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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Ideas for more towns
Thread: Ideas for more towns This thread is 3 pages long: 1 2 3 · «PREV
miru
miru


Supreme Hero
A leaf in the river of time
posted December 21, 2005 07:53 PM

Tower town was beter though. It had more ranged, more spell-casters, an artifact merchant, more spells, and the best unit in the game (if blessed, that is), the titan!

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Fortress_fan
Fortress_fan

Disgraceful

posted December 21, 2005 09:54 PM
Edited by Fortress_fan on 21 Dec 2005

The idéeas here is all good! I´m glaad that people was holding live in this thread.
I have an idéea about a Forge town! No, it's not a sci-fi town! Personaly I hate sci-fi, and I dont want it to be combinated with fantasy. I was thinking about a semi-mecanical town ruled by gnomes. Why Gnomes? Simply because the small Gnomes dont stand a chanse against any other race in hand-to-hand combat. Whit a weeeeery primitive tank made in wood, the may stand a chanse against highter races.

Ny other town proposals had nothing to do with the world of homm V. This one will have. But i´'s hard, because I have'nt got a map.
I also are planning for a Croal elf town! Hope it will be good! Now the Forge town:

Aka: The gnomes.
Associated colors: Iron and grey
Worship: Degnio, The griphon of creation
Core philosophy: “The minor races are the strongest" They belive Degino gives them the power to do evrything was others cannot.
Country/kingdom: Triaro
Capital city: Wremhaln
Key symbols: the griphon wh'o flyes to the sun

Description: The gnomes lives in the dungeons of the Silver cities. They are master of tecnics and are the only race who have discoverd the motorising. They are ruled by Archbaron von Meritz. They hate the mages for burning their cities, and their highest will is to destroy the silver cities. To do that, they have contacted the remaning Necromancers and are trying to help them to overthrow the rule of the circel of nine.

The Origins:

87 YDS: The creation of Gendor
The gnomes leaded by Degino sees the syn for the first time. Degino flyes up to the sky to explore the universe. The gnomes founds the kingdom of Triaro and build ther first city: Gendor

152-165 YDS: The war of Starfall
The gnomes been atacked by the gargoyles. First the Gnomes found themselves on th retreat but when Hirem, a gnome tecnican, starts build tanks the gnomes gain the upper hand and take the gargoyle city of Tedrocia.

330 YSD: 1st Eclipse - War of the Blood Moon
The kreegans invade but eventualy they are forced to retreat. To gain some supplies, they plunder the gnome cites in the area.

469 YDS: The aliance of the sands
Belketh visit the gnome archduke Prenem and make after loooong discusions an aliance whit the gnomes. Necromantic expriments begins and dead "cybogs" are created.

751-770 YSD: Purge of the Necromancers - Civil war in the Seven Cities
The gnomes sends forces to assist the necromancers. The gnomes annex a small region but loose over three milion soliders.

770-772 YDS: revolt in Gendor
Because of the heavy losses, the people of Gendor make a revolt. More than an half milion citesens dies in the battle about the city. The kingom of Triaro begins a long and painful deline

780 YDS: The 2:nd aliance of the sands
The Necromancers tell the gnomes that they will soon attempt to invade the Silver League. The gnomes make a new aliance with the necromancers.

813-822 YSD: War of the Broken Staff
As they told the gnomes, the necromancers invaded the Silver Leauge. The gnomes sends forces to help them, but they are outnumbered by the wizards. The wizards crush them and drive them back to the dungeons where they come frome.

Stats:

Heroes: Protector [Might] Watcher [Magic]

Units:

1.Musketer - Rifleman

Musketer special: Ranged (6 shoots).
Rifleman special: Ranged (9 shoots), 20% chance to double damange.

Since the gnomes discovered gunpowder, musketers and riflemans has always been the base of the gnome army.

2.Maceman - Failman

Maceman special: NONE
Failman special: Stun.

An army must be protected by powerfull meele units. The maceman´s and the failman´s wepenons can boat crush a plate mail in one hit.

3.Ghoul - Mecanic Ghoul

Ghoul special: Mecanical.
Mecanic Ghoul special: Mecanical, 10% chanse to 150% strength

The Ghouls are the last remants of the necromantic expriments. They are not so strong, but somethimes they hit criticaly good.

4. Catapult - Trebuchet

Catapult special: Ranged (6 shoots).
Trebuchet special: Ranged (8 shoots), Area attack.

The catapults and Trebuchets are the gnome artillery, they have slow speed, but extreme damange.

5. Helicopter - Heavy Helicopter

Helicopter special: Flying, Mecanical
Heavy Helicopter special: Flying, Mecanical, attacks twise

The gnomes have fixed air suport with their Helicopters!

6. Tank - Siege Armor

Tank special: Mecanical
Siege Armor special: Mecanical, 300% attack vs. walls

Some of the legendary tanks from the war of Starfall has been upgraded to Siege Armors and they are very good against walls.

7.Priest of the Gryphon - High Priest of the gryphon

Priest of the Gryphon special: Speelcaster, Imune to speels 1-3
High Priest of the gryphon special: Speelcaster, imune to magic

The Priests of the gryphon can cast a number of helpful speels:

Bloodlust
Shield
Blur
Curse
Poison
Sumon Griffin *

The High Priests of the gryphon can also cast:

Song of peace
Sumon Royal Griffin

* Upgraded to sumon royal griffin when High priest.

And thats all! I hope you like this!

