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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: My idea of a new town
Thread: My idea of a new town
looom
looom


Adventuring Hero
Flying High
posted February 16, 2007 08:22 PM

My idea of a new town

Town name: Pyramidia

The town looks like a pyramid outside and like a internal of a pyramid inside.

Possible Buildings:
Town Hall / City Hall / Capitol (same prices)

Sealed Walls( as in fort) - 10 stone + 1000 gold / Fortified Walls (as in Citadel) - 15 stone + 2000 gold / Inpenetrable Walls ( Castle) - 50 stone + 2000 gold ( it costs 50 stones becuz it comes with a good bonus. Your walls cannot b annihilated by enemy spells / catapults / or any other siege weaponry )

Stone Cavern ( as in the Tavern ) - 5 stone + 500 gold

Blacksmith (same price) - Upg. Siege Workshop - Every visiting Hero can upgrade their siege weaponry by adding + 10 atk power to it for the end of the month. ( adding the bonus power costs 6000 gold per weapon ) - 10 stone + 3000 gold.

Market Place - same price, same option.
Upg. - Mercury Pond - Produces 3 mercury per day + 1 per every mercury building owned by you.

Mage Guild up to lvl 5. Same prices. Same attributes.

Stone temple of the Wicked - each month a Hero can make one's Morale and Luck all to the worst level ever in luck and morale(Every pyramidia creature is affected by morale and luck, the worse they are the better). 10 stone + 15crystal + 500 gold ( requires Inpenetrable Walls)

Enchanted Walls - When defending against siege your opponent cannot cast any spell, but if the defender happens to have a hero defending, one may cast any spell. (requires Inpentrable Walls - Stone temple of the wicked - Mage Guild 5) - 10000 gold + 10 stone + 5 gems

CREATURE DWELLINGS:

level 1 creature Dwelling:
Sarcophagus - Produces Mummies
Cost: 500 gold + 10 stone
level 1 Upg. creature dwelling:
Invisible Sarcophagus( requires Inpenetrable Walls) - Produces Mummies and Spiritual Mummies
Cost: 2500 gold + 5 stone + 10 crystal

level 2 creature dwelling:
Tomb - Produces Mummy Soldiers
Cost: 1000 gold + 5 stone
level 2 Upg. Creature dwelling:
Invisible Tomb(reguires Inpenetrable Walls) - Produces Mummy Soldiers and Spiritual Mummy Soldiers
Cost: 3000 gold + 15 stone + 5 crystal

level 3 creature dwelling:
Golden Temple( requires Tomb) - Produces Sphinxes
Cost: 1500 gold + 10 stone
level 3 Upg. creature dwelling:
Invisible Golden Temple( requires Inpenetrable Walls + Stone temple of the Wicked) - Produces Sphinxes and Spiritual Sphinxes
Cost: 5000 gold + 10 stone + 2 gems

level 4 creature dwelling:
Statue of the Great Mummy( requires Tomb and Golden Temple) - Produces Great Mummies
Cost: 500 gold + 30 stone
level 4 Upg. creature dwelling:
Invisible Statue of the Great Mummy( requires Inpenetrable Walls) - Produces Great Mummies and Spiritual Great Mummies
Cost: 5000 gold + 15 stone + 5 crystal

level 5 creature dwelling:
The Sacred Tomb of the Pharaoh( requires Tomb and Statue of the Great Mummy) - Produces Mummies of the Pharaoh
Cost: 700 gold + 5 stone
level 5 Upg. creature dwelling:
Invisible Sacred Tomb of the Pharaoh( requires Fortified Walls) - Produces Mummies of the Pharaoh and Spiritual Magician Mummies of the Pharaoh
Cost: 7000 gold + 20 stone + 20 crystal

level 6 creature dwelling:
Temple of the Dark( requires Tomb and The Sacred Tomb of the Pharaoh) - Produces Giant Cats( the sacred creature of ancient egypt)
Cost: 2000 gold + 10 stone
Invisible Temple of Darkness( Requires Inpenetrable Walls) - Produces Giant Cats and Spiritual Cats of Dark Magic
Cost: 8000 gold + 50 stone + 10 crystal

level 7 creature dwelling:
Sacred Altar of Ra( requires Inpenetrable Walls and all creature dwellings Upg.-ed) - Produces Ra the god of the sun
Cost: 10000 gold + 10 stone + 10 crystal + 20 mercury
level 7 Upg. creature dwelling:
After Upgrading every single creature dwelling, building all buildings can b built AND having a Grail captured.
Use the Grail to upgrade the 7th creature dwelling.
Cost: The Grail
Will Change Pyramidia to Spiritual World
Hireing spiritual creatures requires no gold , only mercury and sulfur



