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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Alcibiades' crazy Heroes 6 vision
Thread: Alcibiades' crazy Heroes 6 vision This thread is 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · «PREV / NEXT»
espen15
espen15


Famous Hero
posted June 26, 2008 08:49 PM

i suggest to make more creatures for towns up to tier 10

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MattII
MattII


Legendary Hero
posted June 26, 2008 10:28 PM

Quote:
i suggest to make more creatures for towns up to tier 10


Unlikely to ever happen, more creatures lead to more complexity, bigger battlefields, harder balancing, etc.

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crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted August 04, 2008 01:26 PM

Yearning and burning...

Hey Alc!
We, the people of the community want to see more of your wondruous creations. Stop being on vacation immediately!



____________
Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 13, 2008 10:40 AM
Edited by alcibiades at 10:46, 13 Oct 2008.

Wow … it’s been more than 6 months since I uploaded my last faction here. I guess that’s what you call thread necromancy. Well, I’ve had lots of other things to do, and have had trouble getting this specific faction done – for some reason, it just didn’t come together as easily as the others. Whether this suggestion is fully successful, I don’t know for sure – some things will probably be changed along the way, some names will almost for sure – but well, here’s an outline at least.

I borrowed quite a bit for this around in different places. The Archon name for one, is taken directly from the Perfect Naga Temple project, so I hope nobody will mind me using it here. A couple of old creatures re-appear here in slightly unusual settings – I considered using the Basilisk name at level 3 instead (more akin to the classic Heroes 3 Basilisk) and renaming the tier 7 version Leviathan – but I like the fact that Basilisk is at a high level, and this version is more similar to the Harry Potter incarnation, I guess. Apart from that, not too many surprises, really.



























Heroes: Sorceress and Warlord(?).

Alignment: Neutral, Magic.

Portefolios: Undecided.

Opposed Faction: Stronghold.

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted October 13, 2008 11:02 AM bonus applied by alcibiades on 15 Oct 2008.
Edited by alcibiades at 15:06, 15 Oct 2008.

And he's back!

Comments will come soon.


Level 1:
I don't like the idea of a troglodyte being able to control structures. They are supposed to be one the most primitive creatures and I just can't see them operating something more complicated than a spear or a hammer.

Level 2:
Conjure Water - might be overpowered in big battles, since it is capable to complete block the movement of non-flying enemy units, or even protecting own shooters from everything except enemy shooters and spells.

Level 4:
Submerge - there has been talks about abusing Stalkers for casting spells, but Stalkers can at least be targeted when found.

Ancient Mind - I don't get it.

Level 5:
The ability descriptions don't match the creature abilities.

Level 6:
Dusk Bird - what's with the '-'? It doesn't have any Aura?

Bursts - in both bursts it says "all creatures", is it really all creatures or only the enemies for Negative and allies for Healing?

Level 7:
What is Unstoppable?

Moderator's note: QP applied for overall contribution to thread.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 13, 2008 12:37 PM

He he, good to see that my ever present proof reader has not given up on me.

Quote:
Level 1:
I don't like the idea of a troglodyte being able to control structures. They are supposed to be one the most primitive creatures and I just can't see them operating something more complicated than a spear or a hammer.


Well I guess that's a matter of interpretation. I think by default units that are too stupid to do anything are beyond the interest of the game, but of course one could find a more passive ability.

Quote:
Level 2:
Conjure Water - might be overpowered in big battles, since it is capable to complete block the movement of non-flying enemy units, or even protecting own shooters from everything except enemy shooters and spells.


Yes, I'm very aware of this. I haven't made up my mind completely on this, but I guess it would work something like Heroes 4 quicksand, which means that: a) You can make a general wish for where it'll appear, but can't control it completely; b) you can go through it, albeit at low speed, c) that it won't be there permanently, or maybe d) that you can make an obstacle but never block the way completely.

However, take into account that with solution b, it would be no more broken than the Blade Barrier spell (which, admittedly, can be really broken!).

Quote:
Level 4:
Submerge - there has been talks about abusing Stalkers for casting spells, but Stalkers can at least be targeted when found.

Ancient Mind - I don't get it.


