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Heroes Community > Heroes 7+ Altar of Wishes > Thread: mercenaries for everyone.
Thread: mercenaries for everyone. This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted January 20, 2007 09:44 PM

What about rogue, spy and tracker?
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 21, 2007 11:49 AM

all suggestion for units are welcome, KD, just add the specials and i'll ad them.
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted January 21, 2007 12:49 PM

Quote:
all suggestion for units are welcome, KD, just add the specials and i'll ad them.


Tracker: Hunter Pack, Shooter, Scatter Shoot, Warding Arrow
Rogue: Bleed Strike, Thief, No Relation, Strike and Return
Imperial Assasin: Shooter, Poison Attack, Strike and Return
Robber Knight: Thief, Robbering (gives gold if we killed an enemy unit), Cursuing Attack
Agent: Bleed Strike, Poison Blade (same to Poison attack, but do not effect ranged attack: effect only meele, as the creature cannot shoot), No Relation, Steath (10% chance to dubble damage, and the creatures is invisible, if he attacks the enemy from behind he keeps invisible, but he attacks at other side, he will revaled)

I think the picpocket shoud be the steath ability too.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 21, 2007 05:02 PM
Edited by bixie at 16:18, 22 Jan 2007.

Quote:

Tracker: Hunter Pack, Shooter, Scatter Shoot, Warding Arrow


still obsessed about scatter shot and warding arrow, eh?
Quote:

Rogue: Bleed Strike, Thief, No Relation, Strike and Return


i was more thinking that the rogue would be more of a charlatan (con man) and con creatures out of heal/mana for the hero.
Quote:

Imperial Assasin: Shooter, Poison Attack, Strike and Return


the dungeon already have an assassins. and to which empire does the imperial assassin belong to?
Quote:

Robber Knight: Thief, Robbering (gives gold if we killed an enemy unit), Cursuing Attack


i don't think that robber knight will be a good idea. i mean, we already have three theif units, and a fourth is a bit much. ontop of the fact, robber knight is an oxymoron, knights will never steal from anyone, they simply tax them it.
Quote:

Agent: Bleed Strike, Poison Blade (same to Poison attack, but do not effect ranged attack: effect only meele, as the creature cannot shoot), No Relation, Steath (10% chance to dubble damage, and the creatures is invisible, if he attacks the enemy from behind he keeps invisible, but he attacks at other side, he will revaled)


two things to say
1. fofa already has a agent unit, for the prison, and you know this! it would be unfair on her to steal a unit from her.
2. agents wouldn't be in the warfare, as they would sneek into the enemies town and get information that way, rather than on the battlefeild where they are more likely to be killed.

sorry KD, but if you have any others, i will see what i can do.
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted January 23, 2007 02:51 PM

I have ideas!

Arbeltster (Lvl. 4)
Hitpoints: 25
Damage: 4-10 (Huh?)
Attack: 7
Defend: 5
Speed: 10
Inactivite: 12
Abilityes: Shooter (attacks with crossbow), No Meele Penelaty (attacks with long sword), Precise Shoot (arbeltster is good sniper), Wound (does by the strong arrows)
Desprection: Arbelsters are merchany wariors, equped with long crossbow, broadsword, leather armor and fur helm.

Kinguard (Lvl. 5)
Hitpoints: 60
Damage: 8-12
Attack: 10
Defend: 13
Speed: 3
Inactivite: 9
Abilityes: Long Weapon (can attack from 1 hexa far, but then the enenmy do not relie, regadless he have Unlimited relation, he does it with his halbard), Enraged, The Last Stand (if he have got hitpoints below 5, he will healed by 10 hitpoints, but can only effect one time, it is passive abilit too), Shield Wall (he do not have shield, he does it with halbard),  Shield Bash (does with halbard, but can only effects at normal attack, so at non long-weapon attack)
Desprection: Kinguards are strong military units, specialized at defense, uses halbard at fight and equped with iron armor and iron helmet. The best way to defeat this units is using archers and taking down them with shoots.

Some Natives (I suggest there shoud be natives too, cannot be resruited, but can be found as natureal army and there is landspace object where we can recruit them) :

Native Blowgunner (Lvl. 1)
Hitpoints: 5
Damage: 1-3
Attack: 1
Defend: 1
Speed: 4
Inactivite: 8
Abilityes: Shooter (attacks with blowgun), Poison Shoot (), No Meele Penelaty (his blowgun also acts as staff, what he uses in meele battle)
Desprection: Native Blowgunners are the basic battle forces of the natives, armed with blowuns, no armor.

