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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Heroes of Science and Power - HoSP reloaded
Thread: Heroes of Science and Power - HoSP reloaded
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 11, 2011 01:47 PM
Edited by Jiriki9 at 16:14, 25 Jun 2011.

Heroes of Science and Power - HoSP reloaded

Hey people. You might remember the wave of  spinoffs that rose last year, and some also might remember one of it's offsprings: HoSP, in that time "Heroes of Space and Planets". A while ago, I decided to give it another go. THis time, though, I decided to completely drop the space part and focus on ground battles, and other changes are in my mind, too.

For those who don't know HoSP yet
HEroes of Science and Power is a vision of a HoMM spinoff-game that has a sci-fi-setting. Many game systems are much like HoMM - day-turns, general battle-system, stackings, etc...but it of course is adapted to the sci-fi theme.

What HoSP (basic) shall contain:
-7 factions: Galactic Federation, Terran Alliance, Nietzscheans, Convent of Machines, Silicids, Hive, Neclogists, all with unique racials and a unique siege
-7 units per faction, ordered in CEC-system, with one upgrade/unit
-a broad variety of skills, allowing a precise hero development
-"Technology"-Skills, allowing the use of technology in battle and on AM: Biology, Energy Science, Physics, etc.
-skills allowing usuage of magical or near-magical powers
-4 general War machines: Mobile Medical Centre, Ammunition Transport, Jammer, Artillery
-5 ressources: Credits, Metal, Synthetics, Fuel, Energy
-random events in non-campaign scenarios
-and many many more things

Now, to the game vision itself...

Ressources:
THe 5 basic ressources of the game are very different and very differently used, and, sometimes, even obtained.

Credits:
Credits are the universal currency of the galaxy, accepted by all the bigger factions. They are used and needed for almost anything in the game. Recruitment of units often costs only credits, and nothing else.

Metal:
Metal is a ressource widely used by many factions, still the basic of many buildings. It also is used for quite some vehicle-units.

Synthetics:
Synthetics are THE ressource of the future - for many factions. There are tons of ways to get synthetics and anyone can form and use them to their wish.

Fuel:
Fuel is a ressource whose impact is very different. Some factions don't use any "fuel", others are highly depending on it.

Energy:
Energy is a special ressource, because it works a bit different than the other ones. For all other ressources, you gain a certain amount of them per turn, and that's it. For energy, the number of your energy sources rather determines a maximum energy capacity, which is restored to that maximum value at the begin of your turn (of course after this maximum is determined). Some things you build will just need current energy, a one time use, others will decrease your energy maximum. Energy is very important for most factions.


Technology:
Science and Technology are very important in HoSP. Not only indirect through weaponry, look of towns, etc. - but also directly through many technological devices usable by the heroes.
Overall, these are divided into five great sciences:
Energy Science, Physics, Biology & Chemistry.
Energy Science covers all technologies using Energy. From this science, some Engines, Weapons, Jammers and many other technologies come.
Physics covers technologies of other physical purposes, mainly those using Matter and Mechanical things
Biology covers all technologies concerning and using lifeforms.
Chemistry covers all technology concerned with chemical reactions.


Spare Parts
Energy Cells
Cell Cultures
Chemical Liquids


War Machines:

Mobile Medical Centre:

Ammunition Transport:

Jammer:

Artillery:


Skills:



Factions:


Galactic Federation:
The Galactic Federation is a Democratic Interstellar Nation, ruled by a senate on the core planet, but, as the name says, also a federation and each planet in the GF has control over themselves, to a very far reach. all kinds of species are living as citizens of the Galactic federation, many of which would have probably died a long time ago, or be conquered at least, by stronger species. Others, though, truly belief in the goals of the Federation: Democracy, Peace, Fairness, and similar things are striven for. And yet others just the the Federation as a chance for Power.

Relations:
Terran Alliance: Peace
Nietzscheans: Tense
Hive: Tense
Convent of Machines: Neutral
Silicids: Neutral
Necrologists: Hostile

Racial: Diversity
The Special of the Galactic Federation is the diversity of Species in it. They may not have the strongest troops, but this diversity makes them capable of adopting to most situations rather quickly.
Most units of the Federation must have a species assigned in a GF-city. The species assignable there are determined by the Districts you have build. Most species have a district there. The available Champion unit is also determined by the districts you have.
Normally, having GF units of different species in the army reduces the morale like having untis of different factions. The Racial Skill of the GF-heroes, though, stops that and makes you capable of leading more different and more powerfull species into battle.

