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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: Dwarven Mine
Thread: ICTC: Dwarven Mine
zombielordzero
zombielordzero

Tavern Dweller
posted February 04, 2006 01:13 AM
Edited by Lich_King on 5 Feb 2006

ICTC: Dwarven Mine

This Dwarven Mine is ruled by the Dwarven Lords

The Origins

YSD unknown: Creation
(from sylvian creation)
Asha, the Primordial Dragon of Order creates the world by giving it shape and purpose. She then gives birth to the Elemental Dragons who are destined to guide and rule her creation. The mortal races are created as “servants of the Dragon Gods”, and placed upon the earth (new addition)with one exception: The Dwarven race.  They were created to grow and learn under their own will and power, with the inate knowledge of combinations (how to combine various elements into useful varations).  they were free to roam the mountainside and dig as deep as they dare, which resulted in many cave-ins and releaseing many dorment creatures into the world.

These Dwarves were created from the living rock of the earth, endowed with remarkable strength, cunning, and ability to mine and alter the very rock of the world, with a weakness for drink.  They carved their kingdom from the very rock from where they were created and founded the Kinddom under the mountain.  This mountain ranges several hundered miles long and about half as wide.  Their weapons were as much a process of careful refinement as it was a result of a drunken arguments taken to the forges and smiths.  Most of the results were obvious failures, but the few that succeeded, did so with dumb luck, but more importaintly they bested the best dwarven designers for several generations.

28 YSD: Awakening in the deep
Digging far deeper than any other race into the earth, looking for vast riches that had made their ancestors the envy of the known world, struck a fire-filled chamber from which an endless river of demons, imps and devils emerged.  If it was not for the dumb luck of the fire burning away the tunnel supports, many more demons would have been released and the dwarven kingdom (along with the whole world) would've been destroyed right there and then.

28-40 YSD: Wars of Fire
The first great demon incursion.  The fierce battles that ensued forced the Dwarven people to cover themselves in plates of mytherial, a metal stronger than steel, found commonly within the rocks of their homes, but resists heating up many times longer than what would make a steel plate melt.  After watching the demons use of file in battle, they began the search for how to control that fire, which resulted in gun-powder (and many more drunken gundpowder experiments) and Dwarven Runes.  The long-rifles and motars turned the tide (with many casualties as the rifles tended to explode when damaged), and slew many demons (which unfortunetly, drove the demons right into the elven kingdoms, sparking a hatred that has lasted untill the present)  without mytherial, gunpowder, and the Runes, the kingdom under the mountain would have surely fallen.

48 YSD: The First isolation
When the Falcon empire took the church to be the “only” source of creation, the dwarves immediately cut all ties with them.  The Dwarves knew how they were created, and that they never had to pay homage to any god.  This reminded them of the elven tales the Elder Wars, where the angels launched a crusade on the Faceless. The destruction is terrible, and the elder races suffer tremendously. Early Elf civilizations and kingdoms are destroyed.  The Dwarves immediately began fortifying their border with the humans.  This began a long tradition of strong fortifications, and even stronger weapons.

50-260 YSD: The Years of Containment
Although the elves (along with most other races) had either slaughtered or scealed the demons away, the tunnels that the demons emerged from were still well known to most Dwarven people.  The King of the Dwarves declared knoledge of the source of the demons to be a state secret, and no non-dwarves are to know of its existance.  The air vents were scealed, the tunnels were filled with mytherial reinforced concrete for a 25 mile radius from where the demons had come, placeing Dwarven runes of containment every 50 feet as they scealed the tunnels.  This took 30 years to complete.  They then built massive solid stone fortifications in a radius of 75 miles from the entrance, believeing that the demons would one day return, and the Dwarven people wanted to be ready.  

330 YSD: 1st Eclipse - War of the Blood Moon
When the elven sceal around the demon prision ruptures from a total lunar eclipse, the dwarven lords await the onslaught of demons to open the hole from wence they came.  But the Dwarves were all surprized when the the wizards of the Seven Cities managed to turn them back with their savage creations (Orcs, Humans with demon blood).  The Dwarves never fully trusted the Orcs, because their curiosity would make them wander some times aimlessly, untill they stand before the sceals of the demon tunnel.  Then they become ferral and carelessly tear away at the sceal with anything they have in their hands untill it breaks, then with their fingers untill they have nothing left but a bloddy stump of a limb.  

This is when the Dwarven Lords Promptly banished all orcs from their lands.  Orcs are re-settled in the Falcon Empire as well as the Seven Cities. They are not granted their freedom, but instead serve as indentured troops in those lands.  The Dwarves know what the Orcs are looking for, but because of tradition and orders from the first Dwarven Lord, they tell no-one.

461 YSD: 2nd banishment
With the discovery of necromancy, at first it was treated as a way to preserve life long after death, until the previous dwarf king was animated and used as a puppet to kill his successor.  This led to the 2nd banishment of all necromancers from The Kingdom under the Mountain, and their experiments were hunted down and destroyed.  Once they were driven past the farthest fortifications the dwarves had built, the problem was considered solved.  This began the long period of isolation that lasts until the present day.

