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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Dwarf Town Proposal
Thread: Dwarf Town Proposal This thread is 3 pages long: 1 2 3 · NEXT»
TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted June 12, 2006 02:24 PM bonus applied.
Edited by TDL at 13:33, 19 Jun 2006.

Dwarf Town Proposal

Talek Do'Lorn's Dwarf Town Proposal

Go to this page here  for my new dwarf town line-up and the dwarf town itself


Based on latest events and info given by Fabrice, I have decided to create my own dwarf town, based solely on what I think it should be like and some of the info that might be used in the game (which was discussed and is most likely to be true, though vice versa it may be).

NOTE: This thread is only to compile my proposals and show them off. To comment on my proposals go to this thread here.





CREATURE LINE-UP



LEVEL 1 : Miner > Treasurer




DWELLING : Dwarven Mines > Dwarven Depths


GROWTH : 18
COST : 30 GC (45 GC)

MINER
Dwarven Miners are the lowliest units of the dwarven army. As they specialize in mining, they are quite fragile and weak compared to dwarven fighters, yet they can boast the economy of the dwarven kingdom unlike the fighters - by earning resources weekly.

HEALTH : 9
DAMAGE : 1-1
ATTACK : 1
DEFENCE : 3
SPEED : 5
SHOTS : 0
MANA : 0
INITIATIVE : 6

Treasurer: At the start of every week, Miners bring a few random precious resources to the kingdom. The formula is t*2/75, where t is the number of Miners.

TREASURER
Dwarven Treasurers are more trained, yet sturdy than the ordinary Miners, yet incomparable to even the simplest dwarven warriors. Boasting economy is something they are even more capable of.

HEALTH : 10
DAMAGE : 1-2
ATTACK : 1
DEFENCE : 4
SPEED : 4
SHOTS : 0
MANA : 0
INITIATIVE : 8

Treasurer: At the start of every week, Treasurers bring a few random precious resources to the kingdom. The formula is t*2/50, where t is the number of Treasurers.



LEVEL 2 : Besieger > Berserker




DWELLING : School of Warcraft > Academy of Warcraft


GROWTH : 11
COST : 60 GC (100 GC)

BESIEGER
Besiegers are powerful attack units as they are healthy. Yet, they are weak in contrast to most other units because of their low speed and critically high damage delta.

HEALTH : 14
DAMAGE : 1-5
ATTACK : 4
DEFENCE : 3
SPEED : 5
SHOTS : 0
MANA : 0
INITIATIVE : 8

Magic-Proof: The Dwarven Besiegers have 50% resistance to magic (spells only).

BERSERKER
Dwarven Berserkers are extreme units with both powerful abilities and statistics. Their ability to go berserk and temporarily raise the stats makes them superior front line units, whereas their cost leans towards the extreme though.

HEALTH : 17
DAMAGE : 2-6
ATTACK : 4
DEFENCE : 4
SPEED : 6
SHOTS : 0
MANA : 0
INITIATIVE : 9

Magic-Proof: The Dwarven Berserkers have 50% resistance to magic (spells only).

Berserk: The Dwarven Berserkers have the ability to increase their initiative, speed and attack by 2, but decreases defence by 3 for two turns. (activated ability).



LEVEL 3 : Hierophant > Runemaster




DWELLING : Battlespire > Runic Battlespire


GROWTH : 8
COST : 150 GC (210 GC)

HIEROPHANT
The religious hierophants, spreading divine guidance over the dwarves about the Arkath, are both shooters and casters. By using the runic inscriptions gathered from the Holy Empire, they are allowed to cast strengthening spells to empower their allies.

HEALTH : 19
DAMAGE : 4-7
ATTACK : 4
DEFENCE : 5
SPEED : 4
SHOTS : 8
MANA : 12
INITIATIVE : 9

Caster: The Dwarven Hierophants are able to wield magic and thereby cast the following spells: Endurance, Righteous Might, Divine Strength.

RUNEMASTER
Dwarven Runemasters are the most powerful magic-wielders among the dwarves. Their capability to utilize the dwarven moon runes as well as natural magic allows them to watch the battle from afar and slowly aid in vanquishing their foes.

