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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: THE BURROWS
Thread: ICTC: THE BURROWS
Frakel
Frakel


Adventuring Hero
posted January 05, 2006 01:56 PM bonus applied.
Edited by Valeriy on 5 Feb 2006

ICTC: THE BURROWS

ICTC: THE BURROWS

________________________________________________________________

NOTES:

Instead of thinking up an entirely new race, I´ve chosen to develop the concept of the Orcs. I´ve thought of them as a true barbarian faction - an uncivilized potential enemy to all other factions. But as I hope you will agree - they are not without their own virtue and charm...

________________________________________________________________


SUMMARY:

Faction name: The Burrows

AKA (race name): The Orcs, The Nomads, The Barbarian Tribes

Quote: “Free as the wind, mighty as the storm”

Associated colours: blue (for Sylath), red (for Urgash) and brown (because they use wood, leather, bone and other natural materials),

Worship: The Orcs follows no masters. Not even Gods. However they acknowledge that their chaotic desires are a gift from Urgash, the Primordial Dragon of Chaos. Likewise they often head the signs and revelations of Sylath, the Dragon of Air.

Core philosophy: "Live life to the fullest, enjoy freedom in everything, bow to no master – and follow only those presently most able".

Country / kingdom: Sheea-ruush, the “Wind-swept Lands” (aka. the deserts of the south, the steppes of the north-east and the Barrier Islands of the east)

Capital city: Eraa-sylathie, the “Eye of the Storm”

Allies: None. If not for their chequered past, they might potentially be able to ally loosely with the Sylvan - their philosophy is not THAT conflicting after all...

Enemies: All other factions. Haven and Academy because the Orcs were enslaved and hunted down by these factions. The Sylvan because the Orcs first and most bloody raiding parties hit the Sylvan lands. The Dungeon because the Orcs resent all slavery. The Necropolis because the Orcs cherish life, chaos and emotions. The Inferno because the Orcs do not want to see the world in which they live burned to cinder.

Key symbols:

Uktosh-Pictogram: symbol of the Orc as a people


- In times of war and on raids the Orcs depicts ´The Eclipsed Moon´ (a red moon disk with a blue rim) - a simple, unifying, powerful symbol.

- In times of relative peace they use a staff with several long pennants in different colours which symbolize the nomadic and erratic wanderings of their kind.

________________________________________________________________


DESCRIPTION:

In the uncivilized barren wastelands one finds the burrows of the Orcs. Descended from the half-demon slave-troops of Haven and the Academy the Orcs are monstrous in appearance, massive, muscular, tough skinned and horribly deformed hybrids of man and demon. Orcs come in all sizes and appearances: from the smallest, agile scamps to the massive raiders. Orcs are a true half-breed - from the demon blood they have gained many savage characteristics: some have unnatural large and vicious claws and fangs. Some practically move on all fours, lurking forwards as large gorillas. But although their bodies are more animalistic or demonic than humanoid, the Orcs have many human traits as well. They long for precious items, they love to decorate themselves with pretty things, they argue and quarrel - and joke among each other. Orcs have a great - if rather crude - sense of humour: They’ll laugh heartily when a Sylvan general is covered in the bird droppings of a great Roc - they’ll laugh eagerly when said general launches an all out attack in revenge...

Orcs are poor craftsmen - most of their own goods, weapons and armour are of inferior quality to that of other factions. However, during centuries of raid and plunder, the Orcs have accumulated luxury items and a few quality arms and armour stolen from other more civilized peoples. Thus it is not unusual to see an Orc burrow - which is literally a hole in the ground - decorated with Sylvan silverware hung in old ropes from the ceiling. Nor is it unusual to find finely woven floor carpets from the Silver Cities used as a hammock. Or to see an Orc Warrior clad in several pieces of quality chain mail of Haven design - crudely stitched together in an awkward design with simple leather thong to fit its new wearer .

The Orcs are universally feared for their wild berserker raids on civilized lands – especially during the lunar eclipses when the influence of the Dragon of Order is at a minimum. These raids have let most of the other races to believe that the Orcs are in league with the demons of the Inferno – but this is not true. The Orcs are a free people and follow only their own devices. They might want to plunder the riches of the world, but they do not want to see it scorched or engulfed in total chaos. They revel in combat, but only for the thrill of fighting, not because of any urge for destruction. They love to feast on food and whine, but not to spread corruption, just to live life to its fullest.