Native Warior (Lvl. 2)
Hitpoints: 13
Damage: 1-5
Attack: 3
Defend: 5
Speed: 5
Inactivite: 9
Abilityes: Shield Bash (does with the wooden shield), Bravery
Desprection: Native Wariors are basic native infanity, used to defend the native vilages, forts, capture the enemy towns. They equped with obsidian swords, wooden shields and cotton armor.

Pyro Hand (lvl. 3)
Hitpoints: 17
Damage: 3-7
Attack: 5
Defend: 2
Speed: 3
Inactivite: 11
Shoots (he can shoot) : 3
Abilityes: Shooter (attacks in ranged like Rune Patriach, shoots fire), Ranged Relation, Chain Shoot, Mark of Fire

Aqua Hand (lvl. 3)
Hitpoints: 17
Damage: 3-7
Attack: 2
Defend: 5
Speed: 3
Inactivite: 11
Shoots (he can shoot) : 3
Abilityes: Shooter (attacks in ranged like Rune Patriach, but shoots water instead of fire), Ranged Relation, Chain Shoot, Mark of Water (like Mark of Fire, but makes the enemy vulnerable to cold)

Rocky Hand (Lvl. 3)
Hitpoints: 26
Damage: 2-5
Attack: 3
Defend: 6
Speed: 6
Inactivite: 8
Abilityes: Unlimited Relation, No Enemy Relation, 75% Magic Proof

Note: this hands are druid-like units, and NOT hands without bodyes.

Shaman (Lvl. 4)
Hitpoints: 35
Damage: 8-14
Attack: 5
Defend: 10
Speed: 3
Inactivite: 13
Mana: 18
Shoots: 2
Ability: Caster (Endurance, Divine Strengt, Wasp Swarm, Fire Wall), Shooter (thorws bolas, bolas is a spear-liek thing, but shorter and weaker) No Meele Penelaty (Attack with long spear)
Desprection: Shamans are the priests of Natives, posesses abilityes of nature.

Forrest Walker (Lvl. 5)
Hitpoints: 50
Damage: 12-16
Attack: 10
Defend: 13
Speed: 7
Inactivite: 9
Ability: Blood of Dyrad (allow to summon sprites from dead allyes. The sprites will remain after the battle), Random Caster (can cast to friendly units too), Bravery
Desprection: the most experienced Shamans are sarcifaced their magic, and a lot of things, they was loyal. So their god blessed them, made then younger, stronger, faster.

Other Native units still not avilbe.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 23, 2007 03:05 PM

Quote:
I have ideas!

Arbeltster (Lvl. 4)
Hitpoints: 25
Damage: 4-10 (Huh?)
Attack: 7
Defend: 5
Speed: 10
Inactivite: 12
Abilityes: Shooter (attacks with crossbow), No Meele Penelaty (attacks with long sword), Precise Shoot (arbeltster is good sniper), Wound (does by the strong arrows)
Desprection: Arbelsters are merchany wariors, equped with long crossbow, broadsword, leather armor and fur helm.


i was actually planing to include arbelesters of my own (it's arbelesters not arbeltster!) but you've seem to have done it for me, well done (not too sure abou the long sword, however)
Quote:

Kinguard (Lvl. 5)
Hitpoints: 60
Damage: 8-12
Attack: 10
Defend: 13
Speed: 3
Inactivite: 9
Abilityes: Long Weapon (can attack from 1 hexa far, but then the enenmy do not relie, regadless he have Unlimited relation, he does it with his halbard), Enraged, The Last Stand (if he have got hitpoints below 5, he will healed by 10 hitpoints, but can only effect one time, it is passive abilit too), Shield Wall (he do not have shield, he does it with halbard),  Shield Bash (does with halbard, but can only effects at normal attack, so at non long-weapon attack)
Desprection: Kinguards are strong military units, specialized at defense, uses halbard at fight and equped with iron armor and iron helmet. The best way to defeat this units is using archers and taking down them with shoots.


it soulds like a strong agressive unit. not too sure about the sheild wall, but apart from that a good unit (speed 3, my word thats slow, he would never reach the enemy!)
Quote:

Some Natives (I suggest there shoud be natives too, cannot be resruited, but can be found as natureal army and there is landspace object where we can recruit them)

so, your basically suggesting more neutrals. i feel that some of these could make a mini-town, really. go to the post and post them as a neutral town. you can take the head hunter along with you, if you want!.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted January 23, 2007 03:07 PM

Quote:
Quote:
I have ideas!

