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Gnoll_Mage
Responsible
Supreme Hero
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posted October 20, 2006 02:46 PM |
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Still nothing from Nival?
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SBlister
Famous Hero
Rakshasa Commander
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posted October 21, 2006 05:01 AM |
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Still no word. It will be a long wait I warrant.
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nusaram
Hired Hero
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posted October 22, 2006 02:13 PM |
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Edited by nusaram at 15:45, 22 Oct 2006.
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I know you already showed the topic to Nival but anyway...
1.Goblin/Hobgoblin (malee/melee,swarms-extra attack and defence every 100 hobgoblins)
2.Troll Javelineer/Troll Headhunter(shooter,accuracy/shooter,accuracy,poison)
3.Orc rider/Orc Chieftain(melee,no enemy retaliation/melee,no enemy retaliation,War cry- takes one turn to increases attack and speed of units around him.
4.Ogre/Ogre Shaman(malee,bash/malee,spellcaster,bash)
5.Poakai/Battle Poakai(flyer,immune to blind/flyer,Unlimited retaliation,immune to blind) http://media.pc.ign.com/media/736/736193/img_3643062.html
6.Cyclopes/Cyclopes Lord(shooter,no melee penalty/shooter,no melee penalty,throw massive rock-giant rock can be thrown once a turn)
7.Behemoth/Ancient Behemoth(no enemy retaliation,50% breake defence/no enemy retaliation,80% breake defence,great swing-attacks all monsters infront of the Ancient Behemoth but with 50% less damage)
Hero:Rides a wolf.
So?
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vhilhu
Famous Hero
We are NOT schysophren
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posted October 22, 2006 02:25 PM |
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id never play with the current page 8 stronghold. too many orcs instead of goblins and cyclopses instead of trolls, thats bad.
and ORCS CAST STONE SPIKES???? in my idea orcs shouldnt be casters at all.
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soup
Adventuring Hero
Thinks Gorgans are cute
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posted October 22, 2006 05:24 PM |
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For peats (yes peat whoever he is) sake can you stop critizing them they did an awesome job with it
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That Gorgan is cute but he will still bite your nose off.
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Sindbad
Famous Hero
The lost soul
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posted October 22, 2006 05:40 PM |
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Edited by Sindbad at 17:46, 22 Oct 2006.
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I must agree with Vhilhu.
Although I would have no problem with so many orcs... Just that the combinations are ridiculous! Even if the faction are almost all orcs, their classes dont fit together and the heros racial skill is veeeeery stupid and would never fit to orcs.
Edit: now I realised, the hero has zero spellpower and zero knowledge!!! Tell me this isnt crazy!!! Heros spells have zero effect (imagine blessings that last no turn) and the hero hasnt even got any mana! This would be DISASTER!!! And howewer, if you want the hero to be non-caster, how would you explain his racial skill? How does he summon spirits???
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SBlister
Famous Hero
Rakshasa Commander
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posted October 22, 2006 06:34 PM |
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Thank you Soup. To Vhilhu and Sinbad, why don't you two make your own Stronghold and see if it can match up to ours, without using any of our creatures or creature abilities that we created. Then we can judge who would be better.
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nusaram
Hired Hero
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posted October 22, 2006 08:50 PM |
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Am I invisible or something?
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Sindbad
Famous Hero
The lost soul
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posted October 22, 2006 08:54 PM |
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Quote: Am I invisible or something?
I know how its like to be ignored too...
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SBlister
Famous Hero
Rakshasa Commander
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posted October 22, 2006 09:16 PM |
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Sorry Nurasam. But if you really really want my feedback, here it goes:
1. Goblin - Swarm (Very similiar to our wolf rider skirmisher ability with the defense part thrown in)
2. Trolls. Trolls are monstrous size creatures. Only warcraft are they man-sized. So im assuming your trolls look like those of warcraft. Or Homm4? Anyways... Accuracy? I assume that means that it does more damage over far distance. What are the trolls using that are so accurate? Cuz spears and stuff wont be accurate as rifles or bows and even those units that use those weapons dont have this skill. so im not overly supportive of this ability. Poison... Could work for any unit. Too similiar with assassin.
3. orc rider/chieftain - there can only be one chieftain per tribe. seeing 100 chieftains on a battlefield would be unrealistic. war cry should be for higher placed units.
4. ogre shaman - not too original. it doesnt even have bloodlust.
5. paokai - the poison ability should have been given to this unit. otherwise very similiar to the griffin.
6. nothing personal but i hate cyclopi. always have. again nothing personal. what does the massive rock do?
7. behemoth - not too bad.
