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Heroes Community > Heroes 7+ Altar of Wishes > Thread: A creational game [masterpost on page 224]
Thread: A creational game [masterpost on page 224] This Popular Thread is 419 pages long: 1 50 100 ... 136 137 138 139 140 ... 150 200 250 300 350 400 419 · «PREV / NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 28, 2011 08:50 PM

I'd prefer Master for Level 4 than we have grandmaster for potential L5?!

1.  level 3

Expert
OR
Routine
OR
Improved
OR
Professional

2. Level 5

Grandmaster
OR
Perfect
OR
Ultimate
OR
Legend
____________
ICTC announced

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Skirr
Skirr


Hired Hero
The Spawn Slave
posted June 28, 2011 09:01 PM

Level 5: Legend (Grandmaster doesn't sound so good to me)

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 28, 2011 09:23 PM
Edited by Jiriki9 at 21:24, 28 Jun 2011.

leaves level 3

Expert
OR
Routine
OR
Improved
OR
Professional
OR
Master (=L4 > Grandmaster)
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ICTC announced

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted June 28, 2011 09:25 PM
Edited by Avirosb at 21:25, 28 Jun 2011.

EDIT: Grandmaster

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 28, 2011 09:48 PM

so we have novice-veteran-master-grandmaster-legend?!

fine
so, still, we got these:
~With no prerequesite (except you of course need the main skill)
-Archery (increases your troops' ranged attack/Damage)
-Battle Frenzy (Strong damage increase on cost of defense loss)
-Melee (increases your troops' melee Damage)
-Preparation ("Defend" becomes "Prepare" command, increasing attack instead of defense)
~With one Basic Offense Sub as Prerequesite
-Battle Pride [Battle Frenzy] (Units under the hero command gain an attack bonus based on the strength & number of friendly units adjacent to it having died this round. the bonus is redetermined every round!)
-Calculated strike. [Preparation] (Creatures have the active ability to lose half of their move, but gain the ability to ignore a % of enemy defense)
-Curtain Fire/Stopping power [Archery] (Ranged attacks of your troops reduce the enemy movement/speed by 1)
-Overwhelm/Flanking [Melee] (When 2 or more of your units are adjacent to a small enemy unit, the enemy unit has a chance not to be able to perform their turn)
~With two Basic Offense Subs as Prerequesite
-Aim [Archery&Preparation] (When using "preparation", your units do maximum damage on ranged attacks for X turns)
-Push back [Battle Frenzy&Melee] (when your units meelee-attack an enemy, if possible, they move back this enemy in the opposite direction from which they attacked, and take their position)
~With Cross-Skill Prerequesites
-Battle Prince(/ss if the hero is female) [Expert Defense + Expert Art of War] Permanently raises attack and defense of the hero.
-Dazzling blades [Light Magic(->Blinding Magic?)] (Chance for any melee attack to slow or stun enemies. Does not work on retaliations.)
-Erosive Strikes [Metal Magic->Lore of Erosion/Lore of Rust] (Attacks by your units have a small chance to decrease enemy defense)
-Grief Strike [Dark Magic->Master of Curses] (Your units have a small chance to put "curse" on enemy units when attacking them)
-Offensive Tactics [Advanced Scouting] (as we know it, but it only increasees the placement radius when the hero is in the offense)
-Opportunist [Grandmaster War Machines]
-Sensation of Battle [Fire Magic->Burning Sensation] (Each time units of you attack, they gain +1 morale for 3 turns. THis effect can cumulate up to +2)
-Witch Hunt [Mage Bane] (YOur units deal double damage to caster units)

Now for makin some more - this time they shall have 1 prerequesite form another skill and one from this skill...how about this one?:

Vengeance [Master/Grandmaster Defense & Battle Pride] (When enemy units attack one of your units who still has their retaliation, not only this unit will strike back at the enemy, but every unit adjacent to that enemy, as long as they have a retaliation left)
Yes or NO?

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ICTC announced

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted June 29, 2011 01:21 AM

Quote:
So, the boost, shall it be that this initiative value shall be increased? And how long? 'Til the next action of the unit? This turn? More turns?

Yes, till the creature's next action.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted June 29, 2011 09:57 AM

Yes.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 29, 2011 08:28 PM

so, and what about this:

Pushing Onwards/better name [Grandmaster Offense + Melee + Battle Frenzy + Grandmaster Leadership + Grandmaster Rush] (Whenever dealing damage through attacking (not retaliation, abilities or casting!) your units have a chance of X% to do an additional strike on that attack. X = ((<damage dealt>/n)/<number of strikes allready performed on that attack>/<unit tier> {n will be determined when we know more about stats and hwo mcuh damage an attack deals} {prerequesites could be altered a bit.}
____________
ICTC announced

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted June 30, 2011 12:28 AM

Y-yes?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 30, 2011 07:44 AM

fine.

