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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Xerox HoMM6 II
Thread: Xerox HoMM6 II This thread is 3 pages long: 1 2 3 · «PREV
xerox
xerox


Promising
Undefeatable Hero
posted May 02, 2008 11:56 PM
Edited by xerox at 20:30, 20 Aug 2008.

BUMPING FOR JUSTICE!

The swamp town is getting completly removed since Nival/Ubisoft said there would be 12 factionms (or atleast someone said that they have said that).

____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Guarder
Guarder


Supreme Hero
posted August 20, 2008 09:37 PM

uhm, I didn't understand the reason to bump this. The last post here was from may...You could always marked stealth edit
____________

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Drako_the_noob
Drako_the_noob


Known Hero
Banned
posted August 20, 2008 10:15 PM

Gives this guy a QP! He realy deserves it!
____________
rap=

R=retards
A=attempting
P=poetry

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xerox
xerox


Promising
Undefeatable Hero
posted August 20, 2008 10:35 PM
Edited by xerox at 22:38, 20 Aug 2008.

Its not even complete and will probably never be

However it would be nice if I completed all the new changes to my HoMM6 ;P
Just kidding, I dont care about QPs *hint*
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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GenieLord
GenieLord


Honorable
Legendary Hero
posted September 03, 2008 05:13 PM

QP applied to Xerox for the most original parts of the work:
The town types and the naval system.

It will be good to spread those two things around (in contests, perhaps), so people can be inspired of them.
____________

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razor5
razor5


Famous Hero
Freezing...
posted September 03, 2008 07:53 PM

Quote:
QP applied to Xerox for the most original parts of the work:
The town types and the naval system.

It will be good to spread those two things around (in contests, perhaps), so people can be inspired of them.


Well good work,GL
This concept really was great,and it need to have a QP

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xerox
xerox


Promising
Undefeatable Hero
posted September 08, 2008 03:08 PM

Thanks for the QP
Guess I will need to start working on my idea again, I will probably rework it (aka remove unnescessary stuff like "Genders for Creatures" and "Elements for Creatures ((which will be part of the Faceless racial skill instead)) ).
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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GenieLord
GenieLord


Honorable
Legendary Hero
posted September 08, 2008 04:45 PM

Rewriting all the factions over new is unnecessary. Work on NEW ideas.

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xerox
xerox


Promising
Undefeatable Hero
posted September 08, 2008 06:12 PM

The last thing I will do is factions

____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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razor5
razor5


Famous Hero
Freezing...
posted September 08, 2008 09:34 PM
Edited by razor5 at 15:47, 28 Sep 2008.

Quote:
The last thing I will do is factions



This should be intresting


EDIT:I don't know why appear a new comment of mine,but is invisible,really I don't know

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xerox
xerox


Promising
Undefeatable Hero
posted October 23, 2008 10:12 PM
Edited by xerox at 21:09, 20 Jan 2009.

PART 2 OF MY HOMM6 IDEA AND WISH


Artillery
Artillery increases the power of your War Machines. Artillery can for example make the Catapult and Ballista shoot more often or the First Aid to both heal better and cure allies.

Simple Artillery: Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 30% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 1.


Medium Artillery: Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 40% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 2.


Master Artillery: Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a 50% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by 3.


Sub-Skills

Improved Ballista: Grants you control of the Ballista and makes it shoot twice. The Ballista is restored after combat.

Improved First Aid Tent: Grants you control of the First Aid tent and makes it cure all negative effects on the creature when it heals. The First Aid Tent is restored after combat.

Improved Catapult: Grants you control of the Catapult and makes it shoot twice. The Catapult is restored after combat.

Lesser Sub-Skills

Tripple Ballista: The Ballista shoots additional one time at the same time.

Plague Tent: The hero's First Aid Tent receives an ability to damage enemy creatures and extend the duration of any negative effect on them by 1 turn.

Brimestone Rain: The Catapult shoots one additional time at the same time.

Mechanical Power: All mechanical units (including War Machines) can now be affected by morale and luck.



