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Heroes Community > Age of Heroes Coliseum > Thread: ITCT: The Oasis
Thread: ITCT: The Oasis
rafanest
rafanest

Tavern Dweller
posted February 04, 2006 12:29 PM
Edited by Valeriy on 5 Feb 2006

ITCT: The Oasis

THE OASIS

The oasis is the home of the brave inhabitants of the desert of Azuranan.
One of the most inhospitable places of the world

Colors

Yelleow and green

Sigh

The palm and the sand

History

Unknown date (belongs to leyend) The infernal war

One tells that the forbears of the inhabitants of the desert were living in
a vergel. Until there took place a cataclysm provoked by the infernal legion
in  its attempt for winning the infernal war called to the human faction.
This turned the vergel into an arid desert, home(fireplace) of legions of
undead, where only the strongest living creatures could survive

-600
The inhabitants of the oasis discover the limits of the desert.

-550
The discovery of the big forests of the exterior makes remember them their legends. To recover the legendary vergel turns into the priority of the faction.

-500
The first contacts with the sylvans

-400
The Sylvans suffers the fierce assault of the infernal faction. The help of the faction oasis turns out to be decisive to stop the assault.

-390
The sylvan druids promise to help the nomads in his(its) project to recover the vergel

-75
After years of investigation, the Druids discover a spell capable of producing rain, nevertheless it is a question of a complex process that implies reagents' search and the only appliances. The faction of the desert continues the search of the necessary thing to recover hisvergel

Creatures

1. Desert fox / two-headed fox Basic unit of the faction of the desert. The foxes, faithful pets of of the inhabitants of the desert are used for these as assistants in his hunts. They are weak units, though it is forced resides in his number. The two-headed foxes can attack two times to his aim enemies.
2. Nomad/tuareg The nomads represent the basic infantry of the faction. Mounted in his horses they are quite fasts units. The fierce one tuareg has 50 % of possibilities of eluding the contrataque of the enemy.
3. Archer of the desiert /drawer elite Units of assault distantly. The drawer of elite can do 100 % of the damage independently of the distance to which finds the enemy.
4. Scorpion/ mottle Scorpion The giant scorpions of the desert represent the advanced infantry of the faction. His attack is based on the poison, the advanced units support his victims in a state of poisoning that will cause 25 % of the initial damage in every shift until the unit expires, it is cured or finishes the combat.
5. sand elemental/ sand golem The elementary sand are creatures arisen from the dunes, encouraged by former wizards of whom nothing is known at present. They have a special skill that makes confuse them with the sand of the soil preventing the assaults of the enemy until they realize its own assault. The sand elementals receive only 25 % of the hurt of the ranged attacks. Nevertheless, in not sandy areas its skills see penalized seriously slowing 50 %.
6. sphinx/lady sphinx Mysterious creatures of the past, they are the launchers of conjurations of the faction. They can realize three types of charm. The basic one is the exhaust of energy, spell capable of causing direct loss (it works of way similar to the assault distantly of an archer). The outpost is the spell of confusion, the confused units have 10 % of possibilities of attacking to an own or enemy unit, in opposite case permaneceran without attacking. The units of elite (Lady sphinx) can use the false crux, which produces an unknown effect.
5 % of the cases producira a beneficial minor charm(spell) on the affected unit (speed, benediction ...)
15 % it will produce a harmful minor charm on the affected unit (slowness, curse ...).
50 % of the times it will produce direct loss based on the number of present sphinxes in the combat.
20 % of the times it will produce a conditionof ire in the affected unit that it will force him to attack to the most close allied unit.
5 % of the times itwill produce him death direct of a certain number of enemy creatures. Calculated depending on the level of the bewitched creature and of the number of sphinxes.
5 % of the times itwill not have effect.
7 Jugernaunt/fire Jugernaut. creatures born of the most arid regions of the desert. Where the high temperatures prevent the arrival of any another creature. The Jugernaunt is the most powerful members of the faction of the desert. Appart of its powerful attack of melee, the high temperature of its body produces hurt for heat to all the enemy creatures round them. The Jugernaunt will produce 15 % of the damage that would produce in every physical assault to all the enemy creatures that are in the adjacent cabins. The ardent Jugernaunt will produce 30 % of damage to the enemy adjacent creatures and 15 % to which it is to two spaces.



Creature skills

Nivel 1
 3 4
3 4
0 0
2-4 2-4
5 6
4 4
10 12
0 0
9 9
40   50  

Nivel 2
4 5
3 3
0 0
3-8 3-8
10 15
6 6
14 16
0 0
6 6
90   120  

Nivel 3
4 5
2 2
10 12
2-7 2-7
15 17
4 4
8 8
0 0
5 5
110   180  

Nivel 4
9 9
8 9
0 0
6-11 6-12
35 45
5 6
11 11
0 0
5 5
250   300  













Nivel 5
14 14
12 14
0 0
7-14 9-14
50 70
4 4
7 7
0 0
3 3
750   900  

Nivel 6
18 20
18 20
4 4
17-24 17-27
70 85
3 3
10 10
16 30
2 2
1500   2000  

Nivel 7
25 30
20 26
0 0
35-70 45-70
160 180
6 7
10 10
0 0
1 1
2700  1   3600  1  



Buildings
city hall.
town hall.
consistory
capitol

Fort.
Citadel.
Castle.

