Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 7+ Altar of Wishes > Thread: Shocking Suggestions
Thread: Shocking Suggestions This thread is 2 pages long: 1 2 · NEXT»
Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 03, 2008 07:22 PM bonus applied by GenieLord on 08 Oct 2008.

Shocking Suggestions

Ok, I know for most (if not all) of you this will be a crazy idea, but I'll give it a try nonetheless.

I never liked the tier system in HoMM. In fact, it's not the tier system, but the huge gap it is between the tiers. I never liked the idea of uber tier 7s that can devastate lower tiers (especially tier 1s). That's why I'll present you now all the creatures with their stats changed, so that the gap will be A LOT lower. In this process, I also hope I balanced some alternative upgrades...

I know, you'll probably say: but the neutrals will be messed up. With the current system, yes, they will be. But with a system like this, which places the neutrals based on power and not growth, it will work out perfectly fine.

I also balanced the spells, and changed the dwelling costs, obviously. Also note that the damaging spells have an increased damage by around 30%, because the total HP of a week population has also been increased by around 30% (apparently) - this also applies to HP related spells (such as Arcane Armor), since the damage of a week population has also been increased by around 30%. And I made Light/Dark magic spells to have effect with Spellpower, and not just the duration (I got inspired from a thread Alc linked somewhere)

NOTE: I did not make the Orcs and Warcries and any other Orc-related things!




THE CREATURES

Haven

Ability Changes: NONE.

Stats:

Creature    Attack Defense Damage  HP Speed Initiative Growth Cost    Power Exp  Mana

Peasant        7      5      1-2    5   4       8        40    30       59    5
Conscript      8      7      1-3    8   4       8        40    53      105    9
Brute          7      6      1-4    8   4       8        40    53      106    9

Archer        12      8      3-6   11   4       9        15   102      214   17
Marskman      12      9     3-12   15   4       8        15   152      319   27
Crossbowman   12      9     3-10   14   4       8        15   152      329   27

Footman       11     12      2-4   18   4       8        14   120      249   19
Squire        11     14      2-5   26   4       8        14   170      363   29
Vindicator    12     13      3-5   24   4       8        14   170      355   28

Griffin       11      9     5-12   38   7      15         5   345      722   51
Imp Griffin   11     10     6-16   44   7      15         5   490     1070   77
Bat Griffin   12     10     6-16   50   7      13         5   490     1046   76

Priest        10     10     9-17   60   5      10         4   455      956   67
Inquisitor    10     12    10-17   72   5      10         4   620     1358   95   12
Zealot        11     11    12-17   66   5      10         4   620     1333   94    9

Cavalier      12     10    13-23   68   7      11         3   625     1326   92
Paladin       12     12    13-23   78   8      12         3   840     1826  128
Champion      13     11    16-23   78   8      12         3   840     1801  127

Angel         15     15    62-62  196   6      11         1  1920+1C  4596  316
ArchAngel     18     15    62-62  256   8      11         1  2550+2C  6556  459
Seraph        18     15    46-96  236   8      10         1  2550+2C  6509  458   14


Spells:
Inquisitor: Haste (Advanced), Divine Strength (Advanced), Regeneration (Advanced)
Zealot: Divine Strength (Expert), Righteous Might (Advanced)
Seraph: Divine Vengeance (Advanced)


Inferno

Ability Changes:
- The Imp's/Familiar's ability reduces the enemy hero mana by 5 for each 19 creatures in the stack (one week)
- The Vermin's ability reduces the enemy hero mana by 0.44 per creature
- Horned Overseer's Explosion Damage: 24+22*SP
- Hell Stalion's Searing Aura Damage: 8 per creature

Stats:

Creature        Attack Defense Damage  HP Speed Initiative Growth Cost    Power Exp  Mana

Imp                9      7      2-3   10   5      13        19    75      156   13
Familiar           9      8      3-6   12   5      13        19   118      242   21
Vermin             9      9      2-6   13   6      13        19   118      247   21

Horned Demon      10     12      2-4   23   5       7        14   106      216   17
Horned Overseer   11     13      2-7   26   5       8        14   156      328   26
Horned Grunt      10     12      3-7   23   4       8        14   156      333   27

Hell Hound        10      8      4-6   19   7      13        11   155      321   25
Cerberus          10      7      4-8   19   8      13        11   215      462   36
Firehound         10      8      3-6   19   8      13        11   215      469   36

Succubus          12      8     9-19   33   4      10         5   355      764   54
Succubus Mistress 12      8     9-19   39   4      10         5   492     1075   78
Succubus Seducer  12      9     9-19   46   4       9         5   492     1066   78

Hell Charger      11      9     8-17   54   7      15         3   525     1111   79
Nightmare         13      9     9-17   72   8      16         3   710     1518  107
Hell Stalion      12      9     8-17   77   8      14         3   710     1535  108

Pit Fiend         14     10    15-35  132   4       8         2   950     2049  140   15
Pit Lord          14     12    18-37  166   4       8         2  1260     2741  193   29
Pit Spawn         14     14    18-38  169   6       9         2  1260     2777  193

Devil             13     17    37-77  200   8      11         1  1910+1S  4554  318
ArchDevil         17     17    44-77  249   8      11         1  2575+2S  6606  465
ArchDemon         16     17    55-77  266   7      10         1  2575+2S  6666  466


Spells:
Pit Fiend: Fire Ball (Basic), Vulnerability (Advanced)
Pit Lord: Fire Ball (Advanced), Meteor Shower (Basic), Vulnerability (Expert)


Necropolis

Ability Changes:
- The Plague Zombie's Weakening Strike reduces the Att and Def by 3.
- The Rot Zombie's Festering Aura Effect: Attack -3, Defense -3, Morale -1
- Wraith gains the Fright Aura ability

Stats:

Creature        Attack Defense Damage  HP Speed Initiative Growth Cost    Power Exp  Mana

Skeleton           8     11      1-2    7   5      10        29     45      95    8
Skeleton Archer   10     11      2-3    9   4      10        29     70     146   13
Skeleton Warrior   9     13      1-2   10   5      10        29     70     151   14

Zombie            10      8      2-4   22   4       6        18     84     178   13
Plague Zombie     10      8      3-5   25   4       7        18    126     267   20
Rot Zombie        10      9      2-4   30   4       7        18    126     264   21

