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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My HOMM6 Idea: HOMM4 System Improved
Thread: My HOMM6 Idea: HOMM4 System Improved
RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 13, 2010 11:14 PM
Edited by RabbidCow at 23:18, 13 Jul 2010.

My HOMM6 Idea: HOMM4 System Improved

I don't know how many people agree with me on this, but my perfect HOMM6 is a perfect HOMM4. What I mean is that it follows a simular style but with upgrades, alt. upgrades, new towns, WAY more balance... I could go on for a long time, but I won't. Instead, I'll list my town ideas.


Haven: Holy Griffin Empire. Can't be a game without it.  
Dungeon: Dark Elves and their minions.  
Ruins: Escaped Beastmen (including minotaur) and their swamp allies.  
Fortress: Dwarves are back, but with more mechanical units, so no more 6 tiers of dwarves!  
Inferno: Classical demons. NO INFERNOPOLIS!  
Necropolis: Undead town with vamps and zombies as usual.  
Village: Renamed Sylvan. It's still the classical tree hugging race.  
Strongehold: Same as TotE really, but a more classical feel. (Trolls, Ogres)
Temple: A water based Naga town! Lots of new creatures to HOMM in this town. (Sirens, Krakens)  
Acadamey: Wizard's faction.  
Hive: A faction of bugs that worships a hive queen.  

Key:  Neutral faction  Good Faction  Evil Faction

I'll post more details about each town later. By the way, it's set on Ashan, not Axeoth.

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 14, 2010 01:37 AM

THE HAVEN!

Creatures
Tier 1. Falcon: A weak unit with Flying being it's only ability.

Upg. Tier 1. Sun Hawk: A slightly stronger creature with Flying and Spiritual* for abilities.

Alt. Tier 1. Moon Raven: A shadowy version of Sun Hawk, with Flying and Strike and Return.

2 Tier 1. Spearman: An average unit with no abilities.

2 Upg. Tier 1. Pikeman: Much stronger than Spearmen with a Long Attack ability added.

2 Alt. Tier 1. Halberdier: Adds the Town Guard** ability and much more attack.

Go for Falcons or Spearmen?
Falcons are a weak creature but gain some needed flesh when upgraded. Spearmen also need their upgrade, as they have no abilities otherwise.


Tier 2. Footman: A purely defencive creature with the Shield*** ability.

Upg. Tier 2. Squire: With even higher defence and the Stun ability, this is an annoying creature.
 
Alt. Tier 2. Imperial Guard: Adds a bit to offence while still keeping the Shield ability and getting Town Guard.

2 Tier 2. Archer: The first Haven Shooter with no other abilities.

2 Upg. Tier 2. Marksman: Adds Precise Shot and more attack.

2 Alt. Tier 2. Crossbowman: Has No Range Penelty and much more ammo.

Go for Footmen or Archers?
Archers are strong shooters, and both upgrades improve on it. The footman is a good defencive unit, a good choice if you plan to use Monks.

Tier 3. Monk: Has Shooter and Hope**** for abilities.

Upg. Tier 3. Priest: Adds attack and shots.

Alt. Tier 3. Zealot: Has No Melee Penelty.

2 Tier 3. Balista: Has the always welcome Attack Walls ability and Mechanical. Large Creature.

2 Upg. Tier 3. Steel Balista: Tougher to take down. It's got Large Creature.

2 Alt. Tier 3. Enchanted Balista: To explain, the wizards made this balista magical. It's faster and has more attack. Large Creature.

Go for Monks or Balistas?
Monks have some skills with Light Magic but are frail. The Zealot gains much health but loses much magic. Balistas hurt walls and can withstand lots of damage, but do poorly vs normal units. A must-have for sieges.

Tier 4. Griffin: A very fast Flying creature with Unlimited Retaliations. Large Creature.

Upg. Tier 4. Holy Griffin: Now has Darkness Shield*****. Large Creature.

