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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 3: The Pallas
Thread: ICTC 3: The Pallas This thread is 2 pages long: 1 2 · NEXT»
Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted February 14, 2008 03:58 PM
Edited by Snatch at 00:58, 25 Mar 2008.

ICTC 3: The Pallas

The Pallas

"Feel the air on your skin, hear the water breaking at the shore, notice the earth under your feet, don't hide the fire in your soul."

Aka: the Lost, the Hidden, the Mystics
Associated colors: sand (the island), azure (the sea), white (the clouds)
Worship: mainly Sylath, dragon of air, to a less degree and mostly in fear Shalassa, dragon of water
Core philosophy: "Use all your senses, stay in harmony with the elements, seek for wisdom and you will have a full live."
Country / kingdom: a secret island in the Jade Ocean
Capital city: Pallas
Key symbols: cloud (the wind), ellipse (the island), wave lines (the ocean); breaking waves




Foreword
This faction may not be very innovative. It has neither many original or spectacular creatures nor is it a new or one of the all-time-favourite conceptions like let's say a mysterious shadow or dark faction for example. On the contrary, the Pallas is a rather bright, harmonic and optimistic town. As a fan of the series since Heroes 2 I always liked the kind of fairytale athmosphere which the first two (and partially the third) parts of the series had. In the new games of the series I miss this kind of a somewhat 'naive' mythical approach. The most fairytale-like sorceress (sadly) developed in a faction of nature and warelves. So I'm trying to bring back some of this athmosphere with the town of Pallas. Pallas is a community of humans living hidden in clouds and blessed by Sylath on a secret island in the Jade Ocean in the east of Ashan. I know that it is similar to our myth of Atlantis, but it seemed to me as the best way to implement an 'oldfashioned' mythical faction.

Description
The Pallas mainly trusts on mobility and elementary magic. It is a swift faction capable of dealing much damage in a short time. But as the Pallasians believe in harmony and inner balance they are protective aswell especially against hostile magic. Their heroes are on their ways to perfect themselves developing in might and magic equally. Following the old path of elementary magic (as in Heroes 2 and 3, ha ha) the Pallasian heroes have slight difficulties with the spells of various magic schools which they however can overcome when progressing in their own development.

History
I'm sorry that I could not come up with such a detailed history other factions may have. So just a quick overview. It was in ancient times when the angels battled the faceless a small group of settlers and followers of Sylath left the war-shaken continent seeking out for a place where they could live in peace and harmony. Sylath himself guided their journey and took them to a paradisian yet unexploited island in the jade ocean. To make sure that the war doesn't follow the settlers he hid the island to all uninitiated eyes. But over the years the idyll stayed not undisturbed. The naga somehow found their way to the island and attacked the settlers on several occasions. In the biggest of all the naga wars Sylath himself intervened sending his avatars to bestead the settlers. From then tranquility came to the island. Holding contact with the outside world only through the falcons and some agents in the free cities of the east the high council of mystics recently gained a vision from Sylath that they can't hide anymore. A yet unknown danger would come to Ashan and the Pallasians would have a crucial role to protect all free races of Ashan with their knowledge of controlling the elements. The faithful mystics didn't hesitate and soon sended out adventurers to collect informations about this great danger and be in attendance to battle it alongside the other races and kingdoms.

Fundamentals
Since the faction isn't very innovative I changed some details in the gameplay. The main difference is the introduction of population. Every town now has a specific amount of citizens which pay the taxes (the main income). Citizens have a daily growth and will grow to a certain amount given by the town level. The growth rate can either be linear (depending on town level or amount of population) or in form of a parabola with lesser growth if the population is low or near to a towns limit. But I think that this is a point of balancing on which I can hardly decide at the moment. We'll see. In your towns there are two types of units. First recruits which need citizens and some training and second the mercenaries which are animals, constructs, magical beasts and so on. If a citizen becomes a recruit he will no longer pay taxes, resembling the fragile line between armament and a working economy. Mercenaries are in general more costly to hire because they don't need one of the tax paying citizens as a requirement. They just need gold and ressources to hire. It sounds a bit complicated I know, but I think it will become clearer when you read the following descriptions of buildings and units. The second change I did on the gameplay is concerning the upgrades. There still will be upgrades but now they will take the upgraded unit to the next tier. In case of the recruits this resembles researching and development of better weapons, tactics, handling of magic or greater know-how. There are some other improvements aswell. Also new are the combined units, basically needing a citizen and a mercenary. For more details see the chart for the Pallas faction and read the descriptions.

