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Heroes Community > Heroes 8+ Altar of Wishes > Thread: My ideas for the Factions in HoMM VI
Thread: My ideas for the Factions in HoMM VI
MattII
MattII


Legendary Hero
posted February 10, 2008 11:59 AM
Edited by MattII at 06:58, 18 May 2008.

My ideas for the factions in HoMM VI

Just started here, so I hope everyone will be a bit forgiving. If this seems like I pulled it from HoMM3, it's probably because that's the only title in the series that I own, and so have any experience with.

Standard Buildings
Village Hall Town Hall City Hall Capitol (one per player)
Generates 500 gold generates 1000 gold, increases creature growth by 10% generates 2000 gold, increases creature growth by 25% generates 4000 gold, increases creature growth by 50%.
Requires: Prebuilt Tavern Marketplace, Blacksmith Castle

Fort Citidal Castle
Adds walls to siege combat adds moat to siege combat, adds keep turrets if applicable strengthens walls, adds towers if applicable.
Requires: Village Hall level 1 dwelling, Blacksmith level 3 dwelling

Left Turret
Adds left corner turret.
Requires: Fort

Right Turret
Adds right corner turret.
Requires: Fort

Gatehouse
Adds gatehouse turrets.
Requires: Fort

MG (Mage Guild) Lvl 1 MG Lvl 2 MG Lvl 3 MG Lvl 4 MG Lvl 5
Allows you to learn level 1 spells Allows you to learn level 2 spells Allows you to learn level 3 spells Allows you to learn level 4 spells Allows you to learn level 5 spells.
Requires: Village Hall nothing new Town Hall nothing new City Hall

Tavern
Allows you to recruit heroes, listen to rumours and visit the thieves guild.
Requires: Village Hall

Marketplace
Improves resource trading efficiency.
Requires: Village Hall

Blacksmith
Constructs faction's siege weapon of choice (or others for great cost).
Requires: Village Hall

Shipyard
Constructs ships.
Requires: Town Hall


Haven
Creatures
Lvl 1
Peasant Townsman/Militiaman
Extra troops gained during combat* can be upgraded to Bowman, Pikeman or Man-at-arms, cowardly** extra troops gained during combat* can be upgraded to Bowman, Pikeman or Man-at-arms/same as Peasant, gives 1 gold/day/creature.

*Hall level*[level of hero or 10, whichever is greater], if no stack available, new one is recruited
**attempts to run instead of retaliate when dealt melee damage

Lvl 2
Bowman Archer/Arbalest
Ranged attack ranged attack, can use Scatter Shot(choice)/ranged attack, no obstacle penalty.

Lvl 3
Alphyn Gryphon
Large creature, leap (can jump over obstacles up to two spaces across, except walls), may bowl enemy (no retaliation, end up behind enemy, chance = 0 + 10% per hex) large creature, flying, may bowl enemy (mechanics same as with Alphyn).

or

Pikeman Halberdier
No retaliation, resist charge damage bonus no retaliation, reverse charge damage bonus (damage normally done to defending unit, instead done to attack, before attack comes).

Lvl 4
Man-at-arms Templar/Crusader
No ability chance to block 50% damage/strikes twice, enrages (whenever an allied stack dies they receive an attack and defence bonus).

Lvl 5
Priest Monk/Zealot
Ranged attack, no range penalty, spellcaster (spells undecided), pool mana (can share spell points with hero, 2 points per creature) spellcaster (spells undecided, but more than Priest), pool mana (same as with Priest, 3 points per creature)/ranged attack, no range penalty, no melee penalty, enraged.

Lvl 6
Knight Paladin/Cavalier
Large creature, passing strike (attacks every enemy creature it passes for minimum damage, but no retaliation) same as Knight, has charge damage bonus (+5% damage per hex traveled)/same as Knight, fearless.

Lvl 7
Angel Archangel/Avenger
Large creature, flying, increases allied morale (1 +7-top enemy creature level) same as Angel, casts Resurrect/same as Angel, regenerating, no retaliation, enraged.

Siege Engine
Ballista


Buildings
Resource Silo
Generates 1 wood and 1 ore per day
Requires: Marketplace

Treasury
Gives +10% of day 7 treasury on next day 1.
Requires: Town Hall, Marketplace

Stable
Gives visiting heroes 10% extra land movement until the end of the week.
Requires: Town Hall, Fort

Gambler's Corner
Gives maximum luck during siege.
Requires: Tavern

Also note that upgrading only works from Peasants, Militiamen or Townsmen, and each dwelling can only upgrade the same number of units as it produces.

