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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Complete ideas for expansions!!! Really good quality!
Thread: Complete ideas for expansions!!! Really good quality! This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
Sindbad
Sindbad


Famous Hero
The lost soul
posted September 22, 2006 09:45 PM

Hi WilX! Nice you came here.
I agree with everything you wrote, but the *exodia* isnt supposed to be *a bit* stronger than lvl 7, but a lot more! Its the ultimate creature!

And I have some history for it: hundreds of years ago, as the wizards invented golems and titans, they were trying to go a lot further, to make an undefeatable creature. And so they created the so called *exodia* (the name can be changed). But the experiment went wrong - they have created a creature that couldnt be controlled. It was destroying everything around. So they had to stop it somehow, but they didnt want to destroy it, because it could be the key to victory in a heavy war. And thats why they divided it into five pieces and hidden them. Now they call it *the forbidden one* (thats my suggestion for its name).
Ok?
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actionjack
actionjack


Promising
Famous Hero
posted September 22, 2006 09:48 PM

Quote:
Why not make it require 5 summons spells/turns to call like was mentioned. Each turn will bring forth a part of the expodia. I think it's unfair to let part of the creature be destroyed thus negating the whole thing. I think what works best is if you can attack the parts, each one could represent a specific stat or feature, but you can't destroy them. However, you can severly weaken it before it becomes functional. Yes you should base it's strength off of hero level but naturally it should be very strong by comparison like a good stack of level 7s.


I disagree.  I think the parts should be targetble and can be destory to prevent the summoning, as part of its drawback.  

Adding some more detail to it.  Once you got a piece of the artifact, it would allow you to summon that piece, which I think should be something with high armor, lots hp, but little attack power. (thus would not always be that easy to destory the summon piece).  Possibly would also make it unable to move (unless you get the foot/feet piece)  Each piece would have its own function (and I would only make it 4 piece), with Head casting spells, hands attack, body with lots HP, and leg that can move.  Each summoning would stack on one another, instead of each piece on the battle field.  So you could only have two or 3 (like a feet and arm) and still be a powerful creature on the battle field.  Also should one or more piece got destory, can you always resummon it back.  Once you got all 4 piece, exodia would gain some extra bonus and become a very powerful creature (but not automatic win)  

Also might want to change the name of it to something else... as Exodia is too famous with yugioh.    


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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 22, 2006 10:04 PM
Edited by Sindbad at 22:05, 22 Sep 2006.

Well, I disagree with the thing to summon 4 parts as you mentioned. But you have persuaded me about the vulnerability of the summoned parts, but they should have a lot of HP (at least 500 per part) and great defense (50) so the opponent can still prevent the summoning.
And lets call our *exodia* THE FORBIDDEN ONE.
Now that this is clear (is it?), lets think of some stats for TFO (the forbidden one) and some abilities. As I mentioned, I suggest: non-living, immune to mind control, absolutely magic proof and deadly strike that can kill half of a stack. What do you think?
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WilX
WilX


Adventuring Hero
posted September 23, 2006 05:31 PM

My only concern about that would be, that a uncompletely summoned "Forbidden One" could possibly be more powerful than a completely summoned. I'm assuming that the completed one could be defeated, but an uncomplete one if a part gets destroyed it can just be resummoned. I know personally I would just summon probably the head for spells and the body for health, and maybe the arms for retaliation, and just keep it as an ultimate titan. I like the brief story that was suggested, I think it's a good idea.
Those silly wizards always make stuff, and then it always totally comes back the kicks them. They would make an ultimate Titan. : /
Also I have a suggestion, instead hiding the five parts maybe the hid a mold or scematic or something. The reason for this is to eliminate the problem with enemy heros obtaining one peice thus making it useless.

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 23, 2006 07:38 PM
Edited by Sindbad at 21:12, 23 Sep 2006.

I am not quite sure if I understand you. Does that mean that you dont like that idea of parts having specials? Me too. I think it would be the best if the parts would have only HP (so they can be destroyed) and if TFO is complete, it has its abilities. But if those parts were damaged in the summoning, TFO will be also damaged after summoned. And I dont agree with resummoning a part if it was destroyed. And the parts should be hidden as I said. If it was as WilX wrote, that would mean TFO can be obtained only by one player? That would be unfair for others...
And to those abilities: it should also be a caster, but I dont know any spells right now. Please help.

