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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My Stronghold
Thread: My Stronghold
WilX
WilX


Adventuring Hero
posted August 29, 2006 08:55 AM
Edited by WilX at 00:20, 03 Sep 2006.

My Stronghold

With the new unconfirmed Dwarf list being posted yesterday, I was very disapointed in what I read. However I figured I'd post this anyway, seeing as how I did work on it for a little while. I think that this would be my ideal Dwarf Fortress. (You should know that this post is a accumulation of ideas and suggestions I read and liked, as well as products of my own imagination and research)Sorry if there is a place for me to post this, but I couldn't find one. Then again I'm pretty tired...
Comments and well any kind of constructive conversation is welcomed and appreciated.

Miner Stronghold – Level 1
Info: Common dwarfs are skilled at digging and recover precious resources from the earth. These materials are favored by the dwarfs and often offered as presents to their lords. Dwarf miners carry hand picks that are used to breaking stone, but light enough to be hurled at the enemy if needed.
Economics
Gold: 25
Weakly Growth: 12

Abilities, Elements, & Power
20% Magic Resistance, No Melee Penalty, Production, For each unit in a stack there is a .25% chance of producing either 1 gem, 1 crystal, or 2 ore. The chance of this happening can not be greater than 50%. The resource produced must be pre-selected at the “Miner’s Guild� Short Range, Unit cannot shoot farther than half the map, and has a range penalty for greater than a quarter of the map.

Attributes
Walker, Shooter
Attack: 2
Defense: 3
Damage Range: 1-2
Initiative: 10 Speed: 4
Health: 4
Mana: 0
Shots: 3

Pilgrim Stronghold – Level 1 Upgrade
Info: After surviving reclusively in the elements for many years dwarf miners are more accustom to defending themselves against thieves and beasts.
Economics
Gold: 45
Weakly Growth: 12

Abilities, Elements, & Power
20% Magic Resistance, No Melee Penalty, Production, (Chance can be 70%) Short Range, (No range penalty for half the map)

Attributes
Walker, Shooter
Attack: 3
Defense: 3
Damage Range: 1-2
Initiative: 10 Speed: 5
Health: 6
Mana: 0
Shots: 5

Gray Wolf Stronghold – Level 2
Info: Gray wolves are viscous cave dwelling canines, that have grown adapt to living alongside dwarfs. They recognize the importance of living in a pack, thus when the dwarfs become threatened they will fight next to them as family.
Economics
Gold: 70
Weakly Growth: 8

Abilities, Elements, & Power
Unlimited Retaliation, Wolf Bite, (same as lizard bite)

Attributes
Walker
Attack: 4
Defense: 2
Damage Range: 3 - 4
Initiative: 12 Speed: 6
Health: 13
Mana: 0
Shots: 0


Great Wolf Stronghold – Level 2 Upgrade
Info: Great wolves are larger, wiser leaders of the gray wolves. They are considered by the dwarfs to be of equal intelligence. Great wolfs watch over their pack with the ferocity of a mother, and if one falls the entire pack will fight to the last.
Economics
Gold: 100
Weakly Growth: 8

Abilities, Elements, & Power
Unlimited Retaliation, Wolf Bite, Enrage

Attributes
Walker
Attack: 5
Defense: 3
Damage Range: 4 - 5
Initiative: 12 Speed: 7
Health: 14
Mana: 0
Shots: 0

Stone Guardian Stronghold – Level 3
Info: Stone guardians are the basic infantry of the dwarf army. They wear heavy armor, which is crafted to even offer some extra protection against magical attacks. They also wield large war hammer that compensate for the dwarf’s short arm reach.
Economics
Gold: 100
Weakly Growth: 6

Abilities, Elements, & Power
25% Magic Resistance, Hammer Swing Creature attacks 3 adjacent squares simultaneously, only the target (the middle square) can retaliate.

Attributes
Walker
Attack: 5
Defense: 5
Damage Range: 3-6
Initiative: 10 Speed: 5
Health: 15
Mana: 0
Shots: 0

Stone Champion Stronghold – Level 3 Upgrade
Info: Stone champions are the dwarf military elite. Their military issued arsenal includes armor of superior magical resistance and finely crafted battle axes that are easier to swing making them great for attacking and defending.
Economics
Gold: 130
Weakly Growth: 6

Abilities, Elements, & Power
35% Magic Resistance, Axe Swing, (Same as Hammer Swing) No Enemy Retaliation

Attributes
Walker
Attack: 5
Defense: 6
Damage Range: 4 - 7
Initiative: 10 Speed: 5
Health: 30
Mana: 0
Shots: 0

Boulder Cannon Stronghold – Level 4
Info: Machines crafted and operated by dwarven blacksmiths, boulder cannons can launch large rocks across the battle field similar to the catapult but with enough accuracy to be used as a viable offense against mobile troops.
Economics
Gold: 300
Weakly Growth: 4

Abilities, Elements, & Power
Large Creature, Mechanical, Wall Attack, Creature can attack walls during sieges.

