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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My "fortress"\swamp Faction
Thread: My "fortress"\swamp Faction
Wacks
Wacks


Adventuring Hero
Low postCount
posted June 09, 2006 02:18 PM
Edited by Wacks at 11:41, 10 Jun 2006.

My






Introduction
Town: the Bog
Aka: the Beastmasters, the Lizardmen, the swamp-peoples, the swamp-mongers
Alignment: Lawfull Neutral
Associated Colours: turqoise, dark green, rusty orange
Worship: Maniroth, the wild dragon and ancestor of reptiles - grandson of the elemental dragons
Core Philosophy: "Survival is a luxury of the strong", what doesn't kill you - imbues your soul.
Country/Kingdom: the swamp kingdom of Salimoc
Key Symbols: the Coutl, the Plate of Bones, (the Temple-Fortress?)

Far to the south-west of the Holy Griffin Empire lye the endless marshlands of Sud. The swamps are considered a filthy, entangling place. Difficult to trek through, impossible to map, the swamps of Sud have always been considered a wild place. And within these everlasting swamps is the kingdom of Salimoc; the lizardmen kingdom. For millenia the lizarmen of Salimoc have been surrounded by rough terrain, wild monsters, hostile Barbarian tribes, and the constant threat of wizard, necromancer, elf, or demon invasion. Over time they have grown adapt both in mastering their surrounding nature - and in the art of defense.



History
Throughout history Salimoc has been known as the "unsuccessful nation". Their armies were never strong, their magic very weak, and they had no wonders or riches to offer to the world. Salimoc has always been trying to live-up to the standard of other kingdoms. They have adapted a monarchy very similar to that of the Holy Griffin Empire, and have been living in a compulsarily-civilized manner for centuries.
Maniroth, the wild dragon, first made his home in the Sud marshlands in the mythic age. His beast descendants quickly melded with the native reptiles of the region, birthing Basilisks, Cockatri, and Gorgons. The only lines to truly preserve the dragon blood of Maniroth were the wildest of monsters - the Megadragons; and the withheld of all species - the Lizardmen.
Not having to venture far from home for adventure, the early Lizardmen cultures would spend most of their time mastering the art of taming and breeding the wilderness. At about 400 YSD, the seperate region-states of Salimoc are coming together under the worship of the Wild Dragon; the most powerful Beastmasters all donate their share in creating a massive temple-fortress.
At that exact time, several demon survivors from the War of the Blood Moon corrupt a nearby horde of Barbarians. The tribes attacked Salimoc fiercly, and as later would become a military tradition: the Lizardmen were crushed. The evil army was merely days from besieging the holy temple when a young Beastmaster - Zmey was his name - single-handedly destroyed an entire regiment of demon-empowered humans. This bestowed hope upon the Salimocians, and many rallied to war. Zmey lead the new force to victory in the Battle of Tamika's Pond.
One of Zmey's leuitenants became the first king of united Salimoc.



Units:

Level 1: Serpent Fly -> Dragon Fly

The primary troops of the Bog are the swarms of Serpent and Dragon flys. They are the fastest of level 1 creatures, being able to cross immense distances in a single turn. Excellent shock troops when besieging a town. Dragon Flys reduce enemy initiative.

Level 2: Lizard Warrior -> Lizard Archer

Essential base troops of the Bog. Both are fairly fast and very-well defended. They are cheap and trained in large numbers, while still being relatively effective against small groups of neutrals. Lizard Archers take no mellee penalty.

Level 3: Basilisk -> Mighty Basilisk

Balanced mellee fighter. Has medium speed, medium attack, medium defense, but good damage. Petrifies enemies. Mighty Basilisk has high chance to block.

Level 4: Waspwort -> Preying Waspwort

Primary shooters, and only truly offensive creature. Waspwort has low defense, which improves in Preying Waspwort. Also, Waspwort is immobile, while Preying Waspwort can move. Both have poison attacks, and Earth Immunity. Preying Waspwort shoots twice.

Level 5: Witch -> Witch Mistress

Only Spellcaster of the Bog. Witches and their upgraded are also very mobile, and are immune to mana drain, mana steal, and feedback. When fought against as a neutral stack, Shadow Witches may un-upgrade a stack of your own.
Witch spellbook: Weakness, Wasp Swarm, Meteor Shower
Witch Mistress: Weakness, Wasp Swarm, Raise Dead, Meteor Shower, Fire Wall

Level 6: Cockatrice -> Wyvern

Only flyer of the Bog. Though below average in strength, it conpensates with a good initiative. Blinding, reduces 30% of retaliation damage. Has charge-attack bonus. Wyvern has maximal movement.

Level 7: Megadragon -> Gorynych

Ultimate monster of the town. Extreme health and defense, self-regeneration - impossible to kill. Has high magic resistance, and will always block. Gorynych has three-headed fire-breathe attack. Unfortunetly, both Megadragons and Gorynyches have very low movement. Costs Mercury.



Unique Structures:

Resource Silo
Produces 1 Wood and 1 Stone every day.

Blacksmith
Allows the purchase of a First Aid Tent.

Glyphs of Fortification (requires town level 8)
Increases the Defense primary skill of every visiting hero by 1. Works only once per hero.

Blood Obelisk (requires town level 10)
When defending against a siege at this town, a hero's mana will be maximalized. If hero is un-magical, he will instead gain a +2 to his\hers defense skill.

Shipyard (requires seashore nearby)
Produces ships. Hero may retreat to another town when this town is under siege.

Beastiary (requires Fort and Tavern)
Enables the training of creatures from a random remote dwelling owned by the player. Also required for hero "Taming" skill.



