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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Altar of Wishes: Weekly Faction Contest
Thread: Altar of Wishes: Weekly Faction Contest This thread is 24 pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT»
actionjack
actionjack


Promising
Famous Hero
posted April 16, 2007 09:16 AM

Finally finish my creatures.  Was struggling very hard with what to put in there (as there are lots good choices.) And the level 7 was exceptionally hard...

Like Alc, it will be a more "native-Indian" type of theme.

Anyhow, here is the basic line up:

Lv1. Jackalope > Savage Jackalope
Lv2. Centaur Spearhand / Centaur War-Charger
Lv3. Centaur Raider / Centaur Striker
Lv4. Great Hawk / War Hawk
Lv5. Equidox Shaman / Equidox Geomancer
Lv.6 Braves / War Chief
Lv.7 Planar Sagittarius / Astral Sagittarius

I will put up its information after I finish finalizing the racial ability.  

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GenieLord
GenieLord


Honorable
Legendary Hero
posted April 17, 2007 03:31 PM

Quote:
Finally finish my creatures.  Was struggling very hard with what to put in there (as there are lots good choices.) And the level 7 was exceptionally hard...

Like Alc, it will be a more "native-Indian" type of theme.

Anyhow, here is the basic line up:

Lv1. Jackalope > Savage Jackalope
Lv2. Centaur Spearhand / Centaur War-Charger
Lv3. Centaur Raider / Centaur Striker
Lv4. Great Hawk / War Hawk
Lv5. Equidox Shaman / Equidox Geomancer
Lv.6 Braves / War Chief
Lv.7 Planar Sagittarius / Astral Sagittarius

I will put up its information after I finish finalizing the racial ability.  


That sounds great! Probably the best line up so far.
However, the contest ends tomorrow. You better finish the faction quickly.
Good luck.

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actionjack
actionjack


Promising
Famous Hero
posted April 18, 2007 06:19 AM bonus applied.
Edited by actionjack at 06:37, 18 Apr 2007.

Centaur Tribes

Theme:
I would build Centaur?fs theme away from their Greek root, rather as a Native-American Indian Tribe type of theme.  They would be nomadistic, living in tribes on the Great Plains, with strong tie to earth and nature.    

Creature Line-up

Lv1. Jackalope > Savage Jackalope
Lv2. Centaur Spearhand / Centaur War-Charger
Lv3. Centaur Raider / Centaur Striker
Lv4. Great Hawk / War Hawk
Lv5. Equidox Shaman / Equidox Geomancer
Lv.6 Braves / War Chief
Lv.7 Planar Sagittarius / Astral Sagittarius

----------------------------------------------------------------

Lv1. Jackalope > Savage Jackalope
Attack: 1 > 1
Defense: 1 > 1
Damage: 1-1 > 1-2
Hit Points: 3 > 4
Speed: 4 > 5
Initiative: 8 > 9
Shots: 0
Mana: 0
Abilities:
-Fast Breed: (active ability) On use, this creature increase its total creature stack number by 20%.  (the number revert back to normal after battle)
-Horde: (U)  for every 50 creatures in a stack, increase its attack by 1.  

Description:
Fur ball from hell.  While on the first look it look very innocent, and is indeed very very weak, but if allow it to gather in large numbers, they become a dangerous foe.  Best kill fast.  

Strategic Use:
Unless already have a large number, it is best to hold it back and continue use the Fast Breed ability to boost its number.  Also this unit would be exceptional in drawing enemy attacks, and could use the fast Breed as way to buffer/defend against the oncoming attack while buying time for other unit.

Visual description:
Odd mix of rabbit and Antelope.

----------------------------------------------------------------

Lv2. Centaur Spearhand / Centaur War-Charger
Attack: 3 > 4
Defense: 2 > 3
Damage: 1-3 > 1-5
Hit Points: 10 > 12
Speed: 6 > 7
Initiative: 10 > 9
Shots: 0
Mana: 0

Abilities:
-Large Creature (2X1)
-Crushing Charge: If this creature travel more than 3 tiles prior to attack, this creature will not suffer retaliation.
-Initial Rush: (U) Increase its speed by 2 at its first turn in battle.  

Description:

Strategic Use:
As the name already imply, they are best use as initial rusher, to charge in the midst of vulnerable target at enemy?fs back line at the early phrase of combat.  While a good damaging force, they do lack the armor and hit point to keep them stay alive for long, unless they get some room to move around.

Visual description:
Centaur with Spear.