Ghost              9      7      2-3   14   5      10        16    105     219   16
Spectre            9      9      2-6   15   5      10        16    146     307   24
Poltergeist        9      8      2-5   20   6       9        16    146     303   24

Vampire           11     11     5-12   36   6      11         5    348     735   53
Vampire Lord      13     12    11-12   43   7      11         5    483    1034   77
Vampire Prince    12     12     9-12   43   7      11         5    483    1049   78

Lich              12     10    19-24   72   3      10         3    610    1286   92
ArchLich          12     10    19-32   77   3      10         3    825    1820  129   16
Lich Master       12     10    19-35   83   4      10         3    825    1818  129   20

Wight             14     13    20-32  105   6      11         2    955    1989  146
Wraith            15     13    32-40  120   6      11         2   1300    2769  200
Banshee           14     13    28-32  130   6      12         2   1300    2712  199

Bone Dragon       15     16    20-35  189   7      11         1   1450    3058  214
Spectral Dragon   15     17    35-50  210   8      11         1   1790+1M 4333  313
Horror Dragon     15     18    35-55  200   8      11         1   1790+1M 4333  313


Spells:
ArchLich: Weakness (Expert), Decay (Advanced), Suffering (Advanced)
Lich Master: Suffering (Advanced), Raise Dead (Basic)


Dungeon

Ability Changes:
- Assassin and Stalker Poison Effect: Damage = 2, Duration = 4
- Dark/Grim Raider Defense Reduction per path tile: 15% instead of 20%
- Brisk Raider's Wheeling attack damage coef: 33%
- Deep Hydra's Regeneration HP: 90-160

Stats:

Creature        Attack Defense Damage  HP Speed Initiative Growth Cost    Power Exp  Mana

Scout             10      8      4-7   18   5      10        10   140      283   22
Assassin          10      9      4-7   24   5      12        10   225      474   38
Stalker           11     10      4-6   26   6      11        10   225      484   39

Blood Maiden      12      7      5-9   20   7      14         8   195      409   30
Blood Fury        13      8      6-9   22   8      16         8   290      609   47
Blood Sister      13     10      5-9   25   8      14         8   290      597   46

Minotaur          12      7      6-8   42   5       9         7   240      495   36
Minotaur Guard    12      9      6-8   52   5       9         7   335      707   52
Mino Taskmaster   13     11     6-11   52   5       9         7   335      692   52

Dark Raider       12      9     9-17   50   6      11         4   430      927   63
Grim Raider       13     11     9-18   70   8      11         4   600     1313   90
Brisk Raider      12     12     9-17   70   8      13         4   600     1292   88

Hydra              8     11     9-19  110   5       7         3   610     1280   88
Deep Hydra         9     14     9-19  155   5       7         3   820     1751  122
Foul Hydra         9     13     9-19  125   5       8         3   820     1733  122

Shadow Witch      13      9    15-20   71   4      10         3   630     1379   91   11
Shadow Matriarch  14      9    20-24   84   4      10         3   840     1864  124   18
Shadow Mistress   14     10    20-24   76   5      10         3   840     1848  123   18

Shadow Dragon     14     13    36-65  205   9      10         1  1950+1S  4792  319
Black Dragon      16     16    45-65  260   9      10         1  2600+2S  6789  466
Red Dragon        15     17    36-65  240  10      11         1  2600+2S  6809  468


Spells:
Shadow Witch: Slow (Advanced), Sorrow (Basic), Righteous Might (Advanced)
Shadow Matriarch: Slow (Expert), Sorrow (Advanced), Righteous Might (Advanced), Confusion (Basic)
Shadow Mistress: Righteous Might (Advanced), Confusion (Basic), Implosion (Basic)


Sylvan

Ability Changes:
- Dryad's Symbiosis Healing: 5 per Dryad, 25 per Treant
- Wind Dancer's Agility Bonus: +1 per tile (not +2)
- Arcane Archer's Force Arrow: 20% Defense reduction
- Savage Treant's Rage of the Forest Initiative Increase: 4

Stats:

Creature        Attack Defense Damage  HP Speed Initiative Growth Cost    Power Exp  Mana

Pixie              7      6      3-4    8   7      12        13    96      203   16
Sprite             8      6      4-5   11   7      15        13   154      335   27   10
Dryad              7      6      5-5   11   7      14        13   154      325   26

Blade Dancer      12      8      3-6   17   6      11        12   130      262   20
War Dancer        12      8      3-8   19   6      15        12   190      388   31
Wind Dancer       13      9      4-8   17   7      13        12   190      396   32

Hunter            11      8      5-7   13   5      10        10   170      358   26
Master Hunter     12      9      5-9   18   5      10        10   238      505   38
Arcane Archer     12      9      5-9   18   5      11        10   238      512   38

Druid             12      9     6-12   44   5      10         5   350      763   51   12
Druid Elder       14     10    12-16   43   4      10         5   480     1054   73   16
High Druid        13      9    12-17   44   4       9         5   480     1050   72   13

Unicorn           11      8    12-24   74   7      12         3   610     1281   89
Silver Unicorn    11      9    12-24   96   7      12         3   810     1716  121
Pristine Unicorn  11      9    12-26   84   7      12         3   810     1766  121

Treant             9     14     7-20  215   6       7         2   770     1617  111
Ancient Treant     9     17    10-25  235   6       7         2  1030     2199  155
Savage Treant      9     15    13-28  225   6       7         2  1030     2188  154

Green Dragon      14     16    24-50  198   8      12         1  1940+1G  4777  320
Emerald Dragon    16     17    30-62  219   9      14         1  2590+2G  6777  464
Crystal Dragon    17     16    27-60  230   9      14         1  2590+2G  6749  464


Spells:
Sprite: Wasp Swarm (None), Cleansing (Advanced)
Druid: Lightning Bolt (Basic), Endurance (Advanced)
Druid Elder: Stone Spikes (Basic), Lightning Bolt (Expert), Endurance (Expert)
High Druid: Endurance (Advanced), Earthquake (Advanced)


Academy

Ability Changes:
- Master Gremlin Repair HP: 9 per creature
- Magnetic Golem Damage Redirected by Magic Magnetism: 4% per weekly growth
- Titans and Storm Titans get Immunity to Lightning
- Titan's Call Lightning Damage: 35
- Storm Titan's Call Storm Damage: 20