Creature chart


Creatures
As you can see in the chart the citizens of Pallas are called settlers and the faction has 15 different creatures, but in the end if all is fully developed you will have a number of 7 units in your army, one per tier, just as you know it. It's just a more interesting (so I hope) and flexible way to get to them.

Name: Will-o'-the-wisp
Tier: 1
Required: -
Specials: flyer, incorporeal, chance of dizzling the enemy unit
Description: In ancient times will-o'-the-wisps were a real plague. Even worser than the wild animals whose living space were reduced steadily by the settlers as they spread over the island. The woods could be cut but the moors were death traps for the incautious wanderer. Distracting lights, which could not be harmed by stones or spears, leading into disaster. It was not until after many years of enclosure and researching the elements and harmony of all things the mystics gained elemental power thus making them able to hurt and destroy these lights. Living in fear of this the will-o'-the-wisps are rather tamed nowadays. In times of war they even serve the mystics distracting the enemy. Generally very weak beings it is their incorporeal ability which makes them lasting quite a time in battle. And their numbers of course.



Shepherd
Tier: 1
Required: settler
Specials: shooter, range penalty, positive luck, defender of home (this unit represents the population in sieges, see 'buildings' for more information)
Description: Sheep are familiar sight on the island and so are the shepherds. But the times where the herds must be defended against hungry beasts and tree dragons are long gone making the shepherds very poor fighters. Many city dwellers look at this profession with a romantic view and see the shepherds as very lucky people but boredom should be the word rather than romance or harmony. Nevertheless shepherds really seem to have an unusal amount of luck. It's not surprising that many young shepherds seek out for adventure. Even as a shooter a very pathetic unit because of the sling's low range the advantage of the shepherd lies in his costs. Slings are easy to produce and therefore very cheap.
Special note: A shepherd will be added to the population again if dismissed.

Falconer
Tier: 2
Required: settler
Specials: falcon attack (the falconer stays, the falcons attack with a chance of blinding, they need one round to get back to the falconer), positive luck
Description: Falcons have always been the messengers between the Pallasians and the Free Cities of the East. The training of falcons has a long tradition. Every aspirant to the job of a falconer first has to prove his ability of getting on well with animals in general and birds and falcons in particular. Something many shepherds already can. The advantages of the falconers in comparison with shepherds is their better standing in melee combat and in range combat. Though the falcon attack is a special ability rather than a range attack it still can be consired as a range attack without any penaltys. The falcons need one round to come back to their falconer so for one action the falconer just is a ground melee unit. The falcons will find their master even if he has moved. And beware! Falcons go for the eyes first!
Special note: A falconer will be added to the population again if dismissed.



Name: Spearwielder
Tier: 1
Required: settler
Specials: enraged, death blow (double damage chance)
Description: The spear is the island's traditional weapon for the hunt and soon became the weapon of choice for all ground fighters. This is just logical if you consider that there are no other enemys on the island than wild animals. The spear is widespread and easy to handle. Even the unexperienced warriors are able of carrying out heavy pokes thus tearing serious wounds. The plain spearwielder don't wear any heavy armor in favour of a higher mobility making them very offensive units on battlefield.
Special note: A spearwielder will be added to the population again if dismissed.

