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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The Perfect Stronghold
Thread: The Perfect Stronghold This thread is 27 pages long: 1 ... 4 5 6 7 8 ... 10 20 27 · «PREV / NEXT»
War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 14, 2006 10:03 PM

Quote:
Well parry seems like the Ghosts' incorporeal ability. 5% chance to block 50% damage would be better, but spells can't be parried. And blazing weapons is kind of like cold steel, just with fire. There also already is that demon lord's ability for his units to inflict additional fire damage, just at the cost of mana. Other abilities are excellent, at least I think so.
Ok, one of the warlords proclaims himself the Grand Warchief. He's the main bad guy in our campaign, besides demons.
Orcs have to ally with a race because they see it is impossible to stay neutral any longer. Their colonies have gone too far west and they're too precious to be abandoned.
I can't wait for GnollMage to return from his holidays so that he can make the stats...


Having Blazing Weapons be a fire version of Cold Steel was exactly my intention, because it is a good skill with an Orcish twist. Looking from a ballance point of view, it might be better to use your version of Parry. It might also be cooler if we called the skill Bladedodger.

On the point of having to ally with other races, I have my doubts. Firstly, I think that the Orcs can stay neutral as long as they do not invade anyones terrotry. Secondly, I doubt any races would want to ally themselves with the Orcs, as most of them have tried to decimate the Orcs on the past.
Still, I might be nice if we made this a point of debate in the campaign. We could have two of Thulgan's advisors be strong supporters of both sides. On the pro-allaince side would be Crag Hack and on the anti side would be a Shaman Elder (Who would function the same as Raelag's Keeper of the Law and who is yet to be named). What would be realy great, is if it were possible to have the player choose which side he supports, which would have effect on the campaign.
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted August 15, 2006 06:17 PM

I know, that was totally what I was thinking, too! If it was possible to choose a side the campaign would utterly rock. Even ih Heroes II there's a primitive version of choosing sides during the campaign.
Anyway, what if the orcs accept Crag Hack's opinion? Like, the demons are starting to pillage the colonies on the edges of the orc lands, threatening to attack further, and the Shaman Council, along with Thulgan, decide that they should join sides with their former enemies to defeat them. I thought that could happen right after mission 1. Then the orc throne would be captured by warlords around mission 3, and Dimorgh would be summoned in mission 5. So here are the missions in short:
1 - Thulgan and Crag Hack are sent to investigate why a border colony has stopped supplying the resources. They get there and see that the entire area is occupied by demons. The objective is to capture all towns and destroy all demon troops in the area.
2 - When it is decided that the demons will be fought against, not with, Thulgan has to find and capture a secret demon encampment somewhere between some two colonies. The goal is to find the underworld passage and capture a demon town that lies in it.
3 - As the rebelling warlords capture the throne, they declare all who are against allying with demons traitors, claiming how Dimorgh himself told them to do that. Thulgan's town is suddenly under attack by the surrounding orc tribes, and he must capture them all to reach the next mission.
4 - A shaman from the council who survived the warlords' onslaught manages to get to Thulgan and tell him about the ancient shrine of Dimorgh from which he can be summoned. Thulgan will have to go east, through the hostile tribes loyal to the warlords, try to convince some neutral tribes to join him, and reach the great one-way Portal of Colonies (created by the High Shamans for the faster inflow of resources from colonies) to unlock the final mission of the campaign.
5 - Thulgan uses the portal to teleport himself to the island of the orcish capital. He must avoid the four enemy players (the four warlords) until he reaches the Shrine of Dimorgh in an underworld cave. But, as his newly taken town (near the mission starting point, owned by an opponent) will soon be retaken by one of the enemies, Thulgan must hurry. Of course, when his town is taken, he has seven days to take another. In the Shrine, after a cinematic, he gets about 200 behemoths and 100 dire behemoths. After that, the objective is simply to destroy the four enemy players.
By the way, where's SBlister?

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 15, 2006 07:14 PM

I'm right here dudes reading all the excellent work u guys have been doing. this week is kinda busy for me so ill try to put some suggestions in by friday but definitely on the weekend. PEACE!!