Attributes
Shooter
Attack: 10
Defense: 10
Damage Range: 6 - 12
Initiative: 8 Speed: 3
Health: 60
Mana: 0
Shots: 6

Barrel Cannon Stronghold – Level 4 Upgrade
Info: “Why use magic to cast a fireball when a machine can be built to do the job without such a waste and risk?� Barrels cannons are improved versions of the boulder cannon, with an even greater focus on accuracy. New ammunition has been developed using cave clearing explosives, altered by the blacksmiths into effective weapons.
Economics
Gold: 350
Weakly Growth: 4

Abilities, Elements, & Power
Large Creature, Mechanical, Wall Attack, Large Shot, Creatures ranged attack strikes a 2x2 area Explosive Shot Half the damage from each shot is fire damage, damage is increased by 20% against walls and war machines.

Attributes
Shooter
Attack: 10
Defense: 10
Damage Range: 8 - 16
Initiative: 8 Speed: 3
Health: 70
Mana: 0
Shots: 6

Rune Scribe Stronghold – Level 5
Info: Dwarf mages are extremely scarce and literally spend their life times mastering their craft. Instead of scrolls dwarfs prefer to mark their spells on magical tablets of rock.
Economics
Gold: 650
Weakly Growth: 3

Abilities, Elements, & Power
40% Magic Resistance, No Melee Penalty, Rune Caster Spells cast by creature ignore the magical resistance of dwarfs Spell Book: (B,5M)Deflect Missile, (B,5M)Suffering, (B,6M)Lightning Bolt

Attributes
Shooter, Caster
Attack: 10
Defense: 15
Damage Range: 9 - 14
Initiative:  8 Speed: 5
Health: 45
Mana: 10
Shots: 5

Rune Master Stronghold – Level 5 Upgrade
Info: Only a true master of magic could gain the nobility and trust to earn the rank of rune master and gain access to the most powerful rune stones.
Economics
Gold: 800
Weakly Growth: 3

Abilities, Elements, & Power
45% Magic Resistance, No Melee Penalty, Rune Caster, Spell Book: (A,5M) Deflect Missile, (B,10M)Mass Deflect Missile, (A,5M)Suffering, (B,10M)Mass Suffering, (A,4M)Lightning Bolt, (B,8M)Chain Lightning

Attributes
Shooter, Caster
Attack: 14
Defense: 13
Damage Range: 10 - 15
Initiative: 8 Speed: 5
Health: 60
Mana: 15
Shots: 6

Battle Plow Stronghold – Level 6
Info: Battle plows are altered machines once used to clear underground pathways. They are now used to clear the battlefield of enemy troops.
Economics
Gold: 1500
Weakly Growth: 2

Abilities, Elements, & Power
Large Creature, Terrain Walker, Increases hero’s movement points by 5% per stack in army up to +15%. Land Mover Activated ability, creature can remove obstacles (other than moats, and walls) and create 1x2 rock walls. This ability must be activated at the beginning of a turn but can be used before and after moving. Plow must make contact with effected spaces. Rock walls cause range penalties for enemy units and block movement.

Attributes
Walker
Attack: 21
Defense: 21
Damage Range: 20 - 20
Initiative: 8 Speed: 7
Health: 100
Mana: 0
Shots: 0

Battle Juggernaut Stronghold – Level 6 Upgrade
Info: Battle juggernauts are machines that have been altered by dwarven blacksmiths beyond the point of recognition as machines once used to clearing caverns. They have been completely coated with heavy armor plating, specifically crafted by the dwarves the punish anything that comes into contact with it.
Economics
Gold: 1750
Weakly Growth: 2

Abilities, Elements, & Power
Large Creature, Terrain Walker, Land Mover, 4x1 walls Plow, Activated ability, juggernaut is able to make a full straight movement despite obstacles (other than castle walls) and enemy creatures. Juggernaut must end movement on regular land. Any units (including friendly) that are moved over are attacked and receive 50% damage. Recoil Armor Juggernaut recoils 10% of any melee damage received back at the attacker.