----------------------------------------------------------------

Lv3. Centaur Raider / Centaur Striker
Attack: 4 > 5
Defense: 3 >3
Damage: 2-7 > 3-7
Hit Points: 12 > 14
Speed: 6 > 6
Initiative: 9 > 10
Shots: 5 > 6
Mana: 0

Abilities:
-Large Creature (2X1)
-Shooter:
-No Melee Pentality:
-Run and Hit: this creature is able to attack/shoot, even after it moved.
-Hit and Run: (U) this creature is able to attack/shoot, than move, in its turn.
(note:  the two does not stack, thus can not move, shoot, and move)

Description:

Strategic Use:
Could be consider as a core unit of the centaur?fs army.  Because of its ability and as a shooter, this unit have a lot more flexible in its usage, as both a range damager unit, a forward striker, and can even handle well when corner by melee units.  

Visual description:
Centaur with Tomahawk.


----------------------------------------------------------------

Lv4. Great Hawk / War Hawk
Attack: 8 > 10
Defense: 5 >6
Damage: 8-10 > 10-12
Hit Points: 34 > 42
Speed: 7 > 8
Initiative: 11 > 13
Shots: 0
Mana: 0

Abilities:
-Large Creature (2X2)
-Flyer:
-Hawkeye:  
-Strike and Return: (U)

Description:

Strategic Use:
A great mid-level flyer that can give your army some air power.  Use much like the Raider as a fast-striker.  However, its weakness lies in its weak armor.

Visual description:
A Large Hawk

----------------------------------------------------------------

Lv5. Equidox Shaman / Equidox Geomancer
Attack: 10 > 13
Defense: 10 > 10
Damage: 8-10 > 10-12
Hit Points: 50 > 60
Speed: 5 > 5
Initiative: 10 > 10
Shots: 8 > 5
Mana: 14 > 16

Abilities:
-Shooter:
-Caster: (Weakness, Cleansing, Haste)
-Earth Dance: (active ability) The shaman are able to shape the earth to their own likes, providing harm to the enemy and benefit to their ally.  Can choose from several different type of dance, and effect range of 2 tiles radius.  Effect end when move or chance dance.  (But can still cast or attack).  However, it does not effect flying creatures.  It include:
-Lava: all non-flying creature, ally or enemy, take certain fire damage when in its Area of Effect.
-Healing Spring:  Heal all ally non-flying creature certain amount of hp when they are in its AoE.
-Mud Field: Each tile within the AoE require 1.5 more speed to travel.  
-Downwad Hill: Increase all creature within its Area of effect with +1 speed.

-Terra Dance (U):  Upgrade version of Earth Dance.  Its like Earth dance, expect increase area of effect to 3 tiles, and when end, the affected ground will remain on field for 1 extra turn.  

Description:
Equidox, a sub-race of the Centaur, usually result from special/ritual/unnaturalistic birth.  They have the head of a horse, but body of man.  Unlike the Centaurs, they have rather weak physicals (much like that of normal human).  Instead, they a greater wisdom and intelligent, and have a natural gift for magic.  

Strategic Use:
Not the best in attacking or defending.  Its primary use is its supportive value, which, if used right, can be a good support, defense, or offense.

Visual description:
Horse-head man in shamanistic outfit of tattoo, bones, feathers.

----------------------------------------------------------------


Lv.6 Braves / War Chief
Attack: 22 > 26
Defense: 15 > 16
Damage: 20-30 > 20-34
Hit Points: 145 > 165
Speed: 7 > 7
Initiative: 11 > 10
Shots: 0
Mana: 0

Abilities:
-Large Creature (2X2)
-Furious Bravery:  creature always has a positive moral.  If roll a moral bonus on attack, will deal double attack for that turn.
-Return Retaliation:  Attack again after enemy retaliation.
-Aura of Furious Bravery: (U) Increase the moral of all nearby (2 tile radius) friendly creature by 1.  If any of the influence creature roll a moral bonus on attack, will do double attack for that turn.

Description:

Strategic Use:
A powerful tanker with good speed and attack.  Its ability and good attack power allow it to score several hard hitting hits, while can take a few as well.  However, it still lack a good defense and is weak to range attacks.  One strategy is to send them on offensive first, and after dishing out some damage, retreat them to the back line and use them for supportive purpose.  

Visual description:
Large and stocky centaur carrying two axe, with legs more like of the buffalos than horse.

----------------------------------------------------------------

Lv.7 Planar Sagittarius / Astral Sagittarius
Attack: 24 > 26
Defense: 26 > 26
Damage: 55-60 > 60-65
Hit Points: 170 > 160
Speed: 6 > 7
Initiative: 10 > 10
Shots: 8 > 0
Mana: 4 > 6


Abilities:
-Large Creature (2x2)
-Shooter:
-Flyer:
-Shooting Comet:  (Active ability) Consume one mana.  This shot will hit all creature in the line of its shot, and suffer no range penalty.
-Planar Form:  This creature has 50% chance magic resistance of enemy spells, but take 33% more physical damage.

