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Heroes Community > Heroes 8+ 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 · «PREV / NEXT»
KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 30, 2006 06:46 PM

Quote:
Quote:
Quote:
Hi! I'm new here . I just wanna say that it's really cool all tis stuff about new factions!!!


Hello HZ, i am Ted, Commander of the 47th Naga Legion, and just a little advice, the Heroes Community is a very large place, and of course their are many people,

Some memoralbles

Daystar

Ted (me, never forget me!)

alcibiades

GenieLord

Geny

KnightDougal

VokailBG

Sinbad

Siblister

Actionjack

Ok if you those guys, your ok, + if you ever need help in making a forum, post what you've got and we will help


what about me!


u]Some memoralbles

Daystar

Ted (me, never forget me!)

alcibiades

GenieLord

Geny

KnightDougal

bixie

VokailBG

Sinbad

Siblister

Actionjack

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted November 30, 2006 06:51 PM

better, thank you!
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 30, 2006 06:52 PM

Quote:
better, thank you!


Ouh, nothing to thanks
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted November 30, 2006 06:58 PM

Quote:
what about me!


sorry bixie, if its any consulation, i thought of your name the second i hit Submit Reply
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 30, 2006 07:00 PM

Quote:
Quote:
what about me!


sorry bixie, if its any consulation, i thought of your name the second i hit Submit Reply


Hey! Me, Ted, bixie, and GenieLord are friends! Don't forget him! He is a memorable too!
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 30, 2006 07:01 PM

Quote:
Hmmm, there are three variants for me:

1. The mini-races are vassals of the proper factions, somethinds, like the estates in The Stronghold Series, you start with Inferno (for example), but you can capture one or more mini-towns, you can:

- Use the gold, from the town hall
- Choose one type of resource, for production
- Use the population for army
- Use some mini-town bonuses, for example, if you capture The Pirate Town, your movement speed at sea is increased by 75%
- The neutral towns are "might" or "magic" orientated, for example the ice town is "magic" orientated and the cavern town is "might" orientated, if you capture "might" town you become attack, or defence bonus, if you capture "magic" town you become knowledge, spell power or some new magics in your spell book.
- maybe something more

2. The neutral towns are only in the campaign

3. You can capture the neutral town and use it for army and all those neutrals are only for fun...

I think, that the first is the best. What are you thinking?




The Settlement will not only in camping!
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 30, 2006 07:02 PM
Edited by VokialBG at 19:04, 30 Nov 2006.

Hmmm, there are three variants for me:

1. The mini-races are vassals of the proper factions, somethinds, like the estates in The Stronghold Series, you start with Inferno (for example), but you can capture one or more mini-towns, you can:

- Use the gold, from the town hall
- Choose one type of resource, for production
- Use the population for army
- Use some mini-town bonuses, for example, if you capture The Pirate Town, your movement speed at sea is increased by 75%
- The neutral towns are "might" or "magic" orientated, for example the ice town is "magic" orientated and the cavern town is "might" orientated, if you capture "might" town you become attack, or defence bonus, if you capture "magic" town you become knowledge, spell power or some new magics in your spell book.
- maybe something more

2. The neutral towns are only in the campaign

3. You can capture the neutral town and use it for army and all those neutrals are only for fun...

I think, that the first is the best. What are you thinking?

P.S.
STOP WITH THE OFF TOPICS

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted November 30, 2006 07:06 PM

Quote:
Hmmm, there are three variants for me:

1. The mini-races are vassals of the proper factions, somethinds, like the estates in The Stronghold Series, you start with Inferno (for example), but you can capture one or more mini-towns, you can:

- Use the gold, from the town hall
- Choose one type of resource, for production
- Use the population for army
- Use some mini-town bonuses, for example, if you capture The Pirate Town, your movement speed at sea is increased by 75%
- The neutral towns are "might" or "magic" orientated, for example the ice town is "magic" orientated and the cavern town is "might" orientated, if you capture "might" town you become attack, or defence bonus, if you capture "magic" town you become knowledge, spell power or some new magics in your spell book.
- maybe something more

2. The neutral towns are only in the campaign

3. You can capture the neutral town and use it for army and all those neutrals are only for fun...

I think, that the first is the best. What are you thinking?

P.S.
STOP WITH THE OFF TOPICS


Settlement will not only in camping, can be selected in scenarios, and will be some scenarios, what we must use settlement.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted November 30, 2006 07:44 PM
Edited by bixie at 19:04, 24 Feb 2007.

