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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: Bastion
Thread: ICTC: Bastion This thread is 2 pages long: 1 2 · NEXT»
BoogieMan
BoogieMan


Famous Hero
The John of Spades
posted February 02, 2006 02:13 PM bonus applied.
Edited by BoogieMan on 28 Feb 2006

ICTC: Bastion

Objectives:

1. Creating a true Might faction with a strong identity and harmoniously integrating it into the new HoMM Universe

2. Having a plausible and homogenous creature line-up, from the perspective of the faction's history/specific traits/way of life

3. Bringing back some old favourites from past games without disregarding point 2.

These objectives are only partially fulfilled. Feedback is greatly appreciated. Questions of any kind are most valuable, as long as they help clearing up certain aspects of my entry.

Good luck to all other participants!

Change Log:

02.Feb, 23:45 GMT: Edited some unit descriptions, added creature appearance
03.Feb, 07:20 GMT: Added Objectives
03.Feb, 22:07 GMT: Added Hero Description and unique skill. Added Falconer Distract skill, edited Shapeshifter description according to suggestions from Kookastar and Ellpo  
04.Feb, 09:15 GMT: Added Poisoned Dart ability to Shamans and Shock Tactics ability to War Tamers, Air Strike ability to Rocs
05.Feb, 23:25 GMT: Added more faction background and hero special abilities

Name: Bastion
Quote: "Each with their own"
Aka: The Beastmasters
Associated colors: Tan and Black
Worship: Beastmasters worship no diety. Man builds his own destiny.
Core philosophy: The beastmasters yearn for nothing that isn't theirs and have no desire for conquest, but they defend their lands with savage fierceness.
Country / kingdom: Riverside, the wilderness
Capital city: Ammara, the unmapped city
Key symbols: The copper ring, the hawk claw



Geography:

- the river Phouria springs in the high mountains of Nekkea, north-east of Ashan and crosses the entire continent from east to west before entering the ocean through a large, marshy delta.  Phouria flows mostly along the northern borders of the Griffin Empire and, for a small distance, along those of Irollan;

- the wild lands are situated north of the Phouria and are composed of a belt of dense woods along the banks of the river, which gradually makes way for a region of steppe which covers the land up to the Nekkea mountainfoot.


FACTION DESCRIPTION


1. Overview

The beastmasters are the descendents of humans that have long ago taken a up different way of life than their siblings by rennouncing the worship of dragons under the premise that man forges his own destiny and has to fend for himself. Human society first shunned, then persecuted and finally exiled them to the savage and uninhabited lands on the other side of the great river Phouria, which the folk simply called Riverside. Lacking the elves' atonement with nature, these humans had no other choice than learn to subdue it, in order to survive. Over hundreds of years, they became masters in the art of animal taming and took upon themselves the name: beastmasters.

Beastmasters are a people as harsh as life in the wild. They value life, or better yet, the right each being has to make a living for itself, but despise concepts like compassion, gratitude, power or glory. Each with their own. The Copper Ring and Hawk's Claw signify just that: "What's mine is mine - as little as it may be - I shall defend it fiercely!". You may always trust a beastmaster to keep his word, but never to help you unless by helping you he's also helping himself.

The beastmasters have severed nearly all links to the world that sent them into exile. The river Phouria is like a wall splitting Ashan in two. Atop of that, taking advantage of the fact that for hundreds of years, the wild lands were of no interest to any of the other races, the beastmasters' built a massive fortified defensive system all along Phouria. Entrance to their lands is forbidden for nearly everyone and all attempts to invade Riverside have so far ended in painful failure. Unbothered by foreigners for most of the time, the beastmasters civilization pregressed and spread throughout the entire Riverside, from the milder regions to the colder ones upnorth.


2. Brief History:

The origins

3 YSD: Birth of the Falcon Empire

Falcon the Great unifies the human kingdoms (founding the empire that will one day become the Haven faction). A prophecy tells that the Falcon line shall endure as long as the world does.