Alt. Tier 4. Imperial Griffin: Is faster and has more attack, not to mention Battle Dive. Large Creature.

2 Tier 4. General: A man in very nice armor. Has Aura of Bravery and War Hero******.

2 Upg. Tier 4. Dragon Slayer: Is now wearing a dragon hide cloak. Adds Giant Slayer to his abilities.

2 Alt. Tier 4. Paladin: His armor is extremely shiny. He now has Darkness Shield and Hope.

Go for Griffins or Generals?
Griffins are one of the fastest Haven creatures, and have the useful Unlimited Retaliations. Generals boost moral and are exellent at killing certain creatures when upgraded.

Tier 5. Angle: Has the abilities Spiritual and Darkness Shield. Large Creature.

Upg. Tier 5. Arch Angle: Is much faster and can cast Resurrection and Bless. Large Creature.

Alt. Tier 5. Seraphim: Has much more attack and can cast Curse and also has Heavenly Blade*******. Large Creature.

2 Tier 5. Calvery: Mounted General. Has Charge, Aura of Bravery and high speed. Large Creature.

2 Upg. Tier 5. Champion: Now has War Hero as well. Large Creature.

2 Alt. Tier 5. Heavenly Knight: Can cast Mass Bless and has Heavenly Blade.

Ability Descriptions
* This creature is neither dead nor living and is immune to spells that only effect the living. Spells that work on Undead don't work either.
** This creature gains 5 defence when defending it's native town.
*** Increases defence against ranged attacks by 60%.
**** Increases attack versus Undead or Demonic creatures.
***** Increases defence against creatures by 20%.
****** Increases all friendly creatures Moral by 2. This can stack up.
******* When this creature attacks a Demonic or Undead creature, it always kills at least one. It doesn't do anything one would have already been killed.

Heroes (Knight, Cleric) UNDER CONSTRUCTION

REX MUNDI: Rex Mundi had few interests as a child, so a knight's life seemed as good a career as any. However, under the guidance of his commanders, he soon learned to enjoy the discipline. Now, this veteran often trains young recruits, giving them some direction just as the military did for him. (Knight)

Specialty: Infantry Trainer: All Footmen, Squires, and Imperial Guards in hero's army gain +1 to their Attack and Defense for every two levels of Rex Mundi, starting on first level.

SAINT CHRISTIAN: During the war, Christian proved himself to be a loyal and valuable member of the military. He is a committed and organized commander who provides his service and adventurous spirit to any and all worthy causes. Over time he was allowed into the Order of the Paladins. He soon became a valued leader of the Heavenly ones. (Cleric)

Specialty: Saint: All Generals, Dragon Slayers, and Paladins in Christain's army gain +1 to their Attack and Defense for every two levels of the hero, starting on second level.

Heroes are PLACEHOLDER. They may change at any time.

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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted July 14, 2010 03:10 AM

So far, seems like an interesting line-up. However, I don't know if other people will approve of this... Everyone on this forum seems to hate Heroes Four (I have no opinion, as I've never played it). However, I think your ideas are quite interesting. Keep going.

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 14, 2010 03:52 AM
Edited by RabbidCow at 19:44, 15 Jul 2010.

Too soon for a new faction? I THINK NOT! Village


Tier 1. Wee Folk: Think of the leprechaun in the Garden of Wee Folk. Trained at Clover Fields.

Tier 1. Upg. Leprechaun: He now has a green beard and a four-leaf clover in his hand. Trained at Fields of Luck.

Tier 1. Alt. Clover Gardener: Bad name, I know. He's stocked full of clovers! In his hat, his boots, his belt, everywhere! He has the ability Fool's Luck*. Trained at Clover Gardens.

2 Tier 1. Pixie: The pixies are back, but have butterfly wings instead of... levetating? She also holds a glowing yellow lantern. The have Spray Attack and Magic Lantern**. Trained at Fae Trees.