Please discuss/criticise.

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arantir
arantir

Tavern Dweller
The Good Necromancer
posted February 18, 2008 12:48 AM

Great ideas.
____________
"There is no one left to seal away your father. You have beaten me, and murdered the world."

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xerox
xerox


Promising
Undefeatable Hero
posted February 18, 2008 12:55 AM
Edited by xerox at 19:25, 18 Feb 2008.

Just like many other ideas its almost nothing new.
Yes, i know Haven/Humans are a hard faction to create something new to but i dont like that its copies of heroes 3 etc.

I thougt it was pretty good but didnt have something new.
Most of us doesnt want a Heroes 5 mixed with previous game and better graphics.

edit: but some of the creatures abilities were really intersting!

I would rate your haven (which is not complete) 3/5.
Haven is a hard (and boring) faction to make since almost all creatures are "classic".
I took away points because much was copied from heroes 2 and 3 (hates devils etc) and most abilities were boring with a few very intersting. Okey one intersesting.

I think the faction is good, but too "copy pasted" and boring.

But i cant say anything untill the real factions start!
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 18, 2008 03:02 PM
Edited by Fauch at 15:06, 18 Feb 2008.

basically it's the haven from heroes 3, with, I think, a few buildings from heroes 4...

you could have at least found abilities for all the creatures...
+ most of them are from heroes 3, or very obvious (a monk spell caster? how original... you could have at least thought about which spells he may use)

oh, I can see a nice idea, the castle is only used for the defense. you can also buy additional tower. why not, if it isn't too expensive it can work.
____________

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actionjack
actionjack


Promising
Famous Hero
posted February 18, 2008 08:42 PM
Edited by actionjack at 20:43, 18 Feb 2008.

Love the alt upgrade system...
but you are not the first

http://heroescommunity.com/viewthread.php3?TID=18509

took me a while to dig up this old thread... but feel free to look at it for some ideas or so  


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MattII
MattII


Legendary Hero
posted February 20, 2008 11:30 AM
Edited by MattII at 01:51, 18 May 2008.

Cavern
Creatures
Lvl 1
Troglodyte Stinking Troglodyte/Armoured Troglodyte
Immune to Blind/Stone Gaze/Death Gaze/Petrifying Gaze same as Troglodyte, reduce enemy melee attackers' attack by 50%/same as Troglodyte, Fearless.

Lvl 2
Fire Lizard Salamander/Magma Lizard
Immune to fire damage, takes double ice damage same as Fire Lizard, has Fire Shield/same as Fire Lizard, regenerating.

Lvl 3
Evil Eye Argos/Beholder
Flying ,has Petrifying Gaze*, strikes non-pertified enemies all round same as Evil Eye, immune to Blind/flying has ranged Petrifying Gaze**, strikes non-pertified enemies all round.

*unit targeted by primary attack is frozen in place as long as it isn't attacked (doesn't retaliate on first attack if it is) and the targeter doesn't move or attack (death included)
**same mechanics as Petrifying Gaze, but can be cast on any unit within movement range of Terror Eye

Lvl 4
Lamia Gorgon
Ranged attack, no melee penalty same as Lamia, has Stone Gaze.

or

Gargoyle Obsidian Gargoyle
Flying, automaton*, extra troops recruited during siege (hall level*5), has Stone Skin same as Gargoyle, no retaliation.

*automaton creatures not affected by morale or mind spells, including fearsome, immune to Stone Gaze Death Gaze, and Petrifying Gaze

Lvl 5
Minotaur Quinotaur
prone to Bloodlust same as Minotaur, strikes twice.

or

Cave Troll Cavern Troll
Large creature, strikes two adjacent spaces strikes four adjacent spaces, fearsome strike*.

*creatures of a lower level than attacker don't retaliate

Lvl 6
Nue Manticore
Large creature, drains enemy health same as Nue, flying, no retaliation.

or

Chimera Monstrous Chimera
Large creature, attacks two adjacent spaces, retaliates twice large creature, attacks three adjacent spaces, retaliates three times.

Lvl 7
Hydra Scylla
Large creature, six headed attack*, infinite retaliations, immune to Blind, regenerating same as Hydra, can attack at one space distance (no retaliation).

*attacks up to six enemies at once, if there are fewer than six enemies, unoccupied heads attack target creature

or

Balaur Gorynch
Large creature, flying, three headed attack*, retaliates three times same as Balaur, ranged attack, half range maximum, no range penalty, no melee penalty.