Stats:

Creature        Attack Defense Damage  HP Speed Initiative Growth Cost    Power Exp  Mana

Gremlin            7      7      2-4    8   3       7        27    50      106    9
Master Gremlin     7      8      2-4   10   5      11        27    82      177   14
Gremlin Saboteur   7      7      2-4   11   5      12        27    82      185   15

Stone Gargoyle     8     12      2-3   29   6       9        12   125      261   20
Obsidian Gargoyle  8     13      2-5   39   7      10        12   195      408   33
Elemental Gargoyle 8     13      2-6   32   7      11        12   195      404   32

Iron Golem        11     13      3-9   30   4       7         9   190      397   29
Steel Golem       12     14      7-9   35   4       7         9   265      561   42
Magnetic Golem    11     14     4-12   30   4       8         9   265      561   42

Mage              10      9      8-8   24   4      10         6   290      632   44   15
ArchMage          10      9      8-8   36   4      10         6   404      885   63   25
Battle Mage       10     10      8-8   34   4      10         6   404      888   64   16

Djinn             11      8    11-22   40   7      12         3   460      999   71
Djinn Sultan      12      8    18-22   50   8      12         3   625     1359   97
Djinn Vizier      11      9    18-24   48   8      12         3   625     1378   98

Rakshasa Rani     13      9    19-29  139   5       9         2   960     2017  141
Rakshasa Raja     13     10    29-39  159   6       8         2  1250     2626  190
Rakshasa Kshatra  13      9    29-43  149   7       8         2  1250     2656  191

Colossus          16     16    45-75  225   6      10         1  1980+1G  4733  327
Titan             17     17    45-100 245   6      10         1  2620+2G  6853  477
Storm Titan       17     16    45-95  255   6      10         1  2620+2G  6886  479


Spells:
Mage: Fist of Wrath (Advanced), Cleansing (Advanced)
ArchMage: Fist of Wrath (Expert), Cleansing (Advanced), Arcane Crystal (Advanced), Arcane Armor (Basic)
Battle Mage: Fist of Wrath (Expert), Magical Immunity (Advanced), Teleportation (Advanced), Summon Elementals (Basic)


Fortress

Ability Changes:
- Shield Guard's Shield Wall reduction per path tile: 7.5% (60% max)
- Regarding White Bear's ability, The small creatures' chance to be frightened is 50% more, rather than double
- BattleRager abilities:
 > Battle Rage Effect: Initiative +1, Attack +4
 > Giant Slayer Effect: +3 Attack, +3 Defense
- Lava Dragon's Liquid Flame Breath Damage: 30

Also note that the Brawler growth-boost dwelling gives +6 per week now...

Stats:

Creature       Attack Defense Damage  HP Speed Initiative Growth Cost    Power Exp  Mana

Defender         11     11      2-3   19   4       8        14   100      210   16
Shieldguard      12     12      3-4   29   4       8        14   160      344   28
Mountain Guard   12     13      3-5   30   4       7        14   160      340   28

Spearwielder     12      9      2-4   20   4       9        13   120      247   20
Skirmisher       12      9      5-5   21   4       9        13   175      365   30
Harpooner        12      9      4-6   21   4      10        13   175      363   29

Bear Rider       11     12      5-9   45   6      10         6   285      597   46
Blackbear Rider  12     14      5-9   50   7      11         6   400      869   67
Whitebear Rider  12     13     6-10   45   6      11         6   400      859   67

Brawler           9     10      4-8   34   5      12         5   230      479   34
Berserker        10     10      4-9   40   5      12         5   310      665   48
BattleRager      10     10      4-8   40   5      11         5   310      655   49

Rune Priest      10     10    10-20   66   3       9         3   530     1138   80   18
Rune Patriarch   12     10    10-20   76   3       9         3   714     1563  109   24
Rune Keeper      13     11    13-20   76   3       9         3   714     1563  109   24

Thane            12     12     7-12  111   8      11         2   940     1991  142
Flame Lord       12     12    20-30  144   8      11         2  1240     2636  191
Thunder Thane    12     13     7-16  133   8      11         2  1240     2658  192

Fire Dragon      14     15    40-50  240   6       9         1  1945+1C  4799  323
Magma Dragon     16     19    40-55  325   6       9         1  2595+2C  6767  471
Lava Dragon      16     17    40-75  300   6       9         1  2595+2C  6776  470


Spells:
Rune Priest: Deflect Missile (Advanced)
Rune Patriarch: Deflect Missile (Expert), FireWall (Advanced)
Rune Keeper: Deflect Missile (Expert), Fire Trap (Advanced)




BUILDINGS

Haven

Building        Gold Wood Ore Crystal Gems Mercury Sulfur

Peasant Huts     750   2   0     0      0     0       0
Peasant Cabins  5400  16  12     0      0     0       0

Archer Tower    2500   7   7     0      0     0       0
Marksman Tower  5600   7  20     0      0     0       0

Barracks        3700   3  15     0      0     0       0
Garrison        5300  10  10     3      0     0       0

Griffin Tower   4000   7   7     0      0     5       0
Griffin Bastion 5500   7   7     0      0     6       0

Monastery       4800   2   2     3      3     3       3
Cathedral       5200   2   2     3      3     3       3

Jousting Arena  5200  10   0     7      0     0       0
Order of Palas  5100   5   5     7      0     0       0

Altar of Light  7000   0  10     4      9     0       0
Altar of Heaven 6700   0   5     5     10     0       0

Farms            500   0   0     0      0     0       0



Inferno

Building               Gold Wood Ore Crystal Gems Mercury Sulfur

Imp Crucible           1300   0   6     0      6     0       0
Familiar Crucible      5666   0   5     8      0     0       8

Demon Tower            2400   5   0     0      0     0       5
Demon Bastion          4800  10   6     0      0     0       9

Howling Kennels        3300  10   4     0      0     2       2
Raging Kennels         4850  12   0     0      0     9       2

Hall of Temptations    3900   5   5     0      0     4       4
Hall of Sins           4900   0   0     4      4     5       5

Burning Stables        4200   4   4     0      0     0       5
Blazing Stables        4500   5   5     5      0     0       5