About Submerge: Yes, again, I'm aware of this. Notice, that several conditions apply: a) Water needs to be present (cf. section above, it may not be there permanently, even when summoned), b) Turtle needs to move into the water, and it's obviously not going to be a fast unit - so you may want to try to block its way, if possible, c) Turtle needs to surface every second turn, which means that it reappears on the top (and becomes targetable). However, if conditions are made that other units can move through the water (cf. point b) above), they would also be able to target Turtle with Melee attacks when submerged, although maybe at reduced (50 %) damage. I guess these things need polishing.

About Ancient Mind: This is one of the more cryptic abilities, I guess. The idea was that the turtle "remembers" what other creatures can do - so that if, for instance, it has been engaged in combat with a Squire who has Bash ability, it will "remember", that he can use this ability, which effectively means that next time it faces a stack of Squires, the probability for Bash to trigger will be reduced (or maybe there'll be a "miss" chance similar to magic resistance).

Quote:
Level 5:
The ability descriptions don't match the creature abilities.


Fixed.

Quote:
Level 6:
Dusk Bird - what's with the '-'? It doesn't have any Aura?


Presently, the Dusk Bird does not have any Aura. I could simply have omited the line I suppse.

About the Auras and Bursts: Aura of Darkness and Negative Energy Burst affects all surrounding creatures, foe and enemy alike. Healing Burst would only affects allies.

Quote:
Level 7:
What is Unstoppable?


That should have been in the ability list I think. Unstoppable means immune to Slow and Fatigue spells and effects, i.e. you cannot reduce its speed or initiative.

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emilsn
emilsn


Legendary Hero
posted October 13, 2008 12:46 PM

Review

Finally, something new I love this project!

Tier 1: It seems that the deckhand, is weaker then Besieger? There must be a stats difference? Hopefully. But else good stuff!

Tier 2: Good balance. Great name choices.

Tier 3: Uhh lovely creature. Really powerful and great abilities, and they are fine balanced.

Tier 4: Sick twisted turtles.. Maybe way to overpowered.. (?) Or maybe the flaws or weakness are just not weak enough?

Tier 5: Good balance - They are fine.

Tier 6: Good? But how long do they lose their -5defense? The whole battle?

Tier 7: yeah, good stuff.

Tier 8: Now that is a lot of different abilities? I guess you can see that it is a tier 8 _ because I would say it is overpowered..

But overall good faction..

EDIT: Good, I saw your reply and deleted many of my questions
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted October 13, 2008 12:59 PM

The Sanctuary

1) Trogs have interesting abilities, though I simply fail to see how Troglodytes can control arrow towers (I mean, if they only could see the damn thing, let alone control it). Nonetheless, it's still a very interesting ability.

I do expect Troglodytes to be offensively strong to compensate their Enslaved penalty. Names are excellent.

2) Not bad, not bad at all, though I think Conjure Water is overpowered in the endgame (I mean, at month 4, the pond will be 12 tiles large, and really penalising to Large creatures like Paladins or Nightmares).

Is Elemental Tongue cumulative to Diplomacy or does it make Enemy Amphibian creatures Cowardly?

and a Level 2 that summon Ice Bolt Hurling lvl 4s? That's Imbalanced imo. Judging it's specials only, this creature should be lvl 4 at least!

Names are Decent.

3) I guess this creature spits? lol Well, I think this should make a good lvl 2, but please alter one thing: Give the Monitors no Melee Penalty

Names are good enough, but I'd swap the Monitor Family with the Komodo family; I think that would make more sense

4) The Carapace is a bit puzzling. It is immune to physical attacks, yet it can only be attacked by normal attacks? Does that mean it can only be targeted by Magi or Fire breathing Creeps? Is the damage spread between creature or Carapace, or to the Carapace only? Also, I think you should mix Spiked Carapace and Carapace as independent abilities to one creature. Spiked Carapace on it's own will do.

Love the Ancient Mind Ability.

Terrapin Names are good , Deep Turtle and Polar Turtle seem...kinda unoriginal

5) A creature that benefits from Swift Mind and Preparation for free? Gimme! Though I do think that you should mention what would happen if the Hero has the Preparation perk (will the damage be increases? Will it retaliate twice before the opponent attacks? is the Retaliation damage Doubled? Is the unit affected by Preparation at all?)

Opportunist is like Wheeling attack, right?

Personally I fail to see why you would take Wave Lords to Captains. Ensnare is definitely more powerful than No Mastery Ice Bolt imo. Besides, who needs it if your Tier 2 summons Water Elemental with Advanced Ice Bolt? (please, increase the mastery!!!)

