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


posted February 03, 2006 12:12 PM
Edited by Valeriy on 5 Feb 2006

ICTC: The Civilization of The Deep

The Civilization of The Deep
“Thy earth is thy mother and father”

AKA: The dwarves, The other sons of Sylanna
Associated colors: Dark brown and metallic gray
Worship: Sylanna, the dragon of earth, known by them by the name of Solledar
Core philosophy: “If you can't save yourself, save your people”
Country/Kingdom: Doherinn, The Deepest Caverns
Key Symbol: A warhammer in front of an iron shield. Behind the shield lies another weapons, usually  it varies (although an ax is the most common). The shield has a carving of a boar (recently)

Description: The dwarves lived long in peace under the depths of the earth, where not even the dark elves had reached...until now. They have a long military tradition thanks to their constant struggle against creatures that lies in the deep darkness they live at. Yet those creatures never came to be a threat, they always kept in mind that their people should be ready for the day a real danger would come by... and it already happened, before. The Wars of Fire reached deeper than it was imagined and menaced the dwarven people and their allies. And each time the demons made an attempt to conquer the surface, they also made an attempt to conquer the deep of the earth, assuming that since there was only one kind to deal in there, this would be the weakest link, and they were wrong. Since the creation the dwarves had to deal with the dreadest of the creatures, actually the hydras only live in the “higher” tunnels because they were hunted away by the dwarves. Even the might black dragons were once an enemy of the race. Their greatest allies are the earth elementals, whose live in harmony with the dwarves in an nearly “symbiotic” way since the begin. Secondly come the Fungi Walkers, a race of sentient fungus, although the fungus are the principal source of food to this proud people. Then it comes the Rocs, outstanding animals of great inteligence and size, loyal to the dwarven more than anything. Most recently, when the dwarves reached the surface, they found in the wild boars an new and formidable ally, and an ally that can be mounted at, something they learned with the surfacers, called “cavalry”.

28-40 YSD: Wars of Fire:

The dwarves had a bad time in the first demonic incursion. As good as their combat tactics were the demons had much more numeric superiority. One day the demons simply retreated, the dwarven people never found out why.

157 YSD: Contact with the Fungi Walkers:

Some rumors of fungi farmers disappearing due to walking murdering mushrooms are confirmed, an army is mobilized to defend the society against such threat.

167 YSD: The Alliance with the Fungi Walkers

Ambassadors of the Fungi Walkers (how themselves have chosen to be called) that learned the dwarven language have an meeting with Dramegon, bearer of the crown. Peace terms are achieved and an alliance is formed. The reason because the fungi walkers were attacking the dwarves is because the dwarves started attacking, and how the fungi walkers didn't had a mean to communicate (or even make a sound) with the fact of being slow in moving made it difficult for the dwarves to notice.

330 YSD: 1st Eclipse:

Yet this demon incursion got the upper hand in the surface, in the deep darkness they couldn't get past the dwarven major defenses. Underestimating the dwarven strength the demons were quickly driven out of the deep, as the dwarves still had fresh in their history the last attack, so they were prepared.

566 YSD: The end of the contact with Solledar:

Solledar's presence was no more felt by the dwarves, Dramegon the 4th, bearer of the crown at the time, had to create a new art to replace Solledar's protection, which kept them safer against the creatures of the deep and the demons, so he starts to study the power of the sacred runes. The rune carving craft is born in the dwarven society, replacing their faith, since their Dragon looked to have “more important” issues.

756 YSD: Solledar's Return:

Solledar finally is back to the dwarves, yet, his power was no longer welcome. His temples and his priests now are adepts of the rune-carving. Still, some clans still have a spark of worship, so Solledar decided to keep his protection over the dwarven people so his religion isn't erradicated.

Modern ages:

951 YSD: Solledar Second Abandon:

Again Solledar left the dwarves for “more important” matters. His last believers find themselves in doubt. Solledar influence over the dwarves is over.

970-973 YSD: The Dark Elves Threat:

Tall long eared people make contact with the dwarven people, violent contact. The dark elf tactics, alien to the dwarves, take them off guard. Subterfuge was a word they didn't even had before. Caravans are made to head toward the “upper levels”, but the messengers come back with strange reports: A new world without a ceiling, with a big glowing and blinding sphere high beyond the deepest caves could be. A place much mutating for their like, but still, more friendly than stay in the deep against the treacherous long eared. The fungi walkers couldn't stand the surface, but stayed at the reach of the dwarven people, but still too deep for other creatures.