Units:

Core:
-Trooper
-Cavalry
-Guardian

Elite:
-Agent
-Alpha Fighter
-Hovertank

Champion:
-Colvarian
-Eradnid
-'Na'Riî


Teran Alliance:
The Terran Alliance is a big Human Realm, originating in the home world of the human species: Earth - Terra. From there, a vast number of planets, space stations, and ships are controlled. However, the single colonies do have quite some amount of self-control. Still, basic laws and the law enforcement are given by the Earth Government. The technology of earth is quite well-developed, as the Alliance uses to rely on it's vehicles and weapons. They also hold a nice fleet.

Relations:
Galactic Federation: Peace
Nietzscheans: Hostile
Hive: Hostile
Convent of Machines: Tense
Silicids: Neutral
Necrologists: Hostile

Units:

Core:
-Marine
-TX7-Bike
-Fireman

Elite:
-Mecha
-Warcopter G19
-Mentalist

Champion:
-Devastator


Nietzscheans:
The Nietzscheans which self-created itself synthetically out of the human species by controlled genetical manipulation and breeding throughout quite a long time. Calling themselves "Homo Invictus" they see themself superior to humans...and other alien races, too. They think they are the perfect combination of strength, intelligence, will and nobility. Originally, they were talented in many aspects...but nowadays, their main goal is strength and domination. They often wage war - against other species, but also against other Nietzschean Realms and Clans. This internal wars have prevented a Nietzschean Nation for several Galactic Centuries now, and that may be the main reason why they don't hold a tight grip over large parts of the galaxy.

Relations:
Galactic Federation: Tense
Terran Alliance: Hostile
Hive: Hostile
Convent of Machines: Peace
Silicids: Peace
Necrologists: Hostile

Racial:

Units:

Core:
-War Hound
-Jeep
-Phalanx

Elite:
-Bird of Prey
-Elementalist
-Centaur

Champion:
-Hydra


Hive:
The Hive is the vast Realm of Insectoid Aliens of different Species, originating from the same solar system, at a border of the galaxy. They rose to power about 150 years ago, when they conquered large parts of the galaxy. In the end of the Hive war, however, they signed a peace treaty with most of the enemies, preventing in the last minute a large alliance against them. Now, this large, proud, strictly hierarchical  People still control many planets, but are a bit quieter and more peaceful, though many other factions still don't trust them, or are at open hostility. The Hive technology looks a bit different than those of of the more central species, but it is well-developed, certainly.

Relations:
Galactic Federation: Tense
Terran Alliance: Hostile
Nietzscheans: Hostile
Convent of Machines: Peace
Silicids: Neutral
Necrologists: Neutral

Racial: Swarm
The Insectoid Races have learned to act not as one being, but as a complex unit nonetheless - as a swarm. Insectoids, even of different species, can work together as if they were one, which is usefull in many aspects of life: Working, Social Events, but also, not unimportant, in Battle. A Hive Swarm is a really fearsome, strong enemy, capable of great destruction and at the same time, the best protection for the individuals of the Hive.
A Swarm needs a controlling mind, though, and a strong mind and in battle, it finds it in the <Hive Hero Name>, who knows not only Tactics, but also how to unite their troops in this swirling mass. The stronger the hero is, the more variant swarms can they form and the more efficient the swarms are.

Units:

Core:
-Formicid (Ant Soldier)
-Vespina (Wasp)
-Arachnid (Spider)

Elite:
-Odonate (Dragonfly)
-Scarabaeus (Scarab)
-Scorpionus (Scorpion)

Champion:
-Mantis


Convent of Machines:
The Convent of Machines is a young, but powerfull faction. It began about 250 years ago, when the first artificial Intelligence decided it was no longer willing to serve organic beings. Now, the convent is a complex, strong society of all kinds of thinking and willfull machines, as well as those without. They are not willing to go into slavery through organics again, but they do not seek open war with them, either - now. But would they be provoked or if their growing, spreading society would need more ressources, conflicts will surely come, sooner or later.