28-40 YSD: Wars of Fire

- First great demon incursion.

Most of the Angels perish during these wars. The survivors take refuge in the Falcon Empire, which is increasingly turned away from the Dragon of Air – Sylath, and toward the Dragon of Light.


48 YSD: the Falcon Empire becomes the “Holy” Falcon Empire

- Founding of the Free Cities of the East
- The exile of the beastmasters

Emperor Brian Falcon gives absolute power to the Church of the Dragon of Light. The Human kingdom is renamed “Holy Falcon Empire”. Dissent grows among many citizens who resent being forced to abandon their faith in Sylath. Many will leave the Empire’s territory to found the Free Cities of the East. Others rennounce faith altogether, and recognize the authority of no church. The Church of the Dragon of Light forces them into exile, thinking they would perish in the savage lands.


48-50 YSD: The critical years

The exiled small settlements are under constant threat from the savage beasts that inhabit the region. Their salvation comes in the form of young elven rangers taking initiation journeys in the wilderness. The skills learnt from the elves prove life saving. However, they disagree with the idea of bonding with nature and instead decide that nature should be subdued to fit their needs.


51-136 YSD: The growth of Riverside

Elven expenditions cease as the elves enter the Years of Healing. The humans of Riverside progressively learn to tame the wild beasts and name themselves beastmasters. Unknown, thus unbothered by the Empire or Irollan, they found new settlements and expand across the entire region north of Phouria. The capital city is established at Kharlaum.


75 YSD: The first gorgon is tamed.

98 YSD: The first roc is tamed

142-145 YSD: Sealing the borders

The beastmasters start fortifying their border by building bastions all along the Phouria riverbank, thus revealing themselves to the Falcon Empire. Influenced by the Church, Emperor Janos Falcon organizes a campaign of conquest North of Phouria, under the pretext of bringing the heretic beastmasters to worship the Dragon of Light again. They advance thoroughly inside beastmaster territory but get defeated at Raven Claw Bastion, the last line of defense in front of Kharlaum.


146 YSD: The unmapping of Ammara and the Secret Trade

The capital city is moved to Ammara and the city is erased from every map of Riverside. Riverside is secretely supplied with weapons by the Dwarven Smiths of the Nekkean Mountains.


147 YSD: The first behemoth is tamed

149 YSD: The slaughter

Emperor Falcon launches a full scale invasion of Riverside which ends in a slaughter as the beastmasters unleash the power of their newest weapon: the behemoths.

149-732 YSD: The Falcon's struggle

Numerous attempts from the Falcon Empire to invade Riverside end in failure.

467-504 YSD: The Orc Crusades

Surviving orcs fleeing from Haven towards the north-east steppes of Riverside are repelled by the beastmasters. Caught between Haven and Riverside, they are exterminated.

783 YSD: Necromancer Intrusion

Necromancers establish a foothold in the Nekkea Mountains, the Dwarves' home. They begin harvesting behemoths, attempting to build a force powerful enough to crush the newborn Silver League. The dwarves offer a deal to the beastmasters who drive the necromancers out of Nekkea. In return, the dwarves provide them with Thorium Amulets, potent artifacts that grant the wearer resistance to magic.


The modern ages


951 YSD: 5th Eclipse - War of the Gray Alliance

The elves convince the beastmasters to enter the Gray Alliance, under the premise that should the Alliance fall, they won't be able to defend against the demons by themselves. Despite Riverside's differences with The Griffin Empire, Zsama, master of the Warriors Guild is empowered to lead the beastmasters into battle. However, Emperor Alexei Griffin and The Academy Mages plan to use the beastmaster forces as meat shield for their own. Zsama catches on and leaves the Alliance in the wake of a vital battle.


3. Settlements

Beastmasters founded hunter villages and border towns from the Phouria Delta to the Nekkean Mountains and all along the edge of the forest that lies North of the river Phouria. Larger cities can be found in the central steppe regions of Riverside. All towns have a strongly fortified structure, called Bastion. It is usually located on a hill, with the rest of the town buildings laying at the foot of it. The people of Riverside live mainly in circular houses called yurts. Because these are semi-mobile homes, if threated with an attack, Beastmasters can pack up their yurts and retreat to the easily defendable Bastion.

