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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The Norse
Thread: The Norse This thread is 2 pages long: 1 2 · NEXT»
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted April 09, 2007 04:05 AM bonus applied.
Edited by Daystar at 21:39, 09 Apr 2007.

The Norse

(For Real this time)

Norse Faction:

"Taking back the Waves, though all the forces of Dischord may stand in our way..."

Aka: The Men/Women of the Mountains, The Minstrels
Asscociated Colors: Frost White, Storm Grey, Bearhide Brown.
Worship: Sylarkka, Dragon Goddess of the Frost, and her brother Torkath, Dragon God of Storms.
Core Philosophy: "We will find the sea, and we will listen to its song.  When we hear it, we will go into the lands of Harmony.  Let no interlopers try to seperate us from our music."
Country/Kingdom: They are a group of loosely united tribes that inhabit Torkath's mountains to the East of the Holy Griffin Empire."
Capital City: None, but the largest is Edda, City of a Thousand Trumpets.
Key Symbols: Music Note, Two United Hands

Description: (Not from official site)
The Norse are a people time forgot, which suited them, as they chose to forget time.  They were once men of the sea, but during the Purge of the Waves they chose to slip in amongst the Holy Falcon Empire to avoid being caught in the crossfire.  They were unable to return to the sea after the conflict ended due to religous persecution, and fled to the mountains where the Sibling Gods took pity on them, and allowed their society to survive.  For a thousand years they were content just to survive.  However, as the Dynasty of Mountain Kings grew weaker and weaker, the Women saw the weakness of men, and decided to take affairs into their own hands.  They have built up the society to its formal glory, and now, they head back to the waves.
The Norse regard music as a higher calling than any other, and chose to share it with all other members of human kind.  The Songs they weave echo across the mountains, and can be heard long before an aproaching army meets its foe.

History:
44 ysd: Purging the Waves: During the great purge, the men of the sea flee the oceans to escape the crossfires of the battle raging in their former fishing grounds.  They assimilate into the culture of the Falcon Empire.
48 - 53 ysd: Journey East: The Sea Men leave the Holy Falcon Empire with the followers of Sylath, due to restrictions imposed on their social status, and hoping for a better life in the east.  They never leave the mountains, chosing to stay behind and catch game while the rest continued on into the Unknown East.
137 ysd: Blessing of Winter's Lady: Sylarkka, Goddess of Frost, wishing to prove herself by helping a civilization like her elders, begins watching over the Norse.  This was, according to legend, the time when the first Valkirie were chosen.
561 ysd: Troll Alliance: The Shaman Oedain made a pact with the Trolls.  The Norse Peoples and the Trolls develop a loose alliance.
843 ysd: Twilight of Kings: The Decay of the Dynasty of the Mountain Kings becomes evident when they are unable to defend a tribe from a small onslaught of Demons.  The whole civilization is barely saved by a great avalanche.
849 ysd: Dawn of the Drappa: The Women of Edda take control of the Throne of Stone, and the Norse Civilization becomes matriarchal. Rebuilding begins, and the Norse are a better people for it.  The word Drappa litteraly means "Great Lady."
917 ysd: Preperations: The tribes, whose unity is stronger since the equality between the sexes, begins preperations to return home.
983 ysd: Flooding to the Sea: The Preperations are complete, and the Norse Ride out of the mountains in a great inodus headed for the Irisus Sea.  However, they find themselves riding through huge warring territories, and realize that they must fight to survive.

Creatures:





















