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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Neutral, Creatures and Factions - Basic Concepts and Ideas for next Addon
Thread: Neutral, Creatures and Factions - Basic Concepts and Ideas for next Addon This thread is 16 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 · NEXT»
VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 24, 2006 08:22 PM
Edited by VokialBG at 13:26, 25 Nov 2006.

Neutral, Creatures and Factions - Basic Concepts and Ideas for next Addon

In Heroes 5 (+HoF) we have 7 Factions:

Haven - The Humans
Inferno - The Demons
Necropolis - The Necromancers
Dungeon - The Dark Elves
Academy - The Wizards
Sylvan - The Elves
Fotress - The Dwarves


In the next addon, (I hope) we will have more 2 Factions:

The Orgs
The Nagas


Total: 9 Factions

In "HC Heroes 5 Altar of Wishes Forum" well can see many topics for new races, like Org, Naga, Gnoll, Underworld, even Vegetable Faction, if we systemize all these races, we can make a new "Addon Project" . So, now the ideas:

Part 1-Neutral Creatures and Races

My ideas for "The Neutrals":


-- 1.1 -- The Basic


The Neutrals in Heroes 5 can form many small Races, with small towns (or without towns) and some creatures on different levels, like:

1 Creature - Level 1
2 Creature - Level 3
3 Creature - Level 5
4 Creature - Level 6


The neutral races, are without heroes, and the player, can't play with them (unless he capture the town).

-- 1.2 -- Towns

Neutral Towns, are small and with few buildings:

Magic Guild, Level 1 and 2 only (and 3 for some factions)
Village Hall and Town Hall
Blacksmith
Fort (and Citadel, but not for all)
Marketplace
Few Dwellings

-- 1.2.1 -- Statute

The Neutral towns are different, small estates and duchies, small countries or city-states, villages and different small societies...

Some of the "mini-towns" are vassals of the bigger countries and races

The Neutral town have different statute, all statute in the game:

- Estate
- City-state
- Duchy
- Village
- Society
- Country
- Vassal

For example, "Crepuscular Woods" (werewolfs race) is Duchy - The Wolf Duchy, and "Caves" (cave race) is Dungeon Vassal.

-- 1.3 -- Creature and Race Examples for the Neutral Factions

Some Neutral Races:

Conflux - Elementals

Lv 2 Air Elemental
Lv 3 Water Elemental
Lv 4 Fire Elemental
Lv 5 Earth Elemental
Lv 7 Phenix


Crepuscular Woods - The Werewolfs

Lv 1 Gnoll
Lv 2 Axe-man
Lv 3 Werewolf
Lv 6 Gigantic Vampiric Bat

Skull Islands - The Pirates

Lv 1 Grummet
Lv 3 Cutler
Lv 4 Captain
Lv 6 Giant cuttlefish

Ice Race

Lv 2 White witch
Lv 4 Snow Ape
Lv 5 Frozen Giant
Lv 7 Ice Queen

History and description later - in the next post

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted November 24, 2006 08:34 PM

Quote:
In Heroes 5 (+HoF) we have 7 Factions:

Haven - The Humans
Inferno - The Demons
Necropolis - The Necromancers
Dungeon - The Dark Elves
Academy - The Wizards
Sylvan - The Elves
Fotress - The Dwarves


In the next addon, (I hope) we will have more 2 Factions:

The Orgs
The Nagas


Total: 9 Factions

In "HC Heroes 5 Altar of Wishes Forum" well can see many topics for new races, like Org, Naga, Gnoll, Underworld, even Vegetable Faction, if we systemize all these races, we can make a new "Addon Project" . So, now the ideas:

Part 1-Neutral Creatures and Races

My ideas for "The Neutrals":


-- 1.1 -- The Basic


The Neutrals in Heroes 5 can form many small Races, with small towns (or without towns) and some creatures on different levels, like:

1 Creature - Level 1
2 Creature - Level 3
3 Creature - Level 5
4 Creature - Level 6


The neutral races, are without heroes, and the player, can't play with them (unless he capture the town).

-- 1.2 -- Towns

Neutral Towns, are small and with few buildings:

Magic Guild, Level 1 and 2 only (and 3 for some factions)
Village Hall and Town Hall
Blacksmith
Fort ( andCitadel, but not for all)
Marketplace
Few Dwellings

-- 1.3 -- Creature and Race Examples for the Neutral Factions

Some Neutral Races:

Conflux - Elementals

Lv 2 Air Elemental
Lv 3 Water Elemental
Lv 4 Fire Elemental
Lv 5 Earth Elemental
Lv 7 Phenix


Crepuscular Woods - The Werewolfs

Lv 1 Gnoll
Lv 2 Axe-man
Lv 3 Werewolf
Lv 6 Gigantic Vampiric Bat

Skull Islands - The Pirates

Lv 1 Grummet
Lv 3 Cutler
Lv 4 Captain
Lv 6 Giant cuttlefish

Ice Race

Lv 2 White witch
Lv 4 Female Vikings Warriors
Lv 5 Frozen Giant
Lv 7 Ice Queen

History and description later - in the next post


good work, so these are all the units in the race, right? if so then ok i like it, i also see that you have taken the best bits from other factions,

although 1 tiny thing you could add the Snow Ape to the Ice Units, in place of the Female Viking Warriors, they would be to much like the Dwarfs.

another good thing, since this is not a predicted idea, i thing nival/ubisoft would actualy use them.