Arbeltster (Lvl. 4)
Hitpoints: 25
Damage: 4-10 (Huh?)
Attack: 7
Defend: 5
Speed: 10
Inactivite: 12
Abilityes: Shooter (attacks with crossbow), No Meele Penelaty (attacks with long sword), Precise Shoot (arbeltster is good sniper), Wound (does by the strong arrows)
Desprection: Arbelsters are merchany wariors, equped with long crossbow, broadsword, leather armor and fur helm.


i was actually planing to include arbelesters of my own (it's arbelesters not arbeltster!) but you've seem to have done it for me, well done (not too sure abou the long sword, however)
Quote:

Kinguard (Lvl. 5)
Hitpoints: 60
Damage: 8-12
Attack: 10
Defend: 13
Speed: 3
Inactivite: 9
Abilityes: Long Weapon (can attack from 1 hexa far, but then the enenmy do not relie, regadless he have Unlimited relation, he does it with his halbard), Enraged, The Last Stand (if he have got hitpoints below 5, he will healed by 10 hitpoints, but can only effect one time, it is passive abilit too), Shield Wall (he do not have shield, he does it with halbard),  Shield Bash (does with halbard, but can only effects at normal attack, so at non long-weapon attack)
Desprection: Kinguards are strong military units, specialized at defense, uses halbard at fight and equped with iron armor and iron helmet. The best way to defeat this units is using archers and taking down them with shoots.


it soulds like a strong agressive unit. not too sure about the sheild wall, but apart from that a good unit (speed 3, my word thats slow, he would never reach the enemy!)
Quote:

Some Natives (I suggest there shoud be natives too, cannot be resruited, but can be found as natureal army and there is landspace object where we can recruit them)

so, your basically suggesting more neutrals. i feel that some of these could make a mini-town, really. go to the post and post them as a neutral town. you can take the head hunter along with you, if you want!.



Thanks! I will take it with me!

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 23, 2007 03:11 PM

Quote:
Quote:
Quote:
I have ideas!

Arbeltster (Lvl. 4)
Hitpoints: 25
Damage: 4-10 (Huh?)
Attack: 7
Defend: 5
Speed: 10
Inactivite: 12
Abilityes: Shooter (attacks with crossbow), No Meele Penelaty (attacks with long sword), Precise Shoot (arbeltster is good sniper), Wound (does by the strong arrows)
Desprection: Arbelsters are merchany wariors, equped with long crossbow, broadsword, leather armor and fur helm.


i was actually planing to include arbelesters of my own (it's arbelesters not arbeltster!) but you've seem to have done it for me, well done (not too sure abou the long sword, however)
Quote:

Kinguard (Lvl. 5)
Hitpoints: 60
Damage: 8-12
Attack: 10
Defend: 13
Speed: 3
Inactivite: 9
Abilityes: Long Weapon (can attack from 1 hexa far, but then the enenmy do not relie, regadless he have Unlimited relation, he does it with his halbard), Enraged, The Last Stand (if he have got hitpoints below 5, he will healed by 10 hitpoints, but can only effect one time, it is passive abilit too), Shield Wall (he do not have shield, he does it with halbard),  Shield Bash (does with halbard, but can only effects at normal attack, so at non long-weapon attack)
Desprection: Kinguards are strong military units, specialized at defense, uses halbard at fight and equped with iron armor and iron helmet. The best way to defeat this units is using archers and taking down them with shoots.


it soulds like a strong agressive unit. not too sure about the sheild wall, but apart from that a good unit (speed 3, my word thats slow, he would never reach the enemy!)
Quote:

Some Natives (I suggest there shoud be natives too, cannot be resruited, but can be found as natureal army and there is landspace object where we can recruit them)

so, your basically suggesting more neutrals. i feel that some of these could make a mini-town, really. go to the post and post them as a neutral town. you can take the head hunter along with you, if you want!.



Thanks! I will take it with me!