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted August 16, 2006 12:08 PM

Peace 2 u 2, man

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 16, 2006 04:03 PM

I like your campaign story so far, Baklava. Still you will need to make one where no alliance is made. I still think that allying with Demons seems strange, it might be better to make it another race.
I've also come up with the rest of the abilities for the Warlord, here's the list;
Light Magic: Fire Resistance(requires Master of Wrath) + Blessed Rage (Requires Fire Resistance and Warcry, gives the Hero the Righteous Might spell for free and automaticly casts it on a Bloodlusted stack without mana cost
Logistics: Silent Stalker (Requires Scouting) + Raiding Patries(Requires Silent Stalker + Pillage, increases gold raided by Maurauders and Ravagers by 20%)
Luck: Luck of Spirits (Requires Magic Resistance, Spirit enhanced stacks attract positive spells) + Curse of Spirits (Requires Magic Resistance, Spirit cursed stacks attract negative spells)
Sorcery: Arcane Gift (Requires Magic Insight, Grants Warlord 2 additional Spellpower and Knowledge) + Shaman's Chosen (Requires Arcane Gift, Applies effects of Sorcery on Shamans)
Summoning Magic: Fire Warriors
War Machines: Seige Balista (Requires Balista, gives the Balista the ability to Target towers during siege) + Demolisher(Requires Seige Balista, increases damage done by catapult and Trolls to walls)
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baklava
baklava


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Legendary Hero
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posted August 16, 2006 10:27 PM

The abilities are nice, but what do you mean by atracting spells?
Anyway, I don't see why you don't want the orcs to ally themselves with someone. Even in the Lord of the Rings, which was the first fantasy story to introduce the orcs to the world, the orcs ally with two causes (the Haradrim and Saruman) plus hire mercenaries so I don't see why they couldn't be as diplomatic in Heroes.
It would be cool if you made a chart with those abilities, though. Just so that they can be viewed better.

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Crashnburn
Crashnburn


Hired Hero
posted August 17, 2006 04:44 AM

Hey, guys.

I really like your ideas here!  I do have a couple of points of discussion if you don't mind hearing them out though.

1) I agree with War-Overlord and don't think the Orcs should be aligned with any other factions.  In my opinion Demons would shun them because they are half breeds, half human.  And Haven, Academy, and Sylvan would shun them because they are half demon.  I see the Orcs, as they are set up in the lore already, as being complete outsiders and they prefer it that way.  Just my opinion though.  And in answer to your comment about Orcs aligning with other forces in LotR, Baklava, technically the Orcs did not align with other forces.  The orcs were in the service of Sauron and it was he who drew Saruman and the Haradrim into his service.  The Orcs had no say in the matter.  It was what their master had ordered.  In fact you can see how well the orcs got along with their "allies" in the stories with as many times as they got into fights with the Urukai (sp?).

2) I would change out the behemoth all together in favor of a more suiting unit.  The behemoth as always seemed like a very... vague unit to me, just because the name "behemoth" doesn't refer to any specific creatures from mythology.  They could of very well named the unit the "monstrosity".  I like the units you guys have set up so far and if you guys are serious about keeping the lvl 6 creature as a Troll who hurls boulders (I like that it harkens back to Homm 1 & 2.  I always liked the troll back then.) I would suggest going with a Cyclops as the lvl 7 creature.  Given their appearance in the screenshots and vids of Dark Messiah we can see that they are giant, hulking brutes which means they can fill the Behemoth's role very easily.  Also we can see they are somewhat "aligned" (for lack of a better word) with the Orcs.  OR you can go with Giants.  IMO, Nival made a conscience decision to change the un-upgraded form of Titans from Giants (as it appeared in Homm 2 & 3)to Colossus.  To me that suggests they're saving the Giant unit for another faction.  You could go with Hill Giant as the basic lvl 7 creature and then Mountain Giant for the upgraded form.  Although, if there is truly going to be a Dwarven faction I would expect that Giants would be lvl 6 or 7 for them since Dwarves are strongly tied to Nordic Mythology as are Giants.

3) Speaking of the Trolls, I would change regeneration so that it is an ability for both the Trolls and Battle Trolls instead of just the Battle Trolls.  You could swap it with Ballistics.  Ballistics seems more fitting that it is only an ability of the Battle Troll where as regeneration is what Trolls are known for in common fantasy lore.

I hope these comments are helpful in some way.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 17, 2006 05:50 AM
Edited by SBlister at 05:54, 17 Aug 2006.

