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Heroes Community > Tavern of the Rising Sun > Thread: My stuff
Thread: My stuff This thread is 2 pages long: 1 2 · NEXT»
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted September 29, 2007 01:00 PM
Edited by Mytical at 12:07, 01 Oct 2007.

H5, H6 ideas, and other misc.

Not sure where (or even if) to put this, so for now placing it here.  If a mod wishes to move it, by all means.

Pre All Hallows Eve Poem

Darkness prows at the edge of sight
Better stay inside the light
You try to run, to get away
searching for the light of day
In every shadow monsters prowl
in the pad of feet, in the wolfs howl
No place to run, no place to hide
there keeping pace at your side
You feel their breath apon your skin
It's a race you can not win
Just as you think they'll spring on you
You reach the place you were running to

(sung to Hex Girl lyrics, more will be coming)

Yes, this will also have ideas for H5, H6, stories, rants, raves, and other things.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 29, 2007 01:14 PM

Seems like another random thoughts thread
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted September 29, 2007 01:24 PM

Like you didn't expect it here too .  I am a bit too chaotic to chance starting a new thread everytime I have a thought.  HC would drive me away with fire and pictchforks hehe.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 29, 2007 02:42 PM

Then you have not checked out the volcanic wastelands much
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted September 30, 2007 06:41 AM
Edited by Mytical at 07:45, 23 Nov 2007.

Ok, the Academy is ok, but the machines just are not part of a magic based town imo.  Now, the problem is, most of the magic based creatures are spread out or taken...so I brought in some forgotten ones .

First there is the skills.  To me every subskill for a magic based town would have something to do with magic, and the ultimate would be even more so. Now, keeping the basic skills (except artificer which I think should be replaced, but not sure by what right now)

Attack- Empowered Weapons - Each friendly unit's attack has a magical base.  This causes a small precentage of the damage to ignore the defense of the enemy.  10% of the total damage of the stack is done automatically if the attack of the friendly unit is lower then the defense of the enmy unit.  Then the rest of the damage is calculated normally.  Magic Immunity does not stop this effect.

Arcane Guidence - +2 attack permantely.

Defense - Mystical Armor - Absorbs 5% of the damage if the friendly units defense is lower then the enemies unit's attack.  This is total damage done.

Magic absorbtion.  After calculating magic damage, friendly units regenerate 5% of the damage done.

Logistics - Renew Strength - Through arcane arts passage is smoothed for the heroes army.  Terrain penalties are removed, and 10% of movement is added.

Scry - Does not expand what the army can see, instead if a enemy army can reach the army within the next round (at the place the army would stop) it gives a warning and allows a new destination to be selected.

War Machines - Illusionary War Machine.  Gives access to a spell which can 'copy' any war machine (catapult, balista, or tent).  One hit destroys the copy, but while it stands it acts just as whichever is copied.  Only one copy can be on the field at a time, and any casting will destroy the old to make another.  Mana : 15

Having a bit of trouble with more magical type skills, will return to it when I can think of more.

Now, lets talk about units.

Ok so most of the magical units are out, as they belong to other towns (like Academy), so what do we got.  We got Mephits, but too many Mephits and it would be like haven (way too many human troops).  So, might get away with 2 of those, but that leaves 5...

Level 1 - Water Mephit (gonna hold on stats, but should be physically weak).  Any unit attacking  (Non- Range) these creatures have 'slow' (both -1 speed and -1 init, cummulative) cast on them.  take -1 damage do to not being solid, though magic does full (except ice/water which they are immune to). HP should be 1

Ice Mephit - (upg level 1).  A bit tougher (but not much).  Can cast ice bolt 1 x per combat.  Any enemy attacking (again non-range) this creature has it's speed and init reduced by 2, cummulative.  Again 1 hp.

Level 2 - Steam Elemental.  Range units suffer a penalty to hit, and any enemy unit attacking with melee take damage as if a fire shield is on this unit.  At the end of combat, if victorious, 10% of all destroyed units 'reform'.

Fog Elemental - Range units suffer a penalty to hit, and they take 10% less damage from ranged attacks.  Take 15% less damage from Melee attacks.  Reform.  Can teleport 1x per combat.


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 30, 2007 03:05 PM

Artificer could be replaced by alchemy if you want ties to H3

I like the abilities, especially the mystical armour, empowered weapons and magic absorption Though illusionary warmachines seems to cost too much for something that can die with one attack. Even the phoenix is 35 mana.

