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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 50 100 150 200 ... 233 234 235 236 237 ... 250 300 350 400 419 · «PREV / NEXT»
Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted March 14, 2012 10:44 AM

2. Lake of Metallurgy

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 14, 2012 10:51 AM

1. Which building shall enhance all your heroes' Battle/Fighting Skill?

Grand Arena
OR
Great Tourney
OR
a better idea by you

2. Which building shall enhance all your heroes' Fire Magic Skill?

Flame Shrine
OR
Eternal Pyre
OR
a better idea by you

3. Which building shall enhance all your heroes' Earth Magic Skill?

Deep Shrine
OR
Magic Cave
OR
a better idea by you

4. Which building shall enhance all your heroes' Light Magic Skill?

choose freely

5. What shall be the name of the Skill reducing the mana cost of casting spells for Heroes?

Mysticism
OR
Sorcery
OR
a better idea by you

6. Which shall be name of the Shrine giving visiting Heroes a Level 2 Spell? (level one=Arcane Shrine)

Neat Shrine
OR
Shining Shrine
OR
a better idea by you

7. Shall there be a building granting a visiting hero a Level 2 Spell?
Yes or No

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Vindicator
Vindicator


Supreme Hero
Right Back Extraordinaire
posted March 15, 2012 01:15 AM

2. Eternal Pyre
____________

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted March 15, 2012 01:37 AM

1. Shrine of war.
____________
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 March 15, 2012 03:08 PM

So again a summary of what we have:

Rules:
Armies do not determine movement on the Adventure Map (at least when with a hero)
Fog of War IN
Mixed armies result in Morale penalties
Some buildings can have more than one "level"
Rewards can be Ressources, Artifacts, Skills (permanently learned), Spells (permanently learned), Units, Heroes

Treasure Buildings:
-Abyssal Treasury (Guardian: Cerberi)
-Bandit Lair (Guardian: Rogues, Harpies, Bowmen)
-Cavern of Madness (Guardian: Beholders)
-Crow Canyon (Guardian: Crow Swarms)
-Cyclops Stockpile (Guardian: Cyclops)
-Dragon Steamworks (Guardian: Crystal Dragons & Dragon Golems)
-Fallen Cathedral (Guardian: Gargoyles, Cerberi, (maybe Faceless?))
-Gate of Secrets (Guardian: Sphinxs)
-Holdout (Guardian: Red dragons, Crow swarms and Werewolves)
-Obsidian Crypts (Guardian: Gargoyles)
-Reliquary (Guardian: Bone Guards)
-Sacred Conclave (Guardian: Centaurs)
-Sacred Spring (Guardian: Nymphs)
-Temple of Doom (Guardians: Grim Reaper, Wraith, Abyssal Destroyer, Soulless)

Dwellings:
-Calebrin Hive: Allows you to recruit Calebrinoptreans.
-Centaur Stables: Allows you to recruit Centaurs.
-Clock Tower: Allows you to recruit Clockwork Golems.
-Corroded Cavern: Allows you to recruit Rust Dragons.
-Darkness Cavern: Allows you to recruit Black Dragons.
-Dragon Bastion: Allows you to recruit Dragon Riders.
-Dragon Crypt: Allows you to recruit Bone Dragons.
-Enchanter's Forge: Allows you to recruit Living Armours.
-Fencing Ground: Allows you to recruit Fencers.
-Golem Foundry: Allows you to recruit Iron Golems.
-Great Hive: Allows you to recruit Mantises.
-Gremlin Workshop: Allows you to recruit Gremlins.
-House of Wax: Allows you to recruit Candle Golems.
-Junkyard: Allows you to recruit Shajrin.
-Landing Bay: Allows you to recruit Ornethopters.
-Lunar Refuge: Allows you to recruit Werewolves.
-Mermaid Lagoon: Allows you to recruit mermaids. Exists only on Water.
-Nidhogg Spire: Allows you to recruit Nidhoggs.
-Palace of Brass: Allows you to recruit Efreeti.
-Palace of Lust: Allows you to recruit Succubi.
-Pyramid: Allows you to recruit Mummies.
-Redcap Mine: Allows you to recruit Redcaps.
-Regimental Halls: Allows you to recruit Pikemen.
-Rogues Den: Allows you to recruit Rogues.
-Ruined Tower: Allows you to recruit Ghosts.
-Shining Bastion: Allows you to recruit Angels.
-Siege Workshop: Allows you to recruit Rammers.
-Treetop Village: Allows you to recruit Pixies.
-Troll Bridge: Allows you to recruit Trolls.
-Volcanic Vent: Allows you to recruit Red Dragons.

