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Heroes Community > Heroes 7+ Altar of Wishes > Thread: H6CT3 - Team Awesome discussion thread
Thread: H6CT3 - Team Awesome discussion thread This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted September 23, 2009 12:14 PM

Maybe you shouldn't base it off of laziness and food, Bix. It just seems too...silly. Try something else.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted September 23, 2009 01:11 PM

maybe your right...

I'm just wondering what else I could base it on, really... they're a peaceful pair of races who are caught in the crossfire by this all. the ultimate militia, they are stuck fighting enemies from all sides. armed with only the garrison tools and rudimentary weapons, they are trying desperately to survive.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 23, 2009 03:03 PM
Edited by Lexxan at 15:04, 23 Sep 2009.

Quote:
I don't know...

Boars and Rams tend to be violent creatures, which doesn't suit the halflings that well. they are, by and large, a peaceful race, and wouldn't really bred anything to be threatening. Besides, the meat from boars and rams are as tasty to a halfling palate.



I'm not part of the Project, but can I give you a little suggestion on that part? In Flemish Folklore, there is a tale about bandits riding (flying) billy Goats (or bucks). Maybe you could use that?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 23, 2009 04:37 PM

Quote:
lvl5: battle chef-> Master chef/ Battle cook/ Doom cook


LOL Dude!

let me suggest a few special abilities:

-fatten enemy
-chilly spices
-poison soup
-rolling-pin smash

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted September 24, 2009 12:13 AM

(facepalm)
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted September 24, 2009 11:46 AM

now, before you face palm your brain out through the back of your skull, the battle chef's are the groups spell casters. enormous ogres with halflings on both shoulders, shouting spells out from the lore of Holloa, and also able to perform an instant heal by simply eating something from their luch packs.

what are ogres and halflings infamous for? eating, pure and simple. they worship a gluttonous indigo goddess of compassion, and like nothing better than to have an enormous feast. They live on the most fertile land imaginable, it's the only civilisation where food poisoning is considered heretical.

they're not warriors... they're farmers invaded and fighting back.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 24, 2009 01:06 PM

Quote:
enormous ogres with halflings on both shoulders, shouting spells out from the lore of Holloa, and also able to perform an instant heal by simply eating something from their luch packs.


Sounds much better , but maybe they can eat up the halflings instead of lunchpacks to make it more cruel?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted September 24, 2009 01:40 PM

Quote:
Quote:
enormous ogres with halflings on both shoulders, shouting spells out from the lore of Holloa, and also able to perform an instant heal by simply eating something from their luch packs.


Sounds much better , but maybe they can eat up the halflings instead of lunchpacks to make it more cruel?


Would you eat your cousin because they were small?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 24, 2009 02:14 PM

I didn't know ogres and halflings are related.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted September 24, 2009 02:45 PM

read the lore.... page 2

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted September 30, 2009 04:45 AM

okay, sorry bout the long wait, we really need to step up our game here!

Now I don't have any ideas for factions or whatever right now, but lemme state a few things.

1. I think that the battles need to have a much larger area, and includes things such as forests, mountains, and water bodies. This I think would need to give some advantage to smaller groups of soldiers. For example, an elf hunter would most likely not be spotted in a forest unless some guys went in there. This would mean that more soldiers is more powerful, but much less flexible, giving each faction a more varied play strategy.

2. 30 turns in a battle should then lead to the end of that day, in which you can bring reinforcements to the fight. I think that is something that would make the game a lot more realistic.

3. Undead should have high initiative since they immediately take orders from the Necromancers without question instantly. Of course, this would be counterbalanced by the generally low speed unless it is something such as a Vampire or Dread Knight, which have free will anyways, which makes them have lower initiative, but are naturally faster. The high initiative would definitely be counterbalanced by the other faction's morale bonus.

4. I personally think that the heroes should be in the fight, but fight alongside another stack. You can choose where to place your hero at, or if you want him/her to stay at the back casting spells or whatever. If the hero is alongside a stack, that stack is almost certain to gain great morale. The hero would be more like a stack augmenter in that sense, but has his/her own turns to either move to another stack or cast spells/warcrys. If his/her stack died, then he/she has a 25% chance of dying, 25% chance of being captured(in which a ransom or execution can be given), 25% chance of escaping, and a 25% chance of being wounded and not able to act in the battle again, but will still survive (If his side wins of course).

5. A hero dies, then that's it, he's dead. No seeing him in the tavern again, unless he is released by his captors, but doesn't return to his faction immediately.