Names are okay, but I really don't want another Lord (Pit Lord, Vampire Lord, Wave Lord, Flamelord, Warlord, etc...I'm getting fed up with it). Captain is bland, it can be anything, it fails to give me an idea of what the creature is meant to be. Myrmidon is excellent, Sentinel is good.

6) First of all, Sunbird wtf??? Is this one kind of Phoenix?? a Coutal or Coatl (whatever) is a winged serpent, not a bird lol.

I suggest the following: Coatl => Jeweled Coatl => Quezalcoatl
                               => Wadjet => Nightwing

Secondly, I like the abilities, you've given to them, Aura of Light/Darkness is original and useful enough. The Sanctuary is in great need of a flyer too

7) Deja Vu??? I've seen those before, as a lvl 5 in your Lizard Faction? Why copy?

8) Haha, Excellent creature. This will be my fav lvl 7 for sure

One point of critism tho:: why 3 spellcasters and only 2 shooters???


Overall: Lacks cohesiveness. Why do all these reptiles align themselves with these slithery and creepy Naga's in the first place? Troglodytes and Varans seem completely out of Context. The town also lacks flyers and shooters, and possesses too many melee fighters. Also: which creatures are the Larger ones?

I know you've worked hard on it, but I know that you want it to be perfect as well. So, in pursuit of perfection, here's my comment. Do whatever you like with it, but at least I hope it is helpful.

____________
Coincidence? I think not!!!!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 13, 2008 01:06 PM
Edited by alcibiades at 13:52, 13 Oct 2008.

@ emilsn
Quote:
Tier 1: It seems that the deckhand, is weaker then Besieger? There must be a stats difference? Hopefully. But else good stuff!

It's always difficult to say which is better only from the abilities (and it's all fictional). I think both units are characterized by a very narrow specialization - one in sieged combat, the other in sea combat. Notice that in general use, the Deckhand has the great advantage of not suffering from the Enslaved property - but obviously, the Control Structure can be really useful - if you get the chance to use it.

Quote:
Tier 2: Good balance. Great name choices.

Thank you. Finding names is a real pain, especially when you draw in on creature number 400 ...

Quote:
Tier 3: Uhh lovely creature. Really powerful and great abilities, and they are fine balanced.

Yeah, these are some pretty nasty little critters. They would probably be pretty frail, however.

Quote:
Tier 4: Sick twisted turtles.. Maybe way to overpowered.. (?) Or maybe the flaws or weakness are just not weak enough?

Yeah, I'm not sure about these. I guess you can say that with these guys, you can take turtling strategies to the extreme ... ... sorry, couldn't resist that. Anyway, point is, yes, maybe they'll be too good in creeping, particularly since faction overall is very magic inclined. Will keep them in mind for possible changes.

Quote:
Tier 6: Good? But how long do they lose their -5defense? The whole battle?

The -5 Defence is only in action as long as the creature is standing next to the Couatl. Works pretty much like the Rot Zombie's aura.

Quote:
Tier 8: Now that is a lot of different abilities? I guess you can see that it is a tier 8 _ because I would say it is overpowered..

Yeah, balancing an über magic-using creature like this on paper is close to impossible. I guess their weeknes will be their health, but yes, it IS a tier 8 creature, so they will be pretty annoying.



@ Lexxan
Woah, trying to keep up to answer your questions here.

Quote:
1) Trogs have interesting abilities, though I simply fail to see how Troglodytes can control arrow towers (I mean, if they only could see the damn thing, let alone control it). Nonetheless, it's still a very interesting ability.

Ha ha, yes, good point with the Blindness thing there, I guess they would have a bit of trouble manning an arrow tower without eyes, duh. Ok, maybe I should think of something else.

Quote:
2) Not bad, not bad at all, though I think Conjure Water is overpowered in the endgame (I mean, at month 4, the pond will be 12 tiles large, and really penalising to Large creatures like Paladins or Nightmares).

I haven't really thought about the details yet, but obviously, I agree that a 12x1 pond would be overpowered. Maybe pond will always grow in equal dimensions, so it'll be something like this:

x  x  xx  xx   xx  xx  xxx  xxx  xxx
   x  x   xx   xx  xxx xxx  xxx  xxx
                x   x   x    xx  xxx

Also, like I said, creatures should be able to move through it, although it might slow them down, like Heroes 4 Quicksand. Thus, a 12x1 pond would not be that devastating.