Heart of the Pit       5000   0  12     0      0    10       0
Heart of the Abyss     4700   0   4     0      5     6       3

Temple of the Fallen   6666   0  10     0      0    10       5
Temple of the Forsaken 6400  10   0     0      0     7       7

Spawn of Chaos          590   0   2     0      0     0       0
Halls of Horror         666   3   0     0      0     0       3

Sacrificial Pit        1500   0   0     2      2     0       0



Necropolis

Building               Gold Wood Ore Crystal Gems Mercury Sulfur

Graveyard              1000   7   7     0      0     0       0
Boneyard               5400   3  15     0      0    12       0

Crypt                  1500   5  10     0      0     4       0
Festering Crypt        4800   9   9     5      0     6       0

Ruined Tower           2400  10  10     0      4     0       0
Haunted Tower          4200  10   7     0      0     9       0

Vampire Mansion        2900   8   8     0      0     8       0
Vampire Palace         4000  10  10     5      5     0       0

Sepulcher              3500   5   5     3      3     3       3
Mausoleum              4100   2   2     4      4     4       4

Forlorn Hall           4000   7  10     0      0     9       0
Forlorn Cathedral      4300  12   0     5      0     9       0

Dragon Graveyard       3700   9   9     0      0     9       0
Dragon Vault           4600  10  16     0      0    10       0

Unearthed Graves        100   0   0     0      0     0       3
Dragon Tombstone       1600   0   4     0      0     4       0

Shrine of Netherworld  2500   0   6     0      0     3       0



Dungeon

Building                  Gold Wood Ore Crystal Gems Mercury Sulfur

School of the Unseen Hand 1200   5   0     0      0     0       3
School of the Black Heart 5800   0   0    10      0     7       0

Blood Arena               2200   0   5     0      2     0       3
Blood Memorial            5200   0   5     4      9     0       0

Labyrinth                 3100  10  10     0      0     0       0
Maze                      4300   0  12     0      0     0       7

Dark Enclosure            3500  10   0     0      0     0       8
Grim Enclosure            4700   0  10     6      0     0       3

Hissing Cavern            4200   5   5     5      3     0       0
Rattling Cavern           4600   5   5    10      0     0       0

Hall of Shadows           4500   5   5     3      0     3       3
Palace of Shadows         4500   5   5     4      0     4       4

Dragon Spire              6200   0   0     9      0     0      12
Dragon Pinnacle           6000   0   0     5      0     0      15

Ritual Pit                2000   0   3     0      0     0       3
Trade Guild               1800   5   5     0      0     0       0



Sylvan

Building            Gold Wood Ore Crystal Gems Mercury Sulfur

Faerie Trees         800   5   0     2      0     0       0
Faerie Wood         5200   7   0     7      7     0       0

Battledance Terrace 1800   7  10     0      0     0       0
Battledance Arena   4900   7   7    10      0     0       0

Hunter's Cabins     3000   9   0     0      8     0       0
Hunter's Lodge      4600  10   0     7      3     0       0

Stone Ring          3300   0  12     4      4     0       0
Stone Circle        4800   0  10     6      6     0       0

Unicorn Glade       4100   9   0     5      5     0       0
Unicorn Garden      4100   6   6     0      9     0       0

Treant Arches       3900  12   0     0      3     0       5
Treant Alcove       4400   9   0     7      0     0       5

Dragon Altar        6000   5   5     6     12     0       0
Dragon Shrine       5400  10   5     6      7     0       0

Blooming Grove       300   2   0     2      2     0       0
Treant Saplings      800   5   0     0      0     0       0



Academy

Building              Gold Wood Ore Crystal Gems Mercury Sulfur

Gremlin Workshop      1300   0   7     0      0     2       0
Gremlin Manufactory   5900   7   3     6      0     0       6

Stone Parapet         2300   0  15     0      0     0       0
Obsidian Parapet      5700   0   8     0      6     0       5

Golem Forge           3800   5   5     0      0     5       0
Golem Foundry         4800   4   4     0      0     0       8

Mage Tower            3900   0   5     0      3     0       6
Archmage Tower        4900   5   0     9      3     0       0

Altar of Wishes       3700  10   0     0      0     5       0
Pinnacle of Wishes    4700   5   5     0      2     6       0

Silver Pavilion       5300   0   6     4      8     0       0
Golden Pavilion       4100   0   5     5      0     0       4

Cloud Coliseum        7200  10  10     0     10     0       0
Thundercloud Coliseum 6400   5   5     0      7     0       7

Treasure Cave         2600   0   6     0      0     0       0

Artifact Merchant     3000   5   0     0      0     0       0



Fortress

NOTES:
- Wrestler's Arena boosts the Brawler growth by +6
- Number of Defenders defending the town with the Guard Post = 2*TownLevel*Month
- Also, the City Hall, Capitol, Fort, Citadel and Castle cost normally

Building         Gold Wood Ore Crystal Gems Mercury Sulfur

Shield Barracks  1100   0  10     0      0     0       0
Shield Halls     5700   5   6     6      0     5       0

Blade Barracks   2100  10   0     0      0     3       0
Blade Halls      5000   0  10     7      2     0       0

Bear Pens        3300  12   9     0      0     0       0
Blackbear Pens   4600  12  15     0      0     0       0

Fighting Ring    2600   5   0     6      0     0       0
Fighting Square  4300   3   3     0      6     5       0

Runic Chapel     3750   2   2     3      3     0       3
Runic Temple     4750   0   5     0      8     0       5

Clan Halls       4400   0   0    16      0     0       0
Clan Palace      4200   0   0     7      7     0       0

Lava Fissure     6000   0   7     0      0     7      10
Magma Rift       5500   0   9     0      0     5      10

Wrestler's Arena 1600   3   3     0      0     0       0
Runic Sanctuary   500   0   2     0      1     0       0

Guard Post       1100   8   0     0      0     0       0





SPELLS

Destructive Magic

Spell            Mana   None       Basic    Advanced    Expert

Eldritch Arrow     4  45+10*SP   55+12*SP   65+14*SP   75+16*SP
Stone Spikes       5  28+8*SP    36+10*SP   44+12*SP   52+14*SP

Lightning Bolt     5  14+14*SP   18+18*SP   22+22*SP   26+26*SP
Ice Bolt           6  66+12*SP   96+14*SP   126+16*SP  156+18*SP