Creatures:
Non upgraded creatures:
level 1 creature: Mummy
Attack: 3
Defense: 10
Health: 8
Damage: 3-5
Speed: 3
Specialty: Immune to paralysis spells
Cost: 15 gold

level 2 creature: Mummy Soldier
Attack: 7
Defense: 12
Health: 20
Damage: 6-9
Speed: 5
Specialty: Immune to paralysis spells, Fearless
Cost: 40 gold

level 3 creature: Sphinx
Attack: 9
Defense: 10
Health: 25
Damage: 10
Speed: 5
Specialty: Immune to paralysis spells, Fearsome
Cost: 55 gold

level 4 creature: Great Mummy
Attack: 10
Defense: 18
Health: 50
Damage: 15
Speed: 10
Specialty: Immune to paralysis spells
Cost: 100 gold

level 5 creature: Mummies of the Pharaoh
Attack: 15
Defense: 20
Health: 75
Damage: 25
Shots: 24
Speed: 11
Specialty: Immune to paralysis spells, Fearsome, Casts Sorrow, Shoots magic arrows( damage depends on power skill on hero)
Cost: 300 gold

level 6 creature: Giant Cat
Attack: 17
Defense: 21
Health: 130
Damage: 31
Speed: 16
Specialty: Immune to spells level 1 - 3, Fearsome, Weakens enemies.
Cost: 900 gold

level 7 creature: Ra the God of the sun
Attack: 30
Defense: 45
Health: 1200
Damage: 80 x 3
Speed: Infinite movement
Specialty: Immune to all spells, Lowers morale and luck from all pyramidia and spiritual world creatures, Fearsome, Fearless, 100% chance to perform Double damage attack, No enemy retalitation NO MATTER WHAT, Divine powers( can choose per 1 battle turn which monster on the enemy field cannot attack for the particular turn), takes 40% of total dmg from ANY kind of attack, strikes 3 times.
Cost: 10 sulfur + 9000 gold

Spiritual Creatures:
level 1 Upg. creature: Spiritual Mummy
Attack: 7
Defense: 0
Damage: 12
Speed: Infinite movement
Health: N/A
Specialty: Immune to ranged attacks, Absorbs damage from physical attacks by 90%, Immortal( cannot be destroyed), Immune to Paraysis spells, Fearless
Cost: 2 mercury

level 2 Upg. creature: Spiritual Mummy Soldier
Attack: 12
Defense: 0
Damage: 20
Speed: Infinite movement
Health: N/A
Specialty: Immune to ranged attacks, Absorbs damage from physical attacks by 90%, Immortal( cannot be destroyed), Immune to Paraysis spells, Fearless, Casts Expert Sorrow
Cost: 4 mercury

level 3 Upg. creature: Spiritual Sphinx
Attack: 16
Defense: 0
Damage: 30
Speed: Infinite movement
Health: N/A
Specialty: Immune to ranged attacks, Absorbs damage from physical attacks by 90%, Immortal( cannot be destroyed), Immune to Paraysis spells, Fearless, Drains life after done damage by 50% extra.
Cost: 7 mercury

level 4 Upg. creature: Spiritual Great Mummy
Attack: 19
Defense: 0
Damage: 38
Speed: Infinite movement
Health: N/A
Specialty: Immune to ranged attacks, Absorbs damage from physical attacks by 90%, Immortal( cannot be destroyed), Immune to Paraysis spells, Fearless, drains life after done damage by 70% extra.
Cost: 7 mercury

level 5 Upg. creature: Spiritual Magician Mummy of the Pharaoh
Attack: 30
Defense: 0
Damage: 54
Speed: Infinite movement
Health: N/A
Specialty: Immune to ranged attacks, Absorbs damage from physical attacks by 90%, Immortal( cannot be destroyed), Immune to Paraysis spells, Fearless, Death Stare, Casts Meteor Shower x5
Cost: 8 mercury

level 6 Upg. creature: Spiritual Cats of Dark Magic
Attack: 40
Defense: 0
Damage: 70
Speed: Infinite movement
Health: N/A
Specialty: Immune to ranged attacks, Absorbs damage from physical attacks by 90%, Immortal( cannot be destroyed), Immune to Paraysis spells, Fearless, aging enemies, Death stare, paralizes enemies.
Cost: 10 mercury

level 7 dwelling Upg. requires a Grail.
The kingdom will produce +2 of every resource.
The kingdom will become Spiritual World.
It means that all creatures under the command of a Spiritual Hero leaded by Spiritual World will be transformed into Spiritual energy and will be added to the level what the transformed creature was.
level 7 creature Growth will be no more limited, but increased 1 per week.
Cost: The Grail

