Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
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»
thehiddeneye
thehiddeneye


Adventuring Hero
posted May 01, 2008 09:26 AM

Some revisions

I've edited the posts with a few of your suggested names which I liked. Also- today or tommorow I'll post the Neutral factions and combat in detail.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
thehiddeneye
thehiddeneye


Adventuring Hero
posted May 01, 2008 10:21 AM
Edited by thehiddeneye at 19:59, 01 May 2008.

The Neutral Powers

The Neutral Powers:

Name: Fortress
Alignment: Neutral
Heroes: Beastmaster (Might), Witch Doctor (Magic)
Strengths: Swamp affinity, multiple troops, cheap troops, Hoodoo, Beastmastery, good defense, good defenders, good seamanship, Breeding Cages
Weaknesses: Weak troops, mundane resource relianct, lack of damage spells, weak shooters, limited magic

Creature line-up:

Pirate- Bone Dancer OR Buccaneer (Fodder- Fast Walker)
Wisp- Witchlight OR Will O' Wisp (Fodder- Fast Walker)

Shambling Mound- Devourer OR Toxic Mound (Tank)
Lizardman- Swamp Warrior OR Poacher (Shooter/Fast Walker)

Basilisk- Greater Basilisk OR Rockscale Basilisk (Tank)
Dragonfly Rider- Firefly Rider or Bloodsucker Rider (Flier)

Manticore- Scorpicore OR Spiked Manitcore (Flier)
Troll- Wild Troll OR War Troll (Tank)

Naga- Naga Queen- Naga Empress (Tank)
Mud Prophet- Mud Spirit- Loa (Shooter/Caster)

Name: Stronghold
Alignment: Neutral
Heroes: Barbarian (Might), Shaman (Magic)
Strengths: Blood Rage, Blood Magic, magic resistance, good offense, good besiegers, powerful shooters, good logistics, multiple troops, cheap troops
Weaknesses: Default low morale, weak defenders, limited magic, weak defense, slightly weak troops, a single flier only

Creature line-up:

Mongrel- Savage OR Pillager (Tank)
Goblin- Hobgoblin OR Sneak (Fodder- Fast Walker)

Warrior- Mauler OR Oracle (Tank/Caster)
Centaur- Centaur Marauder OR Centaur Wasteswalker (Shooter)

Wolf Rider- Worg Rider OR Direwolf Raider (Fast Walker)
Ogre- Ogre Stonebreaker OR Ogre Glutton (Tank)

Wyvern- Vile Wyvern OR Pao-Kai (Flier)
Chieftain- Warlord OR Khan (Fast Walker)

Behemoth- Beast of War- Gargantua (Tank)
Cyclops- Untamed Cyclops- Raging Cyclops (Shooter)

Name: Citadel
Alignment: Neutral
Heroes: Merchant Prince (Might), Sorcerer (Magic)
Strengths: Eagle Eye, Mercantile, jacks of all trades, good defenders, good logistics, good seamanship, economy skills, Diplomacy affinity, balanced troop mix, Eternity's Road mastery, Azure Dragons
Weaknesses: Default low morale, slightly weak troops, Gold reliant, masters of none, lack of support spells

Creature line-up:

Mercenary- Caravan Guard OR Captain (Fodder- Tank)
Rogue- Minstrel OR Juggler (Fodder- Fast Walker)

Arbalest- Musketeer OR Cannoneer (Shooter)
Nomad- Outrider OR Vagabond (Fast Walker)

Eunuch Warrior- Janissary OR Pure One (Tank)
Hipogriff- Savage Hipogriff OR Northwind Hipogriff (Flier)

Gold Golem- Platinum Golem OR Gemstone Golem (Tank)
Wonderworker- Enchanter OR Magician (Flier/Shooter/Caster)

White Dragon- Blue Dragon- Azure Dragon (Flier/Tank)
War Elephant- Armored Elephant- Siege Elephant (Tank)

Name: Conflux
Alignment: Neutral
Heroes: Planeswalker (Might), Elementalist (Magic)
Strengths: Similar troop power level, balanced troop mix, Elemental immunities, Elemental Tuning, Planeshopping, Lore of Genesis mastery, multiple casters, good besiegers, good logistics, Phoenixes  
Weaknesses: Similar troop power level, Elemental vulnerabilities, slightly weak units, precious resource reliant, Mana reliant, Hermit reliant

Creature line-up:

Pygmy- Gnome OR Craggomancer (Earth Elemental, Fodder- Shooter)  
Sylph- Fae OR Windling (Air Elemental, Fodder- Flier)