Panpipes: Creature plays music to raise the initiative and attack of all creatures in a radius around them.  (Radius = Creatures/10)
Resistance to Earth: 25% less damage from Earth Spells.
Imbue Shot: Creature can Imbue its shot with spells.
Hunter: Creature deals more damage to non Humanoid Units.
Meditate: Creature uses all its accumulated Initiative to increase all stats by 1.  (10 for hitpoints and damage)
Entangle: Large Creature can wrap itself around a small creature.  It can only attack it and nearby creatures, and both share any damage done to each other (With the exception of the Entangler attacking the Entangled.)  The Entangled cannot do anything but attack the Entangler.
Sensitive: The creature automatically attacks the creature it is wrapped around at the begining of its turn.
Evader: Creature will dodge when a creature attacks it and the Entagled, thus only damaging the Entangled.
Ram: Creature can attack Walls.
Raider: After seiging something, the Raider collects one of each precious recource, two wood and ore, and 4000 gold.
Hammer: Creature can destroy battle feild objects.
Long Creature: Creature takes up 1x2 tiles.
Dragon Blessed: Creature has +2 luck.
Aura of Winter: Creature decreases the initiative of any non-norse creature in a 2 tile radius around them, with a 20% chance to freeze any non-norse creature that remains still near it.
Frost Queen: If the Creature is in combat, the feild is automatically frozen.


Racial Skill:
Composition: The Norse find music to be the greatest creation ever devised. They value it more than valor in war or beauty of face and figure. Their heroes are chosen not for their skills as much as for their abilities in composition of music. The tradition of composing music has been handed down over the generations, and somewhere along the line magic got mixed in with it. Thus, in times of war, the Norses will use war songs that can power up their warriors. Heroes compose songs like this:

Step 1) Entering a town and clicking on the Silent Halls building in the Longhouse.

Step 2) The Hero produces Music.

For instance: Typing

l l A S l k
S D F A k j

translates into

g g A B g f f
B C D A f e

a = a
s = b
d = c
f = d
j = e
k = f
l = g
; = Rest

Step 3) The player sets the length of each note:

4g 4g 1A 4B 2g 4f 2f
2B 4C 4D 1A 1f 1e

The number indicates the denominator in the type of note:
1/1: a long note
1/2: a mid length note
1/4: a shorter note
1/8: a quick note

The player also sets the tempo: Allegro, Andante, or Largo.

Largo
4g 4g 1A 4B 2g 4f 2f
2B 4C 4D 1A 1f 1e

Allegro: Light and Quick
Andante: Moderate Speed
Largo: Slow

Step 4) The Player previews the music. If he/she likes it, he/she sends it to the Hall of Listeners (the computer computes the effect of the music)

This piece has the following qualities:
Slow
Rolling

Slow: Increases Defense
Rolling: Causes random increase/decrease in speed.

So, during battle, when the Hero plays the song, it raises the Defense and every other creature gets an increase in speed and the rest get a decrease.

Music Attributes:
Fast: +Attack
Moderate: +Accuracy for Rangers, +Initiative for Non Ranged
Slow: +Defense

Rolling: +/- Speed at varied intervals
Repeating, with Rests: +Initiative
Repeating, without Rests: +Hit points x 10
Driving: +Speed

Step 5) If the hero has better than basic composition, he/she will select which instruments will play:

Basic:
Drums: Duration is 0.50 turns, +1 of the Stat
Lute: Duration is 1.00 turns, +0.75 of the Stat

Advanced:
Trumpet: Duration is 0.65 turns, +1.50 of the Stat
Flute: Duration is 1.50 turns, +1 of the Stat

Expert:
Conch: Effect lasts for 3.00 turns, +2 of the Stat
Horn: Effect Lasts for 2.00 turns, +3 of the Stat

Ultimate:
Lyre: Duration is 3.50 turns, +2.75 of the Stat
Opera: Duration is 3.00 turns, +3.25 of the Stat


Basic Composition: The Hero can select one instrument. He/She can write up to 2 lines (6 bars) of music.

Advanced Composition: The Hero can use 2 instruments. He/She can write up to 4 lines (12 bars) of music.

Expert Composition: The Hero can use 3 instruments. He/She can write up to 6 lines (18 bars) of music.

Ultimate Composition: The Hero can use 4 instruments. He/She can write up to 8 lines (24 bars) of music.


Repeated Music: If music is played several times over in separate battles, it will raise morale. 4 times: Morale +1.  8 times: Morale +2.  12 times: Morale +3.  However, after hearing the song more than that, the warriors will get bored with the song, and lose the morale bonus.

__________________________________________________


This is what I've been working on for a while.  It's still not done, It needs heroes, more history, and critiquing of things.  Please comment!