The Orcs live a nomadic life, scavenging across the wastelands in small warrior communities called burrows. At nightfall they use their claws and massive strength to burrow temporary campsites into the ground. Over time a few of these has developed into permanent underground settlements – extensive cave systems surrounded by many hidden entrances and traps and stretching deep underground. But even though they make their dwelling underground, the Orcs have never felt a desire to explore the vast underdark, preferring to wander across the windswept lands instead. Thus they are still ignorant of the existence of the dark elves. But the day the Dark Slavers and these lovers of freedom clash there will be a battle worthy to remember...

The Orc communities have no permanent leaders. The one who thinks himself most able for the task at hand simply takes charge – and should someone else think himself more fit, the matter of leadership is usually settled in friendly (but often extremely violent) duels, with lot of laughter and bloodshed. It´s also not uncommon for an incompetent leader to be ´laughed out of office´ by being continuously ridiculed by his opponents. Thus Orcen leaders seldom hold the post for very long in this ever-changing power structure. The only exception to this are the Wind Whisperers – the shamans of the Orcs. Interpreting the signs of Sylath these Orcs advice the current leaders, but are never allowed any leadership positions themselves. Thus it is the shamans that binds Orcen society together, makes different burrows come across each other when needed, and ensures some kind of direction in the erratic wanderings of their kind. But because they have abandoned total freedom to perform this duty, they are both respected and pitied by their fellow tribesmen, who sees them as a dull, sombre lot.

________________________________________________________________


BRIEF HISTORY

Origins

330 YSD: 1st Eclipse – Creation of the Orcs
A total lunar eclipse provokes a massive rupture of the Demon Prison. The Demon Lords force their way out and raven across Elven lands. Caught by surprise, they are rapidly overwhelmed.

Called upon for assistance, the wizards of the Seven Cities send their forces into battle. They experiment with demon blood, which they inoculate into human slaves and criminals. The Orcs are created as a result. Bolstered by the Orc shock troops, the Alliance defeats the Demons. The Demon Lords are cast down, and the surviving demons banished back to their hellish prison.

In the wake of this second demon war, Orcs are re-settled in the Falcon Empire as well as the Seven Cities. They are not granted their freedom, but instead serve as indentured troops.

467-504 YSD: The Orc Crusades
Orcish rebellion in the Seven Cities, which spreads to Haven. Rejecting their masters and the Dragon Gods, the Orcs declare themselves free.

In the Falcon Empire, Crusades are declared against the Orcs – attempts to subjugate them and convert them back to dragon worship. The fighting is brutal, and the Orcs are relentlessly driven back. Eventually, the unrepentant survivors flee wherever they can, including the deserts of the south, the steppes of the north-east and the Barrier Islands of the east. During the crusades the Orcs begin to organize themselves into small warrior communities and develop their skill of digging temporary burrows into the ground to hide from the crusader armies. From this point the different Orc communities begin to refer to themselves as burrows.

504 YSD: The revelation of Sylath
Sylath – the Dragon of Air, greatly displeased with the Holy Falcon Empire’s shift of faith towards the Dragon of Light, intervenes on behalf of the Orcish refugees. A great storm sinks the Haven fleet that was prepared to follow the Orcs to their island refuge. The Falcon Emperor declares this a sign from the Dragons, and formally ends the Orcish Crusades.

Sylath reveals himself to the Orc refugees, but despite of his help against the Haven fleet the majority of the Orcs refuse to worship any Dragon God – preferring to be free from any mastery, any commitment. However a single burrow decide to perform a rite of thanksgiving in the honour of the Dragon of Air. Sylath advices this burrow, that although the Orcish people should remain free and ever-changing as the wind, every storm needs an eye, and every wind needs a direction. Seeing the wisdom in the words of Sylath, the burrow founds the first permanent Orc settlement Eraa-sylathie, and begin do develop their skills at divination by interpreting the signs of birds and breezes. They become the first wind whisperers and storm shamans.

532-553 YSD: Spreading the word of Sylath
Wind whisperers from Eraa-sylathie walks among the many different Orc burrows, spreading the word of Sylath and seeking acceptance. They are generally distrusted, as their fellow Orcs sees them as un free – serving a Dragon God master. But as the practical Orcs see the value of the wind whisperers skill at divination they are grudgingly accepted into their new burrows. They are never allowed any position of leadership, but their advice is often followed.

