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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My New Factions
Thread: My New Factions This thread is 12 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 · NEXT»
DevilWarrior
DevilWarrior


Adventuring Hero
posted May 02, 2009 02:19 PM
Edited by DevilWarrior at 12:33, 16 Jun 2009.

My New Factions

Ideas for Homm6
Below are my ideas for factions but before you look at them there is another idea about Homm6 that I would like to present:

My first idea is for there to be an alternative upgrade system, the system goes like this: every unit has two possible upgrades which in turn can be upgraded once more so that each creature has five forms. I also had the idea that the first two upgrades have their own dwelling but you can buy both it just costs a lot and takes two days. This will allow the player to choose between upgrading low-level creatures or gaining different higher-tier creature

Below I have included all the factions that I made, before you say anything I know there is a lot of factions but as long as each faction is different than a lot of factions should work. I also think that each faction should have twelve creatures but three are only available when you find the Tear of Asha/Holy Grail/Something. Sorry that I took some factions from other people but I am kind of new so I still don’t know the names of the people who thought these up.
Good Factions:
Haven (H5 Haven)*
Academy (H5 Academy)*
Sylvan (H5 Sylvan)*
Fortress (H5 Fortress)*
Atlantean (The classical water team)*
Castle (The Death Knights and their allies)*
Palace (A sort of Asian-themed faction, I give credit this one was not mine)*
Sanctuary (Lots of priests who want to be gods)
Neutral Factions:
Stronghold (H5 Stronghold)*
Conflux (H3 Conflux)*
Tower (Halflings and Constructs)*
Rebel (Haven Colonies)*
Evil Factions:
Inferno (H5 Inferno)*
Abyss (H5 Dungeon)*
Necropolis (H5 Necropolis)*
Dungeon (H3 Dungeon)*
Bastion (Dark Dwarves)*
Reptilian (Lizard men)*
Asylum (H3 Asylum)*
Keep (Vampire faction, I give credit for this one too)*
I will develop the factions one by one later, as for now please post to respond please!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 02, 2009 03:09 PM
Edited by Jiriki9 at 15:09, 02 May 2009.

Quote:
Castle (The Death Knights and their allies)


the death knights are good? I'm interested in how you explain that?!

Quote:
Blood (Vampire faction, I give credit for this one too)


hmm, i'd change the name here...

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DevilWarrior
DevilWarrior


Adventuring Hero
posted May 02, 2009 03:14 PM

The Death Knights are good because they were given the job by the seventh dragon to stop the demons from controlling the world

Also I know Blood is a bad name but I could not think of anything else

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 02, 2009 03:17 PM

A thanks, I thought it was soemthing similar. interesting concept for a faction

Blood-Castle?
Citadel?
Keep?

There are Several fitting names, I guess.

And overall, you have many factions and will see there will be several people here oposing this attempt *laugh* But I like it.

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DevilWarrior
DevilWarrior


Adventuring Hero
posted May 02, 2009 03:19 PM
Edited by DevilWarrior at 22:20, 02 May 2009.

Thank You! I am really glad you like my ideas, also I like Keep for the vampire faction, also I have my first faction done:

Well here is Haven who even in Homm 6 hasn’t changed much but there are some differences and here is the new Haven:

Haven

Motto: "For Honor, Order and Duty"
Facts and Traits:
Other Names: The Knights, The Humans
Associated Colors: Light blue, white and gold
Worship: Elrath, the Dragon of Light and its first servants - the Angels
Core Philosophy: Law and Order instead of Good and Mercy
Country/Kingdom: The Holy Griffin Empire
Capital City: Dunmoor
Key Symbols: The Holy Sun, the Griffin

Creatures:
1: Peasant: Militia-Conscript/Brute-Rebel
2: Archer: Marksmen-Longbow men/ Crossbow men-Catapult
3: Spear men: Swordsmen-Axe men/ Mace man-Flail warrior
4: Footmen: Enforcer-Vindicator/ Redeemer-Squire
5: Specialist: Undead Fighter/ Undead Slayer/Demon Fighter/Demon Slayer
6: Griffin: Battle Griffin-Griffin Avenger/Royal Griffin-Noble Griffin
7: Adept: Priest-Zealot/ Monk-Inquisitor
8: Cavalier: Champion-Paladin/Horse Archer-Chariot Archer
9: Lord: Aristocrat-Overlord/Baron-Duke
Only accessible to those with the Tear of Asha/Holy Grail
10: Angel: Cherub-Seraph/Archangel-Demi-God
11: Light Dragon: Silver Dragon-Moon Dragon/Gold Dragon-Sun Dragon
12: Sentinel of Light-No upgrades