975 YSD: The Meeting With Other Races:

Arergel the 3rd have a meeting with strange tall people without long ears. The rune-masters use the power of the runes to make an understanding possible between the languages. The tall people referred themselves as “knights” of the Haven Empire. Boars are tamed and trained for military purposes. They have a meeting with the Sylvan, yet not sure if they could trust them, since they resembled the long eared that attacked the dwarves in their homelands. This meeting ends in disaster when the dwarves understanded that the Sylannas the elven talked about is the same Solledar that abandoned them. Arergel the 3rd dies in this meeting and Arergel the 4th is crowned the new crown bearer, but he has not reached maturity yet...


Units:

LVL1: Dwarven Infantry: These are the base of the dwarf military power. low number compared to humans and imps, they are a tough and stable line of defense for their Rune Gunners/ Rune Cannoners and Sharpshooters/Snipers.

small
off: 2
def: 3
hits: 10
speed: 3
initiative: 8
dmg: 1-2
Growth: 10
Special: Resistant to Ranged (50%)
spell resistance (10%)



UPG, LVL 1: Dwarven Beserkers: “The offense is the best defense” is their motto, beserkers are much more trained with movement with heavy armor. The can still stay behind, but if they need, but they can reach the enemy ranged in no time. When wounded they become mad in anger, attacking with reinforced strength:

small
off: 3
def: 3
hits: 14
speed: 5
initiative: 12
dmg: 2-3
growth: 10
Special: resistant to ranged (50%)
spell resistance (20%)
fury (retaliation does 100% more dmg)



LVL 2: Sharpshooters: The crossbow used by the dwarves is made mainly of iron, but they use some kind of dried fungus to make the string. It is very elastic, but very imprecise, resulting in much variation at the actual damage they can do, but these guys have trained their aim to the edge:

small
off: 3
def: 1
hits: 6
speed: 2
initiative: 10
dmg: 2-5
shoots:5
growth: 9
Special: aimed shot (max dmg, but the initiative is lowered considerably for the next action)
ranged



UPG, LVL 2: Snipers: This crossbow has a tube made of steel with opening in the side for the string. This makes the bold much more accurate. They are also experts in taking time to make sure their shoot will matter.

small
off: 5
def: 2
hits: 8
speed: 3
initiative: 10
dmg: 5-7
shoots: 5
growth: 9
Special: aimed shot (see above)
take aim (no range penalty)
ranged



LVL 3: Boar Riders: The boars were tamed in the surface, and are already useful. Yet the relation dwarf-boar is rude and brute, it break the ice when needed. Their charge attack is powerful but what really makes them fearful is how they can manipulate small creatures in the battlefield:

large
off: 5
def: 3
hits: 18
speed: 5
initiative: 10
dmg: 4-7
growth: 8
special: short charge (if the Boar Riders moves, but no more than two squares, it will have a 20% bonus to dmg)
overrun (if when performing a short charge the boar hits a small creature this creature will be moved back 1 tile and receive 10% extra dmg, if there is another creature in the intended tile the target won be moved, but instead, both it and the blocker receive 10% extra dmg, friend or foe)
spell resistance (15%)



UPG, LVL 3: Frenzied Boars: If a boar is enraged, the thing you should probably do is not stay in its way. The same can be applied to the dwarves. If you see an enraged dwarf mounting an enraged boar, hiding can not be enough. This creature simply ignores smaller creatures in the battlefield, making them virtually useless protecting ranged units:

large
off: 7
def: 4
hits 26
speed: 6
initiative 12
dmg 6-9
growth: 8
special: short charge (see above)
overrun (see above)
spell resistance (25%)
merciless trampling (the frenzied boars can ignore small units in the battlefield, passing through them and making 30% of their dmg on the unlucky enough to be in the way. The point where the frenzied boar stops its movement can't be occupied)



LVL 4: Rune Casters: One word can have more power than most would think. When imbued with magic energy a word can be much more useful though, and the Rune Casters know that very well. In combat there is no people, there is no soldiers, there are just runes to be deciphered, words to be manipulated, so the victory can be assured.