564 YSD: 2nd Eclipse – The revelation of Urgash
Being half-demons the Orcs feel the influence of the demon progenitor Urgash especially strongly during the lunar eclipse. As their chaotic desires increase and drive them towards plunder and fighting, many burrows throws themselves mindlessly on bloody raids against each other and the non-Orc communities in their vicinity. Especially the Sylvan is hit hard by the Orc raiding parties.

565 YSD: The mighty blow
The sylvan quickly muster their forces against the Orc raiding parties. The well organized sylvan decimates the undisciplined Orcs, who are forced to flee towards their desolate wastelands once more. The sylvan give chase, and only the strategic advice of the wind whisperers save the Orc burrows from utter destruction. The sylvan end the chase and return to their forests once more. Following the advice of their shamans, the Orc return to their nomadic lifestyle and the wind whisperers are fully accepted as members of the burrows and advisers of the leaders.


The modern ages

717 YSD: 3rd Eclipse – Raiding hordes
The lunar eclipse once more drive the Orcs on great raids towards the less barren lands. This time the discipline of the burrow leaders and the shamans enable the Orcs to use their chaotic desires constructively, and most raids return successful, heavy laden with plunder from the border regions of Irollan, the Empire and the Silvercities.

843 YSD: 4th Eclipse – Raiding hordes
Following the eclipse another great raiding ends successful.

951 YSD: 5th Eclipse – Raiding hordes
Another eclipse send the Orcen hordes towards the civilised lands. This time they are expected and are meet with greater resistance. In the end their sheer aggressiveness overcomes the defenders, but the raiders returns with less loot and more scars.

969 YSD: 6th Eclipse – Raiding hordes
As the 6th eclipse commences, the Orcs longing for fighting and plunder of the wealthy, more civilised lands increase once more...

________________________________________________________________


BURROW TOWN FEATURES:

As the permanent dwellings of the Orc are dug into the ground, this town should be placed on the subterranean part of the map (like the Dungeon). But as the Orcs live most of their life above ground, a feature of the Burrow Town should be one or more ´tunnels´ leading from the surface directly to the town. Thus this town can be entered from several locations on the map: 1) Through the normal town-gate on the subterranean map, 2) from one or more ´tunnel entrances´ on the surface map - above the subterranean town. While the town is displayed as normal on the subterranean map (showing the towns stage of development and fortification), the tunnel entrances remains the same. Thus an enemy hero daring to enter a tunnel entrance does not know the level of fortification that awaits him down below. If the town is attacked by an enemy coming down through the tunnel entrance the defenders will have plenty of time to prepare traps and other nasty stuff. Game technically this is represented by a free Landmine spell (effect based on hero defence instead of spell power) cast before the tactics phase. In the tactics phase this enables the defender to place his troops with regard to the location of the land mines (which off course are invisible to the enemies).


________________________________________________________________


HERO CLASS: ´Barbarian´


UNIQUE RACIAL SKILL:

Battle Frenzy:
Being incredibly resilient and totally crazy in battle, the Orc heroes are able to train their troops to enter a berserk-like trance which enables them to keep fighting even after receiving fatal blows. This means, that whenever a unit thus trained is successfully attacked only a certain fraction of the total damage is dealt immediately. The rest of the damage is dealt only after the unit has taken its next action (excluding retaliating). At higher skill levels, the fraction of damage that is ´suspended´ increases: basic 20%, advanced 35%, expert 50%, ultimate 65%.

Example: A stack of Orcs (with hp 25 each) are hit for a total of 100 damage. The Hero knows ´Expert Battle Frenzy´ so only 50% of the damage are dealt immediately - thus only 2 orcs die on the spot. The rest of the orc stack retaliate as normal. After taking their next regular action another 2 orcs die from the wounds sustained earlier (the remaining 50% damage).



EXAMPLES OF GENERAL ABILITIES AVAILABLE TO THE BARBARIAN:
(in addition to the three abilities of each skill which are available to all heroes)


Defence
- Power of Stone.
- Power of Air. Hero combat ability. By calling upon the power of Sylath, the hero grant a single friendly stack the Incorporeal creature ability for a limited amount of time.


