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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: The Seerhome
Thread: ICTC: The Seerhome This thread is 2 pages long: 1 2 · NEXT»
Fortress_fan
Fortress_fan

Disgraceful

posted January 19, 2006 08:42 PM
Edited by Valeriy on 5 Feb 2006

ICTC: The Seerhome (Conflux)

Welcome to read my ICTC proposal!
I have been unactive in the last months. That's because I lost the name of this site (and the link to it)But I soon remembered this site and was back again!
Whell, you must not lisen to my boring exuses, it is the town you want to se right? Here we go:

The Seerhome:            

Associated Colours: Red, Blue, White and Brown
Worship: The five elemental dragons
Core Philosophy: "A new power in the sun!"
Country/Kingdom: The land of the erthernal sun, Horondia
Capital City: The sun house
Key Symbols: The five planes
Ruler: Duke Ranoles
Agiliment: Neutral
Enemies: Both the acardemy and the necropolis

Description: The elementals are the creations of the elemental dragons, and all of them belongs to one of those elements. (Air, fire, water, earth and void) They are all however, serverants for the ruler of Horondia and the planeswalkers of the planeswalker order.
In battlefield, the elementals have an advantage by being elemental, they cannot be raised as skeletons, since they not have any skiletes and they cannot be cursed or plauged since they haven't any human bodies.

The orgins:

Somewhere in the mythical age: The creation of the elementals

The five elemental dragons decides to create benings of their owns. They succeed create the elementals on a place who one day will be known as the city of the Sun house. To mark the place of this event they rise a magical stone who creates eternal sunligth in the region

6 YSD: The war of the stone tribes

The elementals unite themselves to conquer the region and burn down the human kingdom of Fermoas. Under the leadership of the warlord Eknel they began to figth for total domination in the whole region. (The region is known as the Sunligth lands or the land beyond the hills)

45 YSD: The birth of the elmental order, The destruction of Fermoas

Warlord Gromhord burn Fermoas capitol of Etaldon and drive off all other human tribes in the region. He unites the whole lands beyond the hills. He also founds the elemental order who shall maintain the worshiping of the elemental dragons and bring death to all does who opposite. All of the old human gods are forbidden.

69-84 YSD: The clane wars

Two clanes, the stonefire clane and the redaxe clane strike against each other in a enormus conflict about the dominance in the sunligth lands. Mutch of the ancient tribes are destroyed and nearly half of the elemental population are destroyed. It ends when Warlord Sterloon frome the stonefire clane convince the people in the region that they must unite to stand against any intruders in the future and let the men go back to their homes.

97 YSD: The foundation of the dukedom of Horondia

Warlord Sterloon builds a city whit the sunligth stone is place in the middle of the citys central part. He calls it The sun house city and he promises that no one ever will try to destroy it. Soon after the finaly construction of the city he declare him'self as duke of the newborn dukedom of Horondia and establish a senat where the elemental clanes can compromise to prevent wars in the future.

149 YSD: The expedition to the lands on the other side of the hills

Duke Lomchan succeed reach the lands on the other side of the great hills. After several days of marshin they finds the nation of the Seven cities and creates friendly diplomacy contacts whit them as well as trade routs. They hope to get contacts whit other civilisations, as well as wood to their stony homeland, beacuse nothing can grow where there is ethernal sun

164 YSD: The order forbids the worshiping of the dragon of void.

Ordermaster Jeil have a vision in a dream where he sees that the dragon of void is acualty the same dragon as the forbidden holy dragon. The great altar of void in the sun house is destroyed and soon a conflict in the order begins when many people belives that Jeil lies too execute the great hirophantmaster of the dragon of void. Many rumours aboat an old foeship are created and some belives that Jeil acualty are the heirophant's deserted brother.

164-175 YSD: Religous civil war

The alcemists of the order of knowledge declares war on the elemental order. Duke Kergohn and half of the army is on the alcemistic side, and they gain the upper hand when the briliant general Temghs of the elemental order dies in the battle of The sun house. When the leaders of the elemental order became captured by the alcemists soliders in the fall of 175 YSD the war is lost. The elementalists is executed in the twilight and peace is restored.