Mephits do fit the wizard theme but 2 of them in the lineup..?
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted October 01, 2007 06:17 AM
Edited by Mytical at 13:06, 13 Oct 2007.

Hmm, you do have a point. Moved to elemental (two that are not elsewhere)  Cut the mana cost of the spell to 15. As for the mephits, trying to come up with 7 totally different units is not easy.  Especially with a theme.  (the theme being they cast magic, but are poor fighters).

Tier 3 - Scion (think mind flayer-like only a bit weak).  Ranged Unit.  Guided Retaliation (non-ranged) any time this unit retaliates, the enemy's defense is only half.  The unit reads the mind of the enemy, and knows their weaknesses. Cast Vulnerability, Suffering, and Slow.

Eldrich - 1x per combat can cast AND attack.  Guided Retal, Unlimited Retal.  Along with above can also cast Mass Slow.

Tier 4 - Archivist.  Their study of forbidden magic have gifted them with physical and magical abilities.  Casts Wall of Fire, Fireball, and Summon Minion.  Tougher then most units the mages have.

Arcanist - Merged with dark forces to become something not even resembling human any more.  They gain 1 attack, but loose 1 defense every turn of battle.  Can cast any circle 1-3 dark magic spell.

Tier 5 - Jengu (a bit altered for my uses) - Lovely female water spirits that bring good fortune and healing to those in need.  Grants +1 to luck for each stack, and can heal 3x per combat.  Fully restores the top units hp.  If they are destroyed in battle, enemy units recieve a -2 to luck.  Immune to element water/ice.

Jenguai - Leaders of the Jengu.  As above, but can cast any ice or water destructive spells. Can cast regenerate 1x per combat.

I know it's been awhile, had to think hard.

Tier 6 - Chimera (pretty much the old Chimera, only tougher to fit tier 6)

Tier 7 - keep the Titan and such

I know, it's a 'wimp out' but I had trouble creating new ones to fit.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 13, 2007 07:23 AM
Edited by Mytical at 09:24, 22 Nov 2007.

Time to revive what once had died.  After awhile of seeing 'hive' towns I started working on my own.  My idea is a bit different from most.  Power is not the game of this town, pure numbers are.  Most of the creatures would be weak for their teir, but a lot more plentiful.  Each hero could 'flag' a town (and only one hero per town).  Their racial special would affect that town depending on the level of skill, and it doesn't matter if other heroes are garrisoned there, until the 'flag' is changed nothing changes.  (Except if the hero gets a higher skill).  Each hero can only 'flag' one town, but does not have to be a Hive town.

Racial Skill : Hive Production.  : Basic: +10% base creature growth to the town which they control. (1-3 level creatures only)
Advanced : +20% to base creature growth to the town which they control (1-4 level creatures only)
Expert : +25% to base creature growth (1-5 level creatures only)
Master : As expert only affecting all levels of creatures.

They have a special building called the Honeycomb (yeah it needs a better name). It adds a layer of defense to the Hive towns.  It creates invisible 'holes' in random places that not only slow/stop invaders (flying only if they land on one), but can do damage also.  How much speed they reduce, and the damage they do, and the number of them are determined by how developed the Hive is.

Most of their perks somewhat different, though some they share with other towns.

Attack > Beside the traditional if they get battle frenzy they can also get swarm.  Swarm allows them to share an attack with an adjacent friendly stack (something like lizards bite attack).   Only the original attacker gets retaliated against (and only two can 'share' an attack) (multi hex attacks still act like normal) even if the creature has unlimited retaliations.  Past Swarm they have Hive Mind which adds the attack of the two units together/divides by 2 and that is what both units attack is during the swarm attack.

Defense > Magic Resistance > Connect Magic.  Since the hive creatures are actually composed of much smaller hordes of creatures, magic has a hard time connecting with them.  All damage or spells are only 1/2 as effective against them.  Duration, Damage, ect.  Unfortunately this goes for benificial spells also.  Conect Magic negates the penalty without hurting the benifit.  They gain full effect from benificial magic.

Logistics > Tactics > Hive Collective.  All hive creatures gain +2 speed in combat.

Leadership > Diplomacy > Hive Mind.  Negates the penalty for having lots of different creatures.  All morale penalties for number of different creatures and undead morale penalty is negated (and they all count as Hive Town native creatures).