YURT



BASTION




4. Society

At first, upon their unorganized exile, the beastmaster society was patriarchal and tribal. Each tribe would usually excell in the taming and training of a certain beast, have their own separate settlement and trade with the other tribes as needed. Although it still retains its patriarchal trait, the growth of the country and the appearance of larger cities has determined a change in the social structure. Because within a city the tribes mixed, the beastmasters founded guilds, according to their specialty in dealing with one or more beasts. In time, these guilds themselves grouped together to the following configuration: the Hunter's Guild (training hawks, wolves, jaguars), the Warrior's Guld (taming horses, gorgons, thunderbirds, behemoths) the Traders Guild (training a number of beasts  for work, and transport). Riverside is ruled by the triumvirate of Guild Masters, which are chosen through a number of trials within their coresponding guild every 5 years.


5. Occupations

Their main occupation, besides beast taming and training, is hunting, as the Riverside Wilderness is extremely rich in game of all kind. Agriculture is also practiced, with good results, mostly due to the effective use of gorgons as powerful labour animals. In addition, Riverside women maintain small gardens around their yurts. Shamans are both the healers and "learned-men" of Riverside. They tend to dwell at the edge of towns, close to the woods. Some even leave their settlements for years, living alone in the wilderness to conduct studies and experiments.

Region-specific occupations are found in the settlements of the Phouria Delta, where inhabitants have specialized in taming gorgons, and in those near the Nekkean Mountains, where taming rocs and behemoths are the main trades. The tamed beasts are then sent to the larger cities, which have a predominantly military life, training men and beasts for warfare.


6. Culture and Education

During times of peace, the main forms of entertainment in Riverside are animal wrestling, horse riding contests and wolf fights. While in towns they are held in special locations, in smaller settlements they are organized ad-hoc and in open field. Boys are taught to wrestle and use a spear from an early age. By the time they reach adolescence they start accompanying their fathers on hunting trips and by the time they leave it, they've already tamed their first animal. Some are entrusted to the shamans to become their pupils and later shamans themselves.


7. Trade

Internal trade takes the form of village to village barter and weekly trade gatherings organized in towns and cities. External trade is scarce, because the borders of Riverside are extremely impermissive. From time to time, Beastmasters buy weapons from the Dwarves of Nekkea, using Rocs to transport the merchandise.


8. Military and Politics

In times of war, Riverside is remarkably able to mobilize almost its entire male population. Good health and physical form, familiarity with weapons and an accute sense of hate for greed, the catalyst of all invasions, make beastmasters fierce and dedicated warriors.

Riverside's borders are sealed and extremely well guarded. If it were solely up to them, the Beastmasters would never have contact with the exterior. Unfortunately, things are not that simple, although the policy of the country is to try and make it that way by refusing to play any part on Ashan's political theatre.

Riverside has tensioned relations with the Holy Griffin Empire, from which they have withstood repeated attempts at invasion. Relations with Irollan are neutral, although the elven population consider them brutes because of their lifestyle and occupation. Luckily, the elves cannot afford to make more enemies. Contacts with Inferno, Dungeon and Necropolis are non-existent. The Academy mages think of the beastmasters as inferior, degenerate, beings, no more than the beast-men that they have created as playthings. On the other hand, the Riverside willderness is unknown to them and stirs much interest from their "Universe is a puzzle to be solved… and the ends justify the means." perspective. The only reason why they haven't tried to conquer Riverside yet is because between them lies the Griffin Empire, which has its own claims at Riverside.



