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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The Perfect Temple (Naga town)
Thread: The Perfect Temple (Naga town) This thread is 37 pages long: 1 ... 8 9 10 11 12 ... 20 30 37 · «PREV / NEXT»
baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted October 09, 2006 09:41 PM

Quote:
Also I don't like the idea of going spanish on the Lizardmen. The idea of forcefully turning the faith of the Lizardmen seems rather evil.

Dude, the Naga have firstly just enlightened the lizardmen with their ways, without the use of force. Now something like the inquisition is made for the sake of the campaign story, I was thinking how the new religious leader (dang, I forgot how I called him) actually works for the demons; his agents secretly teach the lizard people heresy, and he blames the necros for that. This way, he can make the naga faction go at war with the necros on top of having inner problems, which would make the naga too weak to confront the demons as a powerful, united faction. In return, he'd get some promised reward from the demons (well they would basically just kill him but they, logically, didn't tell him that). Our hero, of course, accidentally stumbles on that whole plot and tries to stop that (after all, he's a hero, right?).
The new Hydromancy is ok, I guess.
By the way, anything about history that you don't like, you can change that freely. Just keep Sitnalta as the ancient mythical town's name (it seems I have hidden it so well with the derivation of the name Sitnal that no one actually realised it's just backwards from Atlantis )

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 09, 2006 10:29 PM

I like how you refrased the existing descriptions, SBlister. Still I realy liked the part which said that the Chameleons are so good at hiding, that nobody realy knows how many there are. I'll put the descriptions up to the Lizardman up on the Masterpost after I'm done with this. I realy like to add that bit to the Chameleon, but if you guys are realy against it, say so and it will be left out.

The descriptions of the Zealots and the Sentinels need some work in my opinion though. They lack background info and there are some inconsistancies.
First of all, SBlister, do you realise that a morningstar and a flail are exactly the same thing, except for the shape of the thing on the end of the chain. With a moringstar it's a ,possibly spiked, metal ball and with a flail it's a, possibly spiked, metal bar. Thus it makes not sense that a flail reaches further than a morningstar; unless the chain is longer, but that is never stated. Moving from mace to morningstar makes more sense, because you add the lenght of the chain.
Secondly, since the snakenames on the Zealots are the indicates of their rank it makes more sense if that is the second part of the name.
Thirdly, it seems strange to me that the Grand Sentinels, who ride Basilisks, have the same abilities as the normal Sentinels, while the creatures they ride are unrelated. Don't get me wrong, the last thing I want is to remove the Deathroll from the Grands Sentinels. But there needs to be a reason why they have this skill. I think that one of the big pluspoints of the PS was, that everything had a reason and was explained. I'll try to explain this in the rework.

Baklava, I like your idea of the history, but I'm not able to smell your intentions. (especially not over the internet) You didn't tell this the first time, so there was no way we could have known this. Now the History makes sense.

Before I want to start on the reworks of the descriptions, I want to warn you guys. By having the Sorcceres as a Hero, we restrict ourselves to only female heroes. While this is not strictly wrong, we need to realise this. If we called the Hero Sorccerer, we could have both male and female heroes since a group of mixed sexes are called by the male form.

Rework time. (Adders are normal footmen)

Zealot Viper
The Zealots are the military order of the Temples of Shalassa. Fully they are named The Order of Zealots of The Raging Ocean, but they only use that name during sacred ceremonies. Fully accepted by the Order, the Vipers are higher in rank than the trainees and the Adders. Vipers make up the bulk of the Order and are adorned with a heavy spiked mace, a tearshield and a simple helmet. The Zealots are know for their fanatic ferocity and devotion in battle. Their eargernes in combat, makes the Zealots strike faster than any opponent.

Zealot Cobra
The Cobras are the elites of the Zealot Order. Their neck-armor makes the Cobras resemble the snakes they are named after. Cobras equip themselves with a morningstar, to increase the range of their weapons. Cobras are the most zeallous of all the Zealots, which shows itself in an almost Orcish lust for blood. With each life they take, they become more eager to take more.

