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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My 12 factions of HoMM-6-7-..
Thread: My 12 factions of HoMM-6-7-.. This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
DarkLord
DarkLord


Supreme Hero
Fear me..
posted November 19, 2010 12:17 PM


BTW are we allowed to post our own faction ideas here, or just comment on yours?


Actually you are More then Welcome to post your own ideas and factions!!! go for it !!!!!!
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It is only the dead who have
seen the end of war

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted November 19, 2010 01:31 PM

Quote:

Sea Temple
“We keep the secrets in the Deep”
aka: Sea Lords
terrain: Sea

core:
Medusa/Medusa Queen
Pirate/Captain
Mermaid/Syren

elite:
Sea Serpent/Sea Monster
Naga/Naga Queen
Octopus/Kraken

champion:
Sea Lord/Leviathan



I would not give up on this idea. I like it quite a bit. <IMO> Having a faction "of the Sea" is a fine idea and would bring something more to the game. Will not happen now most likely...but it could later. A problem may be; What sea creatures will work for more new variety? Sharks, Swordfish Electric-eels would be sorta fun but I could not see them standing in battle Also, there could be an unusual whirlpool that took you to the Sea-lords town screen

Btw, I'm new here. Did you make some H3 maps pre-WoG? I recall a great map "War of the World" with a very large signature
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DarkLord
DarkLord


Supreme Hero
Fear me..
posted November 19, 2010 02:54 PM

another factions description..

Fortress
a union of beastmen (created by nature or by experiments), they fight mainly for their freedom and recognition.. rather than "big games" other factions do..

core:
Serpent Fly/Dragon Fly (homm3-like , with interesting art though)
Lizardman/Lizard Warrior (upgrade is ranged)
Minotaur/Minotaur King (unit "tank")

elite:
Wyvern/Wyvern Monarch (flyer)
Basilisk/Basilisk King (special ability- can turn opponent to stone)
Manticore/Scorpicore (flyer)

champion:
Hydra/Deep Hydra


Sea Temple
faction related to sea

core:
Medusa/Medusa Queen (kind of a sea-medusa)
Pirate/Captain (doesn't look like humans anymore, best pirates were taken by syrens into the deep to serve the Sea Lords, by the time they lost the human looks)
Mermaid/Syren (caster)

elite:
Sea Serpent/Sea Monster (powerful melee unit)
Naga/Naga Queen (naga shooter/caster)
Octopus/Kraken (half humanoid-half octopus)

champion:
Sea Lord/Leviathan (the sea faction champion)


Inferno

core:
Hellhound/Cerberus (Cerberus has 3 heads, not 2 !!!!)
Demon/Overseer (demon caster)
Beast/Fiend (infernal "tank" unit / very powerful for core unit)

elite:
Succubus/Succubus Seducer (ranged)
Infernal Demon/Archdemon (melee has fire shield)
Pit Lord/Overlord (caster)

champion:
Devil/Archdevil (Devil)


Necropolis
the undead we know..
just Wraith/Death is the champion, cuz what can be stronger than Death itself for an Undead Faction..





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It is only the dead who have
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted November 19, 2010 10:18 PM
Edited by Jiriki9 at 11:24, 01 Dec 2010.

Not sure Ä'bout these factions. Sea faction is quite unusal...Fortress...minotaurs & lizards?! Not sure about it...Inferno - well just the normal one^^

SInce you encorueaged us, here some faction ideas by me (as usual, not Ashan...thoguh not possible in H6 anymore, I still ahve hopes that H7 may scrap that world!!!):

Note: There'll be NEutral Creatures associated with factions! For example the dwarven town Keep won't have MIners in their Lineup, but they will be a neutral creature. Yet, concernign morale, skills fixed on a faction and such, they are considered members of the faction.

Haven:
The followers of Light have formed into one big faction, spreading, keeping and teaching the Divine Words, watched by the unworldly angels, which are at war with the demons and all kind of unholyness and heresy for centuries now. Following them, there are thousands of human souls, and many are lead into the bloody wars against all those considered "evil" by the Church.

Haven Core:

Faithful>Fanatic
The Faithful are the backbone of the Haven armies. Though poorly equipped and not really trained in battle, they are highly motivated fight with the fierceness of true believers. Optically, they wear the clothing of the poor, and improvised clubbing weapons. Ingame they are really weak in most aspects, and especially considering defense and hp, but have quite a moral&initiative, and are extremely cheap and really really numbersome.
Those REALLY dedicated to fight for the cause of Light are Fanatics. Fanatics follow any order given by a Knight or Angel, Priest or Templar, and are eager to attack the Evil in the world. They don't wear any armour, but their weaponry is more efficient, sawry chains clinged to their clubs. Technically they deal more damage than the faithful and more offensively oriented, but they are quite mroe expensive.

Bowman>Fire Archer
The Bowmen are not the best archers to find, but they are found anywhere in Haven armies. They are more professional, anyway, than the ordinary faithfull is. Bowmen wield a medium sized bow and have a very light leather armour. Their ranged attack & damage is okay, as most archers, they are really weak in melee.
Quite many Bowmen of the  HAven armies use burning arrows, to brign the fiery wrath of light upon Evil. Fire against darkness, that's the motto. Fire Archers have a less poor-looking clothing and armour, and wear a helmet. Their stats are not so different from bowmen, except a bit more damage & defense. Their biggest advantage are the burning arrows, dealing fire damage, with chance of incinerating...

Spirit>Sacred Soul
The Spirits are the returned Souls of really dedicated followers of the Light, who have given all effort to return from death to fight Evil forever. Unlike beings of the necromancers, they are not really undead, but just the corporated spirits of the persons. A Spirit is a shiny humanoid body, slightly incorporeal, and without any clothing or weapon. In the game, it's incorporealness and enhanced efficiency against demons, udneads and other purely evil beings can be highly usefull. Otherwise, it's stats are low-medium for a core unit.
Sacred Souls are not only returned, but also blessed by a high Archangel or Cleric. They are strogner in battle, and more persistent in staying on this plane of reality. You can recognize a Sacred soul, because it's shining much brighter, and much yellower, than a normal Spirit. Once per battle, the Sacred Soul can produce a ranged Divine Attack, and it's stats are better than taht of the spirit, too. Yet, it's also quite more expensive.

