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Heroes Community > Heroes 7+ Altar of Wishes > Thread: If HOMM was an RTS... (New Spinoff)
Thread: If HOMM was an RTS... (New Spinoff) This thread is 3 pages long: 1 2 3 · NEXT»
RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 19, 2010 04:39 PM
Edited by RabbidCow at 00:41, 24 Jul 2010.

If HOMM was an RTS... (New Spinoff)

My last spinnoff didn't go very well because it was so close to HOMM5. Now I hope this one does better

My new spinoff is quite different from from the others, which though were very changed, (Pirates, Futuristic, Modern meets Magic, ect, ect) they didn't change the basic gameplay. Now, as the title would suggest, I plan to completly alter the core and leave the theme untouched.

To start of with, there are 6 unit types: Workers, Infantry, Cavalry, Spellcasters, Monsters, and Heroes.

Workers are the basic constructers and gatherers. Every faction has only one. It can be upgraded twice. They are the most important unit. Without them, a player couldn't train other units because of lack of resourses (and buildings! ).

Infantry come in 3 types; Infantry (Melee), Archers, and Counters. Infantry with the name "Infantry" are melee, Arhers have a ranged attack, and Counters can easly defeat a specific unit but won't last very long against anything else. If a Counter-Cavalry attacks a Cavalry, the Counter would win, but if the same unit attacked a Monster, he would die.

Cavalry are mounted warriors, be it a horse, lizard or nightmare. They are fast and good against most infantry except Counter-Cavalry or Archers.

Spellcasters are special units with a mana bar. They use spells to demolish other units or save your own, depending on the type of spellcaster. Mana regenerates over time.

Monsters are beasts that every faction has many of, but a limited choice. In every stage, you can select one of 2 monsters to join you. Then, every monster has an upgraded version which is more powerful, giving you a total of 16 monsters, 8 base monsters, and 4 monsters available in game per faction. Monsters all have special abilities, which can turn the battle around.

There are 4 kinds of specials:

Power-Up: To use these abilities, the monster has to do enough of a certain thing (standing still, moving, attacking, dealing damage, ect).

Timer: After using this ability, it will be on a timer. Monsters with this ability are trained with it.

Passive: This ability type is ever present. It's not activated or even auto-activated. It's just there. These are usually weaker than normal abilities.

Percentage: This kind of ability is like passive, but doesn't always trigger. There is a chance the ability will go off and there is a chance it won't.

Heroes are powerful warriors which are selected during the game. Only 5 can be selected in any game. They are powerful, stronger than normal units. They often have special abilities as well as activated spells. They are a mighty force. There are few ways to stop 5 proporaly micromanaged heroes. Heroes gain experience from killing enemies. They, over time, level up. A higher level hero is more powerful and has acces to certain spells or abilities. Max level for any hero is 10.

Factions:

Inferno

Starting Heroes: Flaym, Kul Miridas, Kul Mageras

Units:

Flamling: Worker. Summons basic Inferno buildings. Trained at Inferno.

Burnling: Worker. Summons advanced Inferno buildings. Upgraded Flamling.

Helling: Worker. Summons Ultimate Inferno buildings. Upgraded Burling.

Fireguard: Infantry. Good against Archers. Trained at Hell Barracks.

Flameshot: Archer. Good against Cavalry. Trained at Hell Barracks.

Fanatic: Counter-Infantry. Only good against Infantry. Trained at Hell Barracks.

Cultist: Spellcaster. Casts Fireball and Life Ward. Trained at Hell Barracks.

Hell Steed: Monster Cavalry. After moving 5 yards, can deal a double-damage attack. Trained at Hell Barracks.

Imp: Monster. Attacks steal enemy mana. Trained at Spawning Pits.

Familiar: Monster. Attacks steal enemy mana and gives it to a friendly spellcaster. Upgraded Imp.

Gog: Monster. Throws an explosive fireball. Trained at Spawning Pits.

Magog: Monster. Throws an explosive fireball that only hurts enemies. Upgraded Gog.

Succubus: Monster. Ranged attacks hit two units. Trained at Spawning Pits.

Succubus Mistress: Monster. Ranged attacks cause chains. Upgraded Succubus.

Horned Demon: Monster. Leaps on enemy units. Trained at Spawning Pits.

Horned Overseer: Monster. Leaps on enemies and causes an explotion. Upgraded Horned Demon.

Hellmare: Monster. After moving 5 yards, nearby enemies run in fear. Trained at Portal.

Nightmare: Monster. After moving 3 yards, nearby enemies run in fear. Upgraded Hellmare.

Efreet: Monster. Flies. 10% of damage reflected on attacker. Trained at Portal.

