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Heroes Community > Age of Heroes Coliseum > Thread: ICTC3: Colony
Thread: ICTC3: Colony
tb5841
tb5841


Hired Hero
posted March 05, 2008 02:29 PM
Edited by tb5841 at 18:45, 19 Mar 2008.

ICTC3: Colony

I'm sticking with the skill and creature tier system of H5 Tribes of the East. I'd love to have some brilliant original way to improve it, but I haven't thought of one.

Colony

Also known as: The Gnomes
Worship: None
Emblem:
The Flaming Scales emblem signifies the firmly held Gnomish belief in what they see as justice - punishment for their enemies.

Race and History: Gnomes are small, humanoid figures known for their hideous ugliness. It is possible they did not always look like this, but that their appearance has been twisted by centuries of bitter resentment. They are powerful spellcasters, masters of controlling the minds of others.

After the creation of the mortal races, each race chose a Dragon God to worship, and their Dragon favoured them. The gnomes were indecisive, and by the time they eventually decided on the worship of Sylanna, the Dragon of Earth had already formed close ties with Elves and Men. The Gnomes built themselves cities in the fertile land in the centre of Ashan, but the races of Elves and Men were jealous of their wealth and competed with them for Sylanna's favour.

During the Elder Wars between the Angels and the Faceless, most of the Gnomish cities were destroyed due to their central location. Hated by Elves and Men, the few remnants of Gnomish civilisation were driven East to the mountains.

In the bitter cold they lived in caverns and burrows in the mountains. Their past wealth forgotten, most died from hunger or cold, but their race endured. Sylanna had forgotten them, preferring the more light-hearted, harmonious elves. Abandoned, rejected and alone, their bitter hatred drove them to survive, while the rest of the world forgot them. Gnomes have long lifespans, they do not forget, and they hold grudges for a very long time. Gnomes slowly migrated Eastwards and upwards until, high in the mountains, they found the Trolls.

Trolls are an accidental by-product of creation. The massive release of magical energy required to create the Elemental Dragons brought living creatures from the rock of the mountains, each with an essence of the Dragon whose creation brought them about. Trolls often look like they are made of stone, and are are stupid, clumsy creatures who had brought themselves to the brink of extinction via tribal fighting by the time the Gnomes found them.

The Gnomes found that controlling the mind of a Troll was fairly easy due to their low intellect, and that by doing so, they could use the elemental power instilled in one. So the Gnomes enslaved the Trolls, ceasing all infighting, and over centuries bred them to create an army for their revenge.

Gnomish towns are bizarre to look at. Many Gnomes still live in burrows in the ground out of habit. Others use their Troll slaves to shape hills for them to burrow into. But the Trolls themselves live in grand, colourful stone buildings which look quite out of place with the caves and burrows around them.

Creature Lineup:
Apprentices upgrade to Slavers/Magicians
Fire Trolls upgrade to Flame Trolls/Burning Trolls
Snow Trolls to Frozen Trolls/Ice Trolls
Earth Trolls to Magma Trolls/Mountain Giants
Spirit Masters to Thrall Masters/Hate Masters
Air Trolls to Storm Trolls/Lightning Trolls
Shadow Trolls to Dark Trolls/Night Trolls



This table didn't come out too well, but creature statistics are there. Creature abilities did not really fit in, so refer to the creature descriptions below for these.

L1: Apprentices
Description: These are Gnomes still learning the magical arts necessary to control and use the power of the Trolls. They wield knives for when they are forced into combat.
Tactical Analysis:Reasonable defence and hit points for a low-tier unit, but with very little attack/damage/speed/initiative. Their main purpose on the battlefield is simply to prevent Troll units from defecting (see description of creature abilities below). Abilities: Troll Control, Gnomish Misfortune.

Upgrade A: Slavers
Description: These Gnomes wield whips to strike their enemies. They have developed a far greater degree of power over their Troll troops, as well improved combat skills.
Tactical Analysis: Mental Leash allows you to prevent massive Troll stacks from defecting, while Troll Enhancement gives your troops a very useful Speed boost. Multiple stacks make Mental Leash far more useful.
Abilities: Troll Control, Troll Enhancement, Mental Leash, Gnomish Misfortune.