small
off: 7
def: 6
hits: 30
speed: 3
initiative: 10
dmg: 5-8
shoots: 5
growth: 6
special: runecasting (selects an area of 3x3, any friendly unit in this area have +5 bonus to defense and +1 dmg, takes a turn, choosing another area takes another)
spell resistance (25%)
spellcasting (20 mana: stoneskin, bloodlust and stonespikes)
ranged



UPG, LVL 4: Stonecallers: The earth elementals live in peace with the dwarves since...since ever, as far as the dwarves can remember. The stonecallers are the strongest link the dwarven people have with the elementals of their beloved earth. These dwarves are experts in the defense of their kind, and are tough enough to receive any punishment to keep their fellows unharmed.

small
off: 7
def: 9
hits: 50
speed: 4
initiative: 10
dmg: 5-10
shoots: 5
growth: 6
special: runecasting (see above)
spell resistance (35%)
spellcasting (24 mana: add summon elemental (earth) to the selection)
call of the earth (this can only be done once in a combat, it summons a wall of earth in one tile of the battlefield and it stays there for 1 turn, it is invincible)
ranged



LVL 5: Rune Gunners: The trust the dwarves have on their runes can be resumed in these guys: They handle a large, mechanical and long weapon empowered by runes, the power of the runes are focused in a barrel, and when it is released it causes ENORMOUS damage to whoever is in the path. However, it has limited ammo, and when it is gone, they have to resort on their battlehammer:

small
off: 16
def: 8
hits: 50
speed: 2
initiative: 8
dmg: 20-25
shoots: 2
growth: 3
special: slow reload (after shooting, the initiative will be substantially dropped for the next action)
beam (the same as the mage tile-by-tile pattern)
No melee penalty
ranged

Their weapons looks more like it, than a cannon:


UPG, LVL 5: Rune Cannoners: Enhancing even more the power of the runed weapons, but making them more unstable, these guys know how to dice n' slice, but if not careful, the party is over early. After ammo is gone they attack with a great maul.

small
off: 18
def: 8
hits: 60
speed: 4
initiative: 9
dmg: 25-30
shoots: 2
growth: 3
special: slow reload: (see above)
Beam (see above)
Unstable ammo (have 50% chance of losing all ammo after firing)
explosive mayhem (EACH stack hit by the cannoners suffer an explosion, doing 50% dmg to all adjacent, friendly or foe)
No melee penalty
ranged

LVL 6: Roc: These underground avians are a mix of bat and eagle, but VERY large bats and VERY large eagles. The common thing between them and dwarves is the known phrase:  “the enemy of my enemy is my friend”, basically. Most of the things in the deep that had dwarves in their dinner selection were also in the selection of the rocs. How the dwarven weren't in the rocs diet in time the dwarves made strong bonds with these creatures, much like the ones of a man and his dog.

large
off: 22
def: 22
hits: 100
speed: 6
initiative: 12
dmg: 15-20
growth: 2
special:flying
spell resistance (30%)
Ironbeak (when the roc attacks an stack the defense of this stack is reduced by 2 for 3 turns)



UPG, LVL6: Battle Roc: These are also recent to the dwarven culture, since the concept of mounting a creature was unkown to the dwarves. Those rocs aren't just loyal animals to the dwarven cause, they are much more prepared to battle, armored with the lightest metallic alloys the dwarven are capable to forge, and trained to serve as mount and to resist the strain of a battle. These creatures can wreck havoc in battle, just losing to dragons in the fear they spread in the enemy heart.

large
off:22
def:24
hits: 120
speed: 7
initiative: 14
dmg:20-25
growth: 2
special: flying
spell resistance (50%)
Ironbeak (see above)
double attack (the roc attacks the main target and the dwarf riding it attacks an adjacent foe for half dmg)



LVL7: Earth Lord: These elementals of the earth are the oldest of their kind, and are willing to help the dwarves in their cause. They are large amounts of earth, a big mouth can be seem projecting itself horridly out of its “head”. It attacks mostly with the two onyx double claws at each appendices. These creatures are the most resilient known in the existence, but are slow, and the offensive isn't as impressive as the angels or devils, dragons or colossus.

