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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 ... 138 139 140 141 142 ... 150 200 250 300 350 400 419 · «PREV / NEXT»
Jiriki9
Jiriki9


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Altar Dweller
posted July 20, 2011 11:35 AM

ehm...I didn't incline one of these to be chosen - sicne they allready are prereq for one sub of rush...and that would make them a bit overstrong...could you please choose a different skill? ...also, could you state wether there hsold be 1 or to such subkills, gnome?
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gnomes2169
gnomes2169


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Duke of the Glade
posted July 23, 2011 06:32 PM

Hmm, do we have dark perhaps?
____________
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


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Altar Dweller
posted July 25, 2011 04:22 PM

Dark is possible

Dark Rush [Grandmaster Dark Magic + Manipulator + Master Rush] (Units under your command gain +1 speed for every X dark magic spells on enemy units) OR  (Units under your command gain +1 speed for every dark magic spell on them)
OR
Cautious Advance [Master of Concealment] (Units gain +X% defense against ragne attacks for 1 turn, for each hex they walked over)
OR
Hidden Advance [Grandmaster Dark Magic + Master of Concealment + Grandmaster Rush] (When units use their full movement on a turn, they got a chance of X% to become hidden in their  move - the enemy won't see where the unit is and cannot target it, and the unit will be invisible for the enemy until it acts again, an area effect targets it, or the enemy runs into the unit)
OR
a better idea by you
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Avirosb
Avirosb


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No longer on vacation
posted July 25, 2011 05:48 PM

Cautious Advance

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Jiriki9
Jiriki9


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posted July 25, 2011 06:12 PM

Cascade

1. Whcih of these shall be Rush subskill?

Steady March/Steady Movement/onward!/better name [Fortitude/Steadfastness + Master Rush] (Your units' speed cannot be lowered by non-magical abilities and circumstances)
OR
<name needed> [Pressure Resistance + Motivation] (When positive morale triggers on them, your units get a speed bonus for the thus gained turn)
OR
Using Chances/better name [Grandmaster Rush + Grandmaster Art of War] (When Luck triggers on your units, they may afterwards immediately make a move (only movement!) with 50% speed - before the enemy retaliation)

2. Quick Rush [Motivation + Master Logistics] (At the first turn of Battle, your units get a bonus on speed, determinated by the amountof AM-movement points the army has left)
OR
Prepared for The Enemy [Army Scout] (On the first round, your units get a bonus on initiative)
OR
a better idea by you, having ONE of these as prerequesite: Battle Lore, logistics, Navigation or Scouting (each of them of any lefel you wish), or 1-2 Subskills of ONE of these. If you wihs it can additionally have a Basic Rush-Subskill as prerequesite.
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gnomes2169
gnomes2169


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Duke of the Glade
posted July 26, 2011 12:37 AM

Use every opportunity. (Using chances)
____________
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


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Altar Dweller
posted July 26, 2011 10:03 AM

which of these?

Quick Rush [Motivation + Master Logistics] (At the first turn of Battle, your units get a bonus on speed, determinated by the amountof AM-movement points the army has left)
OR
Prepared for The Enemy [Army Scout] (On the first round, your units get a bonus on initiative)
OR
a better idea by you, having ONE of these as prerequesite: Battle Lore, logistics, Navigation or Scouting (each of them of any lefel you wish), or 1-2 Subskills of ONE of these. If you wihs it can additionally have a Basic Rush-Subskill as prerequesite.
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Jiriki9
Jiriki9


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Altar Dweller
posted July 26, 2011 10:03 AM

which of these?

Quick Rush [Motivation + Master Logistics] (At the first turn of Battle, your units get a bonus on speed, determinated by the amountof AM-movement points the army has left)
OR
Prepared for The Enemy [Army Scout] (On the first round, your units get a bonus on initiative)
OR
a better idea by you, having ONE of these as prerequesite: Battle Lore, logistics, Navigation or Scouting (each of them of any lefel you wish), or 1-2 Subskills of ONE of these. If you wihs it can additionally have a Basic Rush-Subskill as prerequesite.
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Avirosb
Avirosb


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No longer on vacation
posted July 26, 2011 04:35 PM

Prepared for The Enemy

Can I make a quick name suggestion? Battle Ready, how's that sound?

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Jiriki9
Jiriki9


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posted July 28, 2011 11:46 AM bonus applied by alcibiades on 28 Jul 2011.
Edited by alcibiades at 12:41, 28 Jul 2011.

good it sounds

Eagerness [Motivation + Aggression] (Expands the Initiative bonus onto the hero)
OR
Protective Anger/Better name [Motivation + Protection] (When a unit of you is attacked, the hero gets a one-time initiative bonus)
OR
a better idea by you, having ONE of these as prerequesite: Battle, Anti-Magic, Nobility or Diplomacy (each of them of any lefel you wish), or 1-2 Subskills of ONE of these. If you wish it can additionally have a Basic Rush-Subskill as prerequesite.

