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Heroes Community > Heroes 7+ Altar of Wishes > Thread: If HOMM was an RTS... Reload
Thread: If HOMM was an RTS... Reload
RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted February 12, 2011 11:53 PM
Edited by RabbidCow at 19:37, 13 Feb 2011.

If HOMM was an RTS... Reload

I'm back (again) after playing my huge amount of RTSs (even larger after I got both Starcrafts and Brood Wars), I started to think back to that Spin-Off I made. Now, after Jiriki reloaded HoSP, I suppose it wouldn't hurt to bring back mine. Most of this stuff is from the old version, but tweaks and fixes were added since the "spin-off wave" that happened.

If HOMM was an RTS...

To start of with, there are 6 unit types: Workers, Infantry, Cavalry, Spellcasters, Monsters, and Heroes.

Workers are the basic constructers and gatherers. Every faction has only one. It can be upgraded twice. They are the most important unit. Without them, a player couldn't train other units because of lack of resourses (and buildings!).

Infantry come in 3 types; Infantry (Melee), Archers, and Counters. Infantry with the name "Infantry" are melee, Arhers have a ranged attack, and Counters can easly defeat a specific unit but won't last very long against anything else. If a Counter-Cavalry attacks a Cavalry, the Counter would win, but if the same unit attacked a Monster, he would die.

Cavalry are mounted warriors, be it a horse, lizard or nightmare. They are fast and good against most infantry except Counter-Cavalry or Archers.

Spellcasters are special units with a mana bar. They use spells to demolish other units or save your own, depending on the type of spellcaster. Mana regenerates over time.

Monsters are beasts that every faction has many of, but a limited choice. In every stage, you can select one of 2 monsters to join you. Then, every monster has an upgraded version which is more powerful, giving you a total of 16 monsters, 8 base monsters, and 4 monsters available in game per faction. Monsters all have special abilities, which can turn the battle around.

There are 4 kinds of specials:

Power-Up: To use these abilities, the monster has to do enough of a certain thing (standing still, moving, attacking, dealing damage, ect).

Timer: After using this ability, it will be on a timer.

Passive: This ability type is ever present. It's not activated or even auto-activated. It's just there. These are usually weaker than normal abilities.

Percentage: This kind of ability is like passive, but doesn't always trigger. There is a chance the ability will go off and there is a chance it won't.

Heroes are powerful warriors which are selected during the game. Only 5 can be selected in any game. They are powerful, stronger than normal units. They often have special abilities as well as activated spells. They are a mighty force. There are few ways to stop 5 proporaly micromanaged heroes. Heroes gain experience from killing enemies. Over time they level up. A higher level hero is more powerful and has acces to certain spells or abilities. Max level for any hero is 10.

Factions:

Inferno

Starting Heroes: Flaym, Kul Miridas, Kul Mageras

Units:

Flamling: Worker. Summons basic Inferno buildings. Trained at Inferno.

Burnling: Worker. Summons advanced Inferno buildings. Upgraded Flamling.

Helling: Worker. Summons Ultimate Inferno buildings. Upgraded Burling.

Fireguard: Infantry. Good against Archers. Trained at Hell Barracks.

Flameshot: Archer. Good against Cavalry. Trained at Hell Barracks.

Fanatic: Counter-Infantry. Only good against Infantry. Trained at Hell Barracks.

Cultist: Spellcaster. Casts Fireball and Life Ward. Trained at Hell Barracks.

Hell Steed: Monster Cavalry. After moving 5 yards, can deal a double-damage attack. Trained at Hell Barracks.

Imp: Monster. Attacks steal enemy mana. Trained at Spawning Pits.

Familiar: Monster. Attacks steal enemy mana and gives it to a friendly spellcaster. Upgraded Imp.

Gog: Monster. Throws an explosive fireball. Trained at Spawning Pits.

Magog: Monster. Throws an explosive fireball that only hurts enemies. Upgraded Gog.

Succubus: Monster. Ranged attacks hit two units. Trained at Spawning Pits.

Tormentor: Monster. Ranged attacks cause chains. Upgraded Succubus.

Horned Demon: Monster. Leaps on enemy units. Trained at Spawning Pits.

Horned Overseer: Monster. Leaps on enemies and causes an explotion. Upgraded Horned Demon.

Hellmare: Monster. After moving 5 yards, nearby enemies run in fear. Trained at Portal.

Nightmare: Monster. After moving 3 yards, nearby enemies run in fear. Upgraded Hellmare.

Efreet: Monster. Flies. 10% of damage reflected on attacker. Trained at Portal.

Efreet Sultan: Monster. Flies. 15% of damage reflected on attacker. Upgraded Efreet.

Devil: Monster. Teleports to anywhere outside of the fog of war. Must wait 60 seconds before using again. Trained at Portal.

Archdevil: Monster. Teleports to anywhere outside of the fog of war. Must wait 50 seconds before using again. Upgraded Devil.

Pit Fiend: Monster. 25% chance to summon Horned Demons from killed enemies. Trained at Portal.