Fireball          10  14+14*SP   18+18*SP   22+22*SP   26+26*SP
Circle of Winter  11  66+12*SP   96+14*SP   126+16*SP  156+18*SP
Firewall          17  11+11*SP   15+15*SP   19+19*SP   23+23*SP

Chain Lightning   16  20+20*SP   28+28*SP   36+36*SP   44+44*SP
Meteor Shower     19  64+13*SP   72+17*SP   80+21*SP   88+25*SP

Armageddon        17  22+22*SP   28+28*SP   34+34*SP   40+40*SP
Implosion         18  125+20*SP  150+30*SP  175+40*SP  200+50*SP
Deep Freeze       12  30+21*SP   40+27*SP   50+33*SP   60+39*SP


Armageddon's Rock Damage: 18+18*SP, 23+23*SP, 28+28*SP, 33+33*SP
Deep Freeze's Physical Damage Increase: 1%+1%*SP, 1.67%+1.67%*SP, 2.33%+2.33%*SP, 3%+3%*SP


Light Magic

Spell            Mana    None       Basic     Advanced     Expert

Divine Strength    3  45%+1%*SP   60%+1%*SP   75%+1%*SP   90%+1%*SP
Haste              4    16%      19%+0.5%*SP  22%+1%*SP  25%+1.5%*SP

Cleansing         10 20%+1.5%*SP 40%+1.5%*SP 60%+1.5%*SP 80%+1.5%*SP (Base Chance)
Endurance          6   2+0.1*SP    4+0.2*SP    6+0.3*SP    8+0.4*SP

Righteous Might    6   2+0.1*SP    4+0.2*SP    6+0.3*SP    8+0.4*SP
Deflect Missile    6 19%+0.6%*SP 34%+0.6%*SP 49%+0.6%*SP 64%+0.6%*SP

Resurrection      15  60+25*SP   120+31*SP   180+37*SP   240+43*SP
Word of Light     13  100+7*SP   110+10*SP   120+13*SP   130+16*SP



Regeneration has no change.
Magic Immunity has no change.
Teleport has no change.
Divine Vengeance has no change, but remember that it has actually been weakened by 30% this way!
Resurrection reduces target HP by 5% instead of 10%


Dark Magic

Spell            Mana      None           Basic        Advanced       Expert

Weakness           3    55%-1%*SP       40%-1%*SP      25%-1%*SP     10%-1%*SP
Slow               4   17%+0.2%*SP     22%+0.4%*SP    27%+0.6%*SP   32%+0.8%*SP
Sorrow             5 0.8125+0.0375*SP 1.625+0.075*SP 2.5+0.1125*SP 3.25+0.15*SP

Vulnerability      5    2.5+0.05*SP     3+0.1*SP      3.5+0.15*SP    4+0.2*SP

Suffering          5     2+0.1*SP       4+0.2*SP       6+0.3*SP      8+0.4*SP
Confusion          9   35%+0.5%*SP     54%+0.6%*SP    73%+0.7%*SP   90%+0.8%*SP

Unholy Word       14     100+7*SP       110+10*SP      120+13*SP    130+16*SP
Vampirism         11    20%+0.5%*SP     30%+1%*SP     40%+1.5%*SP   50%+2%*SP



Decay has a damage of: 50+10*Power
Confusion has a duration of: 0.5*Power
Frenzy is the same, only that its mana is increased to 16 from 15
Puppet Master is the same, only that its mana is increased to 19 from 18
Vampirism has a duration of: 0.5*Power


Summoning Magic

Spell            Mana     None         Basic       Advanced       Expert

Fist of Wrath      5    20+11*SP      28+14*SP     36+17*SP      44+20*SP

Raise Dead         9    60+21*SP     110+26*SP     160+31*SP     210+36*SP
Arcane Crystal     8    60+12*SP      80+17*SP     100+22*SP     120+27*SP
Wasp Swarm Dam     5    24+4*SP       30+6*SP       36+8*SP      42+10*SP
     ATB Reduction:  0.05+0.005*SP 0.14+0.006*SP 0.32+0.008*SP 0.5+0.01*SP

Blade Barrier     11     50+7*SP      75+10*SP     100+13*SP     125+16*SP (Health)

Summon Elementals 16      1*SP          1.5*SP       2*SP         2.5*SP
Summon Hive       15       25             50          100           150 (Health)

Arcane Armor      20    15%+1%*SP    25%+1%*SP     35%+1%*SP     45%+1%*SP
           Health:      500+50*SP    600+60*SP     700+70*SP     800+80*SP


Fire Trap - One Mine Damage: 60+13*SP
Raise Dead reduces target HP by 10% instead of 20%

Summon Phoenix has the following stats:
Attack: 11+1*Lvl
Defense: 11+1*Lvl
Min Damage: 15*SP
Max Damage: 30*SP
Health: 500+50*SP
Initiative: 15
Speed: 9


Runic Magic

Costs:

Rune of Berserking         - 2 Ore,     1 Mercury
Rune of Charge             - 2 Wood,    1 Sulfur
Rune of Exorcism           - 1 Ore,     1 Sulfur
Rune of Magic Control      - 1 Wood,    1 Gem
Rune of Elemental Immunity - 1 Wood,    1 Mercury
Rune of Etherealness       - 1 Ore,     1 Crystal
Rune of Resurrection       - 2 Ore,     2 Gem
Rune of ThunderClap        - 2 Wood,    1 Crystal
Rune of Battle Rage        - 2 Mercury, 2 Gem
Rune of Dragon Form        - 2 Crystal, 2 Sulfur


(yes, they were too cheap IMO)




The Starting army will be modified as well, something like this: (all those numbers are multiplied with the growth to find out the number of creatures you get)
Tier1: min = 0.34; max = 0.47
Tier2: min = 0.3;  max = 0.41
Tier3: min =-0.36; max = 0.24

SPECIALISTS: (they have three stacks of these creatures)
Tier1: min = 0.2;  max = 0.41
Tier2: min = 0.17; max = 0.37
Tier3: min = 0.168;max = 0.34




I am almost sure NOBODY, and I repeat, NOBODY, will agree with this, because they're all used with the classic "silly" way of uber high tiers and almost useless low tiers.