Wait, i haven't asked Baklava yet! its his creature, after all, so i'll ask him if you can have it!
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted January 23, 2007 03:30 PM
Edited by KnightDougal at 15:38, 23 Jan 2007.

Quote:
Quote:
Quote:
Quote:
I have ideas!

Arbeltster (Lvl. 4)
Hitpoints: 25
Damage: 4-10 (Huh?)
Attack: 7
Defend: 5
Speed: 10
Inactivite: 12
Abilityes: Shooter (attacks with crossbow), No Meele Penelaty (attacks with long sword), Precise Shoot (arbeltster is good sniper), Wound (does by the strong arrows)
Desprection: Arbelsters are merchany wariors, equped with long crossbow, broadsword, leather armor and fur helm.


i was actually planing to include arbelesters of my own (it's arbelesters not arbeltster!) but you've seem to have done it for me, well done (not too sure abou the long sword, however)
Quote:

Kinguard (Lvl. 5)
Hitpoints: 60
Damage: 8-12
Attack: 10
Defend: 13
Speed: 3
Inactivite: 9
Abilityes: Long Weapon (can attack from 1 hexa far, but then the enenmy do not relie, regadless he have Unlimited relation, he does it with his halbard), Enraged, The Last Stand (if he have got hitpoints below 5, he will healed by 10 hitpoints, but can only effect one time, it is passive abilit too), Shield Wall (he do not have shield, he does it with halbard),  Shield Bash (does with halbard, but can only effects at normal attack, so at non long-weapon attack)
Desprection: Kinguards are strong military units, specialized at defense, uses halbard at fight and equped with iron armor and iron helmet. The best way to defeat this units is using archers and taking down them with shoots.


it soulds like a strong agressive unit. not too sure about the sheild wall, but apart from that a good unit (speed 3, my word thats slow, he would never reach the enemy!)
Quote:

Some Natives (I suggest there shoud be natives too, cannot be resruited, but can be found as natureal army and there is landspace object where we can recruit them)

so, your basically suggesting more neutrals. i feel that some of these could make a mini-town, really. go to the post and post them as a neutral town. you can take the head hunter along with you, if you want!.



Thanks! I will take it with me!


Wait, i haven't asked Baklava yet! its his creature, after all, so i'll ask him if you can have it!


oubh I alread did them, and the floodprotect stopps me...

and I cannot post more posts right now (that ****ing daily post limit, I better do not what is **** if i don't want penelaty)

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 23, 2007 03:36 PM

DO'H
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted January 23, 2007 05:08 PM

Quote:
DO'H


I have got an unit (merchany) idea!

Robber Knight (why not?) (Lvl. 4)

Hitpoints: 18 (very poor, but...)
Damage: 5-10
Attack: 7
Defend: 2
Speed: 10
Inactivite: 12
Abilityes: Deathbringer Assault (kills at least 1 chreature per attack if the chreature is not large chreature, or not undead), Large Chreature, Cold Blooded (moral canntot go below 0), Loot (If an enemy chreature killed by this unit, we gains some gold)

Guardian (Lvl. 4)
Hitpoints: 30
Damage: 2-4
Attack: 3
Defend: 6
Speed: 5
Inactivite: 8
Abilityes: Bravery, Shield Wall, Shield Bash, Big Shield
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted January 23, 2007 05:21 PM

knights are normally level 6, and Robber knight sounds really ..... unoriginal anyway, try Indians (they ride horses)
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 23, 2007 05:30 PM

Quote:


Robber Knight (why not?) (Lvl. 4)

Hitpoints: 18 (very poor, but...)
Damage: 5-10
Attack: 7
Defend: 2
Speed: 10
Inactivite: 12
Abilityes: Deathbringer Assault (kills at least 1 chreature per attack if the chreature is not large chreature, or not undead), Large Chreature, Cold Blooded (moral canntot go below 0), Loot (If an enemy chreature killed by this unit, we gains some gold)

[/qoute]

not again, lol

Quote:

Guardian (Lvl. 4)
Hitpoints: 30
Damage: 2-4
Attack: 3
Defend: 6
Speed: 5
Inactivite: 8
Abilityes: Bravery, Shield Wall, Shield Bash, Big Shield


it looks good, but i think that its more of a level 3
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 23, 2007 09:29 PM

Quote:
Wait, i haven't asked Baklava yet! its his creature, after all, so i'll ask him if you can have it!