large
off: 18
def: 32
hits: 200
speed: 4
initiative: 9
dmg: 30-40
growth: 1
special: spell resistance (50%)
Crush (each Earth Lord has 40% chance of "devouring" one small creature of the stack it attack, and crush them to death into it's body, killing them instantly and preventing resurrection, if it is a large creature it has only 20% by earth lord, doesn't work on any lvl 7)
borrowing (for almost all effects, it works as flying, ignoring obstacles and creatures, but isn't affected by some skills that affects fly)
Vulnerability (implosion and meteor shower ignores their spell resistance and causes 50% more dmg, earthquake causes amount of dmg to them ignoring spell resistance, although earthquake normally don't deal dmg to units)



UPG, LVL 7: Juggernaut: The earthen lords old enough to obtain understanding of the creation, it recluses in meditation for decades and then finally emerge from the earthen temple to glance the world with their illuminated comprehension. One of the consequences is that all their mass in converted into a substance as dark as onyx, but harder than the best dwarven alloys. They still have their claws, but now made of this new material.

large
off: 20
def: 36
hits: 240
speed: 4
initiative: 10
dmg: 35-50
growth: 1
spell resistance (80%)
Crush (see above)
burrowing (see above)
vulnerability (only to earthquakes, meteor shower and implosion now have to pass their spell resistance, but if does, still causes 50% more dmg)
comprehension (when attacked and still has a retaliation it receives 20% less dmg, only work to the first attack received after it's turn or the start of the combat)



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MasterSandro
MasterSandro


posted February 03, 2006 04:18 PM
Edited by MasterSandro on 3 Feb 2006

So, aren't anyone going say anything, give opinions, critics, ANYTHING?

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Phoenixzs
Phoenixzs


Adventuring Hero
posted February 03, 2006 07:28 PM
Edited by Phoenixzs on 3 Feb 2006

Well if you insist here is you answer

first of all for the dwarf infantry being the first level is pretty low.Use some underlings like cobolts or some underground creature instead.Maybe an interesting thing could be that dwarf infantry could be upgraded to dwarf boar riders.
Also make the sharpshooters and cannoniers one unit they sound pratically same to me.In to the opening unit put somethin different than dwarves.

also ý understand that the army evolves around magic resistance but still the %50 magic resistance is abit too high.
I didnt understand the devour very well;eating low levels is a uselless thing for a 7th level if you meant that.But if you meant gorgons ability its a bit strange since this creature is supposed to deal with 6th and 7th levels anyway sounds still useless to me.

Anyway keep I hope those help a bit ,there is not much time left but good luck to you .I like the boar rider and that 7th level creature picture(1st) by the way.

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godstuffus
godstuffus


Hired Hero
posted February 03, 2006 07:38 PM


Well the Dragon of Earth is bad for this because of slyvan already having it.  The juggernaut is cool idea to begin with, but then devouring is kinda of silly for big rock to me.  There might be better word you are looking for like absorb or consume.  I think of devour more as swallow.

Other than that the words Dwarf and runner do not work together to me.  Dwarf snipers are not very typical dwarf to me.  That does not me they will not work.  It just would not appeal to me personally.

I am only trying to give constructive criticism.  Your town really has some appealing aspects to me.

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MasterSandro
MasterSandro


posted February 03, 2006 07:40 PM
Edited by MasterSandro on 4 Feb 2006

The main role of the this town IS to be about dwarves, they don't have slaves, they don't have underlings (the infantry is powerful for a lvl 1, close to the dark elf assassins).

The rune magic is a kind of evolution for them, that's why the rune weapons are high lvl and the crossbows are low lvl, it also reflects the dificult to make a runed weapon. These guys are supposed to be the long shot, to not be a kind of ranged unit you use right in the first turn, but you wait the best chance (really high dmg on multiple enemies is very useful, their role is to affect as many as possible with the few ammo they have)

The role of my dwarven faction is to show the dwarven as they are. They don't join to minions, they don't have slaves, they have their kind and the earth. A new view of the rocs and to have the ultamate incarnation of earth as tier 7.

About the devour, it is supposed to be as "extra" dmg on low lvl tiers, the gorgons were too powerful and I made this for balance (specially because it is based on the number of Earth Lords/Juggernauts). These are supposed to be ultamate defense units.

I'm just trying to follow the H5 balance with this town, and there is no major diferences of creatures and upgrades.

About magic resistance, this town is rolled by it, and that's the main reason they failed to protect themselves against the Dark Elves. But I will lower some of them, yes.