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GenieLord
GenieLord


Honorable
Legendary Hero
posted April 10, 2007 10:47 AM

The lore is beautiful, seems like the official ones. It's well written.
The graphic design of the creatures is amazing. You inspire me to to continue with this thing.

Anyway, you should work on balancing your creatures.
level 1-6 is totally overpowered. You just can't give 1st level 30 HP.
Level 7 is somehow balanced. Awful HP, but huge damage and spells that cover it.
I would give him more HP and less damage. It will be much better.

Well, it has potential.
So keep in the good work and change what isn't good.

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted April 10, 2007 11:10 AM

The units are not that overpowered Unhackable, so don't over exaggerate


BTW, very nice pictures
____________
~Ticking away the moments that
make up a dull day, Fritter and
waste the hours in an off-hand
way~

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted April 10, 2007 12:40 PM

the main thing here is overpoweredness, other than that, ok
____________
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted April 10, 2007 03:19 PM

Nice town, awesome pics, unfortunately too overpowered to work...
The town theme MUST be the Immigrant Song by Led Zeppelin...

We come from the land of the ice and snow
from the midnight sun where the hot springs blow
The hammer of the gods
Will drive our ships to new lands
Fighting the horde, singing and crying
Valhalla, I am coming!
On we sweep with threshing oar
Our only goal will be the western shore!

Doesn't it fit just perfect?
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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Unhackable
Unhackable


Bad-mannered
Known Hero
Banned
posted April 10, 2007 08:08 PM

25 hitpotns for a level 1 unit? 70 hitpoints for a level 2 unit? 80 hitpoints for a levle 4 unit? 105 hitpoints for a level 5 unit? They are tooooooooooo overpowered.

11 hitpoints for level 7? Too underpowered.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted April 10, 2007 09:40 PM

@Balk: Yeah, that would work.  

@Everyone: Can any one suggest fixed stats?
____________
How exactly is luck a skill?

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted April 11, 2007 01:04 AM

When assigning creatures stats, it helps to have a chart that compares creatures from the other factions. The one at [url=http://www.the-genies-lamp.com/heroes_5/comparison_chart.htm]The Genie's Lamp[/url]. I use that chart whenever I make stats for creatures.
____________
Creator of the Guild and Prison towns for ICTC.

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actionjack
actionjack


Promising
Famous Hero
posted April 11, 2007 02:29 AM

I love the models and the creatures.

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pomo
pomo


Famous Hero
The lone peasant
posted April 11, 2007 03:06 AM

Quote:
The units are not that overpowered Unhackable, so don't over exaggerate


BTW, very nice pictures


Actually, I'm sorry but he's right. 90 hp for an upgraded level 2 is silly, as is 30 for an upgraded level 1. You can't simply compensate for that with low growth either, because a 90 hp range will allow you to creep a LOT without losses that would not be possible with a 10-20 hp range which is about par for level 2s.

Anyway, that's not to take away from the rest of Daystar's work, which I would say is excellent. Very nice ideas, just needs a bit of balance still.

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted April 11, 2007 03:07 AM

OK, fair enough then.

BTW, congrats on your QP, you really deserve it
____________
~Ticking away the moments that
make up a dull day, Fritter and
waste the hours in an off-hand
way~

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted April 11, 2007 09:35 PM

thanks.  could someone comment on the racial skill? (that's really what I care most about.  I'm sortof working on balancing)
____________
How exactly is luck a skill?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 12, 2007 01:00 AM

I've read it all now. Will make an in-depth review tomorrow. But will say this:

The racial skill is probably way to complicated to ever be introduced, but it has to be one of the most innovative and interesting things I've ever seen!
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What will happen now?

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted April 12, 2007 05:00 AM

danke.
____________
How exactly is luck a skill?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 12, 2007 09:57 AM

Ok, let's have a go at it, from one end to the other.

