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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Creature Structure
Thread: Creature Structure This thread is 4 pages long: 1 2 3 4 · NEXT»
BradRepko
BradRepko


Hired Hero
posted December 15, 2007 03:05 AM bonus applied.

Creature Structure

Creature Structures are structures built in the castle screen or found on the Adventure Map that require a number of a specific type of unit in order to function. When found on the adventure map, you just need to offer up the creatures to have it operate, but in the castle you must also supply the resources to build the structure. When in the castle, the associated dwelling will be required in order to build the structure. Each unique creature structure has a different effect that can greatly benefit the owner, if he or she can spare the creatures for it. In most cases, upgraded creatures will count as their un-upgraded counterpart. Some structures require two types of creatures to operate.


Haven Creature Structures

Farmhouse (2000 gold, 10 wood)
Requires 50 Peasants to operate. Will not accept upgraded creatures. Farmhouses provide additional revenue to the population of the castle and allows the castle to generate an additional 250 gold a day.

Keep (2500 gold, 10 ore, 10 wood)
Requires 25 Archers and 10 Footmen to operate. The Keep provides a place to store valuables and treasures collected by your kingdom, allowing a random amount of resources to be collected at the beginning of each week. (gold 1000~2500; wood or ore 2~6; mercury, sulfur, crystals, or gems 1~3)

Griffin Preserve (3000 gold, 5 ore, 5 wood, 2 crystal)
Requires 15 Griffin. Griffin Preserves provide a place for people to gather and watch Griffin in their natural habitat at a safe distance. People can gain new appreciation for these creatures, and gives all allied armies with Griffin or their upgrade in them a +5% boost to their diplomacy skill.

Sanctuary of Light (5000 gold, 10 wood, 10 ore, 5 gem)
Requires 10 Priest. The Sanctuary of Light gives the devout priests of the Holy Griffin Empire a place to worship and pray to Elrath. As such, all allied armies with Priests or their upgrade may randomly have the following spells placed on some of their creature stacks: Bless, Prayer, etc.
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 15, 2007 03:24 AM

Excellent proposal, and its simple enough that it could be put in a patch!  Ubival, please look at this!
____________
How exactly is luck a skill?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 15, 2007 05:14 AM

I agree with Daystar, this is an ingenious idea worth putting in the game. It adds a new bonus to the game, allowing more diversity and power to the armies. This idea gives me the honor of bestowing upon you the title of "Genius". This is no overstatement. Wonder what Ubi/Nival will do with this.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted December 15, 2007 05:31 AM

The idea is really good this would sure add much to the gameplay. Nevertheless I don't think Nival/Ubi would ever be willing to work on something more for ToE...
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 15, 2007 06:14 AM

I think Brad is going to be a major recipient of QPs in the future.
____________
How exactly is luck a skill?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 15, 2007 07:06 PM

Or maybe you can Destroy it, then build a new one there of the same level (1,2,3, or 4). The more powerful it is increases the time needed to erect a new one. Anyway, i don't think that the town building interface could hold more buttons. (maybe 2 but thats it).

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted December 16, 2007 12:57 AM
Edited by baklava at 19:13, 16 Dec 2007.

Sounds great

Necropolis:

Burial Grounds (2000 gold, 10 ore)
Requires 30 skeletons and 15 zombies to operate; imbues skeleton growth in your kingdom by +6

Haunted Manor (2500 gold, 10 wood, 10 ore)
Requires 20 ghosts and 20 skeletons to operate; raises luck of the visiting army before the next battle

Dark Pyramid (4000 gold, 10 ore, 5 gem, 5 crystal)
Requires 10 liches to operate; increases maximum dark energy

Black Halls (8000 gold, 20 ore, 5 mercury)
Requires 20 vampires and 5 wights to operate; allows the upgrading of vampires into Death Knights at the building, for a fee of 2000 gold per vampire
____________
"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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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 16, 2007 05:26 AM
Edited by sith_of_ziost at 22:11, 17 Dec 2007.

Erm... One problem with your suggestion Baklava. Both Graveyard and Mausoleum are names of Creature Dwellings, Graveyard= Skeletons unupgraded, and Masoleum for Archlich/Lich Master. Change the names and I won't say anything. Unless you change them to boneyard or sepulcher.