Sentinel
The Sentinels are the shocktroops of the Naga armies. These Lizardmen ride on the large crocodiles that are indiginous to Hashima. The Lizardmen are at the orginine of the Sentinels and they existed long before their pact with the Naga. The Sentinels are the defenders of the settlements and are treck faster through the swamps than normal warriors. Quickly after their alliance, the Naga saw the strategic value of the Sentinels and integrated them quickly into their armies. In the wild, crocodiles roll around to tear hunks of meat of their prey and the Lizardmen have made use of this ability. The Sentinels are trained in using this ability to dodge the blades of their enemies, by quickly jumping and rolling out of the weapon's way.

Grand Sentinels
During the destrution on Sitnalta, the tremendous amounts of magic that was released had great impact on the region. The magic mutated the crocdiles horribly and thus created the Basilisks. Having a third pair of limbs and incredibly disproportionate teeth, the Basilisks are a twisted caricature of their former form, but a stronger one nonetheless. The gaze and shriek of these creatures are enough to pertrify any mortal with fear. The Lizardmen and Naga have learned to cope with this and now breed them just like the do the crocdiles. Only the most able of the Sentinels are trusted with handling a Basilisk and are promoted to Grand Sentinels.
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 09, 2006 10:42 PM
Edited by SBlister at 23:29, 09 Oct 2006.

A flail has a chain and the morning star doesnt.
Quote:
Still I realy liked the part which said that the Chameleons are so good at hiding, that nobody realy knows how many there are.

The reason I removed it was because it was vague. But now that u made it clear i will reinsert it. I knew the sorceress name was gonna raise the gender issue but went on with it regardless. too me it doesnt make a difference. hahaha. sorcerer is fine too.
For your description, here are some suggestions and comments:
1. The Raging Ocean should be changed to the Raging Tides or Phatomless Depths since the nagas are more swamp based than marine.
2. With each life they take, they become more eager to take more. Love how you phrased it.
3. Removing deathroll from the basilisk does make sense, but i didnt want to remove it without consent from everyone else. Does everyone agree with War-Overlord and me?
4. I'll make some minor adjustments here and there to your descriptions of the zealots and sentinels but overall they are excellent. Hope to see your other descriptions soon.

EDIT:

Zealot Viper
The Zealots are the military order of the Temples of Shalassa. In full, they are known as The Order of Shimmering Depths, but it is more of a ceremonial title. Adder conscripts are fully accepted into the Order once they complete their training. As Vipers, they make up the bulk of the Order and are adorned with heavy spiked maces, tearshields and simple helmets. The Zealots are know for their fanatical ferocity and devotion in battle. Their eargernes in combat, allows the Zealots to strike faster than any opponent often retaliating before their enemies have a chance to attack.

Zealot Cobra
The Cobras are the elites of the Zealot Order. Their neck-armor  resemble the serpents they are named after. They are equiped with longer reaching morningstars, allowing them to crush their enemies at extended range. Cobras are the most fanatical of all the Zealots, which rivals the Orc Vanguards in their lust for blood. With each life they take, they become more eager to take more.

Sentinel
The Sentinels are the shocktroops of the Nagas. These Lizardmen are trained to ride atop large crocodiles that are indigenous to Hashima's swamps. The Sentinels existed long before the Lizardman allied themselves to the nagas and served as the defenders of the settlements. Able to trek faster through the swamps than most, the Nagas quickly saw the strategic value of the Sentinels and integrated them into their armies. In the wild, crocodiles twist themselves in a visceral display of power to tear chunks of meat of their prey. The Sentinels have incorporated this manuever into their strategem, as their reptillian mounts roll out of the way of enemy strikes, they too leap into the air and land gracefully on the backs of the crocodiles once they are supine again.

Grand Sentinels
During the destrution on Sitnalta, tremendous amount of magic was released  and its impact forever changed the region. The magic horribly mutated some of the crocodiles, creating the Basilisks. Having a third pair of limbs and incredibly disproportionate teeth, the Basilisks are a twisted caricatures of their former selves and lethal to the bone. The gaze and shriek of these creatures are enough to pertrify any mortal with fear. The Lizardmen and Naga have learned to utilize this and now breed them just like they do the crocdiles. Only the most able of the Sentinels are trusted with handling Basilisks and are promoted to the ranks of Grand Sentinels.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 09, 2006 11:17 PM
Edited by War-overlord at 23:19, 09 Oct 2006.

Quote:
Removing deathroll from the basilisk does make sense, but i didnt want to remove it without consent from everyone else. Does everyone agree with War-Overlord and me?



