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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 February 28, 2008 10:50 PM

Okay, a lot to examine at once. The Coven overall embodies what the Dark Elves ought to be, and I applaud you for your excellent tastes. I cannot say what to make of the missing Level 4, but what comes to mind is a main, like, animated tree person or infested vegetation, like a Conglomerate. Another way to go about it is to make a hag-like old women, driven crazy by eternal life bound in the Lore of the Dark Ones. Just my ideas though, feel free to accept and reject at will .

The Lores and War Machines are all the basis of the faction, so I can't critique that . Now, you are an exceptionally talented faction maker. This is an extremely well made entry for Heroes 6, and I do believe it could be incorporated into Heroes 6. Furthermore, a QP is highly warranted.
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Steel Yourself for War

Next Set: Mirrodin
Beseiged

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thehiddeneye
thehiddeneye


Adventuring Hero
posted March 01, 2008 10:37 AM
Edited by thehiddeneye at 11:11, 01 Mar 2008.

On Terrains

In my version of H6, each faction has two native terrain types- outdoor and indoor sets. Each terrain type gives its native troops +1 morale (doesn't stack with town bonus) and greatly reduced movement penalty for native heroes- this means Alchemists and Wizards move normally on desert while Beastmasters and Witch Doctors move normally on swamp. The second terrain also empowers its native town's specialty and hampers other heroes.

There is also a map option of enabling random events at the scenario's beginning for single scenarios. Each terrain type has its own set of events (expandable through the map editor), and they mostly include flavor events but also things like ambushes (increasing in potency depending on the hero's level), learning sacrifice formulas for the Gaping Maw, Shrine of Urgash and Sacrificial Glade, finding hidden treasures and luck/morale influencing events.
Such events include finding a miser king's burial mound in the Dark Forest, seeing the Orc hordes march to war from a distance in the Roughlands, watching a red dawn in Lava and receiving a blessing/curse (depending on hero's faction) from a wandering priest of Elrath on the Grasslands. Random events don't happen too often, usually once every 2-3 turns (not to become annoying). In addition to the random events which don't require placement, you may also place regular events with the map editor.  

- Here are the native terrains for the factions I've already published:

Necropolis: Gravedirt and Cemetery (+1 SP for Grey Elder magic, blocks Radiant Glory and Wild Groves magic above 2nd level)

Dungeon: Underworld and Faceless Ruins (+3% increased spell damage, reduces enemy magic resistance/damage reduction by 5%)

Fortress: Swamp and Naga Ruins (Fortress creatures regenerate,
but don't resurrect, reduces Speed for enemies)

Inferno: Lava and Shattered City (shifts randomly every turn between +1 Attack to Inferno creatures, +5% Hellfire or +5% Gating,
-1 luck for enemies)

Tower: Desert and Academy (hero regenerates mana every turn,
enemies lose mana every turn)

Castle: Grasslands and Haven (+1 SP for Radiant Glory magic, blocks Fiery Chaos and Grey Elder magic above 2nd level)

Keep: Snow and Dwarven Halls (+1 Defense for Keep creatures,
-1 damage for enemies)

Stronghold: Roughlands and Orc Battlements (+1 damage for Stronghold creatures, blocks magic above 3rd level)

Coven: Dark Forest and Midnight Gardens (increased Initiative for Coven creatures, reduces Initiative for enemies)

----
* An Unrelated Topic: Sacrifice Formulas

The map object Altar of Sacrifice, Inferno Shrine of Urgash, Dungeon Gaping Maw and Coven Sacrificial Glade enable creatures to be sacrificed for bonuses. Normally, the bonuses increase according to the amount of creatures sacrificed. However, sacrificing specific (small) amounts of specific creatures in a specific order may yield better bonuses. These sacrifice formula are found in random events,
on Pyramid walls, by speaking with the Dead (a Necromancer, Witch Doctor and Shaman ability) and several other ways. Here are what the sacrifice structures give normally, and what they give through formulas:

Altar of Sacrifice: Normal- XP. Formula- None.

Shrine of Urgash: Normal- XP. Formula- a wide range of rewards, including luck bonuses, stat bonuses and even extra Devils!

Gaping Maw: Normal- 1st-3rd level spells. Formula- 4th-5th level spells.  

Sacrificial Glade: Normal: Temporarily increases creature growth. Formula- permanently increases creature growth (once per formula).