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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted December 24, 2005 04:01 PM
Edited by TDL on 24 Dec 2005

Response for Fortress_Fan - a few cents of mine ;)

Again and again, I stumble upon a proposal that looks promising when you read the first lines, but that seems to be not like you imagined at first when you read it further on.

Currently, I would like to talk a bit about fortress_fan's proposals.

Quote:
You TDL have good ideas


I thank you for your kind words. I would say the same about your mechanical town were there not a pretty bunch of aspects that I did not like.

Quote:
I have an idéea about a Forge town! No, it's not a sci-fi town! Personaly I hate sci-fi, and I dont want it to be combinated with fantasy. I was thinking about a semi-mecanical town ruled by gnomes. Why Gnomes? Simply because the small Gnomes dont stand a chanse against any other race in hand-to-hand combat. Whit a weeeeery primitive tank made in wood, the may stand a chanse against highter races.


I like the idea of having a gnomic town, however, I do not think Forge suits the name well. Gnomes are small, yes, but I disagree with the fact that they are very weak. According to the mythology, gnomes are said to be the deities, the guardians of Earth element - Earth elementals. They are small, light, thus they are quick. They are also very smart and are said to be quite treacherous and malevolent. The Irish have their mythological creatures that remind of gnomes - leprechauns. However, neither of the races are related to Forge as they are more or less of magical origin. However, I am not the person to force you to change the whole concept. If you like it as it is, I like it (and think about it accordingly) too .

Quote:

Town: the Forge
Aka: The gnomes.
Associated colors: Iron and grey
Worship: Degnio, The griphon of creation
Core philosophy: “The minor races are the strongest" They belive Degino gives them the power to do evrything was others cannot.
Country/kingdom: Triaro
Capital city: Wremhaln
Key symbols: the griphon wh'o flyes to the sun

Description: The gnomes lives in the dungeons of the Silver cities. They are master of tecnics and are the only race who have discoverd the motorising. They are ruled by Archbaron von Meritz. They hate the mages for burning their cities, and their highest will is to destroy the silver cities. To do that, they have contacted the remaning Necromancers and are trying to help them to overthrow the rule of the circel of nine.


If I were you, I would suggest changing colors from iron to grey and from grey to dark green. Grey and iron colors are both similar (if I am not mistaken...). Also, I would strongly suggest re-creating the worship section. Gryphons do not fit here at all as they are simply 3rd or 4th (I think) level units from Haven (Talonguard). Gnomes, in my opinion, should worship dragon of Earth, Sylanna, if that is the right name, as they, the gnomes, were created (as told in myths) by that dragon. Therefore, the key symbols, the logos, of the Forge town (if that is its name) would be changed into something else, more forge-oriented.

Quote:
The Origins:

87 YDS: The creation of Gendor
The gnomes leaded by Degino sees the syn for the first time. Degino flyes up to the sky to explore the universe. The gnomes founds the kingdom of Triaro and build ther first city: Gendor

152-165 YDS: The war of Starfall
The gnomes been atacked by the gargoyles. First the Gnomes found themselves on th retreat but when Hirem, a gnome tecnican, starts build tanks the gnomes gain the upper hand and take the gargoyle city of Tedrocia.

330 YSD: 1st Eclipse - War of the Blood Moon
The kreegans invade but eventualy they are forced to retreat. To gain some supplies, they plunder the gnome cites in the area.

469 YDS: The aliance of the sands
Belketh visit the gnome archduke Prenem and make after loooong discusions an aliance whit the gnomes. Necromantic expriments begins and dead "cybogs" are created.

751-770 YSD: Purge of the Necromancers - Civil war in the Seven Cities
The gnomes sends forces to assist the necromancers. The gnomes annex a small region but loose over three milion soliders.

770-772 YDS: revolt in Gendor
Because of the heavy losses, the people of Gendor make a revolt. More than an half milion citesens dies in the battle about the city. The kingom of Triaro begins a long and painful deline.

780 YDS: The 2:nd aliance of the sands
The Necromancers tell the gnomes that they will soon attempt to invade the Silver League. The gnomes make a new aliance with the necromancers.

813-822 YSD: War of the Broken Staff
As they told the gnomes, the necromancers invaded the Silver Leauge. The gnomes sends forces to help them, but they are outnumbered by the wizards. The wizards crush them and drive them back to the dungeons where they come frome.


The storyline you made up is quite nice, I like it. There could be many things added to the storyline, but as far as I am concerned, everything seems to be alright .

Quote:
Heroes: Protector [Might] Watcher [Magic]


That is quite a difficult thing to discuss. I do not know what heroes would fit the town's concept. However, not watcher and protector for sure. I would suggest naming the might hero 'warden' and the magic one 'conjuror'.

Quote:
Units:

1.Musketer - Rifleman

Musketer special: Ranged (6 shoots).
Rifleman special: Ranged (9 shoots), 20% chance to double damange.

Since the gnomes discovered gunpowder, musketers and riflemans has always been the base of the gnome army.

2.Maceman - Failman

Maceman special: NONE
Failman special: Stun.

An army must be protected by powerfull meele units. The maceman´s and the failman´s wepenons can boat crush a plate mail in one hit.

3.Ghoul - Mecanic Ghoul

Ghoul special: Mecanical.
Mecanic Ghoul special: Mecanical, 10% chanse to 150% strength

The Ghouls are the last remants of the necromantic expriments. They are not so strong, but somethimes they hit criticaly good.

4. Catapult - Trebuchet

Catapult special: Ranged (6 shoots).
Trebuchet special: Ranged (8 shoots), Area attack.