NO! I FORBID YOU TO TAKE IT!!! Lol... Of course you can take any ideas you like...
But I think you should chill out with the quoting... Too much scrolling...
About robber knights, they have 18 HP and 2 defense? You can just, like, look at them in an unpleasant way and they'll die...

Check this fresh idea out:
MERCENARY HEROES
Ok, so the basic concept is that you can hire those guys in your tavern (the tavern would have three choices now - a factional hero, a random hero, and a mercenary hero). Mercenary heroes would be great secondary (or even primary) heroes, with their own main skill and abilities. There would be mercenary heroes of many races (human, elf, dark elf, even undead and orc ones), although they would basically be the same, just with different specialties. Their starting army (the small number of units you get when you buy the hero) would depend on the town they are hired from (e.g. if they're hired in Haven they'd have peasants etc).
Simple, but could prove interesting.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 23, 2007 09:54 PM

Quote:

Check this fresh idea out:
MERCENARY HEROES
Ok, so the basic concept is that you can hire those guys in your tavern (the tavern would have three choices now - a factional hero, a random hero, and a mercenary hero). Mercenary heroes would be great secondary (or even primary) heroes, with their own main skill and abilities. There would be mercenary heroes of many races (human, elf, dark elf, even undead and orc ones), although they would basically be the same, just with different specialties. Their starting army (the small number of units you get when you buy the hero) would depend on the town they are hired from (e.g. if they're hired in Haven they'd have peasants etc).
Simple, but could prove interesting.


the problem is deciding on racial skilles for them and specialities for each one. anyway, heroes are, quintesenceally, mercenary (i've played so many times with haven using a demon lord) so unfortunatly, that wouldn't work. still it was a nice idea.

if you've read "Neutral, Creatures and Factions - Basic Concepts and Ideas for next Addon" recently, you would find that i have had an idea of having heroes, only about four, for each of those mini races, with a racial skill (going up to expert) 4 normal skills going up to expert  and the rest stoping at advanced. they are weaker than normal heroes, but they add a flare to the game, i think. if you like, you could suggest racial skills, specialities and the like on their.
____________
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted January 25, 2007 09:26 PM

Quote:
Quote:

Check this fresh idea out:
MERCENARY HEROES
Ok, so the basic concept is that you can hire those guys in your tavern (the tavern would have three choices now - a factional hero, a random hero, and a mercenary hero). Mercenary heroes would be great secondary (or even primary) heroes, with their own main skill and abilities. There would be mercenary heroes of many races (human, elf, dark elf, even undead and orc ones), although they would basically be the same, just with different specialties. Their starting army (the small number of units you get when you buy the hero) would depend on the town they are hired from (e.g. if they're hired in Haven they'd have peasants etc).
Simple, but could prove interesting.


the problem is deciding on racial skilles for them and specialities for each one. anyway, heroes are, quintesenceally, mercenary (i've played so many times with haven using a demon lord) so unfortunatly, that wouldn't work. still it was a nice idea.

if you've read "Neutral, Creatures and Factions - Basic Concepts and Ideas for next Addon" recently, you would find that i have had an idea of having heroes, only about four, for each of those mini races, with a racial skill (going up to expert) 4 normal skills going up to expert  and the rest stoping at advanced. they are weaker than normal heroes, but they add a flare to the game, i think. if you like, you could suggest racial skills, specialities and the like on their.


I like the idea of Merchany heroes! Please biyie add on it! I have some more merchany ideas:

Jaeger (also knows Jäger) (lvl. 3)
H: 16
D: 3-7
A: 5
Def: 4
S: 3
I: 12
Shoots: 5
Abilityes: Shooter (shoots with crossbow), Precise Shoot, Wound
Desprection: Jägers are perfected hunters, equped with strong crossbows and unarmoured. They are skilled at marksmanship and untership, they uses theri hunter skills in battle (note: Jäger is a german word, means hunter, but I thinked it is good as merchany). Jägers are humans.

Koyvask (Lvl. 5) (Heavy armoured human (armoured (helm of the archer and armor of the footman) human, rides a horse)
H: 45
D: 8-13
A: 20
Def: 22
Speed: 10
I: 12
Ability: Raider Charge, Suprise (does dubble damage if attacks from behind of the enemy), Deathbringer Assault (activated ability, can only activated agints small and non-undead chreatures. Do dubble daamge and kill at least 1 chreature while used)
Desprection still not avilbe.