HEALTH : 19
DAMAGE : 3-9
ATTACK : 5
DEFENCE : 5
SPEED : 4
SHOTS : 12
MANA : 16
INITIATIVE : 10

Caster: The Dwarven Runemasters are able to wield magic and thereby cast the following spells: Endurance, Righteous Might, Divine Strength, Fist of Wrath, Decay. When reached the amount of 200, the light magic spells can be able to be cast in mass numbers.

Runic Vision: Once an enemy magician casts a spell (level 1-3), the spell is forever written into the hero's spellbook, regardless of actual skills. In order to "teach" the spell the Runemaster has to spend his turn (activated ability). The spell learnt appears only after combat and is selected at random, if more than one is cast. Once per combat.

Moon Rune Inscription: At the start of the combat, the magician "inscribes" a rune over a random enemy unit. The unit thus suffers more damage from damaging spells cast by Runemasters.



LEVEL 4 : Roc > Thunderbird*


*might as well use Garuda, which is practically the same as Roc, according to some sort of mythology site (picture is made by Nicobou http://nicobou.deviantart.com/)


DWELLING : Cloudtop Caverns > Thunderous Crag


GROWTH : 5
COST : 240 GC (280 GC)

ROC
Rocs are extremely fast flyers. These birds are the front line of the dwarven army, because of their speed and agility. Their razor claws strike enemies and tear into halves even before they shout them coming.

HEALTH : 40
DAMAGE : 8-9
ATTACK : 8
DEFENCE : 6
SPEED : 10
SHOTS : 0
MANA : 0
INITIATIVE : 13

Flying: Rocs are able to fly over battlefield obstacles, thus ignoring obstacles on their way.

Evasion: Rocs are extremely fast and evasive, thus have increased defence against ranged attacks (suffer 20% less damage) and have a 10% chance to evade ranged attacks completely.

Large Creature: Rocs have a severe disability () of being large creatures, thus occupying 2x2 squares on battlefield.

THUNDERBIRD
Thunderbirds being the elder and most powerful rocs are even faster than the youngsters. The elders have mastered the extremes of the skies and thus have control over them, naming themselves "kings of the sky". Along with their normal attacks, they are known to be able to call lightning bolts to disintegrate their foes.

HEALTH : 40
DAMAGE : 8-9
ATTACK : 9
DEFENCE : 7
SPEED : 10
SHOTS : 0
MANA : 0
INITIATIVE : 16

Flying: Thuunderbirds are able to fly over battlefield obstacles, thus ignoring obstacles on their way.

Evasion: Thunderbirds are extremely fast and evasive, thus have increased defence against ranged attacks (suffer 20% less damage) and have a 20% chance to evade ranged attacks completely.

Large Creature: Thunderbirds have a severe disability () of being large creatures, thus occupying 2x2 squares on battlefield.

Call Lightning: Thunderbirds, in addition to their normal attacks, are able to call forces of lightning to increase the damage they deal. Yet, the power of air is hard to control and thunderbirds have only a 25% chance probability to call lightning. The damage of lightning is counted 10*number of thunderbirds. The lightning acts a spell-based attack, thus magic-resistant or immune units suffer less/completely ignore the damage.



LEVEL 5 : Mountain Troll > War Troll




DWELLING : Arborescent Caves > Sublunary Peak


GROWTH : 3
COST : 600 GC (1000 GC)

MOUNTAIN TROLL
Mountain Trolls, even though around 20 times larger than dwarves, obediently follow the orders of the dwarves. Despite that sometimes they are disobedient and tear dwarves into parts, the dwarves succesfully "mounted" the trolls with their defensive technologies, making them even more powerful.

HEALTH : 90
DAMAGE : 10-16
ATTACK : 16
DEFENCE : 8
SPEED : 5
SHOTS : 0
MANA : 0
INITIATIVE : 7

Large Creature: Mountain Trolls are large creatures, and occupy 2x2 squares on the battlefield.

Wooden Skin: Mountain Trolls get a 20% increase to their defence and magic resistance for following two turns after defending (activated ability when defending; once per combat).

Gate Basher: Mountain Trolls are capable of sieging castle gates.

WAR TROLL
War Trolls are far more powerful and obedient than the ordinary Mountain Trolls. Combined with dwarven technologies and simplest battle techniques, trolls are turned into diabolical devastating beasts that can kill their prey both from range and from melee.