Quote:
Hmmm, there are three variants for me:

1. The mini-races are vassals of the proper factions, somethinds, like the estates in The Stronghold Series, you start with Inferno (for example), but you can capture one or more mini-towns, you can:

- Use the gold, from the town hall
- Choose one type of resource, for production
- Use the population for army
- Use some mini-town bonuses, for example, if you capture The Pirate Town, your movement speed at sea is increased by 75%
- The neutral towns are "might" or "magic" orientated, for example the ice town is "magic" orientated and the cavern town is "might" orientated, if you capture "might" town you become attack, or defence bonus, if you capture "magic" town you become knowledge, spell power or some new magics in your spell book.
- maybe something more

2. The neutral towns are only in the campaign

3. You can capture the neutral town and use it for army and all those neutrals are only for fun...

I think, that the first is the best. What are you thinking?

P.S.
STOP WITH THE OFF TOPICS


that sounds good.

it would really ballance it out. if you have a dungeon town and your getting slaughtered before you've finished, you can capture and cavern town, buy some cheap, expendlible Trogoldytes and use them as arrow fodder.

heres an idea for a halfling race

Aka: The halflings
Associated colors: green, brown, blue
Worship: all the elemental dragons, but in a much more friendly form, so Arkath is a warm fire spirit and Slyath is a dragon of a pleasant breeze.  
Country / kingdom: The Hearth, rolling hills, similar to the shire.
Capital city: Underhill town, or glen Racfid, a hobbit-hole like metropolis that only 100 humans can fit in.
Key symbols: leak, meat pie, sheep.
Town Status: society
accent: welsh

the Halflings have lived in the Hearth ever since they declared independence from the humans. they are small people, looking like miniture ogres, only without the brutal looks. they don't know much about war, only about eating, often having nine meals in a day. coniquently, they have turned out a fat as the ogres. they are always friendly to each other, and enjoy a good laugh around strangers. they are a peaceful folk, who have only known times of war when their ogre, elven and dwarf allies warned them of what was to come. they were, orginally, the creation of Slyath, intended to be ogres. but they wandered of, and founded the Hearth. Slyath, being unpredicable at best, didn't strike them down for being traitors, and worshiping his brothers and sisters, but helped make their home as comfortable as possible.

halfling society revolves around the family. in a similar way to the ogre marriages being a big thing, so halflings home life is a large aspect of society. a housewife who keeps her house spotless is often in high esteem amoungst her friends, whilst a father who abuses his children is looked down as an animal. most halflings can remember their family for several generations, and they take great pride in their family history. halflings often have a strict charter of rules when it comes to everyday life in the town. these are often decided by the town mayor, the warden and sheriffs of the town, and they vary from town to town. one law might be that it is illegal to change underwear on the tenth of the month, another might be that cows pats must be shoveled up and destributed to all the feilds.

however, these are almost always broken on pie week, a festival for the halfings which is taken with reverance. pie week is a week of feasting for the halflings, usually just in the spring, after the winter, when they need to get rid of all their old food. halflings massive appetite is quenced as they feast, drink and make merry for days and nights on end, often leaving them too bloated to move for several days and with splitting headaches lasting for some time longer. Pie week is a time of complete hedonistic abandon, where lords and nobles dance with commoners and beggars, paint pictures with leak and sauces on cloths and friends, and sleep with each others wives, sisters and cousins, waking up next morning regreating it, then setting about it all over again!

halflings are, unfortunately, magically inept. Those who can cast spells are often held in high regard. however, halflings are none for their hospitiality for all creatures, great or small (???), young or old, strong or weak, they offer food, shelter and goods. halfling wardens (the heroes, if we have any) are often found on the road, providing basic first aid to anycreature wounded in battle, then escorting them back to the nearest halfling town for restbite. they have even been known to calm down the mighty black dragons during the beasts stay in a halfling town.

halfling can speak almost any language they chose, and they are incredibly gifted lingusts. however, most use catchphrases, slur words  together, and generally debase the language they speak. they also use alot of gestures, though most are too rude to right down. despite their plump forms and stumpy legs, halflings are also very good at running away from things, though are generally reluctant to use this trait on general terms, as it wears them down.

a: attack
d: defence
D: damage
s: speed
i: intiative
h: health
m: mana
S: speed
c: cost
g: growth
-> upgrade

creatures

level 1

halfling farmer -> halfling Yoeman

as soon as a halfling learns to walk, they start tending the land around them. the farmers are extremely protecting of their land, and will use their pitchforks, slingshots, and random swearwords to get rid of enemies.
a: 2 -> 2
d: 1 -> 1
D: 1-1 -> 1-2
s: 3 -> 3
i: 9 -> 9
h: 4 -> 6
m: 0 -> 0
S: 24 -> 24
c: 40 -> 49
g: 18 -> 18
specials: taxpayer, shooter, short range(2/3 normal range)
dwelling: halfing houses