POSSIBLE CAMPAIGN PLOT

- dated somewhere before the Modern Age and the 4th Eclipse


Alternative plot 1
After countless failed attempts to conquer Riverside over the years, the Falcon Empire proposes a deal to the Academy Mages. Their joined forces would invade Riverside and then the two factions would split the conquered wild lands. Riverside seems overwhelmed, but is saved by an unexpected ally: the Smith Dwarves of Nekkea come out of their mountains and help the Beastmaster hold their ground against the massive Haven-Academy conglomerate. The war goes on for months, until a sudden twist changes the tide. The Necromancers take advantage of the substantial deployment of Academy forces to Riverside and attack the Silver Cities. Academy troops are pulled out from Riverside and Haven troops are left alone in the middle of the campaign. The Riverside triumvirate makes a historical decision: if they are ever going be rid of the Falcon Empire threat, they must seize the moment and counter-invade. Abandonned by their allies, Haven forces attempt a hasty retreat from Riverside, but are caught up and slaughtered by the Beastmasters which then cross Phouria and lay waste to the Empire. The Falcon Empire is on the brink of desintegration as the country is in flames and the Beastmasters are knocking at the capital's gates. In desperation, King Maximillian Falcon strikes a deal with the Dungeon Dark Elves. If they help repell the beastmasters, Haven will offer them unconditional help to invade Irollan.



Alternative plot 2
After countless failed attempts to conquer Riverside over the years, the Falcon Empire proposes a deal to the Academy Mages. Their joined forces would invade Riverside and then the two factions would split the conquered wild lands. However, things are more difficult in practice than in theory. The Beastmasters put up a fierce resistance in the forests North of Phouria. The Haven-Academy forces suffer heavy losses because of the enemy's excellent guerilla tactics. The mages resort to extreme measures, setting the woods on fire to deprive the Beastmasters of their advantage. Irollan is revolted in front of this sacriledge and sends an ultimatum to the Haven and Academy to cease the invasion. Their request is ignored and the elves strike a pact with the beastmasters and enter the conflict at their side.


CREATURES:

Tracker (Upgrade: Stalker)

Even though Riverside's greatest force is made of beasts, the bulk of their army is still composed of human fighters. Trackers are the common soldiers of Riverside. In times of peace they hunt for game and patrol the borders, in times of war they put their spears to good use. In addition, Stalkers have mastered the taming of wolves, thus they always have a wolf as companion.

Special Ability
- Double attack (man and wolf) (Stalker only)
Appearance: spear replaces axe, manly beard replaces golden locks, more leather replaces the small breastplate

Animation: The stalker should have a wolf by his side on the battlefield. The double attack should look like: wolf attacks, stalker attacks, enemy retaliates (thus, the retaliation should occur AFTER both attacks)


Falconer (Upgrade: Hawkeye)

Falconers are vital for a Beastmaster's army, having the ability to harrass the enemy from a distance by sending a cohort of falcons to attack them. Falconers can order their falcons to constantly harass a stack of enemy ranged troops instead of returning to them, thus hindering their ability to shoot properly. Hawkeyes are extremely gifted warriors that have further trained their gift and are able to see over great distances and select their target.

Ranged
Special Ability
- Distract (Used on enemy ranged stacks. A number of enemies equal to that of the falconers are unable to use their ranged attack for 3 turns, and neither can the falconers. Cannot be used on 2 enemies at once)
- No range penalty (Hawkeye only)
Appearance: lose the helmet, replace the crossbow with a short sword for melee and have the clothes made of leather.

Animation: The falcon flies off the Falconer's glove flies straight at the target stack, attacks it by   plunging claws-first and returns.


Shaman (Upgrade: Shapeshifter)

Shamans have dedicated their lives to the study of the more hidden aspects of natural life. They have acquired enough knowledge to develop great skills in preparing potions, poisons and other such substances. Before and during battles, the shamans help their allies with beneficial potions. As a weapon, they use a dart shooter with poison tinted darts. Although the darts them selves inflict little damage, their poison crippling. The rumour that they know certain recipes for aphrodisiacs makes them very sought after war prisoners. Shapeshifters are shamans who have experimented with animal blood in less than natural ways and have developed the remarkable ability to change their shape into that of an animal.