Whoa, Stop right there. I DON'T want to remove Deathroll from the Basilsik. They should keep the ability. What I ment to say was, that there is no explaination for the Basilisks to have a Deathroll. Now that (if everybody agrees) we made them into mutant-crocs, it makes sense again.
KEEP DEATHROLL ON BASILISKS.

Oh, Raging Tides makes more sense than Phatomless Deeps. But I inteded that the Zealot order was there since the beginning of Naga Civilisation, their Orginal Title was Raging Oceans, they just never changed it because the Order has always kept existing.
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 09, 2006 11:31 PM

Ok, lets keep the deathroll. I changed raging oceans into shimmering depths. sounds very tranquil just like their dragon deity.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 09, 2006 11:50 PM

With some very minor changes, the Masterpost is updated again. I added the Hiding thing to the Chameleons. I've added "the Zealots" to the Order name to make it sound like a real church order and I've cut something out of the Basilisk description that was a bit much. Among ohter things
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 10, 2006 01:58 AM

You can remove those "mini-descriptions" I wrote for the creatures in the MASTERPOST. I will try and cleanup the abilities with proper descriptions. Is a Hydromancy a go? Shall we start creating new skills for the Naga Hero?

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actionjack
actionjack


Promising
Famous Hero
posted October 10, 2006 05:11 AM

My vote is to remove deathroll, especial with the additional bonues ablity they could get from hyrdomancy...

But than, as usually, votes of disagreeing voice don't count.  

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 10, 2006 09:12 AM
Edited by War-overlord at 13:37, 10 Oct 2006.

Quote:
My vote is to remove deathroll, especial with the additional bonues ablity they could get from hyrdomancy...

But than, as usually, votes of disagreeing voice don't count.  


That is not true, votes of disagree are taken seriously. The current total now is 2 for and 1 against. As soon as there are more votes against, deathroll will be removed.

Also I think we should wait a bit longer for Hydromancy. There might be some more good ideas in the minds of the participants.

I'll try to finish the description for the Templar now and make the one for the Preatorian later.

Templar
A minority of Naga grow a second pair of arms during their infancy. These Naga are quickly enrolled into the ranks of the Templars. Like the Zealots, the Templars are a military order of the Temple of Shalassa. The Templars are given years and years of training to use the legendary silkswords with deadly precision in each of their hands. While the Zealots are a normal part of Naga society, the Templars lead a life of solitude, training and meditation. Their solitude have made the Templars unadaptive and reserved. They act on their own agenda, but will always answer the call to arms to protect their realm.
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted October 10, 2006 02:01 PM

Quote:
Baklava, I like your idea of the history, but I'm not able to smell your intentions. (especially not over the internet) You didn't tell this the first time, so there was no way we could have known this.

Well I told you guys that I had the entire campaign story in my head...
Just trust me in the future
Quote:
My vote is to remove deathroll, especial with the additional bonues ablity they could get from hyrdomancy...

Well perhaps we should change Hydromancy... I mean, it could make the Naga overpowered. I vote that Deathroll stays, but without the "mutated crocs" explanation. Basilisks are similar to crocs in some ways, and they can be trained to roll and stuff from infancy...

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 10, 2006 04:48 PM

OK, the Deathroll vote is now {pro 3 <> against 1}.

OK, so Baklava doesn't like the mutation explaination for the Basilisks. I'll try to come up with a new explaination and we'll see if that is better liked. I would agree that the mutation idea was kinda farfetched.

The point that Hydromancy in it's current form could very well be overpowered, was exactly why I said we should wait before we formalise it. I will give my opinion on the ideas to com, but I won't join in creating untill I'm finished with the creatures.

First I'll make the description of the Preatorian and than I'll create an alt for the Basilisk. BTW, are we keeping teleport for Preatorians or not ? I'll put it in for now and can always remove it later.

Preatorian
The Preatorians are an unique faction in the Templar ranks. Only the Naga known as the Chosen will grow a third pair of arms and only they can be trained to join the ranks of the Preatorians. Wielding blades with all six limbs, the Preatorians outperform any normal Templar. The Preatorians spend most of their time meditating and this meditation gives the Preatorians the ability to focus on an unnatural level. The Preatorians are able to meditate shortly in battle and use their focus to direct their blades better to their foes. The Preatorians are called the Chosen not only for their physique but also for their sacred ability to seemingly melt away and reform themselves on a different position.