Good heroes may also sacrifice creatures, but suffer a hefty morale penalty afterwards (and Clerics lose Devotion). Artifacts may be sacrificed for XP (at a Tower town's Ancients Vault) only by an Alchemist ability.

Opinions please...
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 01, 2008 10:38 PM

Good, hiddeneye. I especially like how you differentiate the natives' lands. It gives more spice to the game. About the Sacrifices, will "good" aligned heroes take morale or luck penalties for sacrifices?

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thehiddeneye
thehiddeneye


Adventuring Hero
posted March 02, 2008 01:59 AM
Edited by thehiddeneye at 02:20, 02 Mar 2008.

About sacrifices + missing 4th level

I said on the original post that good heroes suffer a massive morale penalty for sacrificing creaturs that lasts 3 days.

Also, here's the missing Coven 4th level unit:

Midnight Wailer- Banshee OR Whisper Lady

Remember that in many myths, Banshees were fey of ill-omen rather than undead, and I chose to follow that direction with the Coven.
The Necropolis Screaming Tower (their morale-reducing defensive structure) has drawings of Banshees, but they are twisted and deformed like the Necropolis versions of Gargoyles.

In addition, Unseelie Giant is renamed Firbolg.

I added the changes to the Coven post.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 02, 2008 02:14 AM

So, will both the Coven and the Necropolis have a creature with the name "Banshee"?

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thehiddeneye
thehiddeneye


Adventuring Hero
posted March 02, 2008 02:22 AM

Banshees

Nope, the Necropolis has the similar Ghosts instead. The Banshees are simply town decoration, symbols of death and ill-omen but not actually in league with the undead.
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thehiddeneye
thehiddeneye


Adventuring Hero
posted March 02, 2008 10:49 AM
Edited by thehiddeneye at 02:09, 03 Mar 2008.

Symbols and Mottoes for some of the factions

Necropolis

“Life is change, chaos, filth and pain. Death is peace, order, everlasting beauty.”

Aka: the Undead, the Grey Society
Alignment: Evil
Deity: Asha, Dragon of Order, in her destructive aspect as the Spider Mother
Core Philosophy: "We do as Asha wills". Although they dabble in the foulest form of magic, few Necromancers (or Death Knights) actually believe themselves to be evil. Instead, they believe that by ending all life and recreating Ashan as a cursed world of the undead they can usher an everlasting age of peace, prosperity and perfect order- the After World. Fanatically devout to the cause, Necromancers embrace death rather than fear it for they know their reward shall come in Eternity.    
Associated Colors: Black, white (and various shades of grey) and toxic green (green flag)
Key Symbol:  the Spider Mother: a grey spider surrounded by a circle of bleached skulls and bones on green mist background
Native Terrain: Gravedirt and Cemetery (+1 SP for Grey Elder magic, blocks Radiant Glory and Wild Groves magic above 2nd level)

Dungeon

"A darksome path leads on to Divinity. Only the worthy may walk it"

Aka: the Banished Ones, the Dwellers of the Dark
Alignment: Evil
Deity: Malassa, Dragon of Darkness
Core Philosophy: "Power at all costs". Driven by greed and lust for power, Dungeon heroes will stop at nothing for the empowerment of the Self. Although they worship Malassa and are in league with Her monstrous children, it is simply an alliance of convenience. The Faceless, the near extinct and hidden Keepers of Deadly Secrets, hold a special place and some whisper they are the true masters of the Dungeon and manipulate the Banished, Minotaurs and Troglodytes according to their whims.
In Dungeon society anyone, even slaves, can rise to power- as long as they possess the intelligence and guts to do what it takes to grab it. Warlocks show no patience for slow studies in academies and prefer to seek power themselves- those who wait remain behind, weak and insignificant, until they die forgotten.  
Associated Colors: Black, silver and dark blue (blue flag)
Key Symbol: The Secret Mark: a black half-mask surrounded by blue tentacles and a nimbus of silver energy
Native Terrain: Underworld and Faceless Ruins (+3% increased spell damage, reduces enemy magic resistance/magic damage reduction by 5%)

Fortress

"To protect the Swamp, we must become like the Swamp"