General stuff
Well, there's really not too much to add to this, the fact that you add "Not from official site" after the description really sais it all. Of course, tampering with the "official" mythology is dangerous, and I'm not sure I particularly like the addition of these "younger" elemental Dragons that we haven't heard mention of before - not that it doesn't fit the theme, but I think it reduces the overall credibility of the project. And I'm not even sure it was necessary - the Dragon of Air could have played it's role here I think.

Unit line-up
The general line-up is pretty sound. The Troll, Valkyrie and Frost Dragons are spot-on in this theme, as is the Wyrm. I also appreciate the Enherjer for being here, whereas the Berserker seems a bit redundant since we have one already in the Fortress, and I'm not positive I exactly think the Sieger and Conquerer fits this theme.

As for the unit placements - from a conservative point of view, I don't favor the Troll being as low-level as level 2, that seems less believable since Trolls are commonly known to be pretty fearsome monsters. A more conventional placement would put them at level 5. I'm pleased that you did not put the Wyrm on level 7. I would probably suggest you to swap the White and Frost Dragon, since Frost Dragon sounds more powerful, and personally I would like to completely avoid the term "White Dragon", because that causes confusion with the traditional chromatic Dragons (White, Black, Green, Blue, Red) which are allied, and thus is a system that is contrary to the one Nival implementet for Heroes (same goes for Sylvan's Green Dragon).

Unit stats and abilities
Here, I will have to second the objections of the oters to the stats of the units. 30 HP at level 1 and 90 HP at level 2 is simply way to exteme to ever work in the game. Notice that these numbers represent 4 and 6 times the level average, respectively, whereas the currently most "tanky" unit, the ancient Treant, lies at 1.6 time level average. What many people have not commented so far is that you've ballanced this out by extremely low Initiative, but I don't think this is a good approach - you will end up with the Earth Elemental situation, where you have a unit with extremely good stats, but it might still end up loosing because it never gets to act - not mentioning the fact that it's extremely boring to play. Therefore I'll advice you: Go more conventional on the stats. Less innovative, yes, but probably better for gameplay. Of course, one can argue, that if we want to add new factions, they should be different, and maybe that puts some upper limit to how many factions it's realistic to have in the game ... but I have trouble seing this working.

About the abilities, they are generally sound. I really like the Wyrm abilities, they are very original and well thought out, and will add huge stragetic potential to the game. The Aura of Winter ability also sits very well with the Frost Dragon, and the Hunter ability is a nice one because it's simple but adds a certain strategic element.

Racial ability
Well, when I started reading about this, my initial reaction was "no way", but I must admit you won me ower. This is a very charming ability, and is very innovative. I'm still not sure it'll work, it's probably to complicated to be understandable for some users (?) and it's difficult to asses the precise effects of this ability in use - but the idea is very fun, and actually very well thought out, because it gives you a huge amount of possible combinations to suite your needs.

I think that's all I have to say for now - except that, of course, it's really well crafted, it's coherent and has a good blend of tradition and innovation.
____________
What will happen now?

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted April 12, 2007 09:48 PM

Yeah, stats need a lot of work.  I made them in one class period (band) while the teacher was yelling at the clarinets, and naturally had no way to check stats with the ones online.  

Anyone have any suggestions for a better level 2 unit?  (I'll move troll to Level 5)
____________
How exactly is luck a skill?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 12, 2007 10:38 PM

Well, again very conventional, but I would go for something like:

1. - / Enherjer
2. - Hunter (w. modified name) / - [ranged unit!?]
3. Seiger / Conquerer [or Wyrm]
4. Wyrm [or Seiger]
5. Troll [ranged]
6. Valkyrie
7. White Dragon / Frost Dragon
____________
What will happen now?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted April 12, 2007 11:40 PM

i like it!

the racial ability is, as Kooka said, charming.

the units could use some balancing, though, and having a troll at level2 isn't the smartest move. however, its good what you have done so far.
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Love, Laugh, Learn, Live.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted April 13, 2007 11:57 PM

Those dragon names, where have I seen them before?
____________

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted April 14, 2007 12:07 AM

^               ^
i don't know.

were you being sarcastic or serious?
____________
How exactly is luck a skill?

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