Efreet Sultan: Monster. Flies. 20% of damage reflected on attacker. Upgraded Efreet.

Devil: Monster. Teleports to anywhere outside of the fog of war. Must wait 60 seconds before using again. Trained at Portal.

Archdevil: Monster. Teleports to anywhere outside of the fog of war. Must wait 50 seconds before using again. Upgraded Devil.

Pit Fiend: Monster. Summons Horned Demons from killed enemies. Trained at Portal.

Pit Lord: Monster. Summons Horned Overseers from killed enemies. Upgraded Pit Fiend.

Archfiend: Monster. 50% to cause an enormous explotion around the fiend. Trained at Portal by Kul Mageras.

Start: Flaym: Monster Hero. Flies. Has 40% Fire Shield. BONUS: Efreeti, Horned Demons, Gogs, Pit Fiends and their upgrades are faster and deal more damage.

Start: Kul Miridas: Infantry Hero. Has Horned Overseer's leap. BONUS: Infantry, Archers and Cavalry are stronger, cheaper, and train faster.

Start: Kul Mageras: Monster Hero. 70% to cause an enourmous explotion around Kul Mageras. BONUS: Player can purchase Arch Fiends from the Portal in Stage 4.

Stage 1: Flamin' Minino: Monster Hero. Attacks have a 70% chance to set the target on fire, deal 25 damage per second for 10 seconds.

Stage 1: Im'pus: Monster Hero. Attacks steals all of the enemy's mana and gives half of it to a friendly spellcaster.

Stage 2: Deleb: Spellcaster Hero. Casts Fireball. Learns Explotion at level 5. Learns Meteor at level 10. Ranged attacks cause chains.

Stage 2: Eppros: Infantry Hero. Gates Horned Overseers to the battle. Gates Hellmares at level 10.

Stage 3: Nes'uec: Cavalry Hero. 20% to convert enemies to your team on attack. Percentage is raised 10% for every level after 7.

Stage 3: Veyer: Infantry Hero. Adjacent units have a 50% chance that a spell will fail, benificial or harmful.

Stage 4: Ebbedos: Monster Hero. Can teleport units, friend or foe, to anywhere outside of the fog of war. Must wait 60 seconds before using again.

Stage 4: Pyton: Monster Hero. Summons Efreeti from killed enemies. Summons Efreet Sultans at level 10.

Necropolis UNDER CONSTRUCTION

Starting Heroes: Dreadnight Asa, Lord Skeletis, Sandro

Acolyte: Worker. Builds basic Necropolis buildings. Corrupts land. (requires 3 Acolytes). Trained at Necropolis.

Dark Acolyte: Worker. Builds advanced Necropolis buildings. Corrupts land. (requires 2 Acolytes). Upgraded Acolyte.

Necrolyte: Worker. Builds ultimate Necropolis buildings. Corrupts land.

Doomguard: Infantry. Good against Archers. Trained at Crypt.

Skull Crossbowman: Archer. Good against Cavalry. Trained at Crypt.

Deathknight: Monster Cavalry. 50% chance to instantly kill a Monster on attack. Trained at Mausoleum.

Black Knight: Cavalry. Good against Infantry. Trained at Mausoleum.

Death Steed: Monster Cavalry. Combine with a Doomguard to make a Black Knight. Trained at Crypt.

Necromancer: Spellcaster. Casts Plauge, Raise Skeletons, and Corruption. Trained at Necropolis and Crypt.

Lich: Spellcaster. Casts Plauge, Raise Zombies, and Festering Aura. Trained at Mausoleum.

Skeleton: Monster. Immune to non-magical ranged attacks. Trained at Crypt.

Skeleton Bowman: Monster. Immune to ranged attacks. Upgraded Skeleton.

Walking Dead: Monster. Rots enemies, dealing 5 damage per second for 5 seconds. Trained at Crypt.

Zombie: Monster. Rots enemies, dealing 10 damage per second for 5 seconds. Upgraded Walking Dead.

Mummy: Monster. Curses enemies, lowering their attack by 2. Trained at Crypt.

Pharaoh: Monster. Curses enemies, lowering their attack by 4. Upgraded Mummy.

Ghost: Monster. 60% chance to summon Ghosts from killed Infantry. Trained at Crypt.

Spectre: Monster. Summons Ghosts from killed Infantry. Upgraded Ghost.

Banshee: Monster. 60% to summon Banshees from killed Spellcasters. Trained at Mausoleum.

Poltergeist: Monster. Summons Banshees from killed Spellcasters and has a 20% to summon Ghosts from killed Monsters. Upgraded Banshee.