level 3

halfling men-at-arms -> halfling Stockeers

when war breaks out, the halflings train their best wrestlers and name callers in men-at-arms, who protect the borders of the Halfling lands. armed with sheilds, swords, knives and leather armour, they form battalions, swearing and shouting twice as many insults as anyone else, which is infuriating to the opponent.
a: 4 -> 5
d: 8 -> 9
D: 2-6 -> 3-6
s: 3 -> 3
i: 8 -> 8
h: 18 -> 18
m: 0 -> 0
S: 0 -> 0
c: 90 -> 100
g: 12 -> 12
specials: large sheild ,infuriate (all troops attacking the man at arms takes a 10% penalty on their attack)
dwelling: man-at-arms outpost

level 4

halfling Sheep riders -> halfling sheriffs

the sheep riders are warders of the land. everyone aspires to become a sheep rider, for they are skilled in arms and in deed. Halfling sheep riders share similar skills to the knights of the holy griffon empire, as they charge into combat.
a: 6 -> 8
d: 6 -> 8
D: 3-8 -> 4-9
s: 5 -> 5
i: 11 -> 11
h: 35 -> 45
m: 0 -> 0
S: 0 -> 4
c: 240 -> 240
g: 7 -> 7
specials: charge (see HOF for details) -> shooter, short ranged (2/3 distance)
dwelling: sheep rider houses

Level 5

halfling hyppogriph rider -> halfling sky rider

a few brave, and indeed, mad halflings opt to rider the mighty hyppogriffs that suround the land of the hearth. Hyppogriffs own a deep affection to the halflings, and will often let them ride them, when not at war. this halfings carry large polearms and an infinite number of straps to keep themselves in place!!!!
a: 12 -> 12
d: 5 -> 6
D: 12-15 -> 12-16
s: 7 -> 7
i: 10 -> 10
h: 57 -> 67
m: 0 -> 0
S: 0 -> 0
c: 650 -> 750
g: 4 -> 4
specials: large, flyer, divebomb attack, unlimited retailations
dwelling: hyppogriph roost
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted November 30, 2006 09:25 PM

Quote:
Quote:
Hmmm, there are three variants for me:

1. The mini-races are vassals of the proper factions, somethinds, like the estates in The Stronghold Series, you start with Inferno (for example), but you can capture one or more mini-towns, you can:

- Use the gold, from the town hall
- Choose one type of resource, for production
- Use the population for army
- Use some mini-town bonuses, for example, if you capture The Pirate Town, your movement speed at sea is increased by 75%
- The neutral towns are "might" or "magic" orientated, for example the ice town is "magic" orientated and the cavern town is "might" orientated, if you capture "might" town you become attack, or defence bonus, if you capture "magic" town you become knowledge, spell power or some new magics in your spell book.
- maybe something more

2. The neutral towns are only in the campaign

3. You can capture the neutral town and use it for army and all those neutrals are only for fun...

I think, that the first is the best. What are you thinking?

P.S.
STOP WITH THE OFF TOPICS


that sounds good.

it would really ballance it out. if you have a dungeon town and your getting slaughtered before you've finished, you can capture and cavern town, buy some cheap, expendlible Trogoldytes and use them as arrow fodder.

heres an idea for a halfling race

Aka: The halflings
Associated colors: green, brown, blue
Worship: all the elemental dragons, but in a much more friendly form, so Arkath is a warm fire spirit and Slyath is a dragon of a pleasant breeze.  
Country / kingdom: The Hearth, rolling hills, similar to the shire.
Capital city: Underhill town, or Racfid, a hobbit-hole like metropolis that only 100 humans can fit in.
Key symbols: leak, meat pie, sheep.
Town Status: society
accent: welsh

the Halflings have lived in the Hearth ever since they declared independence from the humans. they are small people, looking like miniture ogres, only without the brutality. they don't know much about war, only about eating, often having nine meals in a day. coniquently, they have turned out a fat as the ogres. they are always friendly to each other, and enjoy a good laugh around strangers. they are a peaceful folk, who have only known times of war when their ogre, elven and dwarf allies warned them of what was to come. they were, orginally, the creation of Slyath, intended to be ogres. but they wandered of, and founded the Hearth. Slyath, being unpredicable at best, didn't strike them down for being traitors, and worshiping his brothers and sisters, but helped make their home as comfortable as possible.

creatures

level 1

halfling farmer -> halfling Yoeman

as soon as a halfling learns to walk, they start tending the land around them. the farmers are extremely protecting of their land, and will use their pitchforks, slingshots, and random swearwords to get rid of enemies.

level 3

halfling men-at-arms -> halfling wardens

when war breaks out, the halflings train their best wrestlers and name callers in men-at-arms, who protect the borders of the Halfling lands. armed with sheilds, swords, knives and leather armour, they form battalions, swearing and shouting twice as many insults as anyone else, which is infuriating to the opponent.
(infuriate: all troops attacking the man at arms takes a 10% penalty on their attack)

level 4

halfling Sheep riders -> halfling sheriffs

the sheep riders are warders of the land. everyone aspires to become a sheep rider, for they are skilled in arms and in deed. Halfling sheep riders share similar skills to the knights of the holy griffon empire, as they charge into combat.
(charge, see HOF for details)

Level 6

halfling hyppogriph rider -> halfling sky rider

a few brave, and indeed, mad halflings opt to rider the mighty hyppogriffs that suround the land of the hearth. Hyppogriffs own a deep affection to the halflings, and will often let them ride them, when not at war. this halfings carry large polearms and an infinate number of straps to keep themselves in place!!!!


wow when i tried to make a half ling faction it ended in failer, but this on looks great

o and i think that sheep rider is really creative

Some place to live?