____________

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 25, 2007 09:40 PM

Quote:
Quote:
Quote:

Check this fresh idea out:
MERCENARY HEROES
Ok, so the basic concept is that you can hire those guys in your tavern (the tavern would have three choices now - a factional hero, a random hero, and a mercenary hero). Mercenary heroes would be great secondary (or even primary) heroes, with their own main skill and abilities. There would be mercenary heroes of many races (human, elf, dark elf, even undead and orc ones), although they would basically be the same, just with different specialties. Their starting army (the small number of units you get when you buy the hero) would depend on the town they are hired from (e.g. if they're hired in Haven they'd have peasants etc).
Simple, but could prove interesting.


the problem is deciding on racial skilles for them and specialities for each one. anyway, heroes are, quintesenceally, mercenary (i've played so many times with haven using a demon lord) so unfortunatly, that wouldn't work. still it was a nice idea.

if you've read "Neutral, Creatures and Factions - Basic Concepts and Ideas for next Addon" recently, you would find that i have had an idea of having heroes, only about four, for each of those mini races, with a racial skill (going up to expert) 4 normal skills going up to expert  and the rest stoping at advanced. they are weaker than normal heroes, but they add a flare to the game, i think. if you like, you could suggest racial skills, specialities and the like on their.


I like the idea of Merchany heroes! Please biyie add on it! I have some more merchany ideas:

Jaeger (also knows Jäger) (lvl. 3)
H: 16
D: 3-7
A: 5
Def: 4
S: 3
I: 12
Shoots: 5
Abilityes: Shooter (shoots with crossbow), Precise Shoot, Wound
Desprection: Jägers are perfected hunters, equped with strong crossbows and unarmoured. They are skilled at marksmanship and untership, they uses theri hunter skills in battle (note: Jäger is a german word, means hunter, but I thinked it is good as merchany). Jägers are humans.

Koyvask (Lvl. 5) (Heavy armoured human (armoured (helm of the archer and armor of the footman) human, rides a horse)
H: 45
D: 8-13
A: 20
Def: 22
Speed: 10
I: 12
Ability: Raider Charge, Suprise (does dubble damage if attacks from behind of the enemy), Deathbringer Assault (activated ability, can only activated agints small and non-undead chreatures. Do dubble daamge and kill at least 1 chreature while used)
Desprection still not avilbe.



my main problem with mercenary heroes is, like i've said before, most heroes are mercenary. also, special skills are going to be one hell of a problem to sought out! also, mercenaries, strictly speaking, aren't a race, they are a group of people. in heroes now, they have racial skills for heroes, and since mercenaries aren't a race, they unfortunatly, they can't have a racial skill and therefore can't have heroes.

Jeager, unfortunately, i don't like, as it looks like quiet a slow, weak, level 3 creature, and yet, KD you say they are perfected hunters. the normal elven hunters are the same level, and are much better.

koyvask don't look good, either, sorry.
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted January 26, 2007 03:35 PM

Quote:
Quote:
Quote:
Quote:

Check this fresh idea out:
MERCENARY HEROES
Ok, so the basic concept is that you can hire those guys in your tavern (the tavern would have three choices now - a factional hero, a random hero, and a mercenary hero). Mercenary heroes would be great secondary (or even primary) heroes, with their own main skill and abilities. There would be mercenary heroes of many races (human, elf, dark elf, even undead and orc ones), although they would basically be the same, just with different specialties. Their starting army (the small number of units you get when you buy the hero) would depend on the town they are hired from (e.g. if they're hired in Haven they'd have peasants etc).
Simple, but could prove interesting.


the problem is deciding on racial skilles for them and specialities for each one. anyway, heroes are, quintesenceally, mercenary (i've played so many times with haven using a demon lord) so unfortunatly, that wouldn't work. still it was a nice idea.

if you've read "Neutral, Creatures and Factions - Basic Concepts and Ideas for next Addon" recently, you would find that i have had an idea of having heroes, only about four, for each of those mini races, with a racial skill (going up to expert) 4 normal skills going up to expert  and the rest stoping at advanced. they are weaker than normal heroes, but they add a flare to the game, i think. if you like, you could suggest racial skills, specialities and the like on their.