341-342 YSD: The holy crusade

Sir Haalch, prince of the northen lands in the holy falcon empire, accuse the fire elementals for the destruction of the demon prision. He demands that all fire elementals in Horondia shall been executed, but duke Zehhar don't agree whit this statement. Haalch start a great crusade against Horondia, but his soliders are soon killed by the owerwhelming stregnth of the elementals. However this destroys mutch of the cites in Horondia. The king of the holy falcon empire say that the empie has nothing to do whit this, but compensate the Horondian gowernment whit tons of wood and food.

476-506 YSD: Banishment of the Komeigans - War of the Sunlight

A war occures when duke Serriz banish all serverants of the Kromeigan order, an elemental order who follows the Meaklar interpretation of the words of the Seventh dragon. The Seven cities first tries to thirst the human citesens of Horondia to death, by poisonning their wells and seas, but the alcemists easily remove the poison. When the Kromeigans is dead, and the dukedom stabilised, the elementals invade the seven cities to force the cirkel of nine to revoke their trade embago and regain the important wood supplies. They eventauly win, and instales a pupet dictator who have the authority to accept or decline the proposals in the circel of nine.

670 YSD: A necromancer takes the throne of Horondia

The lich Namangach repalces Xerxem as duke of Horondia. The alcemistic order is dissolved and replaced by the elemental necromantic order. Undead, practicaly zombies are created as slaves and militia to the armies of Horondia.

751-770 YSD: Purge of the Necromancers - Civil war in the Seven Cities

Nekromaster (and duke) Mechet sends forces to assist the necromantcers in the seven cities. The elementals faces heavy casualites and Mechet is replaced as duke after the war. The iron grip of the necromancers begin to decrease and the elemental necromantic order is facing a lot of attempted assassinations.

783 YSD: The replacing of the elemental necromantic order

Necromaster Hosh replaces the elemental necromantic order whit the order of the Liches who foorbids any human in the order. The title Duke is removed and the liches gain total control over the land. they favorise the void elementals and force them to learn necromancy.

815-826: War of the broken staff

When the necromancers from Heresh invades the silver leauge the liches first hesitate but later join the war. When Heresh is crushed, the liches tries to rebuild the old necromantic kingdom, but fail and are froced to fall back beyond the hills.

826 YSD: Banishment of the liches

Supported by armies frome the silver leauge, the elementals doe a revolution against the liches. They soon been victorious and kills (or shall we say destroy) all liches in the land. The new gowement also
admit that all lands beyond the hills belongs to the wizards of the silver leauge. The new order of planeswalkers are introduced.

860 YSD: The triumvate of wrath

When duke Erresh dies whithout any soon, three powerfull princes: Ahrer, Dohn and Paulus divides the dukedom. They can't agree whit each other because Paulus wants to invade the seven cities to take their crystal mines when the others don't want to.

938-939 YSD: The planeswalkers come to power - Civil war

Suppoted by Prince Ranoles (sone to prince Paulus) the planeswalkers does a coup d'état in the Sun house. After a shoort but bloody war, the planeswalkers gains compleat controll over the land. As thanks they give Prince Ranoles the Duke tittle and makes him to the head of the state.

967 YSD: The timber wars

When a enormus deficit of wood struke over Horondia, Duke Ranoles orders the army to destroy all outposts of the silver cities among the great hills. The Seven cities has longe have a trade embago to Horondia so he can't trade to release his land frome the crisis. After that they began to march towards Al-safir and they plunder evrything in their way. The wisards are taken by suprise and have to call in untrained soliders.


