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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Collaboration of H6 Ideas.
Thread: Collaboration of H6 Ideas. This thread is 3 pages long: 1 2 3 · «PREV
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 04, 2007 10:46 PM

Hey watcher83, does the "Unicorn Empire" ring a bell?

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kraken
kraken


Famous Hero
I just love being elemental
posted December 04, 2007 11:25 PM
Edited by kraken at 23:25, 04 Dec 2007.

I never heard them say that
Maybe I missed it,I'll beat it again to find out
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Vini Vidi Vici

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 05, 2007 02:13 AM

Just check the cutscenes from the replay.
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A lot like squirrels. Squirrels are pretty much the crocodiles of the trees.
-Bliz

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 08, 2007 08:18 AM

Updated to include short (as I could) synapsis of the first 4 maps of campain 1.  Sorry I havn't been updating the master post more.  Nobody else willing to brainstorm with us?
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watcher83
watcher83


Supreme Hero
Child of Malassa
posted December 12, 2007 11:08 AM

Quote:
Just check the cutscenes from the replay.

ok, I will

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 15, 2007 08:43 AM
Edited by Mytical at 11:56, 16 Dec 2007.

Further updates (up to map 4 of campain 3) for the proposed campain.  Anybody want a short version to understand where it's going?  Trying to make it suspenceful hehe.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted January 02, 2008 06:39 AM
Edited by Mytical at 07:24, 02 Jan 2008.

Though this is stalled currently from lack of input (iiiinnnnnppppuuuut - Johnny 5 is alive!) here is some things that I considered but rejected for this project.

Faction : Werewolves.  (Warning lots of 'wolf' creatures..though I tried to make each as unique as I could).  Changed from my original concept also with alt upgrades now considered.  Also cant use bloodrage (for obvious reasons) so that has changed.

This will take several days to post, so this is the place holder for Werewolves and my idea of the Naga Faction.

Still working on skills, so here is a few of the creatures for the werewolf clan.  No particular order.

Wolf - Dire Wolf - Winter Wolf.  The first one is exactly like the neutral currently already in the game.

Dire Wolf - Bred for agression and size these creatures are much larger then the animals they originated from.  Ruthless and agressive they have lost the ability to cordinate their attacks (ie they can not summon more of them).  Agility - blood frenzy - rabid.
The first attack launched at them in a battle automatically misses (agility) even if a ranged attack.  They are immune to the frenzy spell, but after they successfully attack they enter frenzy mode and will keep attacking until everything around them is dead.  They carry rabies, and if infected a stack will loose 4 attack and 2 hp.  (non cumulative).

Winter Wolf - Immune to Ice.  Frost breath.  otherwise stronger versions of the wolf.  Frost breath is an activated ability that acts like dragons breath with a ice element.  Can also (small chance and based on hp) freeze enemies.
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jukeboxhero
jukeboxhero


Adventuring Hero
posted January 04, 2008 01:48 AM
Edited by jukeboxhero at 01:49, 04 Jan 2008.

Quote:
Though this is stalled currently from lack of input (iiiinnnnnppppuuuut - Johnny 5 is alive!) here is some things that I considered but rejected for this project.

Faction : Werewolves.  (Warning lots of 'wolf' creatures..though I tried to make each as unique as I could).


Hey, I just thought I would add....what about making this more of a "were" faction that could include a menagrie of popular mythical "Were" creatures with Werewolves being the main leaders or something.
So we could have something like Were-rats for 1st tier. Werebears could be the main tanking unit, Werefox could be for speed or casting. I think it would be awesome to have a Primitive, animalistic town.

Btw, I was thinking if Stronghold gets 2 Hero types, it would be something like Barbarian/Shaman

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted January 28, 2008 08:21 AM
Edited by Mytical at 09:26, 28 Jan 2008.

I think I will, the other line up sort of .. died.  Meanwhile I am still trying to keep this alive (finally), and I am going to make a go at redesigning all the factions to have only 1 "main race units" (ie dungeon having at most 2 dark elf).  There are only a couple I won't yet.  Inferno, and Haven.  Though I may at a later date.  Still brainstorming over this idea, even if Elvin has abandoned me .  Anybody has any ideas to aid in this effort, they are more then welcome (in any of the aspects so far).

Sylvan - Ok, have to remove bladedancers only.  That would leave 2 'elf' creatures, and if I touched Hunters and Druids probably would get strung up.  Here are two possible replacements for them, and why.

