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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My H6 faction suggestion
Thread: My H6 faction suggestion This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 11, 2008 12:24 AM

What is it with you and your Mar/Wargoyles Paraform? And oozes.
Second of all, I actually think that the sphinx would be a nice creature, but please use a species of sphinx. Criosphinx or Androsphinx for the first upgrade. Third of all, exotic gemstone golems are a good idea only if the Tower's residents enjoy luxury. Magnetite golems could pull ranged attacks to them and have 50% immunity to ranged attacks. Alexandrite Golems could be portable magic mirrors (Area of Effect of course). Mages good. Illusionists okay, but Summoners rule! Rakshasa's should be the jewel from Heroes V Academy and should never be reused.

I've got to say I am severely impressed. But, with Coutal. Did you mean Coatl(Aztec for serpent).

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thehiddeneye
thehiddeneye


Adventuring Hero
posted January 23, 2008 11:45 PM

Tommorow

Nice to post again after my absence...

Anyhow, tommorow I'll post the Castle, siege battles and a spell school preview- the Lore of the Dark Ones, mainly associated with Coven, Dungeon and Tower...
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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted January 24, 2008 01:03 AM

I wouldn't like 2 types of heroes, it makes the factions less diverse... Some good ideas in the proposal tho....
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted January 24, 2008 03:54 PM
Edited by Moonlith at 15:55, 24 Jan 2008.

*claps for thehiddeneye and waits for the post*

And two heroes are definately needed I feel. A single hero forces too much a specific playstyle onto a faction and creates too large weaknesses and strengths. It kind of creates a rock paper scissors system, whereas two heroes offer better diversity for a faction.

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DarkShadow
DarkShadow


Legendary Hero
Cerise Princess
posted January 26, 2008 09:03 AM

i like ideas on here,apart from names,WE DONT NEED REPEAT SAME NAMES MILION TIMES!

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 27, 2008 01:14 AM

What do you mean? Its inevitable that some names will be copied, but I see that the names of thehiddeneye's factions are rather original and concise.

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DarkShadow
DarkShadow


Legendary Hero
Cerise Princess
posted January 27, 2008 03:37 PM

atleast necro creatures sound bit unoriginal like power lich...Thats like Arch demon,just as lame.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 01, 2008 01:40 PM
Edited by thehiddeneye at 15:20, 01 Feb 2008.

Renamed Tower Roster

1st level:

Gremlin- Gremlin Tinkerer OR Gremlin Saboteur

Recruited at the Clocktower.

Feathered Serpent- Coutal OR Cloud Serpent *

Recruited at the Cavern of Jewels.

2nd level:

Catfolk- Catfolk Sandwalker OR Catfolk Seer *

Recruited at the Dusty Den.

Gargoyle- Marble Gargoyle OR Obsidian Gargoyle


Recruited at the Parapet.

3rd level:

Mage- Archmage OR Combat Mage *

Recruited at the Ivory Spire.

Iron Golem- Magnetic Golem OR Mercurial Golem *

Recruited at the Golem Factory.

4th level:

Ether Guard- Void Lord OR Hollow Knight *

Recruited at the Ether Gate.

Sphinx- Hieracosphinx OR Lamassu *

Recruited at the Hall of Riddles.

5th level:

Storm Giant- Titan- Colossus *

Recruited at the Thunder Dome.

Djinn- Djinn Vizier- Djinn Sultan

Recruited at the Lamp of Wishes.

Next I'll post mounts, siege combat and the Castle.
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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 01, 2008 03:48 PM

Mounts

Hero Mount List:

Castle- brown war horse.

Rampart- unicorn.

Tower- flying carpet.

Keep- mammoth.

Stronghold- ram.

Fortress- giant toad.

Conflux- sliphnir (multi-legged flying horse).

Citadel- grey riding horse.

Inferno- none (hero is on foot).

Dungeon- pale raptor lizard.

Necropolis- zombie black riding horse.

Coven- phooka (dark unicorn).