Story: After Talonguard was retaken the various nobles of the griffin empire sent the empire into near war for the new king, to prevent this King Alaron and Gotai tried to find the true heir to the throne, eventually they found one a young man known as Sanctimus in the city Dunmoor, after he became king he made a few changes he started colonies to the east (which later rebelled) he encouraged nobles in the land to join the army and seeing the state of war Talonguard was in changed the capital to Dunmoor where he grew up. He also funded training for specialized solders to make sure this catastrophe did not happen again.

Here are the Haven heroes with the old training ability; they have been divided into a might hero, knight or a magic hero, cleric.

Haven Heroes

King Sanctimus
Knight
He is the very king of the griffin empire and to make sure he does not get assassinated he joined the army to increase his fighting ability and under him his troops are ready to give to their King-Commander
Specialty: Money for the King: All units in his army gain ability Taxpayer

Volatela
Knight
Volatela is the daughter of Dougal, the famous archer hero of the griffin empire and as such the archers are ready to listen to her command
Specialty: Daughter of Dougal: Archers/Their upgrades never have less than 2 morale when they are in her army

Equuilo
Cleric
Equillo is the son of Irina and, being such, has had much experience with griffins
Specialty: Griffin Diplomat: Neutral Griffins always join him

Angelicastell
Cleric
As a boy Angelicastell ran away when his home city Talonguard was under the control of Biara, however he was tracked by hell hounds who would have killed him had he not been saved by some priests who accepted him into their monastery, now he still has a special connection to priests
Specialty: Priest Leader: Priests gain a 1% bonus to attack, defense, and mana per hero level

Filiator
Knight
As the son of Freyda Filliator has much talent and soldiers want to be as powerful as powerful as possible to please him
Specialty: Unit Admiration: Training cost reduced by 20%

Cruvila
Cleric
Cruvila has always been such a reckless powerful girl that some thought she was an Orc.  When Talonguard was re-taken Cruvila moved there to study under Gotai, and after 2 years of study she has become a cleric of Father Sky and Mother Earth and has learned one thing no one else had
Specialty: Human Rage: All units in Cruvila’s army gains the ability Raging Blood (Activates Blood Rage)

Velox
Knight
In his younger years Velox was a runner, the fastest runner in his small village of Vegrilla, he was so fast that many people paid him to run, however on the urgings for wealthy to join the army Velox did, he was a good commander but impatient with his troops’ slowness.
Specialty: Velox’s Urging: Velox makes all your units go 1% faster per hero level

Please Respond


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Instants
Instants


Adventuring Hero
of adventuring
posted May 02, 2009 07:07 PM

Why are there Twelve Units? Are You doing the HoMM IV thing with two units per tier?
Also, any chance for a bit more organization? Kinda hard to figure out when I'm on the next subject.
____________
Want to test your creativity? do so here

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razor5
razor5


Famous Hero
Freezing...
posted May 02, 2009 08:27 PM

I like the twelve creatures system.More variety,but Instans idea would be nice to see in H6 - the old creature choosing-per-level system from H4.Keep up your project

Anyway,to make your concepts looking great,first make some space between paragraphs,then,if you want,use BB codes.If you don't know how to use these codes look inthis thread

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DevilWarrior
DevilWarrior


Adventuring Hero
posted May 02, 2009 10:15 PM
Edited by DevilWarrior at 22:23, 02 May 2009.

I don't think either of you understand, there are 9 different tiers of creatures, then three more open when you find the Holy Grail/Tear of Asha. I will try to make it more organized with the next post which will be about the faction Academy, also thanks for the tips about the BB code

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stankelbenet
stankelbenet


Adventuring Hero
bringer of nostalgia & darknes
posted May 02, 2009 10:47 PM

first to oppose (yes... i AM honored)

Haven and rebel wouldn't really be different. All soldiers would be humans. I really don't know why people love the idea about the rebel faction... a lot of movies have the same concept(*cough*starwars*cough*) and now it should be copied into HOMM.
Castle, necropolis and keep would too be the same.
tower and haven don't either seem that different.
Was there an Asylum in HOMM3? Do you mean inferno? If that's the case then i would like to draw parallels between that and your inferno.
Finally: Dark dwarves. Aren't they from warcraft? I think i remember some dwarves with grey skin which i should slaughter(like everyone else)

12 tiers for each faction are a lot! It will get pretty hard when you make the factions i mentioned. GOOD LUCK
If you manage to do this i will in the future shut my mouth about others factions

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DevilWarrior
DevilWarrior


Adventuring Hero
posted May 02, 2009 11:27 PM
Edited by DevilWarrior at 02:23, 03 May 2009.