6. Creatures should be able to move on the map independently, but only is their commander is with them (2nd to the hero). The commander acts like a hero but can't use artifacts (minor items are okay), can only go up to level ten, and can only use basic spells (most warcries are fine). If a commander reaches level ten then next level, he turns into a level eleven hero. Heroes cost a lot more at a tavern, being as they are in a sense, mercenaries, true heroes are your upgraded commmanders that become heroes. You can also get actual mercenaries at taverns too, and they are usually fully upgraded and tend to cost a lot more than the guys you can actually get at your town, but they're there if you want them (wicked in early game). You start out with a normal level 1 hero by the way, like usual.

7. Dragons, Phoenixes, Titans, etc... should only be special units that you can rarely get, but are super powerful. Grail gives access to purchasing them.

8. Heroes (or commanders) with small amounts of troops are very hard to detect in the adventure map, larger ones are easy to see. If no troops are engaged in battle and are at least 5 spaces away, they can withdraw combat without any penalties (very effective for hit and run tactics).

9. Hexagonal grid please, thank you.

10. Demons should be Kreegans that accidentally found their way to whatever out new world is called. There were few portals in Axeoth that led to the new world, where heroes such as Crag-Hack and Solmyr entered the world and eventually got to Ashan. That is because they are mentioned in the Heroes 5 campaign.

11. Elementals should be very powerful beings seeing as they represent their element, which is obviously a very powerful force, therefore summoning an elemental would replace the summon Phoenix thing from Homm5.

Well there you go, a motley of ideas that i puked out of my brain, enjoy, Bixie.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted October 02, 2009 04:33 PM

Quote:

1. I think that the battles need to have a much larger area, and includes things such as forests, mountains, and water bodies. This I think would need to give some advantage to smaller groups of soldiers. For example, an elf hunter would most likely not be spotted in a forest unless some guys went in there. This would mean that more soldiers is more powerful, but much less flexible, giving each faction a more varied play strategy.


ok, so have terrain specific abilities? this could be interesting.
Quote:

2. 30 turns in a battle should then lead to the end of that day, in which you can bring reinforcements to the fight. I think that is something that would make the game a lot more realistic.


realism is overrated, but hey, summoning them through portals would be ok.
Quote:

3. Undead should have high initiative since they immediately take orders from the Necromancers without question instantly. Of course, this would be counterbalanced by the generally low speed unless it is something such as a Vampire or Dread Knight, which have free will anyways, which makes them have lower initiative, but are naturally faster. The high initiative would definitely be counterbalanced by the other faction's morale bonus.


It's an interesting thought, but, on the other hand, might that not make the necromancers slightly inbalanced? Let's not beat about the bush, you have an army taht benefits even if they loose, so high iniative as well as all the others stuff (poison, aging, plagues, etc) you might as well be handing them an instant "I win" button.
Quote:

4. I personally think that the heroes should be in the fight, but fight alongside another stack. You can choose where to place your hero at, or if you want him/her to stay at the back casting spells or whatever. If the hero is alongside a stack, that stack is almost certain to gain great morale. The hero would be more like a stack augmenter in that sense, but has his/her own turns to either move to another stack or cast spells/warcrys. If his/her stack died, then he/she has a 25% chance of dying, 25% chance of being captured(in which a ransom or execution can be given), 25% chance of escaping, and a 25% chance of being wounded and not able to act in the battle again, but will still survive (If his side wins of course).


now this is going to be controversial, I can see it. Remember, this is going to be judged, so heroes in combat can go one of two ways. but from what it sounds like, you've put a fair amount of thought over how it would work..

by the way, the other 25%, what is that? hit over the head and can't remember who he is?
Quote:

5. A hero dies, then that's it, he's dead. No seeing him in the tavern again, unless he is released by his captors, but doesn't return to his faction immediately.


ok fair enough, the only problem with that is that it's going to piss off alot of people who have spent ages leveling their hero up.
Quote:

6. Creatures should be able to move on the map independently, but only is their commander is with them (2nd to the hero). The commander acts like a hero but can't use artifacts (minor items are okay), can only go up to level ten, and can only use basic spells (most warcries are fine). If a commander reaches level ten then next level, he turns into a level eleven hero. Heroes cost a lot more at a tavern, being as they are in a sense, mercenaries, true heroes are your upgraded commmanders that become heroes. You can also get actual mercenaries at taverns too, and they are usually fully upgraded and tend to cost a lot more than the guys you can actually get at your town, but they're there if you want them (wicked in early game). You start out with a normal level 1 hero by the way, like usual.