HEALTH : 100
DAMAGE : 10-16
ATTACK : 16
DEFENCE : 10
SPEED : 4
SHOTS : Inf./100
MANA : 0
INITIATIVE : 9

Large Creature: Mountain Trolls are large creatures and occupy 2x2 squares on the battlefield.

Stone Skin: War Trolls get a 20% increase to their defence and magic resistance, and complete immunity to earth spells for following two turns after defending (activated ability when defending; once per combat).

Castle Siege: War Trolls are capable of sieging castle gates and walls, like catapults.

No Melee Penalty: War Trolls do not suffer penalties when fighting in melee.

Boulder Bash: War Trolls use boulders as their range weapons and by using their immense strength they are capable of getting boulders wherever they go. Thus, they have infinite ammo.

Large Boulder: War Trolls, when attacking from range, throw 2x2 squares large boulders that damage all units in the selected area.



LEVEL 6 : Efreeti > Efreeti Windrunner




DWELLING : Subterranean Rift > Subterranean Pyre


GROWTH : 2
COST : 1100 GC (1600 GC)

EFREETI
Efreeti are the celestial backbone of the dwarven army. Fast as the wind, crushing like fire, they are the celestial creatures created by the elemental fire dragon, Arkath. Sent to the dwarves, they serve as helpers in smithing and are perfect prophets. In battles, their quickness is always used.

HEALTH : 80
DAMAGE : 15-25
ATTACK : 20
DEFENCE : 20
SPEED : 10
SHOTS : 0
MANA : 0
INITIATIVE : 11

Large Creature: Efreeti are large creatures and occupy 2x2 squares on battlefield.

Fiery Morph: Efreeti transform into fiery void and flies over obstacles, thus suffering no penalties.

Elemental: Efreeti have the same elemental attributes. In elemental chains, they are always fire.

Fire-based: Efreeti are Immune to fire-based spells and take less damage from fire-based attacks. They are also more vulnerable to water/ice-based attacks (water elem./ice bolt etc.), but deal extra damage against water/cold-based creatures (very same water elem.)

EFREETI WINDRUNNER
Efreeti Windrunners are the elder celestials brought to the earthly plane. They serve the same, yet are more powerful because of their magical capabilities and even better quickness. They are a menace to the dwarven enemies, as seemingly nothing can evade their attacks.

HEALTH : 110
DAMAGE : 15-28
ATTACK : 27
DEFENCE : 20
SPEED : 12
SHOTS : 0
MANA : 10
INITIATIVE : 12

Large Creature: Efreeti Windrunners are large creatures and occupy 2x2 squares on battlefield.

Fiery Morph: Efreeti Windrunners transform into fiery void and flies over obstacles, thus suffering no penalties.

Elemental: Efreeti Windrunners have the same elemental attributes. In elemental chains, they are always fire.

Fire-based: Efreeti Windrunners are immune to fire-based spells and take less damage from fire-based attacks. They are also more vulnerable to water/ice-based attacks (water elem./ice bolt etc.), but deal extra damage against water/cold-based creatures (very same water elem.)

Caster: Efreeti Windrunners wield magic and are able to cast following spells: Fireball (DMG count is the same as of Pit Lord), Fire Wall.


LEVEL 7 : Wyrm > Ancient Wyrm




DWELLING : Serpentine Cliffs > Draconian Cliffs


GROWTH : 1
COST : 3000 GC + 4 ORE (4500 GC + 8 ORE)

WYRM
Wyrms are one of the most poweful units dwarves can encounter. They are respected and the dwarves themselves are respected by them. Whatever attacks the dwarves, powerful wyrms counterattack before the foes can even attack. No one has ever faced their serpentine fangs and lived to tell the tale.

HEALTH : 170
DAMAGE : 30-55
ATTACK : 28
DEFENCE : 24
SPEED : 10
SHOTS : 0
MANA : 0
INITIATIVE : 12

Large Creature: Wyrms occupy 2x2 squares of space on the battlefield.

Fatal Wound: Wyrms attacks left their prey wounded and the units attacked by it suffer damage whenever it takes its turn (poison-like). Damage formula is t*(6t-2)

Counter-Resistance: Wyrms have a stable 20% magic resistance which cannot be ignored anyhow - neither by irresistible magic, nor by other means.