Shapeshifter, Lycanthrope, Werewolf.  Same general stats as their bladedancer counterparts.  Shapeshifter ability - Regenerate, No Retaliate, Leap.  Lycanthrope -Regenerate, Double Attack, Leap.
Werewolf - Regnerate, Infect, Leap.  Infect would act like a basic 'necromancy' of sort, raising a very few of any units slain by the werewolves as werewolves.  We are talking 1-2 per 20 werewolves, and per 20 enemy (ie 20 weres kill 5 peasents none get raised, 20 weres kill 20 peasents 1 or 2 get raised).

Strangle Vine, Roper, Deadmans Tree.Again, same basic stats as their counterparts.  Strangle Vine Abilities.  Entangle, Digest.  Not only do they entangle their enemy, that enemy takes damage every time they or the Vines/Ropers get a turn regardless of actions taken during that time.  Damage is 1 pt per 2 Vines/ropers.
Roper abilities.  Entangle, Digest, Immune to earth/Lightning.  Actually part rock (though they resemble trees) so are immune to earth and lightning spells.
Deadman's Tree.  Entangle, Garott.  Garott is no retal (always) and possible stun (same chance as bash).

Now for Fortress.  This one will be hard to limit down to 2 'Dwarves' but should be possible.

Ok first off keeping the Shieldguard teir.
Replacing the 2nd tier would be Halflings with the trusty slingshot.  Maybe boost stats, but otherwise like they were.  Still will need to work on upgrades tho.
Replacing bezerkers would be...Trolls.  Will put abilities soon, and upgrades.
Leave rune priests the same.
Replace bear riders with ... No Ideas yet, but will work on it.  Maybe just Bears without riders?  (ie trained bears)
Replace Thanes with Hill or Mountain Giants (or both).  Working on abilities.
Leave dragons.

Ok though I personally like the dungeon line up, the only ones I would see changed (if any) would be the scout and rider line up.  The rider would be easy.  Just take the rider off, and use the lizard with the same exact abilities/stats ect.
The Scout line up is another matter. (Sorry would not like to see the Fury or Casters go anywhere.  .
Now kobolds, Trogs, and here is something else that could be considered.

http://en.wikipedia.org/wiki/Invisible_stalker

See Warlocks and Wizards have a rivalry going.  So it would make sense that the Warlocks would perhaps try to one up the wizards at their own game, summoning otherworldly creatures.  They would be Elemental, Invisible, ect.  So..which makes the most sense?

Necromancers are good as is (well ok the dragons stink but eh).  Stronghold have only 3 orcs..so guess they are next.

Goblins (not orcs, leave be)
Centaurs (not orcs, leave be)
Wyverns (not Orcs, leave be)
Cyclops (not Orcs, Leave be)

No way I am changing shammies (LEAVE BE!)
Leaves the warriors and the brutes.  Just change brutes to ogres, leave specials, problem solved.  If ogres are too similar, change to ettins .

Stronghold solved (that was easy).

Think that about covers it?  Dang it seems I am missing one but drawing a blank!

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 30, 2008 09:27 AM

Warning : This thread is going to start being updated again.  Elvin has abandoned the project () but I am not quite ready to.  Have some new ideas, and going to borrow some from my failed clash of dragons (Like Symbiotic Artifacts) for this.  
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 30, 2008 09:38 AM

I can add my idea for a Magic system

I give you 10 magic schools (with their trivial names)

- Divine Magic (Priesthood)
- Death Magic (Necromancy)
- Air Magic (Conjuration)
- Earth Magic (Invocation)
- Water Magic (Witchcraft)
- Nature Magic (Druidism)
- Fire Magic (Heresy)
- Battle Magic (Runelore)
- Blood Magic (Shamanism)
- Astral Magic (Enchantment)

I've written all (except Battle Magic) down on paper, so as soon as I've found them, I'll try to post them

Before that, I may need to alter the schools and create Battle Magic (I have had an idea, but nothing more)

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Coincidence? I think not!!!!

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 30, 2008 10:09 AM
Edited by Mytical at 10:50, 30 Jun 2008.

Look forward to hearing your ideas.

Now, to continue the Campain..wanted all the campains together, but the posts would be too long.

Campain 4 -Fiery Walk.

Map 1 - Molten Allience - A large force of insects and the twisted trees push Academy out of their town and into the underground.  Just in time to see an inferno town being seiged by the new creatures.  The wizards don't care if inferno is destroyed, but they know that they need a safe harbor for now.  Since it would be much easier to fight a enemy already fighting someone else, they attack the creatures attacking the Inferno town.

After saving the town..Academy and Inferno grudgingly form an allience to push back the insects and trees.  The first map is about clearing the underground so that they can retake the academy towns.