Light Magic  
Light magic increases the effectivnes of the Light magic school. Light Magic can also improve the effect of healing and blessings - both offensive and friendly.

Simple Light Magic: Allows hero to learn Light Magic spells of the third circle and makes Light Magic 15% more effective.


Medium Light Magic: Allows hero to learn Light Magic spells of the fourth circle and makes Light Magic 30% more effective.


Master Light Magic: Allows hero to learn Light Magic spells of the fifth circle and makes Light Magic 45% more effective.

Sub-Skills

Restoration: Increases the effect of all Life spells by 10% and grants mass effects to "Faith" and "Heal". Grants the "Health Regenration" and "Cleansing" spells an 3x3 wide area of effect.
However mass and area of effect spells now costs twice as much mana.

Crusade: Increases the effect of all Wrath spells by 10% and grants mass effects to "Divine Strength" and "Divine Fury". Grants the "Shadow Ward" spell an 3x3 wide area of effect.
However mass and area of effect spells now costs twice as much mana.

Blessings: Increases the effect of all Benediction spells by 10%. Grants mass effects to "Divine Protection", "Hope", "Inner Light" spells and the "Elraths Tear" spell gains an area of effect. However mass and area of effect spells now costs twice as much mana.

Lesser Sub-Skills

Light Supremacy: Opposite spells (like Accurse versus Hope) applied by an enemy to Hero's creatures have 50% chance to fail.

Divine Mastery: There is a 50% chance when casting a Light spell, that the spellpower of that spell will be increased by 25% temporary.

Elraths Will: Light spells are twice as hard to dispel and enemies are forced to spend twice amount of mana when casting Light spells.

Holy Rage: Increases the damage of all offensive Light spells by 20% and reduces the mana cost of your Light spells by 50%.


Dark Magic
Dark Magic improves your Dark spells. In addition, it improves poisons, curses and offensive spells even further.

Simple Dark Magic: Allows hero to learn Dark Magic spells of the third circle and makes Dark Magic 10% more effective.


Medium Dark Magic: Allows hero to learn Dark Magic spells of the fourth circle and makes Dark Magic 20% more effective.


Master Dark Magic: Allows hero to learn Dark Magic spells of the fifth circle and makes Dark Magic 30% more effective.

Sub-Skills

Unholiness: Increases the effect of all Death spells by 10% and grants mass effects to "Sorrow", "Accurse", "Death Wail" and "Demolish Armor".
However mass and area of effect spells now costs twice as much mana.

Poison: Increases the effect of all Blight spells by 10% and grants mass effects to "Sickness" and "Fever". Grants the "Plague" spell an 3x3 wide area of effect.
However mass and area of effect spells now costs twice as much mana.

Darkness: Increases the effect of all Shadow spells by 10%. Grants mass effects to "Corrupt", "Weakeness" and "Slow". However mass and area of effect spells now costs twice as much mana.

Lesser Sub-Skills

Dark Supremacy: Opposite spells (like Accurse versus Hope) applied by an enemy to Hero's creatures have 50% chance to fail.

Night Mastery: There is a 50% chance when casting a Dark spell, that the spellpower of that spell will be increased by 25% temporary.

Malassas Will: Dark spells are twice as hard to dispel and enemies are forced to spend twice amount of mana when casting Dark spells.

Unholy Power: Increases the damage of all offensive Dark spells by 20% and reduces the mana cost of your Dark spells by 50%.



Summoning Magic
Summong Magic improves your Summoning spells. In addition, it improves your conjuration, illusion and other magic spells. It can make your creations immune to enemy damage, the beasts you summon more lethal and your other magical spells get double effect.

Simple Summoning Magic: Allows hero to learn Summoning Magic spells of the third circle and makes Summoning Magic 10% more effective.


Medium Summoning Magic: Allows hero to learn Summoning Magic spells of the fourth circle and makes Summoning Magic 20% more effective.


Master Summoning Magic: Allows hero to learn Summoning Magic spells of the fifth circle and makes Summoning Magic 30% more effective.