ANCIENT WYRM
Wyrms are the ultimate units of the dwarven army. Their roots of existence reach the mythic ages. These serpentine, yet draconian creatures are the strongest allies of the dwarves. Even though feared, wyrms are respected among the dwarven folk and dwarven runemasters and master craftsmen try to even strengthen them with enchantments.

HEALTH : 210
DAMAGE : 45-55
ATTACK : 32
DEFENCE : 26
SPEED : 10
SHOTS : 0
MANA : 0
INITIATIVE : 12

Large Creature: Ancient Wyrms occupy 2x2 squares of space on the battlefield.

Fatal Wound: Ancient Wyrms attacks left their prey wounded and the units attacked by it suffer damage whenever it takes its turn (poison-like). Damage formula is t*(8t-2)

Counter-Resistance: Ancient Wyrms have a stable 40% magic resistance which cannot be ignored anyhow - neither by irresistible magic, nor by other means.

Counterstrike: Ancient Wyrms have a 20% chance to retaliate BEFORE having been struck and damaged by the enemy target.


Line-up's finished... Skill system - may be... Dunno yet... Tune in for more - I will soon make one new line-up (two-three)days
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted June 12, 2006 06:18 PM

Very well done, I like your town. It's original and it could very well be implemented in the expansion.
I do have some points of comment.
1. There aren't enough dwarves in my opinion, it would be better if you actualy have dwarves ride the rocs and trolls.
2. More then half of your creatures are large creatures, it would be very hard to place them all on the battlefield.
3. Ability-wise your creatures are overpowered. Runic Vision, Evasion, Boulder Bash/ Large Boulder(Apart from each other these would be fine, but together they are overpowered) and Counter Resistance. Compared to other races that are currently implemented you creatures have to many skills.
4. Your Seventh creature is to expensive Orewise. If you would have upgraded your town with a Castle, it would take 8 days to be able to buy your seventh creature (Seeing that there are very few current maps where you can get two orepitts very quickly).
Other then that I think your town is very good. Try to create some history for it, to realy make it come alive.
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Nusaram
Nusaram


Hired Hero
posted June 12, 2006 06:37 PM

It's OK.But I think the efreeti doesn't belong in the castle aswell as the troll.The others fit right in.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 12, 2006 07:11 PM

Very well done. I take pride in the fact that your town have many similarities with my Dwarven Fortress, even though that might be purely conincident.

I have a few squibles. The number of Large Creatures might be a problem, as mentioned. And I think the Inscribe Rune is too powerfull - especially, when the Efreeti have the ability to cast fireball as well. In the end, you're bound to have two creatures that'll use fireball which is too powerful.

I'm not sure I find the Efreeti to fit perfectly with the Dwarves, but it does suite the fire theme, and as such haven't got that many objections against this. I have more problems with the Troll, because the Trolls and Dwarves are traditionally enemies. I think it would be interesting to replace this creature with a mechanic one. Likewise, I do find it very close at hand to sbstitude the Wyrm with the Dragon Golem - not because I have anything against the Wyrm - that should only be that Wyrms are usually ocean-dwelling creatures! - but because the Dragon Golem has been in the game previously, making it a likely addition, and because it would go well with the dwarven/crafting/forging theme, which seems to have received some emphasis with the creaters.

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actionjack
actionjack


Promising
Famous Hero
posted June 12, 2006 07:48 PM

I like the general line up of the units, with a good spread of different purpose units.  But as other, I also think Troll, Efreeti, and even Wyrm and Roc, seem a bit strange to go with dwarf.  (Unless making them Evil Dark Dwarfs)

On Wyrm, correct me if I am wrong, but arn't they usually thought to be as evil?  While related to a Dragon, which lack the size, power, and intellgent of Dragon.  (Wyrm = Worm?)  So a Dragon Golem/Mithrl Dragon Golem seem to be the better choice there.  (and would make them none flying, but possiblly long range shooter?)

Anyhow, I have few other personal view on Dwarf units and race, but will save that for later.  But Keep up with the good job.  

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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted June 12, 2006 10:14 PM

Thanx for comments and my comments ;)

Quote:
Very well done. I take pride in the fact that your town have many similarities with my Dwarven Fortress, even though that might be purely conincident.

I have a few squibles. The number of Large Creatures might be a problem, as mentioned. And I think the Inscribe Rune is too powerfull - especially, when the Efreeti have the ability to cast fireball as well. In the end, you're bound to have two creatures that'll use fireball which is too powerful.