Haven Elite:

Gryffin>Battle Gryffin
The Gryffins are in Service of the Haven towns for a long time, being a sacred Beast for the followers of Light even longer. They are a proud and fierce race, and an insult to a gryffin would probably be your last. You can easily spot these beasts on battlefield as the known mixture of Eagle and Lion, with an eagle head, wings, tail and feathers, and the lion body and paws. It's a quick and aggressive unit with high attack and reasonable HP, and being flyer is good, too.
Battle Gryffins are trained and armed for battle especially. THey are fearsome, and yet beautiful beasts, a white Head, and occasional other color varions in comparison to the gryffin. Also, they were a head and body armour. Battle Gryffins are even stronger than Gryffins, especially in HP, Def and Damage.

Priest>Zealot
Priests are very important in the society as well as the military of the Havens, as the spiritual arm of the Clergy in the towns AND the armies. They are loyal followers of light and proficient magic users in both offensive and supportive magic. You can recognize them by the white&blue robes they wear, and the Symbols of light they cling to in battle. Should it come to hand-to-hand Battle, they fight using those, as well as in range. Their use in battle is mainly that of a caster, their stats being not too great for an elite. Yet in that aspect they are quite good, able to perform healing, support and offensive magic, so quite adaptable to the situation.
Zealots, also called Battle Priests, are likely to enver take another position than in an army. They are sworn to fight and destroy evil, anywhere, anytime, and almost anyhow. Unlike the priests', their cloth is mainly red, to not be filthed by the blood of their enemies too much. Zealots are really more offensive oriented than Priests, and stronger in any statwise aspect, except Speed and Defense.

Crusader>Templar
The Crusaders, heavy armed Cavalrists in the service of the Havens, are often sowrn on a quest to achieve glory and smite Evil. They are valuable for any Knight and often the strong arm of an army. Seeing there shining armour and their sharp Lance will set fear into the hearts of the enemies. Considering gameplay, Crusaders are strong, and can be used offensively and defensively, but much better in offense, du to their Charge bonus. But hey are also valuable in blocking enemies, since they are large and have good HP.
Templars are Crusaders which could have achieved the status of Knight, for compelting a quest, but declined to do so, and instead keep fighting evil on the front line. They wear a much heavier armor and a much heavier Lance too. Their heavy equipmetn will slow your templars down, but they are more persistent and equally deadly as Crusaders. Their main advantage is more defense & HP!

Haven Champion:

Angel>Archangel
(we pretty much know them, don't we? )

Haven Hero:

Knight (Might)
The Knights have dedicated themselves to both protection of the believers and smiting the Evil.

Haven Neutrals:


Castle:
Power-oriented Empereal folk, mainly humans.

Castle Core:

Legionaire>Phalanx
->Defensive Human Infantry with armour&spear;

Corpsman>Medic
->Half-Elven Support unit, weak in combat, but healing abilities are VERY worthy for a core unit

Pioneer>Sapper
->Not too strong, especially not def, but worthy abilities. Extremely useful in Sieges & in combination with machines.

Castle Elite:

Musketeer>Rifleman
->Slow & fragile Shooter with massive damage

Chariot>War Chariot
->Quick attack unit, rather fragile for a large unit, but the good damage and especially the great clash damage make it up. Upgrade is less fragile.

Honour Guard>First Guard
->Another Strong infantery, armed with Sword. Also have a great moral  and a positive effect on Legionairs.

Castle Champion:

Dragon Rider > Dragon Knight
->A Dragon rode by a human, a truelly powerfull unit.

Castle Hero:

Noble (Might)

Castle Neutrals:


Sylvan:
Wood Folk, including Elves.

Sylvan Core:

Pixie>Fairy
->little, flying, magical women quick and reasonable attackers, though not much hp.

Pine Marten>Limbstalker
->A big marten, allied to the elves. Can climb over some obstacles. Is good in attack, but not too fragile either (both: for a core unit)

Dryad>Tree Keeper
->More defensive oriented. A nature spirit, in plant-like, though humanoid, shape.

Sylvan Elite:

Woodguard>Warden
->The good old Elven Longbowman. In comparison to other shooters, the loss in melee is not too big, either, considering how strong in range they are.

Unicorn>Pure White
->We know them, don't we. Blinding attack. Best in HP&Attack, (though not directly great in damage!)

Druid>High Druid
->Also known. Elven Caster-unit with some flower power

Sylvan Champion:

Treant>Ancient Treant
->Another Known creature. Really strong here, though. REALLY slow!!! but close to unbreakable and good damage, too!

Sylvan Hero:

Ranger (might)

Sylvan Neutrals:


Necropolis:
The Necromancer

Necropolis Shared Ability:
Undead - Obviously, all necropolis creatures are undead beings.

Necropolis Core:

Skeleton>Bone Warrior
->A Walking Skeleton We know that pretty much. The bone Warrior is armoured, but the armour is partly broken and rusted.

Walking Dead>Ghoul
->A walking corpse^^ Ghoul will have some kind of Draining ability.

Ghost>Wraith
->A captured and summoned, poor, soul of a Dead. Wraith is stronger.

Necropolis Elite:

Vampire>Blood Prince
->Vampires, you know Dark, noble-looking Bloodsuckers, probably armed with a blade.

Lich>Deathlich
->Undead Mage, can cast spells and range-attack.

Black Knight>Deathknight
->An undead Knight, slightly weaker than the living counterparts in terms of HP and such, but good in attack and damage.