I will make some changes right now.

Made some changes on magic resistances (remember that the last tiers still have high because of their vulnerability, that is the secret to attack them), the dwarven runners name (dwarven beserkers) and added ability (fury), changed take aim (no range penalties), devour changed to "crush" and affects lvl 6, as well as large creatures (with less eficiency) and remembered to give the "no melee penalty" to the gunners/cannoners.

Quote:

Well the Dragon of Earth is bad for this because of slyvan already having it.  


The idea was using the dragon of earth EXACTLY because of the sylvan, to give the main reason of the classical elf against dwarf struggle.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 03, 2006 08:33 PM

I like this one - a fresh view of the dwarves. I am not too keen on the gunner idea, although I suppose if it were done right (i.e. not too gun-like), and the cannon visibly fired runes, it would be okay!

P.S. someone correct me if I'm wrong, but I think you're not supposed to post three times in a row: but use edit instead.

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MasterSandro
MasterSandro


posted February 03, 2006 08:36 PM
Edited by MasterSandro on 4 Feb 2006

my bad, but the first post was the dwarves, couldn't desacrate that

btw, if the rune weapons were supposed to look like a gun, I would have used any of the warcraft dwarves flooding the net

One question: Anyone thinks  it will be better to strengthen the infantry to make them closer to the assassins? Or they are good as they are?

Come on! More suggestions! Please

Made the infantry diferent, more hits and spell resistance, beserk have more min dmg and more hits, as well as better initiative. Made this because there is people that isn't liking a lvl 1 dwarf, so I made them more powerful lvl 1 (and decreased the growth to 10).

Also changed the sharpshooters and snipers. Their growth is now 9 but initiative is 10, and snipers do slightly more dmg and have slightly more off and def.

One LAST note: Besides the Gunners and Cannoners names, their weapon don't resembles in ANY way a gun. Didn't find anything in the web that would match what I have in mind, but, for comparisson, the gunners/cannoners weapon looks much more like it:



Than it:



And btw, I know that the frenzied boars picture is taken from the next "Zelda", and is mounted by something that looks more like an orc than a dwarf, but the role of the pictures is to give an idea, and that boar is the closest I found to what I had in mind.

And, btw, if anyone have something against the "gunners/cannoners" names, I would change, but note that I gave these names in behaf that they use these weapons for bombarding purpose, so these names would fit nicely to give you an idea of what they do, but it is not what they use, because there are NO guns or cannons in Heroes (so the name has no relation to actual guns or cannons for them).

COME ON! Why I don't hear any suggestions? I simply can't assume this town is perfect. All others are full with suggestions.

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Kongo_Team
Kongo_Team

Tavern Dweller
posted February 06, 2006 03:23 AM
Edited by Kongo_Team on 5 Feb 2006

At last I have time to read threats and so here I am...


first of all, the name, it shouldn't have 2-elements, and in my opinion it should be rather some name describing a concret place.

I have to say that you have a nice style of writing and I have read it with pleasure.

first fact that brought my attention:
Dwarves meet Dark elves at 970-973 YSD, ain't it to late!? still dark elves exile to the underground about 566 YSD. Haven't they ever contact for 400 years?

Really nice special attacks, I like it. (but mayby some are too powerfu, I don't know : P )

How much dwarf units have you create (5, am I right?) It's too much, even Sylvan have only 4 or 3 elven units. And btw ain't it a bit weird that the Dwrves are so low level creatures and control the underground deeps.

Another unit that brought my attention was Roc, firstly when I saw this name I have thought: "what a mess..." but when I read description it looks much more better for me, and I have to remark that you probably create something that could be simply called: Wyvern.


...It's really nice faction, now I can see some now points about dwarf that i havent thought abut while creating Hollow. It's nice idea with completely underground nation, but mayby a bit too risky, wouldn't it be too big cultural and economical shock if dwarves firstly get to the upper world in such late event of history?

<Fargoeth>
____________

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MasterSandro
MasterSandro


posted February 06, 2006 05:20 AM
Edited by MasterSandro on 5 Feb 2006

The meaning is to show why the dwarves don't show up until now.

Yes, they didn't met until now because the dwarves live in the deepest darkness where not even the dark elves have reached until now, but now that they met, well, that's a problem for the dwarven race.

