps into a clearing. He is surrounded by dozens of undead. He raises his hands and shouts. A gate opens, destroying much around it, except for Sandro, for he was shielded by the undead. Out of the gate steps out none other than Archibald Ironfist.


Campaigns
Holy Ward
Lysander and Proetho seek to find Lysander's family, while fighting through the zombies and demons. They are joined by Sir Mullich, who is searching for Nicolai Ironfist, who, apparently, survived the Reckoning.
Dragon's Bane
King Archibald Ironfist wants to defeat Tawni Balfur and get the dragons he needs to rule the world. He seeks the alliance of Necross, but Gauldroth has his own plans...
Ahoy There!
Tawni Balfur must gain the support of the creatures of the sea to fight off Archibald Ironfist. The creatures are lead by the Mermaid Aqura, who stuided Gavin Magnus's methods of controlling minds.
Kreegan Revival
Lucifer Kreegan did not die in the war of Armageddon's Blade or in the Reckoning. He must gain the trust of his fellow demons to conquer the world. Or? he might persuade them in other ways. Most importantly, he needs to break them away from Necross.
Elven Rule
Elvin and Shaera seek to find the cause of the fires and destroy their cause.
Half-Living
King Gauldroth seeks to destroy the rebellions, but first he must realize that he is half-living too.
Talk About Ungratefulness!
Sandro wants to rule Necross, and kill Archibald Ironfist for leaving after he let him into Axeoth.
It's Elementary
Zaeg, a young elementalist, seeks to control them all. Zaeg was angry that the elements joined Nature, because Elvin doesn't let the elementalists practice their dangerous magic. Zaeg later joins with Jarvis Golemlord.
Warjeak?s Heir
Warjeak?s Heir, Ferret, seeks to make the Barbarians respect him, but first he must gain the assistance of Craig Hack, who is not very willing?
Order is Crucial
Solomyr must stop massive invasions by the Necromancer?s Guild.
Bron's New Tricks
The Basilisk master, Bron, wants to separate from the Barbarians and become Lord of the Swamps.
The Machine Master
Jarvis Golemlord wants to burn down Aranon.
In the Land of the Inferno
Gelu seeks to find the Armageddon's Blade, before someone else does.
It's Cold in Here
Kilgore searches for the Sword of Frost. However, he's not the only one?
Doomed by Fate
All alliances must join to defeat a greater evil. Can only be unlocked after completing the other campaigns.

Updated.
____________
Eccentric Opinion

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EmperorSly
EmperorSly


Known Hero
Destroyer of Liver
posted April 13, 2004 09:35 AM

Fugetaboutit

Really, thank 3DO for taking elemental town and magic out of the game, and lets pray for Ubisoft to keep them out. Life, death, order, chaos, nature or might are everyday things in our human lives that everybody can relate to and that all have a deep underlying philosophy behind them. But the elements can hardly represent a way of life or behaviour, they have nothing behind them except some new age mythology known only by a few hippies.

"I believe in order" is a motto that can work both in Axeoth as well as New York.
But "I believe in air" ???
____________

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gerdash
gerdash


Responsible
Famous Hero
from the Animated Peace
posted April 13, 2004 12:55 PM

ok, i'll try to write about the conflux topic

i did like the conflux town, although i think it was a bit too modern.

playing the conflux town was very nice when i was in the mood for being on my own, wanted some distance between me and the society. in homm the elementals that walked the plains usually minded their own business.

could there be a more traditional medieval mythology town that could fill the same niche? i am certain that this niche exists, and i think it might be quite a significant one. any ideas?

i guess emperorsly is right about new age, that's not a good concept for homm imho (although believing in order vs believing in air is not the most suitable comparison imho. believing in order vs believing in the elements or laws of nature would have been better imho).

or maybe.. in folk tales someone who is searching for somebody or something often asks the eastern, western, etc wind if it knows the location, and light and shadow.