Edit > QP applied for your tireless effort to this ambitious project.
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Avirosb
Avirosb


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No longer on vacation
posted July 28, 2011 01:09 PM

Patronage(?) [Motivation + Protection] (When a unit of you is attacked, the hero gets a one-time initiative bonus)

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Jiriki9
Jiriki9


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Altar Dweller
posted July 28, 2011 08:07 PM

patronage sounds great. So now we have...

Basic Subs:
-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)
Subs with one Basic Skill as Prereqs:
-Athletics [Adrenaline Rush] (If creatures did only move, their defense gets increased for every 2 hexes they moved)
-Chain of Command [Motivation] (Your units get a bonus on initiative whenever a creature of a higher tier is adjacent to them at the start of the turn)
-Energy Saving [Sprint/Glorious Charge] (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)
-Strike and Return [Gung Ho] (All your units who do not allready have it gain "strike and return" on melee attacks, when they need no more than 75% of their movement for the atttack. Units with "Strike and Return" gain no profit from this subskill)
Subs with more than one Rush-Sub as Prereq:
-Morale Booster (When good morale triggers, your unit gains +1 movement/speed)
-Prove Yoursself [Motivation + Gung Ho] (When a slower friendly unit is close to a faster friendly unit at the beginning of the faster unit's action, the faster unit may perform a movement to any position in their movement range and take the slower unit with them. Both units will use up their action for this turn to do so.)
Cross-Skill Subs:
-Battle Ready [Army Scout] (On the first round, your units get a bonus on initiative)
-Cautious Advance [Master of Concealment] (Units gain +X% defense against ragne attacks for 1 turn, for each hex they walked over)
-Fire Trail [Master/Grandmaster Rush + Master/Grandmaster Fire Magic + Flame Caller/Zest of Conflagration] (For every tile your units move over, they have a chance to incinerate this tile. Most units stepping over an incinerated tile will take fire damge (not flyers of course). Incineration lasts N turns, with N= your heroe's level in fire magic.)
-Into the Breach [Catapult+Motivation+Master/Grandmaster Rush] (When your catapult crushes a wall, all freindly units standing adjacent to that wall tile may immediately move)
-Path of Light [Blinding Magic + ] (On Melee attacks your units have a chance of 2.5*(tiles they moved over on the attack movement)% to blind the enemy unit for this turn (their next if they allready acted this turn))
-Patronage(?) [Motivation + Protection] (When a unit of you is attacked, the hero gets a one-time initiative bonus)
-Use every Opportunity [Grandmaster Rush + Grandmaster Art of War] (When Luck triggers on your units, they may afterwards immediately make a move (only movement!) with 50% speed - before the enemy retaliation)

that's 17 so far...we had 23 for Offense, so some more should be here...now how bout one of these, all with Athletics as prerequesite:

Inexhaustable (The Speed/Movement of your units cannot be reduced by enemy spells or abilities) OR (The Speed/Movement of your units cannot be reduced by enemy non-magical abilities or by the surroundings)
OR
Jump (Some, small, obstacles can be passed by your creatures once per move, by jumping over it. Not all creatures can Jump! (f,e. golems cannot) Jumping over an obstacles costs +1 movement point)
OR
a better idea by you...
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Avirosb
Avirosb


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No longer on vacation
posted July 28, 2011 11:40 PM

Inexhaustable sounds good.

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Jiriki9
Jiriki9


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Altar Dweller
posted July 29, 2011 12:55 PM

which version?
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Avirosb
Avirosb


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No longer on vacation
posted July 29, 2011 01:24 PM

Yes.





JK, the first one.

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Jiriki9
Jiriki9


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Altar Dweller
posted July 29, 2011 03:23 PM

fine
Now, which of these, all with Chain of Command as prereq., shall be in?


Commandment/Commando (Your units can sacrifice their turn to grant a unit of a lower tier an extra turn which these can perform directly)
OR
Messenger Boys (Expands the range around the higher-tier-units in whic 'Chain of Command' works)
OR
a better idea by you
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Avirosb
Avirosb


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No longer on vacation
posted July 31, 2011 12:11 AM

Commandment.

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Jiriki9
Jiriki9


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Altar Dweller
posted July 31, 2011 11:28 AM
Edited by Jiriki9 at 00:21, 01 Aug 2011.

now, which of these shall be in, with "Energy Saving" as prerequesite.

The Right Moment/Patience/better name (For every 3 movement points not used (if they moved at all), your units get an initiative bonus in the next turn) {note: maybe this should also have motivation as prer.?}
OR
a better idea by you
OR
None!
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ICTC announced

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Avirosb
Avirosb


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No longer on vacation
posted August 01, 2011 03:23 PM

*sigh* so much drama nowadays

Patience, and sure.

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Jiriki9
Jiriki9


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Altar Dweller
posted August 01, 2011 03:58 PM

Fine. And needing "Strike and Return"?

Strike and Press On (Instead of just returning to their original position with striek and return, your units get abel to choose a position to move to after a melee attack. This position must be in 50% of the movement range of the unit)
OR
a better idea by you
OR
None
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