Leadership
- Fast and Furious.
- Deadly Pranks. Hero combat ability. The Barbarian sets an example for his soldiers by taunting and harassing a single enemy stack (...fun animations are a must here...). Friendly units attacking this stack on their next turn gets a substantial bonus to moral and attack.

Learning
- Lore of the lands.

Light Magic
- Storm Wind.

Logistics
- Raiding parties. Whenever the hero ends his turn in the close vicinity of an enemy town some gold is stolen from the owner of the city. The amount gained equals 25% of the daily gold income generated in the city. The owner of the city is informed of this plunder when his turn starts and he receives 25% less gold than usual. If a player has several heroes in the vicinity of the same enemy town at the end of his turn, the amount of gold plundered is NOT increased.
- Traps and Burrows. Hero adventure map ability. The hero has an underground encampment burrowed for his army. This require movement points based on the size of the army (5% total movement points for a small army of low level creatures. 70% for a large army with high level creatures). While the army remains dug down the only trace of it on the adventure map is a tunnel entrance. Thus an enemy hero discovering a tunnel entrance does not know weather it lead to a single Orc hero, or a highly fortified Orc city. If the army is attacked while dug down the combat takes place on an underground battlefield filled with traps prepared for the attackers. Game technically this is represented by a free Landmine spell (effect based on hero defence instead of spell power) cast before the tactics phase. In the tactics phase this enables the defending barbarian to place his troops with regard to the location of the land mines (which off course are invisible to the enemies).

(Note the combo here: a Barbarian may move into the vicinity of an enemy city, dig his army down, steal money every day, and may eventually draw out the defenders to fight on the battlefield of his choice).

Luck
- Spoils of War.


________________________________________________________________


CREATURES:
Please note: The stats for the creatures are described relative to creatures of the same level (thus a level 1 creature with medium health has a lot fewer hit points than a level 4 creature with medium health).



LEVEL 1: Burrower (Upgrade: Zapper)
With their fur covered bodies, small dark eyes and over dimensioned forearms and digging-claws these lean Orcs resemble moles more than anything else. And rightly so. These are the diggers of the Orc burrows, the untiring termites that tunnel relentlessly into the hardest rock. They are not trained for combat, but their claws dig through rock and armour plating as if it were butter. Their thick fur grants them some natural protection.
- Upgrade: Zappers have received some combat training and have their initiative and attack increased.

Initiative: Low
Movement: Medium
Attack: Low
Defence: High
Damage: Medium
Health: Medium
Special abilities:
- Razor claws: Reduce enemy defence by 25%
- Tunnelling: May dig a tunnel from one point of the battlefield to another unoccupied point - thus bypassing obstacles and castle walls. The end point of the tunnel must be within limit of the Burrowers movement. The actual digging takes some time to complete - the Burrowers leave the battlefield for all practical purposes and resurfaces at the end of the tunnel the next time it would be their turn to take action. Afterwards the tunnel remains - and small creatures (1x1 size) may move through the tunnel if their movement allows them to reach an unoccupied point on the other end of the tunnel.



LEVEL 2: Scamp (Upgrade: Skirmisher)
Scamps are small, spindly, pesky bastards - swarming about the battlefield and doing their best to annoy and disgrace enemy troops - and enjoying themselves greatly by doing so. They are fast shooters, armed with slingshots loaded with grape shots, rotten eggs, mammoth dung and whatever nasty they can find. Of course the range of this ´questionable´ ammunition is rather limited. But often enemy units being disgraced and harassed by the scamps in this way simply looses their temper, put aside their battle orders, and starts pursuing the little annoying rascals across the battlefield. If caught the Scamps usually suffer heavily from this, as they are only lightly armoured. To avoid their enraged pursuers the scamps often utilize their agility and small size to pass through the lines of friendly units, thus reaching safety behind their more durable cousins.
- Upgrade: Skirmishers have their damage and defence increased to medium.

Initiative: Very high
Movement: Low (but this is partially compensated by the high initiative which allow many actions and movement more often)
Attack: Medium - ranged attack, limited range.
Defence: Low
Damage: Low
Health: Low
Special abilities:
- Ranged: The creature can attack from a distance.
- Skirmisher: this unit may move through squares occupied by friendly units.
- Taunt: There is a certain chance (lower against higher level units) that a unit hit by the skirmisher in a ranged attack will use its next action in an effort to attack the Skirmisher. If a unit is unable to attack or reach the Skirmisher in a single action, it will move as close as possible towards the Skirmisher.