Necropolis Champion:

Bone Dragon>Zombie Dragon
->An undead Dragon. Chose a Zombie instead of a ghost for upgrade this time^^

Necropolis Hero:

Necromancer (Magic)

Necropolis Neutrals:

Mummy>Pharao (Core or Elite)
->A mumified Noble. Attack is highly Cursing. Paharao has other amgic abilities.


Keep:
The Mountainfolk, including Dwarves

Keep Core:

Defender>Mountain Guard
->Basic Dwarven Melee Infantry. Carries a one-handed Axe and a Shield. Defensive oriented.

Halfling>Shortbowman
->The Halflings searched for refuge in the Keep. They set a good amount of fighters, but most also farm the crops for the population of the keep. Halflings and Shortbowmen are ranged units, though with strong range penaltys.

Iron Golem>Deepore Golem
->THese golems are forged in a way that neglects magic, so they are resisten (deepore. immune) to magic themselves. The shield applies to surrounding units a bit.


Keep Elite:

Avian>Skyfighter
->An Avian is a Hybrid beign between man and Bird, having a humanoid Shape, but feathers and wings, and a beak. In battle, these flyers carry a battle staff with a sharp blade at it's end - the skyfighter has blades at both ends.

Giant>Cliff Giant
->DON'T MISTAKE WITH THE GIANTS OF OTHER HoMMs! This guy is much more human(or better: dwarven )-like and much less magical (no lightning-throwing or such!!!)

Seer>Blind Brother
->Magical, casting unit. Cannot be blinded. Vulnerable to mind magic. Useful out of battle, too.

Keep Champion:

Roc>Thunderbird
->A giant Bird of Prey, the roc is an awesome appereance in battle. THey also can carry foes out of battle, binding them in the air for a while. Thunderbirds deal Lightning Damage when attacking and carry the aura of storm with them.


Keep Hero:

?Keeper? (Magic)

Keep Neutrals:

Miner>Deepminer (Core)
->These Dwarves are usually workers, but they fight strong and fierce nevertheless, when necessary.

Boar Rider>Boar Patrol
->Halfling riding a brown/black boar, armed with a club.

Stronghold:
The wild, war-hungry Orcs, build mighty forces to host their powerfull hordes. In this faction-idea, they are less tribal than in H5 - and much more classical! No half-demon Orcs!!!!!

Stronghold Core:

Dart Thrower>Venom Piercer
->Goblins throwing venom darts. Unprecise on long distance, but they are not weaker in melee than in ranged combat and the Venom piercers use venomous darts.

Hordeaxe>?
->Orcish Infantery. Additional to their big, melee-axe they also wield some, though not many, throwing axes.

Bull>Red Bull
->Male Buffalo. Wild, aggressive beast, tamed by the orcs.

Stronghold Elite:

Troll>Mountain Troll
->Stonethrowing, like back in H2 Mountain Troll also has the ambivalent stoneing ability.

Ogre>War Ogre
->Big bulky bully. Raw Fist-power. War ogres are painted in war colours and have metal cloth parts.

Stronghold Champion:

Stronghold Hero:

Barbarian (Might)

Stronghold Neutrals:


Inferno:
The hordes of the demons. Compared to other HoMMs, they are less fiery. There are firy demons, but also shadowy and poisonous, and such not fitting itno one of these, as Hell Hound.

Inferno Core:

Gog>Magog
->Basic Demon Warriors, using no weapons btu their clawy fists. However, they can also create balls of fire to throw at enemies.

Hell Hound>Cerberus
->Any explanations needed? Not fiery!!!

Inferno Elite:



Inferno Champion:



Inferno Hero:

Stronghold Neutrals:


DEscriptions and mroe factions to follow

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DarkLord
DarkLord


Supreme Hero
Fear me..
posted November 20, 2010 11:45 AM

Thanks to Jiriki , who actually don't just judge, but offers his own vision of line-up!!! just the only thing is would like to see the comleted one , not the sketch

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted November 20, 2010 01:39 PM
Edited by Jiriki9 at 15:30, 20 Nov 2010.

It's on work, it's on work, man
Added the ahven descriptions,, except Angels, which will be quite as we know them...strong fighters, archangels will have ressurection, both will deal much more damage to demons.

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moljac024
moljac024

Tavern Dweller
posted November 22, 2010 05:27 PM

I don't like this lineup. IMO there are not enough elven based fractions in it

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted November 22, 2010 05:53 PM
Edited by Jiriki9 at 15:21, 25 Nov 2010.

@moljac: myne or DarkLord's? 'cause myne's not ready yet, there will be more elves

EDIT: added some short descriptions for Castle & Sylvan.
Note: Factions to come include Stronghold=Orcs, Keep=Dwarves&Mountainfolk, INferno=Demons and others, such as maybe Citadel=probably High elves

EDIT2: added descriptions fro Necro

EDIT3: added Keep

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MattII
MattII


Legendary Hero
posted November 29, 2010 10:32 AM
Edited by MattII at 01:00, 07 Dec 2010.

Ah, I finally have some time to post some on my factions. First up is:
Empire (yes, I know, cruddy name)
Core
Spearman > Guan Dao  A guy with a spear > A guy with a sword on a pole
Crossbowman > Zhuge Crossbowman  A Crossbowman > A fast-loading Crossbowman
Kitsune > Ninetail Kitsune  A magical fox > A spellcasting fox

Elite
Swordsman > Youxi  A swordsman > A better swordsman
Arquebusier > Musketeer  A guy with a primitive gun > A guy with a not-quite-so-primitive gun
Novice > Ordinate  A martial-artist > A spellcasting martial-artist

Champion
Imperial Dragon > Thunder Dragon  A serpent-like dragon with short legs, and wings like the bronze dragon from DnD > A similar looking dragon that can call lightning

Their Heroes are Samura (might) and Abbot (magic).