Hero Class: the Beastmaster
The Beastmasters are the patriarchs and oligarchs of swampland society. In the marshes of Sud, a person's whealth is determined by the creatures he masters, and by his ability to tame new creatures.
The Beastmasters are effective commanders, but much better at exploration then at wars. Beastmasters are particularly effective because of their creature-oriented specialties and starting forces.
The specialties of the Beastmasters tend to strengthen level 3-6 creatures, though some are adventure-based. Magical specialties are rare, though there are a few. Some more unique specialties include a Beastmaster's ability to buy neutral troops at only 50% normal cost, or a Beastmistress who grants Witches and Witch Mistresses two new spells.

Beastmaster Unique Skill - Taming
The Beastmaster unique skill is "Taming". With Taming, when a hero is garrisoning or visiting a town on day 7, Basilisks w/ upgrade, Arachnides w/ upgrade, Cockatri w/ upgrade, and any level 7 creature w/ upgrade will be sold at a lower cost. Also, hero can purchase creatures in adventure-map dwellings at lower costs.

Basic - 95% reguler cost
Advanced - 90% reguler cost
Expert - 85% reguler cost
Ultimate - 85% reguler cost, upgrading creatures 75%, lvl 7 upgr costs only 1 special resource

Abilities:
Mastering - special combat ability. Target friendly stack recieves a 20% increase in numbers until the end of the battle.
Beastly Strength - Mastered stacks increase by 25%, and have Divine Strength and Endurence cast on them
Breeding - if hero is present at town or dwelling on day 7, it will produce 10% more creatures.
Grandmastering - hero can use "Master" ability twice during battle. Mastered stacks also have a single negetive buff removed.





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Nusaram
Nusaram


Hired Hero
posted June 09, 2006 04:25 PM

I think it is pretty nice but it is just too powerfull.You say that your 7lvl unit is invincible!They are pretty cool though.

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detheroc
detheroc


Adventuring Hero
noticed my 2 weeks miss?
posted June 09, 2006 06:24 PM

Man, every unit has a very powerfull special ability.Sorry, but this town is just WAAAAAAAY overpowered.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 09, 2006 06:47 PM
Edited by alcibiades at 18:50, 09 Jun 2006.

Quote:
Man, every unit has a very powerfull special ability.Sorry, but this town is just WAAAAAAAY overpowered.


I intend to agree with detheroc, though I like the idea of the swamp city making it's return. Some problems would be a Level 1 shooter AND a Level 2 shooter that shoots twice - that's totally unbalanced in early game. Rule of thumb: Only one shooter through level 1-3 (and be carefull if you give them two within level 1-4).

The Spellcaster at level 5 seems to be very lacking - the spells are pretty crappy (Eldritch Arrow is just way to weak as a damage spell for a level 5 unit - Mages at level 4 have fireball!) and I understand they don't shoot, which gives the city a level 3, 4, 5 AND 7 walker. Again, not very balanced. Also, I will remind you of the old Heroes III Fortress, which had a level 4, 5, and 7 walker, a combination that proved fatal to the fortress players in most cases - even with a level 3 flyer.

The Flyer at level 6 "only requires level 1 and level 2 buildings build". However, this argument is not valid in new game, where buildings seldom require other buildings, but rather depend on town level. Typically, you will be able to build level 6 dwellings at Town Level 12, which you could reach solely by upgrading mage guild, market place, city hall, black smith etc. Thus, you can build a level 6 dwelling as the first dwelling, if you care for it. And again, only one flyer and not a very strong one for its level to follow, will give problems.

I don't understand the Megadragon at all. A tank unit at level 7 sounds very boring - I think the Elves are bad enough off with their level 6 tank unit, and a level 7 unit that is extremely slow will only spell disaster. Furthermore, extreme hitpoints and regeneration spells trouble to me, it's quite bad enough as it is with the Hydra of the Dungeon, which has the very same properties. And for all the hitpoints of the Hydra, it's not very useful, and a slow spell will spell disaster for it.

And finally, from a scientific point of view, I have to point out that spiders are not related to lizards by any means. Of course, they can still join forces.

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actionjack
actionjack


Promising
Famous Hero
posted June 09, 2006 09:54 PM
Edited by actionjack at 21:56, 09 Jun 2006.

Seem a pretty even spread of creatures...and the graphic assets are just great... nice job.

Maybe would make it more unique, in term of playing strategy?  I do hope to see a "zerging" faction (wide use of early rushing and making lots and lots low level creatures), and it seem your heros ablity support that, but just don't seem to reflect it with the creatures.  Or maybe you are going with another kind of strategy?

And i want a Swamp Troll in there too...


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Wacks
Wacks


Adventuring Hero
Low postCount
posted June 10, 2006 11:42 AM

Thanx for the feedback, everyone. Especially Alcibiades.
I have altered the town to be more balanced and effective.

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detheroc
detheroc


Adventuring Hero
noticed my 2 weeks miss?
posted June 10, 2006 02:06 PM

Swarms of dragonflyes which travel very much on the BF, and reduce initiative.Still are quite imba,so you must give them really awfull stats.Otherwise: 2 flyers(lvl 1 & 6), 2 shooters(2 & 4), 1 caster(5) and 2 walkers(3 & 7).Dunno, maybe it would be better to have a lvl 1 W and lvl 3 F. And that megadragon is so lame...

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Wacks
Wacks


Adventuring Hero
Low postCount
posted June 10, 2006 02:24 PM

Yup. The Megadragon is truly lame.
All the more tactically challenging this town would be in the late stages of the game.

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