Undine- Triton OR Frost Dancer (Water Elemental, Fast Walker/Caster)
Hermit- Mystic OR Ascetic (non-Elemental, Fast Walker)

Salamander- Flame Tyrant OR Searbreath Salamnder (Fire Elemental, Fast Walker/Tank)
Nimbus- Tempest OR Elder Wind (Air Elemental, Flier/Caster)

Naiad- Nymphea OR Siren (Water Elemental, Shooter/Caster)
Rift Morph- Spellstorm OR Mindstorm (generic Elemental, Tank)

Firebird- Phoenix- Solar Phoenix (Fire Elemental, Flier)
Glass Dragon- Crystal Dragon- Diamond Dragon (Earth Elemental, Tank)

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 01, 2008 08:37 PM

Wonderful. Just absolutely wondeful, hiddeneye. You have great ideas, and are just earning more and more fame with your entry.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Astral9
Astral9

Tavern Dweller
posted May 01, 2008 10:34 PM

Very nice hiddeneye. If this would be h6 I would be very excited. A "what's upp next post" would be nice BTW. Excellent!
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
thehiddeneye
thehiddeneye


Adventuring Hero
posted May 02, 2008 12:05 AM

Coming up...

My next few posts will include:

* Symbols and Mottoes for the Conflux (the last town)
* Combat in Detail- Encounter, Ranged Battleground, Melee Battleground, Heroic Encounter, Siege and Naval Encounter. Will also include more on Obstacles and Battlefield Hazards.
* The common buildings in detail + the Grail  
* The economic structure- Trade, Negotiation, Gambling, Artifact Merchants and so on...

And after all that, I'll start doing Lores (but it WILL take alot of time, almost as much as the factions- plus remember most creatures are still undetailed)...
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
B-E-T-A
B-E-T-A


Promising
Legendary Hero
Guess Who is Back?
posted May 02, 2008 12:44 AM

Quote:
As I remember well in games demiliches are better liches than normal liches.


Well, I got ten(10) games where Demilich is used, and in 8/10 it's a weaker lich. Besides the word "demi" means Lesser/Under/Mini and is meant for something lesser then normal. Example: In many games the word demigod is used, of course demiGODs are stronger than humans, but they are weaker then actual Gods.

Btw Thehiddeneye, I like this idea and all, but there is one thing that worries me; Would the story be good? for me 51% of a game is it's story and therefore i think that HoM&M5 sucked.

Another thing, why do you want Good/Bad to be so equal? I mean, the dungeon & Dark Elf city is more neutral then evil(have you read the story of Ashan? They equal the evilness of the orcs. They detest the demons like the other races. Dark elfs got acussed for murder and therefore they fleed the elven kingdom, the minotaurs was supposed to replace the orcs after the orcs made a rebellion and fleed.) I really think you misunderstood ALOT when you made the "Good", "Bad" & "Neutral" sides.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
thehiddeneye
thehiddeneye


Adventuring Hero
posted May 02, 2008 09:24 AM

Answer

About Demiliches: In D&D Demiliches are indeed far more powerful than Liches, being animate skulls who traded their corporeal bodies for additional magical power. BUT- this is Heroes, not D&D, so Archliches stay.

The Storyline: It'll come in the end. Again- you can (and are encouraged) to help me with it.

The Good/Neutral/Evil- I know that Ashan has more "shades of grey", with Necro, Orcs and the Dark Elves not being as evil as in normal fantasy. Again, I will express it in the campaign suggestions. For example, even if the Coven or Dungeon are Evil factions, they may ally with Good factions/fight other Evil factions out of interest.
If we take Coven again, the fact that the dominant Shadow Courts are wicked, cunning and murderous fanatics of Malassa doesn't mean other, more benevolent Courts exist- they are just a minority.
Also, the campaigns/SP story maps will introduce the concept of Custom factions, but more on that later.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
thehiddeneye
thehiddeneye


Adventuring Hero
posted May 02, 2008 10:00 AM
Edited by thehiddeneye at 10:12, 02 May 2008.

