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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Few towns, lots of non-town creatures...
Thread: Few towns, lots of non-town creatures...
Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 01, 2010 05:16 PM

Few towns, lots of non-town creatures...

Since the Wish list thread appears to have died, here's something I'd like a little input on.

You must have seen many many threads about various creatures that people want added to <insert random town name>. And I agree with the idea behind the 5 towns post that throwing too many factions is going to dilute the individuality of each.

And so, I was wondering how it would be like if we had a few towns (5-8) and LOTS of non-town creatures. I mean not 10-15, something like 20-30. And good ones. For all tiers.

All creatures would be aligned to one town type or another and thus racial abilities would apply on them. And in the map editor we could associate their map dwelling with a town so that as the town makes its citadel and castle the creature production increases in that dwelling. This way, they could even be used to replace/supplement a town's normal creature lineup.

I got this idea from WOG. I was playing a map with Tower but my troop lineup was:

-Lords of Thunder (Level 8 creatures, upgrades of Titans)


-Santa Gremlins (neutrals, aligned with tower, summon gremlin stacks around them)


-Sorceresses (neutrals, aligned with tower, ranged fliers with random curse on attack)


-Gorynyches (flying three headed hydra)


-Naga Queens
-Arch Magi
-Master Gremlins

Here's the full screenshot:

Screenshot

As you can see, it's a very varied mix from the usual troop lineup (almost entirely focused on range attacks) and it was a uniquely enjoyable experience. The enemies that I faced in that map were also sporting quite unusual armies, gnolls, dragonflies, wyverns mixed with werewolves and fire messengers for example.

That is something I would love to see in H6, and properly integrated as well. Since some non-town creatures will be aligned to your town, you don't have to worry about morale penalties. And the creature count will rise as your castle develops so you're actually able to select your main army from a bigger pool of creatures.

Another benefit would be that non-town creature dwellings will become important map structures. In previous games, if I were playing Academy, for example, a neutral creature dwelling would not have much value for me because of morale penalties, low creature number, inability to apply racial bonuses to it.

This idea tries to bring neutral (or better termed "non-town") creatures into the main hero's army. It also solves the problem of throwing in a large variety of creatures without having to increase the towns' numbers/lineups.

Any thoughts?

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Aatos
Aatos


Adventuring Hero
Heroic Adventurer
posted December 01, 2010 05:54 PM

So, if I understood correctly there would be no creatures in towns. Your hero would go around the map and pick up creatures from dwelings which are aligned to his/her faction.
____________
To fail to plan is to plan to
fail.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 01, 2010 06:04 PM

AGent_Blerd...the thread has not died!!! I jsut don't update so often^^

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 01, 2010 06:24 PM

Quote:
So, if I understood correctly there would be no creatures in towns. Your hero would go around the map and pick up creatures from dwelings which are aligned to his/her faction.


No, the towns will have creatures as the game makers intended. However, there will be a significant number of creatures for each faction that are recruited from map dwellings. Those dwellings can produce more creatures if the town they are linked to develops a citadel or castle. In a way, they will act as extra creature generators for that town.

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 02, 2010 06:01 PM

Something like that. Since that game doesn't have towns per se, all creatures are non-town. But the idea exists. That you have a large pool of creatures to choose from.

If you want to experience this thing, try playing a heroes game (preferably H3 or H4) starting with two different closely placed towns, give yourself a morale boosting artifact, and select one (or more) creatures from the second town to complement your army. Like replacing Tower's gargoyles with grand elves, genies with silver pegasi or treants, golems with grand elves etc.

Now imagine being able to mix troops like that in any game. And it won't always be the same "ideal" mix because placing non-town creature dwellings will be up to the mapmakers. If the non-town creatures are split into tiers like core, elite and champion, this would make things even simpler. You could throw in a "Random Elite Inferno Neutral" building and get a surprise in every map.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 02, 2010 06:29 PM

that sounds like H4. the idea was good, but most of those creatures were tier 1 and 2 and it was usually better to have a hero than a stack of tiers 1 or 2. though nature had the chance to have water elemental, waspworts and mantis which were all useful. having ice demons wasn't necessarily a bad idea either

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 03, 2010 04:32 PM

Yeah. Playing with Nature was fun when you had the creature portal and summoning special ability (with equilibris, you could choose which creature to summon) so you could potentially replace the sprites with water elementals or even mantises.

If they do it properly, give more creatures to each faction and for all tiers, adding a few neutral buildings could make up a very interesting map when replaying.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 04, 2010 12:18 AM

yeah, it was quite badly implemented in H4, you would never recruit neutral level 1 or 2 creatures, except in the few first days of a game (and then, you probably wouldn't even recruit pirates for example) I think the only neutral tier 2 that was good was evil eye.

and there was no way to recruit sea monster, which would have been a great creature to have.

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