Added 30/11/10:
Factory
Core
Guard > Sentinel  A Gremlin with a spear and some armour > A gremlin with a long-axe and a full suit of armour
Smithy Apprentice > Field Smith  A dwarf with a hammer > A dwarf with a full set of tools and some armour
Golem > Stone Golem  A red golem > A grey golem

Elite
Bronze Golem > Iron Golem  A yellowish golem with rivets > A greyish golem with rivets
Iron Chariot > Ballista Chariot  An armoured cart with a big spike on the front > An armoured cart with spikes all around and a turret on the top
Mage Apprentice > Mageling  A gremlin in a plain grey robe > A gremlin in a blue robe with some stars on it

Champion
Colossus > Juggernaut  A giant statue with a club > A giant statue with a big axe

Their heroes are Master Smith (might) and Master Mage (magic).


Added 1/12/10:
Deep
Core
Troglodyte > Troglodyte Thresher  A big green frog-man with no eyes > A big brown frog-man with no eyes and is covered in spines
Deeplurker > Deeplurker Darkbearer  A octopus > An octopus carrying little spheres of darkness
Beholder > Terror Eye  A floating mass of eyes with some tentacles hanging down > A big floating eye with some smaller eyes on stalks and some tentacles hanging down

Elite
Mimic > Doppelganger  A lumpy troglodyte with eyes > A DnD Illithid like creature
Levitor > Darkspawner  A floating octopus > A floating octopus surrounded by dark clouds
Deepwyrm Larva > Deepwyrm Nymph  A large caterpillar like beast > A largish worm that tunnels through the ground to reach its enemies

Champion
Deepwyrm > Deepwyrm Devourer  A very large worm that tunnels through the ground to reach its enemies > The same thing, but will regenerate health from the unit it eats

Their Heroes are Darkbringer (might) and Mindflayer (magic).


Added 1/12/10:
Preserve
Core
Faerie > Dryad  A faerie > A faerie that has a modicum of control over the local plant life
Wolf > Red Wolf  A wolf > A more vicious wolf
Badger > Stink Badger  A badger > A giant burrowing skunk

Elite
Healer > Acolyte  A werewolf that can heal others > A werewolf that can cast spells
Glen-Guard > Warrior  A werewolf > A werewolf with healing
Dainn > Qilin  A deer > A deer with natural armour

Champion
Dendroid > Elder Dendroid  A walking tree > A tougher walking tree

Their Heroes are Ranger (might) and Druid (magic).


Added 1/12/10:
Spire
Core
Auxiliary > Skirmisher  A guy with a spear > A guy who can throw his spear
Scout > Chaser  A guy on a horse > The same guy with a bit of armour and a better weapon
Priest > Canon  A healer > A caster

Elite
Alphyn > Gryphon  A lion with some bird-like touches > A gryphon
Archer > Greatbow Archer  An archer > An archer that doesn't suffer from a long-range penalty
Phalanx > Legionnaire  A warrior with a long spear and a lot of armour > Also comes with a shield

Champion
Prophet > Angel  A spellcaster > A flying spellcaster

Their heroes are Kentach (might) and Archon (magic).


Added 1/12/20:
Fortress
Core
Propper > Miner  A dwarf with a club, A dwarf with a pickaxe
Bolter > Damp-Bolter  A dwarf with a crossbow > the crossbow bolts are wrapped with oily burning rags
Kob > Kobold  A mine spirit > A much fiercer mine spirit

Elite
Runekeeper > Runecarver  A dwarf that shoots fireballs > A dwarf that shoots fireballs and casts spells
Fyrd > Huskarl  A Dwarf with armour and an axe > A dwarf that can throw his axe
Bear > War Bear  A big bear > A big bear with armour

Champion
Giant > Fire giant  A giant > A giant that does fire damage

Their heroes are Thane (might) and Runelord (magic).


Added 1/12/10:
Cult
Core
Cockatrice > Basilisk  A feathery serpent which turns the enemy to stone > A feathery serpent that flies and turns the enemy to stone
Handler > Hellgrome  A guy with a spiked club > a guy with a spiked club and the ability to heal
Demon > Hellspawn  A lump of muscle and armour > A really vicious lump of muscle and armour

Elite
Beast Master > Pit Master  A healer who can shoot > A caster who can shoot
Nue > Manticore  A lion with a scorpion's tail > A lion with a scorpion's tail and wings
Orthrus > Chimera  A two-headed hellhound > A two headed beast which breathes fire

Champion
Ladon > Hydra  A multi-headed beast that can strike every space around itself > Now it can heal as well

Their heroes are Heretic (might) and Hellmage (magic).


Added 1/12/10:
Rampart
Core
Lizard Hunter > Altatl Hunter  A lizardman with a spear > A lizardman who can throw his spear
Varanid > Komodo  A lizard > A lizard with a poisonous bite
Bloodletter > Bloodblessed  A lizardman with a big knife > A melee-casting lizardman

Elite
Lizard Warrior > Blessed Warrior  A lizardman warrior > A lizardman warrior with an immunity to some magic
Chelydrid > Tarasque A big turtle > A big turtle with a really hard shell
Wyvern > Peuchan  A poisonous flying lizard > A poisonous flying lizard that can't be retaliated against

Champion
Mahamba > Cipactli  A really big crocodile > A really big crocodile that can regenerate from either living creatures or corpses

Their heroes are Chosen (might) and Vodoo (magic).