Now, this time, you can create an offense subskill to your wish - only it has to have another offense sub as prerequesite and another skill or one of it's subskills
____________
ICTC announced

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted June 30, 2011 05:54 PM
Edited by gnomes2169 at 17:56, 30 Jun 2011.

Relentless assault: Attack for one creature stack increases for the rest of the turn based on the # of creatures killed in an attack made by the creature stack under your control/ n*2 (the number of creatures you attacked with). High tier creatures gain two retaliations until the end of the turn if they kill X creatures in one attack (Number is lower as the hero levels up)

Requires Legend Offense and the sub-skills Battle Frenzy and Battle Pride. Also requires Grandmaster Rush and the sub-skill Adrenaline Rush.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 01, 2011 01:29 PM

so, I think it's time for some subskills which are purely offense again...

Disarming [Calculated Strike] (Attacks by your units have a chance to reduce the enemy attack)
OR
Unstoppable [Overwhelm/Flanking] (Your units, if not allready having it, gain "no enemy retaliation". Units with this ability gainnothing from this subskill)
OR
Combined Attack [Grandmaster/Legend Offense + Calculated Strike + Overwhelm/Flanking] (At your heroes turn, you can choose 2 friendly units, who have not acted yet (or have acted once, got good morale, and did not use up their second turn), and one enemy who is in range of both of them. Both of the unit will now use their remaining action to attack the target enemy in melee. If the enemy still has a retaliation left, they will retaliate randomly against one of your units - units with "no enemy retaliation" are of course not proper targets for the retaliation)
OR
Battle Triumph [Battle Pride] (For every battle won this day, your units gain +1 morale until the beginning of the next day)
OR
Ranged Support [Grandmaster Offense + Curtain Fire + Preparation/Calculated Strike] (When one of your units attacks an enemy in melee, there is a small chance that one of your ranged unit swill also attack this enemy, before the enemy retaliation. The ranged unit will still loose their turn on this action) {note: of course the turn loss could also not be in}
____________
ICTC announced

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Skirr
Skirr


Hired Hero
The Spawn Slave
posted July 01, 2011 02:18 PM

Ranged Support

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 01, 2011 02:31 PM

with or without turn loss?

Disarming [Calculated Strike] (Attacks by your units have a chance to reduce the enemy attack)
OR
Unstoppable [Overwhelm/Flanking] (Your units, if not allready having it, gain "no enemy retaliation". Units with this ability gainnothing from this subskill)
OR
Combined Attack [Grandmaster/Legend Offense + Calculated Strike + Overwhelm/Flanking] (At your heroes turn, you can choose 2 friendly units, who have not acted yet (or have acted once, got good morale, and did not use up their second turn), and one enemy who is in range of both of them. Both of the unit will now use their remaining action to attack the target enemy in melee. If the enemy still has a retaliation left, they will retaliate randomly against one of your units - units with "no enemy retaliation" are of course not proper targets for the retaliation)
OR
Battle Triumph [Battle Pride] (For every battle won by the hero this day, units under their command gain +1 morale until the beginning of the next day)
____________
ICTC announced

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted July 01, 2011 04:29 PM

Disarming [Calculated Strike] (Attacks by your units have a chance to reduce the enemy attack)

But what about the creatures that aren't carrying arms?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 01, 2011 05:11 PM

They can also be "disarmed" in a way *hammers the claws of a bear flat*

Unstoppable [Overwhelm/Flanking] (Your units, if not allready having it, gain "no enemy retaliation". Units with this ability gainnothing from this subskill)
OR
Combined Attack [Grandmaster/Legend Offense + Calculated Strike + Overwhelm/Flanking] (At your heroes turn, you can choose 2 friendly units, who have not acted yet (or have acted once, got good morale, and did not use up their second turn), and one enemy who is in range of both of them. Both of the unit will now use their remaining action to attack the target enemy in melee. If the enemy still has a retaliation left, they will retaliate randomly against one of your units - units with "no enemy retaliation" are of course not proper targets for the retaliation)
OR
Battle Triumph [Battle Pride] (For every battle won by the hero this day, units under their command gain +1 morale until the beginning of the next day)
OR
"Hold 'em"/better name [Master Offense + Overwhelm/Flanking + Push Back] (Melee attacks by your units have X% chance to half the enemy movement for their next turn) {choose a value between 25 and 50 for X}
____________
ICTC announced

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted July 01, 2011 05:49 PM

Battle Triumph
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 01, 2011 06:30 PM

