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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 ... 6 7 8 9 10 ... 20 30 37 · «PREV / NEXT»
baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted October 07, 2006 12:26 PM

Well that would make them similar to the dwarves, right?

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 07, 2006 12:55 PM

Quote:
They didn't wear armour? I was kinda convinced they did, along with the shields...
My mistake
Anyway, as they soaked all the pounches and blows to the emperor, they should at least have a lot of HP


I think you were thinking about the legion officers. The HP was exactly my point.

Oh, I'm back fully again.

Quote:
You could take off precise shot and give them that wounding strike ability of the dwarven spearwielders.  about the lack of high flier issue... nagas are snake-like, they slither. as a result i was hoping to stay away from fliers and rather have slitheres, and teleporters instead.  



I'm not sure wether I understand you, or that we are talking over eachothers head. But I think that wounding is a bit strange for blowpipe shooters. I agree that precise shot is also a little strange. Still we would need a new ability for the Lizards, perhaps we could use Doubleshot cause it doesn't take very long to blow a dart at you foe. Otherwise we could add a second minor venom effect to the Chameleons.

About the drawing, I think I said before that it is d*mn good, but remember that the Preatorian has 6 arms (just for the sake of continuety with DoMM, give the Preatorian katanas in their 5th and 6th arm (they are called Silkswords))

While the Slither is a very nice ability, I agree with actionjack that the lack of flyers makes the Naga weak in a seige. Teleporting would indeed be a solution, but I don't think we could make a plausible and usefull teleporter. I mean that the level 6 as teleporter is plausible cause they're casters, but they wouldn't be usefull cause they're not very melee-capable. With the level 5 it's exactly the reverse, while they would be very usefull if they could teleport, I don't think we could make their ability very plausible. If anyone could solve this, I think we all would be very gratefull. Otherwise we'll need to add a flyer

Also tell me if you guys want the alternate pertrify researched or not. Or make it plausible that Basilisks can actualy turn people to stone.

Last thing, I've been thinking that we should make the Naga-country a theocracy. A country that is ruled by the priests. In the case of the Naga they would be ruled by the Pontifex Maximus(I think we'll need a better therm for this though), who is the upper-priest(es). They should be über-organized, with everything planned out and structured. Which would make the Naga extremly efficient but very slow to react to changes. Also have you guys thought what should be the main feature of the Town, cause all towns are built around one central thing (exept our Stronghold, but that makes sense).
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 07, 2006 04:06 PM
Edited by SBlister at 18:21, 07 Oct 2006.

I agree that the lizardmen need another ability. but not venom. Praetorians definately have six arms, but i cant draw them using a mouse. well actually i cud but i wud take hours. What's wrong with having the templars teleport? I don't mind the swamp wyrm flying but i would like them to have slither as well...
Here's a few suggestions:
1. Change the name of Steal Magic to Siphon Magic for the Coatl.
2. New ability: Drain Strength: each attacks reduces enemy offense and adds to own creature's own offense
Idea for a racial ability:
MUTATION: This is gonna take some explaining. Basically theres' a pool of mutation abilities. And with each increment in level, ie Basic, Advanced, Expert you get to access more of the abilities available in that pool. And u can customize ur naga stacks with three abilties which become a permanent mutation to that naga unit type. So theres abilities like hardened scales (increase defense), extra limbs (gives extra limbs to the naga), stuff like that. and when u reach expert you get unit specific abilities. like u can give the priestess a head of serpent hair. and with that comes some special abilities. thats just the floorboard. u guys can modify it to whatever way you want.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 07, 2006 06:25 PM

Quote:
What's wrong with having the templars teleport? I don't mind the swamp wyrm flying but i would like them to have slither as well...
Here's a few suggestions:
1. Change the name of Steal Magic to Siphon Magic for the Coatl.
2. New ability: Drain Strength: each attacks reduces enemy offense and adds to own creature's own offense
Idea for a racial ability:
MUTATION: This is gonna take some explaining. Basically theres' a pool of mutation abilities. And with each increment in level, ie Basic, Advanced, Expert you get to access more of the abilities available in that pool. And u can customize ur naga stacks with three abilties which become a permanent mutation to that naga unit type. So theres abilities like hardened scales (increase defense), extra limbs (gives extra limbs to the naga), stuff like that. and when u reach expert you get unit specific abilities. like u can give the priestess a head of serpent hair. and with that comes some special abilities. thats just the floorboard. u guys can modify it to whatever way you want.


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actionjack
actionjack


Promising
Famous Hero
posted October 07, 2006 06:25 PM
Edited by actionjack at 18:27, 07 Oct 2006.