Added: 3/12/10
Necropolis
Core
Bondsman > Minion  Living troops indentured to the undead > Living troops who've actually signed up with the undead, mostly for the money
Zombie > Zombie Warrior  Not the shuffling corpses of past generations, these things now more at a decent speed, making them at least as deadly as they should be > The same undeads, only this time armed with axes to take account of their great strength
Ghoul > Nosferat  Fast vicious undeads who can regain health by feasting on corpses > Now even more fearsome, these undeads can regain health by simply attacking living troops

Elite
Black Archer > Black Ranger  living troops who work for the undeads because of the obscenely high pay they get > Now they carry actual swords to defend themselves with
Necrolyte > Necromancer  Really only novices, these guys can nevertheless summon death-clouds to kill their living enemies > More proficient at the magical arts, these things now raise corpses to bolster the undead army as well as just killing the enemy
Death Knight > Dread Knight  An undead knight on an undead horse > The same guy, only now it has an aura of Sorrow, making them great at crowd control

Champion
Bone Serpent > Black Serpent  A serpent made of the ribs and spines of living beings who didn't survive previous battles against the Necropolis armies > Now that they've got some flesh on their bones, these things now get some additional things, like regeneration

Their heroes are Vampire (might) and Necromage (magic).

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Aatos
Aatos


Adventuring Hero
Heroic Adventurer
posted November 30, 2010 06:33 PM
Edited by Aatos at 12:44, 01 Dec 2010.

@Darklord

Haven: Excellent, only I would like the Cleric/Priestess to be a warrior kind of caster, and instead the Angel/Arch Angel some kind of light creature teleporter.

Sanctuary: Good, but I would remove the Sprite/Pixie because they are not for combat, and it's to much to have both the Unicorn/Pristine Unicorn and the Pegasus/Silver Pegasus.

Sylvan: Excellent, as long as the Satyr/Faun and Nymph/Dryad look like warriors.

Academy: Excellent, I would just keep one caster unit.

Forge: Moderate, I would not mix Humans and Dwarves, and upgrade names shouldn't just be word+name, in my opinion.

Fortress: Good, but no faction race, just mixed creatures, and I would remove the Serpent Fly/Dragon Fly, it doesn't seem like a warrior. And same comment for the upgrade names as before.

Sea Temple: Moderate, I would not make a sea faction unless they fight only on the sea.

Stronghold: Excellent, I would not use the Wolf/Worg as a creature on its own.

Asylum: Excellent, I would not use the Wisp/Dark Wisp because it is not a warrior.

Inferno: Good, I would not use the Devil/Arch Devil and all the other demons would have to be different from one another.

Necropolis: Excellent, I would combine the Ghoul with the Zombie.

Dungeon: Moderate, if they were all some kind of shadows, but I think that ideas have depleted.

Excellent work, but I wouldn't like to see more that 8 factions all together. And also, units should either be casters or not have any spells at all. They can have maybe one active ability. Abilities should be either active or passive (always on). There should be no "chance" abilites at all, in my opinion.
____________
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Jiriki9
Jiriki9


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Altar Dweller
posted November 30, 2010 11:02 PM

Nice there are some more proposals!

MattII
Empire...not sure...I'm not sooo a fan of asian factions. Partly because I know not enoguh bout asian lore...
for the units, more than jsut names would be nice. For example: Is the Imperial&Thunder Dragon Classical? or more like chinese dragons?

Factory...I think maybe the mages should be elsewhere. Otherwise, by just hte names sounds nice!


Nightterror

overall, though it needs to be REALLY good implemented, I liek the choice idea, which you seem to have! However, I'd like to know how exactly it works, but i probably have overread it^^

HAVEN
^^is pretty much MMH6 lineup^^ would like own ideas & alternatives more.

CONFLUX
Hmmm. Very creative. It IS a good idea, imo, though not perfectly to my liking. But I look forward to see more details!

TOWER
Creative concerning only homm...not so new considering the last years here in the altar... AND: manticore upgrading to sphinx is a no-go!!!!! manticore to chimaera if necessary, but SPhinx and MAnticore cannot be combined, that woulod be liek upgrading Centaur to minotaur or Wolf to Bear^^

RAMPART
Not too new. Shapeshifters were never in the games but appear in every second Sylvan here, recently, in one or another form. The black unicorn IS new, but...also not so much to my liking. So: a fairly classical faction with some changes, but overall the rather classical theme...which, however, is not bad for sylvan!!! it IS a classical faction overall...

FORTRESS
Am a bit bored of Lizard factions. For one of those, this is not so new...but not bad anyway...Need more information 'til I can get a real opinion!

INFERNO
Well, inferno^^ Balrog, however, is a no-go out of middle-earth (or, better: tolkiens world) for me, though that's only personal liking!

NECROPOLIS
Hmmm. Not my favorite Necro. Vampire and Death Knight are to be seperated, imo. To name only one. Also, I don't like the fate spinner^^ Not in necropolis, that is...

TRIBE
Good old barbarians, but: Scarabs in snow? O.o You have to give good reasons

Neutral Creatures
By far not enough XD



btw, I would like some comments on my factions & creatures, too, if you don't mind

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MattII
MattII


Legendary Hero
posted November 30, 2010 11:38 PM
Edited by MattII at 00:40, 01 Dec 2010.

Quote:
You just wait till I finish the special abilities for my creatures
Fine, I'll wait, but it doesn't matter too much, because for all that you'll have some new units, your factions still won't feel too new, because they'll still be the factions we've been looking at and playing for over a decade.
Quote:
for the units, more than jsut names would be nice. For example: Is the Imperial&Thunder Dragon Classical? or more like chinese dragons?
Chinese Dragons, anything else just wouldn't be right.
Quote:
Factory...I think maybe the mages should be elsewhere. Otherwise, by just hte names sounds nice!
Those are gremlin mages, the old Academy mages are another town entirely, one without constructs.
Quote:
btw, I would like some comments on my factions & creatures, too, if you don't mind
Oh, and I'd like the same as well, since my work generally gets ignored by most people.
* Haven: Nothing spectacular, though it's pretty damned hard to do anything spectacular with them isn't it?
* Castle: A little better than Haven, though it still looks like it's cut from pretty much the same mold, just the bits that got cut off, which gives it a slightly disjointed feel.
* Sylvan: Good to see the dragon finally gone, the rest of it is just, meh, seen it before, except maybe the pine-martin.
* Necropolis: Has this changed at all? It looks like a direct port from H3.
* Keep: Lacks cohesion to my mind, I can't see an over-riding them like I can with the others.
* Stronghold: For what you've got up so far it looks pretty reasonable, not too revolutionary, but then there are some areas where revolutionary doesn't work well.