Attributes
Walker
Attack: 22
Defense: 25
Damage Range: 20-25
Initiative: 10 Speed: 8
Health: 130
Mana: 0
Shots: 0

Thunder Bird Stronghold – Level 7
Info: The thunder bird is a gargantuan bird of prey that has natural powers over lightning. They nest is high mountains and defend their homes by calling down lightning from above.
Economics
Gold: 2400 +1 C
Weakly Growth: 1

Abilities, Elements, & Power
Large Creature, Immune to Lightning, Shock Skin, Any unit who attacks Thunder Bird with a melee attack other than retaliation, looses a quarter their initiative until their next turn. Lightning Strike Attacked enemies have a 10% chance per Thunder Bird of getting lightning bolt cast on them. (damage is 10*unit)

Attributes
Flyer
Attack: 24
Defense: 24
Damage Range: 30 - 45
Initiative: 13 Speed: 8
Health: 190
Mana: 0
Shots: 0


Bird of Thor Stronghold – Level 7 Upgrade
Info: These birds are considered direct descendants from the gods, and have a super natural mastery of lightning. When one is threatened it is said that the skies themselves will open up and lightning will rain down from above.
Economics
Gold: 3500 +2C
Weakly Growth: 1

Abilities, Elements, & Power
Large Creature, Immune to Lightning, Shock Skin, 40% initiative loss Lightning Strike (20*Unit) Lightning Retaliation, When Bird of Thor receives damage from a spell, there is a 50% chance it will retaliate with a lightning bolt. (if the hero casts the spell, the target is a random enemy unit) Chain Revenge, Every time a Bird of Thor is attacked and defeated, there is a 25% chance, per unit defeated that Bird of Thor will cast Chain Lightning on the enemy. (20* Unit)

Attributes
Flyer
Attack: 28
Defense: 28
Damage Range: 40-50
Initiative: 14 Speed: 9
Health: 200
Mana: 0
Shots: 0

I honestly feel that as far as dwarf racial abilities go I couldn't improve on the already suggested "Defender" which I think would be almost the perfect type of special I'd like to see for my Dwarf Stronghold, as I think it will contradict the Orc Raiders Faction nicely. If one is ever added, which I hope it is.
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zaekabg
zaekabg


Hired Hero
posted August 30, 2006 09:42 PM

good

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 31, 2006 03:12 PM

totally imbalanced.

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WilX
WilX


Adventuring Hero
posted September 01, 2006 01:10 AM

hey, thanks for the helpful feedback. I'm a totally mind reader so I know exactly what you like and what you considered inbalanced.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 01, 2006 09:16 AM

ohh, sorry

some abilities are just a joke, you know.

Quote:
Production, For each unit in a stack there is a .5% chance of producing either 1 gem, 1 crystal, 2 ore, or 1000 gold. The chance of this happening can not be greater than 50%.


And after a few weeks you receive a free goldmine for each of your heroes? Lol?


45% Magic Resistance, No Range Penalty, Rune Caster, Spell Book: Deflect Missile, Mass Deflect Missile, Suffering, Mass Suffering, Lightning Bolt, Chain Lightning


No, this is a joke. Magic resistance, no range penalty and WAY overpowered spells? You must be joking : ) Compare Shadow matriatch's poor spellpool, and that's a level 6 unit..


Quote:
Terrain Walker, Increases hero�s movement points by 5% per unit in army.


Perhaps the most imbalanced ability I've ever seen. With a couple of this units you'd travel 2 times as far as other heroes - no way!

Quote:
Shock Skin, Any unit who attacks Thunder Bird with a melee attack other than retaliation, receives a 20% recoil in damage and looses half their initiative until their next turn.


I don't have to explain why dhis one is overpowered, do I?

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scooter_me
scooter_me


Adventuring Hero
posted September 01, 2006 11:53 AM

i dont like the fact that dwarfs, a mythical creature known to beextreemly tough and durable having 4 HP. dwarves are one of my favourite mythical creatures, and that seems a bit...weak to me.

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WilX
WilX


Adventuring Hero
posted September 01, 2006 05:01 PM
Edited by WilX at 17:02, 01 Sep 2006.


And after a few weeks you receive a free goldmine for each of your heroes? Lol?

Thats true, you think dropping the chance percentage to .25 per unit and making the gold income 500 would improve it? It's supposed to be on par with peasants, as it stands they pay for themselves twice as fast. With the improvement assuming you loose no units, they'd pay for themselves in about 40 days on average.

[quote/]No, this is a joke. Magic resistance, no range penalty and WAY overpowered spells? You must be joking : ) Compare Shadow matriatch's poor spellpool, and that's a level 6 unit..[quote/]
Magic resistance is a given for a dwarf especially a dwarf spellcaster. I know given the way it is now, Rune Master would have the largest grouping of spells for a unit, which is ok IMO seeing as how he can only cast twice, and no matter what can only cast a powerful spell once. Did you take into consideration it also has the lowest attack, def, and Hp, and a low growth rate fot a lv5? I'd lean more towards comparing it to the Lich which is of the same level, which has a range penalty but can hit multiple targets or the inquisitor that has no melee penalty and costs significantly less.


Perhaps the most imbalanced ability I've ever seen. With a couple of this units you'd travel 2 times as far as other heroes - no way!

Agreed, I think it's supposed to say per stack.


I don't have to explain why dhis one is overpowered, do I?