Grand Sentinel
The Basilisks and the crocodiles ridden by the Lizardmen share the same ancestry, but have gone a different way in ages past. The Basilisks have evolved a third pair of limbs and a brightcollored frill around their neck. Their third pair of limbs enable the Basilisks to stand upright for a short duration, while doing this they can flash their frill by quickly opening their maw. This sight, accompanied by the horrible shrieks the Basilisks can make, is more than enough to petrify any mortal with fear. When the Naga and Lizardmen discovered the Basilisks, they found that they could be ridden just as well as their far relatives and be trained in the Deathroll manuever, be it less gracefull. Only the most able Sentinels are promoted to Grand Sentinels and they are given Basilisks to ride.
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actionjack
actionjack


Promising
Famous Hero
posted October 10, 2006 08:25 PM
Edited by actionjack at 20:29, 10 Oct 2006.

Looking at the last page, it seem the discussion is back to a tight club of 3 people (excluding mine, and few "guest appearences")  


My reasons against death roll:
1) the Animation would look funny, especially with a rider (even with the acrobatic jumping)  
2) The unit is already suppose to be a tanker.  If it has high def and hp, there is not much need for addtional passive defensive ablity
3) Croc is passible, but would not need for Basilsik, espcially when they got the Petrifying Gaze.
4) The Hero/Racial ablity would seem to be able to cover the defensive need of such unit.  

I am not saying it is a bad ablity, and suggested naming it Side Step before, but I still found it to be a strange fit on such unit.

So my current stance (not if anyone would care), would be Deathroll = questionable,  Side Step = (with lost of 50% build up init) maybe and would be workable, but only on Croc, and not Basilsik.  (stats adjusted accordingly)  

I would like to hear more on reason of the functionality of such a abality, and to what purpose are they needed.  


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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted October 11, 2006 12:31 PM

Quote:
1) the Animation would look funny, especially with a rider (even with the acrobatic jumping)

Ok, let's talk about funny stuff in Heroes V. We got one-booted skeletons, pimp-like djinns, Arnold Titaneggers, minotaurs with chiken legs (like the mobsters from Looney Toons), peasants (I won't even put in a description for them, we all know how retarded they look) etc, etc. Deathroll wouldn't be so strange compared to those.
Quote:
Looking at the last page, it seem the discussion is back to a tight club of 3 people (excluding mine, and few "guest appearences")

Well most people abandoned this post during the dark ages of my net-death. We salute those who still try to help us, but about half our advisors bailed.
Quote:
Side Step = (with lost of 50% build up init) maybe and would be workable, but only on Croc, and not Basilsik. (stats adjusted accordingly)


I guess it simply wouldn't make sense to upgrade the crocs then... Side step is something like the ghosts' incorporeal.
Anyway, I thought of something. If you want to prevent some enemy archers from shooting and put croc riders next to them, then someone attacks them and they move, enemy archers will once again be able to shoot, especially when the basilisks lose half their initiative. Same if you're protecting some of your units with them.
Perhaps we should just drop the whole death roll idea. I don't know. I'm changing my status to neutral in the voting, so it's 2:1 for death roll now, instead of 3:1.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 11, 2006 07:32 PM
Edited by SBlister at 21:03, 11 Oct 2006.

Modified descriptions:

Templar
Like the anacondas of the serpent world, the Templar are the colossal elite warriors of the Naga armies. Many times larger than the other Nagas, these four armed warriors arm themselves with four massive blades with which they cleave and hack away at their enemies. Their prowess in martial combat is unmatched and enemies have a difficult time retaliating against their attacks. Templars take pride in what they do and are known throughtout Hashima as the defenders of the Naga way of life.

Praetorian
The Preatorians are a unique sect of the Templar ranks. Only the Naga known as the Chosen will grow a third pair of arms and only they will be allowed into the ranks of the Praetorians. Wielding blades with all six limbs, the Preatorians outperform any normal Templar. Spending much of their time in deep trances, the Preatorians meditate shortly during battles to focus their concentration to better direct their blades against their foes. The Chosen are also named as such because the Naga believe that they have been blessed by Shalassa, as these warriors are able to transform into puddles of water and flow behind enemy lines, wiping out entire battalions before they can react.