PS How dare you steal my faction! Just kidding! I'll submit the Dwarves. Hope Brad didn't care if we submit our own.

Distillery (Requires Resource Silo, 10 wood & ore, 5 mercury)- Requires  25 shieldguards to operate. Decreases market prices.

Hall of Hersirs (Requires Guard Post, 3000 gold, 10 wood, 5 crystal)
-Requires 50 Shieldguards and 25 Spearwielders to operate. During a siege, Warlords Reinforce the garrison.

Mithril Arms (Requires Armory, 7000 gold, 15 ore)- Requires 20 Brawlers and 5 Runic Priests to operate. Increases attack of all Fortress creatures except Fire Dragons' = to the Runemages level.

Arkath's Altar (10000 gold, 10 wood &ore, 12 of all others)- Requires 2 Fire Dragons, 3 Thanes, and 5 Runic Priests. Fire Dragon growth increases by 1, and all units in heroes' army deals minor fire damage. All enemy Destructive Magic Spellpower decreases by 5.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 16, 2007 06:30 AM
Edited by Daystar at 06:31, 16 Dec 2007.

Mushroom Forest (1500 gold, 2 Crystal/Gem/Mercury/Sulphur, 10 wood)
Requires 24 pixies and a druid to operate; gives Sprites and Dryads a random spell (light or destructive, level 1 - 3) and increases their knowledge.

Eldritch Fletcher (2300 gold, 4 Crystal/Gem/Mercury/Sulphur, 12 wood, 5 ore)
Requries 3 Druids and 33 hunters to operate; allows the "Imbue Arrow" ability to be used on hunters, chances of success are based on luck (1 luck = 10% chance, etc)

Racetrack (3000 gold, 13 wood, 13 ore)
Requires 10 Unicorns and 40 Blade Dancers; Creates a unicorn racetrack, which boosts unicorn speed and city morale.

Shallassa's Altar (9000 gold, 20 Crystal/Gem/Mercury/Sulphur, 18 wood, 20 ore)
Requires 12 Druids and 3 Dragons to operate; Creates a temple in the lake honoring Shallassa, Goddess of the Water, and allows upgrading of green Dragons into Coral Dragons.

____________
How exactly is luck a skill?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 16, 2007 06:33 AM

Holy freakin' crap. The Shalassa's Altar is flippin' expensive!!!!!
Otherwise, cool. I like the name's. Reminds me of me.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 16, 2007 04:41 PM

Expensive yes, but it means you get some powerful dragons.
____________
How exactly is luck a skill?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 16, 2007 06:44 PM

Well, If the new dragons are really powerful, then I guess an arm and a leg is a good enough price.

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted December 16, 2007 07:13 PM

Quote:
One problem with your suggestion Baklava. Both Graveyard and Mausoleum are names of Creature Dwellings, Graveyard= Skeletons unupgraded, and Masoleum for Archlich/Lich Master.

Ah.
Yeah, I got a bit carried away

Ok I'll change Graveyard with Burial Grounds and Mausoleum with Dark Pyramid.
Better?
____________
"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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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 16, 2007 07:32 PM

Good. They both fit quite well with the Necropolis. What you think of mine?

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted December 16, 2007 07:53 PM

They're great, Sith

Dungeon:

Assassin's Guild (2000 gold, 5 wood, 5 ore)
Requires 12 scouts to operate; works as a thieves guild and imbues scouts' growth by +3

Raiding Camp (3000 gold, 15 wood, 10 ore)
Requires 15 scouts, 15 blood furies and 5 dark raiders to operate; the troops stationed will form raiding parties which will generate 2000-3000 gold every week, imbue raider growth by +1, and slow down any enemy caravans passing in a 10x10 circle around the building

Infested Swamp (4500 gold, 10 wood, 5 sulfur, 5 mercury)
Requires 5 dark raiders and 5 hydras to operate; at the beginning of each battle, casts slow on random enemy creatures (probability same as Lethos' decay ability), also grants a visiting hero +1 defense as a one time bonus

Dragon Lair (10000 gold, 10 wood, 10 ore, 10 sulfur)
Requires 5 shadow witches and 2 shadow dragons to operate; Imbues Shadow Dragon growth by +1 and grants a visiting hero an additional 20% of magic immunity for a week
____________
"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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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 16, 2007 09:09 PM

I think raiding camp should be more like it kills several creatures in the caravan, and gets money based on the amount slain.
____________
How exactly is luck a skill?