In response I will say that they are all diffrent, Haven is sort of under the control of Knights while the rebels are a merchent country therefore having cheaper, weaker units.
Keep is diffrent from Necropolis but it would take to long to explain and Castle is diffrent from them and Haven because they were ordered by the seventh dragon to commit their lives trying to prevent the demons from controlling the world
Also you were right, there is no Asylum in Homm 3, I am thinking of Chaos from Homm 4. Any way here is my Academy factions without constructs (see tower):

Academy

Motto

“All secrets will be understood, and mastered, in time.”
Facts and Traits
Other Names: The Wizards, the Mages
Associated colors: orange (saffron) and gold
Worship: Wizards do not view the dragons as gods, merely as more powerful beings. With enough study and experimentation, they too will achieve the power of the dragons
Core philosophy: “No Gods, no Masters. Knowledge is Power, Power is Freedom”. The universe is a puzzle to be solved… and the ends justify the means.
Country / kingdom: The Silver Cities
Capital city: Al-Safir, the Sky Dome
Key symbols: the Silver Star, the Cross of Wisdom

Creatures:
1: Familiar: Cat Familiar-Tiger Familiar/Dog Familiar-Wolf Familiar
2: Nomad: Nomad Warrior-Nomad Spearmen/Savage-Barbarian
3: Gnome: Gnome Crafter-Gnome Mason/Gnome Mage-Gnome Illusionist
4: Mage: Arch mage-Seer/Mage Skirmisher-Athame (Wizard’s Knife) Mage
5: Medusa: Poison Medusa-Acid Medusa/Royal Medusa-Medusa Empress
6: Naga: Water Naga-Ice Naga/Naga Princess-Naga Queen
7: Djinn: Djinn Prince-Djinn Monarch/Djinn Noble-Djinn Sultan
8: Rakshasa: Rakshasa Rani-Rakshasa Raja/Rakshasa Kshatri-Rakshasa Manushya Rakshasi
9: Sphinx: Criosphinx-Hierocosphinx/ Duamutefsphinx-Anubisphinx
Only accessible if you have the Tear of Asha/Holy Grail
10: Roc: Pheng-Bennu/Phoenix-Thunderbird
11: Fomorian: Tethra-Balor/Elatha-Bres
12: Sentinel of Magic-No Upgrades
Story: After the halflings came to the desert and started to be destroyed by the reptilians the wizards, thinking strategically gave them their constructs and showed them how to build them so that the wizards could gain a new ally. With no constructs in the silver cities they needed to gain more units so they found in the north of the desert bands of Nomads lead by Medusai and Nagas, they formed a treaty which gave them citizenship in the silver cities just as long as they fought for the silver cities.
I will do heroes later
I will be leaving for a bit so I will not respond to questions

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MattII
MattII


Legendary Hero
posted May 02, 2009 11:33 PM
Edited by MattII at 23:40, 02 May 2009.

20 Towns * 9 Tiers (+2 full grail tiers) * 5 creatures/tier (+1 tier 12 creature) gives 900 standard creatures all-out (with 220 grail creatures), not counting neutrals. that's a far cry from the 126 (9 * 7 * 2) of H3 or 168 (8 * 7 * 3) of H5, that number of creatures is going to be nigh-impossible to make unique or balanced.

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MysteriousMox
MysteriousMox

Tavern Dweller
posted May 03, 2009 12:35 AM
Edited by MysteriousMox at 00:36, 03 May 2009.

Quote:
I like the twelve creatures system.More variety,but Instans idea would be nice to see in H6 - the old creature choosing-per-level system from H4.Keep up your project

Anyway,to make your concepts looking great,first make some space between paragraphs,then,if you want,use BB codes.If you don't know how to use these codes look in[url=http://heroescommunity.com/viewthread.php3?TID=27340]this[/url] thread


The choosing-per-level system from H4 is one of the only thing I liked from H4.