You should, the unit is redicously underpowered without this ability. The amount of initiative lost could stand to be reduced slightly, but it serves well in proventing units to gang up on a single unit. It also doesn't work on retaliation so it can't be used as an offensive ability and doesn't effect ranged units. It's supposed to be a stun so it obciously shouldn't effect machnicals and undeads too. The best thing this unit would be good for is chopping down you're opponents most redicously larg stacks and bigger stacks of level 7s. However, there are several viable stratgies that can under power bird of thor quickly.

I almost forgot, the miners have 4 hp becuase they already have high stats including defense and pretty effective abilities.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 01, 2006 05:14 PM
Edited by Doomforge at 17:16, 01 Sep 2006.

oh well.

You need 1000 peasants to get 1000 gold per day and you'd need only 140 of your units to have 70% chance of 1000 gold per day. Too imbalanced.

And your caster simply casts too good spells - deflect missle and suffering are one of the best spells in this game, and they cast MASS versions of those! No way again

The bird of thor you've created ain't weak - 15 initiative, 9 speed? That's godly, and paired with the shock skin.. geee, one of the best level7 units in this game..

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 01, 2006 07:44 PM

Quote:


Perhaps the most imbalanced ability I've ever seen. With a couple of this units you'd travel 2 times as far as other heroes - no way!

Agreed, I think it's supposed to say per stack.



I picture a hero with 7 stacks,expert logistics and boots of swift journey.Uhh...no!
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Map also hosted on Moddb

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WilX
WilX


Adventuring Hero
posted September 01, 2006 10:40 PM

Quote:
oh well.

You need 1000 peasants to get 1000 gold per day and you'd need only 140 of your units to have 70% chance of 1000 gold per day. Too imbalanced.

And your caster simply casts too good spells - deflect missle and suffering are one of the best spells in this game, and they cast MASS versions of those! No way again

The bird of thor you've created ain't weak - 15 initiative, 9 speed? That's godly, and paired with the shock skin.. geee, one of the best level7 units in this game..


Thats why I asked...I'm trying to get it more on par with peasants yet still have the versatility to generate gems, crystals, ore. Do you think the changes I suggested are dulled down enough, or maybe I should just eliminate gold all together? That may be fine for a dwarf race.

Ehh, deflect missle and suffering are both good spells but I wouldn't consider them some of best spells. they are lv 3s and are about in the middle of all the other casters spells. I really don't know if casting mass versions of those spells once will be as effective as you think.

How can you say that BoT's stats are not underpowered? Everything aside from speed and intiative is low-average for a down graded lv 7, and it's abilities all depend on it taking damage to begin with. Yeah I would say it would be a good lv 7 buy sertainly not the best.

I would say true, you could have an army of 7 juggernauts, and you'd be able to move 35% farther, I don't know how effective that would be for an army however, especially since you wouldn't be able to fit them all on the battlefield, and you'd be severly limiting yourself strategicly plus disabling their plow ability cause you'd most likely just be damaging yourslef more often than is nescarry. Could be good for hit in run if not for the huge waste of cash, and not so good initiative. I honestly think there are much more effective ways to do this, but hey I'm sure some people would try it.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted September 02, 2006 10:28 AM

mass deflect missle makes you nearly invulnerable to ranged damage and mass suffering incredilby cripples the attack rating. Those two spells would make dwarven armies a) too tough without any effort put in developing mage guild and learning spells and skills b) Invulnerable to ranged attacks. that's why

And forget the stats. Initiative and speed is the most important thing - That's why bloodfuries can do well even with their pathetic growth and cerberi rock even with their pathetic stats.

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WilX
WilX


Adventuring Hero
posted September 02, 2006 05:29 PM
Edited by WilX at 00:21, 03 Sep 2006.

If you're talking grand mastery of the spells in which case they would reduce ranged damage by 70% and attack by 12. But I was thinking more on the lines of basic or even advanced where it's 20-40% and 3-6 attack.
Yeah, speed of level 7s is in the 7,8,9 range on everyone except for titan. And the initiative is only 1 greater than emerald dragon, stats aren't even caparable to phoenix. And those units favor offense. Speed and initiative are good stats to have, especially combined even though they kind of dull eachother down. But I wouldn't say they are the most important, they are great if it plays into your playing style.
In either case, I'm still trying to get a hold on the balance of this game. So, I made some modifications, do you think it is more balanced this way without being weak.
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DragonLord3000
DragonLord3000


Known Hero
Romanian flamethrower
posted September 10, 2006 06:32 PM

unbalanced though...Please see my stronghold if you'd like!!!It's in the altar of wishes forum with the title:New stronghold units.

By the way,this town should be mentioned in a kind of stronghold opinions topic...if Nival will put stronghold in the next expansions,they should check that list and try to pick the best ideas.
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