Overall, good solid factions, although a bit conservative for my tastes.

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Jiriki9
Jiriki9


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posted December 01, 2010 12:39 AM

Quote:
Quote:
You just wait till I finish the special abilities for my creatures
Fine, I'll wait, but it doesn't matter too much, because for all that you'll have some new units, your factions still won't feel too new, because they'll still be the factions we've been looking at and playing for over a decade.
Quote:
for the units, more than jsut names would be nice. For example: Is the Imperial&Thunder Dragon Classical? or more like chinese dragons?
Chinese Dragons, anything else just wouldn't be right.
Quote:
Factory...I think maybe the mages should be elsewhere. Otherwise, by just hte names sounds nice!
Those are gremlin mages, the old Academy mages are another town entirely, one without constructs.
Quote:
btw, I would like some comments on my factions & creatures, too, if you don't mind
Not much time now, will do it later. Oh, and I'd like the same as well, since my work generally gets ignored by most people.


Did I jus gave you some or not
But I know what you mean -.-

Your explanations sound nice. I really look forward o more!

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MattII
MattII


Legendary Hero
posted December 01, 2010 05:44 AM

Okay, added a new town in, plus basic physical explanations for every creature, hope that helps.

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MattII
MattII


Legendary Hero
posted December 01, 2010 06:05 AM

Interesting, but you may want to rearrange it to let us know what abilities the base creatures have, because right now there's no indication.

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Jiriki9
Jiriki9


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posted December 01, 2010 09:56 AM
Edited by Jiriki9 at 10:37, 01 Dec 2010.

Some more has come, so some more feedback^^

Nightterror

Quote:
In my system you have 4 core units, 3 core units you have always and between 2 core units you must choose (much like in homm4)
You also have 4 elite units, but you can only play with 3 aswel, you must choose between 2 elite creatures in the linup.
Same goes for the two champion creatures, you must choose which you like better.


Ah, found that now...I would like it better if I could, instead of having 2 fixed creatures and choose between two, have a 3 out of 4 choice, so I wold mainly simply choose which unit I DON't Have in the line-up.

For your abilities...it coudl be a bit much...at least in other people's taste *g* I, personally, like variety. But still, it will be hard to keep in midn which creature has which abilities, and, therefore, which use. Also, MattIIs comment is right, it would be nice to see, which abilities are for the abse creature, which for the upgraded and which for both...
and another point: For here, the descriptions are fine, but on the long range, names would be nice^^

Battle Mastiff
Some fine abilities, but some where I have concerns:
Less damage from melee attacks - just why, for dogs? Also, why do exactly the DOGs get a morale boost for not fighting with haven units. I mean, it seems more senseful for the humanoids! "when haven units get killed..." - you mean a whole stack here, I suppose!? ...for the favorite enemy: Hmmm. Nice idea, but: For the whole game??? I think for the battle would be more sensefull. Also, what happens when you merge two stacks with different favorite enemies?

Sentinel
Overall, some good one, especially the one that makes it sensefull to split sentinels in different stacks. Yet, still some questions: When defending other units...what happens to the retaliation? Is it performed? By whpom? With whole strength? Also, monster slayer could be not the perfect anme - or do you really ahve ONLY "monsters" as Champion unit?

Marksman
Piercing seems more for a ballista, not a crossbow, not even a good one, though its a nice idea. More damage bonus or such would be more fitting. How exactly is the pet of HE shot and how exactly is it used as a scout on the AM? I really like the ability to pass the hawk!!! ...how the hell would the free shot work? How is it triggered? By a flying unit landing near? moving? attacking? Or does it hapen at the begin of the round?

Priestess
blessed weapons...all other creatures? Including enemies?^^ or just friends? And: all over the battlefield? Or in a closer area? And which bonus? Damage? Attack? Defense? Not sure yet? I Like the saints ability of taking action when a shadow spell is cast.

Glory
no retaliation= no enemy retaliation? "Can sacrifice...to ressurrect..." as an active ability, I assume? then, how often? "All holy spells..." When cast on the Glory or when cast by anywhom (eben enemy) on the battlefield with any target?Aura of Light seems nice. elemental I see unfitting, sicne for me light is no element^^ hover means what? the Cursing undeads is a great idea!

Archon
Again: how does the sacrifice happen? here, however, you give us the info WHICH bonus is given Two different sacrifice abilities? O.o Not sure...also..how do they turn them? And: Do you really mean "Army"??? The whole army? Or one stack? A chance for more defense points for allies...hmmm, not sure.

Griffon
blocking flyers from flying is VERY nice not sure about the "the more gryffins in play" ability...you don't mean all gryffins on the map, but thsoe in one stack, or at msot in one battle, I suppose? Even then...not sure...With huge stack, this could be rather strange! for the enhancing retaliations...is their strength growin gper round or per performed retaliation?

Sun Crusader
Can't be slowed by anything?  how long does this trail thing last? The morale through light amgic thign is nice, but a bit complicated, maybe... What do you mean second attack? THey strike twice? Only in melee or in ranged, too?

Angel
ressurrection=ressurect allies? ...which extra special ability do creatures get, fighting in a Seraph's aura? And which creatures? All and any? Friends AND foes? ddemons & undead, too?

Valkyrie
I don't udnerstand the abiltiy of the better chance of hitting with spec. ab...you mean the chance the abilities trigger is increased? or what? What does this "one-hit..." ability mean? I Like the prevention of undeads rising!!!

So much for now, you have done quite much
Overall: some visual descriptions and such would be nice, too!

EDIT:
going on

Razor Boar
so far so good. But what about the boar riders? What are their abilities?