Vampire: Monster. Drains health from enemies. Trained at Mausoleum.

Nosferatu: Monster. Flies. Drains health from enemies. Upgraded Vampire.

Phantom Soilder: 60% chance to summon Phantom Soilders from killed Cavalry. Trained at Mausoleum.

Phantom Knight: 90% chance to summon Phantom Knights from killed Cavalry. Upgraded Phantom Soilder.

Bone Dragon: Ages enemies, decreasing every stat by 3. Trained at Crypt.

Ghost Dragon: Ages enemies, decreasing every stat by 4. Upgraded Bone Dragon.

START: Dreadknight Asa: Cavalry Hero. Instantly kills Monsters on attack. BONUS: All Cavalry's ATK, DEF, and HPs are increased, Phantom Knights have a 20% chance to raise Ghosts from Infantry.

START: Lord Skeletis: Infantry Hero. Corrupts ground slowly while standing still. BONUS: All units have a 70% stat increase while on Corrupted Ground.

START: Sandro: Spellcaster Hero. Casts Plauge, Raise Zombies, Festering Aura, Raise Skeletons and Corruption. Learns Raise Vampires at level 6. Learns Reanimate at level 10.

(more to come)

Haven

Village:

Duengeon:

Fortress:

Stronghold:

Academy:

Temple:

Santuary:

I'll update later, tell me what you think so far!
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It's okay to not like things; just don't be a dick about it. - TotalBiscuit

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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted July 19, 2010 06:35 PM

It's interesting, certainly. However, are there going to be new factions? Or just new units?

Also, it's cavalry.

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 19, 2010 06:57 PM

I knew something was wrong. And maybe I'll add some new factions (nagas?) Editing...
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It's okay to not like things; just don't be a dick about it. - TotalBiscuit

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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted July 19, 2010 07:29 PM

Nagas... Where have I heard that name before?

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MattII
MattII


Legendary Hero
posted July 19, 2010 07:54 PM

I think it has potential. Just a few (okay, more than a 'few') things to ponder:
-How are you going to work the dwellings, one creature for each, or can some dwellings produce several, or can you only build creatures in towns?
-How are you going to work population limits, each unit takes 1 population limit like in AoE and that (assuming that every creature has a minder who makes up the population), or more like Starcraft, where each unit has its own population cost?
-How about combat, are you sticking with stacks, or are you modelling each unit/squad (assuming squads for the lower level units, because otherwise you'd just be popping individual units every few seconds) individually?
-How are heroes going to gain experience/level up.
-Are heroes just going to be powerful units, or are you going to be able to assign them troops?
-How will towns work, like in AoE (build any building anywhere), C&C (build buildings only around existing buildings, but you can place a few buildings down anywhere), C&C-but you can't place new build points, etc?
-Will you include villagers, or will resource buildings be built right on the resources?
-Can you build resource buildings, or are they pre-placed?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 19, 2010 10:21 PM
Edited by Jiriki9 at 01:05, 20 Jul 2010.

Very nice.
May I contribute with some unit proposals?

Haven:

Peasant: Builds Basic Buildings. Repairs. Trained at Inferno. Can be upgraded to Crafter.

Crafter: Builds Advanced Buildings and can Upgrade Basic ones. Can be upgraded to Architect.

Architect: Builds Rare Buildings and can Upgrade all other ones.

Footman: Infantry. Average against most units. Trained at Barracks

Pikeman: Counter-Cavalry. Only good against cavalry. Can Do Spear Wall. Trained at Barracks

Bowman: Archer. Good against Infantry. Trained at Shooting Range

Crossbowman: Archer. Ranged attacks ignore range. Upgraded Bowman

Cavalry: Cavalry. Strong against Infantry. When attack is started from a certain distance, this creature jousts on the enemy unit, dealing additional damage. Trained in Stables.

Champion : Cavalry. Strong against Infantry. Can trample down Infantry units (no counter-cavalry, though). Upgrade of Cavalry

Priest: Spellcaster. Casts healing and defensive spells. Trained in Church of Light.

Inquisitor: Spellcaster. Casts holy vengeance & curse spells. Upgrade of Priest

Bishop: Spellcaster. Casts mighty healing & defensive spells. Upgrade of Priest

Monk: Counter-Spellcaster. Can Purge certain enemy offensive spells, using up own mana. Deals additional damage to any creature with mana bar. Trained in Church of Light

Abbot: Counter-Spellcaster. Create a field around them, sucking ANY offensive+cursing magic in, as long as abbot has enough mana...mana will be reduced whenever an offensive/curse spell is tried to be cast in or into the field. Upgrade of Monk.