Since halfings are a cross between Dwarfs and Humans, i think they should live on the eastern border of the border
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted November 30, 2006 09:29 PM

Quote:
Since halfings are a cross between Dwarfs and Humans, i think they should live on the eastern border of the border


WHAT THE HELL IS THAT SUPPOSED TO MEAN???
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 30, 2006 09:35 PM

"eastern border of the border"   ???






The sheep rider RLZ, The halflings are In

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted November 30, 2006 09:46 PM

Quote:
"eastern border of the border"   ???






The sheep rider RLZ, The halflings are In


VokailBGs right, ok then i will try again

The eastern side of the border between the Dwarfs and the Holy Griffen Empire better?
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted November 30, 2006 09:52 PM

Let me rephrase myself...

Quote:
halfings are a cross between Dwarfs and Humans


WHAT THE HELL IS THAT SUPPOSED TO MEAN???
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted November 30, 2006 09:57 PM
Edited by Ted at 00:06, 01 Dec 2006.

Quote:
Let me rephrase myself...

Quote:
halfings are a cross between Dwarfs and Humans


WHAT THE HELL IS THAT SUPPOSED TO MEAN???


ok then, Dwarves are about 4ft, and humans are 6ft, so halfings are about 5ft, get the math?

Edit: hey how about an Abyss town? its veru different to the others and is perfect for a small town

a new unit perhaps?

The Gate Keeper

The right hands of Ashan, they hunt their fallen cousins for sport but also pretect the gateway to enlightenment.

Gateway to Enlightment

gives you enlightment + 5000 experiance + 2 knowlegde

How you make it

take an angel



loose the blue sword and get two red ones

and add the cape and staff of a weight



were its placed

Swords on back, between wings (still grey) and a staff in their left hand, also have a black cape (basically an archangel only black)
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted November 30, 2006 11:57 PM

First of all, halflings are about 3-4 ft NEVER 5ft.
Second, even if they were 5 ft that still doesn't make them a cross between two other races. Halflings are a unique race just like elves and dwarves.
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted December 01, 2006 12:06 AM

Quote:
First of all, halflings are about 3-4 ft NEVER 5ft.
Second, even if they were 5 ft that still doesn't make them a cross between two other races. Halflings are a unique race just like elves and dwarves.


very well geny, you win
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 01, 2006 07:08 PM
Edited by bixie at 16:20, 28 Jan 2007.

Quote:
wow when i tried to make a half ling faction it ended in failer, but this on looks great

o and i think that sheep rider is really creative

Some place to live?

Since halfings are a cross between Dwarfs and Humans, i think they should live on the eastern border of the border


um ted, did you read about the origin of the halflings?

Quote:
they were, orginally, the creation of Slyath, intended to be ogres. but they wandered of, and founded the Hearth. Slyath, being unpredicable at best, didn't strike them down for being traitors, and worshiping his brothers and sisters, but helped make their home as comfortable as possible.


they are ogres who ran off before Slyath finished creating them. the Hearth is nearby the holy griffon empire. Halflings are a good race, so will ally to Haven (not renegades) Sylvan, Fortress and the Stampede. not with anyone else, mostle because they are evil, or in academies case, they can't understand them.
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted December 01, 2006 07:13 PM

Quote:
they are ogres who ran off before Slyath finished creating them. the Hearth is nearby the holy griffon empire. Halflings are a good race, so will ally to Haven (not renegades) Sylvan, Fortress and the Stampede. not with anyone else, mostle because they are evil, or in academies case, they can't understand them.


ok, i get, i was wrong, but i am right that they live on the Holy Griffen Empires Border, and Stampede is not actullay in H5 yet, (hopefully will be) so and how can a creature run away from Sylrath anyway?
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 01, 2006 07:28 PM
Edited by bixie at 19:53, 01 Dec 2006.

he let them go!

i don't know why he did it, but he let them go. its probably part of his long coplicated plan.

personally, i don't think that nuetral towns should be just for the campaigns, it will make the single player games pointless.

how about the original set up, but nuetral towns can be in single player games, but have nuetral town HEROES (who don't have a racial skill) in the campaigns.
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