Blood Paw
again: abilities of the bear rider?

also, for both: hwo are they combined? In the hero screen or in battle?

Crystal Golem
for the given bakc damage: does this also count for ranged?

Shieldguard
How does the blockign of enemy projectiles work? And what is the change to the blockign of ranged attacks?

Yeti
regenerate helaht instead of what? how long stay freezed targets freezed? I like the damage boost against your own kind. Is the confusing whisper an activated ability? can the wenidgo attack ANY enemy from behind?^^

Djinn
Wish...does it work for all or just for one target? I would so much hate the mana shield wiht my creatures. Losing mana without control about it is a bad thing^^ The luck thing is fine, but not tooo fitting.

Fire Salamander
I don't like the idea of fire upgrading into ice. Also, they seem a bti too strong, maybe.

Rune Priest
Fine, though maybe a bit much and a bit strong.

Thunderbird
Wow, that is strong^^ VERY strong, seemily...

Lava Worm
What does "vermin" mean? And "burrow"? Does earthquake also damage wals&towers, and siege machines? Don't like the volcano summoning at all...

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zazu1
zazu1


Adventuring Hero
Makes Sense
posted December 01, 2010 04:59 PM

I like it

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Jiriki9
Jiriki9


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Altar Dweller
posted December 01, 2010 05:01 PM
Edited by Jiriki9 at 17:33, 01 Dec 2010.

I hope you don't midn if I allready re-answer...soem things are clearer now!
Also, I am glad for the thanks and about the quick response by you!

Quote:
I just gave the creatures ALL ideas I have for special abilities that suit their form, mythological background and appearance, so its a bit much, but its only a proposal remember, I just hope they read it and take some of the abilities/monsters into concern, not all of them of course!

Ah, now I see. I don'T think much of this will reach the makers, but maybe some of it will!
Also I have a question: May I add your abilities here? The ability list is a list of user-made abilities, quite old by now (this post is recent, but it's jsut a remake of the original list, which is older than a year and therefore I couldn't edit it anymore...), but I hope it coudl still grow. If you agree, I put your abilities into it (please no posts there, if you have more ideas in mind (which I suppose) and want to share them, in the thread should be a link to the ability creation thread which was made to be a place for posting such. Even if you don't want to contribute, you may get some additional inspiration there!

Quote:
- The war hounds have armor on their body, they are armored dogs so thats why they get less damage from melee attacks.
- They get a morale boost for fighting WITH haven units, but only if there are no other races in the armies of the war dogs, so if there are elves, undead or demons or any other race creatures in the army they don't have this ability on them. And dogs are a mans best friend, so thats why I gave them this ability.
- No not the whole stack, and this ability doesn't work always, so sometimes when a haven creature (any, not whole stack) the hounds gain another attack.
- Favorite enemy will be changed in the way you describe.

Ah, I have a better view now. Sounds nice! Yet maybe a bit strong, considering the additional attack. Though disputable, I like the "dogs are men's best friends" idea

Quote:
- The attacked creature may not be damaged, but he still makes the retaliation itself. With whole strenght I suppose, if this is not balanced than turn it into the way that makes it balanced.
- Monster slayer means that they do extra damage to champion units, not the solar champion, but to ALL champion units in the enemy armies. They are famous monster slayers, this ability may be given to the solar champion however, dunno yet.

This is your proposal. However, I would vote for a bit decreased strength, the sentinel is still a core unit.
What I meant with monster slayer was about the name and your champion units. I can imagine champions which are no "monsters"...for example angels^^ But I know this is ahrd to solve, and it's just a name issue.

Quote:
- This is an magical arrow that pierces through enemies.
- Its a holy hawk pet that sits on the shoulder of the Hawk Eyes, they fly toward the enemies and explode in their faces, then they reincarnate on the eagle eyes shoulders again, I don't care for the map scouting ability, its just a simple thought.
- The hawk eye shoots at flying enemies that come close to it, if they move toward him, move pass him or move away from him doesn't matter, he will always shoot at flying creatures that come too close.

Magical arrow=okay
Ah, I meant wether you determine this by using the ability in battle or how the mechanics work. but the animation sounds great!
The map scouting ability I see as really good!!! I'd liek more AM abilities for creatures anyway!!!
-ah, this way the ability is a bit overpowered, i fear. especially against melee based armies.

Quote:
- No blessed weapons is a spell, it can be cast on the creature you like to have it, not on enemies, it affects only attack made against demonic and undead enemies, maybe I add the blinding effect to this spell, but i'm not sure yet if thats balanced or not.

got it

Quote:
- No, the sarifice works only when you want them to sacrifice, they don't do it themselves.

that's what "activated ability" means. You activate it in battle.

Quote:
- Well light and darkness are seen as elementals by many people.

I know. Just - not by me

EDIT:
Quote:
I like it

Which? Here are, by now, 4 proposals^^

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MattII
MattII


Legendary Hero
posted December 01, 2010 08:03 PM
Edited by MattII at 20:05, 01 Dec 2010.

Can I raise again the issue that I still can't tell which abilities apply to the base creature, and it'd be a lot easier to make sense of it if it was obvious. Also, I have 8 towns up now, so would it be possible to get some reviews on them please?

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Jiriki9
Jiriki9


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posted December 01, 2010 08:22 PM

Quote:
First of all of course you can use my special abilities in your own topic! The more my abilities spread the better, I don’t care if other people use my abilities for their own proposals aswel , I don’t need credits or money out of these things, I’m not that desperate for credits.

thank you, for both! I will try to put the abilities into words and stay as close to your wish as I can I'll write you when I've put them there, and under which name, so you'll know.

Quote:
Also core units aren’t the weak creatures from previous games anymore, they are kinda stronger than before, every unit in my proposal gets its own evil and good abilities, and if ALL units have powerfull abilities it aint unbalanced anymore.