In H6, all spells and artifacts which almost ensure you will win should be excluded. I have not played H5 much yet and did not like H4, but spells like: dimension door, fly, town portal (with expert earth magic), diplomacy were joining of very powerful creatures in large numbers happend, etc. in H3 should be excluded.

Artifacts like amageddons blade, book of wind/earth/fire/water magic, receiving power liches instead of skeletons etc. are not fun. If artifacts are too powerful then it is luck and not strategy which will make you win.

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MysteriousMox
MysteriousMox

Tavern Dweller
posted May 03, 2009 01:11 AM
Edited by MysteriousMox at 01:22, 03 May 2009.

Creatures I miss or I would like to be included in H6:

Pegasus
Phoenix(level 6 or 7 creature in a town and not just for summoning)
Medusa
Naga (I like them much better than Rakshasa)
Troll
Elves
Dark elves
Roc
Gorgon
Wizard or Warlock


Elementals should be excluded and other creatures included.

The Stronghold and Fortress creatures are a dislike for me (not much difference in the creatures look). I only like a few of them and they should be included in a town and they others should be excluded. Dwarf, Centaur should be kept.

Why not make it pure fantasy and exclude Haven or at least having no humans included. I like the Angels, but all the other creatures in Haven are not needed in my opinion.

8 different towns are fine. 6 is a not enough and more will probably make balance hard to keep.

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MattII
MattII


Legendary Hero
posted May 03, 2009 01:15 AM

Oh puh-lease, if you want examples of overpowering elements try the high damage range of a Titan or Devil (30 difference each, more than 40% of the maximum damage), either on their own or when combined with Weakness/Divine Strength, that's unbalancing, not some artifact that will occur on 10% of the maps, and only be exploitable on a third of them (Cloak of the Undead King was a combo, Armageddon's Blade and Vial of Dragon Blood were, I believe, not normally available).

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MysteriousMox
MysteriousMox

Tavern Dweller
posted May 03, 2009 01:30 AM

Quote:
Oh puh-lease, if you want examples of overpowering elements try the high damage range of a Titan or Devil (30 difference each, more than 40% of the maximum damage), either on their own or when combined with Weakness/Divine Strength, that's unbalancing, not some artifact that will occur on 10% of the maps, and only be exploitable on a third of them (Cloak of the Undead King was a combo, Armageddon's Blade and Vial of Dragon Blood were, I believe, not normally available).


Yes this make a huge difference, but stategy and choosing the right spells and magic can do a lot here. So you just have to play you game knowing what to choose and not to choose and you will probably have a pretty balancing game.

Other artifacts in H3 were (sorry I don't remember the names). Shoes which make you fly or waterwalk. And as mentioned (after edit) all the books of wind/earth/fire/water magic and a lot of other artifacts were almost close to a guaranteed win or at least very unbalanced.

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MattII
MattII


Legendary Hero
posted May 03, 2009 01:48 AM
Edited by MattII at 01:54, 03 May 2009.

All those were relics, so the only place your ever got them was in the Black Markets (about a 1/5 chance) Warriors Tombs and Shipwreck Survivors (if you were very luck) and Dragon Utopias (if you were prepared to lose half your total army over them), neither of which were common in themselves.

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MysteriousMox
MysteriousMox

Tavern Dweller
posted May 03, 2009 02:15 AM

Quote:
All those were relics, so the only place your ever got them was in the Black Markets (about a 1/5 chance) Warriors Tombs and Shipwreck Survivors (if you were very luck) and Dragon Utopias (if you were prepared to lose half your total army over them), neither of which were common in themselves.


Making the game even more luck related.

And I have played several games where the artifacts could be found directly on the ground (probably downloaded maps).

But this is just some of the things I would like not to be included in H6.

In the online games several lists of things which were not aloud often include the use of fly, dimension door etc. In the first place - why should one make a game where unbalanced spells and artifacts are included. I would like it to be balanced so everything included in the game can be used.

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DevilWarrior
DevilWarrior


Adventuring Hero
posted May 03, 2009 02:41 AM

Hello, I just wanted to say that I was back. If you have any questions I will answer them now.

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DevilWarrior
DevilWarrior


Adventuring Hero
posted May 03, 2009 02:43 AM

Hello, I just wanted to say that I was back. If you have any questions I will answer them now.

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MattII
MattII


Legendary Hero
posted May 03, 2009 02:44 AM

I have one, why so many towns and tiers?

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