Note: High-level heroes may gain a flying Dragon mount through the Dragon relic. Good heroes ride a Green Dragon, neutral heroes ride
a White Dragon while evil heroes ride a Red Dragon.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 02, 2008 12:01 PM
Edited by thehiddeneye at 12:28, 02 Feb 2008.

Siege Combat

Siege in my version of H6 is one of the more complex and difficult kind of combat, but also the most rewarding. Here are its main features:

Battlefield Size: The battlefield is much larger during siege combats. Furthermore, you may use the map editor to link several siege combats and create "stages" for a single ongoing epic battle
(great for campaigns and SP story maps).

Catapults: Every hero has a catapult which is shaped according to his faction and include regular catapults, cannons, rock-throwing Beetles, giant Trolls, bone catapults, obsidian catapults and fire-spewing Demon-beasts. A catapult may be damaged and destroyed during combat (although they have tons of HP), but can be repaired at a town's Blacksmith/through specific hero skills and spells.

War Machines: In addition to the Catapult, other War Machines exist. These include the familiar Ballista, First Aid Tent and Ammo Cart and a few new ones:

Soul Engine: Regenerates Mana during combat, for your hero or spellcasting creatures.

Battle Standard: Increases morale and luck of nearby creatures.

Battering Ram (Siege-only): Swiftly brings down the castle gate.

Siege Tower (Siege-only): Allows swift and safe passage over the castle's walls without having to destroy them.

Oil Cauldron (Siege-defender only): Deals heavy fire damage to enemy units passing through the castle gate. Must be "repaired" before every siege combat.

Trebuchet (Siege-defender only): Replaces your main arrow tower and deals heavy damage.

Each town has 3 War Machines associated with it, in addition to the standard Catapult. For example, the Castle can build the Ballista, First Aid Tent and Battle Standard.  

Siege Orientation: Some towns are more oriented towards defending against/laying a siege, represented in creature abilities, hero skills, associated Lores and unique town upgrades. For example, Castle, Stronghold and Inferno make good besiegers, while Keep and Fortress are good defenders. Tower and Necropolis are lame besiegers, while it is relatively easy to take a Tower or Coven.

Home Advantage: Defending creatures naturally have higher morale.

Prison: An attacking hero losing a siege combat may be captured if the defending town has the Prison built. He may be rescued later by an attacking hero.

Arrow Towers: Like in previous Heroes games, a Citadel has 1 arrow tower while a Castle has 3. You can use the Map Editor to add additional arrow towers (for "boss" battle), and like Heroes 4 you can garrison shooting creatures inside to increase your arrow towers' potency.

Moats: A castle's moat takes a turn (or two) to cross, and inflicts some drawback on a sunk enemy creature. Each town's moat is shaped differently and inflicts a slightly different drawback. These include:

Castle: Clear water (damage)
Rampart: Vines (bind)
Tower: Sandstorm (blind)
Keep: Landmines (one-time, very high damage)

Stronghold: Spikes (damage)
Fortress: Boiling mud (wide and lowers initiative)
Conflux: Elemental Storm (floating debris, lightning, fireballs,
churning water, changing elemental damage)
Citadel: water with pirannahs (damage)

Inferno: Lava (fire damage)
Dungeon: Liquid darkness (magic damage)
Necropolis: Corpses (damage)
Coven: twisting, bloody thorns (bind)

That's it for siege. Next post is the Castle.
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Andrelvis
Andrelvis


Adventuring Hero
posted February 02, 2008 01:10 PM

Good ideas. I would add an advantage to having the enemy's hero imprisoned, because otherwise just killing it would be better. A nice morale boost for example, would not only stimulate putting enemy heroes in prison, but also would be quite fitting.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 02, 2008 06:37 PM

Quote:
Battle Standard: Increases morale and luck of nearby creatures.


I assume something different will affect the Necropolis?


____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 08, 2008 06:46 PM
Edited by thehiddeneye at 21:21, 09 Feb 2008.