Name: Pikeman
Tier: 2
Required: garrison
Specials: enraged, long weapon
Description: Pikemen profit from discoveries in the field of iron melting. The heads of their weapons are much harder and stronger making them heavier so a longer stick is needed to balance them out. Naturally this is restricting the mobility of the pikemen aswell so they don't hesitate tu use an armor. Unable to fulfill death blows with this greater weapon anymore the new advantage of it lies in its range. The pikeman are able to attack from a secure position and therefore being save from the enemys retaliation. If he hasn't a long weapon too.
Special note: A pikeman will be added to the population again if dismissed.

Name: Phalanx
Tier: 3
Required: settler
Specials: enraged, long weapon, large shield, shield allies
Description: The phalanxes are the pallasians elite forces. It was necessary to create them after the Naga somehow get to know about the island and tried to build a base on the island starting to invade it. Protection as the greatest good the phalanx were trained to use their spears alongside big shields. They are not only abla to protect themselves from arrows but their adjacent allies too. Phalanxes are handled with respect all over the island representing the highest achievement of warfare.
Special note: A phalanx will be added to the population again if dismissed.



Name: Pegasus
Tier: 4
Required: -
Specials: flyer, magic damper (spells of the enemy are costing more mana)
Description: The myth tells that the pegasi are a gift of Sylath himself for his devoted followers. Winged horses coming from heaven and bringing the clouds which cover the island to the present time the pegasi are good-hearted and loyal to the Pallasians. Due to their magical nature they also act as guardian against enemy magic in general and particularly against magical seers which try to locate the island.



Name: Chevalier
Tier: 4
Required: settler, pegasus
Specials: flyer, magic damper, double attack
Description: While phalanxes are treated with most respect chevaliers are admired by all other Pallasians. On their winged horses and with their feathered helmets, shiny armor and waving capes they are indeed a breathtaking sight. Chevaliers are most honourful and as devoted to their animals as the pegasi are for their riders. They are truly the elite of the Pallasians troops forming a perfect union on the battlefield. First the Pegasus will attack the enemy with his hooves then the chevalier will swing his sword to finish him off.
Special note: A chevalier will be added to the population again if dismissed. You can choose to keep the pegasus.



Name: Healer
Tier: 1
Required: settler
Specials: heal (wound)
Description: The flora of the island is rich on medicinal herbs. So it is no wonder that the Pallasians count on the power of healing even on the battlefield. Healers are mainly trained in first aid. They are tougher as you would guess at first sight, but they are only using clubs as weapons thus making rather poorly damage.
Special note: A healer will be added to the population again if dismissed.

Name: Medicus
Tier: 3
Required: settler
Specials: heal (wound, poison, disease), anatomy knowledge (if a medicus hits a unit for the second time maximum damage is dealt)
Description: Medici aren't just trained in medicine they studied it for years and have an all-embracing knowledge of poisons, diseases and the healing of them. Most of the medicis don't serve in the military but the few field doctors are especially skilled in anatomy. It takes not long and they find out the sore point of any living enemy, dealing maximum damage with their next attack. Many medicis believe in the harmony of spirit and body and train their physical strenght in the most elegant of all armed arts: Fencing. This makes them a more and better attacking unit on battlefields. Their slim and fast weapon combined with their knowledge can be really devastating for the enemy.
Special note: A medicus will be added to the population again if dismissed.

Name: Mystic
Tier: 5
Required: settler
Specials: heal (wound, poison, disease, curse), shooter, elemental attack (a mystic always deals maximum damage and always hits incorporeal units)
Description: Having reached the ultimate harmony between body, spirit and soul mystics are not only able to heal but remove curses aswell. This often drives enemy spellcasters to despair and makes it hard to hamper the Pallasian army. After studying medicine the next step for becoming a mystic is meditation and hermitage. Mystics seek the company of elements finally mastering them. They are capable of using the brute force of elements against their enemys even from the distance. Underestimate the power of these skinny old men and you'll soon find yourself having one foot in the grave.
Special note: A mystic will be added to the population again if dismissed.