The catapults and Trebuchets are the gnome artillery, they have slow speed, but extreme damange.

5. Helicopter - Heavy Helicopter

Helicopter special: Flying, Mecanical
Heavy Helicopter special: Flying, Mecanical, attacks twise

The gnomes have fixed air suport with their Helicopters!

6. Tank - Siege Armor

Tank special: Mecanical
Siege Armor special: Mecanical, 300% attack vs. walls

Some of the legendary tanks from the war of Starfall has been upgraded to Siege Armors and they are very good against walls.

7.Priest of the Gryphon - High Priest of the gryphon

Priest of the Gryphon special: Speelcaster, Imune to speels 1-3
High Priest of the gryphon special: Speelcaster, imune to magic

The Priests of the gryphon can cast a number of helpful speels:

Bloodlust
Shield
Blur
Curse
Poison
Sumon Griffin *

The High Priests of the gryphon can also cast:

Song of peace
Sumon Royal Griffin

* Upgraded to sumon royal griffin when High priest.


That is what forced me to ponder a lot. The thing is that it is very hard for me to judge what creatures should be included in Forge town. As far as I know, you decided not to create a sci-fi town. Very well then - my thoughts on it... First is do not forget that each creature has at least one special ability, so none of them are left powerless. Therefore, I suggest adding them. Second is that catapult is already included in the game and I do not think it should be a creature. I do not think a machine of any kind should be a creature, unless it is controlled by something (human, gnome, dwarf etc.) If I were you and I did not want to change the creatures, I would only change ghoul into something else and the priest of gryphon into dragon golem or something. A magical unit, spell-caster so-to-say, should be a 5th level unit, in my opinion.

I decided to create a short list of creature I would like to have in the Forge town.

Level 1:

Crossbowman [upg. Sharpshooter]

SA: Ranged

SAU; Ranged ; Piercing Shot (-20% defence)

Ranged-combat-oriented unit, wielding a magical metal crossbow of some kind.

Level 2:

Macemen [upg. Macemen Warrior]

SA: Stun (20%)

SAU: Stun (30%)

Might-oriented unit, wielding two 'modern' swords.

Level 3:

Gnome [upg. High Gnome]

SA: Luckbringer (+1 luck to army) ; Teleport

SAU: Luckbringer (+2) ; Teleport ; Horde bonus (+1% attack bonus per 6 high gnomes)

Gnome, green/gray clothing, with no weapon as it uses magical energy to damage

Level 4:

Goblin Knight [upg. Goblin Champion]

SA: Charge ; Mechanical ; Stoneskin (20%)

SAU: Charge ; Mechanical ; Stoneskin (30%)

Goblins contacted with gnomes... once a mechanical creation was made by the goblins - like the Heroes 4 goblin knight with dark grey armor and sword.

Level 5:

Naga [upg. Naga Matriarch]

SA: No Retaliation

SAU: No Retaliation ; Multiple Attack

Naga from older series only with metal armor and long halberd-like swords

Level 6:

Gnome Priest [upg. Gnome Hierophant]

SA: Spellcaster (same as yours, fortress_fan, only no summon griffin - magic fist instead)

SAU: SpellCaster ; Magic Immunity

Gnome with a spell-book and a scroll of some kind.

Level 7:

Dragon Golem [upg. Colossal Dragon]

SA: Mechanical ; No Retaliation

SAU: Mechanical ; No Retaliation ; Magic Resistance (25%)

Totally might-oriented, dragon-like unit (similar to Heroes 4, only the looks should be way better).

These are the simplest ideas I could think of (I did not have much time).

That is what I think of your proposals. That is good... I see the progress between your first attempts and this one. Good job
____________

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Fortress_fan
Fortress_fan

Disgraceful

posted December 25, 2005 05:18 PM

Quote:
Again and again, I stumble upon a proposal that looks promising when you read the first lines, but that seems to be not like you imagined at first when you read it further on.

Currently, I would like to talk a bit about fortress_fan's proposals.

Quote:
You TDL have good ideas


I thank you for your kind words. I would say the same about your mechanical town were there not a pretty bunch of aspects that I did not like.

Quote:
I have an idéea about a Forge town! No, it's not a sci-fi town! Personaly I hate sci-fi, and I dont want it to be combinated with fantasy. I was thinking about a semi-mecanical town ruled by gnomes. Why Gnomes? Simply because the small Gnomes dont stand a chanse against any other race in hand-to-hand combat. Whit a weeeeery primitive tank made in wood, the may stand a chanse against highter races.


I like the idea of having a gnomic town, however, I do not think Forge suits the name well. Gnomes are small, yes, but I disagree with the fact that they are very weak. According to the mythology, gnomes are said to be the deities, the guardians of Earth element - Earth elementals. They are small, light, thus they are quick. They are also very smart and are said to be quite treacherous and malevolent. The Irish have their mythological creatures that remind of gnomes - leprechauns. However, neither of the races are related to Forge as they are more or less of magical origin. However, I am not the person to force you to change the whole concept. If you like it as it is, I like it (and think about it accordingly) too .

Quote:

Town: the Forge
Aka: The gnomes.
Associated colors: Iron and grey
Worship: Degnio, The griphon of creation
Core philosophy: “The minor races are the strongest" They belive Degino gives them the power to do evrything was others cannot.
Country/kingdom: Triaro
Capital city: Wremhaln
Key symbols: the griphon wh'o flyes to the sun

Description: The gnomes lives in the dungeons of the Silver cities. They are master of tecnics and are the only race who have discoverd the motorising. They are ruled by Archbaron von Meritz. They hate the mages for burning their cities, and their highest will is to destroy the silver cities. To do that, they have contacted the remaning Necromancers and are trying to help them to overthrow the rule of the circel of nine.