I'm not sure I find the Efreeti to fit perfectly with the Dwarves, but it does suite the fire theme, and as such haven't got that many objections against this. I have more problems with the Troll, because the Trolls and Dwarves are traditionally enemies. I think it would be interesting to replace this creature with a mechanic one. Likewise, I do find it very close at hand to sbstitude the Wyrm with the Dragon Golem - not because I have anything against the Wyrm - that should only be that Wyrms are usually ocean-dwelling creatures! - but because the Dragon Golem has been in the game previously, making it a likely addition, and because it would go well with the dwarven/crafting/forging theme, which seems to have received some emphasis with the creaters.



Thank you all for comments. Yet, I have a few objections to make as to why I did it this way.

As for rune inscription, might have misunderstood. ONLY runemasters deal increased spell damage against the inscribed unit. And that is ONLY decay and fist of wrath. And as for RUNIC VISION - not the runemasters learn the spell, but the HEROES, WARLORDS.


Considering your town - I tried to make it LEAST similar as possible, considering the number of dwarven units and the unit range. Heck, I thought mine one is totally different from yours

As for the large creatures, that is the MAIN aspect. Each creature is actually worth having in the army, thus having someone else from another faction would not be so easy. Also, do not forget that I make dwarves "neutral". That makes them - well - not in very close relationship with other factions. Thus, you have to fit in the dwarven creatures only.

Having four large creatures, when being able to place only five of them on battlefield, makes you ponder a lot before commencing battle. When obstacles might cross the creatures' way, you have to PREDICT and what's more PLACE a large RANGED (@ troll)

As for mythology - dwarves > trolls, efreeti, wyrms. THIS is HOMM. THIS is NOT primarily like in most RPGS. That is why I chose it like this. With those critters along I wanna say that I chose to create my side of mythology and in-depth storyline would help me a lot, as well as an in-depth description of creatures' appearance.

Appearance question - well, I might give you a bit of info considering creatures' appearance. DWARVES are DWARVES - nothing more, nothing less. They should look the way I posted them in here. As for others. ROCS, THUNDERBIRDS perfectly fit the mountain theme. If considering LotR an aspect, remember when Bilbo and the dwarves were helped by the eagles. Dwarves can be connected with birds. TROLLS, hehe, is a fresh idea. Pawns, slaves of the dwarves. The dwarves mount them with metal armor and teach them fighting techniques. ORCS are more like their enemies. EFREETI not primarily should be evillll... they here are prophets of the Fire Dragon Arkath which is the dwarf god. These do not have metallic stuff from dwarves, yet fit storically. WYRMS, on the other hand, might not have nothing to do with the dwarves. I chose wyrms to be a bit basilisk-like beasts who look like giant snakes, have a head of a dragon, yet fangs and tongue snake-like. Dwarves accidentally found them living in the depths of the mountains... and fought... lost, but after a while, won... and tamed... and mounted their fangs with metal armor, even though it sounds stupid.

Quote:
Very well done, I like your town. It's original and it could very well be implemented in the expansion.
I do have some points of comment.
1. There aren't enough dwarves in my opinion, it would be better if you actualy have dwarves ride the rocs and trolls.
2. More then half of your creatures are large creatures, it would be very hard to place them all on the battlefield.
3. Ability-wise your creatures are overpowered. Runic Vision, Evasion, Boulder Bash/ Large Boulder(Apart from each other these would be fine, but together they are overpowered) and Counter Resistance. Compared to other races that are currently implemented you creatures have to many skills.
4. Your Seventh creature is to expensive Orewise. If you would have upgraded your town with a Castle, it would take 8 days to be able to buy your seventh creature (Seeing that there are very few current maps where you can get two orepitts very quickly).
Other then that I think your town is very good. Try to create some history for it, to realy make it come alive.


