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Heroes Community > Heroes 7+ Altar of Wishes > Thread: KainC's version of Heroes 6
Thread: KainC's version of Heroes 6
kainc
kainc


Famous Hero
posted April 07, 2009 11:28 PM
Edited by kainc at 08:35, 08 Apr 2009.

KainC's version of Heroes 6

KainC's version of Heroes 6
===========================

FACTS

1. 8 factions:
   
   Knights
      Pretty much like Haven in H5. Knights and clerics.
      Alig: Life. Might.

   Elves
      Pretty much like Sylvan in h5. Nature based.
      Alig: Life. Magic.
   
   Grim Lords
      Dark and sinister knights and beasts.              
      Alig: Death. Might.
   
   Necromancers
      Pretty much like Necropolis in h5. Undead.        
      Alig: Death. Magic.
   
   Beastmasters
      Strong animals, barbarian like humans.    
      Alig: Chaos. Might.
   
   Elementalists
      Mages and magically enchanted "spirits".          
      Alig: Chaos. Magic.
   
   Machinists
      Mechanical units and golems. Some human units.    
      Alig: Order. Might.
   
   Beholders
      Wizards and aerial creatures.  
      Alig: Order. Magic.


2. Base units can be upgraded to A or B. They also gain experience, and at level up, they'll upgrade into A+ or B+ depending which one you have chosen. These "plus upgrades" can only be achieved by level ups and not bought or trained otherwise. Low level creatures achieve their "plus level" faster than high ones (since they don't need that much exp).

3. Basic resources: Gold, Silver, Thatch, Wood, Stone, Clay and Iron.

  Gold:     Used for hiring creatures, high value, more rare.
  Silver:   Used for hiring creatures, low value, more common.
  Thatch:   Basic building material, common (like wood and ore in H5).
  Wood:     Basic building material, common.
  Stone:    Basic building material, common.
  Clay:     Basic building material, rare.
  Iron:     Basic building material, rare.


  Unique resources: Crystal, Mercury, Sulphur, Marble. Used for special unit recruiting.

4. No more War Machines, except The Catapult.

5. Heroes can aquire max. 6 Common, 4 Special and 2 Combo Skills.
   Common Skills are available for any faction, Specials are faction related.
   Common and Special Skills don't level up like in H5 (basic, advanced, master...)
   Combo skills do level up.


Common Skills:

Logistics (hero movement +XX%, depending on hero's level.)

Eagle Trainer (hero sees further and can send an eagle to reveal certain place covered with FOW on the map, the radius is increased as hero levels up. Also shows precise number of hostile stacks.)

Spellcaster (hero is able to learn common spells depending on hero's level. Higher the level, the stonger spells he/she can learn.)

Economics (hero gains +XXX gold for his/her kingdom per day, depending on hero's level. At high levels heroes will gain unique resources as well.)

Student (hero gains more XP, depending on hero's level.)

Alchemist (hero can combine potions in order to make stronger ones. Higher the level of hero, stronger the effects of those potions. [potions work like runes in H5:HoF/ToE])

Summoner (hero can summon X number of Y type summons [there are total 8 different units to summon] depending on hero's level. In early levels summons last only one battle.)

Healer (once per combat turn hero can heal and cleanse one unit in the army. This wont consume hero's "real" turn [spells and such]. Higher the level of hero, higher the HP restored and more                stronger hexes removed). WORKS LIKE FIRST AID TENT!

will add more here later...

Special Skills:

will add more here later...

Combo Skills:

will add more here later...


6. Creatures / Units (m = melee, r = ranged, f = flyer, c = caster)
       
Knights

Peasant (m) -> A. Rookie Swordsman (m) -> A+. Squire (m)
               B. Rookie Spearman  (m) -> B+. Spearthrower (r)

Swordsman (m) -> A. Knight     (m) -> A+. Paladin (m)
                 B. Dual Blade (m) -> B+. Samurai (m)

Bowman (r)  -> A. Archer  (r) -> A+. Elite Archer (r)
               B. Scout (r)   -> B+. Sniper (r)

Griffin (f) -> A. Battle Griffin (f) -> A+. War Griffin (f)
               B. Rare Griffin   (f) -> B+. Unique Griffin (f)

will add more here later...

           

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kainc
kainc


Famous Hero
posted April 07, 2009 11:30 PM

darn... never paste from notepad

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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted April 07, 2009 11:43 PM

Quote:
darn... never paste from notepad


use your personal page if you really need too. i've kept my ictc 4 entry there for about a month and nobody noticed(or cared)

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kainc
kainc


Famous Hero
posted April 07, 2009 11:47 PM

Quote:

use your personal page if you really need too. i've kept my ictc 4 entry there for about a month and nobody noticed(or cared)


Sorry I don't undestand what you were saying here

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MattII
MattII


Legendary Hero
posted April 08, 2009 01:21 AM

An interesting setup of the factions, I don't think I've seen anyone try to catergorise the 'might' side before, only the 'magic' one. Don't worry about having paster in Courier (if you really have problems use notepad, then you can select your font), it's no harder to read, and in some cases can be easier.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 08, 2009 07:37 AM

nice ideas...but:

orcs? demons?

aaaand:
Quote:
4. No more War Machines, except The Catapult


I don't like this...no healing tent?

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kainc
kainc


Famous Hero
posted April 08, 2009 07:48 AM
Edited by kainc at 08:27, 08 Apr 2009.

Healing tent is replaced by skill "Healer" and some other skills bring War Machines -like bonuses I'll update this soon.
Orcs are replaced by barbarians, they are wery much like orcs anyway. Grim faction replaces Inferno since I personally like more human-like "absolute evil" creatures than demons, imps and three-headed hounds

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MattII
MattII


Legendary Hero
posted April 08, 2009 08:57 AM

Well the Ballista was a tier 2 Haven creature in H4, so maybe he's going to give each faction its own 'war machine' (like a mana booster for Academy, or a proper plague tent for Necro). As for the 'scrapping' of Orcs and Demons, Beastmasters and Grim Lords do come close. Besides, I'm glad he's got rid of the Inferno, it was far too cliched as the eternal bad-guy town (even the Necro went sort of good in 'The Will of Asha').

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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted April 08, 2009 09:26 AM
Edited by flackmandan at 09:29, 08 Apr 2009.

_Quote;_____________________________________________________________________
I'm glad he's got rid of the Inferno, it was far too cliched as the eternal bad-guy town (even the Necro went sort of good in 'The Will of Asha').
_____________________________________________________________________
i agree with ya man.u are right and i like thise idea keep at it m
____________

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