Symbol and Motto for the Conflux

Conflux

"Swift as the Wind, strong as Rock, canny like Water and furious as the Flame"  

* Aka: the Hidden People, Masters of the Element  
* Alignment: Neutral
* Deity: The Elemental Dragons- Arkath (Fire), Shalassa (Water), Sylanna (Earth) and Sylath (Air) and the mysterious Elemental Lords.
* Core Philosophy: "We tread the Fourfold Paths to Balance"
The Hidden People seek a balance between the different elements and follow the values presented by each Dragon- the fury of Fire, change of Water, wisdom of Earth and quickness of Air. If you listen well enough, you can find ageless wisdom and understanding even in silent stones. Elementals are sentient beings, allies and guides on the path to understanding Creation- not unthinking slaves as many other summoners would treat them. The Elemental Lords, the enigmatic servants of the Dragons, are revered above all others, and some claim they were once humans who "ascended" through understanding of Creation. Indeed, many Hidden People seek to shed their unbalanced, weak humanity and actually become Elementals themselves.
The Conflux denizens do no acknowledge Elrath and Malassa as sentient Dragons in their own right, believing light and darkness to be mere products of the presence of the other four elements. They also distaste Asha and Urgash- viewing them as archaic and misguided beings whose time had past long ago and now meddle with the right way of the World and refuse to let it flow along the natural, balanced way. Good and evil are non-existant, being mere ideas invented by the misguided disciples of other religions, and the only things that matter are the preservation of Ashan and balance between its different powers. This religion is known as the Fourfold Path. The disciples of the Fourfold Path dwell in the Hidden Lands and are divided into numerous monasteries and esoteric brotherhoods, loosely allied under a Conclave. The Conflux are often allied with the Rampart (although they are alittle too pragmatic to the Elves' taste) and Tower (although the Wizards find them too chaotic and flighty) and enemies with the Castle and Citadel (who seek to plunder the rich Hidden Lands) and the Inferno (who seek to destroy Ashan and all its Elements).
* Associated Colors: Orange, teal, brown and pink (pink flag)
* Key Symbol: "The Mark of the Lords"- a Yin-Yang symbol surrounded by four miniature Draconic figures (representing each of the Elemental Dragons), on glowing pink energy background.  
* Native Terrain: Hidden Vale and Cloudlands/Crystalline Fields/Burning Core/Lucid Ponds/Maelstorm (+2 SP for casting Genesis, Wild Groves, Cloud Philosophers or Fiery Chaos spells of the corresponding Element, reduced mastery level by 1 for spells of the opposing Element).
Maelstorm- ???
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
thehiddeneye
thehiddeneye


Adventuring Hero
posted May 09, 2008 08:14 PM
Edited by thehiddeneye at 18:00, 10 May 2008.

About Combat

Here are some details about Combat in H6:

* The battlefield itself is similar to H5, except divided into hexagons instead of squares. Likewise, you can shift the camera around, and even move to First-person view when a creature moves, performs a spell or attacks (and some creatures see and hear the world differently than regular, like hearing heartbeats all around when seeing through a Vampire's eyes for example).

* The size difference between units is a lot more prominent (Halflings will realy look tiny next to Titans, for example), but since the battlefield is far larger big units don't take up all the battlefield. The hexagons are kinda small, which means there are several unit "forms" (long units like Naga, wide units like Elephants etc...)

* The battlefield is alot more "dynamic" and shifts according to the seasons (half-melted snow during summer, falling leaves in autumn) and the actions of your creatures and heroes. This means gigantic creatures like Behemoths and Titans will leave massive footprints and make the earth shake as they move, fiery creatures in snow terrain will be engulfed in steamclouds and icky, flies and crows will gather around corpses, muddy creatures (like many Fortress beings) will leave a trail of mucus behind them. Currently, it's only for flavor.

* Combat works similar to Heroes 5- creatures attack according to their Initiative, with the army with the highest Initiative acting first. Heroes may attack but cannot be attacked, although they may be targeted by temporarily-neutralizing or weakenning spells and abilities. However, such spells and abilities will be sparse (1 or 2 per Lore or hero type), costly and reachable only at high levels.  

* When selecting a creature, there is a list of its statistics, abilities in details, spells/abilities affecting it (and when the effect will end) and the amount of damage it will do when attacking like in H3 (instead of the number of units it will kill like H5).

* Surrendering and fleeing will work the same.

* Neutral armies may contain more than one creature type- on the adventure map screen, it will show the most powerful stack. Also, some neutral armies may wander a little bit around the map a-la Heroes 4.

* Morale is alot more important now. Each creature has a default Morale stat, similar to Attack, damage or Speed. Some creatures are cowardly, like humans, Demons and Orcs. Others are brave, like Dwarves and the Dungeon monsters. Some creatures, like Elemenetals, Undead and Constructs lack morale.
It can be affected by stuff like: power difference between armies, losing/destroying a large amount of creatures, Requiem/Leadership, home advantage during a siege, mixing armies (with mixing Good and Evil or Undead creatures lowering morale the most), artifacts, spells and so on. High morale may give stuff like initiative bonus, double attack and mind spell immunity. Low morale gives penalties like reduced initiative, randomly fleeing around the battlefield and even going completely berserk.