Dwarves are short and stocky, with thick beards (both men and women), pot-bellies, and tree trunks for arms (just as thick, made of flesh and bone).  Durring times of peace, they tend to their fields both above and below ground.  Below ground, there is a slow growing fungus that eats the rock and emits light as bright as the sun.  It is this fungus that allows the dwarves to both see within their massive mines and to grow crops underground.  They love song, drink (alcohol), thick walls, thick armor, and strong weapons.  They avoid humans and their self-rightous religion, but will reluctantly fight with them against the demons if the humans take the front lines (if they take the most casualties).  They also avoid the elves of all types because of the mistrust that stems from driving the demons into their lands, and their complete silence of where they came from.  Yet they will lend aid to the sylven and the wizzards if they request it against the demons.  The undead are considered an abomination are are hated without question.  The Dungeon lords were secretly taken in and granted a few of the depleted mines unknown to the sylven and humans.  They have been great allies in detecting where the demons’ fire tunnels are withing the rock and help sceal them away and/or avoid them completely.  Although the Dwarves distrust their dark nature, the dungeon lords have never forced the dwarves to convert or challenged their beliefs.

Major cities of the Kingdom Under the Mountain: (I’m bad at names, but places of interest are) birthplace of the dwarves (place of living rock), Mytherial river (a place where a mytherial liquid runs like water, and when combined with iron ore the mytherial solidifies.  Then the iron is boiled out leaveing pure mytherial to be shaped as needed),  Kazadun- Major industrial city that has the most farmland under the mountain.  Extensive use of the light-emmiting fungus with conveyer belts results in mythical levels of food production.  They have knowledge of basic metallurgy and simple 3 and 4 step elemental reactions.  What they lack in knowledge they make up for with runes.  Runes drive their machines, and power their golems.

Units:

Tier 1
Mining golem
Armed with a pic axe and made from the living rock the dwarves were spawned from and animated with dwarven runes.  These creatures normaly mine the most hazardous, but valuable rocks within the mines.  In combat, they are cannon fodder. Costs 1 ore + gold

Tier 2
Golem Riflemen (musket single shot)
These golems are designed to reload, aim, and fire long-rifles.  This is gives the golems the ability to reload and fire, but their aim reguardless of what runes are used, only fire in the enemies general direction.  Their damage is high for a tier 2, but they can only fire every other round (after they reload) and when the stack dies, 10*  the number of units at the start of combat is dealt in damage in a radius of 2 hexes.  This unstable nature is why golems have replaced dwarves in using these weapons. Costs 1 ore + gold

Tier 3
Mining Dwarves
Dwarves mine rock with huge axes and hammers, which they use equally well in combat.  As the lowest class dwarf, they tend to take the front lines right behind the golems.

Tier 4
Dwarven Axe throwers
Throwing an axe is easy, hitting your target with the sharp end is not.  These Dwarves specialize in mid-ranged combat.

Tier 5
Dwarven Warriors
Masters of axe combat, wielding the heaviest and purest mytherial axes ever forged. deal high damage to a single target (melee range) +50% Bonus damage vs mounted units, and units bigger than 1 hex in size (cleaving attack).  This unit has high attack and medium defence. (18 attack, 10 defence)  Upgrades to Dwarven Masters, doubles defence rating (20 defence) and increases attack to 20.  This increases their cost to that of a tier 6, but the cost is worth it.

Tier 6
Dwarven Cannon
These were what replaced the motar right before 330 YSD: 1st Eclipse - War of the Blood Moon (motars were first designed during the 28-40 YSD: Wars of Fire, and were the main reason why the demons were driven into the elven lands).  They have an increased range of fire and accuracy compared to the old motars, which often resulted in dead dwarves if their target retreated.  They have no range penalty, high attack rating, poor defence, deal massive damage (70+) fire 1 shot per round, but move slow (3 hexes per turn, 3x2 hexes big on the battlefield, so it will be a big target and hard to move)), attack rating of 30, defence of 5.  Upgrades to attack of 40, defence remains at 5, but can fire twice in each turn. Base cost is 3000 gold and 6 ore, upgraded to 4000 gold and 10 ore.


Tier 7
Anchient War Golem
This was created durring 50-260 YSD: The Years of Containment by the 2nd Dwarven King.  These (huminoid) golems are fast, respond to dwarven song (how they are controlled, usually from the musical band accompanying the hero) and cause massive damage with their huge Axes. Size: 4x4 hexes stats slightly less than a black dragon(225 hp), but faster in speed with a cost of 3000 gold, 10 ore.  They are used primarily as shock troops to decimate enemy lines, combined with cannon and rifle fire before risking the lives of any dwarf.  These were created to preserve dwarven life, to take a beating in place of them.  The upgrade of this increases the hitpoints to 400. and cost to 5000 gold and 20 ore


Town buildings:

Dwarven refinery
Upgrades 3 times, costs 1,2,3k each upgrade, and 500 for base.
Provides 4 ore for each level per day.
This is to help the dwarves with their huge requirement for ore (tier 1,2,6,7 all require ore)