Map 1 - Heated Combat - After clearing the underground the first order of business is to retake some Academy towns.  Only one town is relitively unguarded, however.  A huge force is blocking 4 academy towns, and direct confrontation is impossible.  Only the ability to fly over their troops will do.  The object of the map is to find some way pass their troops (Magic or artifacts) and to capture the Academy towns.  However, you only have 3 months to do so.  The underground stays with you, as built as you have made them in the last map.

Edit : Before I continue had a random thought.  A neutral creature that is as effective against every town.  Something with free Expert Defense, evasion, magical immunity to everything .  That is fast and sturdy (even if they hit a bit wimpy and have no other abilities ).  Would be a nightmare to fight againts
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 30, 2008 11:50 AM
Edited by Lexxan at 12:06, 30 Jun 2008.

Lexxan's Magic System

Foreword: You may see with the Spell descriptions the following words: Kind, Sphere and Effect. Kind is the type of spell (Blessing or curse as an expample), Sphere is the cathegory (and works with Vulnerabilites and immunities. eg: a cr with fire immunity is immune to the Fire sphere, not the Fire magic school) and Effect speaks for itself.
As for the Mastery effects, it's like in H3: Basic = No Mastery with 20% spellcost reduction (min. is 1), Advanced is increased effect and Expert is increased effect OR mass spells at Advanced Level . Ultimate Mastery unlocks the Ultimate spell and increases the spellpower by 10 when casting spells from this school.



1) Astral magic (Originally Called Summon/Mind Magic, but that is SUCH a stupid name)


first Circle:

Visions: kind: Summoning; Sphere:Adventure; Effect: same as Visions in h2,3 and 4
Fist Of Wrath : kind: Dammaging sphere: Astral effect: Physical dammage to the target, while ignoring magic resistance. Does double dammage to Dragons
Restrition:kind: Curse sphere:Restriction Effect: terget is unable to retalialate. If it is a spellcaster, he'll take Eldritch dammage when casting a spell (like the h4 chaos spell "spellshackles")
Dispell: kind summoning; spere: cleansing: effect: well, what would you expect ?

Second Circle

Banishment: kind:: summoning; sphere: Cleansing; effect: Dammages summoned units
Summon random Element:kind::summoning; sphere: Elemental; effect: summons either Fire, Water, Earth or Air Elementals
Wasp Swarm:kind::summoning; sphere:: nature; effect: Summons of Swarm the will dammage the unit for the duration of the spell. The target must use a whole turn to shake of the swarm, if it wants to speed ut the proces
Summon Death:kind::summoning; sphere:eath; effect : Dammages living, elementals, Beasts, Dragons and demons and heals undead
Summon Life:kind::summoning; sphere::Life; effect: heals living, elementals, beasts, dragons and demons  and dammages undead

Third Circle

Cowardice kind: Curse; Sphere: Mind; effect: cr get the Cowardice ability
Blind kind: Curse; sphere: Mind; effect:cr is blind, thus unable to act for the duration of the spel
Magic Mirrorkind: Blessing; Sphere: Abjuration; effect: craeture get the magic mirror ability

Fourth Circle

Confusion:
kind: curse; sphere: Mind; effect: Cr get a penalty on its initiavie and dammage from range attacks an retaliatons
Pain Mirror: kind: blessing; sphere: Abjuration; effect: Mirrors a portion of taken dammage to the dammager. Completely independent from retaliation. the Dammage, unlike fire shield is Psychological and thus only units unaffected by mind controll resist the dammage

Fifth Circle

Hypnotize:kind: curse; sphere: mind; effect: the caster gains controll over the cr

Ultimate Circle

Backfiring: kind Curse: sphere: Chaos; effect: 50% of all spells cast in the remainder of the battle will backfire


Note: I copied Astral Magic from my H6 thread.


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Coincidence? I think not!!!!

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 06, 2008 11:22 AM
Edited by Mytical at 13:13, 06 Jul 2008.

Taking a small holiday break from the main concept of this thread.  With the free cities thread discussion, had an interesting vision in my head.  What if the free cities had creatures that worshiped all the dragons, but even the normally dark ones in somewhat ways different from their other followers.


Warning it is themed, it is uber IMBA, and in some ways..down right scary!

Currently I am going to just lay down the basics.  Will work on this as insperation hits me.


Teir 1 - Aviarks.  Half Human/Half Bird.  They revel in the air, and are children of the dragon of air.  Flying, Swiftness, First Strike, immunity to lightning.  All Aviarks (in all forms) have been granted immunity to lightning.

First Strike - They always go first (much like Kraughs pounder ability).

Swiftness - When counterattacking they get to hit the enemy first, and they retaliate even against units that normally are not retaliated against.