Mines:
-Arcanite Pond: Gives you a daily Arcanite income.
-Gold Mine: Gives you a daily gold income.
-Lumber Mill: Gives you a daily wood income.
-Mithril Mine: Gives you a daily mithril income.
-Quarry: Gives you a daily Stone income.

EXP-Locations:
-Altar of Sacrifice: You can sacrifice either creatures or artifacts (which depends on your faction) to gain EXP here.
-Tree of Knowledge: Gives a visiting hero +11 Level (one time). Sometimes these trees take a price for that, gold, arcanite or an artifact of certain quality.

Stats& Skills:
-Armorsmith: On first visit, a heroes Defense is increased by 1
-Collosseum: +2 Attack or +2 Defense (choosable in game) on a heroes first visit, if you pay X gold then - X can be chosen as 1000, 1500 or 2000 by who choses this building to be in.
-Fencing Guild: On first visit, a heroes Attack is increased by 1
-Library of Enlightenment: If your hero is considered to be worthy enough, then all four primary skills are raised by + 2. Once per worthy hero. What a worthy hero is would ahve to be determined.
-Memory Bank: Visiting heroes can forget a skill. (DECISION TO MAKE: price? one-time-use?)
-Obelisk of the Ancient Philosopher: On first visit, a heroes Knowledge is increased by 1
-Power Node: On first visit, a heroes Spellpower is increased by 1
-School of Magic: You can pay to increase either your power or knowledge by one. once per hero.
-School of War: You can pay to increase either your Attack or Defense by one. Once per hero
-Witch Hut: If possible (=if you have a free slot) you gain one Subskill when visiting the Witch Hut. During one scenario, each witch hut can only grant subskills of one main skill. Which it is is normally random, but can be defined in scenario editor.

Magic:
-Arcane Shrine: A visiting hero, if he is able to, learns a level 1 Spell.
-Magic Spring: Restores all your mp, than doubles them. Limited use (once per week?)

Movement:
-Oasis: Gives you a lot of movement points and a slight bonus on morale.
-Stables: When visiting, the heroes Max Movement is increased for one week.
-Whirlpool (Teleports hero to another whirlpool at the cost of X% of the weaker troops in the hero's army.)

Morale&Luck:
-Brothel: Gives you a great bonus on morale, but you loose all movement points you have left.
-Faerie Ring: Gives +1Luck until next battle.
-Fountain of Fortune: Gives -X to +Y Luck until the next battle.
-Mushroom Circle: Gives you a great bonus on Luck, but you loose all movement points you have left.
-Obelisk of Shadows: Gives +1 morale and some movement points for "good" factions.
-Rally flag: Gives you +1morale, +1 luck until next battle and a few movement points.
-Shrine of Hope: Gives +1 morale and some movement points for "good" factions.
-Temple: +1 morale on visit

Troops:
-Hill Fort: Allows you to upgrade your troops (for normal price).
-Refugee Camp: Here you can hire a random Core creature. The hireable creature changes with each week.

Skill-Enhancing Buildings:
"Skills are considered 1 level higher if applicable. (GM skills will not be bumped by a lavel, since they are already capped.) If it isn't applicable then the skill is bumped up by 10%. Also, if your hero does not have the skill, he is considered to have the basic level of the skill without it taking up a skil slot but he will lose this skill if you lose control of the building."
-Academy of Swords: Enhances your Offense Skill.
-Armor Master: Enhances your Defense Skill.
-Basalt Rock: Enhances your Resistance/Anti-Magic Skill.
-Battle Academy: Enhances your Art of War Skill.
-Captain's Log: Enhances your Navigation Skill.
-Eternal Pyre: Enhances your Fire Magic Skill.
-Engineer's Guild: Enhances your War Machines Skill.
-Great Embassy: Enhances your Diplomacy Skill.
-Halls of Wisdome: Enhances your Enlightenment Skill.
-Hawkeye Tower: Enhances your Scouting Skill.
-Horseshoe Supplyer: Enhances your Logistics Skill.
-Lale of Metallurgy: Enhances your Metal Magic Skill.
-List Field: Enhances your Rush Skill.
-Lords Guild: Enhances your Leadership Skill.
-Shrine of War: Enhances your Battle/Fighting Skill.
-Stately Home: Enhances your Estates Skill.
-Temple of Shadows: Enhances your Dark Magic Skill.
-Tidal Shrine: Enhances your Water Magic Skill.
-Title Giver: Enhances your Nobility Skill.
-Tree of Yore: Enhances your Wood Magic Skill.
-Veteran's Lodge: Enhances your Battle Lore Skill.