You can't believe how hard was to balance all this stuff, so please, at least appreciate my work - since I know nobody would agree with me, I ask you to at least not flame me or anything.
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
razor5
razor5


Famous Hero
Freezing...
posted October 03, 2008 07:35 PM

Quote:
I am almost sure NOBODY, and I repeat, NOBODY, will agree with this, because they're all used with the classic "silly" way of uber high tiers and almost useless low tiers.

You can't believe how hard was to balance all this stuff, so please, at least appreciate my work - since I know nobody would agree with me, I ask you to at least not flame me or anything



Why are you so pessimist,Ash ?
All can consider me very crazy with what I will say now:
This idea is really nice
and I'm talking SIRIOUSly,this idea is nice

To be real,the last year a created a list with all HoMM 5 creatures (just for doing something) and my stats of them were like Asheera's,really

So anyone can consider me crazy but this idea is really nice


Another "intresting" thing :
I have a crazy idea for H6,and I will post it fast...because Heroes 6 can appear from second to second

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 03, 2008 07:38 PM

Wow thanks Razor, this was unexpected.

I really thought nobody would like this idea
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
razor5
razor5


Famous Hero
Freezing...
posted October 03, 2008 07:50 PM

Quote:
I really thought nobody would like this idea



Hey,your idea won't be hated,I predict this  -  this is seriously

(but well,not all my predictions are real ,and probably someone will say "it sucks" only to destroy all my predictions -  this is [j\k]

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
GenieLord
GenieLord


Honorable
Legendary Hero
posted October 03, 2008 08:01 PM

This seem to be very nice and fun. It's not that different than the current situation.

I don't know if anyway else feels like me, but it's fun that your Giants can kill 100 peasants like nothing, it's fun to get to the later parts of the game and to see that the stack of pixies that won all your creeping battles is now already useless. The progress from a tier to tier shows you how strong you've become, and that is a fun thing in the game. There's something exciting in it.

On the other hand, it's interesting also this way. I think it's more balanced, too.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
william
william


Responsible
Undefeatable Hero
LummoxLewis
posted October 03, 2008 08:05 PM

Wow. Seriously a lot of writing. I think it would be great. I suggest a QP also.
____________
~Ticking away the moments that
make up a dull day, Fritter and
waste the hours in an off-hand
way~

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted October 03, 2008 08:06 PM
Edited by Gnoll_Mage at 20:11, 03 Oct 2008.

One of the main things I want to see (other than the obvious things) in HoMM6 is a change in the standard tier system - doing something similar to what you have (or maybe something slightly less extreme) to each faction, or even doing away with the standard idea of tiers, upgrades, upgrade choices etc..  Taking this further, you could do significantly different things to each faction - I know this makes things harder to balance, but it could make things more interesting.  Basically you would be aiming for a more realistic unit system.  In fact, you can add realism without changing things too much - you just change the stats around to better reflect the armour strength, ability to avoid attacks and so on.  I'm not sure if this is what you were trying to do here - were you trying to add realism, or just remove the large differences in creature power?

PS I wasn't around when it happened, so I never got a chance to say: congratulations to GL + Mytical for the moderatorship!

PPS QP
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted October 03, 2008 08:13 PM

Requesting permission to mod this into the game

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 03, 2008 09:08 PM

@Gnoll_Mage: Yes, I made it more "real". Units with high armor now have higher Defense than the others, and it has nothing to do with the tier (for example, before the Shadow Matriarch had more defense than a Squire). Still, some hit points are a little ridiculous (again Shadow Matriarch versus Squire), because of balance reasons of course.

Also in my system it would be interesting what to upgrade (which tier), because most of the time you won't be able to upgrade everything. It is also very significant to upgrade, since the upgraded tier 1s are almost as strong (very little weaker) than unupgraded tier 7s, so you'll have to choose wisely each time you want to upgrade (this also means the unupgraded tier 1s won't be useless and immediately upgraded anymore)

@Cepheus: I already have the creature .xdb files modified Let me pack them into a Mod and I'll make them download-able (ok, it's here)

However, I didn't make the DefaultStats.xdb (in fact, I made it but before Patch 3.1 so it's useless now) so feel free to do it. I'll also help you and provide the "banks" (the battle sites) in a txt file (just copy-paste the whole file in the <Banks> section), since they should be re-balanced with the new creatures (and they're very tedious to do). Also the level 1-3 dwellings have some guards now (one unupgraded stack, one upgraded and one alternate, of the respective level), because they're more useful now.

So the only thing left would be to use that function of mine for neutral generation instead of the classic way, and it will be playable (hmm, the Orcs aren't done as well)

This Mod also has some more detailed descriptions about Battle Sites and some other things.

Anyway feel free to use only parts of this Mod or modify it.
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted October 03, 2008 09:46 PM

Yes, you can take realism too far, you have to make sure to keep it balanced and enjoyable to play.  The disadvantage of doing something like what you've done is that it's going to take some getting used to - we're used to attack, damage etc. going up with defence, HP etc. (in a general sense), whereas in your idea there is little correlation and the general statistics pattern of some of your creatures simply doesn't fit within the current game structure.  Now that I think about it, even for the players who are new to the series, I have a suspicion that not having fairly well-defined levels may make the game less enjoyable / harder to play.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted October 03, 2008 09:47 PM

Wow impressive work

Even though I am an even more freak than you Ash (multiple dwellings, etc) and in your system, it seems the Horned Demon (for example) population are still marginally weaker (well the upgrades are close) than the higher tiers, but not at all compared to how it was previously. I never took the time to do the math though.