Besides, I have made some edits in my alt creature, neutral creature and spell lists. See on the bottom of those posts which changes I made.
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cantaresg
cantaresg


Known Hero
posted September 24, 2006 05:11 AM

The forbidden one does not require sacrifice because it is a level 2 creature. This also means that it can be killed very easily. The other exodia are at least level 8 and above, and so requires sacrifices since they are very powerful. But I don't think that you will take heed to this.

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actionjack
actionjack


Promising
Famous Hero
posted September 24, 2006 06:31 AM

Quote:
My only concern about that would be, that a uncompletely summoned "Forbidden One" could possibly be more powerful than a completely summoned. I'm assuming that the completed one could be defeated, but an uncomplete one if a part gets destroyed it can just be resummoned. I know personally I would just summon probably the head for spells and the body for health, and maybe the arms for retaliation, and just keep it as an ultimate titan. I like the brief story that was suggested, I think it's a good idea.
Those silly wizards always make stuff, and then it always totally comes back the kicks them. They would make an ultimate Titan. : /
Also I have a suggestion, instead hiding the five parts maybe the hid a mold or scematic or something. The reason for this is to eliminate the problem with enemy heros obtaining one peice thus making it useless.


That is a good point you made, and I haven't thought of in my version of "Forbidden One".

Some modification could follows... such as it cost Mana to summon each piece,... that there is a "hook up time" with each added piece to be summon, where it will make its piece on battle field unable to do any type of action, and that it is a magical creature, meaning that it can not count as a creature for winning (so you can not have just this one creature and still remind on the battle field).  Lastly, should just make the piece bit hard to destory, but with very little effect (attack or otherwise), and only when all is complete, will it gain an extra boost in stats.  


But following allong the line of artifact creatures....
could also do a smaller and weaker one... like a 3 piece "Blue Eye White Dragaon" (a bit of parady there) which are easier to call to the field, but with a weaker stats.  But keep in mind that those are more of the end-game creatures, where it is hard to get all of them.  There could be other end-game artifacts too.  

Also could have an another kind of artifact creature.  Where 1) you could find a artifact athat allow you to summon in the creature, such as Book of Elemenatl Binding, which adds it as a summon spell to your spell book (if you equip the artifacts)     or 2) where if you equipt the artifact, like a Golem Construct, that creature will automatically shows up on the battlefield as part of you army.... they should be pretty powerful, but if destory, your artifact will be destory and gone from your equipment/inventory as well.  

Anyone want to add in some ideas on what would be some good artifact creatures, and what its stats might be?

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 24, 2006 09:50 AM
Edited by Sindbad at 17:51, 25 Sep 2006.

Hey guys, just a suggestion: Why sont we just make another thread about this? I dont want to sound like I dont want to have it in my thread, but I would like to go on with my other topics (i.e. my spell list isnt finished) and the *exodia* idea should be only *besides* to know if anyone likes it and now we got a three pages long discussion about it! Everything is alright but I really want to go on in the spell list. So if you dont want to make a thread, please lets make a conclusion about this.

Besides, I tried to draw that Incubus, but it didnt go so good... See yourself:



How is it?

Edit: I resized a bit to make the loading a bit faster
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actionjack
actionjack


Promising
Famous Hero
posted September 24, 2006 08:58 PM

Nice one Sinbad... seem you made few improvments... maybe can also add a tail in as well.  

---------------------------


Anyhow.. not sure where to put this, but I guess here will do.  

Its a idea for new creature / roaming faction (see my post in few previous pages about spawning nest)....

PIRATES!  

They could have 3 or 4 its own creatures, and are consider as wild monsters, but have its own base building (call like a Pirate Hideout, found usually on a small island)  So they would sail around the ocean, and attack any that comes near their terriory or to their boat.  (the number of each creature on encounter is a set amount, as they would not add on to it)  However, unless you capture the Pirate Hideout, they will keep on sending out more boats (but can only have 1 out at the time).  Also the Pirate ship will not attack other AI creatures or seek out any resource/gold/treasurechest.    