-Unlimited Shot: (U) Have unlimited number of shots.
-Astral Form: (U) This creature has 50% chance of evading physical attacks, but take 33% more magical damage.
-Switch Form: (U, active ability) This creature can switch to planar form. (and back again)

Note: can only be in one form at one time, which mean can gain only one type of protection at one time, and not both.

Description:
Guardian of the Horse-people.

Strategic Use:
Much along the line of Titan, a level 7 shooter.  While not the best of damage, and have rather weak defense of its peer, it still can pack a punch.  Its extra defense (the forms) is an extra bonus, and a life saver, if facing a one sided (might or magic) heavy opponent.

Visual description:
A large centaur with Wings.  Carrying a large bow, with aura of energy around it.  Astral Sagittarius look more ethereal, with shine much like a constellation.  
----------------------------------------------------------------


Racial Ability

Totem Pole

Totem Pole are spiritual and religious figures of Centaur tribes.  Its carve from wood or stone, with mixture of animalistic Icons, runes of power, and bright colors.  It server as a communion to the nature, to earth, and to sky.

Totem Pole is the special ability that Centaur Hero can use while in battle.  There are several different varieties of Totem Pole, with different effect.  To use, first must build a structure in the Centaur town call ?gShaman?fs Tent?h, and there, you can choose to ?gresearch?h which of the Totem Pole you want.  (once its ?gresearched?h, where each cost a day and some amount of gold/material to do, is than available to all, and does not need to pay the cost again).  A Hero can than enter the town, and choose to ?gequip?h him/her self with the Totem Pole that is available.  How much a Hero can equip depend on their own ability and level.  

In battle, the Hero can choose to drop a Totem Pole onto anywhere on battlefield (provided the tile is not occupied) as part of their active ability.  The Totem Pole take up one tile, and will have effect area of 3 tiles radius.  It have its own HP/Defense, and can be destroy.  It also have a limited lasting duration.

Centaur Hero can only drop/use a limited amount of Totem Pole per battle as describe by their skill level.  Thus a Hero with Advance level (see below) can only drop 2 Totem Pole in a battle only, and once its duration is up (or it is destroy), he/she can not drop more.  But upon the next battle, they can be use again, even if they got destroy.

Totem Poles Effect:

-Volcanoes Lion Totem:  All creatures in effect take X fire damage each turn.
-Winterborn Wolf Totem: All creatures in effect have their initiative decrease by 25%
-Bog Toad Totem:  All creatures that are moving within its effect decrease their speed by 50%

-Windspeed Eagle Totem:  All creatures that are moving within its effect increase their speed by 50%.
-Shielded Turtle Totem: All creatures in effect increase their defense by 150%.
-Crystal Pegasus Totem:  All creatures in effect gain 25% magic resistance.  
-Life spring Phoenix Totem:  All creature in effect are heal X hp each turn.

Beside the effect of Totem Pole, they also can be use to set as a defensive blockade (a good way to keep larger creature out of your archers), or even ways to trap enemy creatures.  

Totem Skills:
Basic Totem Carving: Allow Hero to carry and use 1 Totem Pole that would last for 3 turns.
Advance Totem Carving:  Allow Hero to carry and use 2 Totem Pole that would last for 4 turns.
Expert Totem Carving:  Allow Hero to carry and use 3 Totem Pole that would last for 6 turns.
Ultimate Totem Carving:  All Totem Pole have unlimited lasting duration.

Fine Carving: Hero?fs Totem Pole have more HP

Infuse Nature: Hero?fs Totem Pole?fs effect area increase by 1 tile

Centaur?fs Charge:  When the Hero attack, there is a 50% chance that it will also attack additional enemy creature that are within the effect range of any Totem.  (each enemy creatures will roll to see if it will get hit or not)


Heroes Special Skill:

Totem-Lore: Hero are able to carry one more extra Totem.
Lasting Earth: Totem Pole?fs effect duration increase by 50%.
Power Totem:  Increase power of totem by 25%.
Charging Totem:  (Active ability) Increase the duration of all Totem Pole on the field by 1 more turn.
Ancient Carving:  Allow here to putdown a Totem at tactic titles at deployment phase.
----------------------------------------------------------------

Horsemanship Training
Another of racial ability of Centaur faction.  They are able to build a Training Field, where the Centaur can choose from one of the following Centaur movement tactic, that would provide addition benefit to the centaur troops (Lv2. Centaur Spearhand / Centaur War-Charger, Lv3. Centaur Raider / Centaur Striker, and Lv.6 Braves / War Chief) under hero?fs command.