Quote:
Is Elemental Tongue cumulative to Diplomacy or does it make Enemy Amphibian creatures Cowardly?

It would be cumulative with Diplomacy.

Quote:
And a Level 2 that summon Ice Bolt Hurling lvl 4s? That's Imbalanced imo. Judging it's specials only, this creature should be lvl 4 at least!

I'm not sure the Summon Elementals thing is that devastating. First of all, there's a time issue: First, creature has to Conjure Water, then it has to Summon Elementals, and then Elementals have to act. Secondly, the number summoned would not be that big, so I don't think it's that much of a concern.

While its true that this is a quite versatily creature - given time - it's also a very supportive unit; it doesn't have much attack capability of its own, so that would make up for some of it.

Quote:
3) I guess this creature spits? lol Well, I think this should make a good lvl 2, but please alter one thing: Give the Monitors no Melee Penalty

Names are good enough, but I'd swap the Monitor Family with the Komodo family; I think that would make more sense


Yes, current Monitor family spits. Notice that Komodo branch does not have ranged attack. I guess Monitors getting No Melee penalty and Short Range might be appropriate indeed. As for the names - any particular reason for swapping them?

Quote:
4) The Carapace is a bit puzzling. It is immune to physical attacks, yet it can only be attacked by normal attacks? Does that mean it can only be targeted by Magi or Fire breathing Creeps? Is the damage spread between creature or Carapace, or to the Carapace only? Also, I think you should mix Spiked Carapace and Carapace as independent abilities to one creature. Spiked Carapace on it's own will do.

About the Carapace: The idea is that the turtle hides inside it, and then you can't attack the turtle itself through normal attacks. You can attack the carapace, however, and once its destroyed, you can attack the turtle (who will then be quite vulnerable). It's a "buying time" ability with other words, and in that sense, the combination with Submerge might indeed be overdone.

About Deep Turtle and Polar Turtle ... I agree. My creative well was running dry, and in the end, names are just details, so sometimes I simply give a temporary name.

Quote:
5) A creature that benefits from Swift Mind and Preparation for free? Gimme! Though I do think that you should mention what would happen if the Hero has the Preparation perk (will the damage be increases? Will it retaliate twice before the opponent attacks? is the Retaliation damage Doubled? Is the unit affected by Preparation at all?)

Opportunist is like Wheeling attack, right?

Personally I fail to see why you would take Wave Lords to Captains. Ensnare is definitely more powerful than No Mastery Ice Bolt imo. Besides, who needs it if your Tier 2 summons Water Elemental with Advanced Ice Bolt? (please, increase the mastery!!!)

Names are okay, but I really don't want another Lord (Pit Lord, Vampire Lord, Wave Lord, Flamelord, Warlord, etc...I'm getting fed up with it). Captain is bland, it can be anything, it fails to give me an idea of what the creature is meant to be. Myrmidon is excellent, Sentinel is good.


About Preparation: If hero has this perk also, it wouldn't change anything, it wouldn't stack. Notice that Preparation, while usefull, is not that crucial for this particular creature, as it is supposed to be a quite offensive melee unit. I have not made stats yet, but idea is high Attack and Damage, not unlike the Djinn, and in that sense, the low-level Ice Bolt is not going to be its major attack - but can be quite usefull while you wait for the enemy to close in for a first hit. Mana supply would be limited to one casting only - in that sense, it's similar to the current Thane's Flame Strike ability.

Ironically, about the two branches, my main concern was that people would discard the defensive branch. I don't think Ensnare is that powerful - in its current incarnation, the "Captain" does forfeit his attack to activate it. On the other hand, the Alertness feat is deffinitely something you would want to go for, as this is a really nasty upgrade of the Preparation skill. I think in many ways that the offensive branch would be the easier choice, but if you think balance is off, I might swift some abilities - for instance, Ensnare could go to Tide Lord, and Swift Mind could go to Captain, which I think would actually improve offensive branch more than defensive.

As for the names - again, it's always a pain to come up with something good. I actually like Wave Lord and Tide Lord pretty well myself. Sentinel and Myrmidon (that obviously comes from Warcraft, btw) are pretty safe picks. I actually moved Captain from one of the Orc units to this unit because of the naval feal of that name - but I'm open for suggestions for improvement.