Aka: the Lizardmen, the Swamp-folk
Alignment: Neutrality  
Deity: Shalassa, Dragon of Water and the Council of Loa
Core Philosophy: "Protect the Wetlands". Reclusive and xenophobic, the Fortress suffered much over the years at the hands of outlanders and trust no strangers. Fortress show a strong belief in Destiny and the Divine justice of the Loa- whatever you do will come back to haunt you tenfold, in this life or the next. Generally peaceful, once their land is invaded and their rage is awakened they would do anything to protect their home and unique way of life- including resorting to deeds others would see as foul and barbaric.  
Associated Colors: Light green, dark green and orange (orange flag)
Key Symbol: The Face of the Swamp: a fiery-eyed orange tiki mask surrounded by a green circle of snails, small lizards and snakes chasing and devouring each other
Native Terrain: Swamp and Naga Ruins (Fortress creatures regenerate but don't resurrect, reduces initiative for enemies)

Inferno

"Your world shall burn, and we will dance in its ashes"

Aka: the Demons, Lords of Chaos
Alignment: Evil
Deity: Urgash- many-faced Dragon of Chaos and his Chosen one-
the Dark Messiah  
Core Philosophy: "Might makes right". Alien beings from outside Ashan, Demons believe in things no sane man understands. While unpredictable, there are few behaviors common to most Demons including a fascination with fire and pain (both of others and their own), the complete lack of mercy, loyalty, love or honor, a lustful and whimsical nature and the desire to spread chaos and anarchy, especially among beings that view themselves as orderly or good. Most Demons have low intelligence and little distinction from one another, but intelligent and powerful Demons are unique demigods of Chaos. The secret fear of all Demons is the destruction of their physical bodies, as they loath to return to whatever Hell they came from.  
Associated Colors: Black, orange and red (red flag)
Key Symbol: The Oroboros: a monstrous black and red Dragon eating its own tail.
The Mark of Chaos: A unicursal burning red hexagram on black background.
Chaos has many symbols, and these are simply the two most common ones.
Native Terrain: Lava and Shattered City (shifts randomly every turn between
+1 Attack to Inferno creatures, +5% Hellfire or +5% Gating, -1 Luck for enemies)

Tower

"The path was set by the Ancients, but only the Wise may seek it and walk unscathed"

Aka: the Wizards, the Silver League
Alignment: Good
Deity: The Wizards of the Silver League are split into two main religious sect. An "oldschool" minority still worship Asha, the Dragon of Order in her original uncorrupted aspect, while most Wizards seek the means to archieve godhood through enlightenment.  
Core Philosophy: "Knowledge is Power, Master the Prophecy to Master Destiny". Wizards believe in the power of magic and enlightenment above all else. By realizing and following their personal thread of the Prophecy, they will become more powerful than the Dragons and will make the world a better place of harmony and learning, rather than of bigotry and war. Patience and careful learning and experimentation are the means to success, and the greater good justifies the means to reach it. A longer (or even eternal) lifespan is a great boon in the Wizards' quest for learning, because once life ends so is the quest.  
Associated Colors: Yellow (or gold), silver and purple (yellow flag)
Key Symbol: The Ankh of Wisdom: a silver ankh with a purple eye on its top on yellow background. The Silver Star: A silver star on yellow background.
Native Terrain:  Desert and Academy (hero regenerates mana every turn, enemies lose mana every turn)

What say you?
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thehiddeneye
thehiddeneye


Adventuring Hero
posted March 14, 2008 11:31 AM

No responses?

Bump.

No responses for a week? Post your comments and opinions people!

BTW, next town is the Rampart, and after which the remaining mottoes and the remaining towns.  
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thehiddeneye
thehiddeneye


Adventuring Hero
posted March 20, 2008 10:05 AM
Edited by thehiddeneye at 18:09, 20 Mar 2008.

Castle and Keep symbols

Castle

"Put your trust in the Light, but ready your Blade"

Aka: the Holy Unicorn Empire, the Knighthood of Light
Alignment: Good
Deity: Elrath, Dragon of Light and His Angelic Choir
Core Philosophy: "Salvation comes only to the Righteous".
The humans of the Unicorn Empire are deeply religious and are raised from an early age on the teachings of Elrath's preachers and the sacred Paths of Chivalry- Mercy, Order, Honor, Courage and Duty.
A feudal and militant culture, each caste (the most valued being the noble Knights and the Clerics) must obey and do its part to reach Salvation in this life or the next. The Sinners, those who rebel against the Paths of Chivalry and lead the world to Damnation, must learn from their mistakes and return to the Righeous Paths- through word, blade or fire. In the Crusade to make this world a better place, some human heroes may become as terrible as the Sinners as they fight- just the mistake which doomed the old Griffin Empire.
Associated Colors: Red, blue, white and gold (red flag)
Key Symbol: The Holy Sun: A gold cross studded with rubies, on red-and-blue background.
The Sacred Unicorn: A majestic gold unicorn standing on its rear legs, with smaller silver Griffins flanking it at both sides.
Native Terrain: Grasslands and Haven (+1 SP for Radiant Glory magic, blocks Fiery Chaos and Grey Elder magic above 2nd level)