Thanks for your suggestions crashnburn but the line up of troops has already been established and making any changes now would be counterprouductive. Right now we're concentrating mainly on Hero, Storyline and Statistic development. In my opinion, as far as allies go, the stronghold definitely cant ally with Academy, haven or necropolis. Dungeon would be interesting...dark elves and orcs. sylvan and orcs would be groundbreaking if done properly. Inferno and orcs would be nothing new and in some ways it has already been used in other games, orcs being subjugated to demons and all. Dungeon would really be the best choice. cyclops...troll...troll...cyclops...they basically look almost the same. so i think the behemoth would be much better suited for level 7... elephant or ape... As far as abilities for feats... most the other faction heroes have about 5-6 unique feats thats only available to that race. so i think we should include most the abilities that already exist but are not used as much as the others plus 6 brand new abilities only available to the warlord hero. ill try and come up with a list of abilities for the heroes using both old and 6 of the new abilities that have been created by you guys.

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baklava
baklava


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Legendary Hero
Mostly harmless
posted August 17, 2006 01:51 PM

Crashburn, you are right about Giants better fitting in the Dwarf town. I was thinking the same way, so I never suggested them to be with orcs. Trolls are perfect in their place.
Anyway, Stronghold isn't Stronghold without Behemoths, so they're staying definitely.
Demons wouldn't shun the orcs because they need all the help they can get. At least they can sacrifice them all if they are subjugated under their banner.
But you are right about them not allying with the good guys. How about those warlords are sort of mindwashed by the demons and Thulgan tries to keep the orc independence? That wouldn't change the campaign missions, and it would cause minimal alterations in the storyline.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 17, 2006 01:54 PM

Since orcs are brandished as outcasts just like the dark elves I was wondering if the dark elf clan lords would send emmisaries to try and form an alliance between the two races. at the same time. the demon lords are trying to subjugate them. How does that sound?

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Crashnburn
Crashnburn


Hired Hero
posted August 17, 2006 04:19 PM

Quote:
Trolls are perfect in their place.

I agree.  I've been missing them being in the Stronghold town ever since Homm2.  The only thing I was suggesting for the Trolls was that regeneration should be an ability both Troll and Battle Troll have.  Not solely Battle Troll.  And that Ballistics would probably an upgraded ability for the Battle Troll, instead of the regular Troll having it too.

Quote:

Anyway, Stronghold isn't Stronghold without Behemoths, so they're staying definitely.

In that same vein it could be argued that the Stronhold isn't the Stronghold without the Cyclops even more than Behemoths.  Cyclops have been in the Stronghold ever since Homm1.  Behemoths only came along in Homm3.  Like I said earlier, it's just my personal thing, but I have never like the behemoths.  If you guys are certain you want them then that's fine, I just wanted toss my 2 cents in.

Quote:
Demons wouldn't shun the orcs because they need all the help they can get.

I could see the demons use them but not be truly allied with them.

Quote:
But you are right about them not allying with the good guys. How about those warlords are sort of mindwashed by the demons and Thulgan tries to keep the orc independence? That wouldn't change the campaign missions, and it would cause minimal alterations in the storyline.

It would still work, but I caution you that it sounds like WC3 when Thrall broke the Orcs away from Demon influence.

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baklava
baklava


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Legendary Hero
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posted August 17, 2006 08:00 PM

Well, SBlister, that could be possible, but it would require much alteration of the campaign storyline, and my free time is not limitless.
I think you're right about the regeneration ability, Crashnburn, but it's obvious that we replaced the cyclopses with trolls. Personally, I think both are fine, but as we can't have them all, the majority decided we take the trolls.
Quote:
I could see the demons use them but not be truly allied with them.

I never said the demons see that as an alliance. The brainwashed orc warlords see it that way. Demons just want to use them.
Quote:
I caution you that it sounds like WC3 when Thrall broke the Orcs away from Demon influence.

Speaking of stealing ideas, have you noticed the incredible similarity between certain Heroes V creatures and those from Warhammer?
*cough* Grim Raiders, Blood Furies, Shadow Matriarchs, Scouts, Inquisitors, Demon Lords etc. *cough*


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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 18, 2006 02:04 PM
Edited by War-overlord at 15:07, 18 Aug 2006.

I'm gone one day and an entirely new discussion lights up. You guys could have waited a bit to let me have my say in this. But seriously, I agree with Baklava that it would not be the same Stronghold without the Behemoth. I also agree with SBlister that a true alliance would be the most logical with the Dark Elves but it would be great if we could acomplish it with Sylvan. Like he said
Quote:
sylvan and orcs would be groundbreaking if done properly.

But seeing as the storyline isn't my part of the deal, I'll leave it up to you guys and I'll give my opinion about it. Still as long as we don't have the Demons posses the Orcs, it won't be to similar to Warcraft for me. The way you are talking about it, the Warlord's Orc nation is sort of a Bannana Republic of the Demons.