Racial skill:

Plunder:

Planeswalkers can steal upp to a fift (depending on level) of the enemy resources when capturing an enemy town. If the town is neutral, the planeswalker get a random resource bonus (also depending on level a little) but not more than sixth of their own fractions resources. This is fitting into the storyline; Duke Ranoles can gett hes wood by conquer cities, when others must wait when they occupy enemy sawmills! =)

Basic Plunder: Hero can gain 5% of the enemy gold
Advanced Plunder: Hero can gain 10% of the enemy gold + 5% of their Wood and ore
Expert Plunder: Hero can gain 10% of th enemy gold, wood and ore and 5% of the enemy gem, crystal and mecury
Ultimate Plunder: Hero can gain 15% of all enemy resources

Hero: Planeswalker (as you aldery know)


Campaign Planeswalker: Ranoles

Race: Human

Description: "Duke Ranoles Tamier is the first of the three sons of Paulus. Having united the dukedom, Ranoles now seeks to restore the greatnes of Horondia. His first task is to regain the neede wood suplies, by counqering the empire of the Seven-cities."

Starts whit: Advanced Death magic

Speciality: Death Magic


Planeswalker: Darkstorm

Race: Minotaur

Description: Having fleed frome the serfdom in the Darkelfish underworld, this young planeswalker seeks to fillful hes quest to be the visest mage in the world. Hi is a minotaur, but even if he is frome such a brutic race, it is something special whit him. He is already a skilled spellcaster whit can be seen on the ligthing botlts who bounce between his horns.

Speiality: Chain Lightning spell

Starts whit: Basic Destructive magic, Basic Learing


Planeswalker: Erterna

Race: Human

Description: She is a daugther to one of the royal families in Horondia who was brutaily slaugthered by duke Ranoles forces under the civil war of the fallen banner. She has joined the planeswalker order for learing how to take revange on the duke, whit she hopes to do some day.

Specialty: Counterstrike

Starts whit: Advanced Counterstrike


Planeswalker: Thzat

Race: Human

Description: Thzat was ones a serverant of a cleric in the Holy Griffin Empire, but no one of the others trused him. Rumords said that he was an inreligent undead zombie because of his pale skin. One day, a local Baron got scared when hi sae him and orderd him executed. But before the giliotine edge laied down, a grop of wisps teleported him back. As tanks he joined the planeswalker order and began to study the powers of the wisps.

Speciality: Wisps/Wisps mistereses

Starts whit: Advanced Luck


Planeswalker: Haxer

Race: Air elemental

Description: Haxer is one of the visest air elementals the world have seen. For Haxer, it was only natural to join the planeswalker order when he discovered his natural talent for magic. But even if Haxer has obtained many supporters among the air elementals, few other races realy trusts him.

Speciality: Air elementals\Hurricane elementals

Starts whit: Basic defence, Basic offence


Planeswalker: Erther

Race: Dwarf

Description: Dwarves love gold. Some more than others. None have the power of earth to find it with such regularity as Erther. Having lived his whole live in the great hills, seeking after gold, Erther payd the planeswalkers for membeship, event if they not usually acepts nearly unknowed races in their order.

Speciality: + 350 gold per day

Starts whit: Basic logistics, Basic morale


Planeswalker: Malster

Race: Earth elemental

Description: Malster is young, and his battle powers untired, but he has a ferociousness like no other. It is believed he will become one of the most powerful planeswalkers in the whole order.

Speciality: Earth\Eartquake elementals

Starts whit: Basic sorcery, Basic offence


Planeswalker: Hesein

Race: Water elemental

Description: In the hot hot seas of Horondia, Hesein never felt her'self suitable. She wanted an new life whit many adventures, and for that she has joined the Planeswalker order. She hopes to one day understand the mystics in the everyday by experience so mutch as possible in the world.

Speciality: Water elementals\Tsunami elementals

Starts whit: Advanced learling


Planeswalker: Hizine

Race: Fire elemental

Description: Hizine was once a serverant of the demons who adorabled her burning "cropse". She served them in the 4:rth eclipse, but she was lost in the Holy Falcon Empire. Unable to return, she wandered a long way to Horondia where she joined the Planeswalker order and meeted other fire elementals. But actually, she longs back to the burning lava pits.

Speciality: Fire\Volkano elementals

Starts whit: Basic Destructive magic, Basic logistics


Campaign: "The dukes revange!"