* Luck remains as it is. It is alot more difficult to affect than Morale, being mostly dependant on the Luck skill, the terrain, the Month/Week Of, adventure map structures and artifacts.  
High Luck gives a chance for double damage, low luck for half damage.  

* When entering combat the screen may shift with a blur, roaring flames, parting mist, clouds or darkness, cracking ice or tearing cowebs- all depends on the terrain type and armies involved.

* Damage types are Magic, Fire, Electric, Earth, Cold and Physical. Creatures generally deal Physical damage (although few creatures, like Fallen Angels, do bonus Elemental damage). Some creature types may gain resistance or immunity to energy types and vulnerability to others. Also, the Hazard Resistance ability gives Elemental resistance to your creatures, as are some spells.      

* Obstacles are alot more plentiful now and are the bane of melee units and the friend of shooters. However, some creature abilities, hero abilities and spells may destroy obstacles and even temporarily move them around (the Mind Over Matter spell, also possessed by the Phantom as an ability and the Djinn as a spell). Some terrain types are more likely to have obstacles in them.

* Battlefield hazards are similar to obstacles, except they can be passed through- for a price. Also, they cannot be destroyed.
Again affected by terrain type, these include lava pools, clouds of frozen mist, geysers and more stuff. Generally, they deal Elemental damage and reduce initiative.

* Encounter Types: Combat is divided into one of several Encounter types. Encounter types are decided by the map editor, facing  creatures in a special building (like Crypt or Abandoned Mine) or events like the clash or two heroes or a siege. The types are:

Standard Encounter: A small size battlefield, to end it quick. The regular Hero vs. neutrals combat type.

Neutral Encounter: An even smaller battlefield with few obstacles, where the neutral army stacks surround your army to quickly close to dish it out.

Ranged Encounter: A larger battlefield with lots of obstacles and hazards, where the enemy has time to shoot you down as you advance.

Heroic Encounter: A large battlefield where two heroes meet, situtated on the opposed size of the battlefield. Obstacles and hazards depend on the terrain type.  

Naval Encounter: Either a Neutral Encounter or Heroic Encounter, except set on a boat (or two boats meeting, with drawbridges lowered). Naturally, no obstacles or hazards.  

Siege Encounter: The largest battlefield, where a hero lays down a siege to a town. Important things during a siege are the home advantage Morale boost of a defending army, ranged damage bonus for shooting over the Castle wall for a defending army (and damage penalty for an attacking army), the importance of War Machines and the ability to reinforce your Arrow Towers with shooter stacks for a damage boost (but exposing them to Catapult damage should the Tower get destroyed).

* Unit Traits:

Living- Your standard creatures.

Demon- May use Gating if commanded by a Demon Lord or Hellfire if commanded by a Heretic. Resistant to Fire damage (10% resistance per creature level), immune to disease and poison, vulnerable to spells which specifically target Demons.

Undead- Lack morale, immune to Mind spells, disease and poison (and several others abilities and spells like Stone Gaze), vulnerable to spells which specifically target Undead, cannot be healed by Radiant Glory and Wild Groves healing spells.

Elemental- Lack morale, immune to Mind spells, disease and poison, immune to a single damage type, vulnerable to a single damage type, cannot be healed by Radiant Glory, Wild Groves and Grey Elder magic.

Construct- Lack morale, immune to Mind spells, disease and poison, magic resistance 10% per level (or higher), can only be healed by certain abilities and the First Aid Tent.  

Raging Blood- Unit may be subject to Blood Rage or Blood Magic. Affected by some Demon-targetting spells and abilities.

Dragon- Unit has default high morale and is immune to several spells and abilities (like Blind) but vulnerable to others (like Slayer).

Unbreakable- Unit's morale cannot drop below a certain level.

Summoned/Gated- Unit cannot be healed, lasts only temporarily, affected by spells which specifically target Summoned creatures.    

* Linked Battlefields: You may use the map editor to link several Encounters together into a scripted, extremely-diffuclt single combat.  

Battlefield Roles for Units

Fodder: A weak low-level unit, generally meant to sustain damage and distract the enemy from more important units.

Tank: A slow or average-speed walker, meant to sustain and deal damage.

Fast Walker: A skirmisher- a fast walker meant to swiftly engage the enemy, usually has high Attack and damage but low HP and Defense.

Flier: A unit which may fly over obstacles, usually same as Fast Walker (see above).

Shooter: A unit which may shoot. Usually has a melee penalty (deals less damage at melee combat) and range/wall penalty (deals less damage after a certain range or while shooting over the castle wall while laying a siege- a defending unit actually deals bonus ranged damage).