As for Baklava's question what I meant with atracting spells, I meant that a spell will be bent towards that stack with a high probability. I'll give an example;
Let's say that a Warlord (With Luck and Curse of Spirits) is fighting a Knight and the Griffins are under influence of spirits. This would mean that Curse of Spirits is active. Let's say that the Warlord tries to cast Fireball on the Squires. In this case, Fireball will be bent towards the Griffins(Also works if the Knight would cast a spell). Now let's say that the spell killed the Griffins and that the Spirits are used to enhance the Wolf Ravagers. Now if the Knight or the Warlord would try to bless their troops with any spell, it would very probably be bent towards the Ravagers. Understand it now ?

SBlister if you would try to rearange the Skills of the Warlord, try to keep Demolisher, Blessed Rage, either Luck or Curse of Spirits, Mercenarism and Blazing Weapons.
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted August 18, 2006 10:06 PM

Quote:
The way you are talking about it, the Warlord's Orc nation is sort of a Bannana Republic of the Demons.

Exactly. I never thought of it that way, though.
I still don't think that spell bending is a good idea. If a player suddenly changes his mind and wants to cast a spell on another stack, it will still be cast on a unit he cursed/blessed with spirits. That's unneeded complication anyway. The spirits are great the way they were without that, in my opinion.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 18, 2006 11:44 PM

Alright. So our Stronghold Hero is a Warlord. Obviously this is a Attack/Defense Hero. The Ultimate expression of Might. I was looking at the skill wheel and realized that some heroes have excess to less abilities than others. Like necromancers and knights have 3 less abilities than wizards and rangers. So I was thinking when I come up with the abilities for the warlord some of those abilities could be used to lessen the gap and make each Hero have the same amount of abilities. Anyways, I guess we should create one new ability for each skill. that way it would be balanced. I think the Luck/Curse of the Spirits is kinda cool, though it should be merged into one ability. I'll post my proposal for the new skills shortly. let me double check them first.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted August 20, 2006 06:58 AM

I have finally come up with a bunch of suggestions for the Warlord's skills. First off is a major one. Baklava suggested an ability called War Charge which allows the Warlord to grant a unit an extra attack in combat. I was thinking of swapping War Charge for Spirit Call of the Shamans ie. Warlord gets Spirit Call, Shamans get War Charge. The reason for this is because there are a few ideas of War-Overlord and mine that would sound more reasonable if this change was made. They will be listed below. Secondly Baklava you suggested War Cry which is the opposite effect of Banshee Howl. War Cry would be similiar to Benediction so I would suggest another idea. It's called Rampage and what it basically does is allow the Warlord to do twice as much damage in melee. My idea for bloodlust would be more like how Gating is used. Each creature has the ability to go into "Bloodlust" like how Inferno creatures spend their turn using gating.
So with that in mind the Warlords abilities are:
Quote:
Bloodlust:
Basic – 30% more damage
Advanced – 40% more damage
Expert – 50% more damage
Ultimate – 60% more damage
However, Bloodlust can be used only once per stack during a combat. In addition, here’s the list of allowances:
Basic – allows goblins and berserkers to use this ability.
Advanced – allows wolf marauders and shamans units to use it.
Expert – allows wyverns and trolls to use it.
Ultimate – allows behemoths to use it.


Specializations:
Quote:
Raiding: a passive ability, which causes the hero to receive gold at the end of battle. The amount of Gold is dependant on the number of killed enemies. Amount of Gold is decided during the battle, next to the estimate of kills, the Warlord also sees an estimate of raided gold.


Rampage - Warlord does twice as much damage on melee strikes.
Spirit Call - Summon a stack of "spirits" from a dead stack.
And the ultimate which i prefer the name Call to War:
Quote:
Ferocious Overlord: Gives the Hero the ability to cast bloodlust on the entire amry.