1. Dwarf-like the second town I have created is more like-it, scroll down below.
2. Commented above.
3. These abilities may sound overpowered, yet not every one of them. RUNIC VISION - nope, it is for the hero. You would deal crappy damage though as you would not have the skill. Fireball, ie, would deal let's say 50 damage with a non-destructo. And that's a random chance, as if more spells are cast and only one learnt. Geez, that would not make the hero rich spellwise. EVASION - 20% only and from ranged attacks only. Master Hunters would hit it at least once. That is not so much. BOULDER abilities can be combined into one, yes, and yet, it would not be. Remember the MIGHT town of Heroes IV, if you played it. Remember the CYCLOPS. They could hit even more units then and bring more damage. MANY SKILLS but downgraded stats for most. Even with many skills, large creatures can not always be placed, thus fewer of them are in combat.
4. COUNTER RESISTANCE, hehe, is why it costs so much. Yes, that is hard to buy. But you get so much for it. Buying Wyrms encourages you to search for more ore mines, thus economy-based players should really re-consider if to claim the mines calmly or to move some units to other hero's army and move on to claim an ore mine. With so many powerful units there must be a HANDICAP, DISABILITY. And do not forget. The creatures might look strong, but one thing seriously weakens the town - remember the building costs. That would be even higher than those of other towns, ie, Academy.


I will most probably not update this town with new critters, storyline and such, but I think that I will create a bit differemt dwarf town line-up. As for skills - always the same. I will add them further on.

Here I have an old copy of it:

Miner > Treasurer


Warrior > Berserker


Battering Ram > Battle Ram


Besieger > Windrunner


Roc > Thunderbird


Hierophant > Runemaster


Golem Dragon > Gold Dragon OR Stone Behemoth > Mithril Behemoth


Yet, not to praise or anything, I would say alci's faction is better - planned out, nice variety, balanced. But I prefer it my way... Might as well create more creature line-ups.

P.S. Do not consider the words in caps shouting. I hate using bbcode too often so I use caps to stress a word or phrase
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 12, 2006 10:35 PM
Edited by Gnoll_Mage at 22:43, 12 Jun 2006.

Ignoring the wyrm I really like this town, one or two cosmetic problems but otherwise great. Comments nonetheless...


Quote:
1. There aren't enough dwarves in my opinion, it would be better if you actualy have dwarves ride the rocs and trolls.
I think there are plenty enough, although granted not as many as the other race-based factions. And riding trolls sounds strange, rocs not so much so...
Quote:
2. More then half of your creatures are large creatures, it would be very hard to place them all on the battlefield.
Agreed. Troll just 1x1 maybe? Hmm, makes it seem too small, so maybe there's nothing to be done. EDIT: seen your post (posted whilst I was writing somehow, despite big time gap...) and see your point.
Quote:
3. Ability-wise your creatures are overpowered. Runic Vision, Evasion, Boulder Bash/ Large Boulder(Apart from each other these would be fine, but together they are overpowered) and Counter Resistance. Compared to other races that are currently implemented you creatures have to many skills.

I don't have a problem at all here, balancing can always be applied later (although some specials could be saved for other towns )

Quote:
It's OK.But I think the efreeti doesn't belong in the castle aswell as the troll.The others fit right in.
 
For me it's everything but the wyrm and maybe the thunderbird (that is, a thunderbird with lightning flashing around him, and making fire flash around is too like the phoenix - which could actually work here, if it weren't already neutral). Roc -> Garuda

Wyrm is not exactly my favourite creature. Mountain Giant -> Fire Giant, Chimerae or Behemoths (maybe with a fire bias) would suit my taste more. But each to his own. Then again, at least you didn't use Dragon Golem (yurk)!


Quote:
I have more problems with the Troll, because the Trolls and Dwarves are traditionally enemies.

Until now I'd always thought the two worked well together, but I'd forgotten about this. Then again, traditions are not necessarily required to be stuck to in HoMM5.

Quote:
that should only be that Wyrms are usually ocean-dwelling creatures!

Yes, agreed.


Quote:
dwarven/crafting/forging theme

My Dwarf town was based on forging, but the Academy already has a slight feel of it; however it fits perfectly with the fire theme so it would be nice to see. That is why my idea had forged trolls and boars.


Quote:
On Wyrm, correct me if I am wrong, but arn't they usually thought to be as evil?

I didn't think they were, but I'm not sure either, can anyone shed any light?

Do you want me to move this to the other thread? It seems more relevant here, but it's up to you of course.

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silx87
silx87


Supreme Hero
posted June 12, 2006 10:45 PM

I have to say, it is by far the best idea for a town that I've read on this board, though I'm not all that thrilled about it either.

The problem with most of the other ones is that they are boring, but I think you're idea is more thought out and more realistic.