Caster: A unit which may cast spells. Has its own spellbook and spell points. Spellpower and max SP increase according to the stack's size, mastery level is affected by the unit's upgrade level.

Opinions?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted May 11, 2008 12:49 AM
Edited by Moonlith at 00:51, 11 May 2008.

Although I'd probably disagree at certain points due to a simple preference, I love your ideas. You show great imagination and creativity, and generally pay good attention to detail and what is important instead of emphazing what you personally think is awesome.

Two thumbs up I would love to see this as an actual H6. Ubisoft could learn from this.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Astral9
Astral9

Tavern Dweller
posted May 11, 2008 11:11 AM

I thinks it's very good that you have smaller and biggger battlefields, it can be really anoying when you outnumber the enemy and you still have too fight them even though you are ceartian you are going to win and it just takes unnecessary time. But with smaller battlefields they probably will go much faster, and the idea of epic sige battles is also cool. I cant really find anything bad about your idea, good work hidden.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
thehiddeneye
thehiddeneye


Adventuring Hero
posted May 12, 2008 01:33 AM
Edited by thehiddeneye at 03:11, 13 May 2008.

Combat Updates

* Siege Revisions:

Siege is a race to man the Arrow Towers. The 3 Towers deal damage on their own and attack at random, but if you garrison them with shooters they become controllable and use the shooting unit's attack instead (with a hefty damage bonus, especially for the Main Tower). Defending units shooting above the wall actually get a wall (and range if they're too far) penalty themselves. Should the Towers be destroyed, the garrisoned unit suffers massive damage itself. They can also be garrisoned by attacking shooters, if the attacker actually manages to bring them over the wall.  
The towers take about a turn for the defending shooter units to reach (alot more for the attackers), and cost an action to enter/exist.

* Battlefield Size and Fog of War:

The battlefield size can be determined via the map editor (either maunually or picking an Encounter type) or through a pre-set Encounter type (according to the situation). Some battlefields are so large they require you to scroll over them. Likewise, the battlefield's edges may he hidden by a Fog of War (a "hazard" which doesn't deal damage, also summonable through a Cloud Philosophers spell), obscuring the enemy and its actions from you until they close in (or you cross the line of fog). Shooting beyond the fog incurs a damage penalty. Likewise, you need to scroll above to see the tops of some objects, like the castle wall and some Factions' Arrow Towers.

* Improved Enemy AI

The enemy AI during combat will be improved by much. They will always aim for your most threatening unit (if they stand a chance of winning) or the most vulnerable unit, and will try to inflict the most damage (eliminate a single stack at least) if outnumbered. Likewise, while fighting enemy heroes they will utilize their Factions' advantages to their fullest, fighting in a way befitting their Faction special powers and advantages. For example: an AI Wizard or Alchemist will buff his shooters first and wreak chaos on the battlefield with Cloud Philosopher spells, an AI Barbarian will buff his troops and rush into melee and so on... They'll usually flee if outnumbered, unless facing a "honorable" faction such as Castle or Keep.  
On the adventure map (outside actual combat), enemy heroes will use dirty tactics like decoy heroes and crippling your economy on purpose.
You won't be fighting mindless bots while fighting enemy heroes, it will truly be a pain in the a**. There is purpose behind their deeds, and they will fight to the bitter end!
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
thehiddeneye
thehiddeneye


Adventuring Hero
posted May 12, 2008 08:07 PM

Coming next...

* The common buildings in detail + the Grail  
* The economic structure- Trade, Negotiation, Gambling, Artifact Merchants and so on...
* The map editor and its possibilities
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
thehiddeneye
thehiddeneye


Adventuring Hero
posted June 02, 2008 09:26 AM
Edited by thehiddeneye at 18:01, 02 Jun 2008.

Common Structures

Fort

Fort- Enables Level 2 Creatures and Horde Buildings. Provides walls. Requires Village Hall.
Citadel- + 50% creature growth. Enables Level 3-4 Creatures and Prison.
Provides Main Tower and Moat, +50% stronger walls. Requires Fort, Level 2 Creatures and Town Hall.
Castle- +100% creature growth. Enables Level 5 Creatures. Provides 2 Arrow Towers, +50% moat damage, +100% stronger walls. Requires Citadel, Level 3 Creatures and a Horde Building.