Grand Sentinel
The Basilisks and the crocodiles ridden by the Lizardmen share a similar ancestry, but evolved differently in ages past. The Basilisks have gained a third pair of legs and a bright colored frills around their necks. A strange sight to behold is a Basilisk standing upright, flashing its frill and quickly opening it's maw to release a hideous shriek, which is more than enough to petrify any mortal being with fear. When the Naga and Lizardmen first encountered the Basilisks, they were able to tame them as mounts and given to only the most able of Sentinels who are collectively known as Grand Sentinels. Like their crocodile cousins, they too are able to deathroll.

Dwelling Names(so far):
Serpent Fly - Hive
Coatl - Vespiary
Lizardman Tracker - Lizardman Retreat
Chameleon Tracker - Chameleon Refuge
Viper Zealot - Order of the Viper
Cobra Zealot - Order of the Cobra
Sentinel - Crocodile Pond
Grand Sentinel - Basilisk Lair

Descriptions for the new Naga Abilities:
1. Agonizing Bite - With each attack, this creature cause enemies take fewer actions in combat. (Aka works like the slow spell)
2. Siphon Magic - Activated Ability. Steals enemy enchantment and transfers it to itself.
3. Corrosive Darts - Each attack decreases enemy's defense by 2. Effects are cummulative til end of battle.
4. Camouflage - Allows this creature to turn invisible. This creature will no longer be invisible if it attacks, or uses a special ability though it can move undetected. The only way for it to be revealed otherwise, is if an enemy moves adjacent to it.
5. First Strike - Able to retaliate before an enemy attacks.
6. Long Weapon - Able to hit enemies 2 squares away and do not suffer a retaliation strike at that range.
7. Zeal - The more damage it does in one round, the more Initiative it receives in the following round, enabling this unit to take action faster during the next turn.
8. Death Roll - Chance to evade taking any damage by enemy strike by moving to the adjacent tile. If attacked by a shooter, it will move to another tile while still being adjacent to the shooter to prevent it from using its shooting ability next turn.
9. Petrify - Activated Ability. Stuns enemy for X turns. X depends on number of Grand Sentinels present in stack. Only usable 3 times in battle.
10. Meditate - After using this ability creature misses one turn but has a higher Offense and Defense bonus for the next three turns.
11. Divine Presence - All friendly units get their morale increased by 1 in this units presence.
12. Wrath - Activated Ability. Cast on friendly stack. If that stacked is attacked, the enemy who attacked will be struck by a random destructive spell.
The wyrm abilities are described well enough. If you could make these changes War-Overlord to the MASTERPOST, that would be awesome.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 11, 2006 07:41 PM

Quote:
Looking at the last page, it seem the discussion is back to a tight club of 3 people (excluding mine, and few "guest appearences")

It's not our fault everyone left. I mean everyone has this mindset of nagas being what Blizzard has made them to be that they cannot accept something new. But then again HoMMV was wrought with disgruntled fans complaining that this isnt a HoMM 3.5 and all that. Swamp nagas, a new idea, something to work on. But no, everyone wants marine nagas... Nagas in mythology didnt live anywhere near the sea. They lived in rivers and lakes and swamps. The only nagas that live in the sea are Blizzard's nagas.

Quote:
Anyway, I thought of something. If you want to prevent some enemy archers from shooting and put croc riders next to them, then someone attacks them and they move, enemy archers will once again be able to shoot, especially when the basilisks lose half their initiative. Same if you're protecting some of your units with them.

I'm still voting on deathroll. Its a fresh idea. My solution for the above problem is to make sure the sentinel rolls to the adjacent tile but so that it allows the shooters to gain their ranged ability again. They always roll to the side that still makes them adjacent to the shooter. I don't know if I'm clear or not in this concept or if I need to clarify it more

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 11, 2006 10:58 PM bonus applied.

Baklava has raised an interresting point with his archer block, but SBLister has refrased the original intention of Deathroll to move to a different adjecent tile, thus wasting the enemies attack while still being able to attack the next turn.