Upgrade B: Magicians
Description:These Gnomes have developed mind control powers strong enough to use on enemy troops. They wear black robes that hide their faces.
Tactical Analysis: Their spells are very effective for weakening enemies. A good alternative to Slavers for an army with fewer Troll troops. Having both upgrades on the field together could be very useful.
Abilities: Troll Control, Caster: Slow (Basic), Confusion (Basic), Sorrow (Basic), Gnomish Misfortune.

L2: Fire Trolls
Description: These Trolls were created with the element of Fire, and can throw flames great distances. They throw flames from their hands (like Magogs in H3).
Tactical Analysis: They inflict a reasonable amount of damage and are fairly durable for a shooter. They have fairly low initiative so are unlikely to defect, and are needed to cast most Spirit Magic spells (see below).
Abilities: Shooter, Immune to Fire, Fire Attack, Mental Rebellion.

Upgrade A: Flame Trolls
Description: Some especially powerful Fire Trolls can throw fireballs at their target.
Tactical Analysis: Fireball Attack lets them inflict some damage to a few stacks at once. They are more durable, do more damage and act more often than Fire Trolls.
Abilities: Shooter, Immune to Fire, Fireball Attack, Mental Rebellion.

Upgrade B: Burning Trolls
Description: Some Fire Trolls have so much elemental power within them that they appear to be permanently on fire.
Tactical Analysis: Burning Trolls inflict a large amount of damage, which coupled with their Master of Fire ability makes them very useful for crippling a single stack.
Abilities: Shooter, Immune to Fire, Fire Attack, Master of Fire, Mental Rebellion.

L3: Snow Trolls

Description: Snow Trolls are among the smallest Trolls. They are white and look a bit like very thin, deformed snowmen.
Tactical Analysis: Snow Trolls are remarkably fast, high-initiative creatures which deal a substantial amount of damage for their tier, though they are fragile and easily killed. They are needed for many Spirit Magic spells, and in particular are needed for Spirit Masters and Thrall Masters to cast spells effectively. Their high initiative makes them very likely to defect.
Abilities: Immune to Ice, Ice Strike, Mental Rebellion.

Upgrade A: Frozen Trolls
Description: Frozen Trolls look like they are made of ice or glass, and their body has no curved surfaces, giving them an artificial appearance.
Tactical Analysis: Frozen Trolls have a much lower initiative value than their Snow Troll cousins, but a lot more durability. Winter Strike lets them hit many enemies at once, so they are most effective when surrounded.
Abilities: Immune to Ice, Winter Strike, Mental Rebellion.

Upgrade B: Ice Trolls
Description: Ice Trolls look similar to Snow Trolls, but have a slight blueish tinge to them.
Description: Ice Trolls can slow enemy movement, in addition to having the speed of Snow Trolls, making them far more useful in battle. Casting Ice Strike from a distance can be an effective way of slowing enemy walkers when creeping.
Abilities: Immune to Ice, Ice Strike, Master of Ice, Mental Rebellion.

L4: Earth Trolls
Description: Earth Trolls are among the largest, slowest Trolls. They look like they are part of the earth itself, until they move.
Tactical Analysis: A powerful tank unit, its low initiative value makes it very unlikely to defect.
Abilities: Immune to Earth, Defensive Stance, Enrage, Mental Rebellion, Large Creature.

Upgrade A: Magma Trolls
Description: Magma Trolls are an almost black colour, with a few fiery red streaks across its skin.
Tactical Analysis: A far more powerful tank unit, these are incredibly hard to kill until they move.
Abilities: Immune to Earth, Defensive Stance, Magma Shield, Enrage, Mental Rebellion, Large Creature.

Upgrade B: Mountain Giants
Description: These are the largest Trolls, and have very long arms which they use to crush enemies. Being more intelligent than other Trolls, they are much more difficult to keep mentally enslaved, and many Gnomes have died as a result of failed attempts.
Tactical Analysis: Powerful offensive and defensive units, even though their initiative is fairly poor, they are formidable opponents. Greater Mental Rebellion is dangerous, but there are many ways to lower the risk of this triggering.
Abilities: Immune to Earth, Berserker Rage, Enrage, Greater Mental Rebellion, Large Creature.