Ok, I like this idea. but I would ask to not have the whole "lvl 10 commander just evovled into a lvl11 hero!" thing without the hero dieing first. Mercenary creatures are cool, though.
Quote:

7. Dragons, Phoenixes, Titans, etc... should only be special units that you can rarely get, but are super powerful. Grail gives access to purchasing them.


yeah,that's understandable, no qualms here
Quote:

8. Heroes (or commanders) with small amounts of troops are very hard to detect in the adventure map, larger ones are easy to see. If no troops are engaged in battle and are at least 5 spaces away, they can withdraw combat without any penalties (very effective for hit and run tactics).


cool, very useful for the elves.
Quote:

9. Hexagonal grid please, thank you.


ok, your welcome
Quote:

10. Demons should be Kreegans that accidentally found their way to whatever out new world is called. There were few portals in Axeoth that led to the new world, where heroes such as Crag-Hack and Solmyr entered the world and eventually got to Ashan. That is because they are mentioned in the Heroes 5 campaign.


I think that the reason crag-hack and solmyr were mentioned because the developers were trying for fanservice. you kind of "*Wink, wink* you remember these names *Wink wink, nudge nudge*"
Quote:

11. Elementals should be very powerful beings seeing as they represent their element, which is obviously a very powerful force, therefore summoning an elemental would replace the summon Phoenix thing from Homm5.


you see, that's the sort of thing that I like. elementals can be so powerful because they can manipulate their element.
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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted October 03, 2009 07:26 PM

Well about the Necropolis, the high initiative isn't going to be like Phoenix initiative (19!?!?!), but more like in the 12-15 range, and other living creatures may have higher initiative, but are rarer than the Necropolis faction. I also wish to make the Necropolis army more of an offensive force instead of the defensive Homm5 Necropolis. In balance, the undead special makes small hit and run armies to be almost useless (People being aware of undead around), making them have to use stronger, more powerful armies, which are more susceptible to hit-and-run tactics. Also, undead units are slow, unless they are either vampires or death knights, both which have free-will. Now, if you notice, the Homm5 mummies have an astonishing initiative of 15, yet they are so slow, it almost doesn't matter until they are in close quarters combat.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted October 04, 2009 12:44 PM

oh, I see where your coming from now.
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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted October 04, 2009 03:22 PM

I also wanted to include guys like Solmyr and Crag Hack, not only because of the Homm5 mash up, but also because it gives our new storyline some heroes that are actually good. Of course there will be others, but I think its good to start off with heroes people know and love.
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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted October 05, 2009 03:21 AM

Hey, I made a new turn for the Sanctum. Here it is...
(Still has Morphing)
Sanctum:
Astral Spirit-> Celestial Warrior-> Soldier of Order-> Genie-> Paragon Knight-> Lord of Order

Wisp-> Harbinger-> Agent of Chaos-> Efreet-> Paradox Knight-> Lord of Chaos

Astral Spirit + Wisp-> Aether Guard
Celestial Warrior + Harbinger-> Psionic Warrior
Soldier of Order + Agent of Chaos-> Pyschomancer
Genie + Efreet-> Nethereal
Paragon Knight + Paradox Knight-> Telepathic Knight
Lord of Order + Lord of Chaos-> Lord of Equilibrium
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted October 06, 2009 10:51 AM

ok, that makes alot more sense now
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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted October 06, 2009 12:15 PM

Excellent, I was thinking that Black Nite's faction (Sanctum) would be a force to conquer all of Bright Dey's works with Chaos, and controlling it with Order, though viceversa works too.

Btw: Order units would be more might based, with precise attacks (no damage ranges, ex: Dmg: 30-30), and the magic using Order units(Genies) typically has Light and Dark magic. The Chaos units are either very erratic, chance based offensive units (Dmg range: 5-50?!?!, 20% chance to attack twice, 5% to attack thrice!?!?!), or high powered mages (Efreets!) which usually have the combination of destructive and summoning magic. The morphs have the best of both worlds seeing as you have to go through a little extra effort to get them (Morphing racial).

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted October 14, 2009 03:18 AM

Bixie, are you here? Or do I have to do this all by myself?
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted October 14, 2009 09:58 AM

well, I can't find anything to add in to the set-up you've got so far, as it seems pretty good and reasonable.

so...yeah...i'm here but just not finding anything to comment on.

yet
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