Name: Tree Dragon
Tier: 5
Required: -
Specials: sharp claws (ignores half of the enemys defense), climbing (can climb town walls)
Description: Tree Dragons are the oldest inhabitants of the island, living in the thick forests. It is said they were lesser children of the dragon of earth. They have just rudimental wings and are unable to fly. Their habitat isn't the sky either as it is the case of most other dragons but the thicket and treetops. Tree Dragons are excellent climbers with their claws finding footing even on town walls. Hungry and curious tree dragons often climb into the cities raiding the food stores. But in general they are not a great danger for the Pallasians and rather shy. But take care of your armor the sharp claws of the tree dragons will split it in halves in no time!

Name: Faerie Dragon
Tier: 6
Required: -
Specials: climbing, caster (magic mirror, lightning, blind)
Description: Faerie dragons have butterfly wings and great magic power inside. But that doesn't make them able to fly. Their wings are to weak and their power is to chaotic. Faerie dragons are yet more curious as their distant cousins the tree dragons and flighty beings in another sort of way. How did the hermit said to his apprentice after a faerie dragon burnt down his hut with a lightning? "He doesn't do anything, he just wanna play."



Name: Roc
Tier: 6
Required: -
Specials: flyer, eagle eyes (hero receives a bonus to his range of view), gliding flight (speed is doubled, damage is halved, enemy is choosen randomly but always in the distant half of the roc's new speed)
Description: Rocs are a familiar sight all over the jade ocean and partly in the free cities of the east aswell. Sailors and bards are telling about the clouds as their original home. As you must know already this is just the half truth. Actually their home is the island in the clouds. Whereas falcons are used as messengers the rocs are the watchmen of the Pallasians due to their excellent eye-sight. Rocs are able to start a gliding flight thus throwing theirselves into the mercy of Sylath himself. They are very tough and mobile units.

Name: Garuda
Tier: 7
Required: -
Specials: flyer, eagle eyes, gliding attack (see 'gliding flight', but the enemy is chooseable by player), snake slayer (deals additional damage to nagas and all creatures with scales)
Description: Similar to angels and Elrath the garudas are in incarnation of Sylath. They are a rather young appaearance on the island seen at first in one of the big naga wars turning the tide in favour of the defenders. Garuda are the most majestic of all birds and birdlike creatures on Ashan. As avatars of Sylath they are able to fulfill aimed gliding attacks making them the most mobile unit of all with the whole battlefield within their range.



Buildings
A special note concerning the dwellings: growing will be stored, training must be commanded and will decay at the end of the week. A new feature associated with the defender of home special is the 'call to arms'. If your city gets under attack you can choose the citizens to defend their homes and fight in this siege as an additional stack. That will cause no costs. After the battle the surviving units will be added to population again. But yes, it's a hard decision to risk the lifes of your tax payers. Even under siege. If all citizens died in the battle the town will become abandoned and will have no growth of population unless you dismiss some of your recruits to populate the town again.

Economy
settlement - daily growing of settlers, total number of settlers is restricted
village (upgr. settlement) - total number of settlers is raised
town (upgr. village) - total number of settlers is raised
city (upgr. town) - total number of settlers is raised
capital (upgr. city) - total number of settlers is raised
town hall - raises the taxes, more money per settler is given
trade guild - gives a percentage bonus to daily income
market place - trading ressources
ressource silo - gives a rare ressource each day

Defense
wall - a city wall is build
moat - there is a moat in front of the wall
towers - there are archer towers in the wall
magic shield - reduces the spellpower of the enemy

Dwellings
pasture - weekly training of settlers in shepherds
aviary (upgr. pasture) - weekly training of settlers in falconers, shepherds can be upgraded
blacksmith - weekly training of settlers in spearwielders
garrison (upgr. blacksmith) - weekly training of settlers in pikeman, spearwielders can be upgraded
legion (upgr. garrison) - weekly training of settlers in phalanx, spearwielders and pikeman can be upgraded
hospital - weekly training of settlers in healers
medical school (upgr. hospital) - weekly training of settlers in medici, healer can be upgraded
temple (upgr. medical school) - weekly training of settlers in mystics, healer and medici can be upgraded
moor - weekly production of will-o'-the-wisps
meadow - weekly production of pegasi, pegasi and settlers can be combined
dragontree - weekly production of tree dragons
emerald glade (upgr. dragontree) - weekly production of faerie dragons, tree dragons can be upgraded
nest - weekly production of rocs
cliff (upgr. nest) - weekly production of garudas, rocs can be upgraded