As you aldery know, Duke Ranoles orders the army to destroy the outposts of the seven cities in the great hills. His cause is the deficit of wood in Horondia, and he can't pay for it because of the trade embago. Ultimately he has decided to take it whit violence.
Many wars in the homm history have been whitout any reason. Duke Ranoles has an reason, he want's wood to his people!

Scenarios:

1. First strike

Description: Duke Ranoles first pase of his plane is to crush the outposts of the seven cities among the great hills, and take over the important crystal mines. He can then strike straight into the heart land of the Seven cities.

Dificulty: Normal

Victory condition: Defeat all armies of the Seven cities and take over their towns. Also flag all crystal mines.

Lose condiction: Loose Duke Ranoles or lose starting city

2. The wise assistance

Description: Duke Ranoles leads an expedition into the swamps of Am-Peror. This is not strategical but he want's an artifact named the cloak of platine who may have the power to defend both him and his troops against any mind-controling spell. This relic is guarded by the medusae queen hersself. His generals have ofered to seek it to him but he has refused. He must hovever acomplish this in three months to seek after this artifact, othervise they may need the expeditionaly troops on the front line.

Dificulty: Advanced

Victory conditions: Defeat the Medusae queen and gain the cloak of platine.

Lose conditions: Lose Duke Ranoles.

3. Season of Sorrow

Description: Duke Ranoles has decided to make a bold strike against the Seven cities, but before he can strike towards Al-Safir he must strengthen the front line. To do this he leads his army towards the haunted vally of Heresh and splitting the Seven cities into two parts. The bonded necropolises there will be usefull, the dead will shuerly assist us against those who destroyed their contry.

Dificulty: Advanced

Victory conditions: Controll all towns. (You don't need to defeat all enemy heroes, but you must control all neutral towns (necropolises))

Defeat conditions: Lose Duke Ranoles or controll no towns.

4. The could hand

Description: Whit a weakened Seven cities. Duke Ranoles seeks to conquer Al-safir, but this is a hard task because the Wizards have given the city-defences first priority. But nothing is impossebille for Duke Ranoles the great!

Dificulty: Champion

Victory conditions: Capture Al-Safir.

Defeat conditions: Lose Duke Ranoles

Units:

NOTE: All Seerhome units are elemental

LVL 1: Wisp - Wisp missteres

Description: The wisps are old forgotten spirits who have ben freed by the planeswlakers. To compensate them they have decided their whole life to serve the elementals. They are not strong and, but in decent numbers. When the wisp missteres atacks, they atack so fast that the enemy ben shocked and simply cannot retalite.

Wisp statistics:

Hit Points: 8 Attack: 1 Defence: 2 Initiative: 8 Mana: N/A
Cost: 30  Square: 1x1 Shots: N/A Damage: 1 Speed: 5 Growth: 15

Special ability: Incorporeal

Wisp missteres statistics:

Hit Points: 10 Attack: 2 Defence: 2 Initiative: 10 Mana: N/A
Cost: 40  Square: 1x1 Shots: N/A Damage: 1-2 Speed: 6 Growth: 15  

Special ability: Incorporeal, No Retaliation

LVL 2: Air Elemental - Hurricane elemental

Description: According to some legends the first elementals who was created by the five elemnetal dragons where the air elemntals. They are fast and can strike into the enemy lines faster than anyone other serverant of the planeswalkers and they never lose their will to figth for their masters.

Air Elemental statistics:

Hit Points: 15 Attack: 3 Defence: 2 Initiative: 11 Mana: N/A
Cost: 45  Square: 1x1 Shots: N/A Damage: 2-3 Speed: 7  Growth: 12

Special ability: High morale*

Hurricane elemental statistics:

Hit Points: 17 Attack: 4 Defence: 3 Initiative: 13 Mana: N/A
Cost: 70  Square: 1x1 Shots: N/A Damage: 2-5 Speed: 8  Growth: 12

Special ability: Imune to air based spells, High morale, Speed bost**

LVL 3: Water elemental - Tsunami elemental

Description: The water elementals is gifted in spellcasting. The enormus tsunami elementals can choose whit spell it cast, but the water elementals can just cast random suporting spells. The tsunami elementals can cast a number of useful spells directly.