The point of Deathroll of Deathroll is to waste the foe's turn by attacking without doing any damage. The idea of making the Sentinel a tanker was opted later, but fitting. What would be better for a tanker than soaking damage, exactly wasting damage that is not done to anyone. The need for abilities for a unit is simply a basic discussion, units need abilities otherwise it isn't necesary to make different units. If we start saying that units don't need abilities, we could just as well delete all abilities and make the difference between all towns only in appearance. If we start removing the abilities of units, you could start by removing the Deathcloud of the Liches, cause they don't realy need it. Then you could remove Lizardbite from Grim Raiders, cause they don't realy need it. In that logic you could go on and on until no unit has any abilities. The idea of letting the Basilisk keep Deathroll is to slightly move away from the Big Tanker and give it some use in offence as well.
The fact that the racial ability should cover the defensive need is not there. There is no Racial Ability as of yet, we discussed it a bit, but there has been nothing decided.

Like Baklava said, most people bailed. The less people there are to work with, the tighter the group becomes. The reason why we decided for the Swamp Naga is, like SBlister said, because oceanic Naga has been done by Blizzard and that Naga are originally creatures of swamps and rivers. The conservative people who wanted to contribute could not accept this. That's why they quit, we can't help it if they are that conservative.

I have one basic issue with the rework of the description of the Templar. I've tried to make them part of the religious system by making them like Monk-warriors. Spending most of their time training and meditating in solitude like monks do. Templars in real life were an order of Katholic monk-knights who protected several holy place in Judea and protected pilgrims on their way there. The Knights Templar were seen as THE protectors of christianity. In the rework of the description there is no mention of religion. If we make the Templar just good fighters the name doesn't make any sense anymore, whitout the religion part the templar name doens't make sense. I say that we need to rework that description again.
The Preatorian description I have nothing to comment on and a small thing on the one on that of the Grand Sentinel. An upright basilisk in not strange, it's terrifying. Upright is basicly the doomgaze stance of the Basilisk. (BTW Baklava, how do you like the new description)

I also have a few comments to make on the dwellings. First of all, the hive doesn't fit our Serpent Flies. I know it's classic, but in HoMM 3 the Serpent Flies were part insect. Because they were part insect it made sense for them to live in a hive. The Serpent Flies are not part insect anymore, they're entirely reptile and reptiles don't live in hives. Also calling a dwelling after a place where creatures can be found, like crocodile pond, is not realy original. Almost all the dwellings are called after places the creatures are either bred, created, live(as in having a house there) or trained. I think we should stick to that.

So here is my alternative list of dwellings.

Serpent Fly - Serpent Nest
Coatl - Serpent Eyrie
Lizardman Tracker - Shore Dwellings
Chameleon Tracker - Shore Village
Zealot Viper - Warrior Quarters
Zealot Cobra - Zealot Sect
Sentinel - Nesting Grounds
Grand Sentinel - Training Grounds
Templar - Tranquil Refuge      (Tranquil for meditation-purpose)
Preatorian - Tranquil Retreat
Priestess - Altar of Water
High Priestess - Altar of Shalassa
Swamp Wyrm - Sunken Ruins
Swamp Leviathan - Sunker Temple

Lastly here is a re-reworked version of the description of the Templar.

Templar
The Templars are the gaints among the Naga warriors. They are both larger than the avarage Naga and more skilled in the combat arts. Having grow 4 arms, the Templars wield blades in each hand and do so with lethal accuracy. The Templar are a secretive order within Naga Society, acting on their own agenda and spending their entire time on worship and training. Reserved and secretive, the proud Templar will defend the realms of Hashima to their last breath.
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 12, 2006 12:05 AM

Quote:
The idea of letting the Basilisk keep Deathroll is to slightly move away from the Big Tanker and give it some use in offence as well.

Dude, I'm with you on the deathroll 100%.
I like your description of the Templar. Mind you, we have to remind everyone that this is in fact a LARGE creature. So the templars in addition to being devoted warriors, have to be massive in order to join up.
Quote:
An upright basilisk in not strange, it's terrifying. Upright is basicly the doomgaze stance of the Basilisk.