L5: Spirit Masters
Description: These Gnomes are powerful Spirit Magic casters, which can wreak havoc on enemy forces.
Tactical Analysis: Though weak in combat, their spells are extremely useful (provided you have Snow Trolls and possibly Air Trolls) in your army, see Spirit Magic section). And another unit with Troll Control is helpful.
Abilities: Troll Control, Caster (Ice Ray, Banishing Charge, Fury Charge, all at Advanced level), Gnomish Misfortune.

Upgrade A: Hate Masters
Description:Hate Masters can cast even more powerful Spirit Magic spells.
Tactical Analysis: Cloud Trigger makes them effectively a mass spellcaster, though Fury Charge is still only useful with the right Troll units.
Abilities: Troll Control, Caster (Ice Ray, Banishing Charge, Fury Charge, Cloud Trigger, all at Expert level), Gnomish Misfortune.

Upgrade B: Thrall Masters
Description: Thrall Masters, through their efforts to unlock the magic instilled in Trolls, have learned to control Trolls more efficiently on the battlefield in addition to their own casting abilities.
Tactical Analysis: Their combat abilities are somewhat improved, and Greater Troll Control significantly reduces the chances of your units defecting.
Abilities: Greater Troll Control, Caster (Ice Ray, Banishing Charge, Fury Charge, all at Advanced level), Gnomish Misfortune.

L6: Air Trolls
Description: Air Trolls are large, metallic-looking Trolls which are semi-transparent. They glide rather than walk, and can move through objects when they choose to.
Tactical Analysis: Air Trolls are the army's shock troops. They can move through enemies and obstacles (counting as flyers for gameplay purposes) due to their insubstantial nature, deal large amounts of damage, and move very very quickly. They are hard to hit due to their incorporeality, but they have low defence/hitpoints, and are very vulnerable if actually hit. Due to their high initiative, Mental Rebellion is much more likely to trigger than with many other Trolls.
Abilities: Immune to Air, Flyer, Lightning Strike, Incorporeal, Mental Rebellion, Large Creature.

Upgrade A: Storm Troll
Description: Storm Trolls do not have the incorporeality of the Air Trolls. They have a metallic appearance, with frequent flashes of electricity passing over their skin. Although they walk normally, they move with incredible speed. Storm Trolls attack with such ferocity that their enemies are stunned and do not have a chance to counterattack.
Tactical Analysis: By upgrading to these you lose the incorporeality of the Air Trolls, along with the ability to fly, and their stats are not improved at all. However, no enemy retaliation with Master of Storms makes this a very powerful unit, and though they are very vulnerable, they are very effective in the early stages of a battle.
Abilities: Immune to Air, Lightning Strike, Master of Storms, No Enemy Retaliation, Mental Rebellion, Large Creature.

Upgrade B: Lightning Troll
Description: Lightning Trolls look like they are made of air itself, with a core of electrical energy. They contain such powerful elemental energy that they can strike several enemies at once.
Tactical Analysis: These are basically a higher-damage version of Air Trolls, with Chain Lightning Strike allowing you to inflict some damage on units hidden behind others.
Abilities: Immune to Air, Flyer, Chain Lightning Strike, Incorporeal, Mental Rebellion, Large Creature.

L7: Shadow Troll
Description: Shadow Trolls are hardly recognisable as trolls at all due to the dark shadow that obscures them from normal view. They can move reasonably fast when they eventually do, striking many enemies at once with a force they cannot retaliate against.
Tactical Analysis: They have fairly low initiative, and are one of few L7 units to neither fly nor shoot. They also have very low hitpoints for a unit of their tier, making them vulnerable to archers and damaging spells. However, with either Troll Enhancement or Tactics, they can cross the battlefield in one turn. Striking many enemies at once, with no enemy retaliation, makes them very powerful and justifies their high cost.
Abilities: Immune to Dark Magic, No Enemy Retaliation, strikes all adjacent enemies, Mental Rebellion, Large Creature.