If you capture the Pirate Hideout, you will earn gold and maybe some artifact.  You can also than pay gold to produce the Pirate ship, who will be AI control that would attack any other faction other than you.  

I am a bit rusty on creature making.. so someone could give it a shot at makeing some pirate units.  

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 24, 2006 10:05 PM
Edited by alcibiades at 22:08, 24 Sep 2006.

I think I commented on this idea above Actionjack. Just an impulsive thought - this would make the perfect return of the Berzerker (Heroes IV type) unit: The unit that cannot be controlled in combat. It's not much fun having such a unit in your town, because they perish in a blink of an eye, but if they can harbor good damage, they'd be perfect inhabitants of such a town. Plus it'd make good sense (think Viking settlements ... Yahoo for my proud ancestors. ).

EDIT> Yes, here is my last comment also. I think the idea somehow drowned in the rush.

Quote:
Spawning Grounds reminds me a lot of the Barbarian tribes of Civilization (if anyone ever played that game). A very interesting idea, it's gonna have impact on gameplay, but will add some nice features, and will also be reminiscent of the wandering creatures and heroes of Heroes IV which I liked.

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actionjack
actionjack


Promising
Famous Hero
posted September 24, 2006 10:20 PM

Quote:
I think I commented on this idea above Actionjack. Just an impulsive thought - this would make the perfect return of the Berzerker (Heroes IV type) unit: The unit that cannot be controlled in combat. It's not much fun having such a unit in your town, because they perish in a blink of an eye, but if they can harbor good damage, they'd be perfect inhabitants of such a town. Plus it'd make good sense (think Viking settlements ... Yahoo for my proud ancestors. ).

EDIT> Yes, here is my last comment also. I think the idea somehow drowned in the rush.

Quote:
Spawning Grounds reminds me a lot of the Barbarian tribes of Civilization (if anyone ever played that game). A very interesting idea, it's gonna have impact on gameplay, but will add some nice features, and will also be reminiscent of the wandering creatures and heroes of Heroes IV which I liked.



Oh, I know your comment, and thanks for reading.  
Yes, it is an addition to the spawn nest type of idea.  There could be more.  (also there seem to be a recent popularity for pirates, I blame it on Johnny Depp)  

Also Want to make up some Pirate creatures?
(they could just re-use creatures like Assassin, but it would be more fun to see pirate-themed creatures, and give them some more unique stats and ablities...)

I am thinking one range type (Harpooner?), one fast-but-low armor type, and maybe a spell caster (captain) or good tanker type...  


---------------------------

And on your idea of none-player control units...  I might work, but would need to see them either as an active ablity for certain creatures (loose the control, but gain in attack and speed), or as a Mercenary.  



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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 24, 2006 10:42 PM

Oh I see ... I simply misunderstood your post, or didn't read it properly. Yes Pirates, blame it on Depp. You gotta love him, though.

Anyway, to stay on topic ... Hmm, I'm a bit at a loss there. Of course, one could reintroduce the Heroes IV pirate units, but apart from that, I haven't got any particular ideas.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted September 25, 2006 05:27 AM

Pirates don't necessarily need to be human. They could be Gnolls. Or Lizardmen. Or whoever that didnt make it from the previous Heroes...

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cantaresg
cantaresg


Known Hero
posted September 25, 2006 09:54 AM

I think I like the idea of having pirates in the sea. It makes the sea more exciting than having some derelict ships by the rocks.

I think in an earlier post, I mentioned that I hoped to see some creatures in the seas as well. The sea has been very quiet for the last few HOMM. Why not have some new marine units as well? The basic setup may be as follows:

Level 1:
Merfolk Archers

Level 2:
Man of War

Level 3:
Carcinos

Level 4:
Sharks

Level 5:
Scylla

Level 6:

Level 7:
Kraken

This is as far as I can think of. But it will be nice to have some krakens floating around in the seas.


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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 25, 2006 03:06 PM
Edited by Sindbad at 17:53, 25 Sep 2006.