Creature growth
well - increases growth of population
reservation - increases growth of mercenaries
training hall - increases growth of recruits

Improvements
altar of sylath - all flying creatures will permanently get a bonus on speed and initiative
armorer - all units with armour will permanently get a bonus on defense
armory - all shepherds will have the 'no melee penalty'-ability when defending their homes

Racial
shrine of elements - allows invocation of water (see hero skills)
altar of elements (upgr. shrine of elements) - allows invocation of water and earth (see hero skills)
temple of elements (upgr. altar of elements) - allows invocation of water, earth and fire (see hero skills)

Mixed
tavern - heroes, rumours, bonus to morale
thief guild - information about the oppenents
mage guild - spells (preferred schools are summoning and destructive)
workshop - war machines (ballista, others at triple cost)
general store - utensils

Utensils
Utensils are similar to artifacts, but they are no weapons, staffs, armour or robes, they are just utensils. They affect one or more of the creatures in a heroes army and can be purchased in genral stores in the towns of all factions. Some examples:
whip - speed and/or initiative bonus for all animals
whetstone - damage bonus for all units with blades
fodder bag - morale bonus for all animals
magic scroll - one extra spell for all casters with a spellbook
tools - hitpoint bonus for all mechanic units
poison - poisonous attack for blades or arrows in one battle or for one day
weapon oil - attack bonus for all units with blades
first-aid kit - healing bonus for all creatures with healing skills or spells
coral - morale bonus for merman and other aquatic creatures
embalming kit - hitpoint and defense bonus for all mummies
bloody talisman - luck bonus for all orcs
heptagon - attack and defense bonus for all demons
sewing kit - speed bonus for all ground units with shoes
magnet - elemental resistance bonus for all creatures for one battle

Hero
The Pallas hero is the ADVENTURER. He has elemental INVOCATION as his racial skill.



Statistics
A 1 (30%)
D 1 (30%)
S 1 (10%)
K 2 (30%)
As you can see the adventurer is a rather balanced class. His only weaknesses are the lack of spellpower and the little familiarity with mana based spells. But he can compensate this with invocation, knowledge and some abilities.

Description
The adventurer seeks out for wisdom, knowledge and - of course - adventure. His aim is personal development, researching the elements and bringing harmony in all parts of his life. Through his journeys he tries to train his body aswell as his mind. At the begin of his voyage he already is able to invocate air on his companions and followers. An adventurer will never give up his trust in Sylath. The power of air will always be his friend even far away from home and in enemy countries.

Racial Skill
Basic Invocation - allows the hero to invocate the power of air on own units, costs of mana based spells are doubled
Advanced Invocation - allows the hero to invocate the power of air on own and enemy units, costs of mana based spells are doubled
Expert Invocation - allows the hero to invocate the power of air to own units, enemy units and the whole battlefield, costs of mana based spells are doubled
Ultimate Invocation - doubles the effects of invocation (length and/or damage)

Racial Abilities
Sylaths Companion - a stack of air elementals will be summoned at the beginning of each battle (number based on knowledge)
Sylaths Strike - attack of the hero inflicts air damage (level + 3)
Master Of Air - adds area effect to the first two invocations of air
Vast Understanding - needs enlightment, sorcery and logistics, ultimate ability, the hero gains a bonus of 10% to all skills

New Abilities
Path Of The Hermit - needs enlightment and scholar, bonus to spellpower when casting mana based spells (based on knowledge)
Elemental Insight - needs destructive magic and master of storms, adds additional damage to destruction spells (based on knowledge)
Arcane Novice - needs sorcery and mana regeneration, reduces the costs of mana based spells from double to one and a half
Friend Of Elements - needs summoning magic and master of conjuration, increases the number of summoned elementals (based on knowledge)