Quote:
6) First of all, Sunbird wtf??? Is this one kind of Phoenix?? a Coutal or Coatl (whatever) is a winged serpent, not a bird lol.

I suggest the following: Coatl => Jeweled Coatl => Quezalcoatl
                              => Wadjet => Nightwing

Secondly, I like the abilities, you've given to them, Aura of Light/Darkness is original and useful enough. The Sanctuary is in great need of a flyer too

Well, if it has wings, it's a bird, isn't it? Yeah, Sunbird rings a bit of Phoenix I suppose, but I actually like the name, and it goes well with the Light/Dark theme of the abilities. Wadjet is interesting - where does that name originate from? Jeweled Couatl is ... meh - a bit like Polar Turtle, it can work, but it's not good. I'd stick with Sunbird then.

Quote:
7) Deja Vu??? I've seen those before, as a lvl 5 in your Lizard Faction? Why copy?

This unit was moved from level 4 in the Bastion faction, actually, so you're right, you've seen it before. Bastion has a different level 4 unit now (which was moved from the Dungeon).

Quote:
8) Haha, Excellent creature. This will be my fav lvl 7 for sure

Level 8 it is, but yes, this can be a really nasty creature. Don't be mistaken, though, it's not going to be as tough as other level 8 creatures.

Quote:
One point of critism tho:: why 3 spellcasters and only 2 shooters???

Overall: Lacks cohesiveness. Why do all these reptiles align themselves with these slithery and creepy Naga's in the first place? Troglodytes and Varans seem completely out of Context. The town also lacks flyers and shooters, and possesses too many melee fighters. Also: which creatures are the Larger ones?

I know you've worked hard on it, but I know that you want it to be perfect as well. So, in pursuit of perfection, here's my comment. Do whatever you like with it, but at least I hope it is helpful.


The focus on casters over shooters is very intentional: The Naga in this context is a magic-extreme faction (mirror image of Barbarians, really), hence the big number of casters in the line-up, and a decent caster already at level 2. The downside is relatively few ranged units (level 3 alternative upgrade, level 8) and flying units (level 6).

As for the cohesiveness: I guess a faction like this is always a stretch of imagination - just like many of the other factions. Take the Dark Elves: Why do the Minotaurs, the Beholders, the Hydras, the Manticores and the Deep Dragons ally themselves with them? Well, maybe they were forced into submission, maybe there's a religious community. Maybe they simply share a common goal. The Troglodytes obviously were enslaved by the Naga, and as for the Varans - I guess that would pretty much be the same, there's more talk of an animal than a sentient creature here anyway.

As for the creature size: Wyrm, Couatl, Turtle and Varan would probably be large creatures. I haven't quite decided whether factions will have 3 or 4 large creatures, it might even wary between factions (some factions like Haven and Stronghold only have 3 obvious candidates, others have 4).

And I deffinitely appreciate the feedback - I really want the faction to make sense and be cohesive - but I must admit also, that at this point, there are other aspects of this project that interests me more, so deffinitely, this has also been about getting round that final corner - so maybe I've shot a few shortcuts here and there, and although I would like to make up for weaknesses there might be, I don't intend to dwell on this specific faction for another 6 months.

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emilsn
emilsn


Legendary Hero
posted October 14, 2008 10:20 PM

I was wondering about that deckhand guy

Do you believe it will ever be chosen, atleast if the game is seen from the standards of HoMM5, there are no sea battles (not many) and that would make them rather useless.

I know this faction will relay on sea battles but you can't force your enemies unto the open sea. Hmm...
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Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted October 14, 2008 11:00 PM
Edited by Geny at 23:00, 14 Oct 2008.

Quote:
He he, good to see that my ever present proof reader has not given up on me.

And miss all the fun? Never.

Level 1:
Quote:
Well I guess that's a matter of interpretation. I think by default units that are too stupid to do anything are beyond the interest of the game, but of course one could find a more passive ability.

You know what we still don't have in this game? Suicide bombers. (although the HoMM 5 demons are quite close) If you ever played Age of Wonders 2 there were those little goblins carrying huge sphere-shaped bombs on their backs. They ran up to the enemy and blew themselves up, damaging everyone in radius (and dying off course). I don't why, but I suddenly remembered them now.