2 Tier 1. Upg. Sprite: Her wings are blue instead of yellow. The lantern turns blue. She now has No Enemy Retatiation. Trained at Fae Woods.

2 Tier 1. Alt. Dryad: Yes, I stole every name. So? Now has green wings a a flower headband in her hair. Green lantern (wait, what?) this time. Trained at Fae Branches. See Image.

Go for Wee Folk or Pixies?
Well, Wee Folk are are very weak but make up for that with Clovers, which means they never have negetive luck. The upgrades get Luck (Spell) and Fool's Luck respectively.  The Pixies are quicker and get either Symbiosis or No Enemy Retaliation with upgrades. Spray Attack helps a lot, too!


Tier 2. Battle Dancer: A little name swapping. IMO it fits better. Has the basic looks of the HOMM5 version. Trained at Battledance Arena.

Tier 2. Upg. War Dancer: Again, not much new to point out. Trained at Wardance Arena.

Tier 2. Alt. Storm Striker: He now has a more wild appearance. Unkempt hair, a more energetic symbol than war dancers and sparks dancing on his blades. Has Storm Strike***. Trained at Stormstrike Arena.

2 Tier 2. Ranger: An elven archer, like HOMM5's Hunters, but a more proper name (seeing as how elves went vegan). He's still a Shooter with Double Shot. Trained at Treetop Lodge.

2 Tier 2. Upg. Forest Guard: A new elf, with a new ability, Toggle Weapon****. Depending on which weapon he has, the Forest Guard has Force Blow, or Shooter, Double Shot, and Warding Arrows. Trained at Treetop Garisson.

2 Tier 2. Alt. Sharpshooter: The Arcane Archer from HOMM5, with a slight nerf. Also, the arrows are sparking a bit. Trained at Treetop Tower.

Go for Battle Dancers or Rangers?
Battle Dancers are great a hurting everything near them, with the old War Dance ability, as well as the new Storm Strike (to be discussed later). Rangers are archers evolved with Double Shot. The Forest Guard takes a step back from being a strong archer, to being a walker/shooter hybrid. Their Force Blow acts like a melee Force Arrow.


Tier 3. Herbalist: The druid of HOMM1 in style, focusing more on heals rather than damage. They can cast Restoration# and Cure. (Mastery Basic) Trained at Herbalist's Tent.

Tier 3. Upg. ???: Even more of a focus on healing, not even sort of an attacker. Not even kinda. Just weak bolts of... mystery herbs and a Spellbook containing Restoration, Cure and Regenerate. (Mastery Expert) Trained at ???'s Tent.

Tier 3. Alt. Master Herbalist: This one has more attack power, holding storm weeds, they can cast Lightning (Mastery None) and the original 2 are replaced by Mass Restoration and Mass Cure. (Mastery Basic) Trained at Herbalist's Hut. See Image.

2 Tier 3. Tree Spirit: He looks like a normal human with exelent posture and bright green hair. His sword is also green. Has Move Tree***** and Spiritual for abilities. Trained at Spiritual Elm.

2 Tier 3. Upg. Forest Spirit: Now has nice armour with a darker shade of green. He now can Move Object and has more ATK. Trained at Spiritual Forest.

2 Tier 3. Alt. Oak Spirit: His hair looks like fall colours, but the sword is still green. He can Plant Tree now. Trained at Spiritual Oak.

Go for Herbalists or Tree Spirits?
Herbalists are really only good for heals-don't expect them to last long in melee combat! They fall farther when they upgrade to ??? and gain some beef when they become masters. Tree Spirits are nice walkers with the handy Move Tree. Upgrades gain their own version to replace it, Oak Spirits can even summon Ancient Oaks!


Tier 4. Unicorn: A simular appearance to HOMM5, but more overall horseiness(?). Still with that Aura of Magical Resistance. Large Creature. Trained at Unicorn Glade.