Skills
Racial 10%
Attack 8%
Defense 8%
Leadership 2%
Logistics 15%
Luck 2%
War Machines 10%
Enlightment 15%
Sorcery 10%
Dark Magic 2%
Destructive Magic 8%
Light Magic 2%
Summoning Magic 8%

Invocation
Adventurers can invocate the power of air and - if the elemental shrine is build - the other three elements. Depending on his level in invocation he can use this ability on own units, enemy units or the whole battlefied. Invocations are similar to spells but mostly more powerful. They don't need mana. The number of invocations an adventurer can cast depends on his knowledge. At the beginning with a knowledge of 2 he can invocate air two times. He can charge his invocations in any town if a mage guild is build, but he can never have more invocations than knowledge. If the shrine of elements is build he can invocate air two times and water two times. The water invocations can only be charged in a city with a shrine of elements. Same for altar and temple of elements and earth and fire. Invocation is affected by sorcery.

Air
Swiftness (own) - increases speed and initiave, lasts 3 rounds
Headwind (enemy) - decreases speed and initiative, lasts 3 rounds
Stormcloud (all) - all shooters deal only half damage, every round a random enemy unit is struck by a lightning (damage based on knowledge), lasts 3 rounds

Water
Friendly wave (own) - unit moves forward three tiles
Drowning (enemy) - inflicts some damage (based on knowledge), the unit looses half its turn
Great wave (all) - inflicts some damage to all enemy units (based on knowledge) and moves them back three tiles

Earth
Stoneskin (own) - received damage is halved, lasts 3 rounds
Turn to stone (enemy) - the unit can't move, attack, retaliate or use any abilitys, received damage is halved, lasts 3 rounds
Protection (all) - increases defense and magic resistance of all own units, decreases initiative of all enemy units, lasts 3 rounds

Fire
Fire breath (own) - unit gains fire breath special, lasts 3 rounds
Burning soul (enemy) - if the unit attacks it also must attack a befriended unit within his range, lasts 3 rounds
Burning out (all) - inflicts damage to all enemy units (based on knowledge), removes all negative spells from own and all positive spells from enemy units
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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 14, 2008 06:10 PM
Edited by Orfinn at 18:52, 14 Feb 2008.

Hehey! This looks great! Another one than dosent completely focuses on that all creatures must have upgrades.

Hoped to see something like this actually, fresh to say at least

But the town name Pallas...dont you mean Palace? Though Pallas are a nice name for your capital city.
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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted February 14, 2008 06:43 PM

Quote:
But the town name Pallas...dont you mean Palace? Though Pallas are a nice name for your capital city.


First thank you for your praise! That really is an incentive to me.

And Pallas is coming from the ancient goddess 'Pallas Athene'. I thought with its similarity to Palace that it would fit.
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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 14, 2008 06:55 PM
Edited by Orfinn at 19:10, 14 Feb 2008.

Quote:
And Pallas is coming from the ancient goddess 'Pallas Athene'. I thought with its similarity to Palace that it would fit.


Clever. Yeah it fits, I mean Athene kinda lived in a big pearl shell or something, so water, sand and that the gods all came from above (in the clouds above Olympus?) resembles the sky and clouds.

Noticed this thread? It contains links to other town proposals in this part of HC.

Also remember to message kookastar by using HC messenger, so she can link this thread and your town proposal into the Town Index

Heres my Darkwood proposal btw.


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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 14, 2008 07:24 PM

this is a really good looking town, i like the way you have decided to use researching of equipment in order to get the creature, an original idea.
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Love, Laugh, Learn, Live.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted February 14, 2008 08:57 PM

Great idea! But the name... The Pallas...?
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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted February 14, 2008 09:55 PM
Edited by Snatch at 21:56, 14 Feb 2008.