Upgrade A: Night Troll
Description: Night Trolls are similarly cloaked in shadow. They possess powerful Dark energy with which they can strike enemy units, potentially blinding them.  
Tactical Analysis: If they attack lots of enemies at once, the chances of Blinding an enemy become very high, making these Trolls a very powerful upgrade. They are also significantly more durable than Shadow Trolls.
Abilities: Immune to Dark Magic, No Enemy Retaliation, strikes all adjacent enemies, Blinding Attack, Mental Rebellion, Large Creature.

Upgrade B: Dark Troll
Description: Dark Trolls are innately evil, and can drain the very life away from their victims.
Tactical Analysis: Once they reach a group of enemy units, Dark Trolls become very hard to kill, since Life Drain coupled with their high damage output is very effective. However, their low initiative and hit points makes them vulnerable before then.
Abilities: Immune to Dark Magic, No Enemy Retaliation, strikes all adjacent enemies, Life Drain, Mental Rebellion, Large Creature.

Creature Abilities:
Troll Control and Mental Rebellion: Just before a Troll unit takes its turn, it has a chance to defect to the opposing team. This chance increases with stack size, but is reduced by having more Gnome units on the field, as well as by the commanding Gnome hero having more levels. Neutral Troll units will never defect.

The probability formula could be something like this, capped at 1:
P = 0.5(T/(A+M+L)), where T is the number of weekly populations of the Troll unit, A the number of populations of Apprentices/Slavers/Magicians present, M the number of populations of Spirit Masters/Thrall Masters/Hate Masters, and L the level of the Gnomish hero controlling them (L=1 if hero is from another faction).

Gnomish Misfortune: Due to their abandonment by the Dragons, all Gnome units have their luck reduced by 3.
Troll Enhancement: Due to their exceptional mind control skills, Slavers increase the Attack, Defence and Speed of all Troll units by 1, as long as they are on the battlefield.
Mental Leash: Any Troll unit adjacent to a Slaver cannot defect.
Greater Mental Rebellion: Mountain Giants are twice as likely to defect as other Troll units.
Greater Troll Control: Thrall Masters greatly reduce the chance of Troll units defecting (each Thrall Master counts as two Spirit Masters).

Fire Attack: Fire Trolls deal an additional 20% of their normal damage as fire damage when they attack. They can also, instead of their usual combat actions, choose a unit anywhere on the battlefield to target with this to deal 20% of normal damage to it as fire damage (still takes attack/defence into account).
Ice Strike: Same as above, but in this case an Ice Bolt strikes the target, dealing 20% of usual damage as Ice damage to a target.
Lightning Attack: Same as above, but with a Lightning Bolt.
All the above can be used to strike a target from afar, but will also automatically trigger when an enemy is struck (does include retaliation strikes).
Master of Fire/Ice/Cold: Fire Attack/Ice Strike/Lightning Attack gain armour damaging/freezing/stunning effects respectively.
Fireball Attack: When Flame Trolls attack, they also throw a fireball, centred on the target, that deals 20% of normal damage as fire damage to everyone it hits. Can also be used as an activated ability to cast this fireball anywhere on the battlefield, dealing 20% of normal damage as fire damage.
Winter Strike: When Frozen Trolls attack, a Circle of Winter occurs, centred on the Frozen Troll stack, that deals 20% of normal damage as ice damage to everyone it hits.
Chain Lightning Strike: As with Fireball Attack, only a Chain Lightning is cast on the target, dealing 20% of normal damage.


Hero: Enchanter

Primary Stat Allocation:
Attack: 25%
Defence: 25%
Spellpower: 35%
Knowledge: 15%

Skill Chances:
Spirit Magic 10%
Dark Magic 15%
Destructive Magic 8%
Light Magic 2%
Summoning Magic 2%
Sorcery 15%
Attack 10%
Defence 8%
Luck 2%
Leadership 10%
Logistics 2%
Enlightenment 8%
War Machines 8%

Racial Skill: Spirit Magic
Gnomes have developed a unique brand of magic based on drawing power from the essence - what the Gnomes call the 'spirit' - of the Trolls. Though it is potentially more powerful than magic used elsewhere in Ashan, Spirit Magic is more complex and spells take much longer to cast. Spellcasting usually takes the form of a Charge spell - which draws power from the Troll slaves - followed by a Trigger spell which will then use this energy to wreak havoc on the battlefield. Many such Charge spells require certain Troll troops to be present on the battlefield before they can be cast. Spirit Magic spells have relatively low mana costs.