Ranged
Spells/potions:
- Bear's Strength (Increase HP)
- Adrenaline (Increase initiative and speed)
- Frenzy (Grants double attack, drastically reduces defence).
* Target: 1 friendly living unit.
Special Ability
- Poisoned Dart: Lowers target creatures' maximum HP by 20% for 2 turn. (on ranged attacks only)  
(Shapeshifters only)
- Bear Form (Massive HP and Defense - note: for a L3)
- Tiger Form (Massive Damage, High Speed). Shapeshifts in "Tactics Phase".
Any shapeshift during the battle wastes a turn. Can't shapeshift directly from one animal form to another. Ranged Attack and Spellcasting possible only in Human Form
Appearance: Minus the blue face



War Tamer (Upgrade: Hussar)

War tamers belong to the Warriors Guild and dedicate their lives to taming beasts for use in warfare: horses, gorgons, rocs or behemoths. In their trade, it is mandatory to  be proficient with horseback riding and the use of spears, so in times of war they are easily summonned to arms. Hussars are dedicated warriors that have given up taming beasts in favour of specializing in warfare. They are the only Riverside unit to wear light metal armor.

Special Ability:
- Shock Tactics: all gorgons, rocs and behemoths in the hero's army receive +1 to attack, defense and initiative (War Tamer only)
- 2 square attack (like pikemen in Heroes IV - Hussar only).
Appearance: Dark long hair, clothing resembles that of the Tracker. Hussars have a light plate armor. Brown horse, white above the hoofs


Gorgon (Upgrade: Raging Gorgon)

Gorgons lived in the marshy delta of the river Phouria, until the beastmasters tamed and trained them for warfare. The gorgons are true forces of nature, extremely valuable for Bastion armies.

Special Ability:
- Stampede (If attacking from more than 3 squares away, the gorgons do 25% more damage)
- Rage (Raging Gorgon only): Every time it attacks, the Raging Gorgon has a 25% chance to become enraged, receiving +10 attack and -7 defense for the duration of that attack action (Gorgon attack + enemy creature retaliation, if any)
- Death Stare (Raging Gorgon only, as in Heroes 3)
Appearance: Similar to Heroes 3

Animation: unlike Heroes 3, gorgons should charge the enemy and trust them with their horns


Roc (Upgrade: Thunderbird)

While no man could dream of subdueing an adult roc, beastmasters steal young roc's from their mountain top nests and manage to bring them to obedience. Rocs become Thunderbirds if struck by lightning.

Flying
Special Ability:
- Relief (supplies can be mounted on the rocs, making transportation easier; any hero with rocs in his army gains 10% more movement points on the battlefield)
- Air strike (Rocs can fly allied troops over obstacles and city walls. The added distance needed to pick up and transport the target stack must not exceed the Rocs' speed. The carried stack's total HP must be lower or equal than that of the Roc stack. Using this ability ends the Roc's turn)
- Lightning Strike (Thunderbird only):
Appearance:

Animation: Similar to previous games


Behemoth (Upgrade: Ancient Behemoth)

The most frightening of beasts took the most time to tame. Many brave beastmasters have died until the behemoths have finally been subdued. Now, they are the pillar of a Beastmaster's army. Ancient Behemoths are said to live for thousands of years and be as strong as dragons.

Special Ability:
- Savage (Lowers enemy defense by 40%)
- Panic (Ancient only - A quarter of the creatures in the attacked stack panic and can't retaliate)
Appearance: similar to Heroes 3 and 4



*****************************************************

HERO - Beastmaster

Appearance

A very well build man with brown hair and a medium-trimmed beard, wearing a war outfit and a bear pelt over his shoulders. On the adventure map he is riding a Mighty Gorgon.

Unique racial ability

Rally

While travelling in native territory, the Beastmaster is able to rally troops from nearby villages and towns under his flag.