LEVEL 3: Raider (Upgrade: Rabid Raider)
Every Orc has a passion for fighting but the Raiders cultivate it as a way of life. These are the Orcs who spend their time plundering from their neighbour tribes or non-orc communities. Raiders are the shock troops of any Burrow attack. Due to their extensive training they are massive and muscular - yet surprisingly agile warriors. They attack with primitive weapons, claws and fangs – and a frightening ferocity.
- Upgrade: Rabid Raiders are carriers of a rabid fever. Enemies bitten by them sometimes loose their mind and succumb to momentary rage and madness.

Initiative: Medium
Movement: Medium
Attack: High
Defence: High
Damage: Medium
Health: Medium
Special abilities:
- Agility: the ´Harpy ability´. The creature can attack and then evade in the same turn.
- Rabid fever: An attacked unit gets infected and is hereafter ´Rabid´: every turn hereafter (or until cured) there’s a small chance that the infected unit will go ´Berserk´ for a single action.

ORC RAIDER - thanks to Infiltrator for making this artwork!





LEVEL 4: Wild huntress (Upgrade: Falconess)
While scavenging for food across the barren wasteland the Orcs gradually learned to employ birds of prey as hunting partners. The most skilled Orc hunters developed strong bonds of empathy with these ferocious and proud denizens of the aerial realm. The hunters would simply designate a target and the birds would soar high up into the sky, eye their quarry, and take it out in a ferocious dive. (Game technically the wild huntress unit works as an ordinary ranged unit - she just ´shoots´ birds instead of arrows - after they hit their quarry the birds return to the wild huntress).
- Upgrade: The Falconess has trained her birds to ferociously attack enemy soldiers from the flanks and rear where they do not suspect such an attack. (Attack is increased and the ´Ferocious Ranged´ ability is gained).

Initiative: medium
Movement: low
Attack: medium
Defence: low
Damage: high
Health: low
Special abilities:
- Ranged: The creature can attack from a distance.
- Unlimited ammo: This creature never runs out on ammo (the birds return after the attack).
- Ferocious ranged (Falconess only): Ranged attack negates the effects of the Hero ability ´Evasion´, the spell ´Deflect Arrows´, as well as the creature abilities ´Projectile Resistance´ and ´Ranged Retaliation´.



LEVEL 5: Wind Whisperer (Upgrade: Storm Shaman)
The Shamans and advisers of the Orc Burrows. In combat they act as support units, calling upon the powers of Urgash and Sylath alike. They are able to send massive gust of winds against enemy units – only damaging them slightly, but halting their advance. Their control of the winds allow them to partially protect friendly units from enemy ranged attacks.
- Upgrade: The primary strength of the Storm Shamans is as spellcasters – as they learn 3 additional spells. They call down bolts of lightning, raise the bloodlust in their allies, and in their enemies as well...

Initiative: High
Movement: Low
Attack: Medium - ranged
Defence: Low
Damage: Low
Health: Medium
Special abilities:
- Projectile Resistance: Will deflect ranged attacks away from itself and other units.
- Blowback: The ordinary ranged attack of this unit is a massive gust of wind which pushes the targeted enemy unit a few squares away from the Shaman.
- Spellcaster: Mass Deflect Arrows (Friendly units receive less damage from ranged attacks.),
- in addition Storm Shamans has the ability to cast Bloodlust (The selected friendly stack is filled with rage and bloodlust, increasing it's Attack modifier), Berserk (Drives target stack berserk.), Lightning Bolt (Inflicts Lightning damage to the selected enemy stack).



LEVEL 6: Roc (Upgrade: Thunderbird)
These birds of legendary size are the uncrowned kings of the windswept lands. They protect their cliff nests by hurling large boulders at any trespassers daring to approach. The Orcs respect the privacy of these majestic birds, seeing them as messengers of Sylath. And since the windswept lands are not lacking in space, the Orcs and majestic birds come along fine without intruding upon one another. From time to time the Rocs assist the Orcs on their raiding parties – just to make sure no other neighbouring faction grows strong enough to gain a foothold in their common domain.
- Upgrade: It is said that every time a Storm Shaman calls down a bolt of lightning it is actually a boon granted by a Thunderbird, since these creatures seem to fly out of the thunder skies, bringing crackling lightning with them...