Water elemental statistics:

Hit Points: 16 Attack: 1 Defence: 4 Initiative: 12 Mana: 25
Cost: 85 Square: 1x1 Shots: N/A Damage: 3-4 Speed: 0  Growth: 8

Special ability: Non-direct spellcaster (Blur,Shield,Blodlust)

Tsunami elemental statistics:

Hit Points: 23 Attack: 4 Defence: 4 Initiative: 13 Mana: 35
Cost: 125 Square: 1x1 Shots: N/A Damage: 5-7 Speed: 2  Growth: 8

Special ability: Spellcaster (Shield, Blodlust, Sparks, Poison, Blur, Curse), Imune to water based spells

LVL 4: Earth elemental - Earthquake elemental

Description: The earth elementals have high hitpoints and can survive very long in a battle. They drawbacks is that they are slow and also very few in numbers. However, they are a indispensable part of the Seerhome army because theit extereme hitpoints.

Earth elemental statistics:

Hit Points: 50 Attack: 8 Defence: 8 Initiative: 9 Mana: N/A
Cost: 330 Square: 1x1 Shots: N/A Damage: 7-15 Speed: 2  Growth: 6

Special ability: Toughenes

Earthquake elemental statistics:

Hit Points: 60 Attack: 11 Defence: 9 Initiative: 10 Mana: N/A
Cost: 450  Square: 1x1 Shots: N/A Damage: 10-17 Speed: 3 Growth: 5

Special ability: Toughenes, Imune to earth based spells

LVL 5: Fire elemental - Volkano elemental

Description: The fire elmentals are feared among the whole world. They can burn down an house whit their own hands. On the top the even more feared volkano elementals can cast enormus fireballs witch damange all in the area nerbye.

Fire elemental statistics:

Hit Points: 70 Attack: 13 Defence: 10 Initiative: 14 Mana: N/A
Cost: 630  Square: 1x1 Shots: N/A Damage: 9-17 Speed: 5 Growth: 4

Special ability: Ranged, No meele pentaly

Lava elemental statistics:

Hit Points: 85 Attack: 14 Defence: 15 Initiative: 15 Mana: N/A
Cost: 760  Square: 1x1 Shots: N/A Damage: 13-18 Speed: 5 Growth: 4

Special ability: Ranged, No meele pentaly ,fireball atack, imune to fire based spells

LVL 6: Void elemental - Ancient elemental

Description: The mysterious Void elementals where idolized by the liches, and even if they hadn't anything to do whit necromancy, they where forced to learn how raise manes. After the colapse of the lich order that abillity, has become extremely usefull The void elementals can also cast powerfull magic bolts to inflict damange on the enemy. On the top, the ancient elementals can raise spectres and also are imune to all enemy magic, but can be protected by friendly magic from a planeswalker or another hero loyal to Horondia.

Void elemental statistics:

Hit Points: 70 Attack: 20 Defence: 15 Initative: 11 Mana: 30
Cost: 980  Square: 1x1 Shots: Unlimited| Damage: 23-27 Speed: 4 Growth: 3

Special ability: Ranged, Raise manes

Ancient elemental statistics:


Hit Points: 80 Attack: 23 Defence: 17 Initative: 13 Mana: N/A
Cost: 1600  Square: 1x1 Shots: Unlimited| Damage: 32 Speed: 5 Growth: 3

Special ability: Ranged, Raise spectres, Imune to all enemy spells

LVL 7: Chimaera - Cheiremor drake

Description: The Chimaera live in caves in the great hills. Some legends says that they are of the same race that the elmental dragons. They are gifted whit two heads who prevents the enemy frome retaliate. On top, Cheiremor drakes can send a arch breath who burns just the enemy but not friendly targets in the affected area.