Also if anyone complains that peasants are still too powerful (for example!!!) you can always just half their potential and add to growth, it will be similar

I have a question though: how does that translate to the spellcasters? Are they better now? (not that I wouldn't want to, Nival nerfed them too much already )





PS: you really had to use 6666 as the Arch Demon's power?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 03, 2008 09:49 PM

@Gnoll_Mage: But it doesn't matter that some higher tier creatures have lower attack and defense than some lower tier ones, they are still overall stronger

@TheDeath:
Quote:
I have a question though: how does that translate to the spellcasters? Are they better now? (not that I wouldn't want to, Nival nerfed them too much already )
Yes they are better now

Quote:
PS: you really had to use 6666 as the Arch Demon's power?
lol
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
del_diablo
del_diablo


Legendary Hero
Manifest
posted October 03, 2008 11:54 PM

The only bad thing about this it that it can ruin the RPG part. The gap arrives from that, the difference on 1 and 2 is small, but 1 and 3 is bigger. This is what creates the lv7 tiers power, nothing more.
Besides, why could you not post it in a litte eayer way to read? The current build ups will and i hope will be scrappe or changed to the next game. Heck i hope 2 upgrades on same stage is removed.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Fauch
Fauch


Responsible
Undefeatable Hero
posted October 04, 2008 01:04 AM

personally, I think what should make the strength of the small tiers is either their number (like skeletons) or their abilities (like imps)
of course they could be a bit stronger, but not even the horned demon is close to be as useless as the H2/H3 peasant.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted October 04, 2008 02:03 AM

It's a good point.  Certain abilities are useful throughout the game, and first-level creatures can provide these.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 04, 2008 12:24 PM

First of all, I need to comment on the tone of the original post. I know it can be frustrating to post your ideas when you've put a lot of work into it and people then just discard it, but honestly, when you put thing up here, you should do it with an open mind to what people say - and if you want to save yourself the dissapointment, then put some of it up before you've done ALL the factions to test the waters.

Anyway, enough about that.




Anyway, as to the sugested changes, I am slightly bemused that from your initial description of the post, I thought you would have done major changes to the stats of the creatures, and then when I look into it, I see that what you've actually done is only changing the Attack and Defence stats (by and large at least).

Now my first reaction was that I didn't agree with you: I don't think level 1 and level 7 creatures should be closer to each other. Level 7 creatures are already a lot less powerful in Heroes 5 than they were in Heroes 3 (although admittedly, this is also due to the in this regard quite imbalanced Hero direct attack).

However, in a way, I do think I agree with you, in the sense that I come to the same conclusion as you do albeit from another approach. My issue is not that I think the difference between level 1 and 7's are too great - I think the difference is needed, otherwise, why bother to waste money and ressources on level 7's, not to mention the difference it makes to have a level 7 neutral stack on the map and a low-level stack. My issue is rather that I think the 5 % damage increase/reduction for each Attack/Deffence point is too much.

Let's look for instance at the Attack skill: It offers a 5 % / 10 % / 15 % damage bonus. Great, right? Nah! That's a meager +1 / +2 / +3 Attack stat which in fact makes Attac rank as the worst skill in the game in my book (its only saving grace are some excellent perks like Blood Frenzy and Retribution)! Let's take an average Might Hero who has 30 % of his stats channeled into Attack. At level 20, Enlightenment will have earned him +10 stats, 3 of which will have gone into Attack, effectively providing him the same bonus as the Attack skill provides, and besides that another 7 skills on his other primary stats plus of course the XP bonus! For a Might hero with 45 % chance for attack to occur, the same is true already at level 14! Furthermore, it's ironic that one perk in Destructive Magic, Searing Flames, offers you the same attack bonus as two skill levels in Attack!

So, what I'd suggest was rather to decrease the effect of Attack and Defence stats - say, something like +/- 2,5 % Damage, or +/- 3 % Damage. In this way, stats on units could stay as they are, so that Peasant still Has Attack of 1 and Archangel has Attack of 30 - or even a bit more - but the difference in effect would be less. Of course, some other things would need to change - in order not to make Might heroes too weak, a similar scaling of Spellpower and Knowledge would have to be made - and then possibly all Heroes would gain 2 new stats at each level instead of just 1.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 04, 2008 03:20 PM
Edited by Asheera at 15:27, 04 Oct 2008.

First, in this post I wanted to share how my dream Heroes would be like and how it should be, even though I know that in H3 the gaps were even bigger (I didn't play H3 but I heard about this)

This is how I would like it, even though the "classic" way is completely different

Quote:
Anyway, as to the sugested changes, I am slightly bemused that from your initial description of the post, I thought you would have done major changes to the stats of the creatures, and then when I look into it, I see that what you've actually done is only changing the Attack and Defence stats (by and large at least).
Actually that's not true at all. I made the stats of all creatures from ZERO starting point.

First, I considered an attack and defense of 10 as "normal", and armored creatures would get more defense than 10, etc (and level 7 creatures who are big and strong).

Then I had to consider the costs of a full week to be around the same as now (apparently, it is a little more expensive - and it's fine, it's more interesting if you don't buy all upgraded creatures). With this whole sum in mind, I had to divide by 7, and change the whole costs a bit, so that tier 1s are still weaker than tier 2s and so on...

I came to the conclusion that a weekly growth of unupgraded tier 1s should be around 1400 Gold, tier 2s around 1560 Gold, and so on until we reach the tier 7s which should be around 2200 Gold (yes, I consider 1 rare resource as 250 Gold). The upgraded tier 1s came around 2200 Gold as well, tier 2s around 2320 Gold, and so on until we reach the tier 7s which are around 3100 Gold.

After this, I tried to make the total weekly of all tiers Hit Points and Damage the same as now. Apparently, they are around 30% more both, but it's not that bad, seeing as it's extremely difficult to re-create stats and shape them to fit a previous model. Believe me, it's at least three times harder than simply creating stats from scratch yourself.

Once I got one faction done, though, things became easier, as I had a model of mine to follow. Still, there are so many creatures in H5 that the other factions took more than I expected (believe me or not, I worked on this balance for more than a month)

Oh and about Att and Def: I simply compared them with a value of 10 and used the 5% increase to balance them. That means a creature with 15 Attack and 8 Defense would be considered 25% stronger than normal, divided by 10% from the defense penalty, which means it's 13% stronger from Att&Def (this means that either the damage is decreased by 13%, or an ability which is around 13% considered by me is missing than from another creature which has less Att&Def than this one)

I also had to take the abilities into consideration, of course, and since they can't be judged objectively (well, most of them) I had to check and re-check the stats multiple times.

And finally, I decided to give the spellcasters as unique spells as possible. This means that I tried not to share them between factions (like it was with Fireball which was casted by the Pit Fiend, ArchMage AND Rune Keeper)


About the buldings, I encountered the same difficult thing: I had to make sure that the total gold and resources for a faction are around the same as now, while still keeping the building costs fair among themselves. I remember I had to re-make the whole faction three times to get it right, and I'm pretty satisfied with the results. Even the total upgraded dwelling for tier 1 (which means the unupgraded building is included as well!) costs around the same as the unupgraded tier 7, and this is fine, since you get almost the same weekly "power" of creatures this way.