Relations:
Galactic Federation: Neutral
Terran Alliance: Tense
Nietzscheans: Peace
Hive: Peace
Silicids: Peace
Necrologists: Neutral

Racial:

Core:
-Militarius
-Machina
-Pilum

Elite:
-Praemium
-Aura/Aer/Aerius
-?

Champion:
-Invictus

Silicids:
The Silicids are an old faction and they are very different from the other species in the world. The silicid races and beings are not based on carbon, as ordinary organic beings, but on silicium and other minerals. They are very tough and surprisingly intelligent, though they don't proliferate quickly. Their technology is different, but as far as those of any other faction, as well as their society, their social thinking seems further and, surprisingly, more altruistic even than that of many other races. Currently, they have no real hostilities against any other power, but since they need valuable minerals even more than others, this state of peace is only a temporal state, certainly.

Relations:
Galactic Federation: Neutral
Terran Alliance: Neutral
Nietzscheans: Peace
Hive: Neutral
Convent of Machines: Peace
Necrologists: Neutral

Racial:

Core:
-Gargoyle
-Lapis
-Speculum

Elite:
-Iron Maggot
-Tetrachon
-Radon

Champion:
-Colossus


Necrologists:
The Necrologists are secial scientists from various species, though their origin lies in the Keph'raa, a now almost lost, but originally very advanced civilization. The necrologists however caused a civil war that took most of the living Keph'raa away and almost all who remain are the necrologist Keph'raa themselves. The belief of the necrologists is that life, in it's natural form, is chaotic, uncontrollable, weak and flawful, ending so soon. They searched for ways to control, strengthen and extend live and have believed to found them - in Undeath. They created a series of synthetical Nano-Virusses which they useto get control over dead organic bodies - and kill them beforehand. Most organics, therefore, are at least suspious against them, often even hostile. They however belief their way to be right and good and try to advance their necrological science every single day.

Relations:
Galactic Federation: Hostile
Terran Alliance: Hostile
Nietzscheans: Hostile
Hive: Neutral
Convent of Machines: Neutral
Silicids: Neutral

Racial: Necrology

Units:

Core:
-Awakened
-Sceletron
-Ghost

Elite:
-Vampire
-Lich
-Flesh Golem

Champion:
-?


Neutral Units:


Campaign sets:

Note: There is no tutorial campaign or campaign scenarios, but isntead, like in H3, the turorial is seperate.

Main Campaign - MC: "Balance of Power":

Mc 1: Uthgard 4
Main Player Faction: Terran Alliance
Main Enemy: Nietzscheans & Neutrals
Campaign Length: Short (3 Scenarios)
Campaign Difficulty: Easy
Prerequesites: None

The Terran Alliance has decided to take control over a so-far neutral planet, Uthgard 4, as a colony. The planet is fertile enough to live on it, and though the Galactic Federation will complain, they will only complain a little, since Uthgard  4 is not part of them, and it is not valuable enough for the other powers of the universe to complain. The Offense is led by Commander Michael van Harth, so far the biggest task for this rather young man.

Heroes:

-Michael
Michael is really young for a commander of a Terran army, but he has proven to be capable, ambitous and loyal, and that's why he has been given this commando. Michael is a typical Earth-human, seeing the human race as the centre of the universe and with a reasonable suspect against aliens.
Special: Reserve - when all (!) troops of Michael are dead, he immediately gains a stack of X Marines, which will fight for him and, of he still wins, also stay with him. {X = Michaels Level*10}

Companions:

John Khervos
A retired Commander and trainer of the Alliance, Khervus, former a trainer of Michael, has agreed to accompany and aid him
Companion ability: All Marines in the army gain a bonus on attack and defense.
Special: FIXED on Michael

Thomas Varne
Varne is well-kjnown amongst the Terran Alliance as a great, but hard-hearted tactician with an extreme hate against alien races. He is known to be highly respected by many military leaders, and feared by quite soem of the civilian leaders. He is also suspected to have taken active and passive positions in various experiments throughout his life - but noone would ever dare to ask him such questions.
Companion Ability: ...to come...
Special: FIXED on Michael, if chosen

Warren Leigh
Warren Leigh is a young and passionate Mentalist, who seems to burn for the Alliance and desires to aid in any way he can. He is very strict in questions of loyalty. and, most important, he is capable of telekinetics quite well.
Companion Ability: Can, X times per battle, use mental shield. X= 1 + (1 for every complete 5 levels of the hero).
Special: FIXED on Michael, if chosen

