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Heroes Community > Heroes 7+ Altar of Wishes > Thread: No more perfect creatures in expansion
Thread: No more perfect creatures in expansion
nidhgrin
nidhgrin


Honorable
Famous Hero
baking cookies from stardust
posted July 22, 2002 05:45 PM bonus applied.

No more perfect creatures in expansion


Ever wondered how units manage to heal so fast after combat that they've fully recovered for the next battle even if it's on the same day?  Having difficulties to figure out how troops remain in shape when they spend months waiting in a town garisson?  Trying to figure out the trick to 'not age' like creatures in the heroes series do?  Not understanding why no troops got ill during the month of the plague in H3?  Me too.

This is a wish and a proposal to fix these unrealistic issues.
1. Armies that don't train or fight regularly should grow lazy and fat.  Halflings would get enormous bellies and Venom Spawns for example would attain really scary proportions.  Vampires on the other hand would become skinny and eventually have to walk with a stick in order not to fall down.  Golems could rust so their joints would need oil regularly.
2. Units could become ill and for example lose the ability to fly.  Black Dragons would have to be careful not to catch the terrible blue dots syndrom, making them weaker and weaker until they're completely smurved and can do no other than sing during combat and throw their white hat around.  Cyclopes might have to make sure they don't get an eye infection, for it would render them blind until they are well.  Sure, if they lose their eye, they could get a new one from the organ dealer at the black market.
3. Wounded units should remain wounded for a while.  If zombies were to lose an arm, they could get a wooden replacement at a clinic.  Or mummies with a wounded chest better go find some bandages or otherwise they could have maggots nibbling on them from the inside.
4. Creatures should age, for sure.  I would have badly wounded or elderly units sit in wheelchairs.  Suppose your Titans are severely injured, they could still shoot from within their weelchair, no?  This may even be a new trick.  Get your army crippled as soon as possible, then race around the map with your weelchair army!  Look at that speed, zooom!

This is not only great, it also creates the opportunity for a brand new town that perfectly fits in between the other 6.  I'm talking about the hospital town of course.
There would be Gnoll Nurses and Goblin Surgeons with rusty tools.  For the more serious work there would be the choice between Mighty Doctors and Horned Healers.  The Mighty Doctors could get rid of the lost cases (to badly injured) while giving the other wounded units more chance to survive.  The Horned Healers would come in greater numbers and would need no tools to do their job.  Then there could be Medic Manticores, actually airborne rescue teams to get dying creatures back to town for treatment real fast!  Or you could choose for Lich Cooks, baking delicious cakes to feed your troops during long voyages.  At the fourth level, there would be Wyvern Advocates sueing the ones that killed your troops.  Or as an alternative choice there could be Dread Knights with curse and death blow attack who would just kill, kill, KILL, mwahaha!

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Saruman
Saruman


Famous Hero
On academic leave
posted July 22, 2002 07:12 PM

Lol. No comment, just funny.
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted July 23, 2002 12:04 PM

Off-topic: Bonus applied.

I agree Nidhgrin's post is funny and well structured.

It's a nice contribution for the Funniest/Thread post challenge which was started recently. Good job Nidhgrin.
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UnkaHaakon
UnkaHaakon


Responsible
Famous Hero
happily tilting at windmills
posted July 23, 2002 02:42 PM

ROTFLMAO

Djive beat me to it on this one.

To expand on the idea, this of course would lead to a whole new bunch of artifacts, such as the Walker of Speed, and the Admantine Bandaid.

Also, new spells might be added:

Nature: Helllllloooo Nurse. A curvaceous blond healer is summoned. Morale of all male creatures on both sides is maxed out in addition. Spell animation would involve the Animaniacs.

Order: Placebo. Target thinks it's better. (All negative effects still apply) Spell animation involves a smiley face.

Death: Insurance Denied. All healing and first aid artifacts (such as the Admantine Bandaid and wooden legs) are nullified. Morale goes down on the target. Spell animation involves a large Blue Cross breaking.

Chaos: Sick Joke. Protheses such as wheelchairs or wooden legs are nullified. Morale of friendly troops goes up. Spell animation involves rubber crutch.

Life: Intensive Care Ward. A single target receives maximum protection/aid during a combat. Spell animation involves a blinking light.


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nidhgrin
nidhgrin


Honorable
Famous Hero
baking cookies from stardust
posted July 23, 2002 03:13 PM
Edited By: nidhgrin on 23 Jul 2002

Hehehehe, I like that.  I can see them berserkers run around with their walker of speed already.  The spells are great too.  Placebo, Insurance denied (the name alone already, hahaha), loool.  I've got some more ideas.

Potion:
- Super Stout.  A vicious brew that leaves troops intoxicated.  They can't walk straight, miss units regularly or hit themselves when trying to attack enemies.  Defense goes down but morale and luck are maxed.
- Laxatory potion.  Referring to the poop-post, hehe.