Evasive Gallop:  Grant all centaur troops under Hero?fs command to gain 3% chance to evade next attack (or counter attack) for each tile travel in its turn.  (max of 30%)

Power Charge:  Grant all centaur troops under Hero?fs command to gain more 5% melee damage for every tile they travel in its turn.  (max of 40%)

Forward Run:  Grant all centaur troops under Hero?fs command to gain +1 Speed if they travel in straight line.  

Raider?fs Pass:  Grant all centaur troops under Hero?fs command to do some damage (20% of their regular damage) to all enemy creature it pass by.  (pass by mean it come next to the creature on its move)


----------------------------------------------------------------

Overall Theme Strategy:

The army of Centaur were build with one thing in mind, Speed.  They are best play with a Hit-and-Run strategy, and in a open field with lots rooms to move, to better utilize their abilities.  However, most of line up have a common weakness, which is that their Armor/Defense are poor.  And for most party, they are not very adapt in siege as well.  But if a Centaur caught you in open field, than you better watch out.  

----------------------------------------------------------------


Creator's Side-Note
This partly originated as a version of a Nomadic Men-of-East faction, from Alc's thread of the same topic.  So alot of insirpration goes to Alc.  But it is also heavily modified, to make it more original and better fit that of Centaur line up.  While centaur are a good theme and race to build on, some of their "ally" creature are a bit hard to to think up, especially the level 1 and level 7.  Of couse this is not as detial as many other's suggestion faction, thought I did put in some long effort into it.  Also you might wonder why it missing the Lore and history... well, since that is not my experties, nor my main interest, so its not really cover.  (thought I am tempted to just write "Man F*** Horse.")  

Well, hope ya all enjoy the reading.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted April 18, 2007 04:35 PM
Edited by GenieLord at 18:37, 09 May 2007.

The First Round - A Summarizing Post

Elvin and I read the different entries, and we made our decision.

We looked for good faction, from all the directions:
-Original interesting creatures, with good useful and creative abilities.
-Good racial skill, that suitable for the Centaurs and have good tactical use.
-Interesting history that fit well the Ashan's history.
Etc.


It's the time to advertise our reasults:

On the second place:
The Camp (by Alcibiades)

It is very original faction.
Even it was made originally for the Nomads race, it was edited quite well, and it fits to the Centaurs.
The racial skill is great. It's an old idea (moving towns) that was executed in many different ways, but none of them was feasible. Alcibiades found a way to make it good idea, quite useful, and have tactical use on the game.
The creatures line up is well done. The names are very common, there isn't something that makes them to be Centaurs' names. However, the creatures are well balanced (maybe except of the 6th and the 7th level creatures).
The creatures' abilities are very original, but better names could be found.
Great and creative work. Well done Alcibiades!

On the first place:
The Centaur Tribes (by actionjack)

Very creative faction, and obviously the best entry of this round.
First of all, the theme is very good. There are many points of view about the Centaurs, and in our opinion, this is an excellent one.  
Awesome creatures line up. The names fit well to the Centaurs, the descriptions are good, and the abilities are very innorvative, original and creative. I can imagine those creatures on the game.
The racial skill is great. Suitable for the Centaurs, playable on the game and may have good tactical use.
Your statery explanations are good. Give us a better clue what's the army's strenghs and weaknesses.
Excellent faction. great work, actionjack!

This is the end of the first round.
Actionjack gets 2 points.
Alcibiades gets 1 point.

For the second round:
The race of the second round is Trolls.
The round will be ended in the 9th of May.
All the entries have to be really untill the 9th of May.

Good luck, have fun, and create good factions.

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Heine
Heine


Adventuring Hero
Lord of Nihon!
posted April 18, 2007 04:39 PM

Quote:
Well, here it goes ... sort of. Notice that this is more or less a repost, with some minor modifications.




The Centaur Camp

History

The Camp is the home of the Centaur tribal people occupying the great plains of Ranaar in the north-eastern part of Ashan, also know as the Ranaari. Ancient lore holds that the Centaur originates from a Human society that split from the humans of the Griffin Empire when the Empire got allied with the Angels and turned from worshipping Sylath, the Dragon of Air, to Elrath, the Dragon of Light. The Ranaari stayed true to the old ways in worshiping the Dragon of Air, and embraced the plains of Ranaar as their new home, which they roamed on the backs of their horces. Whereas the society of the Empire developed into a feudal society, the people of Ranaar still lived as a tribal people, roaming the plains freely without ever settling in the same place for long. This way of living reflected the spirit of the Ranaari, and the people bonded strongly with their fourlegged compagnions; never did a Ranaari feel as free as when he galloped across the wide plains, almost in unison with his horse; and no stronger loss could he feel than when a beloved steed and compagnion passed away. It was for this reason that Sylath, to show his pleasure with the Ranaari staying faithful to him, unified man and horse into one being, and the Centaurs where born. Or, so holds the myth.