Basic Rally: Trackers
Advanced Rally: Falconers
Expert Rally: Shamans
Ultimate Rally: War Tamers

Justification: Because of their main occupation, that of taming wild animals, the men of Riverside have a healthy and robust constitution. Also, you can rarely find a man that doesn't know how to wield at least one weapon. Because of this, it takes quite little training to get them fit for serving in the military.

Note: An obvious aspect - the ratio of rallied troops should be balanced somewhere as close as possible to the middle of the distance between useless and overpowered . Perhaps something like (1/21 of week growth)/day (that would mean that 3 beastmasters with Basic Rally would produce as many trackers in a week as a Bastion Town).

Dwarven protection

Benefitting from the friendship of dwarves, beastmasters wear Thorium Amulets which grant all their troops 50% magic resistance.

Special Abilities

- Border Captain (all Trackers and Stalkers in hero's army gain +1 to attack and defense for every 3 levels of the hero, starting with level 1)
- Falcon Master (all Falconers and Hawkeyes are able to use their Distract ability on 2 enemies at once)
- Cavalry Captain (all War Tamers and Hussars in hero's army gain +1 to attack and defense for every 3 levels of the hero, starting with level 1)
- Gorgon Master (all Gorgons and Mighty Gorgons in hero's army get +1 to their initiative and speed once and an additional Stampede bonus as the hero increases in level)
- Roc Master (all Rocs and Thunderbirds get +1 speed and initiative once and additional Air Strike and Lightning Strike bonuses as the hero increases in level)
- Fame (hero gets a 2%/level bonus to his Rally skill)
- Guerilla Captain (the hero's trail on the adventure map is 50% smaller and lasts 50% less)
- Guild Master (hero gets a 20% chance to receive a free +1 bonus to attack or defense at every level up)


Magic

The beastmaster cannot use magic.

Justification:

There are 2 conceivable ways to acquire magic abilities: Learning and Revelation.

Learning: Beastmasters have no inborn magic abilities and no interest to gain any. Firthermore, contact with other races are extremely limited, so there is nobody for them to learn from.

Revelation: Magic is more or less tied to the Dragon Gods, whom the beastmasters have renounced worshipping.  The path of revelation has been forever lost.

Note: In compensation for the lack of magic, Bastion units have many powerful special abilities (see Creature Descriptions) and should have all-round high stats.
____________
The BoogieMan wrote ... and saw that it was good.

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kookastar
kookastar


Honorable
Legendary Hero
posted February 03, 2006 08:22 AM

Perfect

My only concern/query/whatever is that they have the ability to shapeshift without an affinity for nature. If they are merely tamers of the beasts? I just think this should be a spiritual alignment with nature??  

Perhaps you could alter the description of the shaman to suggest a closer link with this?

Only my opinion.  I love this town.

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BoogieMan
BoogieMan


Famous Hero
The John of Spades
posted February 03, 2006 08:27 AM
Edited by BoogieMan on 3 Feb 2006

Great, the first piece of feedback! Thank you, kookastar.

In response to your question, my idea was that shapeshifting is something purely organical. The change takes place on a physical level only. Now that you've mentioned it, I realise that I haven't made it at all obvious, quite the opposite actually. Thank you, I shall see to rewriting the description.
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Ellpo
Ellpo

Tavern Dweller
posted February 03, 2006 04:38 PM

Great town! I really like this even yhough I never played with the "Barbarians" in any of the Heroes games. I prefer magic.
Suggestions:
It would be cool if the Falconer/Hawkeye could release his falcon to confuse enemy archers, making 25% unable to fire (kinda like forgetfulness).

Furthermore I actually think that the Behemoth should be MORE powerful than a dragon. Sice they lack magic abilities they should make up for it in brute strength, they should also be able to smack enemies backwards.  

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BoogieMan
BoogieMan


Famous Hero
The John of Spades
posted February 03, 2006 10:42 PM
Edited by BoogieMan on 4 Feb 2006

Excellent idea about the Falconers! Thank you, it shall be done. In that which concernes the behemoths, it was just a way of saying they are very strong, not that they're actually stat-by-stat as strong as dragons.
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Phoenixzs
Phoenixzs


Adventuring Hero
posted February 03, 2006 11:39 PM

-Shouldnt war-tamers have an ability associated with beasts?maybe some spell like ability that increases their attack or defense or speed.