Now, for the abilities of the 12 Skills already in existence. I am adding one ability per skill. Some of these skills can be used by Heroes of other factions which have less skills accessible to them in total. Here we go:
ATTACK: War-Overlord's BLAZING WEAPONS with a twist - Troops under the Warlord randomly do anywhere between 10-25% more damage in combat.
DARK MAGIC: No name yet. Effect - Dark magic spells damage stacks who have been enchanted by light magic spells. Ie. Weakness would do damage to a stack of cavaliers enchanted by Haste.
DEFENSE: FIRST STRIKE - Chance for the retaliating stack to deal damage before the attacking stack.
DESTRUCTIVE MAGIC: EARTHLINK - Due to their shamanistic nature, Warlord's deal more damage when casting Earth Magic. Either that or they use up less mana.
ENLIGHTENMENT: ANATOMY - Warlord's know where to strike with maximum effect. They get a +2 to Attack permanently.
LEADERSHIP: War-Overlord's MERCENARISM - boosts Morale +1, for every 20.000 gold, to maximum of 4.
LIGHT MAGIC: War-Overlord's BLESSED RAGE - Gives the Hero the Righteous Might spell for free.
LOGISTICS: BLOOD THIRST - Bloodlusted creatures move further in combat.
LUCK: War-Overlord's SPIRIT LUCK - Spirit enhanced stacks attract positive spells and Spirit cursed stacks attract negative spells.
SORCERY: I think this idea is weak so help me out here. MEDITATION - Creatures with mana gain 1 mana per round.
SUMMONING: SPIRIT SHIELD - Spirits on an enchanted stack heal and spirits on an enemy stack deal damage. The name needs to be changed and the Warlord gets to summon more spirits with this ability.
WAR MACHINES: A version of War-Overlord's Demolisher called SIEGECRAFT - Increases HP/Damage of towers during battle and increases damage of catapults and trolls in combat.
Hope you all like it.

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted August 20, 2006 11:47 AM

When did I mention War Cry? I can't remember I even said anything about it. Are you sure it was me?
Actually, it doesn't matter.
Quote:
DARK MAGIC: No name yet. Effect - Dark magic spells damage stacks who have been enchanted by light magic spells. Ie. Weakness would do damage to a stack of cavaliers enchanted by Haste.

How about Dark Contrast?
Quote:
DESTRUCTIVE MAGIC: EARTHLINK - Due to their shamanistic nature, Warlord's deal more damage when casting Earth Magic. Either that or they use up less mana.

I'd go with 50% chance of the spell cast with higher spellpower (so that it's more powerful) and 50% chance for the spell to cost up to 30% less mana (like Erratic Mana, but a little less percentage).
Quote:
SORCERY: I think this idea is weak so help me out here. MEDITATION - Creatures with mana gain 1 mana per round.

Yup. It's weak. And it's certainly more for Academy or Sylvan than for Stronghold. I think this would be ok: Ancestral Call - Spellpower when casting Call Spirits increased by 3 (henceforth the hero summons more of them).
Do the Spirits in the Spirit Shield resurrect your creatures or just heal them like paladins? Anyway, if you want to change the name, how about Spiritual Firmness? And it would be better to drop summoning more spirits with this ability, since we have that with Ancestral Call.
If you can think of something better than Ancestral Call please suggest it, because this way I think we have too many abilities enhancing spirits. I suggested it only because I had no other ideas for the Sorcery skill.
Everything else is awesome, SBlister. Nice job.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted August 20, 2006 01:47 PM
Edited by Gnoll_Mage at 14:07, 20 Aug 2006.

I'm back! I'll be creating some stats as soon as I can. I'll make them up with the right bias (it might be good if someone gave me some ideas here, such as a certain unit being attack-based etc, but I think I'll be able to make some sensible choices, especially using the creature descriptions). Then I'll use Alcibiades' magic excel sheet to make some prices and growth, and finally use his and my sheet to see whether the town balances okay.

As for the wyverns at level 7, my original idea was to make them rubbish, but I ended up losing this. To make up a little, I gave them a rider that wielded powerful magic bombs. The reason he was at level seven in the first place was that I couldn't think what else to put there (bear in mind this was a swamp town, not an orc / barbarian one).
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted August 20, 2006 02:00 PM bonus applied.
Edited by Gnoll_Mage at 20:59, 16 May 2007.

I'll go with the level 5 Wyvern, level 4 Shaman, level 6 Troll.

Oh, by the way, the dragons of water and fire already have names (Shalassa and Arkath I think, not sure of spelling), but that probably isn't important...



---


Edit: right, here's the first draft for the stats. I'll add explanation/comments afterwards.