I do not agree with a lot of what has been said here, but I won't get in to all of it, I just have one thing I want to get off my chest: the dragon golem - an amazingly stupid idea! No offence to anyone, but I absolutely hate it! No, the wyrm is fine by me, a bit of variety in the game.
I would absolutely hate it if HoMM5 would turn out like WoG - thousands of ridiculous dragons(dragon golem, vampire dragon, lich dragon, walking dead dragon, minotaur dragon, peasant dragon etc.) and just a handful of normal units. I would like it fresh and original.

Mechanical troops of any kind - the wizards already have them, why give the dwarves more of them?
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 12, 2006 10:52 PM
Edited by Gnoll_Mage at 22:53, 12 Jun 2006.

Well, he's hard to please, so be it.

Where are the imgs from? I'm sure I recognise that thunderbird, maybe I used it for my idea.
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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted June 12, 2006 11:09 PM

I have used for my town idea in ICTC contest

By the way, thx Silx87. You are a veteran member, even older than my oldest (regnus_khan) account lol, and that is to be accounted for.

What I forgot was CHIMERA. That might be another possibility. Or BEHEMOTH. I might be organizing yet another dwarf town in near future and I will post it here.

GM, I take into account what you said. Yet, what I liked the most was that you proposed Roc > Garuda and that shall be used most likely in the new line-up. Also, thanks for reminding me the chimerae. As for behemoths, might as well be included. BUT as silx said what I like the most about this faction is the original theme. I might as well provide a storyline and skill tree that would fit both the other and this line-up. They both would be similar, yet different. Might even use a similar template as GM used in his town, yet different once again.

Thanks for the comments, maybe you could post some line-ups either (here or in alci's thread). I am eagerly awaiting for more

Regards.
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Feuerader
Feuerader


posted June 13, 2006 01:05 PM

Quote:
Ignoring the wyrm I really like this town, one or two cosmetic problems but otherwise great. Comments nonetheless...


Quote:
1. There aren't enough dwarves in my opinion, it would be better if you actualy have dwarves ride the rocs and trolls.
I think there are plenty enough, although granted not as many as the other race-based factions. And riding trolls sounds strange, rocs not so much so...
Quote:
2. More then half of your creatures are large creatures, it would be very hard to place them all on the battlefield.
Agreed. Troll just 1x1 maybe? Hmm, makes it seem too small, so maybe there's nothing to be done. EDIT: seen your post (posted whilst I was writing somehow, despite big time gap...) and see your point.
Quote:
3. Ability-wise your creatures are overpowered. Runic Vision, Evasion, Boulder Bash/ Large Boulder(Apart from each other these would be fine, but together they are overpowered) and Counter Resistance. Compared to other races that are currently implemented you creatures have to many skills.

I don't have a problem at all here, balancing can always be applied later (although some specials could be saved for other towns )

Quote:
It's OK.But I think the efreeti doesn't belong in the castle aswell as the troll.The others fit right in.
 
For me it's everything but the wyrm and maybe the thunderbird (that is, a thunderbird with lightning flashing around him, and making fire flash around is too like the phoenix - which could actually work here, if it weren't already neutral). Roc -> Garuda

Wyrm is not exactly my favourite creature. Mountain Giant -> Fire Giant, Chimerae or Behemoths (maybe with a fire bias) would suit my taste more. But each to his own. Then again, at least you didn't use Dragon Golem (yurk)!


Quote:
I have more problems with the Troll, because the Trolls and Dwarves are traditionally enemies.

Until now I'd always thought the two worked well together, but I'd forgotten about this. Then again, traditions are not necessarily required to be stuck to in HoMM5.

Quote:
that should only be that Wyrms are usually ocean-dwelling creatures!

Yes, agreed.


Quote:
dwarven/crafting/forging theme

My Dwarf town was based on forging, but the Academy already has a slight feel of it; however it fits perfectly with the fire theme so it would be nice to see. That is why my idea had forged trolls and boars.


Quote:
On Wyrm, correct me if I am wrong, but arn't they usually thought to be as evil?

I didn't think they were, but I'm not sure either, can anyone shed any light?

Do you want me to move this to the other thread? It seems more relevant here, but it's up to you of course.