BTW, you can bet there is gone be trouble with them on the surface, showing so suddenly and already starting a war, but that's what I had in mind. The Haven could be a main role in their appearance in the surface (maybe trying to avoid a dwarven-sylvan war).

I was thinking in making the Walking Fungi an unit, but thought how they would survive in the surface (fungus need to live in places away from direct light)... still, I guess they would be nice.

Finally, the Haven have 6 human

Unfortunately, I can't change any features anymore.

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Kongo_Team
Kongo_Team

Tavern Dweller
posted February 06, 2006 05:29 AM

I thought that you will be glad that someone has read your faction and post some constructiwe reply ; )
(however I would : ) be)
...anyway international contest isn't finishet yet.


<Fargoeth>


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MasterSandro
MasterSandro


posted February 06, 2006 05:33 AM
Edited by MasterSandro on 6 Feb 2006

I was happy with the coments, but I can't change features anymore (or at least is what is said up there, if I can change maybe I will change some things)

BTW, the growth of the low lvl creatures is low, and are strong, something close to the dark elves themselves, to show the power of the dwarves.

EDIT: No, can't change anything, if I edit it I will be disqualified...

(Note about rocs: I don't think that wyverns would have dwarves out of their diet    

Oh, would be better if I called them "The Caves" or something... I think not... I didn't thought of a good single name to call them that weren't already used that wasn't just "The Dwarves". I know the name is big, but you must admit it is nice

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TitaniumAlloy
TitaniumAlloy


Honorable
Legendary Hero
Professional
posted February 06, 2006 09:41 AM

Race: 8
History: 7
Creatures: 8 (alot of the creatures are similar, dwarves)
Balance: 5 (the special abilities are unbalanced)
Originality: 7

TOTAL: 35/50
____________
John says to live above hell.

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Oakwarrior
Oakwarrior


Famous Hero
posted February 06, 2006 01:50 PM
Edited by Oakwarrior on 6 Feb 2006

Race: 7 (Good)
History: 7 (Good)
Creatures: 7 (Good)
Balance: 9 (Excellent!)
Originality: 7 (Good)

Total: 37

Whole lotta sevens eh? T'was because everything is good in your town

2 more on Balance!

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MasterSandro
MasterSandro


posted February 06, 2006 03:51 PM
Edited by Lich_King on 8 Feb 2006

Thank you Valeriy for your advice, I will sure listen to it now...

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Oakwarrior
Oakwarrior


Famous Hero
posted February 06, 2006 03:54 PM

How could I have missed those?!

*Oakwarrior takes out 2 more points out of his pocket and places them in the Balance area*

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fortress_fan
fortress_fan

Disgraceful

posted February 06, 2006 04:14 PM
Edited by fortress_fan on 6 Feb 2006

Race: 5 (Avarge)
History: 8 (Very good)
Creatures: 9 (Exelent)
Balance: 6 (Above avarge)
Originality: 10 (Superb)

Total: 38 (Good)

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Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted February 06, 2006 08:16 PM

Replies to ratings are not allowed.
Influencing the raters makes the contest unfair, don't do it again.
____________
You can wait for others to do it, but if they don't know how, you'll wait forever.
Be an example of what you want to see on HC and in the world.
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phoenixzs
phoenixzs


Adventuring Hero
posted February 06, 2006 08:26 PM
Edited by phoenixzs on 6 Feb 2006

Race: 7

History:8

Creatures: 7( ý like the roc at the 6th level and the boar riders but the two shooters resemble each other thats not so good)

Balance: 8

Originality:7

Total:37/50

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MasterSandro
MasterSandro


posted February 06, 2006 08:31 PM

Quote:
Replies to ratings are not allowed.
Influencing the raters makes the contest unfair, don't do it again.


Sorry for that, not going to happen again, it is just that I have the feeling that people isn't reading it very well...

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Fargoeth
Fargoeth

Tavern Dweller
posted February 07, 2006 01:22 AM
Edited by Fargoeth on 6 Feb 2006

I have carefully read all of the dwarvish factions, and here I am with rates:

Race: 6 (ethnical aspects are really disregard)
Creatures: 6 (too low differential)
History: 6 (a bit too poor, and incoherent)
Balance: 7 (faction balance - ok, but the balance of world would be disturbed)
Originality: 10 (the idea of the underground deeps was good, but not for dwarves but svirfnebles)

Total: 35
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