Nature:
- Quicksalt.  Awakes units who have fallen asleep during combat.
- Nurse swarm.  Eh, distracts enemy male units for one turn.
- Summon cake.  All units grab a chair, gather around the cake and eat a piece of it.  Ever unit is healed a bit and morale of all troops goes up by one.  Undead are not affected.

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hobgoblin
hobgoblin


Known Hero
captain hobgoblin
posted July 24, 2002 01:15 PM

Ok, it's funny. And there are also good ideas. But I think it would easily turn ridiculous, and mybe anacronic.
I agree for the idea of non-fighting armees,it could be developped.
For this of age, remember that a party rarely dures more than one year. Do you really think that creatures become grandpas in one year?
And for the idea of illness, be carefull with toomuch random events. But it can be good.
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Nidhgrin
Nidhgrin


Honorable
Famous Hero
baking cookies from stardust
posted July 29, 2002 01:54 PM


The heroes world is flat as a pancake

That's right.  Then what are those massive walls doing there in all heroes versions up to the fourth?  In the 4th, the world even mysteriously disappears at the end of the map.  This bothers me in many games, and now I've gotten a great idea when I watched a documentary on medieval explorations at sea last night.

The world being flat, has got to have edges.  If you walk too far, you simply fall off into the deep.  Heroes and army are gone, lost forever.  Well, flying units could survive perhaps.

This is a proposal for 3do to add catastrophic environmental effects to the game.  Would be very cool to use these events to make new campaign/map storylines.

You start out in the nortwestern area of an small map, playing with necro and starting with one necromancer.  You play red, orange and green are your enemies.
Day 1: You build the undead transformer in order to have ghosts on day 2, recruit a death knight and purchase all available troops.  Three imps go scouting around first, one of them comes dangerously close to the edge of the map.  The death knight takes the sawmill and the necromancer has to fight some troglodytes to get the ore pit.
End turn: There's a rocksled and your northest imp slides off the edge of the map and is gone.  It's starting to snow heavily.
Day 2: You construct the barrow mound and send the ghosts to your necromancer.  Your necro takes a nearby weakly defended crystal mine but the mine collapses and the troops are trapped inside.  The death knight rushes for the rescue, having an army of several skels and imps now.  Your two wandering imps reach nearby volcanic terrain.
End turn: The snowfall gets heavier, covering the soil with a thick layer of snow and ice.
Day 3: You build the mansion and send some vampires to strengthen your army.  Your death knight's horse slips out and breaks his legs, the vampires catch up with him.  Almost at the crystal mine right now.
End turn: A volcanic eruption nukes your two imps and puts fire to a forest or two, your woodmill goes up into flames.  It stopped snowing but large hailstones are pouring down now, killing the few imps in your death knight's army.
Day 4: No building today, only recruition of fresh units.  Your death knight reaches the crystal mine and sets the army free, armies join but the skeletons are frozen to the ground in the mine.  You have to leave them behind.
End turn: The fire spreads and a large magma flow from the volcano wrecks your necropolis.  Some units manage to escape, carrying small amounts of resources saved from the disaster.
Day 5: You make it to the ocean before the lava, and have just enough resources to create a ship at the shipyard.  You embark.
End turn: A pyroclastic stream from the volcano finds its way to the ocean, not far from your ship.  The water starts to boil giving off immense clouds of steam.  All remaining imps find their death.  The ship catches fire and makes water.
Day 6: The ship is sailing away from the coast as fast as possible, but it's clear that it's sinking.  There are to many skeletons on board to keep it floating.  You decide to dump the skeletons overboard and fly the ghosts and vampires to an off coast island, hoping the ship will be able to carry your two heroes.
End turn: With so few troops on board, the ship is steerless, drifts off and crashes into an iceshelf.  It splinters to pieces and your necromancer drowns.  Your death knight manages to stay above water on the flotsam.
Day 7: Your vampires are sent to the rescue of your death knights while your ghosts recon the island.
End turn: A second hailstorm, perforates the wings of your vampires, they go down and are eaten by seamonsters.  Your death knight drifts off towards a whirlpool sucking him down into the deep.  A freakout sized meteorite lands on the island where your ghosts are, whiping it off the map, and flooding large portions of the nearby land, neutralizing the orange player.
Day 8: There is no day 8, green wins just in time.  Severe earthshocks have destroyed his asylum, his heroes and his armies, spare a few bandits in seven shaky turns.  Game Over!


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Darion
Darion


Promising
Famous Hero
posted August 07, 2002 01:46 AM
Edited by alcibiades at 10:53, 10 Dec 2008.

That's an interesting idea. Lords of Magic had the idea of the eternally scrolling map, but it got kinda messy and confusing most of the time.


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 Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth.
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