If I were you, I would suggest changing colors from iron to grey and from grey to dark green. Grey and iron colors are both similar (if I am not mistaken...). Also, I would strongly suggest re-creating the worship section. Gryphons do not fit here at all as they are simply 3rd or 4th (I think) level units from Haven (Talonguard). Gnomes, in my opinion, should worship dragon of Earth, Sylanna, if that is the right name, as they, the gnomes, were created (as told in myths) by that dragon. Therefore, the key symbols, the logos, of the Forge town (if that is its name) would be changed into something else, more forge-oriented.

Quote:
The Origins:

87 YDS: The creation of Gendor
The gnomes leaded by Degino sees the syn for the first time. Degino flyes up to the sky to explore the universe. The gnomes founds the kingdom of Triaro and build ther first city: Gendor

152-165 YDS: The war of Starfall
The gnomes been atacked by the gargoyles. First the Gnomes found themselves on th retreat but when Hirem, a gnome tecnican, starts build tanks the gnomes gain the upper hand and take the gargoyle city of Tedrocia.

330 YSD: 1st Eclipse - War of the Blood Moon
The kreegans invade but eventualy they are forced to retreat. To gain some supplies, they plunder the gnome cites in the area.

469 YDS: The aliance of the sands
Belketh visit the gnome archduke Prenem and make after loooong discusions an aliance whit the gnomes. Necromantic expriments begins and dead "cybogs" are created.

751-770 YSD: Purge of the Necromancers - Civil war in the Seven Cities
The gnomes sends forces to assist the necromancers. The gnomes annex a small region but loose over three milion soliders.

770-772 YDS: revolt in Gendor
Because of the heavy losses, the people of Gendor make a revolt. More than an half milion citesens dies in the battle about the city. The kingom of Triaro begins a long and painful deline.

780 YDS: The 2:nd aliance of the sands
The Necromancers tell the gnomes that they will soon attempt to invade the Silver League. The gnomes make a new aliance with the necromancers.

813-822 YSD: War of the Broken Staff
As they told the gnomes, the necromancers invaded the Silver Leauge. The gnomes sends forces to help them, but they are outnumbered by the wizards. The wizards crush them and drive them back to the dungeons where they come frome.


The storyline you made up is quite nice, I like it. There could be many things added to the storyline, but as far as I am concerned, everything seems to be alright .

Quote:
Heroes: Protector [Might] Watcher [Magic]


That is quite a difficult thing to discuss. I do not know what heroes would fit the town's concept. However, not watcher and protector for sure. I would suggest naming the might hero 'warden' and the magic one 'conjuror'.

Quote:
Units:

1.Musketer - Rifleman

Musketer special: Ranged (6 shoots).
Rifleman special: Ranged (9 shoots), 20% chance to double damange.

Since the gnomes discovered gunpowder, musketers and riflemans has always been the base of the gnome army.

2.Maceman - Failman

Maceman special: NONE
Failman special: Stun.

An army must be protected by powerfull meele units. The maceman´s and the failman´s wepenons can boat crush a plate mail in one hit.

3.Ghoul - Mecanic Ghoul

Ghoul special: Mecanical.
Mecanic Ghoul special: Mecanical, 10% chanse to 150% strength

The Ghouls are the last remants of the necromantic expriments. They are not so strong, but somethimes they hit criticaly good.

4. Catapult - Trebuchet

Catapult special: Ranged (6 shoots).
Trebuchet special: Ranged (8 shoots), Area attack.

The catapults and Trebuchets are the gnome artillery, they have slow speed, but extreme damange.

5. Helicopter - Heavy Helicopter

Helicopter special: Flying, Mecanical
Heavy Helicopter special: Flying, Mecanical, attacks twise

The gnomes have fixed air suport with their Helicopters!

6. Tank - Siege Armor

Tank special: Mecanical
Siege Armor special: Mecanical, 300% attack vs. walls

Some of the legendary tanks from the war of Starfall has been upgraded to Siege Armors and they are very good against walls.

7.Priest of the Gryphon - High Priest of the gryphon

Priest of the Gryphon special: Speelcaster, Imune to speels 1-3
High Priest of the gryphon special: Speelcaster, imune to magic

The Priests of the gryphon can cast a number of helpful speels:

Bloodlust
Shield
Blur
Curse
Poison
Sumon Griffin *

The High Priests of the gryphon can also cast:

Song of peace
Sumon Royal Griffin

* Upgraded to sumon royal griffin when High priest.


That is what forced me to ponder a lot. The thing is that it is very hard for me to judge what creatures should be included in Forge town. As far as I know, you decided not to create a sci-fi town. Very well then - my thoughts on it... First is do not forget that each creature has at least one special ability, so none of them are left powerless. Therefore, I suggest adding them. Second is that catapult is already included in the game and I do not think it should be a creature. I do not think a machine of any kind should be a creature, unless it is controlled by something (human, gnome, dwarf etc.) If I were you and I did not want to change the creatures, I would only change ghoul into something else and the priest of gryphon into dragon golem or something. A magical unit, spell-caster so-to-say, should be a 5th level unit, in my opinion.

I decided to create a short list of creature I would like to have in the Forge town.

Level 1:

Crossbowman [upg. Sharpshooter]

SA: Ranged

SAU; Ranged ; Piercing Shot (-20% defence)

Ranged-combat-oriented unit, wielding a magical metal crossbow of some kind.