Chimaera statistics:

Hit Points: 150 Attack: 23 Defence: 23 Initiative: 15 Mana: N/A
Cost: 2200 Square: 2x2 Shots: N/A Damage: 25-35 Speed: 9 Growth: 2


Special ability: Flying, No retalion

Cheiremor drake statistics:

Hit Points: 170 Attack: 27 Defence: 25 Initiative: 17 Mana: N/A
Cost: 2500 Square: 2x2 Shots: N/A Damage: 35-40 Speed: 10 Growth: 2

Special ability: Flying, No retalion, Arch breach attack

*=Morale is always high
**=Speed increase after the third move

Special buildings (Besides frome the basics):


Hall of elements

Cost: 3500 gold + 5 wood

Description: Increases mana of all visting heroes by 5+


Brotherhood of the sword

Cost: 950 gold

Description: Increases all allied units attack skill by 1+


Tower of seers

Cost: 7800 gold + 3 crystal

Description: Prevents the enemy frome using any spells when siegeing this town.


Town Portal

Cost: 3500 gold + 5 ore

Description: Allows heroes and cretures to teleport to another town owned by the player.


Raiders guild

Cost: 2600 gold + 10 wood and 2 gems

Description: Racical ability (Plunder) building


Colosus

Cost: N/A (Grail)

Description: Gives your kingdom 4000 gold per day, Increases your creature production by 100%, Three-doubles hitpoints of all allied creatures.


Magic:

There is not mutch to say here. In fact, Seerhome can only build up to Level 4 level mage guild. Thats means that the Planeswalkers will not be as strong in magic as a Warlock or a Wizard.
The Seerhome mage guilld is orientated towards Destructive magic. Light magic or death magic are somethimes seen but almost never any Summon magic.


Total orientation: The Seerhome is a balanced fraction. Even if it is somewhat handicaped in magic, it has one strong spellcaster and one ranged attacker whit onlimited shoots. The Chimaera and Cheiremor drake has the higthest basic grown rate of any level 7 (2), but they are somethimes even weaker than the bone dragon. The wisps have also a strateggical defence bonus fore being incorperal.

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admira
admira


Promising
Famous Hero
posted January 20, 2006 08:03 PM

There are several questions:
1. Firebird -> Firedragon? errr change of species? can you make a more detailed explaination? IMHO and personal opinion, you should 'avoid' to make another dragon, maybe Phoenix will work. But there are several proposal with Phoenix but you may try your luck
2. Plunder seems to be errr overpowered, I don't know but it sounds like a good idea but the number should be reduced. Just an opinion though.
3. Looks like Conflux of H3 a lot, maybe change some creatures, some of the fans don't really fond with similarity.

Anyway, a nice idea.

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fortress_fan
fortress_fan

Disgraceful

posted January 20, 2006 08:25 PM
Edited by fortress_fan on 7 Feb 2006

Quote:
There are several questions:
1. Firebird -> Firedragon? errr change of species? can you make a more detailed explaination? IMHO and personal opinion, you should 'avoid' to make another dragon, maybe Phoenix will work. But there are several proposal with Phoenix but you may try your luck
2. Plunder seems to be errr overpowered, I don't know but it sounds like a good idea but the number should be reduced. Just an opinion though.
3. Looks like Conflux of H3 a lot, maybe change some creatures, some of the fans dont really fond with similarity.

Anyway, a nice idea.


1: Yes i shall change that. I just want to dont do it exactly like that in H3
2: I dissagree a little, but yes it mayby are overpowered. I think the whole H5 is a bit overpovered (not bad) so I wanted to also do it overpowered. Anyway, third is maby a little to mutch maby fift is better. But If you read it, you see that you must be in a high level to steal so mutch
3: I does? Well, exept for the Firebird, I dont know what I can change. The elementals must be there, maby not the thogth elemental. I was thinking to do a void elemental (like in "The five elemental lords" H3 ROE map)
but then I saw that the undead was already worshiping the dragon of void, so I't should be a bad Idéa. And Wisps, was a radical change don´t you think that?