Level 2:
Quote:
Yes, I'm very aware of this. I haven't made up my mind completely on this, but I guess it would work something like Heroes 4 quicksand, which means that: a) You can make a general wish for where it'll appear, but can't control it completely; b) you can go through it, albeit at low speed, c) that it won't be there permanently, or maybe d) that you can make an obstacle but never block the way completely.

Solution b sounds the best. Maybe even along with solution c.

Level 4:
Quote:
About Ancient Mind: This is one of the more cryptic abilities, I guess. The idea was that the turtle "remembers" what other creatures can do - so that if, for instance, it has been engaged in combat with a Squire who has Bash ability, it will "remember", that he can use this ability, which effectively means that next time it faces a stack of Squires, the probability for Bash to trigger will be reduced (or maybe there'll be a "miss" chance similar to magic resistance).

Does that work for one battle only or is the memory carried from battle to battle? I personally would prefer the formal, because the latter might be slightly too powerful. To compinsate for the low number of possible ability triggers in battle you could change to that the after one trigger the ability is completely useless against that stack of turtles.

Level 5:
Opportunist - I know you take a lot of inspiration from DnD, but if I remember correctly, strike of opportunity only works when an enemy passes through the zone, not when he approaches you directly. Is that the same thing here? Because if it's not any creature that tries to attack a Sentinel in Defense mode (or a Myrmidon) will get struck twice before it attacks, and that's very powerful at the least.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 15, 2008 12:15 PM

Quote:
Level 1:
You know what we still don't have in this game? Suicide bombers. (although the HoMM 5 demons are quite close) If you ever played Age of Wonders 2 there were those little goblins carrying huge sphere-shaped bombs on their backs. They ran up to the enemy and blew themselves up, damaging everyone in radius (and dying off course). I don't why, but I suddenly remembered them now.

As I understand, the original (beta) version of the Demon was actually a suicide-bomber, i.e. killed itself when activated the explosion ability. I must admit I never liked this idea, most of us want to preserve our forces for as long as possible.

Quote:
Level 2:
Solution b sounds the best. Maybe even along with solution c.

Indeed, a combination of solutions b and c are what I favor also.

Quote:
Level 4:
Does that work for one battle only or is the memory carried from battle to battle? I personally would prefer the formal, because the latter might be slightly too powerful. To compinsate for the low number of possible ability triggers in battle you could change to that the after one trigger the ability is completely useless against that stack of turtles.

The idea was actually to have it carry over through multiple battles, but the idea of having it work in a single battle really appeals to me - much like Zoltan's spell-block ability, this would simply block a units special ability from triggering. That would be pretty useful and still not overpowered.

Quote:
Level 5:
Opportunist - I know you take a lot of inspiration from DnD, but if I remember correctly, strike of opportunity only works when an enemy passes through the zone, not when he approaches you directly. Is that the same thing here? Because if it's not any creature that tries to attack a Sentinel in Defense mode (or a Myrmidon) will get struck twice before it attacks, and that's very powerful at the least.

Yes, like the DnD equivalent, this would only work when you tried to walk through its area of control without targeting it directly - in other words, if you go directly towards it and attacks, it doesn't get a free attack - but if you try to go around it to attack a unit behind it, or go past it and attacking it from "behind", it will trigger a free attack. Essentially, this means that the unit will be really good at protecting ranged units.

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Lexxan
Lexxan


Honorable
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Unimpressed by your logic
posted October 15, 2008 01:50 PM

Quote:
Wadjet is interesting - where does that name originate from?


A Wadjet is a creaute from Egyptian mythology, which looks like a Cobra with Bat wings... Not exaclty a Coatl, but still, related to it, as it isn't Seprent-bird, but Serpent-bat...Which would blend in well with the dark character of the Duskbird-Nightwing Branch.

I stll have problems with Bird tho... It's a serpant with wings, not a bird with a Serpents body and head. Anyway, it's you version, not mine.

Quote:
Yes, current Monitor family spits. Notice that Komodo branch does not have ranged attack. I guess Monitors getting No Melee penalty and Short Range might be appropriate indeed. As for the names - any particular reason for swapping them?