+ the good thing about staeling other peoples ideas is that you dont have to make up a history, LOL.
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 24, 2006 09:14 PM

Russsian Orcs - Stronghold
Ogres - Stronghold
Amphebians - Tropical
Orcs - Settlement
____________

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 25, 2006 10:12 AM
Edited by VokialBG at 10:23, 25 Nov 2006.

-- 1.4 -- Different Races

In this part you will see my ideas for some races
Start with:

-- 1.4.1 -- Ice Race


Facts and Traits

Aka:
Associated colors:White, Blue
Worship: Odin
Country / kingdom: None (they are small society, living in the north mountains)
Capital city: None
Key symbols: The Pole star, the Polar bear



History
Later

Creatures

Lv 2 White witch



Attack 1
Damage 1-2
Defence 2
Initiative 5
Speed 6
Hit Points 9
Mana 8
Shoot 5
Cost 35
Growth 12

Shooter. Caster. Immune to Cold

Spells:

Eldritch Arrow (4 Mana)



Lv 4 Snow Ape

Already in HoF



Lv 5 Frozen Giant

Attack 16
Damage 9-14
Defence 15
Initiative 5
Speed 5
Hit Points 80
Mana 0
Shoot 0
Cost 650
Growth 3



Lerge Creature. Immune to Cold. Ice Lord .Enraged


Lv 7 Ice Queen

Attack 25
Damage 20-30
Defence 25
Initiative 12
Speed 6
Hit Points 130
Mana 18
Shoot 5
Cost 5000
Growth 1







Caster. Shooter. Magic-proof 50%. Immune to Cold.

Spells:

Ice Bolt (6 Mana)


Circle of Winter (9 Mana)


Implosion (18 Mana)



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GenieLord
GenieLord


Honorable
Legendary Hero
posted November 25, 2006 10:31 AM

I liked the overall idea.
It's like the villages of HOMM3...

I think it's an idea that actually will execute.
And how will you call all these mini-towns?

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 25, 2006 10:52 AM
Edited by VokialBG at 10:54, 25 Nov 2006.

Quote:
I liked the overall idea.
It's like the villages of HOMM3...

I think it's an idea that actually will execute.
And how will you call all these mini-towns?


The mini-towns are different,  small estates and duchies, small countries or city-states, villages and different small societies...

Some of the mini-towns are vassals of the bigger countries and races

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GenieLord
GenieLord


Honorable
Legendary Hero
posted November 25, 2006 12:53 PM

Quote:
Quote:
I liked the overall idea.
It's like the villages of HOMM3...

I think it's an idea that actually will execute.
And how will you call all these mini-towns?


The mini-towns are different,  small estates and duchies, small countries or city-states, villages and different small societies...

Some of the mini-towns are vassals of the bigger countries and races


Ohhh... Now I understand.
(And I like it even better )
Just find a good name for it.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 25, 2006 01:08 PM

Hey! What about my settlement?!
____________

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 25, 2006 01:09 PM
Edited by VokialBG at 16:01, 25 Nov 2006.

Quote:

Ohhh... Now I understand.
(And I like it even better )
Just find a good name for it.



You can read:

-- 1.2.1 -- Town statute

in the first post

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GenieLord
GenieLord


Honorable
Legendary Hero
posted November 25, 2006 01:13 PM

Quote:
Quote:

Ohhh... Now I understand.
(And I like it even better )
Just find a good name for it.



You cad read:

-- 1.2.1 -- Town statute

in the first post


No offence, but from this name, you can understand nothing.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 25, 2006 01:24 PM
Edited by VokialBG at 13:30, 25 Nov 2006.

-- 1.2.1 -- Statute

The Neutral towns are different, small estates and duchies, small countries or city-states, villages and different small societies...

Some of the "mini-towns" are vassals of the bigger countries and races

The Neutral town have different statute, all statute in the game:

- Estate
- City-state
- Duchy
- Village
- Society
- Country
- Vassal

For example, "Crepuscular Woods" (werewolfs race) is Duchy - The Wolf Duchy, and "Caves" (cave race) is Vassal of Dungeon.





Quote:
Hey! What about my settlement?!



I have some ideas for your settlement, just later

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted November 25, 2006 01:53 PM

how actually would you do this anyway?

you could have all of these on one Expansion (might not sell very well)

OR

you could have a new town and one of thses mini towns (would sell well)

in mi own opinion i think they would choose 2, simply because they have already done it with HoF (Dwarfs= new side, Renegade Haven= half side)
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 25, 2006 02:08 PM

Why not? All creatures are many, but (I just will write for many towns here), 3-4 neutral towns will be enough.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 25, 2006 06:56 PM
Edited by VokialBG at 10:43, 26 Nov 2006.