Zealot: Infantry. Destroys any spells cast on a target of its attacks. Upgrade of Monk

Gryffin: Monster. Can Fly and attack Ground units all 30 seconds with Dive-Attacks. Is trained in Stables

Angel: Monster Can Fly and Heal Allies Units. Is built in Cathedral of Light

Archangel: Monster. Can Fly, heal and Ressurect Allies. Hates Inferno units (damage bonus). Upgrade of Angel

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 20, 2010 12:05 AM
Edited by LizardWarrior at 00:11, 20 Jul 2010.

Awesome idea!I made these for fortress:


We have:
Swamp pond:
TroglodyteInfernal Troglodyte/Frogman

Water hut
GnollGnoll MarauderGnoll Warrior
Lizard HunterLizard Archer

Tree Den:
Serpent FlyDragon Fly
Toxic SpiderBlack Spider

Swamp Barn:
Swamp BullGorgonGorgon Rider/Gold Gorgon

Reptilian Swamp:
BasilskGreat Basilsik
RaptorRaptor Rider
WyvernDrake
HydraDeep Hydra

Shaman Hut:
Shaman
Voodoo Priest


What do you say?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 20, 2010 12:17 AM

I say wonderful. Download link?
____________
Era II mods and utilities

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 20, 2010 12:49 AM

nice nice nice.

maybe one caster upgrade, thoug?

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MattII
MattII


Legendary Hero
posted July 20, 2010 01:31 AM

Hey guys, before we start telling RabbidCow what we think the factions should look like, why don't we see what he's got, then we can go about suggesting improvements, rather than just flooding him with contradicting proposals.

BTW Rabbid, I'm not much good with factions, but if you need any help with the wider game mechanics...

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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted July 20, 2010 01:36 AM

Statistics and abilities would be helpful.

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 20, 2010 02:25 AM

Okay, a lot happened while I was gone! To answer a few things: The buildings depend on the faction. Inferno has 2 Monster buildings and one Infantry/Cavalry/Spellcaster while Fortress has a Counter building, a "stable", and an Infantry/Spellcaster building! Also, there are 4 stages and 16 monsters per faction. Every stage the player picks one of two monsters to be available. Also, every monster has an upgrade that improves it in some way. Only monsters upgrade. And btw, my fortress is dwarves. Maybe a lizard faction, but called Temple or something? Oh, and the central building where workers are trained from is called what the faction name is, if thats not clear. (Peasants are trained from Haven, Slaves from Duengeon ect)
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It's okay to not like things; just don't be a dick about it. - TotalBiscuit

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 20, 2010 09:55 AM

@Salamadre:I'm working aleardy at Raptor Rider

@rabbid cow:I have a better idea,fortress for swamp and mine for dwares.
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MattII
MattII


Legendary Hero
posted July 20, 2010 10:11 AM

I have a better one, you finish off your own proposal and let RabbidCow finish his, then compare notes.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 20, 2010 11:04 AM

@Matt: Don't get aggressive.

@Lizard: Nevertheless Matt is right. The statement "I have a better idea" is not very logical or nice anywhere and especially not with such things, where it comes to opinions. Your idea CAN'T be "better" than RabbidCows, cause it's jsut your idea and opinion. If you would have given arguments, okay, but a statement in itself is seldomly "better" than another in these points.

@rabbid: what you say for my proposal for haven? (Which of course is only a proposal!!!) Also, how do you want to get 16 nobsters for haven? ...do you count the upgraded in? and what d'you mean by 4 stages.
A more general question: what about general advance. In AoE you advanced by reaching new eras (Bronce Time, Iron Time,...) in Warcraft by upgrading your basic structure. I proposed that the worker units can later be upgraded to build bigger structures. How have you seen the advance coming?

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 20, 2010 04:46 PM
Edited by RabbidCow at 18:30, 20 Jul 2010.

Maybe thats a good idea, about the workers. I was going to make it like Age of Mythology, where after you build a certain building, you advance a stage. Maybe a combination of Warcraft and AOM. Like after you build the building you can upgrade to the next stage threw your center building. Maybe Upgraded workers too... So many good ideas coming at me. For now it'll stay the mostly same as how I planned it right now, though change is still coming. Okay, finishing Inferno now...

EDIT: I have it sorted now. After building a certain building, you can upgrade your worker to be able to build better buildings. Oh, and I added some information to the monster information.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 20, 2010 06:43 PM

So stages are practically your faction level...is double factioning/town conquering possible like in HoMM?
So you can conquer a town and recruit their workers, than build tehir buildigns, etc.