Level 2:

Macemen [upg. Macemen Warrior]

SA: Stun (20%)

SAU: Stun (30%)

Might-oriented unit, wielding two 'modern' swords.

Level 3:

Gnome [upg. High Gnome]

SA: Luckbringer (+1 luck to army) ; Teleport

SAU: Luckbringer (+2) ; Teleport ; Horde bonus (+1% attack bonus per 6 high gnomes)

Gnome, green/gray clothing, with no weapon as it uses magical energy to damage

Level 4:

Goblin Knight [upg. Goblin Champion]

SA: Charge ; Mechanical ; Stoneskin (20%)

SAU: Charge ; Mechanical ; Stoneskin (30%)

Goblins contacted with gnomes... once a mechanical creation was made by the goblins - like the Heroes 4 goblin knight with dark grey armor and sword.

Level 5:

Naga [upg. Naga Matriarch]

SA: No Retaliation

SAU: No Retaliation ; Multiple Attack

Naga from older series only with metal armor and long halberd-like swords

Level 6:

Gnome Priest [upg. Gnome Hierophant]

SA: Spellcaster (same as yours, fortress_fan, only no summon griffin - magic fist instead)

SAU: SpellCaster ; Magic Immunity

Gnome with a spell-book and a scroll of some kind.

Level 7:

Dragon Golem [upg. Colossal Dragon]

SA: Mechanical ; No Retaliation

SAU: Mechanical ; No Retaliation ; Magic Resistance (25%)

Totally might-oriented, dragon-like unit (similar to Heroes 4, only the looks should be way better).

These are the simplest ideas I could think of (I did not have much time).

That is what I think of your proposals. That is good... I see the progress between your first attempts and this one. Good job

You have good idéeas! (again) I also think it coud be a storyline whit more events than this, maby abouat a tyranical ruler or some great creation.
I didn´t now that catapults where inluded. I hovever think its good that they are included because it should (in reality) be imposebile to sige or storm a castle whitout damanging the wals.
You have also good proposals in units for the "forge" (we maby coud call it something else, but I dont now what)I hovever, don't think another crossbowman will suit better there, because the Haven aldery have one.

This is my new creature line up:

Level 1:

Rifleman [upg. Sharpshooter]

SA: Ranged

SAU; Ranged ; Terror attack (10% chanse to stop the atacked unit to move next turn)

Ranged warrior armed with a musket. Very slow moving.

Why?: Muskets or spears are the only "medival" wepeanons left from the other towns. Because this should be a mecanical town, muskets will fit better than spears. Also spears should fit good as a ranged wepeanon in a barbarian town.

Level 2:

Crypt-expriment [upg. Crypt-machine]

SA: mecanical

SAU: mecanical, -1 morale to enemy units

Ghoulish cybog, wielding two sharping claws. Weak in defence and also slow.

Why?: It just fit with the history. Maby those sharping claws should be replaced, because homm is a fantasy story, but they will compensate the low defence for the crypts.

Level 3:

Macemen [upg. Failman]

SA: Stun (20%)

SAU: Stun (30%)

Might-oriented unit, wielding two maces.

Why?: I agreed that they should be a maceman, but not with swords, because I am so tired with all swords in fantasy. The upgrade should have two two-eagged fails
because fails are stronger than maces in meele.

Level 4:

Cave-fox rider [upg. Cave-fox Chathapract]

SA:  Takes half damange frome Ranged atacks

SAU: Takes half damange frome Ranged atacks; Immune to Mind Control

Gnomes mounted on Cave-foxes (Large tame foxses) protected by chain-mail and a skull helmet.

Why?: They need some cavalery. No goblins here, because they MUST be the population of a barbarian town (I don't want a human barbarian town, but a town like that in HOMMIII)

Level 5:

Naga [upg. Naga Matriarch]

SA: No Retaliation

SAU: No Retaliation ; Multiple Attack

Naga from older series only with metal armor and long halberd-like swords

Why?: Nagas fit here better than in the "Nest". I want an HOMMIV-like design on them.

Level 6:

Gnome Priest [upg. Gnome Hierophant]

SA: Spellcaster

SAU: SpellCaster ; Magic Immunity

Gnome with a spell-book and a scroll of some kind.

Why?: They must have some kind of mages. The speels will be like the orginals, but as you said, with the magic fist speel isteard of the sumon griffin speel.

Level 7:

Dragon Golem [upg. Heavy Dragon Golem]

SA: Mechanical ; No Retaliation

SAU: Mechanical ; No Retaliation ; Magic Resistance (75%)

Totally might-oriented, dragon-like golem unit.

Why?: It´s better with 75% magic resistance because the froges 7:unit should, in my opinion, be one of the strongest.

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Fortress_fan
Fortress_fan

Disgraceful

posted December 25, 2005 09:52 PM

Hello again! I have now finished my proposals for the Shrine town. The Shrine is populated with coral elvs. The coral elvs are a people who has risen from the depth´s of the sea. (Just like the Nagas in W3) The coral elfs does, hovever not live in the sea. They live in huts on shores, so it will not be any "Aqua" town.
Here it is:

The Shrine:

Aka: The coral elvs.
Associated colors: Blue and turquoise.
Worship: Ihrshen, the dragon of the sea.
Core philosophy: “The water is the source to all live" Love for water and the sea.
Country/kingdom: Northen and Southen Quisso
Capital city: Hisom (S.) and Falge (N.)
Key symbols: The shark of Ihrshen.