Initiative: High
Movement: High
Attack: Medium
Defence: Medium
Damage: Medium
Health: Medium
Special abilities:
- Flying unit. Rocs and thunderbirds starts combat carrying a great stone which they drop on the enemy unit of their first attack. This attack does extra damage and cannot be retaliated. Afterwards they attack as normal fliers.
- Thunderbirds in addition has a small chance of calling down a bolt of lightning on attacked enemy units.



LEVEL 7: Mammoth (Upgrade: War Mammoth)
It is speculated, that at the time the Orcs were created, the wizards of the Seven Cities were also doing experiments involving inoculating demon blood into elephants. If this is true the Mammoths are surely the result of these experiments. The Mammoths are enormous, muscular, furry elephants, used by the Orcs as beasts of burden in peacetime. They are somewhat slow but extremely thick skinned and almost impossible to stop. Their massive trunks can grab an enemy and hold him constricted.
- Upgrade: War Mammoths carry additional armour and barbed steel appendages on their tusks - increasing their attack and defence.

Initiative: Low
Movement: High
Attack: Medium
Defence: Very High
Damage: High
Health: High
Special abilities:
- Constrict: Using their massive trunks, Mammoths are able to constrict creatures they attack. The target creature cannot move unless the Mammoth moves or attack another creature. A constricted creature looses the ability to retaliate (against all attacks).
- Power Charge: A powerful charge attack that not even charge-resistant creatures can fend off.
- Trample: During a move or charge, the Mammoth may move THROUGH any fields containing small (size 1x1) creatures, doing massive trampling damage without the damaged creatures being able to retaliate. The Mammoth need not be attacking these creatures, it just need to move through the fields they occupy – for instance in order to reach the intended target of a charge attack.


STRATEGY:
The Orcs bring chaos to any battlefield - they are able to move in erratic patterns unlike any other army. They rely on ferocious walker units, with support units like the Burrower, Skirmisher and the Wind Whisperer to bring chaos into the enemy camp.
____________

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Edenfer
Edenfer


Hired Hero
posted January 06, 2006 09:52 PM

Nicely written. Go for it!

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rldragon
rldragon


Known Hero
posted January 06, 2006 11:37 PM

Yes,it is excellent,quite a start.Continue you are doing great!

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2XtremeToTake
2XtremeToTake


Promising
Supreme Hero
posted January 10, 2006 11:45 PM

I like this idea too..

This and Permafrost are the only two I like so far.
____________
I almost had a psychic girlfriend but she left me before we met.

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frakel
frakel


Adventuring Hero
posted January 11, 2006 05:01 PM
Edited by frakel on 11 Jan 2006

Thanks so much for the kind words - however a little constructive feedback would also be much appreciated!

What to you think about the burrow and tunnelentrance idea? What kind of defensive bonus should this bestow?

I also need some feedback and inspiration on the creature lineup - since gamemechanics and strategy in Heroes are not my strong points...

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frakel
frakel


Adventuring Hero
posted January 24, 2006 01:18 AM
Edited by frakel on 23 Jan 2006

Finally I got through enough of my exams to sit down and do an update. I know many will be busy doing beta testing by now - but then again many of you will probably do as I and wait until its free on thursday...

In this update I´ve included a little more flavor - adding a few pieces about Orc mentality and how they utilize the luxury items they plunder from the other factions.

I´ve also started to rework the creature lineup. So far only the level 1 and 2 units are anywhere close to finished. But I´ll still need all the feedback I can get. I´m going to try and introduce some unorthodox special abilities in order to make any battle with an Orc army into a fun (and perhabs a little frustrating) experience - frustrating for their enemies that is...

Any ideas for unique buildings in this town would also be welcome.

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frakel
frakel


Adventuring Hero
posted February 03, 2006 12:37 AM
Edited by frakel on 3 Feb 2006

Want to be a good samaritan? Give me some feedback please! Until january 10th i got 3 replies (and many thanks for them!) - since then ZERO... Help me out please - let me know what you think.