You are, of course, right^^ however, I think one can overdo it with the power of creatures, and core ARE still the lowest level, afaik

Quote:
The monster slayer ability… hmm maybe only working against bosses and non-haven champion units?

Or maybe a renaming...I'm not sure, either...

Quote:
The hawk ability can be done 2 times each battle, after the second time the solar hawk on the shoulders won’t return there, so you have 2 hawk-shots each battle.

which?

Quote:
The elemental creatures for darkness and light are Shade and Lumina!

I am still thinking of elements in the classical way: They are what the world is made of. I am mostly fond of the classical Ancient Greek 4-elements-philosophy with fire, water, earth and wind, and can be convinced to soem others as well...but darkness and light...not really. Not for a heroes universe. No misunderstanding: I like beings made of light/darkness, like your Haven creature. I just would not say they are "elemental"

Quote:
-Archons are support troops they can turn the tide of battle by sacrificing their own lives, and not the entire stack is sacrificed, just one of them.

So it does effect the whole army? O.O That's really badass, man.

Quote:
-I mean different stacks, not the entire army, and enemy or friendly doesn’t matter, this ability means that griffons are proud creatures, they concurrence with each other which griffon stack is the best.
-Which is better? Per round or per performed retaliation?

-I still would like to know wether it is for one battle, or the whole map? Both are probable with the explanation you gave (concurrence can be in the battle or over the nest places or such...the moregryffins in their pilotage area, the better they try to fight)
-One can't say one or another is BETTER. It depends just on what you want Per round means a steady enhancement, meaning you can load your gryffins up and keep them back first, which could be especially usefull when defending a city. Per retaliation means they will strike back fiercer and fiercer the more they are attack. A bit more atmospheric, maybe. ^^

Quote:
-The trail lasts until he walks again, then a new trail will be created.
-There horses are immune to slow, so they can’t be slowed by magic and also not by trapps.
-No, some creatures that already attacked during that round may find the holy spirit to attack the enemy unit that stands before them, ranged units may shoot for a second time when blessed however, but melee units can only attack while in a battle or when it is surrounded by enemies.

-ah good solution
-what about slowing terrain&weather effects, if such would exist?
-I still don't get the last pint...maybe an example could clarify it?

Quote:
-Only friends get second abilities of course, friendly undead and demons gain a second attack aswel, as angels and seraphs ignore the morale penalty when fighting in armies together with demons and undead, something their other haven colleges lack.

I understand that now. THe secodn aprt, however, ain't to my liking, but ONLY because of taste...

Quote:
-Well you know that most creatures have some special abilities that not always work against a creature stack, with the help of valkyries their abilities have better chance of actual hitting the enemy stack, so the medusa’s stone gaze has more chance of turning creatures into statues when fighting with valkyrie allies.
-Valkyries protect all friendly surrounding creatures from sudden death, so abilities that one-hit kill creatures are better (not 100%) protected against such evil magic and abilities.


-So you do mean the chance of abilities to trigger...only for offensive abilities? (f.e. the incorporeality of ghosts would not have more cahcne to prevent damage if ti was only for offensive abilities) Or only for abilities which are coupled with the direct attack? or both?
-..liek which? Death stare from gorgons or such?


Quote:
Boar and bear riders
- The bear and boar riders gain much defense and attack power by merging, they keep all the special abilities of the bear and boars however, the special abilities from the dwarf units are mostly lost.
- They can be combined on the battlefield and in your town screen.

Seems a nice idea

Quote:
- Golems ability doesn’t work on ranged units, only to melee units creatures and for the nova attack all creatures in a large radius.

got it

Quote:
- The chance of blocking a projectile is 50% for the Shieldguards, they just block the entire attack, just like the minotaurs from homm4.

projectile=? any ranged attack except amgic? Onyl physical ranged attacks?

Quote:
- Yeti’s regenerate health from ice attacks instead of getting damage.
- That depends, on the battlefield, on snow battlefield the frozen victims stay frozen for much longer than on lava tilesets, most it takes no more than 3 rounds maximum, maybe 4 rounds on tundra tilesets.


-An what about an ice spell that deals no damage but would freeze, or slow? Also jsut health reg.? Or speeding up instead? or getting the effect? Or jsut nothing happens?
-ah

Quote:
- No wendigos lose the freezing ability and gain the confusion whispers instead, its pure on chances, not on activation.

I still don't see when, in game, thsi would happen...anytime in battle? at the beginning of the wendigos turn? At the end of their turn?

Quote:
- Well that mana totally protects the djinns from ANY kind of damage, so it’s a good sacrifice!

I jsut don't liek that I cannpot control the drain, and the enemy can DIRECTLY use one of my abilities which is designed positively against me...not to my liking...

Quote:
- The fire Salamander is upgraded into the Frostfire Salamander, it is a combination of both fire and ice, both heat and cold are within the bodies of these creatures, they control the temperature around them to their own likening.

Nice idea, surely. Still, not something I love. But that, again, is just taste

Quote:
- Most of the thunderbirds abilities are chance-based so you have to be lucky, its not all that powerful, only when the weather is coming.

I don't like roulette-aspects in strategy games which are too strong. So strong that, maybe, they can var yfrom "creature is no use" (in comparison to effort in getting it) to "creature rocks anything". Too unpredictable.

Quote:
- Vermin are insects, they have their own subtype because some creatures have special abilities that would only affect vermin, like the venus flytrap that feeds mostly on insects and vermin.

Hmmm okay.

Quote:
- Burrow is much like flying, only they burrow underneath obstacles instead of flying over them.

Can it be used on boats? (I hope not...wouldnÄt want to see THAT boat O.O) On any terrain? CAn you cross lakes & moats? What about lava?

overall, as I said, some really nice stuff!!!
I, personally, would like some more specification, as you maybe have seen through my comments XD

I will, later, or in the next days, add more comments...and also on yours Matt, don't think I forgot you...not 100% sure wether I'll continue THAT detailed, though is a bit timetaking

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