Maybe the name will change if I or someone else has an better idea. But as I said inspired by Greek "Athene" aka "Pallas Athene".
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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted February 15, 2008 04:43 PM

cool

just sayin info on units
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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted February 15, 2008 08:16 PM

So...

added description and pics for shepherd and falconer ( Heromachine is just great, big thanks to Orfinn, found the link in his thread)

added hero and racial skill

slightly revised the rest

Feel free to comment!

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted February 15, 2008 10:22 PM

It looks rather good, IMHO.  

and I agree about the "Pallas" idea, that's rather brilliant.
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How exactly is luck a skill?

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winterfate
winterfate


Supreme Hero
Water-marked Champion!
posted February 17, 2008 08:42 PM

@Snatch: I love your faction idea...very very original indeed!


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If you supposedly care about someone, then don't push them out of your life. Acting like you're not doing it doesn't exempt you from what I just said. - Winterfate

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted February 17, 2008 11:12 PM
Edited by Snatch at 04:08, 18 Feb 2008.

Thanks for your good comments! Makes me really happy!

added pics of all units

added description of spearwielder, pikeman, phalanx, healer, medicus, mystic, will-o'-the-wisp, pegasus and chevalier

added armory

revised population and call to arms

deleted equipment

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Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted February 18, 2008 06:49 AM

Im abit confused about the creature Tiers, i think you know what i mean.

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 18, 2008 02:49 PM
Edited by Orfinn at 14:51, 18 Feb 2008.

Quote:
So...

added description and pics for shepherd and falconer ( Heromachine is just great, big thanks to Orfinn, found the link in his thread)

added hero and racial skill

slightly revised the rest

Feel free to comment!



No problemo

Love how it looks now and Im sure it will look majestic in the end. Finally we have the pegasus again, I wanna ride!
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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted February 18, 2008 03:08 PM

Quote:
Im abit confused about the creature Tiers, i think you know what i mean.



No, not really. What is your problem with the tiers?

Quote:
Finally we have the pegasus again, I wanna ride!


Oh, then you must be a chevalier! *bow to orfinn* "How can I please you, Sir?"

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 18, 2008 03:17 PM
Edited by Orfinn at 15:22, 18 Feb 2008.

Quote:
"How can I please you, Sir?"


Oh, bring me some ale. I wanna test out how drunk you can be while riding

Guess we need hovering stop signs up in the sky now, or I might steer that bewinged horse into a mountain cliff

But about that tree dragon? I thought it was a drake? I imagined tree dragons, something like this



Just a suggestion.
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Snatch
Snatch


Promising
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posted February 18, 2008 03:31 PM

Pegasus -> Alternative Upgrade: Air police

That is a really good pic! But as I thought of tree dragons as climbers and not flyers the wings are too huge.

I could make them flyers too, but I think four units with flyer ability would be too much.

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 18, 2008 04:28 PM

Yeah. Its just my imagination on what drakes and dragons are. Dragons have wings, drakes dont have. Do what you feel for
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Lord_Evil
Lord_Evil


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posted February 18, 2008 04:56 PM
Edited by Lord_Evil at 17:18, 18 Feb 2008.

Quote:
No, not really. What is your problem with the tiers?

Its all mixed up, because i dont really understand of who are the upgrades are. first its tier 1, then tier 2 then 1 and 2 again, after that its tier 3 and then you give me tier 1, then 3 and then 5. Anyway you get the point.
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Snatch
Snatch


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posted February 18, 2008 05:10 PM
Edited by Snatch at 17:54, 18 Feb 2008.

Oh yes, now I get your point.

In fact there is some sort of an order. A falconer is the upgrade of the shepherd so I put them together. Same for spearwielder, pikeman, phalanx and so on. But I will put them in new order after I finish all descriptions. Then reflecting their tier when fully upgraded.

descriptions added

creatures re-ordered

invocations and racial abilities completed

@ dragon and drake thing:
Maybe I rename it tree drake and give only his upgrade faerie dragon the ability of flying. Faerie drake is sounding awful in my opinion.

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