Best wishes
Frakel

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Phoenixzs
Phoenixzs


Adventuring Hero
posted February 03, 2006 09:14 PM

-The taunt ability is creative but the chance should drop with higher level creatures attacked.An archangel that is forced to attack these creatures is too powerfull.
-Wild hunter is  superb and original:I once thought a likewise idea its very good to see that idea implended in a castle.
-The roc's ability is also very creative.
-Can you make the trample effect more clear its a bit hard to understand.Also probably ýt should effect the targeted big creature also(if there is space ofcourse)
-Maybe cyclops?(they are cool really)
-Creatures should be written in bold to make it easier to read.
Generally very creative creatures.Sorry ý have responded so late,if ý had seen it earlier ý had posted.
Your castle is in my top five,keep up the work,ýf ý have enough time ý will read the history also.

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frakel
frakel


Adventuring Hero
posted February 05, 2006 03:57 AM

Quote:
Maybe cyclops?(they are cool really)


These I couldn´t find room for. Otherwise I´ve implemented all your great suggestions. Many many thanks! I hope the trample ability is more clear now.

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phoenixzs
phoenixzs


Adventuring Hero
posted February 07, 2006 11:02 AM
Edited by phoenixzs on 7 Feb 2006

Race:7

History:7

Creatures:10(my first full points,just for the sake of very imaginative creature abilities,clearly this is the part where you shine)

Balance:8(the castle balance is very good in general but the mamoth having all statics max is a bit strange)

Originality:9(It has that greenish orky feeling in it,and its also primitive which ý liked a lot.But I am not so fond of only one race kind of castles,ý like more variety ý suppose like necromancers not like heaven,but one of the best in its status.)
total 41/50
Anyway good luck.Would appriciate some ratings in my castle Thundercrack

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Oakwarrior
Oakwarrior


Famous Hero
posted February 07, 2006 08:15 PM

Race: 7 (Good)
History: 8 (Great!)
Creatures: 9 (Excellent! Rising up )
Balance: 7 (Good. Going down again...)
Originality: 8 (Great!)

Total: 39

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted February 07, 2006 09:05 PM
Edited by War-overlord on 7 Feb 2006

Race:7. It is quite nice, although I don't believe they could be very effective with their lack of organisation.
History: 6, it starts out nice, but it gets repetative in the end. Only raids.
Creatures: 9. The creatures are very nice, although I would have liked a deeper description.
Balance:7. I am sorry, but I have the same critisism you gave me. The hero might be a tad overpowered, but I must admit you did a better job then me.
Originality:7. It's nice but I think barberic orcs, only focused on raids is a bit cliché.

overal: 36/50  7.2
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 08, 2006 07:53 PM

33/50
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Kewl_Man_Krew
Kewl_Man_Krew

Tavern Dweller
posted February 09, 2006 08:11 AM

Race: 7 (A fair score because the race is not unique and fresh. however, you have this race done at a satisfactory standard.)

History: 8 (No further comments needed. Quite good, but not at the excel level.)

Creatures: 4.5 (Not so good because their backgrounds. I tried very hard to imagine how these creatures fir into the race, but I failed.)

Balance: 6.5 (It is Ok, above average.)

Originality: 4 (In my view, your originality is indeed what's butchering the scores. Some names such as Zapper does not fit into the barbaric theme. I'm sorry, in this area, NO SALE)

overal: 30 (Good I'd say, but not at the level which can win a contest).
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TitaniumAlloy
TitaniumAlloy


Honorable
Legendary Hero
Professional
posted February 09, 2006 03:46 PM

Race: 8
We needed the orcs You did it well summing up a good idea of orcs, and described it well. Especially with the idea of attacking on a lunar eclipse. However I think the burrowing idea doesn't suit their large nature, especially with the enourmous mammoths, the free roaming Raiders and the Huntresses who need outdoor space.

History: 8
Fits perfectly, and good reason for war and campaign. Kinda short, though.

Creatures: 7
They are all cool, except there is a small monotony in appearance with the number of orclike creatures. I'm not too crazy about the Falconess or the Mammoth as unit choices but they could work.

Balance: 6
Still above average, but some skills like Constrict and Projectile Resistance seem a bit strong, and some the opposite. However, it's only a few skills, and easily fixed, so not too low a score.

Originality: 7
The idea of the burrows is original, and I especially like them going on rampages on the lunar eclipse. The Skirmish idea is also original. Although the general idea of orcs (strong build, mindset, idea, weaponry, technology etc.) seems to be similar to most other orcs, perhaps Warhammer. Still cool though, so a good score.