The plains were full of fierce creatures with little love for the new Centaur inhabitants interaction with their freedom, and settling down on the plains was tough for the Ranaari – but again, Sylath came to the aid of the people of Ranaar, sending his children the Silver Dragons and their more powerful siblings, the Mithrill Dragons, to assist the Centaurs. The Dragons, the ‘children’ of the Sylath, rewarded the Centuars for their faithfulness to the Dragon of Air by forming an alliance, that would show all important for the Centaurs in gaining their own place on the plains. Through their relation to the Dragons, the Ranaari gained the respect and aid of the mighty Thunderbirds, who hunt in the skies above the plains, standing unrivalled in the rule of the skies except for the majestic Dragons. Also with the aid of the Dragons, the Ranaari made the fearsome Gorgons, who live in hordes on the plains, their subjugates.

The Ranaari have no wish to mingle with other races, but will stand up for their territory – and are aware of the ever impending threat of their lands being target to expansion plans, not only from their ancient Imperialistic cousins of the Griffin Empire, but also from the swelling hordes of the Orcs inhabiting the dessert plateau above the mountains separating the Empire from Ranaar.


The Camp

The Camp is where the Centaurs make their home – for a while. The Camp will eventually break up and move for a more favourable position, depending on season, weather, water conditions, herd conditions or something else.

Breaking Camp: The Centaurs can anytime choose to break up their camp and move it to another location they might find more favourable. Breaking camp can be done in a rush, which will cause a lot of resources to be left behind, or can take longer time, causing the salvation of most material. There will always be left some materials behind, however. Breaking Camp can be done as:
1 day: 25 % salvage of building ressources.
2 days: 50 % salvage of building ressources.
3 days: 75 % salvage of building ressources.
When the Camp moves, it acts like a normal army, but moves with only half speed. Any army including Heroes present in the Camp at break up can move with the Camp and defend it against attack. Resources from building demolishment is brought with the camp, and if a Camp is attacked and destroyed during movement, these resources will go to the conquering army as spoils of war.

The Camp can take place anywhere on the map where there’s place for it – the Camp has to be at least 20 squares from another city, however. When a new camp is formed, rebuilding of structures is quicker when resources brought with the camp is used. As long as resources for the structure is present in the camp, there can therefore be made two new buildings each day.


Decreasing Growth Rates

The Tribal Ranaari are not farmers like their ancient cousins of the Griffin Empire - rather, they depend on the ressources, that nature can provide around their camp. Generally, Camping in an area will exhaust the surroundings of ressources as time goes and the Camp increases in size. In the end, there will no longer be ressources in the area to feed a growing population, and the camp should move on.

In game, this means that weekly growth rates decrease with the number of weeks the camp has existed. In the first weeks after the camp formed, growth rates will be higher than average, but will steadily decline as time goes by. After some time, the Camp should consider to break up and move along to prevent the population from becomming stagnant. The rates with which the Growth Rate decreases depends on the nature of the terrain on which the camp is located - generally, lands rich in crops like grassland will sustain the camp for long time, whereas barren regions like Desert and Snowlands only will sustain the camp for a short time. A camp located in barren terrain should therefore consider to move along quickly and settle in more fertile regions.


Terrain Depending Growth Rates

As mentioned above, the Camp will thrive best in fertile lands. The following tables show how Growth Rates of the Camp creatures changes with time:







Notice how initial Growth Rate in each setting is the same, but how growth decreases much faster in barren terrains. Effectively, this meens that in Desserts, the camp should consider moving along after some 4-5 weeks, in more intermediate terrains, the camp should move along after 6-7 weeks, whereas the camp can stay for 8-9 weeks in the Grasslands before moving along. Generally, an early move will meen a boost in number of creatures on the lower level, but will pay off with a lower number of high-level creatures (because they generally will not be built before week 2 or 3) and higher ressource consumption.

Total creature generation, however, will be almost the same on all terrains, if the camp is moved at the right time. Slightly higher growth rates will be accomplished on Grassland, but a 1-year average on the different terrains yield the following numbers for Trailfinders:

Ballance: 40
Grassland: 43
Snowland: 39

The number labelled "ballance" is the "traditional" growth rate - i.e. the rate it should have to match other cities for ballance. The end number is pretty much the same, but living in snow will take more ressources and more frequent moving, so living in Grassland is generally more attractive.


Town Defences

The Camp only has very week city walls (fence) to reflect it's non-permanent status. Also, Towers are limited to one central tower. However, Heroes have possibility of retreating from combat in the camp (like Heroes 3 escape tunnel).