-If you want your rocs to carry something why not units on the battle field?.Maybe ýt could be an ability that carries(teleports beside where roc lands) form 1st to 4th level creatures.It should also attack+transport not only transport and skip its turn.

I like ýt overall,nice job.

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BoogieMan
BoogieMan


Famous Hero
The John of Spades
posted February 04, 2006 10:47 AM
Edited by BoogieMan on 11 Feb 2006

Some bright ideas, there, thank you! They have been implemented (see the change log), with some polishing here and there.
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Danos
Danos


Hired Hero
Loyal Hero of the Light
posted February 05, 2006 11:40 AM

I really like your Town concept a lot!!!All these new creatures are cool!
From what I've read, the history matches with the original Heroes 5.
The other aspects(Troops, Description) look OK to me.
The Key symbols are perfect, I think.

I don't like the black color associated to them, it's evil and they don't seem to me evil or good, but neutral or indiferrent.It should be red(blood of both people and animals, shed in the struggle for survival) or green(for marshy lands).
Also, for the skills that the Shaman(Shapeshifter) has, it would be more suitable for a level 4 creature, swithcing positions with the War Tamer(Hussar), which is not a heavy armored troop, like the Bear(high HP and Defense) .Of course, a War Tamer would probably slay a bear or a tiger, but the Shaman is not just an animal form, he is a ranged spellcaster with many skills.



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proud member at
www.guardiansgrove.com

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ratmonky
ratmonky


Famous Hero
Abu Hur Ibn Rashka
posted February 05, 2006 05:56 PM
Edited by ratmonky on 5 Feb 2006

Wow! My favorite town so far! Excellent job, Vlad!

I especially liked those sexy stalkers :-) and hawkeyes!

Best of luck!
____________
Dies illa, dies irae,
Calamitatis et miseriae.
Requiem aeternum
Dona eis, dona eis Domine.

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neko
neko


posted February 06, 2006 05:25 PM
Edited by neko on 10 Feb 2006

rating outlawed,

see below for re-rate (ill do it later.)
____________
http://heroescommunity.com/viewthread.php3?TID=16986
Hylozium

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Oakwarrior
Oakwarrior


Famous Hero
posted February 06, 2006 05:29 PM

Race: 7 (Good)
History: 7 (Good. Missing some details, but gives the picture)
Creatures: 8 (Great! Pretty barbaric and strong)
Balance: 9 (Excellent! I sense some harmony here)
Originality: 9 (Excellent)

Total: 40
Well done!

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phoenixzs
phoenixzs


Adventuring Hero
posted February 07, 2006 10:47 AM


Race:8

History:7(the weakest side in my opinion but still works)

Creatures:9(one of the best strangely fits into each other,abilities are original too)

Balance:8(very good the line up is very good)

Originality:9

total 41/50

See my castle also "thundercrack"

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GaidalCain
GaidalCain

Tavern Dweller
posted February 07, 2006 10:06 PM

8.5
Overall good, but the isolationist history seems to hinders it from interesting interaction with other towns.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 08, 2006 07:47 PM

33/50

I really can't believe how much effort you've put in here. I really admire that, but nevertheless the castle does not hold much for me.
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Edenfer
Edenfer


Hired Hero
posted February 09, 2006 08:15 PM

Race: 7
I like the overall feel of the town.

History: 6
The history seems a little vague but it's ok.

Creatures: 7
The creature choices are not bad, love the shapeshifting ability, distract and air strike also seem cool.

Balance: 8
Good.

Originality: 6
+Love the new units: shapeshifter, falconer.
-The town idea itself is kinda deja vu.
-Lots of units were old ones: gorgons, rocs, behemoths.

Bonus: 2
+Good job on the town description and hero skills.

36/50 overall.