Unit--------------Attack-Defence-Damage----HP---Mana-Shots-Initiative-Speed-Cost--Growth
Goblin---------------2------1------1--------5-----0----0-------11-------5----?------19
Hobgoblin------------3------2----1 to 2-----5-----0----0-------11-------5----36-----19
Berserker------------4-----"1"---3 to 4----10-----0----0-------11-------6----?------10
Berserker Veteran----5------2----3 to 5----10-----0----0-------11-------6----88-----10
Wolf Marauder--------5------3----4 to 6----15-----0----0-------10-------6----?-------9
Wolf Ravager---------6------3----4 to 8----18-----0----0-------10-------6---130------9
Shaman---------------6------5----4 to 10---30----10----5-------"7"------4----?------"6"
Elder Shaman---------6------6----4 to 11---48----16----5-------"9"------4---340*----"6"
Wyvern--------------12-----12---10 to 15---60-----0----0-------11-------7----?-------3
Quartzhide Wyvern--"14"----17---10 to 18---80-----0----0-------11-------6---769------3
Troll---------------22-----19---15 to 22--130-----0---"5"-------7-------4----?-------2
Battle Troll--------22-----21---15 to 30--140-----0---"5"-------8-------4--1850*-----2
Behemoth------------27-----23---30 to 60--150-----0----0-------10-------6----?-------1
Dire Behemoth-------30-----28---40 to 65--210-----0----0-------11-------6--4583------1


Goblin: an attack based, pathetic level 1; cheap and cheerful, not bad on the initiative, but not that fast as they are quite small.
Hobgoblin: better weapons in the description made me raise attack, defence and damage, leaving the rest.
Berserker: very attack based, above avergae for their level I thought; low on HP and slightly faster than Goblins as are bigger.
Berserker Veteran: again, description said two weapons, and that he couldn't be touched so easily, so I changed the first 3 stats.
Wolf Marauder: attack based again, but more defence as has some armour; they could perhaps do with improving; at the moment they are (although above average?) still high in growth and very cheap, possibly Alci's sheet isn't working properly....
Wolf Ravager: various improvements, perhaps there could be more; whilst I'm on the topic have I improved the right stats in general? - as in, if attack and defence are almost always improved when upgrading in the game, and speed is rarely changed, have I followed this pattern too?.
Shaman: Finally a unit that can be equal in attack and defence; I got the impression that the Orcs aren't very magical so this guy is weak, maybe too weak?.
Elder Shaman: various improvements; note the fact that they are below average makes them the only unit in the game at that level to have a growth of 6.
Wyvern: again, balanced stats seemed to work here, could be faster perhaps?
Quartzhide Wyvern: big on defence now with those scales, slower as described.
Troll: it was hard to make these sensibly powerful without sending their power rating through the roof - I think they need less specials (although come to think of it they need to be powerful to make up for a non-flying, non-ranged level 7).
Battle Troll: armour improves defence, a few other improvements; right at the top of the price range.
Behemoth: perhaps a little poor (?); attack based with low HP; same speed and initiative as a giant.
Dire Behemoth: a goodish-quality but not overexpensive unit; high power rating makes up for lack of range or flying.

Issues:
• "" numbers are ones that are unprecedented in the game, i.e. my creatures are worse / better than all other creatures.
• Asterisked (*) costs are ones that have been changed from the original recommendation in Excel to fit within the current range of prices in the game.
• ? shows that the generator can't cope with downgrades. This is a little worrying because it means downgraded stats could be too low / high, but hopefully it won't be a problem. I'll calculate ? costs at some point I expect.
• I need descriptions of what the specials do to be really accurate with creature power, but it's not that important.
• In the game some growths would be made lower, and a building for increasing it would be added (etc.) - in other words I haven't taken growth buildings into account, and just shoving them on top would overbalance that tier.
• Plus what I've mentioned above with the creatures.


Comments please! I'll be seeing how well it balances at some other point. Believe it or not preliminary workings show it sitting perfectly in the middle - exactly half way between the current middle towns, sylvan and academy (well, just outside 0.05% from the middle actually). This almost makes me not want to bother with the full analysis.
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baklava
baklava


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posted August 20, 2006 05:14 PM

niiiiiiiiiice

I understand about Shalassa (Vessel of Shalassa spell) but where did you find out about the name of the dragon of fire?
As for the stats, they're great, although they could be a little altered. Nothing a few days of discussion couldn't fix...
Dire Behemoth costs 4583 gold? I think we could make it 4500.
Quote:
Troll: it was hard to make these sensibly powerful without sending their power rating through the roof - I think they need less specials (although come to think of it they need to be powerful to make up for a non-flying, non-ranged level 7).

Trolls are a ranged unit, they throw rocks with area effect. Plus they can attack walls. So perhaps we can make them a bit weaker in stats than they are now.
About 0.05%... Did you count special abilities or only the stats in that evaluation?
Anyway, thanks, man, you did us a great favor.

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