Hall  

Village Hall: Provides 500 Gold per day. Enables Fort, Mage Guild Level 1, Blacksmith, Marketplace, Tavern, Shipyard and Level 1 Creatures.
Town Hall- Provides 1000 Gold per day. Enables Citadel, Mage Guild Levels 2-3, Caravan, Resource Silo and Special Buildings.
City Hall- Provides 2000 Gold per day. Enables Castle, Mage Guild Levels 4-5. Requires Fort, Mage Guild Level 1, Marketplace, Tavern and Blacksmith.  
Capitol (1 per kingdom)- 5000 Gold per day. Requires Castle, Mage Guild Level 2, Resource Silo and a Special Building.

Mage Guild

Mage Guild Level 1: Allows you to learn 5 Level 1 spells, 2 of which belong to your Major Lore, 1 for each Minor Lore and 1 other. Allows you to regain 50% of max spell points after resting in town.

Mage Guild Level 2: Allows you to learn 4 level 2 spells, 1 of which belongs to your Major Lore, 1 for each Minor Lore and 1 other. Allows you to regain 75% of max spell points after resting in town.  

Mage Guild Level 3: Allows you to learn 3 level 3 spells, 1 of which belongs to your Major Lore and 1 for each Minor Lore. Allows you to regain 100% of max spell points after resting in town.    

Mage Guild Level 4: Allows you to learn 2 level 4 spells, 1 of which belongs your Major Lore and 1 from a single Minor Lore.

Mage Guild Level 5: Allows you to learn 1 level 5 spell from your Major Lore.    




Marketplace

Marketplace- Allows you to exchange resources on the free market, with the more Marketplaces you own (or the higher your Mercantile skill is) the better the rates become. In addition allows Trade- trading resources with an AI-controlled player (or another human player) by exchanging requests which may or may not be answered. Requires Village Hall.  

Caravan- Allows you to swiftly transport creatures or Artifacts between your towns. Transporting creatures across the sea require the origin point town to have both a Caravan and a Shipyard. Requires Marketplace.

Resource Silo- Provides 1 precious resource/1 Ore and 1 Wood/350 Gold per day, in accordance to town type. Requires Marketplace.

Others  

Blacksmith- Allows you to buy one of three War Machines, according to the town type. Requires Village Hall.

Prison- Imprisons an enemy hero who is defeated while besieging the town, preventing his re-hiring at the Tavern. May hold 1 captive hero per Fort level. If more heroes perish while besieging the town, you get the option to release captive heroes to free up space. Should the town get conquered, the new owner gets the option to free all captives. Requires Fort.  

Tavern- Allows you to recruit new heroes (which become more expensive the more heroes you control), pay for rumors, buy Spirits for your living troops (giving them increased Morale for 2 turns, but lowered Initiative for 2 turns afterwards), visit the Thieves Guild for spying on the other players, placing a Bounty on an enemy hero's head out of your money reserves and Gambling on card games (perhaps the return of Arcomage?), with higher Luck somehow affecting the cards you'll get. Gambling wastes your remaining movement points, and you cannot Gamble with more than 2 heroes each turn. Also, you can turn this option Off at multiplayer (so the other players will play Heroes rather than Gamble all their turns). Requires Village Hall.  

Shipyard- Allows the construction of Ships. Requires Town Hall.

The Grail

Provides 5000 Gold per day, +50% creature growth rates and one or more Special bonuses in accordance to the town's type. In addition, unlocks the 2nd and Ultimate upgrade of your 5th level units, which are the most powerful units in the game (and vastly more powerful than the 1st non-Ultimate upgrade). Once the Grail is built, you can recruit Ultimate-tier units from your 5th level dwellings in addition to the normal non-upgraded and upgraded versions. Requires the Grail artifact to be brought to town.


* Overall, I think my changes enforce a more strategic playstyle as it is far more difficult to develop your town, and so you need to be on a constant hunt for additional resources.    

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted June 02, 2008 10:27 PM

Quote:
In addition, unlocks the 2nd and Ultimate upgrade of your 5th level units, which are the most powerful units in the game

Bravo! I love this part!