To your idea, actionjack:
Thats another silly external building idea of yours... Might be ok, if someone likes it, but I dont and I dont think it would fit to H5 anyway... And you can go elsewhere with it (make thread or what).
And thanks that you like my image, but I just felt too embarassed about it, so I deleted it. I forgot the main things like wings and tail, and lits of things went wrong, like the cape, his hair and his feet and the flames around him werent very helpful though...

And now, lets go on with my topic!
Come on! This is your last chance to suggest some spells into my spell list! If you dont, Im gonna think of some spells fast... And I need to finish that list so we can go on the next topics. Do you agree?

Edit: I added back that Incubus image so you can still see it. I was looking at it better and I realised it isnt that bad... Just his feet are a bit disturbing...
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cantaresg
cantaresg


Known Hero
posted September 25, 2006 03:24 PM

Here's my 5 cents worth:

1. Reinforcement- Summons reinforcement.
  In Heroes 5, you can choose not to place all your creature stakes in combat. This spell allows the hero to summon 1 stake from the reserves into combat.

2. Retreat- Withdraws a stake from combat. Cannot withdraw a stake adjacent to an enemy stake.
  Contrary to the above, this spell withdraws a stake in combat to the reserves.
3. Stone (Medusa's curse)- Freezes target. Target may not move, do not take any damages and may not be the target of any spells and effects. Can be used on friendly units, and spell can be dispelled with cleansing or similar spells. Duration - 0.25 * spell power.

4. Sacrifice (Kamikaze) - Destroys a friendly stack. Deals damage equals to 1-1.1 times total damage of the sacrificed stack on an enemy stack.

I have not thought of the effects of expertise, or the level of the spell, but 1 and 2 may be special combat spells like Mark of the Wizard etc.

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 25, 2006 03:37 PM

Thanks, I will try to implement some of those spell to my list. I relly like them.
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted September 25, 2006 04:20 PM
Edited by Geny at 16:22, 25 Sep 2006.

Quote:
Here's my 5 cents worth:

1. Reinforcement- Summons reinforcement.
  In Heroes 5, you can choose not to place all your creature stakes in combat. This spell allows the hero to summon 1 stake from the reserves into combat.

2. Retreat- Withdraws a stake from combat. Cannot withdraw a stake adjacent to an enemy stake.
  Contrary to the above, this spell withdraws a stake in combat to the reserves.
3. Stone (Medusa's curse)- Freezes target. Target may not move, do not take any damages and may not be the target of any spells and effects. Can be used on friendly units, and spell can be dispelled with cleansing or similar spells. Duration - 0.25 * spell power.

4. Sacrifice (Kamikaze) - Destroys a friendly stack. Deals damage equals to 1-1.1 times total damage of the sacrificed stack on an enemy stack.

I have not thought of the effects of expertise, or the level of the spell, but 1 and 2 may be special combat spells like Mark of the Wizard etc.


Great ideas cantaresg I especially like the reinforcement spell which could turn the tables in battle if used properly. Although a combo of retreat and reinforcement may prove to be very overpowered.These spells could be special abilities but they also could be spells when, depending on the expertise, the hero "summons"/"unsummons" 25/50/75/100 percent of the stack.

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 25, 2006 05:42 PM

Talkin bout reinforcements, I have already had such spell in my list before you wrote about this, so making a similar spell would be pointless. And where would you put retreat? The dark magic list is already complete! Now it would be good to think of some destructive magic spells of each element. Make it please damaging (not +cursing) and original! Thanks for your ideas! Awaiting more!

PS: I will fix the spell list later, I got some work now...
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cantaresg
cantaresg


Known Hero
posted September 25, 2006 05:44 PM
Edited by cantaresg at 17:50, 25 Sep 2006.

When I thought of these two spells, they were meant to be used very strategically. This results in more unpredictable battles (especially in multiplayer) and the final result depends very closely to how you employ your tactics.

Anyway, thanks for your feedback. Glad you like the spells.

Sinbad: This spell is different from your spell "reinforcement gate" as this spell requires you to actually have the troops in your reserves. It does not summon any creatures as gating do, nor does it creates an army from nothingness. If you do not have reserves, this spell will not work. Friendly stacks from nearby towns, heroes are not affected by this spell either.

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