Shoot, I meant to say an upright basilisk may be a strange sight to behold until it lets out its hideous shriek which would petrify any mortal being. Dang... Could you correct it for me before putting it in stone...
Quote:
Serpent Fly - Serpent Nest -
Coatl - Serpent Eyrie
Lizardman Tracker - Shore Dwellings
Chameleon Tracker - Shore Village
Zealot Viper - Warrior Quarters - I would still go with Order of the Viper. If not Order, then we could use Enclave/Conclave of the Viper.
Zealot Cobra - Zealot Sect - Order of the Cobra
Sentinel - Nesting Grounds (How bout darkwater/deepwater marshes)
Grand Sentinel - Training Grounds (i was thinking something like dreaded quagmire)
Templar - Tranquil Refuge (Tranquil for meditation-purpose)
Preatorian - Tranquil Retreat
Priestess - Altar of Water (I like the altar part.. water... im sure there is another name for it)
High Priestess - Altar of Shalassa (How bout Altar of Shalassa's Tears)
Swamp Wyrm - Sunken Ruins (I have another name in mind... Sacred Lagoon)
Swamp Leviathan - Sunken Temple (Revered Lagoon)


There were some mistakes for the following:
The Templars are giants amongst the Naga warriors. They are larger than the average Naga and more knowledgable in their mastery of the combat arts. Having been blessed with four arms, the Templars wield elegantly carved blades in each hand with lethal precision. The Templar are a secretive order within Naga Society, acting on their own agenda and spending most of their time on prayer and training. Reserved and secretive, the proud Templar will defend the realms of Hashima to their last breath.

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actionjack
actionjack


Promising
Famous Hero
posted October 12, 2006 05:53 AM

Quote:
The point of Deathroll of Deathroll is to waste the foe's turn by attacking without doing any damage. The idea of making the Sentinel a tanker was opted later, but fitting. What would be better for a tanker than soaking damage, exactly wasting damage that is not done to anyone. The need for abilities for a unit is simply a basic discussion, units need abilities otherwise it isn't necesary to make different units. If we start saying that units don't need abilities, we could just as well delete all abilities and make the difference between all towns only in appearance. If we start removing the abilities of units, you could start by removing the Deathcloud of the Liches, cause they don't realy need it. Then you could remove Lizardbite from Grim Raiders, cause they don't realy need it. In that logic you could go on and on until no unit has any abilities. The idea of letting the Basilisk keep Deathroll is to slightly move away from the Big Tanker and give it some use in offence as well.
The fact that the racial ability should cover the defensive need is not there. There is no Racial Ability as of yet, we discussed it a bit, but there has been nothing decided.


I think it is more important to first look at the roles, and the impact on the overall strategy, when first making a unit.  Once that is settle, the ablity will naturally fall into place.  

Deathrole, as said before, is something I do like, but for reasons above (see few post up), I feel they don't fit well with a croc rider.  suggested solution include:
1) take out the rider from the croc, and keep death roll.. or
2) Rename it "Side Step" (or some other name...), with the animation of simply step to the side.  (deathroll sounded a bit like a undead attack move too)  

I still don't see why Basilisk need the deathroll thought...

I feel your aguement with deathcloud-lich is a bit weak.  There is a reason why they didn't give Incorporeal to Treant or Hydra or Zombie or Footman (all of which are tanker type of unit).


Quote:
Like Baklava said, most people bailed. The less people there are to work with, the tighter the group becomes. The reason why we decided for the Swamp Naga is, like SBlister said, because oceanic Naga has been done by Blizzard and that Naga are originally creatures of swamps and rivers. The conservative people who wanted to contribute could not accept this. That's why they quit, we can't help it if they are that conservative.  


Personally I don't think that is the only reason.. but if that is how you reason why people left... be my guest.  

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I won't add much to the lores, as they don't entertain me as much (nor as impactful to game play in my view), so you guys can have fun with that.  

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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted October 12, 2006 07:27 AM

You are doing great job here people. Keep it going!
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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted October 12, 2006 12:18 PM

I have many questions to this town:

1. Can be there any male Nagas? I don`t know if they can be male because in the HOMM 3 and 4 they werer females. Perhaps now there could be male Nagas with huge muscles and waepons...

2. If this town is a sanctuary, why canīt we took creatures from real sanctuaries (in Egypt for example). Anubis ot Thot... but the names should change. The appereance could be great.

3. Now I got only one creature in my mind:
Level 1: Wisp / Black Wisp
Flyer / Flyer
Dwelling: Boarded Forest / Haunted Forest
Other skills I canīt say now...

Golemcrafter


Fantasy is not your enemy. Use it to overcome the reality.
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detail of his faction
accurately, something most of
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