Keep

"In the deepest of Shadows, Our Flame will burn bright"

Aka: the Dwarves, the Rune-Clans
Alignment: Good
Deity: Arkath, Dragon of Fire (in his benevolent aspect) and the Dwellers in the Mountain Halls
Core philosophy: “For Clan and Blood". The strongest connection of Dwarves (and their Halfling kin) is family and it must be protected at all costs- even above your Kingdom. A Dwarf's word is considered soul-binding- they never back down from an Oath and never swear lightly. Combat is a sacred art and only comes as last resort- but to keep their Honor, Dwarves will rather die than flee a fight.  
Fire is a source of power, wealth and life in the deep tunnels and unforgiving tundra and is revered as Divine. Work hard and never give up for Life's best rewards are bought with blood and sweat.  
Viewing themselves as Arkath's favored children, Dwarves (or Halflings) are extremely proud of their racial heritage and take racial insults to a very personal level. All strangers are not to be trusted, but the Dwarves' worst enemies are the Inferno (defilers of Arkath's sacred fire), Dungeon (underground competitors) and Coven (bearing an old grudge against the Dark Elves from the War Under the Mountain).
Associated Colors: Red, brown, orange and steel grey (orange flag)
Key Symbol: The Stonefire Rune: A red and orange glowing Rune on steel grey background.
Native Terrain: Snow and Dwarven Halls (+1 Defense for Keep creatures, -1 damage for enemies)

Next- Stronghold, Coven and the complete Rampart town.
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thehiddeneye
thehiddeneye


Adventuring Hero
posted March 20, 2008 06:56 PM
Edited by thehiddeneye at 19:03, 20 Mar 2008.

The Stronghold

Stronghold

"An ancient Rage awakens, and Woe to all who stand in its Path"

Aka: the Orcs, the Tribes of the East
Alignment: Neutrality
Deity: None. Most Orcs associate the Dragons with their ancient slavery to the humans and refuse to worship the gods of their former masters. They worship the spirits of their fallen ancestors instead, although the occasional tribe worships a Dragon (usually Sylath or  Urgash).
Core Philosophy: "Better die a free Orc than live as a slave".
Products of magical experiments with Demonic blood, the life of Orcs (and the Orc-blooded human Tribes) is a constant struggle between living a normal life and the urge to maim, kill and destroy. They unleash this Bloodrage on the field of battle against their outside enemies (and occasionaly Orcs of other Tribes). Through acts of strength and courage, they seek to match the glory of the Ancestors and believe they will buy their place in the Afterlife with the souls of vanquished enemies. Other Orcs follow a more spiritual path and quiet their Rage by bonding with the spirits of the Wastes and learning their secrets. Other, more unnatural forms of magic are feared and distrusted. Orcs hold their elders in the highest regard, although only the worthy may reach an old age. Asencsion through the Tribal hierarchy is made through honor-bound duels, which end in submission (a very rare choice) or death. As former slaves, Orcs also hold their personal freedom with very high regards- they distrust most strangers, but will accept other outcasts into their society. Orcs loath and fear the Demons, for they see their own twisted reflection in their fiery eyes, and hate the Wizards- their ancient creators and slavers.  
Associated Colors: Red, brown, purple and green (purple flag)
Key Symbol: The Orc-dagger: A Behemoth's massive tusk, drenched with dry blood, bound in steel rings and adorned with red, purple and green ribbons
Native Terrain: Roughlands and Orc Battlements (+1 damage for Stronghold creatures  blocks magic above 3rd level)

Next- Coven, then Rampart.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted March 21, 2008 03:22 PM
Edited by thehiddeneye at 15:25, 21 Mar 2008.