War Machines > Catapult > Sap Wall > Hurl
Sap Wall reduces wall (only) strength by 5% per round.  This is in addition to any damage done by any other means.  Hurl : The catapult can select a stack and 'hurl' it at it's target.  The stack takes 10% of it's total health in damage, but ends up on the inside of the castle wall (and can move normally).   However do to being stuned that stacks atb bar fills up at 75% the normal rate until their next action.

Will have to work on magical skills, these won't be very magical in nature.

Ok creatures.  Keep in mind that for stats, they would have some of the lowest stats.  Also, they won't have many specials (but all will have one : Scatter Magic, which causes the spellpower/damage ect to be considered 1/2 against them (including friendly magic).

Arachnids: Scatter Magic, Web.  Spiders are the lowest members of the Hive.  At one time they were the most feared by the insects, but since the Hive Mind has taken over they are basically cannonfodder.
Web : Activated ability.   Covers a 2x2 area of effect.  Any creature walking through it spends 2 movement for every square.  Can only be activated 1x per combat.

Giant Spider : Apon direction by the hive a horde of really small spiders can form into a Giant Version of themselves (2x2 creature).  Scatter Magic, Web, Venom.  Gains the ability to poison foes.

Trap Door Arachnid: These start combat underground.  They can not be targeted by melee or ranged attacks (but can by magic) until they attack.  They are not 'invisible' and can be seen by enemies.  However, their first attack is no retal.  Scatter Magic, Web, Grab.  When they grab an enemy the enemies defense is lowered to 1/2 normal.

Level 2:

Stinger : Flying insects with stingers are usually too frail to be effective in combat.  They are low on the Hive order as they are not very clever.  Even with the hive mind aspect they have not improved as much as some of the other Hive members.  Scatter Magic, Flying, Poison, Launch Stinger.  They can do a ranged attack once per combat for full damage (distance, obstacles, or walls do not reduce damage).

Drone : The workers of the flying stinging insects.  They can not launch their stingers, but they are healthier and faster.

Hatchers: They have lost the ability to fly, but have gained one of the deadliest abilities of the Hive.  They can lay their eggs into an opponit.  Not only does this add to their number, but it can decimate the enemy as well. Scatter Magic, Poison, Lay Eggs.  When these creatures attack a 'animated' enemy (even undead, elemental, ect) they insert a number of eggs equal to their number in the enemy (maximum is also the number of enemy).  In three turns those eggs hatch, causing 1 point of damage per egg and regenerating the Hatchers by the same ammount.


Lvl 3.

Beetles: (With a nod to Starship troopers).  These creatures are the insects main long distance attackers.  They face away from the enemy and with their powerful legs launch boulders at them.  Since they have a hive mind the other creatures can 'see' for them, but if they are the only stack for the hero on the battlefield they automatically miss 50% of the time.  Scatter Magic, Ranged, no melee penalty, KICK.
In melee they have a powerful Kick ability that shoves the creature back 3 squares.  It also stuns them, making them take 50% longer to recharge atb.

Bomber : They secrete a special enzyme onto the rocks they hurl.  Apon contact they burst into flames and the flames cling to the enemy.  Does 25% of ranged damage for next 3 turns (though each hit refreshes this, it is not cummulative damage.  Max damage from this is 25% of damage per turn).  Can also fire more often.  Melee Penalty, but no range penalty, Scatter Magic.

Acid Beetle : These face forward and spit a poison for their range attack.  Poison, Ranged, Ranged Retaliate, Scatter Magic.

Lvl 4 : Pyron. Resembling a praying mantis but fire red, it is the first self willed creature so far.  It is a 'humanoid' insect.  Also lacks the Scatter Magic ability.  Fire Breath, Immune to fire, Ignite Blood.  Ignite Blood is an activated ability that targets friendly creatures.  Combo of Frenzy and rightious might (at no skill) but does damage.

Shivron : White/blue Praying mantis.  Frost Breath, Immune to Ice, Freeze Blood.  Frost breath has a chance of causing deep freeze on enemy.  Freeze Blood targets enemy and slows/curses them.  However, it also adds defense points.

Electron : Yellow Praying Mantis.  Jolt, Immune to electric, Flying.  Jolt stuns opponit on occasion.

Lvl 5 :

Caretakers: These armored beetle like insects carry young spiders, but they can heal other insectoid units as well.  Infuse, Hatchlings, Scatter Magic.  At the cost of their own health these creatures can infuse other insects, even bringing some back to life.  For every 2 hitpoints they infuse into another creature (spell power and number of hitpoints are as a advanced regeneration), they loose 1 hitpoint.  Every time one of these creatures dies, 3 unupgraded arachnids appear on the battlefield.  Regadless of how they die.  They can not target other Caretakers, Wetnurses, or Harvestors.