Tier 4. Upg. Shining Unicorn: The good old Silver Unicorn now bears a new, a shining title! (Overdramatic, much?) Yah... it's got Blinding Strike. Large Creature. Trained at Unicorn Garden.

Tier 4. Alt. Blackhorn: A new, darker unicorn, with black fur and golden horns and hooves. Now theres an Aura of Calamity to help the old aura. Large Creature. Trained at Unicorn Grove. See Image.

2 Tier 4. Treant: He's still got the old one's looks and abilities! Large Creature. Trained at Treant Arches.

2 Tier 4. Upg. Ancient Treant: Still like HOMM5's Ancient Treant. He now has Take Roots and a special Symbiosis******* with Dryads. Large Creature. Trained at Treant Alcove.

2 Tier 4. Alt. Savage Treant: More "savage" than Ancient Treants. Of course, he's got a pine scenting around him (lol)! Large Creature. Trained at Savage Arches.

Neutral Tier 4. Ancient Oak: Combine this creature with one of the Tree Spirits or a Dryad in Ritual of Life******* to make a Treant, Ancient Treant or Savage Treant! This creature is an Obstical********. Summoned by Oak Spirits.

Go for Unicorns or Treants?
Unicorns are fast and deal good damage. They have great Hit Points and really help against Acadamey and Duengeon with their aura. The Blackhorns also decrease your enemy's luck when they're adjacent. Treants are tanks to the core, as they have high health and defence. They entangle stray enemies are a great choice if Dryads were chosen over Sprites.


Tier 5. Green Dragon: These guys didn't change much. Actually, they haven't changed... Trained at Dragon Cliffs.

Tier 5. Upg. Gold Dragon: A new colour for the emerald dragons, nothing ele changed. Trained at Dragon Mountain.

Tier 5. Alt. Amethyst Dragon: Attack: 18. Defense: 24. Damage: 30-60. Initiative: 14. Hit Points: 285. Speed: 10. Abilities: Prismatic Breath, Magic Immunity 50%, Flyer. Growth: 1. Cost per unit: 2000+1 crystals. There. Complete stats. I'm gonna let my wrist rest a little now... Large Creature. Trained at Dragon Caves.

2 Tier 5. Firebird: My wrists are well rested and I'm typing again. Like the one in HOMM3. Large Creature. Trained at Pyre.

2 Tier 5. Upg. Phoenix: The flaming upgrade of Firebirds, this guy does NOT look like a demented bat that got caught in a microwave. This is a PROPER phoenix. With Rebirth and Fire Shield. Large Creature. Trained at Enchanted Pyre.

2 Tier 5. Alt. Sacred Flamebird: Yes, this guy is supposed to be called Flamebird. Now he has a more energetic look, with a blue body and all. Trained at Sacred Pyre.

Creature Abilities
* Regardless of enemy luck, attacks against this creature can be unlucky. *Credit to Einomida.
** When this creature attacks, the enemy stack has a chance to have a random level 1 negetive spell to be cast on them.
*** (Undecieded)
**** This creature can switch between weapons, each weapon has a different set of abilities.
Heroes and the rest of the abilities come LATER!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 15, 2010 07:46 PM

I think this is a mastrous way, if its possible. In my opinion, H4 had great ideas, but **** 'em all up
...I'd better recommend for enutral towns, though that's only a question of preferance. And I think most people will hate how many creatures you'll have - I'm certainly not one of them, but I know the tendencies here

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 15, 2010 07:47 PM

For the factions: No real innovations here, but for a H6 proposal, that's maybe not necessary, maybe not even good...

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 16, 2010 02:59 AM

I was a gambler with the creature amounts, I personaly like lots of creatures. Acually, theres only three new creatures per faction like haven gets balistas, falcons, and generals, lose peasants (woot! ) and get pikemen. Sylvan only gets the three new ones: leprachauns, spirits and phoenixes. So not much more than what was in TotE.
____________
It's okay to not like things; just don't be a dick about it. - TotalBiscuit

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