Coven

Coven

"What was Hidden will be revealed, and Shadow will devour all"

Aka: the Dark Elves, the Shadow Courts
Alignment: Evil
Deity: Malassa, Dragon of Darkness
Core Philosophy: "Through Blood and Shadow We will have our Revenge"
Cunning and bitter, Dark Elves (and their Unseelie Fey cousins) had forsaken natural harmony long ago for the dark power Malassa offers. The Dark Dragon is worshipped through occult rituals and fell deeds- every secret whispered, assassination conducted or plot conceived make the creeping Shadows grow just a little longer...
Patience, cunning and careful planning will bring down the most powerful enemy, and things like honor, mercy or courage are mere obstacles on the path to power. Indeed the worst enemies of the Dark Elves are their own power-hungry siblings, and the first lesson a Dark Elf learns is to trust no one... Dark Elves recognize the power Fear holds over all living creatures- their society is built around paranoia and terror- by becoming what your enemy fears the most, you can control and vanquish it. The Dark Elves are superior to all living beings, who should be their propety and playthings by birthright. Within Dark Elf society, females hold the leadership reigns and the Shadow Courts are ruled by a caste of Witch high priestesses, with the male Blackguards serving as bodyguards, army generals and occasionally lovers. Dark Elves have a long memory, long lifespan and patience to avenge themselves on their enemies- the prime of which include the Wood Elves and their own treacherous former slaves- the Dungeon races.
Associated Colors: Black, green, purple and silver (purple flag)
Key Symbol: The Midnight Rose: A withered black rose with silver thorns and a black-and-purple serpent curling around it.  
Native Terrain: Coven: Dark Forest and Midnight Gardens (increased Initiative for Coven creatures, reduces Speed for enemies)

Next- the Rampart town. In the meanwhile- opinions about the factions...
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 21, 2008 03:53 PM

I say nothing because there are no flaws or bad ideas present in your work. It is truly extraordinary.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted March 22, 2008 12:05 PM
Edited by thehiddeneye at 19:25, 04 Apr 2008.

The Rampart

- The Rampart -

Alignment: Good
Deity: Sylanna, Dragon of Earth and the Powers of Nature

On Sylvan Humans:

When the Dark Elves cursed a part of Irollan with the vile Spell of Shadows to form the Covens, the Wood Elf connection to the Forest was severely damaged by the unnatural magic used. Due to this, the Wood Elf race is slowly dying out, with many Elf women dying at childbirth or birthing stillborn and twisted children. Unable to eliminate the Shadow cancer gnawing at the Forest, the normally isolationist Wood Elves had turned to kidnapping especially talented and gifted human babies (recognized as such by Druid visions) from villages near the Forest's edge and raising them within the Rainbow Courts as their own. Such humans are known as Sylvan, and are usually unaware of their different nature until they reach adulthood. The Forest Hunter unit is a Sylvan human.    

How it looks:

The Rampart lies within a vast and ancient forest, in a place where the dense trees form a literal living wall around a hilly meadow.
Occasionaly, the vines and branches twist around to form the image of smiling, ancient faces only to break form immediately.  In the middle of the clearing grows a massive sekoya tree (the Rampart town hall), towering high into the sky and breaking the leafy canopy to make autumn light illuminate the glade in eternal twilight. On the gigantic tree's twisting branches hang countless dreamcatchers, wind pipes and intricate Elven lamps. A mighty river floats from the sekoya's roots across the glades and into the surrounding woods, forming several small smaller ponds and roaring waterfalls on its way and bathing the glade in droplets and enchanted mist, which together with the autumn and lamplight gives the place a magical feeling. The forest floor is covered with a carpet of golden leaves, which constantly fall across the screen. The leaves occasionaly give way to cloverfields, flower patches or weathered dolmens.
Centered around the massive sekoya are several smaller trees, which literally form the Rampart town with their vines and branches (no carving). In places, the branches hold massive stones and crystals to form the semblance of buildings, and the whole place is built in an exotic mix of Celtic and Native American architecture. The town is literally alive, and shifts in places.
Beautiful tiny faeries fly across the screen and sing a quiet Celtic mellody with their ethereal voices, and squirrels jump high in the trees.      

Hero Types:

Ranger: Living at harmony with nature and hunting only what they must, all Rangers have sworn a Blood Oath to become one with the Forest- to learn its ways, guide the Lost and protect the woods with their lives. Wise, durable and kind, their wrath is terrible should anyone attempts to defile their homes. Rangers have a special affinity with the Luck, Logistics and Scouting skills, and some mastery over the Lore of Wild Groves. Most Rangers are Wood Elves, with some Seelie Fey and very few Sylvan humans.

