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Heroes Community > Heroes 5 - Temple of Ashan > Thread: There WILL be a 2nd Add On!
Thread: There WILL be a 2nd Add On! This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
theluCas
theluCas


Adventuring Hero
thiNk
posted January 19, 2007 04:48 PM

Quote:
Do we really need more magic? Dungeon is obsessed with destructive, haven with light, necro and inferno with dark, academy with all.. where's the good old non-magic faction? THAT'S what we lack, not another spellcaster IMO


Huh? Didn't mention a spellcaster. I said might with abilities man!


Hmm, ability or spell, it will be only another name for the same thing. I would like to see rather something different and original, orcs can have self hurting things, it will add something and take away something., like drugs in fallout.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 19, 2007 04:58 PM

They have nothing in common except maybe an effect. And what you mention is an ability. I want something that makes hero handling more complex and not in terms of dishing out damage but creating certain situations.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 19, 2007 06:16 PM
Edited by Doomforge at 18:20, 19 Jan 2007.

Quote:
Huh? Didn't mention a spellcaster. I said might with abilities man!


ouchh. Sorry, for some reason I've read "magic with magic abilities"

Anyway..

Let's calculate the chance for orcs and nagas to appear ;p

Orcs

for:
+ Mentioned in the campaign as a nation
+ No stronghold-related units as neutrals
+ No stronghold-related units in other factions' cities (when I saw hydras in dungeon I understood that I won't abuse Tazar in this part of the game anymore.. >_>
+ No might-orientated town. Perhaps ubinival will want to add one.
+ barbarian town is a tradition and it really can't be left behind..

against:
-except for mentioning them in the campaign, no other clues given.

Nagas:
For:
+"naga temple" object is in game, though disabled like the new spells.
+ Ubi surely kicked nagas out of academy for a reason.
+ No nagas or swamp creatures in the game.

+ There's something about the swamp terrain too, but it's disabled like the spells.

against:
- Wasn't really mentioned plot-wise (if I'm wrong correct me here, didn't play through the campaigns)
- Except for reassambling h3 fortress, I can't really imagine a naga town. Not the "small naga, medium naga, big naga, bigger naga, biggest naga" thing again, please.. >_>


Well, as we see, the nagas are likely to appear (object, swamp, raksasha-naga exchange..) and orcs are just a tradition that ubi may want to discard..

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 19, 2007 06:23 PM
Edited by Elvin at 18:25, 19 Jan 2007.

I think they had initially said there wouldn't be orcs in H5. In pre release time and we know that whatever faction and expansions are planned were being worked on at the time.(on Fabrice's words)

Edit:
Can't remember the exact words but he said that the expansions have already been decided. The new protests may have changed the plans however.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 19, 2007 07:11 PM

Quote:
I think they had initially said there wouldn't be orcs in H5. In pre release time and we know that whatever faction and expansions are planned were being worked on at the time.(on Fabrice's words)

Edit:
Can't remember the exact words but he said that the expansions have already been decided. The new protests may have changed the plans however.


They might have, but I find it unlikely. I think it's all shown in the Map that came with the deluxe edition: The Orc nations are marked with those small camps (west of Silver Cities and in Ranaar) but none of them have a capital, i.e. no Orc Nations! In the H6 Maps, we see that this is changed ...

Whether the town we see on the map IS in fact the Naga, or something third, I don't know. But I do believe that map holds importance - and Fabrice said directly that you could get ideas about upcomming factions from the map.
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emilsn
emilsn


Legendary Hero
posted January 19, 2007 07:33 PM

There are little nomad tents on the map different places, and we have heard about desert orcs and goblins! ... and we know that some orcs have moved from the desert parts to get away from the wizard, they appear in the story line... so i believe in the orcs! I see the brutal future being dominated by the mighty orcs.

and arent there a naga artifact in the game?

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted January 20, 2007 07:25 PM

Quote:
Do we really need more magic? Dungeon is obsessed with destructive, haven with light, necro and inferno with dark, academy with all.. where's the good old non-magic faction? THAT'S what we lack, not another spellcaster IMO


Haven is purely Might oriented. It has only one SpellCaster and only upgraded and the hero has the lowest SpellPower and Knowledge. I don't know why you say haven is obsessed with light, but every town has two primary magic schools, and if you want to learn Spells with a might-oriented hero you'll say it's a magic-oriented hero, when in fact he isn't. YOU make him more 'magical' (why you learn Basic xxx Magic if you want might-oriented knights?)

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 20, 2007 10:59 PM

Quote:

Let's calculate the chance for orcs and nagas to appear ;p

Orcs

for:
+ Mentioned in the campaign as a nation
+ No stronghold-related units as neutrals
+ No stronghold-related units in other factions' cities (when I saw hydras in dungeon I understood that I won't abuse Tazar in this part of the game anymore.. >_>
+ No might-orientated town. Perhaps ubinival will want to add one.
+ barbarian town is a tradition and it really can't be left behind..

against:
-except for mentioning them in the campaign, no other clues given.



it seems to be that way, but just remember, they are more focused on race, so the traditional stronghold units may become nuetrals in the next addon. who knows?