and i have heard at least one folk tale (i guess it was from siberia) where some person went to fight the nortern wind. the northern wind was blowing too hard, so he went to look for the nortern wind to fight with it. he wounded the northern wind in the hip. then there was too much southern wind for a while and that was not comfortable either. after a while the northern wind healed, but not completely, so that it couldn't blow so hard as before (so perfect harmony was achieved).

hmm.. and similar tales about bodies of water. one was about a lake flying from one place to another, but i don't remember it well enough. and a folk tale connected to the lake near the town where i live: the lake is somewhat pissed with the town and wants to flood it when it's completed (it never is, though).

imho those are valid pieces of mythology that might suit this type of town in homm. it was not exactly about elementals, though. it was rather about some bodies of water, hills, rocks, direction of wind, light and shadow (rather than energy elementals maybe. when was it that the word 'energy' got it's modern meaning that seems to be the basis of homm3 energy elementals?).

i guess it might be an imagination challenge to make a town based on this concept, though. but imho it might be worth the effort, because imho there is a demand for such a town.

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted April 13, 2004 02:20 PM

You say Conflux is unbalanced. I don't care, because I can barely win Single Player Easy Level games with Conflux. Besides, just because Conflux was unbalanced in AB doesn't mean it has to be unbalanced in Homm 5, and it fills a niche in my magic system.
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DarkTitan
DarkTitan


Promising
Famous Hero
posted May 12, 2004 01:10 PM
Edited By: DarkTitan on 12 May 2004

Quote:
Knight/Life
Baby Dragon >Black Dragon
The Baby Dragon is immune to spells.
The Black Dragon has a two-hex attack, cannot be blocked, and is the strongest creature in the game.



Maybe this time in H5 another creature could take over strongest creature. Just an idea, but looking at other heroes games, the blackie wasn't always the strongest. Eg is h3 Archangel was (I think)



Quote:

Aqua/Marine
Piranha > Bloody Piranha
The Piranha attacks twice and ignores its target's defense.
The Bloody Piranha cannot be blocked.
Shark > White Shark
The Shark has the Swallow ability.
The White Shark can block.
Sea Monster > Leviathan
The Sea Monster has the Swallow ability.
The Leviathan can block and cannot be blocked.
River Crab > Sea Crab
The River Crab has a 20% chance of doing double damage.
The Sea Crab can block and has Toughness.
Triton > Triton Warrior > Triton Crusader
The Triton has a Long Weapon.
The Triton Warrior has Toughness and cannot be blocked.
The Triton Crusader has a 10% chance to halve the hit points of its target.
Wavemaster > Whirlpool > Chabrydis
The Wavemaster can block and cannot be blocked.
The Whirlpool has the Swallow ability.
The Chabrydis attacks twice, has First Strike, Unlimited Retaliation, and Negate First Strike.
Sea Dog > Scylla
The Sea Dog has Multiple Attack and Negate First Strike.
The Scylla has First Strike and cannot be blocked.


Also just a query with some of the aqua creatures, how is a piranha supposed to attack a land creature? Can they only fight in water or on ships? i can understand land creatures in H5 being able to wade through water, but obviously some of these water creatures cant go on land. This could have already been explained previously, and i may not have seen it

Just a thought
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DarkCloud
DarkCloud

Tavern Dweller
posted June 15, 2004 04:08 PM

Hmm... I would sort of agree with you since "King,Queen" is about as idiotic as "evil"- but "Naga Queen" etc. were used in Heroes III... did you ever play that game? It seemed to work well enough... but then again, I suppose I understand- "Evil Sorceress" was used in Homm IV (I think) and in H2,H1... so that proves nothing.
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Dakej
Dakej