The Nomad

Attack: 2
Defence: 1
Spellpower: 1
Knowledge: 1

Class Skill - Terrain Knowledge

Basic:Select 1 terrain type as Familiar Terrain. Hero must have won 5 battles on terrain in order to apply for this terrain type.
Advanced:Select 2 terrain types as Familiar Terrain.
Expert:Select 3 terrain types as Familiar Terrain.
Ultimate:Select 4 terrain types as Familiar Terrain.

Familiar Terrain bonuses: Units fighting on a terrain type that's familiar will get +2 Attack and +2 Defence. Also, this terrain type will apply for the Familiar Ground subskill of Logistics.

There should be a building like the Avenger's Guild (Mapmaker's Guild?) which you'd have to build in order to select terrain types.

Class Abilities

Guerrilla Warfare: Further +2 Attack and +2 Defence on familiar terrain.
Trail Reading: +10 % Movement and -25 % Terrain Penalty on familiar terrain. Stacks with Logistics and Pathfinding bonusses.
Stealth: Hero leaves no army trail on familiar terrain. All units gain +1 combat speed on familiar terrain - bonus stacks with Familiar Ground bonus.
Element Of Surprise (ultimate ability): When Hero attacks, all units gain +0.5 ATB value at start of battle, and have their Initiative increased by 1. Also, Hero may choose to cast one spell during the Tactics phase (which will reduce his ATB value including above bonus to 0). Requires: Logistics > Pathfinding > sub, Familiar Ground; Attack > Tactics > sub, sub; Leadership > Diplomacy > sub, sub; Sorcery > sub, sub; and Terrain Knowledge > Guerilla Warfare, Trail Reading, Stealth.
Magic: Summoning Magic and Destructive Magic.


Units

Level 1: Tracker / Trailfinder
Level 2: Warrior / Spearman
Level 3: Raindancer / Rainmaster
Level 4: Chief / Clan Chief
Level 5: Roc / Thunderbird
Level 6: Gorgon / Mighty Gorgon
Level 7: Silver Dragon / Mithrill Dragon

Sample units:



















How do you make those pic's

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GenieLord
GenieLord


Honorable
Legendary Hero
posted April 18, 2007 04:44 PM

He found them on the internet.
If you look for some pictures, you better search via Google, on "Image Search".

Please delete your quote.
It blocks the whole page.

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted April 18, 2007 09:26 PM

Hey GenieLord, yesterday you said that the first round of the contest will end today!
Who is the winner? (got one though already)

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GenieLord
GenieLord


Honorable
Legendary Hero
posted April 19, 2007 02:29 PM

Quote:
Hey GenieLord, yesterday you said that the first round of the contest will end today!
Who is the winner? (got one though already)


As I said in earlier post on this page, the Winner is actionjack. Alcibiades is on the second page.

Actionjack got 2 points.
Alcibiades got 1 point.

As I also said, the next round is about Trolls.
Just look for my full post about it.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted April 19, 2007 07:24 PM
Edited by bixie at 11:03, 06 May 2007.

Trolls, yes! i spend ages digging up this old idea, so here it is.

the warren

Aka: the trolls
Associated colors: grey, brown
Worship: none, as they have no concept of religion
Country / kingdom: the plains of woe
Capital city: none, if any troll claims a capital city, it is promptly torn down.
Key symbols: a club, and coming towards you very fast

history:
the trolls are the regected creations of Slyath. they were spawned from the ogres, but we far too stupid to reach the same power as their ogre brethern. as a result, they went back over the mountians. as they traveled, they became more imbred, their iq and appearance deminished, however their strength and iron will carried on with them.

basic information and town structure:
trolls have little concept of culture, or anything for that matter. they have a very simplistic view of the world, and that is to fight, kill and eat. unlike the ogres, who don't care about the sex divide, the troll cows are often left at home, many of them ready to litter, to "nurture" their children. this "nurturing" is incredibly brutal, the children fight for food, for shelter, for just about anything almost as soon as their born, and the mother only favours the strongest, often squishing or eating the others. troll bulls take a similar aproch to children as troll cows, valuing only the strongest, eating, squishing, beating and killing those who aren't strong enough. of 1000 trolls that are born from a single mother, 900 will last the first few hours. 800 will be dead after they fight for their first meal. by the time they reach puberity (8 years old), only 100 will be left. only 10 will survie to become adult trolls, aged 15 years. 1 of them will become a greyback, aged 25, and probably die of old age at 30.

trolls appearances vary hugely between the sexes. the bulls are big, mucslely, stony coloured skinned and whose skin texture is similar to an elephants. their face is lumpy and bruised, and their teeth are jagged. cows are huge, bloated creatures, who live for making more troll calfs, always eating something, with a few hundred children around their many teats. cows have large mammary glands, often producing more milk than most normal bovine cows, to satify the amount of children they need to feed. cows often are too huge to walk, often using their limbs to comfort their favoured offspring in their massive arms.