Perdians - Some Aviarks have taken a more leisurely persuit of learning magic.  They are not quite as good as fighters, but are some of the most dangerous casters.

Caster, Fast Cast, First Strike, immunity to lightning, flying.

Fast Cast - 1x per combat they can cast a spell and still move/attack.  Activated ability.

Spells : Haste, Slow.

Gale Riders - Some of the Aviarks have short lifespans, for they take up the dangerous practice of 'sky surfing'.  The ones who survive are called Gale Riders.

Swiftness, First Strike, Flying, Galeriding.

Galeriding - Summoning up a powerful gale, they are able to cross a battlefield instantly to any unoccupied area no matter how far it is.  However, it is a dangerous ability (and activated) for it lowers their health by 1 and defense by 2 until their next turn.  They can attack under this effect however.

Teir 2 -
Salavok.  Humanoid Salamanders who are almost as dangerous to their allies as their enemies.  They are hot tempered and easily angered.

Fire Aura, Fire Shield, Beserker.

Fire Aura - does 1 pt of damage for ever 2 salavok per turn to any non-fire resistant creature standing next to it (regardless of friend or foe)

Fire Shield - a percentage of any melee damage done to them is returned to any non-fire resistant attacker.

Beserker - Frenzy spells last 1.5 times longer on these creatures.  Also they do 1.5x damage while under its effects (above and beyond what Frenzy might give them).

Tier 3 - Nettlers.  Usually shy and timid they can totally blend in with a forest setting, and thus are hardly ever found unless they want to be.  When angered however, they have the power of the earth at their command. Due to their normally timid nature they are unable to handle Melee combat.

Ranged, Shyness, Upheavel, Nettle attack.

Shyness - unable to retaliate against melee attack and unable to perform an attack if in melee.

Upheaval - throws all units adjacent to Nettlers back 2 spaces and does damage as an earth spike spell.  Triggered ability, can be used as often as needed.

Nettle Attack - 1x combat they can perform a ranged attack at melee distance.







Teir 6 - Naga. - Called the Mistresses of the Sea, they are as unpredictable as the oceans fury.  Some are mighty warriors, others fearsome castors, and others master archers.

No retaliation, Multistrike, Large Creature, Coil.

Multistrike - hits all squares around it that an enemy unit is standing on for both attacks and retaliations.

Coil - Much like ensnaring roots but enemy stack also suffers 1 damage per naga per round it is coiled.

Marnaga - Raised in much cooler climes, they embraced the cold and everything about it.  They have mastered all the cold spells, and use them to also enhance their combat.

Caster, Freezing Strike, immunity to cold, vuleribility to fire (fire effects and spells do 25% more damage).

Spells : Ice Bolt, Circle of Ice.

Kenaga - They found a home on a wide open plain next to the sea.  During their time their they have become master marksman, but still possess a lot of their melee abilities.

Range, No Range Penalty, Last Barrage.

Last Barrage - When the last of the Kenaga dies they get one last shot in.  The enemy is struck 2 times and for every Kenaga that was in the stack before its destruction they take minimum damage (ie if the damage range of the kenaga is 2-5 they would take 2 damage from each creature that WOULD have been able to retaliate if they were not dead).

((There fixed it for somebody!))
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted August 27, 2008 11:45 AM

New 'water' neutral creatures.  ((Creatures native to or found in water)).

Waterlogged - Undead - Tier 3.  These came about by pure accident, and quickly fell to disuse as it was hard to raise them, but harder to control them.  Corpses that have drowned by any means have a chance to become Waterlogged (or their upgrades).

Undead - Mist Breath - 50% damage from all but lightning spells, 2x damage from lightning spells.

Mist Breath - Upon entering melee combat all the units in a stack expell a mist breath (1x total).  This breath has the same effect as slow, weakness, and suffering for 2 turns.  Any stack that is totally destroyed while under its effects 10% of their number will raise as Waterlogged under the control of the person who controls the original Waterlogged.

The Drowned - Only those corpses purposely murdered in water can become The Drowned, and they have a thirst for revenge apon the living.

Undead - Suffocate - Immune to all but lightning spells in the destruction school.  2.5x damage from Lightning spells.

Suffocate is a more powerful Mist Breath - Not only does it raise 20% of any stack it totally destroys, but the effects of the curse lasts 4 rounds.

Drenched - Though they died due to drowning like the other, they are almost completely different. They have merged with the water they were in, and are more casters then anything.

Undead - Caster - Swamp Snare.

Caster - Spells - Entangle, Blade Barrier, Arcane Crystal, Summon Water Elemental.

Swamp Snare - when they strike an enemy they drench them in water, causing their movements to be slowed.
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