Basic Spirit Magic is needed to learn level one, level two and level three spells, Advanced for level four spells, and Expert for level five. Ultimate Spirit Magic gives knowledge of all Spirit Magic spells. Mage guilds in Colony towns focus on Spirit Magic and Dark Magic.

Racial Subskill: Dominate
If a Troll stack has defected, an Enchanter can use this ability to bring them back under friendly control. This also can be used to remove Puppet Master, Frenzy and Confusion from a unit. This takes up a full hero's turn.

Racial Subskill: Spirit Release
An Enchanter can use this ability to destroy Trolls from a chosen friendly Troll stack to restore himself (or herself) to full mana. The number of Trolls destroyed is one tenth of the mana recovered, rounded up.

Racial Subskill: Master of Energy
Hero wastes only half his initiative to cast Trigger spells.

Other skills unique to the Enchanter:
Mental Supremacy:
A Dark Magic skill, requires Master of Mind, Advanced Dark Magic, and Dominate. This negates enemy Mind Affect immunity. Watch out Necromancers...

Spirit Magic Spells - Charge Spells:

Level Two: Magma Charge
Battlefield Requirements: Fire Trolls, Earth Trolls (or upgrades)
Mana Cost: 2
Effect: When released, all of the Trigger spell targets will have their defence modified - friendly units will gain defence, while enemy units lose it. Defence modifier is: SP/4 at Basic level, SP/2 at Advanced level, and SP at Expert level (where SP is the hero's Spellpower value. Fractions all rounded up).

Level Two: Energy Charge
Battlefield Requirements: Fire Trolls, Snow Trolls (or upgrades)
Mana Cost: 5
Effect: This multiplies the eventual damage of the Trigger spell by a value dependent on spellpower and mastery. This can be used multiple times before a Trigger spell, resulting in massive damage
(only works with Ice Ray and Firestorm). Multiplier M is calculated as follows:
M = 1 + SP/10 (Basic)
M = 1.5 + SP/10 (Advanced)
M = 2 + SP/10 (Expert)


Level Three: Banishing Charge
Battlefield Requirements: None
Mana Cost: 4
Effect: This charge imbues the next Trigger spell with the ability to remove beneficial spells from enemy units, and harmful spells from friendly ones. Chance to remove a spell is 70%, 50%, 90% with Basic, Advanced and Expert mastery respectively. Also destroys 5SP, 10SP, 20SP Blood Rage on Basic, Advanced, Expert masteries.

Level Four: Fury Charge
Battlefield Requirements: Snow Trolls, Air Trolls (or upgrades).
Mana Cost: 4
Effect: This imbues the Trigger spell with the ability to modify the initiative of targets - friendly units will have their initiative increased, while hostile units will have their initiative decreased.
Initiative percentage increase/decrease is SP x 1.5 with Basic mastery, SP x 2 with Advanced, and SP x 2.5 with Expert.

Level Four: Elemental Charge
Battlefield Requirements: Fire Trolls, Snow Trolls, Earth Trolls, Air Trolls (or upgrades).
Mana Cost: 3
Effect: All targets of the Trigger spell have their magic protection modified (before other effects of the Trigger spell take effect). Friendly units gain magic protection, while hostile units lose it (Magic Protection below 0% will increase damage above normal amount). Percentage increase/decrease is SP x 1 with Basic mastery, SP x 1.5 with Advanced, and SP x 2 with Expert.

Level Four: Darkness Charge
Battlefield Requirements: Shadow Trolls (or upgrades)
Mana Cost: 5
Effect: Targets of the Trigger spell have their Luck, Morale and Speed altered - friendly units gaining them, hostile units losing them. Amount gained lost is 2, 3, 4 at Basic, Advanced and Expert level.

Trigger Spells:

Level One: Single Trigger
Mana Cost: 2
All Charges are released on the selected unit.