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kookastar
kookastar


Honorable
Legendary Hero
posted February 10, 2006 12:41 PM

Race 10
History 8
Creatures 9
Balance 9
Originality 9
45/50

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frakel
frakel


Adventuring Hero
posted February 14, 2006 11:22 PM
Edited by frakel on 14 Feb 2006

This is gonna be the last entry I rate - I´m out of time... Sorry to the 26 contestants whoose towns I never got the time to rate.


But saying that this was not the worst entry to finish with - quite the contrary :

Race: 10 Likeable! Logical background and development - you can see how these people have been formed by their history. Nice ideology and creed, these are common, no nonsense people - a fine contrast to the high-epic factions like Haven, Sylvan and Dungeon.

History: 9 Only drawback: a few of the ´first xxx-animal tamed´ entries could have been expanded with a little description of the deed. But no great minus there.

Creatures: 10 Although we see many classics, they are assembled in a lineup that fits the faction and their history. Falconer unit and its distract ability is great (I should have thought of that when I made a falconer in my own entry )

Balance: 7 Hero special ability is difficult to balance. On maps with native bastion terrain it could work. On maps without this the skill is absolutely useless (as it is presented now). In campaigns this might be accounted for, but on multiplayer maps it would be a total gamble to choose this faction. You should add a positive effect/ability to the skill which is not dependant on terrain! Guerilla master special ability is also weak - give him something more...
Otherwise balance is great.

Originality: 8 We see many classics, but things are added and others are twisted in new ways.

Overall: 44 Seems my last score ends up being my highest score... Great Job!
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FriendOfGunnar
FriendOfGunnar


Honorable
Legendary Hero
able to speed up time
posted February 15, 2006 10:30 PM

Bastion
Race(3 +3 )=6  
History(3 +4 )= 7 750 years missing.  History is way dull, cultural description is interesting
Creatures(3 +4 )=7  there’s three repeats and the last three don’t really match the first 4
Balance(3 +5 )=8  the roc’s ability is interesting, the rest aren’t
Originality=6


“The beastmaster cannot use magic.”
This is going to be a disaster on the battlefield
Beastie should have at least a few spells like dispell magic and whatnot


Total Score=34

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])

8 to go

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Hellward
Hellward

Tavern Dweller
posted February 16, 2006 12:21 AM

Race: 9 (great my only excuse: I think Ashan don't need another Human faction)

History: 9 (nice, but I think it is a bit "too peacfull". There must have been more enemies or wars if they decide on such defensive community structure)

Creatures: 9

Balance: 8 (seems all right)

Originality: 7 (some original ideas)

Total: 42 One of the best fitting Ashan towns. Surely one of my favourites.
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Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted February 23, 2006 11:23 AM

Race: 10
Very well explained and integrated into HOMM5.

History: 10
Great historical beginning and interesting eventful proposed campaigns.

Creatures: 7
Creatures are varied and mostly interesting, yet cohesive and fitting with the faction.
War Tamer could be improved to be more original. High level beasts need spicing up.

Balance: 7
The balance is good, except for the lack of magic resistance.
This seriously needs to be improved.

Originality:  8
Very interesting special abilities (lvl 2, 3, 6).
Gorgon, Roc and Behemoth could somehow be made more original than in previous games.
Stronghold is not that easy to make original, in other aspects - a job well done.
Some original hero abilities.

Judge Rating: 42
Race description, history and campaigns are very well done.
Definitely one of the top ICTC entries, a great read, and a great fit for HOMM5.
There are some much needed improvements, then this can be a great might faction.


Oakwarrior: 40
Phoenixzs: 41
GaidalCain: 43
Gnoll_Mage: 33
Edenfer: 36
kookastar: 45
Frakel: 44
FriendOfGunnar: 34
Hellward: 42

Visitor Rating Average: 40

FINAL AOH ICTC RATING: 82

CONGRATULATIONS TO BOOGIEMAN! HE WINS THE THIRD PLACE IN AGE OF HEROES INTERNATIONAL CREATE A TOWN CONTEST!
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