Also this time I had to take faction-specific costs, unlike for creatures. The thing is, the Nival Haven Gold costs are simply a lot higher than Sylvan's, and I wanted to keep this pattern as well.


So this is my story of how I created all those stats, it has nothing to do with Nival's stats (if some creatures have the same damage output it's just a coincidence, since the growth for example is also probably modified!), except the fact that I was inspired by the "HP/Damage" ratio of the creatures, so I would make the tanks as tanks and the fragile units as fragile units


Quote:
I think the difference is needed, otherwise, why bother to waste money and ressources on level 7's, not to mention the difference it makes to have a level 7 neutral stack on the map and a low-level stack.
The only problem is that you are used to the classic system.

I mean, no, you don't "waste" money. Consider if all of the tiers were equal, would you build only one dwelling because the other one will provide you no bonus in "power"? No, because it will still provide you a larger army, because you'll have MORE creatures.

In my system, the high level dwellings are indeed more expensive, because the high level tiers are still stronger than the low level ones. The numbers probably aren't perfectly balanced, but I'm pretty satisfied with them, since, as I said above, the tier 1 dwellings (both upgraded and not, summed up) cost around the same as the tier 7 unupgraded dwelling, and this is fine since they provide almost the same power in a week population. The same "balance" applies to other tiers as well (as you can see, the tier 1 upgraded structure is more expensive than the tier 2 one because, the tier 1 upgrades the creatures MORE than the tier 2... still, considering both unupgraded and upgraded structures, the tier 1 is still a little inferior, and the costs are LOWER)

Let's consider the Dungeon tier 1 and 2 dwellings for this as an example (let's take only Gold for now).

Tier 1 unupgraded Dwelling costs 1200 Gold -> provides 1400 Gold weekly worth of creatures.
Tier 2 unupgraded Dwelling costs 2200 Gold -> provides 1560 Gold weekly worth of creatures. (11% stronger than tier 1)

Tier 1 upgraded Dwelling costs 5800 Gold -> upgrades the tier 1 creatures by 60% (2250 (Assassins) / 1400 (Scouts))
Tier 2 upgraded Dwelling costs 5200 Gold -> upgrades the tier 2 creatures by 48% (2320 (Furies) / 1560 (Maidens))

As you can see, to upgrade the tier 1 dwelling costs MORE than to upgrade the tier 2 one, because it upgrades more (60% vs 48%)

Still, the Tier 1 total Dwelling is 1200 + 5800 = 7000 Gold, while the Tier 2 total Dwelling is 2200 + 5200 = 7400. This is because Furies are still stronger (in a week population) than Assassins (2320 > 2250)

Another example:
Tier 7 unupgraded dwelling costs 6200 Gold -> provides 1950 + 250 (1 Sulfur) = 2200 Gold weekly worth of creatures.
Tier 1 total Dwelling costs 7000 Gold (see above) -> provides 2250 Gold weekly worth of creatures.

As you can see, it's pretty balanced compared to other tiers as well.


As for your other "problem" regarding neutral stacks, with the current system it will be problematic I agree. However, as I said in the first post, if the neutrals were generated by power rather than by growth (and this means mixed neutrals are perfectly fine as well) it will work out. I already managed to write a function that generates neutrals based on power and even splits them into mixed stacks at times, it can be found here

Not to mention the current system with growth is already flawed: it doesn't take into account boosts from special buildings, and the Brawlers for example are weaker than other tier 4s.

Generating neutrals based on power is simply the best way IMO (if the power value of creatures is written correctly, something which Nival failed I assure you - after I made these tests, I also looked up at Nival's values, and trust me, some things are VERY imbalanced. Power is one of them. High level creatures have less power than they should. If you don't believe me, use the power value and make a virtual comparison between Dragons and some tier 1 creatures. (for example, if the dragon has ten times the power, then consider ten tier 1 creatures versus the dragon, etc). You'll see that the Dragon is WAY better, because the power is too low compared to its potential.)

EDIT: btw, that function I linked to has the power values hard-coded and fit the Nival ones, because there's no "GetPowerOfCreature" or something similar function available Damn Nival...
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted October 04, 2008 04:02 PM

I have not read all the comments in this thread, so sorry if I repeat things. But here is my comment.

Very interesting concept and changes. I have not read the whole post but I got your intention. You are fixing (or trying to fix) one of the major problems of Heroes. Okay, for some players it's not a problem but a feature or a main attribute of the games gameplay. But I think it is a vital and crucial part of balancing the game and to strike a balance between development of your army and conserving the use of your low-level units. Heroes 4 tried it rudimentally in giving all units unique abilities and reducing the tiers but failed in both.

I tried it in ICTC (search for 'Pallas') with tier-changing upgrades to get some army development, usefulness and varying strategies (e.g. offensive Spearwielder developing in defensive Phalanx, defensive Healer in offensive Mystic) throughout all the parts of the game. But I restricted myself to one unit per tier if fully developed. So I have weak tier-1-units aswell. So maybe I will revise my concept again. But otherwise wouldn't it be boring to develop all your units into strong units and not have 'weak' low-level units in the end aswell? After all strength is a very good distinguishing mark between units. If all your units in your final army roughly the same strength you have to find other characteristics to differentiate them, to make each unit unique and to offer various strategies and tactics.

It's not an easy task I think.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 04, 2008 04:05 PM

The creatures are still very different in power (A dragon is still much stronger than a tier 1 creature). The Stacks are the ones that are similar in power now.

However, with upgrades (and I don't think you'll be able to upgrade everything most of the time), it will be interested in which paths you take and specialize (i.e. what you choose to upgrade) - this will also not make unupgraded low level units almost completely useless as it is now (mostly you upgrade them ASAP)
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted October 04, 2008 04:09 PM

Quote:
The creatures are still very different in power (A dragon is still much stronger than a tier 1 creature). The Stacks are the ones that are similar in power now.


Yes, I know. I was just speaking more generally about the 'problem'.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 2 pages long: 1 2 · NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.2933 seconds