Level One: Ice Ray
Mana Cost: 3
Battlefield Requirements: Snow Trolls (or upgrades).
All Charges are released on the selected unit, and the unit suffers a moderate amount of Ice damage. Damage is 12 + (6xSP) at Basic level, 14 + (7xSP) at Advanced level, and 16 + (8xSP) at Expert level.

Level Three: Snare Trigger
Mana Cost: 4
A single-square magical trap, invisible to the enemy, is placed on a chosen unoccupied square. Any enemy unit stepping on this trap ends their movement, and all Charges are released on this unit with double effect.

Level Three: Cloud Trigger
Mana Cost: 10
Charges are released on all units in a chosen 4x4 area of the battlefield.

Level Five: Firestorm
Mana Cost: 12
Battlefield Requirements: Fire Trolls (or upgrades).
Charges are released on all enemies, along with a small amount of fire damage. Damage is 4 + (2xSP) at Basic level, 8 + (4xSP) at Advanced level, and 12 + (6xSP) at Expert level.

Level Five: Mass Trigger
Mana Cost: 15
Charges are released on all units on the battlefield.

Strategy Overview:
The Mental Rebellion/Troll Control abilities make this town very different to the others. Any Troll stack which is too large will almost certainly defect, forcing a Colony player to make Troll unit stacks as evenly-sized as possible. So an Enchanter needs Gnome stacks to control the Trolls, probably needs one of each Troll stack to use Spirit Magic effectively, and needs these Troll stacks to be as evenly sized as possible. Clever use of Mental Leash can give a player more freedom when choosing what to hire however, as a single Slaver stack can stop massive stacks from defecting.
In battle, Enchanters have a wide range of units at their disposal, some very offensive and some far more defensive. A player could use Magicians to cast Slow, Ice Trolls with Master of Ice, Storm Trolls with Master of Storms and Night Trolls with Blinding Attack to significantly slow down enemy turns, giving himself time to create a powerful spell to decimate an enemy army. Or charge in with some powerful high-initiative units and end a battle much more quickly.

Given enough time, Spirit Magic spells become extremely powerful. If a hero has enough Spellpower for Energy Charge to quadruple the damage of a release spell, then three casts of this will let a Firestorm do 64 times normal damage to all enemies - almost certain to kill any stacks without immunities/resistance. Mental Rebellion balances this out, by making long battles much more difficult - once the Gnome stacks die, the army gradually falls apart.


Hopefully I'll add more pictures soon, as well as more hero information. Please let me know if anything is unclear, seems imbalanced or simply could be improved on. What I've called a 'Gnome' or a 'Troll' probably bears little relation to what a gnome or troll is like in most fantasy stories, but I don't think this matters. And if any of my ideas seem similar to anyone else's then sorry, it wasn't deliberate - I put off reading most other ICTC3 threads until after this so that I wouldn't end up copying ideas.

Please give as much feedback as possible.

Thanks for reading this.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted March 05, 2008 03:26 PM



But that racial skill... Is only one troll sacrificed? Overpowered?
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tb5841
tb5841


Hired Hero
posted March 05, 2008 03:43 PM

A whole hero's turn is a big sacrifice when Spirit Magic spells take so long to cast. But I have weakened it a little, so it takes a few more Trolls now.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted March 05, 2008 03:45 PM

Oh please, don't just listen to my advice, I'm but a humble noob... What do I know of balance?
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tb5841
tb5841


Hired Hero
posted March 05, 2008 03:54 PM

Actually I quite like the change - lategame a one-troll sacrifice would be basically a free mana recharge when it ran out. This way people may not always choose to use it, making it more tactical.

Since I'm planning for the Enchanter to be a fairly low-mana hero, the cost will still become negligible very late on.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted March 05, 2008 03:57 PM

This doesn't seem to be a gnome town, more a troll town with gnomes in it.
____________
Love, Laugh, Learn, Live.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted March 05, 2008 03:57 PM
Edited by Adrius at 15:59, 05 Mar 2008.

Woohoo! I'm useful!

bixie@: Nah, the gnomes are the one who controls right?
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tb5841
tb5841


Hired Hero
posted March 06, 2008 07:53 PM

The trolls are really just weapons for the gnomes to use, most of the time, so I figured calling it a gnome town was more accurate.