Description: The coral elvs of Quisso are a waterloving people. They belive that Irshen, the dragon of the sea, rised them from the depths of the sea for one hundred-thousand years ago.
The coral elvs are enemies of the Holy Griffin empire, because they live on their shores. The priests of The Holy Griffin empire belives that they are demons risen by the keegans, and for that, evryone of them must be slain.

The Origins:

97 YDS: A new power

The Croal elfs settle on the shores of The Falcon empire. The humans there tryes to dirve them avay, but they fail because the coral elfs number supeirority.

126 YDS: The birth of Quisso

The warlord Wain crush the Coral-elfish clan leaders and unites the people. He founds the kingdom of Quisso and declares hem self to king of Quisso.

150-153 YDS: The first Crusade - Foundation of Hisom

Count Ingham from The holy Falcon Empire leads an Crusade against Quisso, but fail to counquer anything. In a last atempt to crush the coral elfs, he self get killed. The Coral elfs founds Hisom, they new capitol on the place where he falls.

184 YDS: The storm of doom

A terrible hurricane nearly exterminates the entire race. The few survivors build many tempels to Ihrshen to prevent that from hapening again.

248-253 YDS: The war of the sea

Ihrshen emerges from the sea and orders King Ychos to invade The holy Falcon empire. Her orders are folowed and Quisso came victorious from the war, grabbing ten cities and a lot of human slaves.

320-322 YDS: The second Crusade

Sir Merool orders hes troops to take back the stolen lands. They succeed, but loose over one million men. (and a loot of money)

493 YDS: Ogre invasion

In the north of Quisso, Orges invades and raids the cities there. King Mechi stop them first in the gates of Hisom. Over an half of an million elfs dies.

535 YDS: The partition of Quisso

King Huquio dies whitout a son. Hes two Brothers partitites Quisso. Falge be capitol in the northen part.

776-782 YDS: The third crusade

The pristes of The holy Falcon Empire foreseen an quissian invasion. They send Lord Geon to fight them, but the coral elfs are unprepared for war. The crusade takes half of the southen contry to the Holy falcon empire. The population there bens slaves. The northen kingdom becomes leading.

889-913 YDS: The war of the bloody axes

North Quisso invades the Southen part. For a short time, the kingdom is united, but the people in the south resist the invaders. The northen armies are forced to retreat on the fall of 913 YDS.


Heroes: Hunter (Might) Healer (Magic)



Units:



LVL 1: Shoreman [upg. Shorewatchman]

SA: No relation

SAU: No relation; Block (15% chanse)

Meele atacker armed with a long spear and a small shield.

LVL 2: Siren [upg. Siren missteres]

SA: Spellcaster

SAU Spellcaster; Vital Aura

The Siren can cast the folowing spells:

Hypnotise
Blur
Magic Water arrow (atacking spell)

The Siren missteres can also cast:

Stoneskin
Blind
Curse

LVL 3: Skrimisher [upg. Elite Skrimisher]

SA: Ranged; Ranged Retaliation

SAU: Ranged; Ranged Retaliation; Imune to speels 1-2; 150% attack on close range

Ranged Speartrower. Also slow.

LVL 4: Axefigther [Upg. Great Axefigther]

SA: Stun (10%)

SAU: Stun (15%)

Meele figther with a pickaxe and a round shield. To compensate for the powerful early- units the axeman is weak for it's level.

LVL 5: Great Turtle [upg. Giant turtle]

SA: Ignore Morale

SAU: Ignore Morale; No relation

Giant unamored turtle. Very slow.

LVL 6: Manticores [Upg. Scorpie]

SA: Imune to the Blind spell

SAU: Imune to lvl. 1 speels; 10% chanse to poison an enemy

Look like the Manticore and Scorpie from HOMM III (With 3D)

LVL 7: Sea monster [upg. Sea monster king]

SA: Deuvor (15%)

SAU: Deuvor (30%); Imune to speels 1-4

The giant sea monster is back from HOMMIV. The Sea monster king has a great crown on hem.

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Hrushov17
Hrushov17


Adventuring Hero
posted December 26, 2005 04:30 AM

hmm I like ur ideas and I love the fact taht u put a sea monster in there those guys are awsome (only I hated them when they ate my dragons)
____________

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bloodandhonor
bloodandhonor


posted December 28, 2005 06:27 PM

Well I have been working on a Dark Dwarf town idea and here it is, I have tried to make the history match TDL's dwarf history (not exactly but like when the great blizzard came the dark dwarves did ..... ect.)
So if they were included together in a expansion it would make a little more sense. (I hope that is okay TDL)

HEROES V: FORGE FACTION




Forever banished we are, under the dark soil, to rot away under the earth, while are brethren toil, but revenge will come one day, for this we promise!

AKA: The Dark Dwarves, Banished to the underground!

ASSOCIATED COLORS: Purple and White.

WORSHIP: The Dark Dwarves of the underground do not worship the five great clan lords nor do they worship one of the seven dragons. The worship the god of the earth and darkness, Razshac who commonly takes the form of a black cat, or a shadow.

CORE PHILOSOPHY: Sorrow will not be forgotten, and revenge will be quick to follow!

COUNTRY / KINGDOM: The Underdark which they share with the Dark Elves and many other evil creatures. Their kingdom is Mashaghoul.

CAPITAL CITY: Razsapolis, the city of darkness!

KEY SYMBOLS: A black panther or a dark wisp of shadow.