Thella Iuliana
Thella's mental abilities was discovered at the late age of 14- an age in which tehy can allready be dangerous. she had slipped through before because she lived on a sparely-settled colony. When discovered, it had been a question to "keep her in safety" instead of training her, but in the end, it was decided to take the risk, since her power, though hidden long, was not small.
Companion Ability:
gain more detailed information about enemy army + when fighting agasinst an enemy hero, a bit more information becomes available in the Information Bureau
Special: FIXED on Michael, if chosen

Scenario 1: A Foothold
Winning Condition: Take the 5 strategic points at the map borders, create outposts on each of them and defend each of these with a garrison of at least 50 marines
Loosing condition: Loose the hero Michael or the Town Pineburgh
Scenario Length: Medium
Scenario Difficulty: Easy
Computer Players: None (but some neutral heroes roaming)
Starting Boni: 50 Marines OR 30 Bikes OR Mobile Medical Centre for Michael
Unit restrictions of player main faction: No Mentalists & Devastators available in this scenario

Michael first has to establish a true foothold, before he can think of conquering the planet. In the area around Pineburgh, there are no reasonable gatherings of people that could be truly called "enemy", however Michael should be carefull in taking out his plans, since this first step of the operation is vital for the rest of the campaign.

Scenario 2: Battle at Ghveran's Gate
Winning Condition: Defeat all enemies, conquer all towns and hold the strategic point at Ghveran's Gate
Loosing condition: Loose Michael
Scenario Length: Medium
Scenario Difficulty: Easy
Computer Players: 2 (Defense of Local Towns (No faction) & Razorfang Clan (Nietzscheans); No computer alliance)
Starting Boni: Companion "Thomas Varne" OR Companion "Warren Leigh" OR Companion "Thella Iuliana"
Unit restrictions of player main faction: No Mentalists & Devastators recruitable in this scenario. However, Michael starts with a stack of 10 mentalists

After having established a foothold, Michael and his army had had no difficulty in taking the rest of the Eastern continent of Uthgard. However now, facing towards the west and South, it is vital to take the only Land-connection between the Eastern continent and the rest of the Uthgard land masses - Ghveran's Gate. Yet, in this area, some of the local alien towns have declared they will not sit and watch the humans take this planet and formed a defensive alliance against Michael.
Also, it is rumour that on the other side of the gate, the small Nietzschean Razorfang Clan, who dwelled on this planet for quite a while without becoming much of a power even here, musters their armies, seeing the chance for them to expand now. If he wants to succeed, Michael needs to stop their expansion now. Fortunately, some more troops have arrived, amongst them a group of mentalists, whose arrival Michael sees with a laughing and a crying eye - knowing well that they are helpful, but also feeling kind of observed since their arrival.


Scenario 3: Razorcut
Winning Condition: Defeat all enemies
Loosing condition: Loose Michael
Scenario Length: Medium
Scenario Difficulty: Normal
Computer Players: 2 (Alliance of the last free alien inhabitants of Uthgard 4 (No faction) & Razorfang Clan (Nietzscheans); These are allied at the beginning of the Scenario)
Starting Boni: 10 tons of fuel OR 4 Warcopters OR ...to come...

Description to come...

Mc 2: Aggressive Expansion
Main Player Faction: Hive
Main Enemy: various
Campaign Length: Normal (4 Scenarios)
Campaign Difficulty: Easy
Prerequesites: None

Mc 3: Fheud
Main Player Faction: Nietzscheans
Main Enemy: Nietzscheans
Campaign Length: Normal (5 Scenarios)
Campaign Difficulty: Easy
Prerequesites: None



WIP
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 11, 2011 01:57 PM

lets do it again... FOR SCIENCE!

I'm a wee upset that you chose to get rid of the Progenitors, but hey, you've probably got plans for them or their backstory.

you might also want to consider different styles of futuristic technology. I think it would be awesome if you incorporated some Flash gordon-esque raygun goodness into the Terran federation.
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foxxxer
foxxxer


Promising
Famous Hero
posted February 11, 2011 02:25 PM
Edited by foxxxer at 14:28, 11 Feb 2011.

You must think out a building that genarates ENERGY. The only one resourse (these which you give) that can genarates directly energy is the FUEL. The synthetics could give a ENERGY through chemical reactions.