I like the idea of Merchany heroes! Please biyie add on it! I have some more merchany ideas:

Jaeger (also knows Jäger) (lvl. 3)
H: 16
D: 3-7
A: 5
Def: 4
S: 3
I: 12
Shoots: 5
Abilityes: Shooter (shoots with crossbow), Precise Shoot, Wound
Desprection: Jägers are perfected hunters, equped with strong crossbows and unarmoured. They are skilled at marksmanship and untership, they uses theri hunter skills in battle (note: Jäger is a german word, means hunter, but I thinked it is good as merchany). Jägers are humans.

Koyvask (Lvl. 5) (Heavy armoured human (armoured (helm of the archer and armor of the footman) human, rides a horse)
H: 45
D: 8-13
A: 20
Def: 22
Speed: 10
I: 12
Ability: Raider Charge, Suprise (does dubble damage if attacks from behind of the enemy), Deathbringer Assault (activated ability, can only activated agints small and non-undead chreatures. Do dubble daamge and kill at least 1 chreature while used)
Desprection still not avilbe.



my main problem with mercenary heroes is, like i've said before, most heroes are mercenary. also, special skills are going to be one hell of a problem to sought out! also, mercenaries, strictly speaking, aren't a race, they are a group of people. in heroes now, they have racial skills for heroes, and since mercenaries aren't a race, they unfortunatly, they can't have a racial skill and therefore can't have heroes.

Jeager, unfortunately, i don't like, as it looks like quiet a slow, weak, level 3 creature, and yet, KD you say they are perfected hunters. the normal elven hunters are the same level, and are much better.

koyvask don't look good, either, sorry.


I have some idea for mechany heroes.

They are can be...

-Orcs
-Humen
-Half elves (elf+human)
-Half elves (dark elf+human)
-Half Orcs/Elves (orc+elf)
-Half Orcs (orc+human)

Okay, let us see what are they penelatyes and adventages over and under normal heroes:

they cost 4000 gold instead of 2000
They have 4 starting primany skill points instead of 3
starting pimany skills are random (for example knight start with 1 attack, 2 defend, 1 spellower and 1 knowidle, but at merchany heroes it is random)
their name (hero class name) is Merchany Captain.
They start with driffent army:
-Half Human/Elf start with peasants and blade dancers or pixieas and archers at his starting army
-Half Dark Elf/Human start with peasants and blood maidens or scouts and archers at his strating army
-Humans start with army of the faction of the town wher they hired in
-Half Human/Orc start with peasants and orc archers or orc musketmans or orc pikemans or orc wariors and archers in his starting army
-Orcs are start with orc pikemans and orc musketmans or orc merchanyes and orc veterans at his starting army.
-Half Orc/Elf start with lvl.1 stronghold or settlement and lvl.2 sylan or lvl.1 sylan and lvl.2 stronghodl and settlement units at his starting army
There are 40 merchany heroes
Merchany hero's skills:

Racial Skill: Pilagging
Basic: if a merchany hero captures a town gains some rescoures (50% gold of the building costs, 50% of the material costs), but the town will becoem lvl. 1 again
Advenced: if a merchany hero captures a town gains some rescoures (75% gold of the building costs, 75% of the material costs), but the town will becoem lvl. 1 again
Expert: if a merchany hero captures a town gains some rescoures (100% gold of the building costs, 100% of the material costs), but the town will becoem lvl. 1 again
Ultimate: if a merchany hero captures a town gains some rescoures (100% gold of the building costs, 100% of the material costs).

Pilagging skills:

Pub Party: After blood battle, the Merchany Captain realy deserves some ale (also knows as beer) before travilng back to his town where he gets his reward. This gets this effect in the game: after visiting a Tavern the hero's army gets +1 moral for the next battle.

Master of Boonty Hunting: Boonty Hunters join to the hero's army. The number of the joined are depend on ow many week we have (dubble joiners if this is the Week of assasin or Week of Boonty Hunter). Also if the hero captures a mine, Boonty Hunters, Archers and Assasins sumonned to guard the mine. The number of sumonned depend on hero's level.

Master of Native Lore: the hero learns how to open business with natives, and he learns their laugne, so if he meet with a native army, natives join to him for a large ammount of gold, he can capture Native Vilagges and Native Forts without having battle with them. He can pass Native Outposts without having battle, but it costs some gold.