DESCRIPTION:

The Duergar or Dark Dwarves as they are more commonly known, are almost the complete opposite of their Dwarf cousins. They are not well built as the other dwarves of the surface due to lack of food, and cowardliness. The dark dwarves hate nothing more then a surface dwarf; they would rather eat an orc (not saying they already don’t’) then shake hands with a dwarf.

When the Duergar retreated to the dark tunnels of the Underdark, they lost much of their status and pride. Preferring rather then to engage the opponent in combat to send machines and other incarnates to do the job.

The dark dwarves skill even surpasses the surface dwarves skills of creating magical monsters, though this isn’t a surprise as dwarves distrust magic. The dark dwarves are cruel and unforgiving to prisoners, no one whoever has been captured has escaped with their lives. The dwarves are united under the monarch who is forever allied to the matriarch of the dark elves, and they are sworn to fight the elves and the dwarves side by side forever!

BRIEF HISTORY:

THE ORIGINS:

22 YSD: The Breaking
During the great clan wars, the strength of the dwarves’ will power was challenged as war engulfed the land. A group of peace loving dwarfs wishing to escape the conflict move to the border of the dwarves’ land and settle.

58 YSD: The peace times and The Treaty

With the peace treaty finally being signed, the other dwarves offer the dwarves who fled the carnage to return. They reject the offer, earning the dwarves disgust which would eventually lead to a chain reaction.

100 YSD: The Result of the Great Blizzard

While the dwarves argue with each other a great blizzard blows over the land, causing food shortages and deaths. The rebel dwarves as they were beginning to be called, hid and during the blizzard a cult was formed. This cult was lead by who would later become the Monarch, the cult secretly stole from the other dwarves and even killed to support the other rebels. The other dwarves lacked the resources at the time to act against the rebels.

102 YSD: The Declaration

All the dwarves are reunited under the declaration except the rebel dwarves, as anger and hate grows between each other.

208-310 YSD: The War of Mahernar

The war of Mahernar consumes the land, as the dwarves fight bravely to repel the demon invaders. The rebel dwarves continue to scheme amongst themselves.

643-649 YSD: The Invasion of the Beast People and the Rebellion.

As the dwarves and lizards fight against each other, the dark dwarf cults attack swiftly and murder one of the dwarven lords and his council for trying to take their land. The dwarves return with fury. Chasing all the rebel dwarves out of their homes and slaying all in their path. The retreat becomes a rout as all in the dwarves path are hacked down in their fury, as the lord was the king dwarfs eldest son. As the rebel dwarves get cornered in a small basin it seems as if they are all destined to die. But there lives are spared as one of them finds a secret cave and the dwarves rush in. All that can not get in in time are slaughtered. Little do they know the cave leads to the under-dark and the other dwarves do not dare follow.

649 YSD: The settling

The dark dwarves as they become to be called, set up a small settlement and declare the dwarf who would eventually become the matriarch temporary leader.

659 YSD: The Golden Years
As the dark dwarves continue to thrive as old hatreds continue to grow, the monarch declares him the permanent leader.  The other dwarves don’t dare challenge him. But the dwarves don’t go unnoticed by others, the dark elves approach the dwarves and they make an alliance to destroy each others enemies and serve each other forever.

700 YSD: The Casting

By now the monarch is an elderly dwarf. He orders his top shaman to cast a spell to stop his aging. The shaman prepares the spell and casts it on the monarch. The spell worked perfectly; though the monarch is not invincible he will be immortal.

842 YSD: The Disappearance of the Mountain Folk

The dwarves of the surface disappear and no one knows where they have gone, except the dark dwarves. By know the dark dwarves would be living happy lives if their old hatreds could be put to rest. The monarch rules with an iron fists forcing slaves and other dwarves to work in the mines, it is eminent a war is going to occur.

850 YSD: The Great War

The dark dwarves rush from their tunnels with other beasts and the dark elves on their side and attack the surface dwarves in a surprise attack. All the dwarves in the fort are slaughtered. The war continues to this day as the dark dwarves also assist the dark elves fight the surface elves on the other front. During this war peace is known as a week there is not an attack by the dark dwarves. It is a time of great sorrow.


HEROES V :FORGE  FACTION - THE ACTUAL INFO

HEROES: Slave Lord (MIGHT) and Shaman (MAGIC)

TERRAIN: Underground and Dirt

RACIAL SKILLS:

ANIMATING:

Unlike their surface cousins the dark dwarves are not every good at forging weapons rather animating things. If a dark dwarf hero finds a deposit of rock, steel or other golem forging mineral, they can choose to try to build and animate some incarnates out of it. The amount of incarnates built and animated depends on the dwarves skill and all ore/rock is lost. There is no set limit for amount each incarnate costs.

Ex: A hero with low skill could make 3 incarnates out of 5 rocks
    A hero with high skill could make 7 incarnates out of 5 rocks.

CASTING:

Dark Dwarves are extremely good with magic (like what they did to the Monarch) because as most they don’t really prefer to rush into battle risking their own lives but rather the lives of others. As such when a hero gains a spell point they gain 2 for every 1.


CREATURES:


LEVEL 1


CREATURE: TROGULITE

CREATURE UPGRADE: INFERNO TROGULITE

The trogulites of the tunnels make the perfect slaves and in the time of war fighters. They are numerous in numbers and eat almost anything you give them making them a favorite of the dark dwarves. And an added bonus is the dark dwarves don’t have to waste their lives!

SPC: Numerous

SPC UPGRADE: Numerous


LEVEL 2


CREATURE: DUEGER SCOUT

CREATURE UPGRADE: DUEGER SKRIMISHER

Dark Dwarves are not the kind of warriors to attack the enemy head-on, but instead to sneak behind his lines and attack. Then flee back into the darkness of the tunnels or forest before the enemy can react.