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Oakwarrior
Oakwarrior


Famous Hero
posted January 20, 2006 09:07 PM

It's Wisp Faerie, and Tought Elemental

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admira
admira


Promising
Famous Hero
posted January 20, 2006 09:12 PM

Phoenix is fine, you may choose between phoenix and other creature that fit the 'element' themes.

Actually I don't really care about the creature 'skin' since this is the game, I more fond with ability of each creature. so, ability wise, your creature is far from conflux but the 'skin' yes they are similar to conflux.

Anyway, still about creature's ability, in HV as far as I know creature will have at least 1 unique ability and the upgraded unit will lost their former ability (partially or fully) and receive new ability(s), so I think you should reconsider that as well.

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fortress_fan
fortress_fan

Disgraceful

posted January 20, 2006 09:21 PM
Edited by fortress_fan on 8 Feb 2006

Updates

The thogth elemental has been replaced whit a void elemental and the firedragon has ben replaced whit a faire dragon. The void elemental is a powerfull benign who can raise manes from dead bodies.

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Oakwarrior
Oakwarrior


Famous Hero
posted January 21, 2006 11:58 AM

Good riddance!

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TitaniumAlloy
TitaniumAlloy


Honorable
Legendary Hero
Professional
posted January 21, 2006 12:00 PM

I like it, it fits except the lvl7 creature is fire oriented which makes 2 fire, 1 water, 1 earth, 1 air, and the wisp which is like basic energy (which is cool).

But IMO the second fire-oriented creature doesn't fit the rest.

Maybe you could make a giant elemental which incorporates all elements.


____________
John says to live above hell.

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Fortress_fan
Fortress_fan

Disgraceful

posted January 21, 2006 12:18 PM
Edited by Fortress_fan on 23 Jan 2006

The void elemental is the strongest elemental and one more elemental will be to mutch. If you had played the H3 ROE senario the five rings, (where i have token inspiration frome) you se that the void elemental lord have an "elemental conflux" dwelling where from he recuite all the elementals.

Som one else who want to say something about my town? I want more comments pleace!!! =)

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frakel
frakel


Adventuring Hero
posted January 24, 2006 02:48 AM

Five elements. Void... Do I sense some sovereign stone inspiration here? Great series by the way...

Perhabs a little more variety than just elementals? Keep it coming! Thumbs!

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fortress_fan
fortress_fan

Disgraceful

posted January 24, 2006 05:42 PM

Hehe... Whell, the town is elemental, and I think void fit there. Maby it's overpowered, but the others aren't among the tops, so the Seerhomes stength will lie in the early begining (wisps) and in the late game.

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King_Taptin
King_Taptin

Tavern Dweller
posted January 29, 2006 06:59 AM

I thought it was good except 2 things.  Thing one, farie dragons and azure can recrute in combat.  It could recruet a level 5 from its own castle, Y buy creatures when u can fight a weak creature and summon them.  I think it might be a bit overpowering, least thats my opinion

the second thing was that there is a bit of confusion with their enemies.  U said that Nercropolis was there enemy, but the void elementalist can raise wrights, a nercropolis creatures.  Maybe im dumb,  but it confuzes me a little


I like the overall idea though.  You kept with the idea of elementalists..i like it
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fortress_fan
fortress_fan

Disgraceful

posted January 29, 2006 05:58 PM

Quote:
I thought it was good except 2 things.  Thing one, farie dragons and azure can recrute in combat.  It could recruet a level 5 from its own castle, Y buy creatures when u can fight a weak creature and summon them.  I think it might be a bit overpowering, least thats my opinion

the second thing was that there is a bit of confusion with their enemies.  U said that Nercropolis was there enemy, but the void elementalist can raise wrights, a nercropolis creatures.  Maybe im dumb,  but it confuzes me a little


I like the overall idea though.  You kept with the idea of elementalists..i like it

Thank you for your comment! Whell, those azure dragons canno't do that, they are simply migth dragons. I think they should be weaker than other Level 7 units. (exept for the bone\specral dragon) And that's because the strong void elemental.

