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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] New creatures
Thread: [MOD] New creatures
marlboroo
marlboroo

Tavern Dweller
posted July 02, 2006 12:30 PM
Edited by VokialBG at 18:37, 24 Jan 2008.

[MOD] New creatures

new creatures:

new lvl 3 academy creature : demolisher
new lvl 4 necro creature : soul drinker
new lvl 6 dungeon creature : evil spirit
new lvl 5 haven creature : cleric
new lvl 6 sylvan creature : ancient dendroid
new lvl 7 inferno creature : heretic

currently 4 creatures available

when all creatures complete i plan to make them neutral creatures

download it from the forum at http://elrath.com

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marlboroo
marlboroo

Tavern Dweller
posted July 02, 2006 01:30 PM
Edited by marlboroo at 21:32, 22 Jul 2006.

screenshot:

 

 

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 02, 2006 01:43 PM

What is your purpose with this MOD? I don't see any connection between the different factions, and the creatures you've added. Why should the Water Elemental replace the Dark Rider, and how will the Phoenix go as standard level 7 monster for the Dungeon - and will the Black Dragon remain as the upgraded monster? Similar thoughts for the rest of the replacements - this doesn't seem to make much sense to me?

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marlboroo
marlboroo

Tavern Dweller
posted July 02, 2006 02:07 PM
Edited by marlboroo at 14:14, 02 Jul 2006.

Quote:
What is your purpose with this MOD? I don't see any connection between the different factions, and the creatures you've added. Why should the Water Elemental replace the Dark Rider, and how will the Phoenix go as standard level 7 monster for the Dungeon - and will the Black Dragon remain as the upgraded monster? Similar thoughts for the rest of the replacements - this doesn't seem to make much sense to me?


my purpose is to add another creatures to town so if you have phoenix then the upgraded version is still black dragon (2 different lvl 4 and 2 different lvl 7 to play), but maybe goin with the elemental is to far? hehehe i make elemental available to towns so i can add heroes creatures as neutral monsters ,
what placement u think is the best? i cannot add another hire creature slot so i replace the existing ones

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OOPMan
OOPMan


Adventuring Hero
posted July 05, 2006 02:54 PM

Elementals are not a great choice, since there are 6 factions and only 4 elemental types...

Some of the lvl 7 additions are interesting, but I'm not sure of the balance implications...

Having, essentially, 2 different lvl 7 and lvl 4 creatures that are equally or similarly powerful could be hard to balance...

I do like some of the models you are using, although you might want to change the name of the one creature from Satan to something else, since there are always a few loudmouthed religious nuts who'll raise hell about it... (No pun intended ;-) )

It would be useful if you were able to prevent a player from upgrading lvl 4 and lvl 7 units. What I mean, in this respect, is that it should not be possible to upgrade a base lvl 7 unit to the one provided by the enhanced structure, as this does not make sense in many cases... (Eg. Dread Knight -> Spectral Dragon works how?) So it would be easier (And more strategically interesting) if you could somehow disable upgrading for these units...
____________
It's all fun and games, until someone loses an eye...

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orbvius
orbvius


Adventuring Hero
Oblivious
posted July 10, 2006 03:19 PM
Edited by orbvius at 15:20, 10 Jul 2006.

Quote:
i make a new mod that change the lvl 4 and 7 unupgraded creatures to new creatures, here is the list

inferno:
-lvl 4 fire elemental
-lvl 7 satan (use sovereign files)

necro:
-dark lord (use nicolai vampire files)
-death knight

dungeon:
-water elemental
-phoenix

haven:
-ballista (use ballista files)
-catapult (use catapult files)

sylvan:
-earth elemental
-ancient dendroid (thx to xmadmanx files mod)

academy:
-wind elemental
-sorcerer (use beatrice files)


Mind if I suggest a similar lineup based on yours?

inferno:
-lvl 4 Salamander
-lvl 7 Lilin (Think of it as a lesser Lilith; same but with lesser power)
http://en.wikipedia.org/wiki/Lilith

necro:
-nether spirit (Same as the one in Magic Card)
-death knight
http://www.wizards.com/magic/autocard.asp?name=Nether%20Spirit

dungeon:
-Centipede
-Formless

haven:
-Cleric (Beatrice)
-Demolisher - Double attack, able to destroy siege walls/shoot
Description: Think of Demolisher like an all in one war machine

sylvan:
-earth elemental
-Polytheists
Description: Think of Polytheists as Druids with the ability to morph into Bears or choose to stay on the battlefield as a spellcaster.

academy:
-wind elemental
-Dragon Golem or Desert Wyrm
Desert Wyrm will be able to dig (almost the same as Griffin's diving takedown ability but covers a 4x4 aoe)

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marlboroo
marlboroo

Tavern Dweller
posted July 12, 2006 02:18 PM

hello all, u can d/l one of the creatures here

http://elrath.com

check at game modifications forum, i post the mod there

it is a necro creature, soul drinker (aka dark lord/dread lord,  
currently it have the stat and passive ability of an unupgraded vampire
added abilities:
-teleport, it use the effect from nigtmare fear attack, its kinda cool (just think the crows as bats )
-ray attack, similar to pixie and cerberus attack, attack 3 enemies at once
-caster (basic raise dead and basic decay)


tell me what do u think about it

btw i change the new creatures lineup (only 1 new creature per faction)
1.??name??, use sovereign files, inferno
2.dungeon (still no idea)
3.souldrinker, use nicolai vamp. files, necro
4.dendroid, use old treant mod files, sylvan
5.demolisher, use catapult files, haven
6.sorceress, use beatrice files, academy

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marlboroo
marlboroo

Tavern Dweller
posted July 22, 2006 08:05 PM

bury the plan to add phoenix and elementals

i update the top post and the screenshot so anyone have an idea what the mod looks like

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