~With no prerequesite (except you of course need the main skill)
-Archery (increases your troops' ranged attack/Damage)
-Battle Frenzy (Strong damage increase on cost of defense loss)
-Melee (increases your troops' melee Damage)
-Preparation ("Defend" becomes "Prepare" command, increasing attack instead of defense)
~With one Basic Offense Sub as Prerequesite
-Battle Pride [Battle Frenzy] (Units under the hero command gain an attack bonus based on the strength & number of friendly units adjacent to it having died this round. the bonus is redetermined every round!)
-Calculated strike. [Preparation] (Creatures have the active ability to lose half of their move, but gain the ability to ignore a % of enemy defense)
-Curtain Fire/Stopping power [Archery] (Ranged attacks of your troops reduce the enemy movement/speed by 1)
-Overwhelm/Flanking [Melee] (When 2 or more of your units are adjacent to a small enemy unit, the enemy unit has a chance not to be able to perform their turn)
~With two Basic Offense Subs as Prerequesite
-Aim [Archery&Preparation] (When using "preparation", your units do maximum damage on ranged attacks for X turns)
-Push back [Battle Frenzy&Melee] (when your units meelee-attack an enemy, if possible, they move back this enemy in the opposite direction from which they attacked, and take their position)
With Advanced Offense Sub/s as prerequesite
-Battle Triumph [Battle Pride] (For every battle won by the hero this day, units under their command gain +1 morale until the beginning of the next day)
-Disarming [Calculated Strike] (Attacks by your units have a chance to reduce the enemy attack)
-Ranged Support [Grandmaster Offense + Curtain Fire + Preparation/Calculated Strike] (When one of your units attacks an enemy in melee, there is a small chance that one of your ranged unit swill also attack this enemy, before the enemy retaliation. The ranged unit will still loose their turn on this action) {note: of course the turn loss could also not be in}
~With Cross-Skill Prerequesites
-Battle Prince(/ss if the hero is female) [Expert Defense + Expert Art of War] Permanently raises attack and defense of the hero.
-Dazzling blades [Light Magic(->Blinding Magic?)] (Chance for any melee attack to slow or stun enemies. Does not work on retaliations.)
-Erosive Strikes [Metal Magic->Lore of Erosion/Lore of Rust] (Attacks by your units have a small chance to decrease enemy defense)
-Grief Strike [Dark Magic->Master of Curses] (Your units have a small chance to put "curse" on enemy units when attacking them)
-Offensive Tactics [Advanced Scouting] (as we know it, but it only increasees the placement radius when the hero is in the offense)
-Opportunist [Grandmaster War Machines]
-Pushing Onwards/better name [Grandmaster Offense + Melee + Battle Frenzy + Grandmaster Leadership + Grandmaster Rush] (Whenever dealing damage through attacking (not retaliation, abilities or casting!) your units have a chance of X% to do an additional strike on that attack. X = ((<damage dealt>/n)/<number of strikes allready performed on that attack>/<unit tier> {n will be determined when we know more about stats and hwo mcuh damage an attack deals} {prerequesites could be altered a bit.}
-Relentless Assault [Legend Offense + Battle Pride + Grandmaster Rush + Adrenaline Rush] (Attack for one creature stack increases for the rest of the turn based on the # of creatures killed in an attack made by the creature stack under your control/ n*2 (the number of creatures you attacked with). High tier creatures gain two retaliations until the end of the turn if they kill X creatures in one attack (Number is lower as the hero levels up))
-Sensation of Battle [Fire Magic->Burning Sensation] (Each time units of you attack, they gain +1 morale for 3 turns. THis effect can cumulate up to +2)
-Vengeance [Master/Grandmaster Defense & Battle Pride] (When enemy units attack one of your units who still has their retaliation, not only this unit will strike back at the enemy, but every unit adjacent to that enemy, as long as they have a retaliation left)
-Witch Hunt [Mage Bane] (YOur units deal double damage to caster units)

so, that's 23 subskills for Offense now, 11 of them cross-skill...that should be enough, I think^^

Since I missed out making a vote (sorry for that ) I know ask it here...with which skill shall we continue?
Defense, Rush, Leadership or Art of War?
____________
ICTC announced

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Skirr
Skirr


Hired Hero
The Spawn Slave
posted July 01, 2011 07:43 PM

Rush

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 01, 2011 10:44 PM

ok. here we allready have:

-Adrenaline Rush (Advancing units who use up their maximum movement points receive a temporary %* boost to health (Duration: lasts one round, until the affected unit's next turn))
-Gung Ho (Run) (The selected* unit spends an entire round resting (has to wait, cannot move or defend, but retaliations don't count). In the next round, the selected unit can move twice, but will lose this ability right away upon attacking an enemy)
-Motivation (Units get a bonus on initiative)
-Sprint/Glorious Charge (When they have only moved, your units have a higher chance for good morale to trigger)

Now, which of these shall be a Rush-Subskill with Adrenaline Rush as prereq.?

Rush to Battle/better name (If they do not only move, but move to attack, the movement of your units is enhanced by 2 hexes)
OR
Hot Adrenaline/better name (Units who use up all their movement points in a turn, receive a damage bonus for their next attack)
OR
Saving energy/ENergy Reserves (For each 3 movement points that are not used in their turn, your creatures gain +1 movement in their next turn -as long as they did move at all)
OR
Agility/better name (If creatures did only move, their defense gets increased for every 2 hexes they moved)
____________
ICTC announced

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