Ur missing the enraged ability which should be present for at least one creature. Hero rides a wolf. Well an orc hero will always ride a wolf. On the whole i'd give it a 5/10. Not a bad effort and i know with time it could be great. the thing is to think up new abilities that dont exist. that is what would make me sit up and take notice. i wont say your town is bad or anything. hope i dont sound too harsh.
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nusaram
Hired Hero
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posted October 22, 2006 09:30 PM |
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Quote: Sorry Nurasam. But if you really really want my feedback, here it goes:
1. Goblin - Swarm (Very similiar to our wolf rider skirmisher ability with the defense part thrown in)
2. Trolls. Trolls are monstrous size creatures. Only warcraft are they man-sized. So im assuming your trolls look like those of warcraft. Or Homm4? Anyways... Accuracy? I assume that means that it does more damage over far distance. What are the trolls using that are so accurate? Cuz spears and stuff wont be accurate as rifles or bows and even those units that use those weapons dont have this skill. so im not overly supportive of this ability. Poison... Could work for any unit. Too similiar with assassin.
3. orc rider/chieftain - there can only be one chieftain per tribe. seeing 100 chieftains on a battlefield would be unrealistic. war cry should be for higher placed units.
4. ogre shaman - not too original. it doesnt even have bloodlust.
5. paokai - the poison ability should have been given to this unit. otherwise very similiar to the griffin.
6. nothing personal but i hate cyclopi. always have. again nothing personal. what does the massive rock do?
7. behemoth - not too bad.
Ur missing the enraged ability which should be present for at least one creature. Hero rides a wolf. Well an orc hero will always ride a wolf. On the whole i'd give it a 5/10. Not a bad effort and i know with time it could be great. the thing is to think up new abilities that dont exist. that is what would make me sit up and take notice. i wont say your town is bad or anything. hope i dont sound too harsh.
Ok, I won't cry .Ok seriously that was what I wanted.I don't mind the criticism at all.
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Sindbad
Famous Hero
The lost soul
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posted October 23, 2006 03:08 PM |
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Quote: To Vhilhu and Sinbad, why don't you two make your own Stronghold and see if it can match up to ours, without using any of our creatures or creature abilities that we created. Then we can judge who would be better.
Dont be so childish, SBlister. Why dont you simply accept critic? Is not meant to insult you or anything against your ideas, just to show some feedback and to help to improve ideas.
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Already gone...
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SBlister
Famous Hero
Rakshasa Commander
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posted October 23, 2006 10:15 PM |
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Edited by SBlister at 22:19, 23 Oct 2006.
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Quote: Even if the faction are almost all orcs, their classes dont fit together and the heros racial skill is veeeeery stupid and would never fit to orcs.
Does this look like a critic or an insult? And coming from a person who has not had anything original or contributive except being negative, rude, whinning and pessimistic to insult the work of so many, I find it extremely amusing. Most ppl would know better. If you have any ideas to replace them then why not say it? The answer is cuz you have none.
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vhilhu
Famous Hero
We are NOT schysophren
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posted October 23, 2006 10:24 PM |
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Edited by vhilhu at 22:26, 23 Oct 2006.
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khm. have i just got this looney feeling or my post was deleted from this thread? why? it wasnt THAT big picture...
nevertheless. i post it again. with a smaller pic. just in case it was because of the pic size.
i suggest:
orc shaman is the worst unit idea in your stronghold concept. orcs are supposed to be as might as a town can go. i suggest giant bulls, aka: Auroch/Mighty Auroch.
The rest is fine, really. just replace the Shaman with Auroch.
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Two little Gnoll boys sitting in the sun;
One got frizzled up and then there was one.
One little Gnoll boy left all alone;
He went and hung himself and then there were none.
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WilX
Adventuring Hero
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posted October 23, 2006 10:29 PM |
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Quote: Thank you Soup. To Vhilhu and Sinbad, why don't you two make your own Stronghold and see if it can match up to ours, without using any of our creatures or creature abilities that we created. Then we can judge who would be better.
Reguardless it's still childish to react that way. Even if it is insulting criticism. For starters you're reaction makes it seem like your creation is perfect and that it should be bench mark for all other creations from now on. Thats simply not the case, you worked hard on yours and it very thorough. But, your getting ahead of yourself if you think it's that great.
Second of all, you are talking about creating a orc faction. Yet they are supposed to use ideas and creatures not mentioned in this thread. The very idea is rediculous. There are so many creatures you can fit in and so many logical abilities, to say that is just silly. There has to be a middle ground of overlap. To be honest the ideas are not all that original to begin with, and to claim them as intirely your own It's all based on the same stuff, none of the ideas came from thin air.