Tavern Dweller
posted August 06, 2004 08:25 PM

    The conflux town units were pretty weak, that's why they were so good at magic. I think that makes them pretty balanced. Their early units were good, but after that they're all sort of in the middle.
    I think the idea of a town focused on magic is a good one. Most H3 towns that seemed magical also had pretty powerful armies. Not to mention, most of the creatures in the conflux town were already in the game as neutral creatures, and they group together well for the purposes of making a new town. I think the Conflux town did for magic what the H4 barbarian town did for might. Greater options mean greater variation, which in turn increases the number of strategies available and the replay value of the game.
    If you check up on Eastern philosophies, many of them stress the importance of the five elements (wood, strangely enough, being the fifth). I think it's pretty cool to have a Conflux town, it brings alternate realities, mysticism and magic to a more prominent role. Due to the fact that those creatures already exist in the game, and can be modified for Heroes V to increase their fairness, I don't see the issue.

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted August 10, 2004 10:54 PM
Edited By: mvassilev on 29 Dec 2004

Amen on that, Dakej. Anyway, bumped to the top again.

Edit: Bumped again. I want someone to post, even to say that my proposal sucks (though it doesn't)!
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Malekith
Malekith


Adventuring Hero
pRr..
posted December 31, 2004 01:24 AM

I like chaos/inferno town more than inferno/chaos towh. I mean more chaos creatures and less inferno creatures. =)
And it will be a nice if conflux is out of the homm5 because i don't think they take something like 12 towns at the game. I believe they take 6-8 town only because hope good multiplayer and we have more better choises than Conflux.

But some great ideas. =)
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FireSpirit
FireSpirit


Famous Hero
with warm hands
posted March 06, 2005 10:40 AM

Stupid names, unlogical upgrades, too many "has two strikes"-specialties. There should be some creatures who only get stat boosts when upgraded, not always those dull specs. Some ideas are great, but this still needs a lot of work.
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a_rebirthing...
a_rebirthing_flight


Supreme Hero
with rebirthing power
posted March 08, 2005 06:39 AM

i think ur idea needs a bit more planning.
there are stupid things like a diamond gargoyle in a town of darkness!!! and how does fairy inflick misfortune???

maybe the idea will be ready in a few weeks

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lionharte
lionharte


Adventuring Hero
Paladin of Light
posted March 19, 2005 08:09 AM

"In the Land of the Inferno
Gelu seeks to find the Armageddon's Blade, before someone else does.
It's Cold in Here
Kilgore searches for the Sword of Frost. However, he's not the only one?"

I think that gelu and kilgore died in the reckoning, but if they lived it wouldn't really make sense they were right infront of the reckoning.

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted May 08, 2005 02:15 PM

Quote:
i think ur idea needs a bit more planning.
there are stupid things like a diamond gargoyle in a town of darkness!!! and how does fairy inflick misfortune???

maybe the idea will be ready in a few weeks


Fairy can inflict misfortune. It curses its enemies.
And Gargoyle was in Warlock in H1 and 2.

Quote:
I think that gelu and kilgore died in the reckoning, but if they lived it wouldn't really make sense they were right infront of the reckoning.


They survived, according to my story.
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Patashu
Patashu


Adventuring Hero
I'm sure something goes here..
posted May 08, 2005 11:11 PM

What's the difference between an Iron Dragon and a Dragon Golem?
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Ellderon
Ellderon


Adventuring Hero
Lightbringer
posted May 09, 2005 01:41 AM

Nice proposlas...

Alltough they still need more work if you ask me. Some are not fleshed out...
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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted May 15, 2005 03:33 AM

Quote:
What's the difference between an Iron Dragon and a Dragon Golem?


Dragon Golem = H4 Dragon Golem

Iron Dragon = hollow iron dragon with hinges
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olMighty
olMighty


Hired Hero
posted December 02, 2005 06:50 PM
Edited by alcibiades at 11:18, 06 Jul 2009.

Quote:
I can barely win Single Player Easy Level games with Conflux.

com on ...I don't believe u in this matter. its even easyer than castle...



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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