On lizardman:
don't think they need to have another ablity.. afterall, they are not really there for damage.  But might want to upgrade the Stunt Shot's effect to be more like wound...  (or have it decrease target's speed by 75% for a turn)  Might also just give them No Melee Penaity (they change to a spike mace when foe get close)  

While I like the overal characteristic of aboundance of land-base melee damager, they do need something to help them cross walls and distance.  Maybe something related to Hero's ablity?

One idea is to use something I did for my Mermadian town, where you change the battlefield.  So have an ablity that make the battle field swamp like, which than some creatures now "dive" into that swamp, and move like teleport... but not sure how it could be fit to adjust to the overall picture.  


Quote:
Last thing, I've been thinking that we should make the Naga-country a theocracy. A country that is ruled by the priests. In the case of the Naga they would be ruled by the Pontifex Maximus(I think we'll need a better therm for this though), who is the upper-priest(es). They should be ?Eer-organized, with everything planned out and structured. Which would make the Naga extremly efficient but very slow to react to changes. Also have you guys thought what should be the main feature of the Town, cause all towns are built around one central thing (exept our Stronghold, but that makes sense).
 
That is why I suggested naming the town Temple.  (its not just a small temple, but a mega one, with the temple as the central structure that the town build around)  



Quote:
MUTATION: This is gonna take some explaining. Basically theres' a pool of mutation abilities. And with each increment in level, ie Basic, Advanced, Expert you get to access more of the abilities available in that pool. And u can customize ur naga stacks with three abilties which become a permanent mutation to that naga unit type. So theres abilities like hardened scales (increase defense), extra limbs (gives extra limbs to the naga), stuff like that. and when u reach expert you get unit specific abilities. like u can give the priestess a head of serpent hair. and with that comes some special abilities. thats just the floorboard. u guys can modify it to whatever way you want


I think that is a good racial ablity.  Could work well.  


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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 07, 2006 06:34 PM
Edited by War-overlord at 18:41, 07 Oct 2006.

Quote:
What's wrong with having the templars teleport? I don't mind the swamp wyrm flying but i would like them to have slither as well...
Here's a few suggestions:
1. Change the name of Steal Magic to Siphon Magic for the Coatl.
2. New ability: Drain Strength: each attacks reduces enemy offense and adds to own creature's own offense
Idea for a racial ability:
MUTATION: This is gonna take some explaining. Basically theres' a pool of mutation abilities. And with each increment in level, ie Basic, Advanced, Expert you get to access more of the abilities available in that pool. And u can customize ur naga stacks with three abilties which become a permanent mutation to that naga unit type. So theres abilities like hardened scales (increase defense), extra limbs (gives extra limbs to the naga), stuff like that. and when u reach expert you get unit specific abilities. like u can give the priestess a head of serpent hair. and with that comes some special abilities. thats just the floorboard. u guys can modify it to whatever way you want.



There is absolutely nothing wrong with having the Templars teleport. But this ability has to be explained. We can't give them teleport "because they like it" or "because the big green guy said so". We need a plausible explaination and we need it before we give the ability.

We could keep slither with some finetuning but we should add flying IMHO.

While Temple is a good idea, towns aren't named after their main structure. Still the name of the Town itself isn't decided yet, so it could well become a Temple. (Personaly I'm still more partial to Bastion though)

Oh, Zealot Viper's already have a Spiked Mace, so we would need some other weapon for the Lizards. BTW are we going for a Morningstar or Long-Mace for the Cobras, or are we still using polearms(which are even more overused with addition of the dwarves)

Siphon Magic: agreed.
Drain Strenght: Which creature ? I like the idea though.
Mutation is a briljant idea. It'll need to be worked out, but briljant nonetheless. In such a case we could call the hero an Alchemist. Can yoo only customise you're Naga, or do the Lizards, Coatls and Wyrms count to ?
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actionjack
actionjack


Promising
Famous Hero
posted October 07, 2006 06:40 PM

Temple City

There...

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 07, 2006 06:41 PM

I ment towns in HoMM.
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 07, 2006 07:34 PM

Mutation applies to all swamp creatures. But the abilities in the pool are divided: nagas and lizardman in one pool and beasts (serpentfly, wyrm, and basilisk/croc in one pool). The mutation needs alot of work but i'm happy you like the idea. With your explanation I vote for Temple. It sounds like a good solid name. I'm not sure which creature would benefit most from drain strength... if we give corrosive darts to the lizardmen then we can give drain strength to the swamp wyrm.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 07, 2006 07:44 PM

Quote:
Mutation applies to all swamp creatures. But the abilities in the pool are divided: nagas and lizardman in one pool and beasts (serpentfly, wyrm, and basilisk/croc in one pool). The mutation needs alot of work but i'm happy you like the idea. With your explanation I vote for Temple. It sounds like a good solid name. I'm not sure which creature would benefit most from drain strength... if we give corrosive darts to the lizardmen then we can give drain strength to the swamp wyrm.


I VOTE FOR THAT !