The Castle

Alignment: Good
Deity: Elrath, Dragon of Light and His Angelic Choir

How it looks:

The Castle is built upon a stout mountain rising from the middle of a fertile plain filled with rolling hills, grain fields and distant forests and crossed by a wide river, making its way into the sea. Everything is lit by the soft light of sunset/sunrise (undetermined).
The buildings, constructed in Medieval European style (think 14th century England or France) are literally carved into the rock and all of them carry some military purpose- the castle itself is heavily forified, and nearly all buildings have arrow slits, trebuchets etc. They are adorned with flags carrying the symbols of Angels, Griffins and Unicorns, and the occasional glass-windowed chapel rises amongst the military foritfications, making the impression of a militant religious order. Around the Castle itself lies a small city made of stone and wood, where its native humans live. Wild horses occasionaly sprint acorss the rolling plains, and packs of white doves fly in the shining sunlight.  

Hero Types:

Knight: Sworn protectors of the Unicorn Empire, Knights are fighting noblemen who lead humanity's armies to battle in the name of Elrath. On the field of battle, their mastery of the arts of war and skill at leading troops makes them feared opponents. Although they can master nearly all forms of combat, they are slightly more oriented towards Defense. All Knights are humans, with the vast majority being males.  

Special Skill: Combat Training: May upgrade Castle units into more advanced unit types. Associated perks allow Knights to arrange their troops in specific Battle Formations (gaining stat bonuses as long as they move in the specific structure), deal increased damage on retaliation, bestow blessings upon their troops and gain resistance to curses and mind-affecting spells.  

Cleric: Clerics are the chosen servants of Elrath, and carry His word to the far corners of the Empire and beyond. By sword, speech and spell, they seek to convert all to his worship, and combine mastery of the Lore of Radiant Glory with military skills and the ability to perform actual miracles on the battlefield.

Special Skill: Devotion: By Praying (during Combat or on the adventure map), Cleric gains Faith points which allow him to perform spell-like Miracles. Associated perks allow the Cleric to resurrect his troops after combat, deal increased damage to Evil creatures and spend Faith points to negate low Morale's bad effects.  

* Devotion Revised *- 09/02/08

Here's my revision of the Cleric's special skill, formerly called Devotion.

Special Skill: Prayer: By spending Devotion points, a Cleric may perform Miracles. Some Miracles work like spells (like Holy Shout), while others work differently (like Revival and Unbreakable Faith). The standard Miracle is called Prayer, and empowers the Cleric's troops according to the number of Devotion points spent.
A Cleric gains Devotion points by donating Gold gained from treasure chests, praying at the Chapel of Light or Temple structures and defeating Evil neutral stacks or heroes. Clerics automatically lose Devotion points every day. Note: Besides the XP and SP bars, heroes have a 3rd "Special Skill" bar used to calculate stats such as Body Count, Blood Rage and Devotion. For other classes, the bar is simply empty.

Playstyle, Strengths and Weaknesses:

Castle buildings have average cost and require lots of Wood and Ore and some Gems and Crystal.
The Castle is possibly the most diverse faction in the game and one most suited for teamwork. While nearly all of its units (save the mighty Angels) are average power-wise for their level, the right combination makes them a complete and versatile army, and they have units to fulfill every battlefield role- fast walkers, tanks, fliers, shooters and casters. They lack specific strengths, but also weaknesses- although generally it can be said they have good Defense and average HP, speed and Initiative.
Human units have low morale and are vulnerable to spells, but the unique skills of their heroes offset this weakness. Clerics are also the unrivalled masters of the Lore of Radiant Glory, which contains mainly buffs, healing and resurrection spells and spells to counter curses (but lacks direct damage spells). Knights are efficient battlefield leaders and also possess good siege and seamanship capabilities. Castle units have average cost and growth rates.

Common Buildings:

Village Hall- Town Hall- City Hall- Capitol
Fort- Citadel- Castle
Tavern
Blacksmith: Battle Standard, Balista and First Aid Tent.
Marketplace
Resource Silo: Wood and Ore
Mage Guild Level 5
Shipyard

Special Buildings:

Stables: Gives extra land movement point on the adventure map.

Hall of Heroes: Allows Knights to train their units into more advanced unit types.  

Hall of Kings: Reduces the cost of Training.

Brotherhood of the Blade: Increases morale during siege combats and increases the effectiveness of Battle Formations.