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
WarLore
WarLore


Famous Hero
servant of urgash
posted June 03, 2008 12:34 PM

only 5tiers? why it have to be like stupid heroes4? but still good idea,if we forget heroes4 style
____________
A Nightmare from below.A hero from Within

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
holytitan
holytitan

Tavern Dweller
posted June 03, 2008 01:09 PM

wat abt this featur:

the grid is divided according to the map terrain  
the day changes into night as movement points r spent

units need to sleep:u have 24 hours of movement,alive creatures need to sleep 8 hours(33% of turns)otherwise they lose stats(10 %)for each hour of sleep the miss per day until the next day.(max 80 % reduction)

undead units leave behiond decayind scenwhich atrracts the week of fever/disease/plagueplague if near human towns(size depends on army and hero level 1_10/lv10_25/and 25 + respectively)the undead corpses have to stay near enemi towns for atleas 3 days

vampires lose 80% of thier stats wen figting in daylight

a certain amount of living craeatures die each day wen in heroes army(1% each day)

now FINALLY SOMETHING GOOD FOR THE LIVING GUYS they get stronger aft
each battle(stas inc by 2 % for each unit after a battle)

there are 3 level of floors now:surface,underground and hell level.

there mystic units as well,rarely seen and even fewer battled and even almostnone have survivved to tell the tale some of them include:ancient phoenix,exsosphere titan,angel of souls etc


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
B-E-T-A
B-E-T-A


Promising
Legendary Hero
Guess Who is Back?
posted June 03, 2008 03:57 PM

Quote:
there are 3 level of floors now:surface,underground and hell level.



4, sky land( and 5? heaven)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
thehiddeneye
thehiddeneye


Adventuring Hero
posted June 03, 2008 05:37 PM

Responses to the posts

To WarLore- yup, my Heroes 6 suggestion will have "only" 5 unit tiers- but each tier presents a choice between 2 creature types AND 2 possible creature upgrades (and at tiers 1 and 2 you get both creature types), meaning each town actually has 10 creatures (not counting upgrades, which make it 30!).

To holytitan- my H6 does have shifting day/night cycles (and seasons according to the months), but they are mostly cosmetics- except some adventure map-altering abilities and effects (like the Coven Breath of Malassa special building, or its flaggable map adventure map version the Shroud of Darkness). Your other suggestions are nice too, but too complex to use IMHO. Legendary, unique units (and heroes, and whole factions) I've already thought of, and will exist in the campaigns and SP story maps (I'll add more details in my Map Editor post). You won't be able to get them normally, though- the closest you'll get are the Ultimate 5th level upgrades, reachable through the Grail (such as Nemesii, Blood Dragons and Azure Dragons). Also, my map has up to 5 possible layers (you choose the exact amount of layers you want when creating a map). Their default names are (from lowest to highest, although they can be renamed via the map editor): Earthcore, Underworld, World, Skyline and Celestia.

Next post- the Map Editor, Skills and perhaps a surprise Lore or two (leaning towards Genesis, Dark Ones or Grey Elders- tell me which you want to see first).
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
thehiddeneye
thehiddeneye


Adventuring Hero
posted June 04, 2008 09:49 PM

The Lore of Grey Elders

Here's the spell list for the Lore of Grey Elders.

As the Lore assoicated with the Necropolis town, it's all about curses, raising the Undead and dealing all sorts of nasty stuff to your enemy.

Associated abilities will come later (my skill system is very similar to H5- don't fix what is broken).

The Grey Elders skill:

Basic Grey Elders: Allows you to learn 3rd level Grey Elder magic.

Advanced Grey Elders: Allows you to learn 4th level Grey Elder magic and cast your spells at an Advanced level. Requires at least 5 Grey Elder spells to be known (1 at least of 3rd level) before it can be learnt.  

Expert Grey Elders: Allows you to learn 5th level Grey Elder magic and cast your spells at an Expert level. Requires at least 7 Grey Elder spells to be known (1 at least of 4th level) before it can be learnt.  


Spell List:

1st level (Apprentice):

Curse- Unit will deal minimum damage for 1 round/half your SP, whichever is higher. Duration depends on Spell Power. Undead, Demons and Dragons are immune.

* Advanced- Duration is your full SP.

Expert- Mass effect.

* Plague- Unit will suffer a set low amount of Magic damage for 1 round per SP point. Undead, Demons, Elementals and Constructs are immune.  

Advanced- Magic damage is slightly increased.  

Expert- Becomes infective- living units standing in tiles right next to a unit suffering from Plague for more than a single round will contact Plague their next turn, at half its original efficiency. They too will pass on the Plague, at quarter its original efficiency. The final infected units will no longer pass it on.    

* Raise Zombie- Raises a certain amount of Zombies (depending on SP) for the battle's duration from a former Living unit's corpse.  

Advanced- Resurrects destroyed Zombies (and upgraded forms) when used on the stack.  

Expert- Raises Mutant Zombies or Ghouls (hero's choice).

* Raise Skeleton- Raises a certain amount of Skeletons (depending on SP) for the battle's duration from a former Living unit's corpse.  

Advanced- Resurrects destroyed Skeletons (and upgraded forms) when used on the stack.  

Expert- Raises Skeleton Bowmen or Skeleton Legionaires (hero's choice).