Magic tower (up to level 4).

Creature dwellings

Taming buildings
corral of foxes (learn fox taming)
cave of scorpions (learn scorpion taming)
Sphinx monument (learn Spynx taming)
Master taming guild (the hero learn to tame the advanced creature)
Elite taming camp (increases the taming of all heroes 10%)

Marketplace.
First aid tend.
guild of gold miners (provides 750 gold per turn)

camp of heroes (the hero learn attack +1)
camp of leyends (The defending creatures have +1 defense and +1 attack).

Unique hability. Taming
It allows to increase the number of creatures for hero periodically. The speed and type of summoned creatures would depend on the level of heroes and on certain buildings constructed in the city, this way the heroes of under level would tame foxes of the desert. The advanced heroes would be capable of taming scorpions and even sphinxes.

Fox taming allow the hero to tame fox. begins in the first level. One level hero can tame 1 fox per week. Increases 1 fox per week each level (eg level 14 hero can tame 14 foxes per week). Learning fox taming cost a small acoount of gold.

scorpion taming allow the hero to tame scorpions. begins in the finfh level. Five level hero can tame 1 scorpion per week. Increases 1 fox per week each 2 levels (eg level 17 hero can tame 7 scorpions per week). Learning scorpion taming cost a high acount of gold.

Sphinx taming allow the hero to tame sphinxes. Requires tenth level. ten level hero can tame 1 Sphinx per week. Increases 1 fox per week each 3 level (eg level 31 hero can tame 7 sphinxes per week). Learning sphinx taming cost a very high acoount of gold and some resources.

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BoogieMan
BoogieMan


Famous Hero
The John of Spades
posted February 06, 2006 11:24 PM

Race: 4  History: 4

Weak. Although thematically your race is pretty homogenous, the desert is already occupied to some extent by the Academy Mages. No geographical reference, nothing to link the creatures together story-wise, no picture as to how the faction is organized, you really don't get any clear picture of the role this faction plays in Ashan. I have failed to find the word "vergel" in the English dictionary

Creatures: 7

A decent line-up. Nothing remarkable.

Balance: 6

A rather weak faction.

Originality: 6

No spark

TOTAL: 27


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The BoogieMan wrote ... and saw that it was good.

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FriendOfGunnar
FriendOfGunnar


Honorable
Legendary Hero
able to speed up time
posted February 07, 2006 09:40 PM

Oasis
Race(4 + 3)=7
History(2 +3)=5
Creatures(4 +5 )=9
Balance(5 +5 )=10 interesting special skills, good variety
Originality=8

I like this faction actually.
This faction would look totally in place in the world of HOMM 1,2,3,4. But! The desert motif is already taken and there is no real unifying race, both of which reduces compatibility with HOMM5.
Plus the history and story are weak.

(minus one for no visual flag)
Total Score=38  

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])

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phoenixzs
phoenixzs


Adventuring Hero
posted February 09, 2006 08:08 PM

Race:5
History:6(not so creative,a bit rushed it seems)
Creatures:6(One by one they seem good,but as a nation they dont fit.Also two headed fox?)
Balance:6
originality:5

Total:28/50

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kookastar
kookastar


Honorable
Legendary Hero
posted February 10, 2006 11:07 AM
Edited by kookastar on 31 Mar 2006

Race 2
History 2
Creatures 7
Balance 6
Originality 7
25/50

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frakel
frakel


Adventuring Hero
posted February 11, 2006 06:12 PM
Edited by frakel on 11 Feb 2006

Race: 4

History: 3

Creatures: 4 (Instead of just posting lines of numbers, which are hard to interpret, you should describe the strength and weaknesses of the units in text as well. I like your creature lineup, but would have liked to see more description and background on the individual creatures.)

Balance: 6

Originality 4 (An oasis town sounds great. You could have developed this idea further.)

Overall: 23
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Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted February 23, 2006 10:14 AM

by ThE_HyDrA

Race: 5.5
History: 5
Creatures: 7.5
Balance: 8
Originality: 5
Total: 31
Comments: A very promising idea had Academy not reverted to their desert roots. The history is too brief, and I’d like to learn more about the people, the history, and the heroes behind the town. The creatures are a very nice mix, with a few original creations. Some of the statistics have been copied and edited slightly, and the special abilities are in-tune with the game, meaning the balance is very good. Ultimately, there need to be more descriptions so the player can immerse his/herself in the town and its atmosphere.
Visitor Rating Average: 28.2

TOTAL: 59
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