But that's just my opinion.
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SBlister
Famous Hero
Rakshasa Commander
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posted October 23, 2006 11:12 PM |
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Edited by SBlister at 23:17, 23 Oct 2006.
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In my opinion, if you wanna critize don't say this sucks that sucks blah blah. Tell us what sucks, why you think it sucks and suggestions. Random insults help no one and infuriate everyone. Look at all of Sinbads posts. Most of them are unhelpful and thoughtless. He wants everything his way or no way at all. You can only prove we suck if you can make something that is superior to it. I'm not saying it can't be done. But some of these "insultive" ppl would have added the sentence "and you cannot do a better job than us" if they did indeed create this stronghold. I won't. I like our ideas being challenged. But do so with some goddamn rationale and reasoning. Thats all I'm gonna say on the matter. Any more idiotic and pointless insults will be ignored.
Quote: To be honest the ideas are not all that original to begin with, and to claim them as intirely your own It's all based on the same stuff, none of the ideas came from thin air.
No one is claiming that the creatures are our own creation. What I meant is not having the same goblin-orc-wolfrider-shaman-wyvern-troll-behemoth lineup in that exact order or replacing troll with cyclops and using the same abilities or pushing around our abilities to different creatures and then saying tada... thats my stronghold.
And if I may speak for War-Overlord, and CrashnBurn, I think the cheapshot and ambush abilities are their original creations and they did come out of thin air.
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Fortress_fan
Disgraceful
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posted October 24, 2006 02:57 PM |
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Fortress_fans alternative human Stronghold:
Stronghold
Facts and Traits
Aka: The Barbarians
Associated colours: Brown, dark red
Worship: No dragons. Instead they worship the sun like a good, and the great angel Baa.
Core philosophy: It is better to be slain in a battle than watch one.
Country / kingdom: Formerly Far Rannar
Capital city: Formerly Almech-dur (not capital, but the largest city)
Key symbols: The giant axe, the sun disk
Magic: Destructive and Summoning
Description: The barbarian people of Har-man is a couple of tribes only united in face of the Insannite invasion. They are ruled by their own warlords in their own tribes. Now, when fleeing from their old lands, they are united in a loose alliance against everything that stands against them. They are not kind to inhuman races, especially not dwarves.
History:
460 YSD: A Storm from the east
Nomads from the far east invades the Dark-dwarf kingdom of Far-Rannar and drives the Dark dwarfs to the far north, where many of them sail away too find better lands north of Ashlan. The nomads quickly turns against each other after establishing control over the whole land.
516 YSD: Oger founds Almech-dur
After slaying the warlord Raxoncillies, King Oger founds Almech-dur, which is destined too become one of the larges cities in Far Rannar.
532 YSD: Centaurs seek asylum
A group of centaurs flees north east and seek asylum in barbarian lands. They are accepted as a part of the society after some hostilities. However, the barbarian aristocracy often despise them for being "half-humans" and not real warriors, because the most centaurs uses the bow instead of the axe.
The Modern Ages
899 - 916 YSD: The wars of old hatreds
The Dwarfs, under king Stamhov, invade Far Rannar. They succeed in burning down Almech-dur and taking over the western parts of the country. However, when the legendary king Tutjjen Akmesh kills the chiefs Dokrra and Morgull, he succeeds in uniting his people for the very first time, and drives out the dwarves from the land. However, at the final battle of Almech-dur, Tutjjen Akmesh is slain by an axe. The barbarians split up in various tribes again.
936 YSD: The cult of Baa
Xarfax, a former general in the demons army and leader of the evil cult of Baa, discovers Far Rannar. He quickly gain many followers, and they together overthrow king Ajji of Almech-dur and declare Xarfax "emperor of the world" and a "prophet sent buy the holy sun and buy the great angel Baa". Human sacrifices begin over the whole land, even if they are mostly practised in areas controlled buy Xarfax and his allies (the warlords allied with Ajji recognise Xarfax as the new king almost directly).
949 YSD: The second storm from the east
Legions of Nomads invades the people of Far Rannar. The still demoralised barbarians cannot make any real resistance. King Xarfax contacts his allies and decides to abandon the land and flee to the west. He seems some knowledge about the riches in the Holy Griffin Empire, and he claims that he was contacted buy Baa in a dream, where he told him to do this. Almech-dur is abandoned. Those which do not follow Xarfax orders are sacrificed to Baa as a punishment.
Units:
Savage
Dwelling: Butcherhouse
Description: Savages are foot soldiers from the barren lands of Far-Rannar. They use their axes to “persuade” their enemies of which one of them who are the strongest.