Sub-Skills

Recalling: Increases the effect of all Animation spells by 10% and grants your "Call Creatures" spells a 30% chance to summon a tier 4 neutral creature instead and a 15% chance to summon a tier 5 neutral creature instead. In addition, the mana costs of your "Summon Creatures" spell is reduced by 50%.
So summoning one tier 7 creature would only cost 0.5 mana!

Conjuration: Increases the effect of all Animation spells by 10% and grants all Animation immunity to enemy destruction. In addition, increases the rescourses you get form conjuring Animation spells by 25%.

Illusions: Increases the effect of all Spellweaving spells by 10%. And grants all Spellweaving spells a 25% chance to do double effect.

Lesser Sub-Skills

Banish: Reduces the number of enemy summons by 50%.

Conjure Phoenix: The hero gains the ability to summon a powerful Phoenix on the battlefield, which gains stats and additonal abilities depending on the heroes level. However, should the Phoenix die - then the hero will lose all his mana.
The Phoenix stats also increases with spellpower and the higher level the hero is, the higher mana cost the spell has.
Level 20 - Gains Fire Shield, 20 mana.
Level 25 - Gains Fire Breath, 30 mana.
Level 30 - Gains Battle Dive, 40 mana.
Level 35 - Gains Incorporeality, 50 mana.
Level 40 - Gains Magma Shield, 60 mana.
Level 45 - Gains Incinerate, 70 mana.
Level 50 - Gains Rebirth, 80 mana.


Summonforce: When summoning objects, you have a 25% chance to summon two instead of one.

Balance of Magic: When the enemy performs any summoning spell, you automatically does it too but with 20% reduced effect.


Destruction Magic
Destruction Magic improves your Destructive spells. In addition, it improves your fire, ice and storm spells. It can make your fire spells burn your enemies, your ice spells freeze your enemies and your Storm spells strike one additional time.

Simple Destructive Magic: Allows hero to learn Destructive Magic spells of the third circle and makes Destructive Magic 10% more effective.


Medium Destructive Magic: Allows hero to learn Destructive Magic spells of the fourth circle and makes Destructive Magic 20% more effective.


Master Destructive: Allows hero to learn Destructive Magic spells of the fifth circle and makes Destructive Magic 30% more effective.


Sub-Skills

Storm: Increases the effect of all Energy spells by 15% and grants all Energy spells a 33% chance to strike again at the same time. The second cast is not affected by this skill
That is double chain lightning and implosion, baby!


Fire: Increases the effect of all Chaos spells by 10% and grants all Chaos spells a 48% chance to affect the enemy creature by the advanced "Burn" spell.


Ice: Increases the effect of all Cold spells by 15%. And grants all Cold spells a 58% chance to affect the enemyt by the advanced "Freeze" spell.

Lesser Sub-Skills

Fiery Death: Increases all damage against enemy creatures affected by the "Burn" spell and effect by 15%.

Icy Death: Increases all damage against enemy creatures affected by the "Frreze" spell and effect by 20%.

Apocalypse: Enemy magical immunties against desturction spells doesnt work anymore.

Doom: After casting a destructive spell, the next destructive spells damage will be increased by 10%. Stacks up to 10 times.
So if I have casted a random destructive spell 10 times, the next spell would do +100% damage. (Meaning that an Armegeddon spell that normally would do 500 damage to all creatures on the battlefield would do 1000 damage instead, ULTIMATE DOOM & DESTRUCTION!)




Arcane Magic
Arcane Magic improves your Destructive spells. Arcane Magic is splitted into Assault, Power and Utility. It can make your offensive spells burn mana and dispel, your benefital spells to double their radius and your utility spells to empower the affected.

Simple Arcane Magic: Allows hero to learn Arcane Magic spells of the third circle and makes Arcane Magic 10% more effective.


Medium Arcane Magic: Allows hero to learn Arcane Magic spells of the fourth circle and makes Arcane Magic 20% more effective.


Master Arcane: Allows hero to learn Arcane Magic spells of the fifth circle and makes Arcane Magic 30% more effective.