Special Skill: Vengeance: Like H5. Associated abilities allow Rangers to move unseen on Forest and Dolmen Field terrains (similar to the Blackguard's Cloaking but much weaker), deal increased damage to Coven units, construct special bows at the Avenger's Guild and use Tracking to view the direction of enemy heroes.

Druid: Druids live in perfect harmony with Nature and know its many Paths like the palm of their hand. In the whispering wind,
a stone's sotic silence and the waterfall's roar they hear its secrets and follow Sylanna's will. Masters of the elder art of Shapeshifting and the Lore of Wild Groves, they have multiple ways to
deal with threats to the natural harmony. Like Rangers, most Druids are Wood Elves with few Sylvan humans and Seelie Fey.

Special Skill: Shapeshifting: For a hefty price in Druid mana and reduced initiative for several turns afterwards, allows Rampart units to temporarily shift their form from one unit type to another (non-upgraded to non-upgraded and upgraded to upgraded). Spell Power determines Shifting's length, and higher skill levels allow you to shift into higher-level units (for extra mana) and cut the initiative loss. Associated perks make Shifting permanent, gain Ultimate Shifting which completely eliminates the Initiative loss, allow your troops to heal and resurrect when Shifting, gain Native terrain bonuses on every non-Evil terrain by spending mana and a turn Meditating, apply Luck to summoning spells and gain bonuses to a specific set of Wild Groves spells according to the shifting seasons (making a Druid's casting grow even more powerful as the game progresses).    

Playstyle, Strengths and Weaknesses:

Rampart buildings are very expensive and require lots of Wood and Crystal and some Gems and Ore.

Most Rampart units have great initiative (but lower than the Coven's), the best Speed in the game, good Defense and average morale, but low attack, damage and HP.  
The exceptions to these are the two tank units (Monster Beetle and Treant), which trade initiative and Speed for high HP.
Mobility is one of their strongest aces, with fast units, multiple fliers and shooters and Wild Groves summoning spells. The Rampart also has two Mind-immune units (the insects) and several units with magic resistance. Their weakness, though, is the actual combat.
Due to their low attack capabilities and low HP of most creatures, Rampart units are very reliant on their heroes to survive a fight and eliminate their enemies- otherwise they just use their mobility for repeated hit-and-run attacks. Through the Ranger's Vengeance, Druid Shapeshifting, the support and summoning spells of the Wild Groves Lore and many Luck-related abilities, they may avoid and deal the required damage to even the scales and end the fight. Their healing is also good, through the powerful Wild Groves regeneration spells and the Herbal Medicine First Aid Tent skill, common to both Rangers and Druids. Obviously all these abilities require Mana, which can be regained through the Soul Engine, Well of Life and various unit abilities. Like their Coven brethren, the Rampart is a micro-management heavy faction, but very versatile and interesting to play. Rampart are average besiegers and siege defenders, and mostly rely on summoning and multiple fliers for a siege. They have good logistics, especially on Forest terrain, but are only average sailors and are very resource-dependant. Rampart units generally have average costs and growth rates.

Common Buildings:

* Village Hall- Town Hall- City Hall- Capitol
* Fort- Citadel- Castle
* Tavern
* Blacksmith: First Aid Tent, Soul Engine and Trebuchet  
* Marketplace
* Resource Silo: Crystal
* Mage Guild Level 5:
Major Lore: Wild Groves
Minor: Genesis, Radiant Glory
Blocked: Fiery Chaos, Grey Elders
* Shipyard

Special Buildings:

Well of Life: By spending a turn meditating at the Well (affected by the Hero's Luck), you may gain a random bonus ranging from additional movement points for the remainder of the week,
double Spell points or a Luck bonus.

Avenger's Guild: Empowers Vengeance by 5% per Guild and allows Rangers to create special bows for resources according to their Vengeance skill level (including Sun, Moon and Crystal Bows).  

Stonehenge: Empowers Shapeshifting by 5% and teaches a visiting Druid an additional, random Wild Groves spell once (spell level depending on Luck and mastery level).

Rainbow: +2 Luck during a siege and +250 Gold per day.

Faerie Mound: 1st level Horde building.

Autumn Glade: 4th level Horde building.

Grail: Heart of the Wood: + 5000 Gold, increases town's creature growth by 50%, +2 Luck to all your heroes and increases initiative and Speed during a siege.