Other skills and ultimate skill still not avilbe.

Why not?


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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 26, 2007 05:47 PM

Quote:

I have some idea for mechany heroes.

They are can be...

-Orcs
-Humen
-Half elves (elf+human)
-Half elves (dark elf+human)
-Half Orcs/Elves (orc+elf)
-Half Orcs (orc+human)

Okay, let us see what are they penelatyes and adventages over and under normal heroes:

they cost 4000 gold instead of 2000
They have 4 starting primany skill points instead of 3
starting pimany skills are random (for example knight start with 1 attack, 2 defend, 1 spellower and 1 knowidle, but at merchany heroes it is random)
their name (hero class name) is Merchany Captain.
They start with driffent army:
-Half Human/Elf start with peasants and blade dancers or pixieas and archers at his starting army
-Half Dark Elf/Human start with peasants and blood maidens or scouts and archers at his strating army
-Humans start with army of the faction of the town wher they hired in
-Half Human/Orc start with peasants and orc archers or orc musketmans or orc pikemans or orc wariors and archers in his starting army
-Orcs are start with orc pikemans and orc musketmans or orc merchanyes and orc veterans at his starting army.
-Half Orc/Elf start with lvl.1 stronghold or settlement and lvl.2 sylan or lvl.1 sylan and lvl.2 stronghodl and settlement units at his starting army
There are 40 merchany heroes
Merchany hero's skills:

Racial Skill: Pilagging
Basic: if a merchany hero captures a town gains some rescoures (50% gold of the building costs, 50% of the material costs), but the town will becoem lvl. 1 again
Advenced: if a merchany hero captures a town gains some rescoures (75% gold of the building costs, 75% of the material costs), but the town will becoem lvl. 1 again
Expert: if a merchany hero captures a town gains some rescoures (100% gold of the building costs, 100% of the material costs), but the town will becoem lvl. 1 again
Ultimate: if a merchany hero captures a town gains some rescoures (100% gold of the building costs, 100% of the material costs).

Pilagging skills:

Pub Party: After blood battle, the Merchany Captain realy deserves some ale (also knows as beer) before travilng back to his town where he gets his reward. This gets this effect in the game: after visiting a Tavern the hero's army gets +1 moral for the next battle.

Master of Boonty Hunting: Boonty Hunters join to the hero's army. The number of the joined are depend on ow many week we have (dubble joiners if this is the Week of assasin or Week of Boonty Hunter). Also if the hero captures a mine, Boonty Hunters, Archers and Assasins sumonned to guard the mine. The number of sumonned depend on hero's level.

Master of Native Lore: the hero learns how to open business with natives, and he learns their laugne, so if he meet with a native army, natives join to him for a large ammount of gold, he can capture Native Vilagges and Native Forts without having battle with them. He can pass Native Outposts without having battle, but it costs some gold.

Other skills and ultimate skill still not avilbe.

Why not?




lol, pub party!

seems like you are geared for this, KD. its just i think that in the mercenaries guild, you should only, really, be able to hire creatures.  thats pretty much why i set this up, to find possible nuetrals and make them mercenaries, available for everyone (hey, its better than Alcs knocked together factions to destroy all nuetrals!) the pillaging skill would be great for one of the minitowns, but, it doesn't suit mercenaries, sorry.
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 28, 2007 03:31 PM

Could you people PLEASE avoid quoting huge posts just to type three words? I got tired of scrolling...
We might need to revive this topic cause it's pretty connected to my vision of player reputation (presented in KD's post, can't remember the name).
It's written arbalesters, not arbelesters. Or at least that's how it was in Medieval: Total War. I suppose they're level 3?
We have three level 4 units yet only one level 6 and 7 one (out of that, level 7 is obviously made just for fun). We should drop one level 4 and add a level 6 unit, so that we have two of each. My vote for another level 6 goes for cyclopses - abilities: rock throw (activated ability; twice per combat; a 3x3 area missile, can also target walls), crushing (additional attack against small units), breaking fall (when completely killed, the stack of cyclopses deals damage to all units around it, friend or foe alike).
Cyclopses like gold and loot, that's reason enough for them to be mercenaries.
You also need to run a total spell-check on the descriptions, I noticed grammar mistakes and typos. I could do that for you when I find time, if you want.

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