Sub-Skills

Force: Increases the effect of all Assault spells by 15% and grants all Assault spells a 50% chance to dispel a blessing and burn mana equal to 5% of damage done.

Mind: Increases the effect of all Power spells by 10% and grants all Power spells a 25% to increase radius by 50%.

Concentration: Increases the effect of all Utility spells by 15%. And grants all creatures and their caster affected by Utility spells a random 1-3 expert mastery Light Magic blessing.

Lesser Sub-Skills

Spell Focus: Increases the duration of all Arcane spells by 100%

Evocation: Grants the hero and all spellcasters in heroes army the ability to redirect a ley-line on themself, regenrating 100% of total mana over 2 turns.

Arcane Mastery: Hero spells and abilities can no longer be cleansed, abolished and dispeled.

Magic Ward: There is a 50% chance that an offensive spell that an enemy hero casts will be cast on one of his own creatures. In addition, there is also a 50% chance that an benefitial enemy hero spell will land on one of the heroes troops instead.
Doesnt affect mass spells.





Arcane Excellence (was +2 Spellpower, and +100 temporary Mana)
The hero is so skilled in Magic powers, that he/she can transfer some of the enemy's Spellpower to him. The amount transfered depends on the hero's level, and it is 1 per 9 levels, rounded up. If the enemy doesn't have enough spellpower, the transfer will not have the full effect.

The transfer means that the enemy will lose some spellpower, while your hero will receive


Arcane Brillance (was +2 Spellpower, new spell of level 1-3)
The effective Spellpower of the hero increases by 10% after casting a spell. The bonus is cumulative, meaning that after casting three times, the next spell will have a 30% bonus to its Spellpower.


Wizard's Reward (was +2 Spellpower, +1000 Gold one-time)
Each time the enemy hero uses mana, your hero gains 15% bonus to his mana of the one used for casting that spell.






Summoning Magic
Elemental Magic
Arcane Magic
Adventure Magic
Sorcery
Settling
Nobility
Naval
Breaking
Astronomy
Survival (Battle Mode only)


____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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xerox
xerox


Promising
Undefeatable Hero
posted October 31, 2008 06:04 PM

Soon the time comes to begin with the factions instead because soon I have done 21 main skills, 63 sub-skills and 84 lesser sub-skills.
That will be *dun dun DUN* = 168 skills in-game - not counting racial skills!


Of course there is some stuff left to do before the factions.

Things left to do:

* Hero System/Features
* Town Features

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razor5
razor5


Famous Hero
Freezing...
posted November 02, 2008 03:57 PM

Quote:
Crusade: Increases the effect of all Wrath spells by 10% and grants mass effects to "Divine Strength" and "Divine Fury". Grants the "Shadow Ward" spell an 3x3 wide area of effect.
However mass and area of effect spells now costs twice as much mana.




Hmmm,I think here the crusade shouldn't be a skill
It can be better if it will a be a new gameplay feature
I say about this in my long time dead thread "Gameplay Improvements"


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xerox
xerox


Promising
Undefeatable Hero
posted November 02, 2008 04:08 PM

It seemed interesting but then the Crusade factions would get advantage over other factions.
And now im too lazy to edit it, sorry (Crusade is mentioned on the main post too and on the "spell map" picture for Light spells).
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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xerox
xerox


Promising
Undefeatable Hero
posted January 20, 2009 08:49 PM

BUMP

Me needz attention ;(
Alciblades thread got +10 pages. I have more content then him!!!
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted January 20, 2009 08:56 PM
Edited by Adrius at 21:01, 20 Jan 2009.

Huh? Why the pentagram for Dark Magic?

The pentagram is better suited for druidic magic or something imo, the evilness of this sign is heavily misunderstood.

The five points of the star marks the different elements, the circle around it represents the harmony between the elements.

If you want an evil pentagram, turn it upside down

/Ranting off/

EDIT: This is an evil pentagram:

____________

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xerox
xerox


Promising
Undefeatable Hero
posted January 20, 2009 09:10 PM

Its dark and looks evil

Im to lazy to change Guess I didnt pay attention.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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