Creatures:

1st level:

Pixie- Sprite OR Hamadryad
Brownie- Leprechaun OR Puck

2nd level:

Blade Dancer- War Dancer OR Blade Reaver
Forest Hunter- Sharpshooter OR Green Warden

3rd level:

Preying Mantis- Crystal Mantis OR Ripping Mantis
Monster Beetle- Stag Beetle OR Rhino Beetle

4th level:

Unicorn- Silvermane Unicorn OR Pegasus
Treant- Elder Treant OR Weeping Treant

5th level:

Green Dragon- Gold Dragon- Prismatic Dragon
Deepwood Witch- Deepwood Sorceress- Deepwood Queen

What do you say about this faction? I'll post its full write-up next, then the human Citadel and Elemetnal Conflux.
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thehiddeneye
thehiddeneye


Adventuring Hero
posted March 22, 2008 12:24 PM

On Summoning and Weeks Of

-On Summoning and Weeks Of-

Summoning spells in my version of H6 are centered in 3 Lores: Genesis (summon Elemetnals- Conflux creatures), Wild Groves (summon woodland creatures- Rampart creatures) and Grey Elders (raise Undead-Necropolis creatures). During specific Weeks Of and Months Of, summoning spells may be empowered or hampered- adding a random element to it all (and a strategic one if you control a Tower with the Stargazer built).
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Astral9
Astral9

Tavern Dweller
posted March 22, 2008 10:43 PM
Edited by Astral9 at 23:48, 22 Mar 2008.

Really good. i really like the that the the wood elevs have like a sort of cancer form the coven. The upgrades name for the leprechaun's are a bit wierd, but the dragon names are really good. Though it seems like they are almost wothless in combat, which is a bit wierd compared to the other heroes games where they always been  pretty good in combat, but I'm pretty sure they are good in combat if you where to play the game (if they made your verision of the game to a game). One more thing, in your verision are the pegasus   gonna have riders like in heroes of might and magic III?

Kepp up the good work hidden =D.

ps are the heroes gonna be able to attack like they do in HOMM IV or are tehy gonna attack like in the preivious games?  
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thehiddeneye
thehiddeneye


Adventuring Hero
posted March 23, 2008 12:08 AM

Some answers

Oh, the Rampart creatures are FAR from worthless in combat. Their low Attack and damage means it takes them slightly more time to take out enemies- time which is bought with their excellent initiative and Speed. Their low HP is countered with good Defense, as well as aforementioned initiative and Speed which enable them to escape melee if they take too much damage. Remember the stats are all relative to other factions- Treants, for example, still deal a lot of damage, just less than other 4th level units.
This, if we don't take into account creature abilities (including some pretty powerful ones like the Sharpshooter who has Double Shot AND No Range Penalty, but is very fragile), supporting hero abilties and the powerful Wild Groves Lore.  

My H6 version has no weak factions- even towns with low stat creatures like the Necropolis and Fortress have their strengths to make up for low creature statistics (like huge numbers in these two cases).    

Pegasii don't have riders- they are simply faster, flying, slightly more powerful winged Unicorns with magic-dampening abilities.

Heroes in my H6 version work very similarly to Heroes 5- they may attack, but cannot be attacked (although they can be targeted with some spells and abilities to tempoarily neutralize them).
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Astral9
Astral9

Tavern Dweller
posted March 24, 2008 11:14 AM

You are done with the factions now, right? But you do have the magic schools left and the other neutral creatures left, and the heroes ability's, and maybe you have some new ideas for the resoureces? Can you tell us what you have left?
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netserk
netserk

Tavern Dweller
posted March 29, 2008 01:20 PM

WOW! i would like too see in your mind for just a moment, how do you gets idears like that!

btw: would you chance the battlefield (make it smaller/bigger, or in sqaures/hexagons?)

PS: i'm sorry for my VERY bad english.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 29, 2008 03:07 PM

Your english is better than you think it is.

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netserk
netserk

Tavern Dweller
posted March 29, 2008 03:34 PM

i personal think a small battlefield would make more it dynamic and make the neutral battles faster, but when you are fighting another hero it might would be some bigger, and finally in siege battle it should be very large(just like thehiddeneye pointed out)so instead the previous HoMMs the battlefield should change size

PS: if i don't have any spelling fails its because i have look up some of the words.
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