Actually, the swapping wasn't about ranged or non-ranged, it was about the bites. Monitor Lizards are known for their toxic and infective bites, making the COrrosive spittle Special fit the Monitors better. Also, the Monitors are known to be ruthless scavengers, I really think they should swap names... and chenge the name of Corrosive Spittle: it's almost sound the Varan spits instead of biting. Maybe something like Toxic Seliva, Or Venomous bite? (or even Acidic Bite?)
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Coincidence? I think not!!!!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 15, 2008 03:03 PM
Edited by alcibiades at 15:06, 15 Oct 2008.

Quote:
A Wadjet is a creaute from Egyptian mythology, which looks like a Cobra with Bat wings... Not exaclty a Coatl, but still, related to it, as it isn't Seprent-bird, but Serpent-bat...Which would blend in well with the dark character of the Duskbird-Nightwing Branch.

I stll have problems with Bird tho... It's a serpant with wings, not a bird with a Serpents body and head. Anyway, it's you version, not mine.

That's cool, Wadjet is deffinitely perfect for this concept. I never heard of that creature before.

And I'm open for alternatives for Sunbird - even if I don't particularly mind the bird reference, I'll grant you that it bears an, in this context, unfortunate familiarity to Firebird. My original approach was to have the basic unit called Couatl and the upgrades to be Chihua Couatl and Quetzal Couatl. I disbandoned this idea for simplicity, but maybe it works better after all? Also, I'm not fond of abusing mythological names like this, but well ... in the end, I suppose it's not worse than how we use Medusa and Pegasus and many of the other greek names.

Quote:
Actually, the swapping wasn't about ranged or non-ranged, it was about the bites. Monitor Lizards are known for their toxic and infective bites, making the COrrosive spittle Special fit the Monitors better. Also, the Monitors are known to be ruthless scavengers, I really think they should swap names... and chenge the name of Corrosive Spittle: it's almost sound the Varan spits instead of biting. Maybe something like Toxic Seliva, Or Venomous bite? (or even Acidic Bite?)


Done.

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Lexxan
Lexxan


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Unimpressed by your logic
posted October 15, 2008 03:21 PM

Quote:
That's cool, Wadjet is deffinitely perfect for this concept. I never heard of that creature before.


This is how a Wadjet looks like in Age of Mythology:


Whereas a QuetzalCoatl would look like:



pretty close, eh?


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Coincidence? I think not!!!!

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alcibiades
alcibiades


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of Gold Dragons
posted October 15, 2008 03:37 PM

Nice picture there.

So, what would be your suggestions for names for basic creature and in the defensive branch?

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Lexxan
Lexxan


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Unimpressed by your logic
posted October 15, 2008 04:00 PM

Quote:
Nice picture there.

So, what would be your suggestions for names for basic creature and in the defensive branch?


Erm... Let me think about it

For starters, I really think the basic creature should be called Coatl or something like that.

If you like to keep the lvl 6 close ot Mythology however, you might call the basic Creature QuezalCoatl, since Coatl simply means "serpent" in Aztec, whereas Queztalcoatl is a crossbreeth between a snake and a Quetzal, a colourful bird that can be found in the Amazon Rainforest.

I personally would make Coatl my basic creature, with wings, evenso a Coatly doesn't have wings in Aztec myths.

The Light Branch would off-course Contain Quetzalcoatl and another name. I personally would make Queztalcoatl the first upgrade, simply an anaconda with colourfull wings, which would upgrade to a radiant and Jewel-imbedded variant of the Quetzalcoatl, like in Aladdin

As for the Names, I'd think of Radiant Quezalcoatl or Solar Quetzalcoatl... You could also use, the Mythological Quetzalcoatl's Godly title, Ipalnemohuani, but I think that's simply too complicated.

As for the Wadjet-Nightwing branch, I fully agree with both names an possible appearances.

my two cents
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Coincidence? I think not!!!!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 15, 2008 04:44 PM

Jeweled Quetzal Couatl doesn't do it for me ... I don't like tripple names, if I move Couatl to basic unit, I would like upgrades to be xxxx-Couatl and yyyy-Couatl. I'll have to give that some thought.

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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted October 15, 2008 05:33 PM

I think it's Coatl not Couatl?

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crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted October 23, 2008 05:06 PM

Finally!

Nice to see you back luv

Like most of the Naga faction, but I do think the levels 6 & 7 should swap place.
As for the Ancient Mind ability it does sound a lot like
my Troll factions special.

And about special... what do you have in mind for the Nagas? Are you reusing your old spellcasting thingamajig from last you wrote a Naga faction?

TTFN
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Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.

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