*attacks up to three enemies at once, if there are fewer than three enemies, unoccupied strikes are dealt to target creature

Siege Engine
Ballista


Buildings
Hidden Tunnels
Hero can move to any Cavern town with the structure, unless there is a visiting hero there already.
Requires: Town Hall

Creature Tunnels
Hero can recruit creatures from one external Cavern dwelling per week.
Requires: Fort

Pitfalls
Randomly places, at the start of a siege combat (fort level*2) pitfalls (halts enemy and does damage, invisible until stepped on).
Requires: Citidal

Smoking Vent
Creates a shroud around the town, obscuring enemy sight.
Requires: MG Level 1

Added 22/3/08
Okay, I don't like having to bump this, but it'd be good to get some response, at least then I'd know people were taking enough time to actually read my ideas.
____________

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted March 22, 2008 09:15 PM
Edited by Daystar at 21:15, 22 Mar 2008.

I'm not sure about Scylla, but I can't think of anything better.
____________
How exactly is luck a skill?

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MattII
MattII


Legendary Hero
posted April 05, 2008 11:15 AM
Edited by MattII at 01:33, 18 May 2008.

Now, what is certainly going to be my most controversial town.

Factory
Creatures
Lvl 1
Gnome Gunner/Lobber
No ability ranged attack/ranged attack, half range maximum, no range penalty, explosive damage*, explosive death**.

*damage dealt to all spaces in a radius of 1.
**all units in a 1 space radius receive damage of (average creature damage*number of killed creatures).

Lvl 2
Gremlin Gremlin Scholar/Gremlin Mage
Repair* lowers cost of spells, takes 50% damage from spells/spellcaster, ranged attack, no range penalty.

*can repair adjacent automaton or mechanical unit (2 Hp per Gremlin).

Lvl 3
Mine Layer Demolisher/Boomer
Places mines on battlefield* same as Mine Layer, damages siege walls/same as Mine Layer, explosive death**.

*mines are invisible, except to player and creatures on their own terrain
**all units in a 1 space radius receive damage of (average creature damage*number of killed creatures).

Lvl 4
Iron Golem Iron Warrior/Iron Sentinel
Automaton* same as Iron Golem, strikes 3 front spaces/Same as Iron Golem, infinite retaliations.

*automaton creatures not affected by morale or mind spells, including fearsome, immune to Stone Gaze and Death Gaze

Lvl 5
Autochariot Armoured Autochariot (think Da Vinci's tank)/Heavy Autochariot
Large creature, mechanical*, immune to Blind, ranged, no minimum range**, attacks four adjacent spaces, retaliates four times large creature, mechanical, immune to Blind, ranged, no minimum range, attacks four non-adjacent spaces***, retaliates four times/large creature, mechanical, immune to blind, ranged, no minimum range, attacks six adjacent spaces, infinite retaliations.

*mechanical creatures can be repaired by Gremlins
**creature does ranged damage in melee combat
***attacks as so:
-ox
xuuo
ouux
-xo

Lvl 6
Airscrew Gunner Skyship/Bomber Skyship
Large creature, flying, mechanical*, ranged same as Airscrew, always airborn**/large creature, mechanical, always airborn, explosive damage***.

*mechanical creatures can be repaired by Gremlins
**cannot perform or receive melee attacks
***damage dealt to all spaces in a radius of 1

Lvl 7
Mech Walker Mech Cannon/Mech Dragon
Large creature, mechanical* same as Mech Walker, ranged/same as Mech Walker, has dragon breath, has sweeping attack**.


*mechanical creatures can be repaired by Gremlins
**attacks as so:
---x
uuxx
uuxx
---x

Siege Engine
Ammo Cart

Buildings
Ore Pit
gives +2 ore per day.
Requires: Town Hall

Workshop
all Golems, Autochariots and Mechs have +20% growth.
Requires: Fort, MG level 1

Observer Skyship
Gives sight for 20 spaces around town.
Requires: Town Hall, MG Level 1

Clocktower
Gives +2 morale in siege combat.
Requires: Blacksmith

Added 7/4/08
Okay, I give in, can someone please tell me why this isn't getting any replies, and possibly offer me ideas about getting them, so I'd at least know what I was doing wrong?

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xerox
xerox


Promising
Undefeatable Hero
posted April 13, 2008 02:02 PM

Why noone responds?
I think people just are lazy and just think that old members like GenieLord are good so they skip the others.
I have the same problem, i have like 2-3 real comments...
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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