Attack: 4
Defence: 1
Damage Range: 1-2
Iniative: 9
Speed: 4
Health: 6
Cost: 25
Growth: 18
Special abilities: NONE
Berserker
Dwelling: Slaughterhouse
Description: Berserkers are the strongest warriors of their tribe. They are well-known for sometimes loose control over themselves. They carry double-egged axes to bring fear in the hearts of their enemies.
Attack: 5
Defence: 2
Damage Range: 2-3
Iniative: 11
Speed: 5
Health: 10
Cost: 45
Growth: 18
Special abilities: No Enemy Retaliation
Centaur
Dwelling: Centaur stable
Description: After centuries of being threated as lesser beings,, the centaurs have finally been accepted in the barbarian society. They are a little wild and unorganised, but they are well known for being excellent bowmen.
Attack: 2
Defence: 2
Damage Range: 2
Iniative: 10
Speed: 4
Health: 8
Cost: 40
Growth: 14
Shots: 12
Special abilities: Ranged
Centaur captain
Dwelling: Centaur keep
Description: The captains and elite warriors of the centaurs are men that have proven themselves with bow and arrow. They are feared hunters in the whole Far Rannar.
Attack: 4
Defence: 2
Damage Range: 2-5
Iniative: 13
Speed: 5
Health: 12
Cost: 75
Growth: 14
Shots: 15
Special abilities: Ranged, Scatter Shot
Nomad
Dwelling: Nomads Tent
Description: The nomads who conquered Far Rannar centuries ago are some of the best horsemen in the world. They are feared even by the knights of the Holy Griffin Empire, and are experts at surviving in harsh conditions.
Attack: 6
Defence: 3
Damage Range: 3-6
Iniative: 14
Speed: 6
Health: 13
Cost: 100
Growth: 9
Special abilities: Large Creature
Nomad Emir
Dwelling: Nomads palace
Description: The various Emirs of Far Rannar is trained to be the best of the best, men of stone and iron and sharp swords. They are proven to be excellent raiders.
Attack: 9
Defence: 5
Damage Range: 5-6
Iniative: 15
Speed: 7
Health: 19
Cost: 145
Growth: 9
Special abilities: Large Creature, Unlimited Retaliation
Shaman
Dwelling: Totem
Description: Shamans are wise men travelling from tribe to tribe. They are faithful worshipers of Baa, from where they believe their magic powers come from.
Attack: 5
Defence: 4
Damage Range: 4
Iniative: 8
Speed: 4
Health: 15
Cost: 180
Growth: 7
Mana: 25
Special abilities: Spell book: Eldritch Arrow, Stone spikes
Tribal Shaman
Dwelling: Baas totem
Description: Tribal Shamans are the wise men and magicians at the courts of the chiefs. Those have great knowledge in magic, which they often show in battle.
Attack: 6
Defence: 4
Damage Range: 4-5
Iniative: 10
Speed: 4
Health: 25
Cost: 260
Growth: 7
Mana: 30
Special abilities: Spell book: Eldritch Arrow, Stone spikes, Lightning Bolt
Roc
Dwelling: Cliff nest
Description: The Rocs are giant birds from the north tamed by the barbarians. Those are excellent for raiding enemy lines in battle.
Attack: 10
Defence: 9
Damage Range: 6-14
Iniative: 15
Speed: 7
Health: 45
Cost: 430
Growth: 4
Special abilities: Flyer, Large Creature
Thunderbird
Dwelling: Thunder nest
Description: The Thunderbirds are Rocs given magic powers by shamans. They are one of the most effective weapons given to a barbarian commander in battle.
Attack: 15
Defence: 13
Damage Range: 6-15
Iniative: 16
Speed: 8
Health: 60
Cost: 620
Growth: 4
Special abilities: Flyer, Large Creature, Lighting attack
Cyclope
Dwelling: Cyclops cave
Description: Cyclopes are giant beasts from the south of Far Rannar which have formed an alliance together with the barbarians. They are excellent at throwing giant rocks at their enemies.
Attack: 22
Defence: 19
Damage Range: 11-23
Iniative: 12
Speed: 5
Health: 90
Cost: 1200
Growth: 2
Shoots: 10
Special abilities: Large Creature, Ranged
Cyclope king
Dwelling: Cyclops dungeon
Description: The elite of the Cyclops, Cyclops kings are feared through the known world for killing hundreds of men with one rock. They also often use rocks to defend themselves with, which has proven itself very effective.