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted December 16, 2007 11:01 PM

Hm, good idea. Why not.
____________
"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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BradRepko
BradRepko


Hired Hero
posted December 17, 2007 04:05 AM

This idea actually stemmed from an idea on giving units abilities that could be used on the adventure map. It would detract them from being used in armies, but the effects they give making it a toss as to whether you want to keep them or fund them into something else. Regardless, each creature structure's ability would be based on what the units they require are good at. For example, one of the Dwarven structures would increase mining production, or increase defense and attack of units using their smithy skills for better armor and weapons, or better movement by improving horseshoe design. The Gargoyles would create a structure to watch over the bodies of the dead, thereby decreasing necromancy effects on allied armies with gargoyles in them. Golem structures would allow golems to help with the building of town structures, decreasing building costs. Some structures might increase arrow tower capabilities, or send out raiding parties that effectively give random decreases in enemy resource production and giving you random resources from those squandered from the enemy. Some of my ideas involve decreasing enemy dwelling production, or increasing other creature productions. Gremlins, for example, would slightly increase Golem production. The Preserves would also be on the adventure maps, but they give the hero a choice of which creature to use in it for the effects. Griffins and Unicorn are two of the creatures that would have preserves, and the effect would vary depending on which creature is used.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 17, 2007 12:29 PM

I will join the lines of those saying that this is a very interesting and novel suggestion. I think it's something that we've not seen in the game before, but which would add a great dimension to the game in terms of tactical considerations.

I think having the structures in town is a great idea - in fact, I will turn it around compared to what someone said above and say that I don't think structures outside of the town is a good idea - just like the case with external dwellings, they can simply skew balance too much. Consider the example with a level 7 dwelling, which essentially increases your level 7 growth by 100 % (+1 = 50 % in town, and +1 = 50 % in dwelling). Not very ballanced in my oppinion. By having them in town, at least you need to invest resources to gain the bonus, which also means sacrificing building something else. Both things can go, however.

I think some of the suggestions for effects here are really good. Adding bonuses to stats, resources, new spells to certain units, and boosts to skills, are in my oppinion great ideas. Not so good might be the idea of increasing growth - again, when we talk of +1 growth of a level 6 or 7 unit, it's something that'll have a serious effect on ballance between factions. Magma Dragons are hardly the weakest level 7 unit in the game, and I'm not sure adding an in-town dwelling providing +1 growth is a good idea (actually, I'm quite sure it's a very bad idea). I think creature growth should only be implemented with care - like the Gremlins increasing Golem growth, which makes sense, and would be unlikely to throw game off ballance.
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What will happen now?

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 17, 2007 02:34 PM

Ah ha!  I knew this would get a QP!

Inferno:
Festering grounds: (1000 gold, 3 sulfur, 5 ore)
Requires 20 imps, 1 Horned Overseer; Increases imp growth by 13%, and makes the amount of Mana they steal slightly higher.

Kiln: (1400 gold, 3 sulfur/mercury, 10 ore)
Requires 15 imps, 3 Horned Overseers, and 4 Hell Hounds; The kiln hardens the shells of Hell Hounds (and upgrades) giving them a higher defense.

Trainer: (2400 gold, 5 sulfur, 2 Crystal/Gem, 10 ore)
Requires 20 Succubi and 10 Nightmares; Creates a familial bond between Nightmares and Succubi, causing them to increase stats on a weekly basis.

Corrupted Altar: (4000 gold, 15 sulfur, 5 other, 20 ore)
Requires 15 Succubi, 30 imps, a pit lord and 2 devils; At the altar Devils learn how to use the souls of the slain against their friends in life.  For every creature it kills, one damage will be dealt to whatever is remaining in the stack after the skirmish, as long as the Devils survive the retaliation.
____________
How exactly is luck a skill?

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