I addded an emblem, some hero information, and a few miscellaneous notes.

If anyone is bored and has lots of spare time... Which upgrades would you choose?


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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 06, 2008 08:40 PM

slavers (enhance troll)
flame trolls (fireball)
Ice trolls (master of ice)
magma trolls (tank, no greater mental rebellion)
hate masters (mass spell caster)
storm trolls (master of storms)
dark trolls (life drain)

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tb5841
tb5841


Hired Hero
posted March 19, 2008 06:48 PM

I added in some creature statistics (thanks Faust) and some statistics for spells - I know they're not needed, but it was fun to do.

I know I really need to put some pictures in, but I'm struggling to find them - I'd given up until I found out the deadline had been extended, hopefully I'll add some soon. I've also tried to add in some descriptions of how the units look, in case I don't find pictures in time.
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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 25, 2008 09:13 PM

Cohesiveness: 10/10 (very consequent builded theme and fits well in the Heroes universe)

Imagination: 14/15 (spirit magic and chance of deflecting are great and new ideas, though the gameplay remains the same)

Back story: 9/10 (intents and some kind of perspectives could be worked out better, rest is good)

Battle facets: 7/10 (very inventive and innovative, sounds like a faction which needs some practice before it can be used effective)

Discretionary: 4/5 (for ideas and sympathy, I like gnomes)

44/50

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 27, 2008 06:38 PM

Cohesiveness: 7/10 looks too much like a conflux town, except with trolls instead of elementals.

Imagination: 10/15 you made something original with unoriginal basic concepts, but elemental trolls are too weird to me.

Back story: 7/10 it's ok, but like I said those trolls are weird.

Battle facets: 7/10 interesting racial abilities, and good idea with the defecting thing, but it looks too much like something already seen. especially some of the creatures (magog, earth elemental, thunder thane, hydra)

Discretionary: 4/5 nothing special to say. at least it seems you forgot nothing important.

35/50

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Momo
Momo


Promising
Famous Hero
posted March 29, 2008 06:14 PM

Cohesiveness: 9/10 points I've seen troll and elementals mixed before (it was Fable, I think) and I've seen Gnomes and magic linked before (not counting that gnomes are, in classic mysticism, just earth elementals), but all in one... it feels too weird. Still, you can't get a low mark because it is, at least, truly cohesive with your own idea.

Imagination: 14/15 points I like re-interpretation and, although your gnomes are a bit TOO different from the canonical ones to the point that one asks if they're reinterpreted to the point of being warped. Still,it all in the end strikes as original and good. However, most of your highest mark here comes from gameplay, I confess.

Back story:  6/10 points decent, but here's where I suffered the most for the fact that your gnomes differ too much from what we should be used to.

Battle facets:  9/10 points great sir, absolutely great. Original, tactical and well developed.

Discretionary: 5/5 points I'd like to say boo for missing pictures, but liked your ideas on gameplay way too much. Five stars.

Overall: 43/50

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kookastar
kookastar


Honorable
Legendary Hero
posted March 30, 2008 01:27 AM

Tobius's rating


Colony

Cohesiveness(3+3)=6 Well, gnomes and dwarves - OK - but there\'s missing the binding factor with the trolls
Imagination(3+2+1)= 6 Sadly quiet ininspired version of the known dwarvish-theme
Back Story(2+2)=4 It lacks depthness and connections to the HoMM universe
Battle Facets(2+3)= Too many trolls, too less varying, but nice abilities

Discretionary: +3 for stats, heroes and their specific magical system

Total Score=24

How I graded these:
Cohesiveness (Internal Coherence [1-5]+HoMM Compatibility [1-5])
Imagination (Creativity [1-5]+Innovations [1-5]+Originality[1-5])
Back Story (How well it expands on one of the HoMM universes [1-5]+How interesting it was to me [1-5])
Battle Facets (Variety [1-5]+Inventive Aspects [1-5])
Discretionary (Bonus for exceptional efforts[1-5])
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 30, 2008 09:07 AM

Since I pretty much agree with everything Momo said, these scores are going to look very familiar.