Wetnurse : Besides the fact that this creature carries Stinger eggs (2 to 1 instead of 3 to 1 rate), much like the above.  Also : SP and number of hitpoints is as regeneration cast at Master level) still the 2 to 1 hp ratio however.

Harvestor : Insects need to eat, constantly.  Some of the caretakers become harvestors to collect the food needed for an every growing number of creatures.  Scythe, Digest, Harvest.  The Scythe is a passive ability that binds enemies to them when attacking.  Any non-insectoid around them looses health and defense constantly, as they have a digestive acid that is secreted in a invisible cloud around them.  (-1 hp per harvestor per round, and -1 defense each round regardless of number of harvestors).  They can harvest dead stacks for resources.  (Level determines type of resource, no of dead the stack started with and number of harvestors determine how much of each resource).
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Gregorian
Gregorian

Tavern Dweller
posted November 23, 2007 07:49 AM

Helping Mytical with her ideas and posts.  Keeping the spirit alive as it were.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 30, 2007 10:22 AM

The dark is rising, I can hear its call
There is nobody to catch me should I fall
Shades of lonelyness are all around
with no glimmer of light to be found
Looking for meaning in a barren place
Hiding the tears that flow down my face
My heart is breaking, but none can see
For the person in the mirror is not me
The dark has claimed me, there is nowhere to turn
No outlet for the passion that once did burn
Now it smolders, soon it will be no more
Smothered in the shadow that consumes my core.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 30, 2007 10:37 AM

Things going bad or a random fit of creativity?
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 30, 2007 10:42 AM
Edited by Mytical at 11:07, 30 Nov 2007.

Very Bad.  Since last night...Heather is gone (And through a 'Dear Jill' letter)..Father was put in the hospital (chest pains).  Fought with siblings, and some things here on HC (which are actually minor compaired).

Edit : To help clear up confusion the letter I recieved was like a "Dear John" letter.  My name is not Jill .  Just used a common female name that started with J.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 30, 2007 10:55 AM

Sorry to hear that, best wishes for your father
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 11, 2007 07:57 AM
Edited by Mytical at 08:51, 11 Dec 2007.

Just listening to some songs.  Need to vent, don't mind me.


Evanescence - Call me when your sober

Don't cry to me!
If you loved me.
You would be here with me!
You want me?
Come find me!
Make up your mind!

Should I let you fall?
And lose it all?
So maybe you can remember yourself?
Can't keep believing
we're only deceiving ourselves
and I'm sick of the lies.
And you're too late!

Don't cry to me!
If you loved me.
You would be here with me!
You want me?
Come find me!
Make up your mind!

Couldn't take the blame,
Sick with shame,
Must be exhausting to lose your own game.

Selfishly hated,
No wonder you're jaded!
You can't play the victim this time.
And you're too late!

So Don't cry to me!
If you loved me.
You would be here with me!
You want me?
Come find me!
Make up your mind!

You never call me when you're sober...
You only want it cause it's over...
Oh it's over!

How could I have burned paradise?
How could I? You were never mine!

So, don't cry to me!
If you loved me...
You would be here with me!
Don't lie to me!
Just get your things!
I've made up your mind!
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Ceres
Ceres


Supreme Hero
and sweetness
posted December 11, 2007 08:54 AM

YOu like Evanesence so much?
____________
And when the stars fall, I
will lie awake. You're my
shooting star.


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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 11, 2007 08:56 AM

I love the group.  Amy Lee's voice is just amazing.  Several of their songs are just absolutely fantastic.  Hope they stay around for a long long time.
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Ceres
Ceres


Supreme Hero
and sweetness
posted December 11, 2007 08:58 AM

Yap! They have great songs! I liked some too.
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And when the stars fall, I
will lie awake. You're my
shooting star.


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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 11, 2007 09:06 AM

My favorites are.

Bring me to Life
My Immortal
Lithium
and of course
Call me when your sober.
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Ceres
Ceres


Supreme Hero
and sweetness
posted December 11, 2007 09:07 AM

Hmm... I think I like the first two.  Haven't heard the others yet.
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And when the stars fall, I
will lie awake. You're my
shooting star.


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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 11, 2007 09:14 AM

First chance you get, you should. If you get the chance to watch the Call me when your sober video even better.  I just love the canine in that.
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