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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My HoMMVI Proposal
Thread: My HoMMVI Proposal
MattII
MattII


Legendary Hero
posted May 16, 2009 03:50 AM
Edited by MattII at 23:46, 01 Jul 2009.

My HoMMVI Proposal

I've spent sometime revamping my proposal.

One of the first things to note will be that my proposal has two town types, Settlements (5*5 on the adventure map) which are exactly the same as current towns, and Outposts, which are somewhat smaller (3*3 on the adventure map), and get only 4 creature dwellings (though they may not be the lowest) and a reduced number of faction special buildings.

Standard Settlement Buildings
Village Hall (prebuilt) Town Hall City Hall Palace
Town is level 1 town is level 2 town is level 3 town is level 4.
Requires: N/A Tax Office Marketplace, Blacksmith, level 1 dwelling Fort, Academy, Level 3 dwelling

Tax Office (prebuilt)
Generates [250*2^town level] gold per day.
Requires: Village Hall

Fort Citidal Castle
Adds walls to siege defences strengthens walls and other siege defences strengthens walls and other siege defences.
Requires: Village Hall level 1 dwelling Town Hall, level 2 dwelling

Moat
Adds moat to siege defences.
Requires: Village Hall

Keep
Adds keep turrets to siege defences.
Requires: Fort

Towers
Adds corner turrets to siege defences.
Requires: Fort

Gatehouse
Adds gatehouse turrets to siege defences.
Requires: Fort

Square/Common/Plaza (prebuilt)
Allows player to marshall unrecruited creatures for town defence for half their normal cost, prerequisite to dwellings.
Requires: Village Hall

Library (prebuilt)
can store 15 spells, spells can be discarded to free up space.
Requires: Village Hall

MG (Mage Guild) lvl 1 MG lvl 2 MG lvl 3 MG lvl 4 MG lvl 5
Generates [5*town level] spell points/day generates [10*town level] spell points/day generates [15*town level] spell points/day generates [20*town level] spell points/day generates [25*town level] spell points/day.
Requires: Library nothing new Town Hall nothing new City Hall

Scryer's Study
Generates [town level] spells/day of up to level [MG level].
Requires: Library

Tavern (prebuilt)
Allows player to recruit heroes, hear rumours and visit thieves guild
Requires: Village Hall

Marketplace
Raises resource trading efficiency by [town level] levels*.
Requires: Village Hall
*efficiency is 1-0.9^[total levels of towns with marketplaces], eg if a player has three towns, but only two, a City and a Town have Marketplaces, he can trade resources at an efficiency of 41% (40.951% rounded up).

Blacksmith
Allows your hero to buy up to [town level] of a town's chosen war machines per week. Extra machines, or machines not of a town's chosen type cost 3*normal price.
Requires: Village Hall

Training Yard Academy
Allows you to train Sergeants* allows you to train Captains**.
Requires: Village Hall, Fort, level 1 dwelling City Hall, level 2 dwelling
*Sergeants are like heroes, but only have two skill slots and 6 artefact slots (head, torso, left arm, right arm, boots, misc.)
**Captains have 2 more skill slots than Sergeants, and 4 more artefact slots (neck, cape, ring, misc. 2)


Standard Outpost Buildings
Village Hall (prebuilt) Town Hall
Town is level 1 town is level 2
Requires: N/A Tax Office

Tax Office (prebuilt)
Generates [250*2^town level] gold per day.
Requires: Village Hall

Fort Citidal
Adds walls to siege defences strengthens walls and other siege defences.
Requires: Village Hall level 1 dwelling

Moat
Adds moat to siege defences.
Requires: Village Hall

Towers
Adds corner turrets to siege defences.
Requires: Fort

Gatehouse
Adds gatehouse turrets to siege defences.
Requires: Fort

Square/Common/Plaza (prebuilt)
Allows player to marshall unrecruited creatures for town defence for half their normal cost, prerequisite to dwellings.
Requires: Village Hall

Library (prebuilt)
can store 10 spells, spells can be discarded to free up space.
Requires: Village Hall

MG (Mage Guild) lvl 1 MG lvl 2 MG lvl 3
Generates [5*town level] spell points/day generates [10*town level] spell points/day generates [15*town level] spell points/day.
Requires: Library nothing new Town Hall

Scryer's Study
Generates [town level] spells/day of up to level [MG level].
Requires: Library

Tavern (prebuilt)
Allows player to recruit heroes, hear rumours and visit thieves guild
Requires: Village Hall

Marketplace
Raises resource trading efficiency by [town level] levels*.
Requires: Village Hall
*efficiency is 1-0.9^[total levels of towns with marketplaces], eg if a player has three towns, but only two, a City and a Town have Marketplaces, he can trade resources at an efficiency of 41% (40.951% rounded up).

Blacksmith
Allows your hero to buy up to [town level] of a town's chosen war machines per week. Extra machines, or machines not of a town's chosen type cost 3*normal price.
Requires: Village Hall

Training Yard
Allows you to train Sergeants*.
Requires: Village Hall, Fort, level 1 dwelling
*Sergeants are like heroes, but only have two skill slots and 6 artefact slots (head, torso, left arm, right arm, boots, misc.)


Now onto my factions. A list of the factions I eventually hope to include:
Haven (Halflings + others)
Arcopolis (Humans)
Sanctuary (centaurs + others)
Spire (elves)
Fortress (dwarves)
Conflux (wizards)
Necropolis (standard undead)
Stronghold (orcs)
Pit (demons)
Deep (troglodytes)
Temple (nagas)
Rampart (lizardmen)

These are only the Settlement level towns, I may also include independent Outpost level towns (vampires, gnolls, etc.)

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jiriki9
jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 16, 2009 11:40 AM

NIce, but not too different form your last propsition or am i wrong here?!