Others:
-Bazaar: Heroes can buy artifacts here
-Den of Thiefs: Here you can pay a high price to one-time see full Thief Guild infos.
-Cartographer: Reveals the Terrain & Buildings on the whole Adventure Map for a price. Comes in 4 variants: Sea Cartographer, Land Cartographer, Underground Cartographer, Legendary Cartographer (whole map).
-Sanctuary: 4 armies of different players can stay in the sanctuary and not harm each other, nor be attacked from outside.
-Seers Hut: Can foresee the next "week of"s. Price???
-Trade Post: You can trade ressources here for one rate better than at one of your market places (=as if you had one more).

Undecided/Unclear:
-Buildings where you can get ressoruces once per week: which?
-Shrines of Magic: How name higher levels?
-Recruitment building for Kirins (postponed)

NEGLECTED:
Mage Guilds on AM
Place where heroes can build spells for ressources.
Recruit Building for Azure Dragons

Recent Feature Decisions:
Fog of War IN

Chariot Ability:
Bladed Wheels

1. Which building shall enhance all your heroes' Earth Magic Skill?

Deep Shrine
OR
Magic Cave
OR
a better idea by you

2. Which building shall enhance all your heroes' Light Magic Skill?

choose freely

3. What shall be the name of the Skill reducing the mana cost of casting spells for Heroes?

Mysticism
OR
Sorcery
OR
a better idea by you

4. Which shall be name of the Shrine giving visiting Heroes a Level 2 Spell? (level one=Arcane Shrine)

Neat Shrine
OR
Shining Shrine
OR
a better idea by you

5. Shall there be a building granting a visiting hero a Level 2 Spell?

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted March 15, 2012 09:38 PM

2. Pinnacle of the divine.
____________
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 March 16, 2012 12:51 PM

1. Erdacquaint

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 16, 2012 06:32 PM

1. What shall be the name of the Skill reducing the mana cost of casting spells for Heroes?

Mysticism
OR
Sorcery
OR
a better idea by you

2. Which shall be name of the Shrine giving visiting Heroes a Level 2 Spell? (level one=Arcane Shrine)

Neat Shrine
OR
Shining Shrine
OR
a better idea by you

3. Shall there be a building granting a visiting hero a Level 2 Spell?

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted March 16, 2012 10:47 PM

1. Arcane Refinement
____________
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 March 16, 2012 11:22 PM

2. Aethyr Shrine

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Vindicator
Vindicator


Supreme Hero
Right Back Extraordinaire
posted March 17, 2012 12:35 AM

3. No
____________

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted March 17, 2012 01:46 AM

Avi already gave it a name Vindi, (Which I guess would mean that it's in? ) and he got it in first... so that might make your post invalid... sorry.
____________
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 March 17, 2012 10:11 AM

Nah it doesn't was a typo by me, which I thoguht I corrected. It was about a shrine giving L3 spells or not.

Nooow. Since I have a glorious plan, I want to go to Unit Stats for a while. Please tell me
...
Which faction's Units shall get stats now (and choose a faction you LIKE don't go by alphabetical order or so. At least that's my advice )

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted March 17, 2012 01:46 PM

Keep

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 17, 2012 05:24 PM

So, to start off, the  Average Core-Creature Stats:

Attack 8
Defense 8
Damage 4-15
Health 25

And remember that initiative can (theoretically) range from 0-100 with 50 being average

And based on that, a cascade...you can allways choose any number in the given range, ofcourse
NOTE: try to keep it balance. Also, the stats will of course will have influence on Growth and Costs.

Starting out with Minotaur.
Remembering the mino abilities:
-Shatter Armor (The heavy weapon of this unit crushes enemy armours. Takes "Armoured" ability from attacked enemy. Enemies without that ability get a defense reduction of 25%)
1. How big shall the Attack of Minotaur be?