Cohesiveness: 9/10
Inventiveness:14/15
Background:6/10
Battle: 9/10
Discretionary:5/5

Total 43.
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tb5841
tb5841


Hired Hero
posted March 31, 2008 05:12 PM

I've been away for a while, so haven't been on here since the deadline finished. Thank you everyone who has judged my town so far. Made an interesting read...

The main criticisms seem to be:

a) Gnomes and Trolls don't feel much like they should mix, and my versions of them are particularly odd. This is probably true and I accept this losing me points.

b) The back story links them in very little with the existing universe, and apparently 'lacks depth'. This is also true.

c) Troops are too similar (5 Troll units and 2 Gnome units does not sound very original), and the town vaguely resembles a Conflux town. This is also true, although I tried to make the units act very differently from each other on the battlefield.

The reason for the above is that when thinking up a town, I think up the gameplay ideas first, and then try to think of a race and a reason for them. So the race, units and story seem much less important to me than the gameplay and strategy of a faction.

People seemed to like my gameplay ideas, and most criticism was fair, so I'm pleased on the whole. However, I thought some of Tobius' criticisms were particularly harsh:

Cohesiveness - 'missing the binding factor with the trolls' - true, no complaints there, I'm quite happy with the 6/10

Imagination - 'uninspired version of the known dwarvish theme.' How? I have no dwarves in my town. Gnomes are no more similar to dwarves than elves are in most mythology/fantasy, and even if they were, you can't possibly say that the Gnomes as I have created them are even remotely like the Dwarves in the HoMM universe. And I thought I came up with lots of original gameplay ideas to make my faction unique, which you did not even comment on.

Back Story - 'lacks depthness and connections to the HoMM universe' - fair.

Battle Facets - 'Too many trolls, too less varying'. This criticism is fair, but I would have thought it belongs in a different section. I would have expected 'Battle Facets' to refer to gameplay.

However, a negative and (in my opinion) unfair review is still better than none at all. I appreciate that reading all these must take a very long time, thank you all for doing so.

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The_Mentat
The_Mentat

Tavern Dweller
posted April 02, 2008 10:42 PM
Edited by The_Mentat at 22:53, 02 Apr 2008.

Cohesiveness: 10/10

Imagination: 8/15 – too many trolls

Back Story: 6/10

Battle Facetts: 9/10 – The description of the Spirit Magic is really great and I like the tactical necessity to protect the gnomes for the mental controll of the trolls

Discretionary: 2/5 – no pictures

Total Score: 35/50

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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted April 12, 2008 06:09 AM


The Colony:

FriendofGunnar

excellent, a gnome faction.  It's about time.

Cohesiveness:8/10 excellent, a troll faction. It's about time.
Imagination:11/15
Back story: 7/10 not sure I buy the idea of all these elemental trolls....
Battle facets: 7/10 plenty of battle facets.  Too many I think actually, it might be fun sucker.
Mental rebellion is an interesting idea but it might get annoying during the actual game.  Dunno, I could be wrong on both counts.
Discretionary: 3/5 I really liked the basic premise of this but it needs a better story to it...

hmmm, okay, so they're not really trolls. point added to the back story (from 6 to 7)

36


Kookastar

Cohesiveness: 7
Imagination/creativity/originality/wow factor:  9 – a good idea, could have been developed further to make it more diverse and creative though.
Back story: 6
Battle facets: 6 – more diversity needed to make it more interesting and fun! – too many trolls and magic/resistance.
Discretionary: 3
Total: 31


TDL

Cohesiveness(max 10) : 7
Creativity (max 10): 9
Backstory (max 10): 8
Battle Facets (max 15): 13
additional (max 5): 1

nice introduction and logical story, absolutely awful plain creature line-up, however good tactical usage and ideology, I like gnomes

Total (max 50):38


Guest Judge's Score : 37.33 (Judges grades are weighed differently depending on how many factions they graded)
Judges Score: (36 + 31 + 38) / 3 = 35.00

Final Score: 36.17

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tb5841
tb5841


Hired Hero
posted April 13, 2008 10:08 AM

Thanks all I'll work more on the creature ideas/back story next time. I didn't really have the time I'd have liked to do this properly, hopefully next time I'll start at the beginning of the tournament. Or before...

This competition was a fantastic idea.

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