SPC: Stealth

SPC UPGRADE: Stealth, Throw Spears


LEVEL 3


CREATURE: IRON INCARNATE

CREATURE UPGRADE: STEEL INCARNATE

The dark dwarves are experts at enchanting things to life to fight for their side. Some of the most common are usually made of iron or steel in the shape of great beasts or other horrors.

SPC: TOUGH BLOCK, HEAVY WEIGHT

SPC UPGRADE: TOUGH BLOCK



LEVEL 4


CREATURE:  SHADOW

CREATURE UPGRADE: SHADE

Summoned by the dark dwarf shamans, they float around the battlefield and strike terror into anyone who lays eye upon them.

SPC: TERROR

SPC UPGRADE: TERROR, PASS THROUGH OBJECTS



LEVEL 5


CREATURE: DUEGER SHAMAN

CREATURE UPGRADE: DUEGER PRIEST

Some of the many shamans of the dark dwarves who expert in casting magic, they are the ones who summon the shades and animate the incarnates and golems.

SPC: DARK BOLT

SPC UPGRADE: DARK BOLT, UNHOLY ARMOR




LEVEL 6


CREATURE: PANTHER BEING

CREATURE UPGRADE: PANTHER SPIRIT

The panther spirits of the dark dwarves are some of the most feared monster ever faces. They can leap upon their opponents and tear them apart with their razor sharp teeth.

SPC: BITE

SPC UPGRADE: BITE, POUNCE


LEVEL 7


CREATURE: DIAMOND GOLEM

CREATURE UPGRADE: MITHRIL GOLEM

The golems of the dark dwarves come in many shapes and sizes unlike the golems of the wizards. Some even say the golems of the dark dwarves are even more powerful then those of the wizards. This theory has yet to be proven right or wrong as anyone who ever gets close is usually tossed away……in two pieces.

SPC: EXTRA POWERFUL

SPC UPGRADE: EXTRA POWERFUL, TOUGHER THEN DIAMOND


That’s all for now, I will post what each special does later.

Thanks,
BloodandHonor!

P.S Thanks to TDL!
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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted December 28, 2005 10:19 PM

wow, that was great bloodandhonor! To put it this way, I personally want to help you make the best town possible. But one problem remains... Since when is diamond tougher than mithril?

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anlach
anlach

Tavern Dweller
posted January 06, 2006 03:12 PM

This is actually my first post in this forum.

Now on-topic...

I will also write about a lizard town. I won´t create a historical background for the faction because i´m too lazy.

The first lvl creature is a swarm of bugs that inhabit the jungle and swamps. They have a decent speed and defence but quite low hp. Both versions (upgd and not upgd)inflict a disease that lowers their targets defence. The upgraded version has a special attack - he can sacrifice some bugs and make them bother an enemy spellcaster who will be unable to cast for 5 turns. Their name would be....     .. a swarm of bugs

The second lvl is the usual lizardman with a bow. He has no special abilities. The upgrade is a chameleon lizardman who can blend with his surroundings. This gives his enemies a chance to miss when attacking.

The third lvl is a carbon copy of heroes 3 serpent flies.

The fourth should be a lizardman shaman who isn´t the greatest spellcaster, but is quite decent in combat. He mainly casts buffing spells.

The fifth and sixth lvl could be a gorgon with or without a rider or a basilisk with or without a rider or maybe even a wyvern with or without a rider. If there would be a wyvern then his rider could be able to do some bombing by dropping acid flasks from above. The chimaeras are also an option. I have not decided yet.

The seventh level should be a huge lizard called um...
Givemeagoodnamelizard. He should have very specific arms
like in this picture.

http://photobucket.com/albums/a136/Deadduck13/?action=view&current=Creaturething.jpg

One of the figers would be evolved into a longer bone thingy and between the bone and the arm there would be some skin. When the bone is streched out t´he arm will form a wing
This shows the very basic apperance of the crfeature (I have only a laptop and it's quite difficult to draw with)
The creature could attack like the cerberi and would apparently be flying. The upgrade would have 4 arms and could attack without fear of retaliation.
There is also an explanation why the creature has evolved like that. His natural habitat would be in the jungles. He is a very good climber and even builds nests on trees. He needs a lot of food and for traveling greater distances he has developed wings. The creature just climbs to a top of a tree, jumps and flies,looking for prey with his very good eyes. A dragon-like breast is not so good in jungle for he cannot climb so well and on the ground the wings are only a nuisance.

Constructive criticism and names for creatures welcome.

P.S. The author of this post is not responsible for any possible grammar mistakes.

P.S.2 I hope you can open the link to the picture..

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Argeleb
Argeleb

Tavern Dweller
posted May 31, 2008 10:33 PM

my heroes 6 would be with an water castle with something like:


1.Fish/Flying Fish/Fish Taskmaster
2.Octopus/does somebody knows something for this one?
3.Shark Riders/Shark Masters/Great With Masters
4.Dolphine/White Dolphine/Deep Dolphine
5.Whale/Whale Hunter/Wahle Master Archer
6.Sea Turtle/Ancient Sea Turtle/Wise Sea Turtle
7.Water Dragon/Ice Dragon/Atlantic Dragon

what do you think
i am new but its a start

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Argeleb
Argeleb

Tavern Dweller
posted May 31, 2008 10:36 PM

the whale is a shooter too still need to work out with the battle system though

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