Quote:

Nagas:
For:
+"naga temple" object is in game, though disabled like the new spells.
+ Ubi surely kicked nagas out of academy for a reason.
+ No nagas or swamp creatures in the game.

+ There's something about the swamp terrain too, but it's disabled like the spells.

against:
- Wasn't really mentioned plot-wise (if I'm wrong correct me here, didn't play through the campaigns)
- Except for reassambling h3 fortress, I can't really imagine a naga town. Not the "small naga, medium naga, big naga, bigger naga, biggest naga" thing again, please.. >_>



also, the naga are mentioned as one of 6 elemental races, so its logical that they would be in, along with dwarves, wood elves and others (Can't remember them, sorry). also, i can imagine a naga town, but thats just me
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theluCas
theluCas


Adventuring Hero
thiNk
posted January 21, 2007 10:12 AM

Naga town sounds like a crazyness, but maybe we need something new, some lizards, that have to sleep during winter .

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 21, 2007 11:09 AM

If they will get creative.. why not?

Still, I'd really miss stronghold. ;<

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted January 21, 2007 04:10 PM

has anyone wondered/worried about the crater in the DM map?

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emilsn
emilsn


Legendary Hero
posted January 21, 2007 04:20 PM

What crater are you talking about?

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crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted March 16, 2007 03:45 PM

Crater?

Daystar, where you talking about the large chunk of land that disappeared between the Limited Edition HV map and the later map which I assume is the Dark Messiah map?

I'm pretty worried :-)
____________
Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 16, 2007 04:13 PM

Could make for an interesting cinematic! Magic interference or a huge meteor? Or something totally different?
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Map also hosted on Moddb

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted March 16, 2007 05:17 PM

If I had to pick between Orcs and Nagas it would undoubtedly be the Orcs simply because there is more potential. Besides what would the Naga hero be riding on top? I wish they would add some new skills to existing creatures. I have some suggestions:

DUNGEON
1. Minotaur - Deflect Missiles: 25 % chance to avoid getting hit by non magic missiles.
2. Shadow Dragon - 50% magic resistance

NECROPOLIS
1. Wight - Regeneration, Siphon Strength - With each hit, it steals 2 points of offense from enemy strength and adds it to self.

ACADEMY/FORTRESS - Leave em the way they are.

HAVEN
1. Priest - Divine Smite - Deals additional damage against undead/demons. 25% to stun demon/undead when retaliating against them.
2. Angel - Divine Presence - Gives +1 morale to all friendly creatures in the same army.
3. Cavalier - Long Weapon - Able to strike creatures two squares away, but not damage creatures in both squares.

INFERNO
1. Devil - Profane Touch - 50% chance to reduces luck of enemy stack with each strike.

SYLVAN
1. Blade Dancer - First Strike - Retaliates before enemy attack, Zealous - Deals more damage with each attack.
2. Bring back the Vital Shield for the Green/Emerald Dragon
3. Unicorn - Agility

Teleporting creatures can escape the Treants entangling roots.

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted March 16, 2007 05:23 PM

Quote:
Teleporting creatures can escape the Treants entangling roots.

That's what I would like to see! I mean, Teleport should be different and better than Flyer so that the ArchDevil's power compared to ArchAngel's won't be so low (price included btw)

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 16, 2007 05:33 PM

Interesting ideas, SBlister, I especially miss the Divine Prescence of Angels and think the idea of changing Teleportation and the Prophane Touch would be a nice touch to the Devils. Also, Shadow Dragons should indeed be resistant to some degree, at least to low level spells.

However, the thing you propose to the Cavalier - seeing that the Paladin and Cacaliers are already the most powerfull 6th level units, and counting the effect of training, I think it would be a bad idea to buff this unit even more. The thing you suggest would imply No Retaliation, as I read it!?
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted March 16, 2007 06:34 PM

Quote:
That's what I would like to see! I mean, Teleport should be different and better than Flyer so that the ArchDevil's power compared to ArchAngel's won't be so low (price included btw)


Since I prefer Archdevils, and you prefer Archangels, they seem balanced by that. And no need to say that one is better than other since it's only a matter of taste.

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted March 16, 2007 06:36 PM

I don't say ArchAngels are better than ArchDevils, I say they are equally powerful. But, the thing is that the ArchAngel is much cheaper so I think the improved teleport will do the trick.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted March 16, 2007 07:48 PM

Quote:
However, the thing you propose to the Cavalier - seeing that the Paladin and Cacaliers are already the most powerfull 6th level units, and counting the effect of training, I think it would be a bad idea to buff this unit even more. The thing you suggest would imply No Retaliation, as I read it!?


You do have a point, but of all the factions only Haven does not have a unit that does not retaliate. While some may argue thats what the shield bash is for, but its more of chance based attack. Another thing bout the long weapon of the cavalier, you cannot use the jousting attack to perform this. A cavalier or paladin stack cannot move in order to perform this attack.

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