Destroying Spiritual Creatures:
Spiritual Creatures have no health.
Because they are spirits.
You can destroy spiritual monsters by only casting the spell "Destroy undead"
But the spell must be cast when the Spirit's Spiritual energy is low.
Destroy undead is the only weapon against spiritual monsters.
It does 50 damage to all spirit creatures plus 20% bonus damage per each 10 power skills ( Ra is also Spiritual creature)
Spiritual creatures spiritual energy is transformed from growth in castle. Spirit creatures only have 1 in quantity.
And their Spiritual energy is the health added from the non upgraded creature's healthx10


Adding spiritual energy.
If you have a spiritual creature and you want to add energy to it.
Simply go to your Spiritual World.
Click on Inpenetrable Walls(creatures are produced inside of it)
And take the spirit creature.
Once on the window , you see the arrows button (used to hire all units available) click it and it will add spirit power to your Exisitng Spirit.
If there are no spirit's of the same level in your army, 1 will b created and added the half sum of the spiritual power.

Exceptions: Ra is a spiritual creature but has Health of 1200 , and it s weekly quantity grows by 1, no more.



sorry for my....sucky english,  not a noative speaker.

And don't come to tell me ,  ohh your ideas suck and all that.
Just tell me what should i change in it, what not, what wd b lil different.
Working on full animations and pictures and functions too.
lol
when im done i ll release those aswell
I'm not changing the spiritual stuff.'
It costs hell alot.
And it s worth the cost.
And the town is not overpowered.
The cost is huge for spiritual creatures.












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Bigbadfly
Bigbadfly


Famous Hero
posted February 16, 2007 08:29 PM

NO!

There is already egypt based town: Bastion...
____________


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Card_Ximinez
Card_Ximinez


Famous Hero
no
posted February 16, 2007 08:30 PM

The creature names are way too long. And the inpenetrable walls is quite overpowered.

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Kipshasz
Kipshasz


Undefeatable Hero
Elvin's Darkside
posted February 16, 2007 09:06 PM

one word for this: pathetic
____________
"Kip is the Gavin McInnes of HC" - Salamandre
"Ashan to the Trashcan", "I got PTSD from H7. " - LizardWarrior

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SuperKnight
SuperKnight


Known Hero
that hasnt been on in a while.
posted February 16, 2007 09:16 PM

sorry, but there is an egyption town, bastion
____________
God, I've havnt been on in a while. I can tell this by the fact that when I looked at my profile, it said I was 13. I'm almost 15 now. God, time flys by, don't you agree?

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Dragonbreath
Dragonbreath


Famous Hero
Me like dragons!
posted February 21, 2007 12:30 AM
Edited by Dragonbreath at 22:03, 28 Mar 2007.

Not only that, but this is horribly overpowered. I mean, a lvl 7 with 1,200 health and 40 attack and defense? No way. And if the enemy hero doesn't have Destroy Undead, he's screwed! You'll win the game within the first month. Fighting a horde of Azures? They're gone like *snaps fingers* that. Thou art overpowered.

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wog_edn
wog_edn

Promising

The Nothingness
posted February 21, 2007 01:17 AM

If we should not tell you that the idea sux you wouldn't get much commentaries at all... it sux!

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Kipshasz
Kipshasz


Undefeatable Hero
Elvin's Darkside
posted February 21, 2007 08:37 AM

yeah big time
____________
"Kip is the Gavin McInnes of HC" - Salamandre
"Ashan to the Trashcan", "I got PTSD from H7. " - LizardWarrior

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Vector
Vector


Hired Hero
posted October 18, 2011 01:33 AM
Edited by Vector at 20:28, 18 Oct 2011.

Cut those criticisms out, it can't hurt to have two Egyptian towns can it.
Especially if you like Egypt a lot.
Post those crits on the volcanic wastelands.
Here's what I think about those crits
Here's what i think about the town
However, the mummies need to be used a little less. For example, maybe make mummies upgrade into mummy guards.

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Vector
Vector


Hired Hero
posted October 18, 2011 01:55 AM

Um, I do think tier 6 and 7 are a bit overpowered however.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted October 18, 2011 08:05 AM

Good thing this thread isn't close to 5 years old, otherwise you'd look real silly complaining about the criticism

Oh wait.
____________

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