the "town" of the trolls is a massive rabbit warren, spanning for almost ten miles. inside the warren are several broods, in which house the cows. the higher up the warren they go, the more important the troll breed. around the centre, live the smashers, veterans of fighting, and several smashed up peices of wood where they have been practicing. at the centre is a massive monolith, almost a mile high, marked with strange scratch marks and stains, were cows and bulls have made their mark. the entire town reaks of sweat, blood and excrement, and can be smelt for many miles around. sitting at the top of the monolith is usually the biggest troll, a silverback, who could be called a champion. round the top of the warren, living in various nests, circle carrion birds, preying on unfortunate, weak calves and very unfortunate pygmies that stumble out.

troll society is all about fighting your way to the top, for at the top, lies the possiblity of mating. cows are very specific about choosing a mate, and will only go for the biggest, strongest bull they can find. Silverbacks get the most mates, as they are often the strongest there is, and will kill anyone who challenges that. females spend most of their lives pregnant or nuturing children, whilst the males fight and hunt.

it is a common misconception that all trolls regenerate. not all of them do, but the more powerful they get, the physically larger they become and the more easily they regenerate wounds.

Silverbacks (hero) are described as "strong enough to get to the top, rampant enough to empregnate as many females as possible, and intelligent enough to stay their!" silverbacks aren't particularly intelligent buy most races standards, but they now alot about raiding. mighty citedals have fallen to the might of a troll force, and the silverbacks are always the one who planed it (though the plan often involves "charge" and little else).

right, after that short description of the trolls, here are the units.

level 1> pygmy trolls -> pygmy aces (pygmy shack-> pygmy shanties)
pygmy trolls are the more civilised of the troll kind. they are often employed as mercenaries and roam around the world. they are small, but tough. many have flocked to the mercenary carreers, but some are forced by their bigger cousins to stay. Pygmies make up for there small stature with simple cunning.
specials: none

level 2> vultures -> iron beaks (nest-> iron beak nest)
specials: flyers, carrion birds (they gain health if they land on a dead stack)

level 3> bull -> rowdy (troll brood-> rowdy brood)
all male trolls fight. ever since they are born, the trolls fight, and they will carry on fighting till the day they die. to survive in the ogre society, you need to fight, be it for food, for terriory, or for acceptance, or just for the fun. only equiped with a peice of wood, but whatever is held in the hands of a bull is bound to make a mess.
specials: enraged, no retailiation

level 4> Chucker -> hurler (rocks -> carn)
chuckers are the "missile" units of the trolls. they can't used bows, magic, or even sticks, so they use their mammoth arms to throw rocks at the enemy. these rocks can be used anywhere, in seiges, in open warfare, even to get rid of annoying pygmies.
specials: shooter, Seige shot (attacks castle walls)

level 5> smasher -> bouncer (smashin' stumps -> bouncin' stumps)
smashers often take alot of damage, sometimes more than they give out. they attack very slowly, as they are weilding a tree, but they're attacks are very strong. these slow moving creatures stomp across the battlefeild, each tread, being another persons fate coming closer.
specials: large, attacks all adjenct squares, smasher attack( every attack consists of two rounds, but it does double damage for each hit.) -> large, attacks all adjenct squares, smasher attack, regenerate

level 6> thingy -> something nasty (deep cavern -> deeper cavern)
thingies are trolls that weren't born right. they are like normal trolls, with the exception that they have no legs. growing out of their back are long, snake-like tentacles with miniature troll heads. they are thrown into the deep cavern, ecking out an existance on pathetic food and little light. when they emerge, they are almost as terrifying as the greybacks.
specials: large, devourer (able to consume enemy units), no retailation, fear causing unit

level 7> greyback -> slaughterer (top of the pile-> top of the warren)
the greyback are the mightiest of the trolls. big, lumbering, boarish, they weild two clubs, studded and banded with iron. they are the oldest trolls there, and the strongest. to face a greyback is like facing your doom.
specials: large, fear causing unit, fright aura, no retailation, regeneration, charge


hero: silverback
racial skill: Brutes

due to hardship during life, trolls are now tougher and more resistant to damage, along with stronger. (Small attack and defense bonuses)

basic brutes: provides a 2.5% boost to attack and defence and +1 to damage maximum.

advanced brutes: provides a 5% boost to attack and defence and +1 to damage minimum.

expert brutes: provides a 7.5% boost to attack and defence and +1 to damage maximum.

ultimate brutes: provides a 10% boost to attack and defence and +1 to damage minimum


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GenieLord
GenieLord


Honorable
Legendary Hero
posted April 20, 2007 12:58 PM

Very good, bixie.
I like the concept and the execution.
The description is awesome.