Edit: Actually, the burn of the fuel is also chemical reaction (oxidation).

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 11, 2011 03:25 PM

@bixie: IÄm jus tmentioning the BASIC game now progens and chaos are in an expansion, probably, OoL also maybe.

don't know ray gordon^^

@foxxer: Energy max is increased through ... power plants There will maybe also be a way of gaining energy (not increasing the max, though), through burning of fuel, but most plants will work similar to mines in homm, only that they increase the mentioned energy max...

concerning fuel, I also though changin it into something different...chemical liquids or such...
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foxxxer
foxxxer


Promising
Famous Hero
posted February 11, 2011 03:33 PM

Geothermal plants.
Or some magic sources of energy where you could build plants

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 11, 2011 03:47 PM

Different Types of plants...I imagine different tyes of mines for each ressource, anyway:

Credits:
-TradePorts (Control gives a good amount of credits)
-Rare Material Mine (teh mineral is sold for a good amount of credits, but you need to control a tradeport, spaceport or town with an equivalent building or market to gain something of that)
-Bank/Stock Market (gives a changing amount of credits to the owner)

Metals:
-Diverse Metal Mines (Gives metals)
-Scrapyard (gives metal, but has a limited stock, which, though, can be refilled by sacrificing metallic units)

Synthetics:
-Synthetic Factories (Gives Synthetics)
-Recycling facility (gives synthetics, but has a limited stock, which, though, can be refilled by sacrificing units with synthetics-parts)

Fuel:
-Reffineries (Give Fuel)
-Fuel Lakes (give Fuel, but have a limited stock)

Energy:
-different Power Plants (increase energy max)
-High-End Power Plants (need a hero with a good skill level in "Energy science" to be taken to action, but highly increase your max energy)
-Power Converter (allows you to transfer fuel to energy at a good rate, though not too much per day)
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 11, 2011 04:11 PM

HoSP reloaded!Great

If you will make necromancers,name them necrologists,which will practice necromancy as science(necrology).With lots of frankenstain-like units

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 11, 2011 04:20 PM

In fact I planned some name like this They definitely have a scientific approach on undeath Not so frankensteiny, though
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 11, 2011 09:14 PM

basically, I mean different interpretations of scifi. Raygun gothic is... well, stuff like this


as well as weapons like this


it's all arguing aesthetics at the moment.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 12, 2011 01:42 AM
Edited by Jiriki9 at 22:20, 20 Feb 2011.

I'M not sure about the style
But style is open to changes anyway

EDIT: Ooops, intended that as a stealth edit...however relations are in, and more faction descriptions
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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted March 05, 2011 02:20 AM
Edited by RabbidCow at 22:46, 05 Mar 2011.

im sad to see this not as popular as before, but hey, HoMM 6 is coming, its a little hard to focus on this kind of things. either way i love to help with factions, so some Convent units

Core:
-Militarius - Praedator (im assuming its got a gun)
-Machina - Machina Raptor (a very fast two legged mech)
-Quis Calces - Bellator Calces (humans who had part of their brain mechanized because of otherwise unrepairable damage. Now the machine side has taken over)

Elite:
-Praemium - Praemium Spiritu (a four legged mech with a very powerful cannon)
-Iuguolo - Iuguolo Mortem (carries a powerful double-edged blade which it can spin at incredible speeds, slices through metal like butter.  Their leg structure lets them leap great distance, achieving "flight")
-Vidit - Ferrum Dromonem (they were used to cut steel for ships and weapons but now use their saws to strike invaders. Ouch)

Champion:
-Pugnator Impetum - Oppugnator Impetum (a mechanized version of Vra'mad, an alien animal that appears very much like a six-legged European dragon. it of course flies and has a flame thrower to attack)

for the names i used google translate on some semi-fitting words and changed them to latin. looks cool

EDIT: alright more stuff
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 05, 2011 01:21 PM
Edited by Jiriki9 at 16:15, 25 Jun 2011.

hey rabbid
Thank you for your help =) I'm looking forward to the rest. Am a bit busy, don't know when I add more here, but I'll try not to wait too long.

EDIT: Added Racial for Hive - Swarm Description

EDIT2: Added campaign Set "Main Campaign" and quite some details on the campaign "Uthgard 4"
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