-- 1.4.2 -- Crepuscular Woods - The Werewolfs

Facts and Traits

Aka: The Dark Noblemans, The Wolfs
Associated colors: Black, Red, Silver
Worship: Hades, Haxly the son of Hades
Country / kingdom: The Wolf Duchy
Capital city: Luna
Key symbols: The Moon, The Sword of Haxly
Town Status:Duchy

Motto

The darkness, the night, the blood and the Moon are on our side!

History

467
The lichs infect three towns with plague, all habitants die.

568
100 years after the disaster Lord Haxsly - war commander from the Griffin empire, must reach to the east border, but he cross the cursed towns (the plague is still there) and many soldiers die, Haxsly turn back to the Griffin King and tell him for the illness, the towns, and the soldiers, but the king exile them in the dark woods


570
Still two years Haxsly roam in the woods, he is very ill and tired.

571
The old Mage Marmas find Haxsly, cure them and suggest him to teach him in the ability to control the wild beast in the dark woods (werewolfs, boars...).

582
Lord Haxsly is now Archlord Haxsly he is very powerful, but he have only one aim - to kill the Griffin king!

584
Marmas die in his sleep, now Haxsly is alone in the wood, but he find the old Marmas books, and he begin to teach the beast to speak and read.

590
Haxsly is now one of the most powerful lords in the world, now is the time! He attack the Griffin empire!

591
Haxsly capture some of the important towns in the Empire, and he start
a crusage to the Griffin capital! But the united forces of the Mages, Elves and the humens are stronger, than him, and he lost the war. Haxsly die, but become legend!


891
300 years after the death of Haxsly the young nobleman Kalimar restore the ancient towns and lead in again the old cult of Hades...






Lv 1 Gnoll

Attack 3
Damage 2-3
Defence 3
Initiative 7
Speed 6
Hit Points 10
Mana 0
Shoot 0
Cost 50
Growth 8



Armoured. Immunity to Blind.


Lv 2 Axe-man

Attack 4
Damage 4-7
Defence 3
Initiative 10
Speed 5
Hit Points 14
Mana 0
Shoot 0
Cost 190
Growth 6



Bash. Enraged. Deadly Strike.

Lv 3 Werewolf

Attack 5
Damage 5-7
Defence 3
Initiative 8
Speed 7
Hit Points 30
Mana 0
Shoot 0
Cost 220
Growth 5



Regeneration. Double Attack. Immunity to Blind.


BloodMage


Attack 25
Damage 20-28
Defence 19
Initiative 7
Speed 8
Hit Points 120
Mana 16
Shoot 5
Cost 1800
Growth 2




Shooter. Caster.

Spells:

Vampirism


Righteous Might (6 Mana)


Large Creature. Flyer. Vampirism. Immunity to Blind.

This creature can cast Vampirism:







Coat of arms:










Thank Ted for the basic town idea!

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vhilhu
vhilhu


Famous Hero
We are NOT schysophren
posted November 25, 2006 07:16 PM

it really doesnt make sense that a bat can bless his allies.
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Two little Gnoll boys sitting in the sun;
One got frizzled up and then there was one.
One little Gnoll boy left all alone;
He went and hung himself and then there were none.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 25, 2006 07:31 PM
Edited by VokialBG at 19:33, 25 Nov 2006.

Quote:
it really doesnt make sense that a bat can bless his allies.


Maybe not exactly "bless" or "cats", but the bat can bite them , and they become vampires (Vampirism), like strange ability?

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted November 25, 2006 08:15 PM

Quote:
Quote:
it really doesnt make sense that a bat can bless his allies.


Maybe not exactly "bless" or "cats", but the bat can bite them , and they become vampires (Vampirism), like strange ability?


so

vampire bat bites enemy unit

next turn it turns into a vampire?
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 25, 2006 08:22 PM
Edited by VokialBG at 20:36, 25 Nov 2006.

Quote:
Quote:
Quote:
it really doesnt make sense that a bat can bless his allies.


Maybe not exactly "bless" or "cats", but the bat can bite them , and they become vampires (Vampirism), like strange ability?


so

vampire bat bites enemy unit

next turn it turns into a vampire?


Noo, vampire bat bites friendly unit. But well the vampire bat can be change with BloodMage


Attack 25
Damage 20-28
Defence 19
Initiative 7
Speed 8
Hit Points 120
Mana 16
Shoot 5
Cost 1800
Growth 2




Shooter. Caster.

Spells:

Vampirism


Righteous Might (6 Mana)

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted November 25, 2006 08:30 PM

Quote:
Quote:
Quote:
Quote:
it really doesnt make sense that a bat can bless his allies.


Maybe not exactly "bless" or "cats", but the bat can bite them , and they become vampires (Vampirism), like strange ability?


so

vampire bat bites enemy unit

next turn it turns into a vampire?


Noo, vampire bat bites friendly unit. But well the vampire bat can be change with BloodMage




Shooter. Caster.

Spells:


so, does the unit stay vampireish till the end of the battle?
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 25, 2006 08:35 PM
Edited by VokialBG at 20:43, 25 Nov 2006.

Spellpower depends on the number of creatures and Spellpower determines the duration of effect.

So, is it Ok now? - the creature

And which picture is best:



Picture 1
Picture 2
Picture 3

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