About the creatures:
They are quite good. Anyway, I would change the 6th level creature.
It will be much easier to understand the every creature's concept if you add statuses and abilities.
We will be able to understand which creature is offensive, tank, caster, etc.

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Eugen_Cosmarul
Eugen_Cosmarul


Famous Hero
hey
posted April 26, 2007 04:20 PM

Creature lineup:  
     
    Gnoll > Ironaxe Gnoll -> Level 1    
 
    Club thrower > Rock thrower -> Level 2  

    Eagle > Harpy -> Level 3

    Mammoth > Crystalfang -> Level 4

    Cave troll > Giant -> Level 5

    Troll Demon > Hell Troll -> Level 6

    Forest Guard > Gargantuan -> Level 7        

Here's my creature lineup.I have to do a lot more to the hole but I hope you like this ^  

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted April 26, 2007 10:58 PM

Not to participate or cause any grief to any of the participants; but I feel I have make notice of the Fact that Bixie's Line-up for the Trolls is very similar to the Trolls of Spellforce.
This can be checked by following this link.
Spellforce Trolls
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted April 27, 2007 07:20 PM

argh, i've been rumbled!

*jumps out of window*
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Lesij
Lesij


Famous Hero
posted April 27, 2007 08:18 PM
Edited by Lesij at 15:04, 06 May 2007.

Motto (also used as warcry):
Eat Da MEAT!!! Kick Bad Ass!!!

Aka:The Trolls, Beef Eaters, Trumpet Players

Core Philosphy: Eat Da MEAT!!! Kick Bad Ass!!!

Capital City:Khalakakaka (Bridget Jones)  

Histoty:
The Trolls were pacifists until bad people burnt their bridges and built new ones. Then Trolls' Usurpatory King- Abzad'had'Abuldudud'Akzat'aha'kak (4 friends Rupert) decided to build Da Town Of Bridges. At first it was called Bridget Jones, but then, as people were laughing of it, Trolls changed it name into Khalakakaka. Nevertheles, people didn't stop laughing at their capital city. Moreover they went on laughing of Trolls themselves! Trolls went angry and declared war to all creatures which weren't they allies (so to anyone who weren't Troll, or Stupid Stony Giant-Idiot, or Chinchilla).    

Creatures List:
-normal- upgrade- alternative upgrade

- Trolly Molly- Trolley Molley- Trumpy Lumpy
- Meaty Eaty- Meat Eater Itself- Pukker
- Big Bad Troll- Small Swift Troll- Moo Moo Troll
- Unda Bridge Mage- Dancing Bridge Mage- Blaaaarrggg Bridge Mage
- Goat Eater- Monsta EatA- Poo EatA
- Chinchilla- Snoring Chinchilla- Singing Chinchilla
- Stupid Stony Giant-Idiot- StUiPiD sToNy GiAnT-iDiOt- PIDSTU NYSTO OTIDI_ANTGI

Town Description: All the Trolls towns (one so far) are made from bridges and bridges on the bridges and briges on the bridges on the bridges...
Only Chinchillas live in Jam Jars...

Trolls' Racial Skill is bridge building.
If u are playing trolls u can build a bridge anywhere, but u lose some of ur troops, cuz' as I have written, Trolls are pacifists and as soon as they build bridge they commit mass-suicidae. They do that in order that they are depressed, cuz' they have killed so many trees...
Btw. After any battle ur all Trolly troops will also commit suicidae...
Ur hero too...
Neither Chinchilla creatures, nor Chinchilla heroes (who don't really exist)  commit suicidae...




     

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted April 27, 2007 09:28 PM

hey, a new entire. i thought that the second round was mine!

but still, a bridge based town, interesting, very imaginative. nice


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actionjack
actionjack


Promising
Famous Hero
posted April 28, 2007 05:27 AM

I like Spellforce too...

I am still working on my troll town too.. putting a bit too much effort into it (but I do like to think...).  Will follow more of the Warcraft style of Troll...  

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Eugen_Cosmarul
Eugen_Cosmarul


Famous Hero
hey
posted April 28, 2007 09:50 AM

Hey sorry for the gramattically errors but it was the first time I even posted something on this site.Let me introduce myself:my name is Petre Eugen,I'm 14 years old,I live in Romania.Hope that my creature lineup is good for a begginer

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted April 28, 2007 10:08 AM

Bine ai venit pe forum Eugen.
Welcome!

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Eugen_Cosmarul
Eugen_Cosmarul


Famous Hero
hey
posted April 28, 2007 10:35 AM

  Salut watcher mai sunt multi romani pe forum?

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Lesij
Lesij


Famous Hero
posted April 28, 2007 11:08 AM

Quote:
hey, a new entire. i thought that the second round was mine!

but still, a bridge based town, interesting, very imaginative. nice




Ty dud, did my best
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