2nd level (Neophyte)

* Lament: Reduces morale by 1 for a single unit, duration depends on SP. Undead, Constructs, Elementals and Courageous units (like Minotaurs and many Keep units) are immune.  

Advanced: Reduces morale by 2.

Expert: Mass effect.

* Greymantle: Reduces effectiveness of healing and resurrection spells on unit by 30%. Lasts 1 round per half SP. Undead, Elementals and Constructs are immune.  

Advanced: Reduction is now 60%.

Expert: Cancels a single buff on a unit every turn the spell is in effect.

* Disruption: Reduces a unit's Defense by 3. Duration depends on SP.

Advanced: Defense reduction is 6.

Expert: Mass effect.  

* Raise Ghost- Raises a certain amount of Ghosts (depending on SP) for the battle's duration from a former Living unit's corpse.  

Advanced- Resurrects destroyed Ghosts (and upgraded forms) when used on the stack.  

Expert- Raises Phantoms or Curse Haunts (hero's choice).

3rd level (Initiate):

* Weakness: Reduces a unit's Attack by 5. Duration depends on SP. Undead, Elementals and Constructs are immune.

Advanced: Attack reduction is 9.

Expert: Mass effect.

* Nether Storm: Deals low Magic damage to all living units on the battlefield. Undead, Demons, Elementals and Constructs are immune.

Advanced: Magic damage is slightly increased.

Expert: Magic damage is greatly increased.  

* Raise Vampire- Raises a certain amount of Ghosts (depending on SP) for the battle's duration from a former Living unit's corpse.  

Advanced- Resurrects destroyed Vampires (and upgraded forms) when used on the stack.  

Expert- Raises Vampire Counts or Nosferatu (hero's choice).

* Raise Mummy- Raises a certain amount of Mummies (depending on SP) for the battle's duration from a former Living unit's corpse.  

Advanced- Resurrects destroyed Mummies (and upgraded forms) when used on the stack.  

Expert- Raises Blight Lords or Pharaohs (hero's choice).

4th level (Master):

Lifedrinker: Unit gains Life Leech ability for half your SP. Reduces max unit HP by 30% if used on a Living unit.

Advanced- Duration is full SP. No max HP reduction.

Expert- Unit gains Life Drain.

Links of Pain: Magically links one of your units and an enemy unit. When your unit takes damage, the enemy unit suffers a certain precentage in Magic damage.

Advanced: Higher damage precentage.

Expert: May link two enemy units.  

* Raise Carrion Knight- Raises a certain amount of Carrion Knights(depending on SP) for the battle's duration from a former Living unit's corpse.  

Advanced- Resurrects destroyed Carrion Knights (and upgraded forms) when used on the stack.  

Expert- Raises Revenants or Dread Knights (hero's choice).

* Raise Lich- Raises a certain amount of Liches (depending on SP) for the battle's duration from a former Living unit's corpse. Only former Spellcasters may be targeted, but a larger amount of Liches is raised.    

Advanced- Resurrects destroyed Liches (and upgraded forms) when used on the stack.  

Expert- Raises Foulmist Defilers or Archliches (hero's choice).

5th level (Grandmaster):  

* Grey Hand: Kills a set amount of units.

Advanced: Outright destroys Summoned stacks.  

Expert: Kills a higher amount of units.

* Death Calls: Raises a destroyed Living stack as a grey, faded-out Undead version of its former self. Unit is now under your control until the battle ends or its destroyed, but loses all abilities besides Undead and loses HP every round. Undead, Elementals and Constructs are immune.

Advanced: Unit stops losing HP.  

Expert: Unit retains all its former abilities + Undead.

* Raise Wight- Raises a certain amount of Wights (depending on SP) for the battle's duration from a former Living unit's corpse.  

Advanced- Resurrects destroyed Wights (and upgraded forms) when used on the stack.  

Expert- Raises Wraiths.

* Raise Dragon- Raises a certain amount of Bone Dragons (depending on SP) for the battle's duration from a former Living unit's corpse. Only former Dragons may be targeted, but a larger amount of Bone Dragons is raised.    

Advanced- Resurrects destroyed Bone Dragons (and upgraded forms) when used on the stack.  

Expert- Raises Ghost Dragons.

Note: As I've noted above, heroes will only use the Advanced/Expert versions of 4th and 5th level spells. The Basic/Advanced versions of 4th and 5th level spells respectively exist for spellcasting creatures.

Opinions about my first Lore? Remember the numbers are only suggestions, and I know it's far from being balanced. But the general idea and feel of the faction?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1193 seconds