Attack: 23
Defence: 19
Damage Range: 11-26
Iniative: 14
Speed: 6
Health: 105
Cost: 1600
Growth: 2
Shoots: 15
Special abilities: Large Creature, Ranged, Ranged Retaliation
Behemoths
Dwelling: Mountain Nest
Description: Behemoths are large beasts from the mountains in the western parts of Far Rannar. They attack their enemies with their own claws without any retaliation.
Attack: 27
Defence: 23
Damage Range: 20-45
Iniative: 13
Speed: 6
Health: 165
Cost: 2900 + 2 ore
Growth: 1
Special abilities: Large Creature, No Enemy Retaliation
Ancient Behemoths
Dwelling: Mountain Lair
Description: These giant beasts are the strongest of all Behemoths. They are immune to the most magic practised in the barren deserts of Far Rannar.
Attack: 30
Defence: 30
Damage Range: 25-45
Iniative: 14
Speed: 6
Health: 165
Cost: 4400 + 2 ore
Growth: 1
Special abilities: Large Creature, No Enemy Retaliation, Immune to spells Level 1-3
Unique Buildings
Longhouse
Cost: 500 gold, 2 wood
Increases the savage/berserker population of the town by 5
Slave Market
Cost: 2000 gold
Increases the number of enslaved units (unique skill) by 5%
Blacksmith
Cost: 1000 gold
Increases the population of savages/berserker by +5
Hall of Valhalla
Cost: 1000 gold, 5 wood, 5 ore
Increases the morale of all troops buy +2
Temple of Baa
Cost: 4000 gold, 10 wood, 5 ore,
Increases the luck of all troops buy +1 and boosts creature population by 50%
Grail: Warlords monument
The Warlords monument provides extra gold income, extra creature growth, and boosts the enslavement skill of all the player's heroes.
Heroes:
Class: Warlord
Warlords start with 4 in attack, 1 in defence and basic Enslavement.
The unique skill is enslavement. It allows the player to get some of the native units of a town, when you capture the town itself. How many and of what quality depends on the heroes skill.
Basic Enslavement: Allows 5-10% of a towns Level 1-3 units to be enslaved.
Advanced Enslavement: Allows 5-15% of a towns Level 1-4 units to be enslaved.
Expert Enslavement: Allows 10-20% of a towns Level 1-5 units to be enslaved.
Ultimate Enslavement: Allows 10-25% of towns units to be enslaved.
Characters:
Xarfax
Special ability: Warchief, Increases the attack skill of all troops under heroes command by +3
Yog
Special ability: Beast lord, Increases the attack and defence of all Cyclops and Cyclope kings under heroes command by +2
Oris
Special ability: Battle Mage, Starts with expert summoning magic
Janite
Special ability: Slaughterer, Increases the morale of all troops under heroes command by +3
Terrek
Special ability: Administrator, Gives the player 350 extra gold each turn.
Ermach
Special ability: Engineer, Gives an extra shoot and extra 20% damage to the ballista
Boragus
Special ability: Raider, Increases the attack and defence of all Nomads and Nomad Emirs under heroes command by +3
Melciass
Special ability: Recruiter, Increases the populations of all towns under heroes command by +25%
Any comments, critics or other opinions are welcome.
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Sindbad
Famous Hero
The lost soul
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posted October 24, 2006 03:30 PM |
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Does this look like a critic or an insult? And coming from a person who has not had anything original or contributive except being negative, rude, whinning and pessimistic to insult the work of so many, I find it extremely amusing. Most ppl would know better. If you have any ideas to replace them then why not say it? The answer is cuz you have none.
Tell me this wasnt a childish reply...
And you want to know the reason why I dont send here my own ideas and oppinions? There are several reasons:
1. I dont want to be involved in the project of this Stronghold
2. there is too many of my ideas and I dont have time, niether the will to write them
3. if I would write my ideas here, the Stronghold would have to be completely changed (different racial skill, skill table, creatures, buildings...)
4. my ideas are my ideas and I dont want to share with YOU!
Get it now?
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Already gone...
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nusaram
Hired Hero
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posted October 24, 2006 10:11 PM |
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Any word from Nival?
Btw,did you post the hole topic or only YOUR ideas to Nival?
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SBlister
Famous Hero
Rakshasa Commander
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posted October 24, 2006 10:37 PM |
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Edited by SBlister at 22:40, 24 Oct 2006.
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Still no word. It'll be a while. I posted the MASTER POST on page 8 word for word and as you see it to Nival. Everything that was decided and agreed upon by the team was on that page which was the combined work of everyone. So there you go. If you want to know who was involved, read the bottom of the master post... the credits section.
Sinbad, you have NO ideas. Period. Thats why you're only good at making noise.
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