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted October 07, 2006 07:59 PM

Temple eh? well if that is the true name then it rocks! Sorry got carried away but the name dose fit
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 07, 2006 08:05 PM

Hey War-Overlord, you wanna change the name to the Perfect Temple? I think everyone agrees upon it. Unless there are some people who wish to speak up?

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DragonLord3000
DragonLord3000


Known Hero
Romanian flamethrower
posted October 07, 2006 08:29 PM

I agre as well....
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actionjack
actionjack


Promising
Famous Hero
posted October 07, 2006 08:38 PM

I still would take out the "perfect" part...

Join-OP?

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 07, 2006 08:39 PM

Here's some suggestions on the level 5 creatures. The priestess practice a form known as chakra magic and they taught a few basics of this magic to the praetorian. as a result the praetorian are able to teleport themselves using the rudiments of chakra magic so that they can appear behind enemy lines and cut them down with their no enemy retaliation ability. combined with their activated meditate ability, they can really do some nasty damage. the special mutation on expert level for the praetorian/templar: extra limbs which is growing a pair of extra arms and thus dealing more damage.

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actionjack
actionjack


Promising
Famous Hero
posted October 07, 2006 08:45 PM
Edited by actionjack at 20:52, 07 Oct 2006.

Quote:
Here's some suggestions on the level 5 creatures. The priestess practice a form known as chakra magic and they taught a few basics of this magic to the praetorian. as a result the praetorian are able to teleport themselves using the rudiments of chakra magic so that they can appear behind enemy lines and cut them down with their no enemy retaliation ability. combined with their activated meditate ability, they can really do some nasty damage. the special mutation on expert level for the praetorian/templar: extra limbs which is growing a pair of extra arms and thus dealing more damage.


Why not just use Mutation to add a pair of wings on them?  problem solve....

----------------------------------------------------
I would say mutation depend on the 1) the creautre and 2) hero's level.  What creature is it will decide what type of mutation add on it could have, and most naga creatures will have choice of 3 to 5.  (since serpent fly cann't take wings or extra arms.. but might take bigger teeth and such)  

Hero's level (or its ablity level) will effect how many mutation add on that creature can have.  So lv 1 hero can only make thier Praetorian have extra arms, while lv 3 can have extra arms, wings, and harden scale.  

One thing unsure about is should it make link to the hero, or link to the town which will effect all...  

Also that would mean the basic stats of the Naga creature have to be lower a bit, to better reflect to their possible upgrades.  

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DragonLord3000
DragonLord3000


Known Hero
Romanian flamethrower
posted October 07, 2006 08:47 PM

Quote:
Here's some suggestions on the level 5 creatures. The priestess practice a form known as chakra magic and they taught a few basics of this magic to the praetorian. as a result the praetorian are able to teleport themselves using the rudiments of chakra magic so that they can appear behind enemy lines and cut them down with their no enemy retaliation ability. combined with their activated meditate ability, they can really do some nasty damage. the special mutation on expert level for the praetorian/templar: extra limbs which is growing a pair of extra arms and thus dealing more damage.


Interesting and strange idea..agree with it though
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Sindbad
Sindbad


Famous Hero
The lost soul
posted October 07, 2006 08:54 PM

Quote:
Hey War-Overlord, you wanna change the name to the Perfect Temple? I think everyone agrees upon it. Unless there are some people who wish to speak up?

If you want to know, its ME, who does not agree... But forget it. I have nothing more to say. I abandoned this thread already, but I always get about 15 posts from here daily so I read them sometimes...
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 07, 2006 10:25 PM
Edited by SBlister at 22:27, 07 Oct 2006.

Quote:
Why not just use Mutation to add a pair of wings on them? problem solve....


No one wants to see a flying naga. I know I suggested such a unit before but in retrospect it would just look stupid. Most mutations will stuff like hardened scales, bigger teeth, faster metabolism (higher speed), some kind of magical nature to make positive enchantments last longer and negative enchantments last shorter, stuff like that. also for the basilisk, it could be to increase the length of the petrifying gaze, agile croc: croc's death roll to increase from a 15% chance to 25% etc.

Quote:
If you want to know, its ME, who does not agree... But forget it. I have nothing more to say. I abandoned this thread already, but I always get about 15 posts from here daily so I read them sometimes...

Strange as usual yet not totally surprising.

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted October 07, 2006 11:05 PM

Temple is a nice name. I also like the current abilities, and I came up with another explanation:
Since the templars worship the dragon(ness) of water, they receive a blessing from her to temporary change their agregate form, i.e. to transform themselves into water, which allows them to quickly... slide anywhere without the fear of obstacles etc. Or, perhaps, to solve the flying problem, we could think up of something like that water form, but as the racial ability (I'd just need to limit it and define it a little better).
If not, mutation is ok, but it doesn't make too much sense

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