Total: 36

Well done
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kookastar
kookastar


Honorable
Legendary Hero
posted February 10, 2006 12:46 PM
Edited by kookastar on 31 Mar 2006

Race 7
History 6
Creatures 8
Balance 7
Originality 8
36/50

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Edenfer
Edenfer


Hired Hero
posted February 12, 2006 03:58 PM

Race: 7
I never liked the idea of an orc town in the heroes universe until i read your proposal. Now I say why not, it could bring a flavor to it.

History: 8
Great up to the modern ages where it becomes repetitive.

Creatures: 8
+I love the creature line-up: original with nice abilities.
-It would have been better if u used percentages in the creatures abilities just to make it clearer (ex: rabid fever, taunt, the roc's boulder ability)

Balance: 7
+Not bad overall needs minor adjustments.
-Razor claws: 25% could be a bit high.
-Rabid fever: nice idea but a lvl 3 unit causing an effect similar to the lvl 4 berserk spell could be overpowered.
-Trample: too powerfull i guess, the mamoth by itself could decimate entire armies without being retaliated. You should lower the damage caused to these creatures.

Originality: 9
New units, new abilities, great job here!

Bonus: 1
+Love the moon logo and the unit descriptions.
-Not so sure about the raiding parties skills or trap and burrow.

40/50 overall.

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Hellward
Hellward

Tavern Dweller
posted February 15, 2006 02:25 PM

Race: 10
-I love their philosophy and religion
-subterranean gate- almost identical like my idea

History: 9
-simply awesome! Great interpretation of official timeline
-the only excuse: they are fighters, so who do they fight "between" eclipses. It seems like they fight only once in a few hundred years

Creatures: 7
-too many orcs (I understand your idea of orcish only town but I am affraid it is not enough)
-Mammoth- it is not said how orcs are controlling those mighty beasts & how they were able to do it for the 1st time
-Anyway I had similar idea as "Wild huntress"- "dwarven falconer"(rejected)

Balance: 7
-all kinds of units (shooters, flyers, casters)
-I think that "Raiding parties" are too powerful (propably because of my greedy nature ) as Well as "Traps and Burrows" (also had simillar idea which I finally rejected)
-Wind Whisperer casting Mass Deflect Arrows- you are trying to protect your favorites too much
-Tunnelling- also to powerful for 1st lvl unit
-Raider- again a bit overpowered as 3th lvl

Originality: 9
-Many great ideas- "battle frenzy", tunnels,


Total: 42 (For me this town almost perfectly fit Ashan and the best thing is that this is the barbarian town that is also compatible with my faction , I think this is my favourite ICTC town (altough I am still trying to review other threads, and also my first 10 points rate )

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FriendOfGunnar
FriendOfGunnar


Honorable
Legendary Hero
able to speed up time
posted February 15, 2006 11:22 PM

Burrows
Race(3 +5 )=8
History(2 +5 )=7
Creatures(3 +5 )=8
Balance( 3+ 5)=8
Originality=6

This is a competent and well engineered faction and I think out of all the factions that I’ve read it is the one that best fits into the HOMM5 framework.  And it should be included.  I just think it’s a little boring that’s all.

Total Score=37  

How I graded these:
Race (Originality [1-5]+Compatibility with HOMM5 universe[1-5])
History (How interesting is it to me [1-5] +Compatibility with HOMM5 universe [1-5])
Creatures (Originality [1-5] +Internal Consistency [1-5])
Balance  (are the special skills inventive [1-5] + Does it have a variety of flyers, shooters, walkers, spell-casters [1-5]
Originality (all the originality scores added up and divided by two.  This means that creativity counts twice. [1-10])

4 to go


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Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted February 23, 2006 06:26 AM

Race: 9
Faction very well described.

History: 8
very good, but could do with another twist.

Creatures: 9
Good and interesting array of creatures.

Balance: 6
Good, although somewhat lacking of tough units, which is strange for orcish faction.
Power of some special abilities might also be too high.

Originality: 8
Very interesting special abilities.

Judge Rating: 40


Phoenixzs: 41
Oakwarrior: 39
War-overlord: 36
Gnoll_Mage: 33
Kewl_Man_Krew: 30
TitaniumAlloy: 36
kookastar: 36
Edenfer: 40
Hellward: 42
FriendOfGunnar: 37

Visitor Rating Average: 37

FINAL AOH ICTC RATING: 77
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