Cathedral of Light: Allows Clerics to Pray, gaining Faith points for movement points and Gold. Increases Miracle efficiency by 5%.

Bastion: 3rd level Horde building.

Grail: Icon of Elrath: + 5000 Gold, increases town's creature growth by 50%, increases morale of all Heroes by +2 and allows cheap upgrades of all units (like the Hill Fort structure).

Creatures:

1st level:

Peasant- Militia OR Redeemed
Boar- Blabeback Boar OR War Hog

2nd level:

Squire- Shieldbearer OR Piper
Archer- Marksman OR Longbowman

3rd level:

Footman- Pikeman OR Swordsman
Griffin- Noble Griffin OR Battle Griffin

4th level:

Cavalier- Champion OR Gunslinger
Monk- Bisoph OR Witch Hunter

5th level:

Angel- Archangel- Nemesis
Crusader- Paladin- Templar

Impressions please...

Next- the Stronghold and Coven (with its Lore of the Dark Ones).

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ElectricBunny
ElectricBunny


Known Hero
Pimp My Box
posted February 09, 2008 04:17 PM

MOst of the Castle units seems okay but these I don't like -

MIlitia - seems a bit too 21st century.
Redeemed - meaning what?
Gunslinger - how can a cavalier (jouster, lance, horse) turn into a guy with a pistol?
Nemesis - reminds me of Necropolis for some reason, which is the polar opposite of Castle.
Piper - IT seems strange to me that a fighter with weapons dangling all over him turns into a guy with a flute.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 09, 2008 04:27 PM

Arggh, you almost had a perfect score from me, but a few things...

-Piper- I know where you were going with this, but it just doesn't snap together with the rest/
-Gunslinger- Tch, don't like it as a cavalry. Alright as a footsoldier, but not a cavalry.
-Witch Hunter- Will they burn witches?
-Excellent 5th tier. Nemesis is great, since few others are as pious as this faction. Templar is even greater.

Happily awaiting the Coven.

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ElectricBunny
ElectricBunny


Known Hero
Pimp My Box
posted February 09, 2008 04:31 PM

Umm, once and for all. What is a Nemesis anyway? Describe it, tell me everything!

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 09, 2008 04:44 PM

Nemesis means an ultimate force. As defined by Dictionary.com...
Quote:
an opponent or rival whom a person cannot best or overcome

Nemesis is also the name of the ancient Greek goddess of divine retribution.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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thehiddeneye
thehiddeneye


Adventuring Hero
posted February 09, 2008 09:15 PM

Devotion Revised

Here's my revision of the Cleric's special skill, formerly called Devotion.

Special Skill: Prayer: By spending Devotion points, a Cleric may perform Miracles. Some Miracles work like spells (like Holy Shout), while others work differently (like Revival and Unbreakable Faith). The standard Miracle is called Prayer, and empowers the Cleric's troops according to the number of Devotion points spent.
A Cleric gains Devotion points by donating Gold gained from treasure chests, praying at the Chapel of Light or Temple structures and defeating Evil neutral stacks or heroes. Clerics automatically lose Devotion points every day. Note: Besides the XP and SP bars, heroes have a 3rd "Special Skill" bar used to calculate stats such as Body Count, Blood Rage and Devotion. For other classes, the bar is simply empty.
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MattII
MattII


Legendary Hero
posted February 11, 2008 03:07 AM

Good stuff mostly, but could you please give us an idea about the creature abilities?
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booboo
booboo


Adventuring Hero
posted February 11, 2008 06:40 PM

thehiddeneye, GREAT STUFF. I absolutelyfreakinloveit!
seriously now, you have it. I like the factions (waiting for the rest ) and the ideas. Only some minor things to point out...I mean one thing that bugs me: Everybody seems to like it but I have a problem with the H4 creature system. I works for the strategic part of the game, but what doesn't in Homm??!?
IMHO, it's really HARD TO CHOOSE from so many cool creatures because having them all just makes some players happy . I never liked the idea of choosing between same tier creatures... but that's my problem. Besides that, keep up the good job!!


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