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MattII
MattII


Legendary Hero
posted May 16, 2009 12:20 PM
Edited by MattII at 04:53, 11 Jun 2009.

A few touch-ups here-and-there, but not all that different really. The thing is though, no-one's posted in the other thread  for over half-a-year now, so resurrecting it would count as thread necro, which is a big no-no, at least it is on every other forums I've ever been on.

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jiriki9
jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 16, 2009 12:42 PM

hmmm, I don't think so, when it's about your own thread and you really ahve soemthing changed...FOr my version of h6, I'm the only one who has posted(okay: edited) there for soem month an i see no problem there too...

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MattII
MattII


Legendary Hero
posted May 16, 2009 11:16 PM
Edited by MattII at 23:21, 16 May 2009.

Okay, I'll throw that idea out to the mods, see which they prefer a revamped old thread (over half-a-year from last posting), or a new one.

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yann
yann


Adventuring Hero
posted May 17, 2009 05:04 PM

I like what I see but just one thing.

The Vampire and Troglodite based factions belong to their respective original town and not as independents.  

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MattII
MattII


Legendary Hero
posted May 17, 2009 10:22 PM
Edited by MattII at 00:16, 02 Jul 2009.

Quote:
The Vampire and Troglodite based factions belong to their respective original town and not as independents.
Well Troglodytes in this case are the neotenous form (like the axolotl is to the Mole Salamander) of the equivalent of an even wierder race. As for the Vampires, I've never seen them as working well in the Necropolis, they're too suave, too stylish for the mere walking corpses that compose the rest of the undead armies.


Rampart
Units
Level 1
Hunter > Atlatl Hunter/Harpooner

Level 2
Varanid > Savange Varanid/Varanid Stalker

Level 3
Testudine > Tarasque/Ograbme

Level 4
Warrior > Seasoned Warrior/Blessed Warrior

Level 5
Shaman > Bloodshaman/Boneshaman

Level 6
Wyvern > Gorynch/Peuchen

Level 7
Mahamba > Cipactli/Tiamat

War Machine
First Aid Tent


Buildings
Grail Structure
Blood Altar
Raises town by 1 level, maximum morale and luck in town.

Other Buildings
Mangrove Thicket
Gives +2 wood/day.
Requires: Town Hall

Quicksand
Randomly places, at the start of combat [MG level] patches of [Fort level]*[Fort level] quicksand.
Requires: Fort, MG level 1

Sacrificial Altar
Kills the top creature in a friendly stack to do [0.5*MG level] damage for every hp drained.
Requires: MG level 2

Rafter's Craftyard
Can produce boats.
Requires: Town Hall

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted May 30, 2009 07:58 AM

Quote:
Square/Common/Plaza (prebuilt)
Allows player to marshall unrecruited creatures for town defence for half their normal cost, prerequisite to dwellings.
Requires: Village Hall


Hmm i would like to abuse this thing

the Sergeants and captains idea is nice..

[10*town level] spell points/day what is that for?(it regenerates this amount of mana for all heroes in town)
____________

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MattII
MattII


Legendary Hero
posted May 30, 2009 11:50 AM
Edited by MattII at 23:42, 01 Jul 2009.

Quote:
[10*town level] spell points/day what is that for?(it regenerates this amount of mana for all heroes in town)
Exactly that, I just didn't like the idea of a village with a level 1 Mage Guild giving as big a boost as a city with a level 4-5 Mage Guild.

A new addition Heroes will be brought back in the H4 style, although hopefully a little more balanced. In regards to this, a hero now has more primary skills than he once did, and these are divided into more-or-less two groups, Natural skills and Levelled skills.

Natural Skills
These are skills that either have fixed values, or have fixed per-level increases (or both), which can only be modified, in extreme cases by artefacts or skills.
Hitpoints: (fixed + per level) As with creatures, how much damage a hero can take.
Damage: (fixed) As with creatures, how much damage a hero can deliver.
Mana: (per level) The maximum number of spell points a hero has to use in casting spells.
Speed: (fixed) As with creatures, how many spaces a hero can move per turn.
Initiative: (fixed) As with creatures, how soon your hero's next turn comes around.
Shots: (fixed) As with certain creatures, how many ranged shots a hero has if he has any (a hero needs a bow for this, which uses the right-hand slot).

Levelled Skills
These are skills that usually have a starting value, but aren't fixed, and may be levelled up by a number of means, including levelling the hero, visiting map locations, some skills, and artefacts (temporarily).
Attack: As with creatures, a damage-dealt multiplier. It no longer automatically adds to a creature's attack values.
Defence: As with creatures, a damage-received divider. It no longer automatically adds to a creature's attack values.
Leadership: The number of points of attack and defence a hero can add to his creatures' stats.
Knowledge: Rather than dictating mana, knowledge now dictates the number of spells a hero can cast in combat (eg, a hero with two knowledge will only be able to cast say Haste and Eldritch Arrow, while a hero with three knowledge may be able to cast both of those, and Endurance as well).
Power: How powerful a cast spell will be. Also the number of spell points a hero will regenerate per game turn.

This means that as well as leading an army a hero can now go adventuring alone.

There are a few other changes I want to make as well, for example, newly recruited heroes no longer automatically come with creatures, some will, but some won't unless they've just retreated from combat. The price of new heroes has also changed, a hero now costs 1,000 gold , but the price increases if a hero has creatures (2/5 their normal recruitment cost), is levelled up (100 per level), or has artefacts (1/5 normal purchase cost), so for example a level 5 Knight with 30 Peasants and 12 Archers will now cost 1,940. A hero will also no longer start with a racial skill (you learn it at the Training Yard), which ought to lead to some interesting things, like Elven Demon Lords and Vampire Knights, etc.

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