5-13

2. How big shall the Defense of Minotaur be?

6-11

3. How big shall the minimum damage of Minotaurs be?

2-6

4. How big shall the maximum damage of Minotaurs be?

12-18

5. How many HP shall a minotaur have?

18-35

6. How high shall the Minotaur Initiative be?

10-50

Now for the Arcane Spirit.
It's abilities:
-Arcane Bolt (Activated ability. Once per battle, arcane spirits can set off a Strike of Arcane Energy, that can hit any target on the battlefield, for a good amount of arcane damage)
-Arcane Presence (Gives the hero a spellbonus for every x number of
friendly Arcane Spirits on the battlefield.) ...we will sort the nubmer out after we know the growth rate...
7. How big shall the Attack of Arcane Spirit be?

3-11

8. How big shall the Defense of Arcane Spirit be?

3-13

9. How big shall the minimum damage of Arcane Spirit be?

2-5

10. How big shall the maximum damage of Arcane Spirit be?

9-18

11. How many HP shall a Arcane Spirit have?

15-30

12. How high shall the Arcane Spirit Initiative be?

40-90

that should be much enough for now

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted March 17, 2012 05:41 PM

1. 10
____________
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 March 17, 2012 05:45 PM

Average Core-Creature Stats:

Attack 8
Defense 8
Damage 4-15
Health 25

And remember that initiative can (theoretically) range from 0-100 with 50 being average

And based on that, a cascade...you can allways choose any number in the given range, ofcourse
NOTE: try to keep it balance. Also, the stats will of course will have influence on Growth and Costs.

Starting out with Minotaur.
Remembering the mino abilities:
-Shatter Armor (The heavy weapon of this unit crushes enemy armours. Takes "Armoured" ability from attacked enemy. Enemies without that ability get a defense reduction of 25%)
Current Minotaur Stats:
Attack: 10

1. How big shall the Defense of Minotaur be?

6-11

2. How big shall the minimum damage of Minotaurs be?

2-6

3. How big shall the maximum damage of Minotaurs be?

12-18

4. How many HP shall a minotaur have?

18-35

5. How high shall the Minotaur Initiative be?

10-50

Now for the Arcane Spirit.
It's abilities:
-Arcane Bolt (Activated ability. Once per battle, arcane spirits can set off a Strike of Arcane Energy, that can hit any target on the battlefield, for a good amount of arcane damage)
-Arcane Presence (Gives the hero a spellbonus for every x number of
friendly Arcane Spirits on the battlefield.) ...we will sort the nubmer out after we know the growth rate...
6. How big shall the Attack of Arcane Spirit be?

3-11

7. How big shall the Defense of Arcane Spirit be?

3-13

8. How big shall the minimum damage of Arcane Spirit be?

2-5

9. How big shall the maximum damage of Arcane Spirit be?

9-18

10. How many HP shall a Arcane Spirit have?

15-30

11. How high shall the Arcane Spirit Initiative be?

40-90

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted March 17, 2012 06:02 PM

1. 6
____________
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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maral
maral


Known Hero
posted March 17, 2012 06:05 PM

2) 5

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 17, 2012 06:14 PM

Average Core-Creature Stats:

Attack 8
Defense 8
Damage 4-15
Health 25

And remember that initiative can (theoretically) range from 0-100 with 50 being average

And based on that, a cascade...you can allways choose any number in the given range, ofcourse
NOTE: try to keep it balance. Also, the stats will of course will have influence on Growth and Costs.

Starting out with Minotaur.
Remembering the mino abilities:
-Shatter Armor (The heavy weapon of this unit crushes enemy armours. Takes "Armoured" ability from attacked enemy. Enemies without that ability get a defense reduction of 25%)
Current Minotaur Stats:
Attack: 10
Defense: 6
Damage: 5-?

1. How big shall the maximum damage of Minotaurs be?

12-18

2. How many HP shall a minotaur have?

18-35

3. How high shall the Minotaur Initiative be?

10-50

Now for the Arcane Spirit.
It's abilities:
-Arcane Bolt (Activated ability. Once per battle, arcane spirits can set off a Strike of Arcane Energy, that can hit any target on the battlefield, for a good amount of arcane damage)
-Arcane Presence (Gives the hero a spellbonus for every x number of
friendly Arcane Spirits on the battlefield.) ...we will sort the nubmer out after we know the growth rate...
4. How big shall the Attack of Arcane Spirit be?

3-11

5. How big shall the Defense of Arcane Spirit be?

3-13

6. How big shall the minimum damage of Arcane Spirit be?

2-5

7. How big shall the maximum damage of Arcane Spirit be?

9-18

8. How many HP shall a Arcane Spirit have?

15-30

9. How high shall the Arcane Spirit Initiative be?

40-90

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