Read the history and the description! Under the tyranical rulle of the liches, the void elementals where favorised because of their element and they where forced to learn necromancy!

Anyway: Thank you!

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Axel
Axel


Hired Hero
Centaur Master
posted January 29, 2006 11:19 PM

Don't like it ! U taken the Conflux town made a history ad a few changes and your town came up ! Sry ! Be more creative! This contest is about making new towns not repeting the old ones!

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panduwana
panduwana


Adventuring Hero
posted January 30, 2006 01:31 PM

Fan, maybe you can put more made-up elementals, like muds, clay, stone, obsidian, steel, crystal, gold, thunder, blizzard, plasma, chakra, etc.
Or maybe elemental creatures, like elemental-bird, elemental-dragon, elemental-golem, elemental-horse, elemental-cats, etc.

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fortress_fan
fortress_fan

Disgraceful

posted January 30, 2006 05:01 PM
Edited by fortress_fan on 3 Feb 2006

More things has been edtited into the story line include an campaign scenarion description, new events edited texts of old events, some heroes statistics and best of all: CREATURE STATISTICS!

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Fortress_fan
Fortress_fan

Disgraceful

posted February 03, 2006 07:31 PM

Quote:
Don't like it ! U taken the Conflux town made a history ad a few changes and your town came up ! Sry ! Be more creative! This contest is about making new towns not repeting the old ones!
This is'nt a repetition! This is the Seerhome, not the Conflux! The creatures differ (of course earth, water, fire and air must be in a elemental town) I'm not the only one who have ben inspired by old towns, but it's a great difference!
Just look on the units:

Conflux:

1.Pixes - Sprites

Seerhome:

1. Wisps - Wisp missteres

Comment: Totaly different unit.

Conflux:

2. Air elementals - Storm elementals

Seerhome:

2. Air elementals - Hurrican elementals

Comment: Yes, the name of the unupgraded unit is the same but it's specials and upgrade have changed to something different! And it MUST be a air elemental in a elemental town, otherwise it will look as something unprofessional and fan-made.

Conflux:

3. Water elemnetals - Ice elemnetals

Seerhome:

3. Water elementals - Tsunami elementals

Comment: Same thing here! It MUST be one elemental for all four elements!

Conflux:

4. Fire elementals- Energy elementals

Seerhome:

4. Earth elementals - Earthquake elementals

Comment: The earth elemental is placed on another level than in conflux! And it has a very different upgrade!

Conflux:

5. Earth elementals - Magma elementals

Seerhome:

5. Fire elementals - Volkano elementals

Comment: Also in another place! I must have a fire elemental, but the uppgrade is not any braindead energy thing, but a real fire elemental! And if I should design them, I should have gived them the same design as in the Homm V game! (the graphics looks cool and well-made!)

Conflux:

6. Psycic elementals - Magic elementals

Seerhome:

6. Void elementals - Ancient elementals

Comment: The only thing who does resemble the psycic\magic elemental is the fact that they are both elementals! But even if soo, they are frome to totaly oposite elements!

Conflux:

7: Firebird - Phoenix

Seerhome:

7: Chimaera - Cheiremor drake

Samething as the Wisp and the pixe! Totaly different unit!

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fortress_fan
fortress_fan

Disgraceful

posted February 06, 2006 03:36 PM
Edited by fortress_fan on 7 Feb 2006

Are my town realy so boring? No one who wants to ranting it???

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Oakwarrior
Oakwarrior


Famous Hero
posted February 06, 2006 03:39 PM

Well...

Race: 7 (Good)
History: 5 (Average)
Creatures: 7 (Good)
Balance: 7 (Good)
Originality: 6 (Above Average)

Total: 32
Not bad, man, not bad at all

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phoenixzs
phoenixzs


Adventuring Hero
posted February 06, 2006 06:02 PM
Edited by phoenixzs on 6 Feb 2006

Race:7
History:8
Creatures:6
Balance:7
Originality:6(not for the creatures but for the background and skills)

Total:34/50

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