...also how will you earn resources? Buildings would fit much more into HoMM than the classical RTS' system of workers harvesting that...or, if you go for harvesters...are those builders at the same time or are builders&harvesters separated?

What kinda town is village?


Some Dungeon Proposals:

Slave: Basic Worker unit. Recruited at Dungeon.

Foreman: Adavanced Worker unit. Upgrade of Slave.

Battleslave: Infantry. Upgrade of Slave (Needs Blood Arena)

Mindless Battlesalve: Infantry. Immune to enemy mind magic. Upgrade of  Battleslave (Needs Blood Arena & Stage 3).

Scout: Archer. Trained in Blood Arena.

Assassin: Archer. Ranged attacks carry poisoning effect. Upgrade of Scout

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MattII
MattII


Legendary Hero
posted July 20, 2010 06:57 PM
Edited by MattII at 19:07, 20 Jul 2010.

So how will you collect resources? Free-ranging villagers gathering resources and taking them back to collection buildings (AoE), building assigned villagers gathering resources and taking them back to collection buildings (RoN), villagers garrisoned in the buildings collecting resources (Cossacks:EW) or what? (sorry about the double question  with Jiriki, I started writing before he posted)

Come to think of it, what are your resources going to be, are you going to stick with the ones in HoMM, go for a more AoE style, or something else entirely?

What are you doing about population limits, ignoring them entirely (C&C), giving Main Buildings a huge limit each, giving just about every building a small limit (Cossacks:EW), or just giving certain buildings a limit (AoE)?

Since units are produced in external buildings, how are those buildings tied to the Main Buildings? Not at all (AoE style), tied-but you can build new Main Buildings anywhere (C&C), tied-and you can only build new Main Buildings on certain spots or what?

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 20, 2010 08:32 PM

Quote:
So how will you collect resources? Free-ranging villagers gathering resources and taking them back to collection buildings (AoE), building assigned villagers gathering resources and taking them back to collection buildings (RoN), villagers garrisoned in the buildings collecting resources (Cossacks:EW) or what?


Depends on the faction. Inferno gets all resourses through Volcanic Vents (though that may be changed), while Stronghold has Laborers that collect Wood and Gold, and Alchemists that collect everything else.

Quote:
Come to think of it, what are your resources going to be, are you going to stick with the ones in HoMM, go for a more AoE style, or something else entirely?


Wood, Gold, Food, Crystal, Mana Coins, and Mystic Energy. So most of the HOMM ones appear, Food is the new Ore, Crystal is combination of all presious resourses, Mana Coins is gold for powerful units, and Mystic Energy will be described later.

Quote:
What are you doing about population limits, ignoring them entirely (C&C), giving Main Buildings a huge limit each, giving just about every building a small limit (Cossacks:EW), or just giving certain buildings a limit (AoE)?


Population goes up with the amount of population supplying buildings. Every unit has a population cost. Some of the more powerful creatures have 4 while workers only take 1.

Quote:
Since units are produced in external buildings, how are those buildings tied to the Main Buildings? Not at all (AoE style), tied-but you can build new Main Buildings anywhere (C&C), tied-and you can only build new Main Buildings on certain spots or what?


For most factions, buildings are built anywhere. Necropolis is the exception, cause they can only build on corrupted ground.

Oh, and Village is renamed Sylvan. IMO it sounds better because Sylvan means forest, so the HOMM5 towns were: Haven, Dungeon, Fortress, FOREST, Stronghold, Necropolis... and that didn`t make much sense to me
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MattII
MattII


Legendary Hero
posted July 20, 2010 09:13 PM

Quote:
Depends on the faction. Inferno gets all resourses through Volcanic Vents (though that may be changed), while Stronghold has Laborers that collect Wood and Gold, and Alchemists that collect everything else.
I don't think the volcanic-vents thing is going to work, you can't collect gold from a vent, or wood.

Quote:
Wood, Gold, Food, Crystal, Mana Coins, and Mystic Energy. So most of the HOMM ones appear, Food is the new Ore, Crystal is combination of all presious resourses, Mana Coins is gold for powerful units, and Mystic Energy will be described later.
Why have both Mana Coins and Gold, what's the difference between them?

Quote:
Population goes up with the amount of population supplying buildings. Every unit has a population cost. Some of the more powerful creatures have 4 while workers only take 1.
Okay, yeah, but what buildings support population, just Main Buildings, Main Buildings and Houses, Main Buildings Houses and Dwellings, or what?

Quote:
Necropolis is the exception, cause they can only build on corrupted ground.
Corrupted ground sounds like Blight in WCIII. Also, why is s Necro restricted, but not Inferno.

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