Dwarven ability:
All mines produce +2 ore per day (including crystal, gem, and sulfur)
This is to help the dwarves with their huge requirement for ore (tier 1,2,6,7 all require ore)

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miru
miru


Supreme Hero
A leaf in the river of time
posted February 04, 2006 04:26 AM

Your cannon is the fastest unit at an amazing 8 spaces per turn. It is also dramatically to big. Wayto big.
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zombielordzero
zombielordzero

Tavern Dweller
posted February 04, 2006 05:04 AM
Edited by zombielordzero on 3 Feb 2006

guess i need to look at the max size of the battlefield again.  My intent is for the cannon to be big, powerful, and combersome to move around, and be very slow at moving. orginal size listed was 4x2 and 8 spaces per turn (i thought board size was 30 something, i'll change it to 3 per turn and look up how big the field is.

edit: 8 hexes can cross the field... 3x2 for the cannon should fit better.
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TheNordicKing
TheNordicKing


Adventuring Hero
Dark Lord of the Smith
posted February 06, 2006 04:34 PM

Race: 4

History: 9 (nice and long)

Creatures: 6 (a bit limited)

Balance: 8 (nice)

Originality: 5


32/50 overall. Nice work!
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Knowledge is Power, Magic over Might. Solmyr is the Best.
Check out my town. ICTC The Artic Town

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Fargoeth
Fargoeth

Tavern Dweller
posted February 07, 2006 01:32 AM

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

Race: 5 (seems abandoned, too poor, but it was going to be nice : ( )
History: 7 (too much mistakes but fine description)
Creatures: 4 (just dwarfs'n'golems + 1cannon [btw I can't imagine golem shooting by anytching])
Balance: 6 (hard to rate because of  poor description)
Originality: 6 (too low differential)

Total: 28
____________
member of [url=http://heroescommunity.com/member.php3?action=viewprofile&UserName=Kongo_Team]Kongo_Team[/url] - creators of [url=http://skocz.pl/heroes5]ICTC: Hollow[/url]

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confusedspirit
confusedspirit

Tavern Dweller
posted February 07, 2006 03:23 AM

Race: 2 + 2

History: 1 + 2

Creatures: 1 + 3

Balance: 3 + 3

Originality: 2 + 4

Total:23/50


My rating system
Race-1-5 adaptability to game + 1-5 interest if orginal or not

History-1-5 fitting with the game + 1-5 length too short or long

Creatures-1-5 adaptability to game + 1-5 interest if orginal or not

Balance-1-5 balance with other factions + 1-5 Balance within this faction

Orginality-1-5 overall with adaptability to game + 1-5 just lack of anything new to brand new concept
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miru
miru


Supreme Hero
A leaf in the river of time
posted February 07, 2006 04:09 AM

5

Im very critical, so this would be a higher score from someone else. It is nice, but its altogether to much technology. Remember, the academy golems aren't clockworks, they're magic.
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phoenixzs
phoenixzs


Adventuring Hero
posted February 07, 2006 01:03 PM

Race: 6
History: 7
Creatures: 6(like the last level )
Balance: 5
Originality:5

total
29/50

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kookastar
kookastar


Honorable
Legendary Hero
posted February 09, 2006 09:20 AM
Edited by kookastar on 31 Mar 2006

Race 7
History 8
Creatures 5
Balance 5
Originality 6
31/50

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Hellward
Hellward

Tavern Dweller
posted February 12, 2006 04:11 PM

Race: 6
History: 7
(Creation reasons didn't convince me, 28YSD- Even the dwarves can not get that close to the earth core, 50-260 YSD- The blind bro's were the ones who settled demons back in the earth fairy core, Seems unfinished)
Creatures: 5 (only Dwarves and golems )
Balance: 5 (no flyer, 3 ranged units)
Originality: 5 (few inventions, also- Kazadun??)

Total: 28

To be more obiective I've decided to rate all dwarvish towns at once (simillary as Fargoeth did).
____________
member of [url=http://heroescommunity.com/member.php3?action=viewprofile&UserName=Kongo_Team]Kongo_Team[/url] - creators of [url=http://skocz.pl/heroes5]ICTC: Hollow[/url]

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FriendOfGunnar
FriendOfGunnar


Honorable
Legendary Hero
able to speed up time
posted February 15, 2006 10:47 PM

Dwarven Mine
Race(2 +3 )=5 gunpowder isn’t compatible with HOMM5
History(3 +3 )=6  the history is somewhat interesting but there’s the gun problem again
Creatures( 2+3 )=5 why build huge golems with axes when you can build guns?
Balance( 4+2 )=6  3,4,5 too similar, 1,2,6,7 too similar
Originality=6

(no flag, minus one)
Total Score= 27

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])

7 to go



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Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted February 23, 2006 06:01 AM

Judge rating: 30 or lower.
History paints this town to be utterly supperior.
There are plenty of imbalances in the units, especially costs.
The town has some good ideas, but needs careful planning and balancing.
There is also a mixup between dwarves as a great culture and as drunks.
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