Thanks to Wikipedia, Wyrms are exactly the same as Dragons. Wyrms are just a word borrowed from German, and is the cognate of another English word which is the opposite of Dragons - worms.
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Nusaram
Nusaram


Hired Hero
posted June 13, 2006 01:15 PM

I'm so jealous of you.I would like to make a Stronghold topic but I don't have any good pictures.Where did you take them from?

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 13, 2006 05:07 PM
Edited by Gnoll_Mage at 17:17, 13 Jun 2006.

Quote:
I have used for my town idea in ICTC contest

That explains it, plus I think someone else must have too.

Quote:
I might be organizing yet another dwarf town in near future and I will post it here.

Looking forward to it!

Quote:
What I liked the most was that you proposed Roc > Garuda and that shall be used most likely in the new line-up.

Thanks .

Quote:
maybe you could post some line-ups either

If you haven't seen it already, my choice would be
http://heroescommunity.com/viewthread.php3?TID=16957
I'd love to try and come up with a Naga town (it seems to be the most likely thing to appear that has had very little attention, short of alci's post), but I'm really struggling to think of what could be there that's to my liking. I'll keep trying.

PS Dwarves in Ranaar eh? Who's in Grimheim? I think Tor Muraal or whatever it is looks quite Dwarfish.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 13, 2006 08:37 PM

Quote:
PS Dwarves in Ranaar eh? Who's in Grimheim? I think Tor Muraal or whatever it is looks quite Dwarfish.


It would seem that the Dwarves live in Grimheim (capital Tor Muraal), as the Calendar mentions conflicts on the Dwarven borders to Ygg Chall. That would meen that Stonehelm, the town that first spawned the discussion about the Dwarves, would belong to some other faction. Knowing that the Barbarians roam on the planes of Ranaar, it might be the Orcs (though it doesn't look that Orcish to me, but what do I know). Ofcourse, it might also be something entirely different - some sort of Planes-people perhaps.

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Gnoll_Mage
Gnoll_Mage


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Supreme Hero
posted June 15, 2006 11:41 PM
Edited by Gnoll_Mage at 23:42, 15 Jun 2006.

Swamp, even?
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actionjack
actionjack


Promising
Famous Hero
posted June 16, 2006 12:19 AM

Here's two ablity I am thinking of (which could go into the Dwarf lv1 units)

Tunneling:  active ablity:  use in battle.  Able to go undergound to avoid danger and by pass walls or obsticles.  (kinda like R.Gryphon's Pill Dive, so will select a location 8 square away from you (but not whole map range), and the unit will start digging, and after few turns, will appear on that location)  

Stonecraft:  active ablity:  Be able to "heal" and fix up damage walls.  maybe about 6 square range.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 16, 2006 08:43 PM
Edited by Gnoll_Mage at 20:47, 16 Jun 2006.

You can have my wood texture if you want:



Or



Might look a bit strange on your screen, I know mine has a tendency to show colours wrongly.
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rojodiablo
rojodiablo

Tavern Dweller
posted June 16, 2006 08:45 PM

Lovely ideas all round.

A few points:

The "Thunderbird" unit could perhaps have "Lightning Strike" instead of "Call Lightning" i.e. bonus Electricity damage is dealt on melee combat at a 50% chance or something.

The "Troll" unit seems to be quite overpowered for a level 5 unit, with a veritable array of brilliantly useful skills and also being a Large Creature.

The "Efreeti" unit is brilliant! Wonderfully worked concept (cos of the dragon of Fire) and they are one of the units I miss the most in HoMM5 and would be heartily welcomed back by me.

The "Wyrm" unit, whilst a rather interesting idea, doesn't seem to gel in well with the dwarves and the rest of the units. Cool idea, but a bit random!

Another suggestion: perhaps power the Trolls up a tiny tiny bit and the Efreeti down quite a bit (but make them a normal-size 1x1 creature) and swap their teirs? Would work better in my humble opinion :-)
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Gnoll_Mage
Gnoll_Mage


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Supreme Hero
posted June 17, 2006 11:52 PM

I see, that kind of Dwarven background.
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Nusaram
Nusaram


Hired Hero
posted June 18, 2006 01:21 AM

This idea is even better.But never put the behemoth in an other town then Stronghold.And why you guys like the unit berserk so much?A berserk is a crazy man.How can it be at level 6.I think the unit berserk(orc,dwarf,human)is a stupid idea.

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