Pit Lord: Monster. 25% summon Horned Overseers from killed enemies. Upgraded Pit Fiend.

Archfiend: Monster. 50% to cause an enormous explotion around the fiend. Trained at Portal by Kul Mageras.

Start: Flaym: Monster Hero. Flies. Has 40% Fire Shield. BONUS: Efreeti, Horned Demons, Gogs, Pit Fiends and their upgrades are faster and deal more damage.

Start: Kul Miridas: Infantry Hero. Has Horned Overseer's leap. BONUS: Infantry, Archers and Cavalry are stronger, cheaper, and train faster.

Start: Kul Mageras: Monster Hero. 70% to cause an enourmous explotion around Kul Mageras. BONUS: Player can purchase Arch Fiends from the Portal in Stage 4.

Stage 1: Flamin' Minino: Monster Hero. Attacks have a 70% chance to set the target on fire, deal 25 damage per second for 10 seconds.

Stage 1: Im'pus: Monster Hero. Attacks steals all of the enemy's mana and gives half of it to a friendly spellcaster.

Stage 2: Deleb: Spellcaster Hero. Casts Fireball. Learns Explotion at level 5. Learns Meteor at level 10. Ranged attacks cause chains.

Stage 2: Eppros: Infantry Hero. Gates Horned Overseers to the battle. Gates Hellmares at level 10.

Stage 3: Nes'uec: Cavalry Hero. 20% to convert enemies to your team on attack. Percentage is raised 5% for every level after 7.

Stage 3: Veyer: Infantry Hero. Adjacent units have a 50% chance that a spell will fail, benificial or harmful.

Stage 4: Ebbedos: Monster Hero. Can teleport units, friend or foe, to anywhere outside of the fog of war. Must wait 60 seconds before using again.

Stage 4: Pyton: Monster Hero. 50% chance to summon Efreeti from killed enemies. Summons Efreet Sultans at level 10.

Strategy: Inferno is based on incredably numurous (spelling?) but weak units. They build on Scorched Earth, which their buildings may extend farther out. Scorched Earth will not disapear even if th Inferno player is killed, and only Inferno buildings may be placed on it. The best strategy for Inferno is using mass amounts of cheap units (Gogs, Imps, Fireguards, ect) in fair numbers and attempt to kill off workers, to force your opponent into an economic disadvantage, leaving them unprepared for when you can use devils/pit fiends or archfiends.

Necropolis UNDER CONSTRUCTION

Starting Heroes: Dreadnight Asa, Finneas Vilmar, Sandro

Acolyte: Worker. Builds basic Necropolis buildings. Corrupts land. (requires 3 Acolytes). Trained at Necropolis.

Dark Acolyte: Worker. Builds advanced Necropolis buildings. Corrupts land. (requires 2 Acolytes). Upgraded Acolyte.

Necrolyte: Worker. Builds ultimate Necropolis buildings. Corrupts land. Upgraded Dark Acolyte.

Doomguard: Infantry. Good against Archers. Trained at Crypt.

Skull Crossbowman: Archer. Good against Cavalry. Trained at Crypt.

Deathknight: Monster Cavalry. 50% chance to instantly kill a Monster on attack. Trained at Mausoleum.

Black Knight: Cavalry. Good against Infantry.

Death Steed: Monster Cavalry. Combine with a Doomguard to make a Black Knight. Trained at Crypt.

Necromancer: Spellcaster. Casts Plauge, Raise Skeletons, and Corruption. Trained at Necropolis and Crypt.

Lich: Spellcaster. Casts Plauge, Raise Zombies, and Festering Aura. Trained at Mausoleum.

Skeleton: Monster. Immune to non-magical ranged attacks. Trained at Crypt.

Skeleton Bowman: Monster. Immune to ranged attacks. Upgraded Skeleton.

Walking Dead: Monster. Rots enemies, dealing 5 damage per second for 5 seconds. Trained at Crypt.

Zombie: Monster. Rots enemies, dealing 10 damage per second for 5 seconds. Upgraded Walking Dead.

Mummy: Monster. Curses enemies, lowering their attack by 2. Trained at Crypt.

Pharaoh: Monster. Curses enemies, lowering their attack by 4. Upgraded Mummy.

Ghost: Monster. 60% chance to summon Ghosts from killed Infantry. Trained at Crypt.

Spectre: Monster. Summons Ghosts from killed Infantry. Upgraded Ghost.

Banshee: Monster. 60% chance to summon Banshees from killed Spellcasters. Trained at Mausoleum.

Poltergeist: Monster. Summons Banshees from killed Spellcasters and has a 10% chance to summon Ghosts from killed Monsters. Upgraded Banshee.

Vampire: Monster. Drains health from enemies. Trained at Mausoleum.

Nosferatu: Monster. Flies. Drains health from enemies. Upgraded Vampire.

Phantom Soilder: 60% chance to summon Phantom Soilders from killed Cavalry. Trained at Mausoleum.

Phantom Knight: 90% chance to summon Phantom Knights from killed Cavalry. Upgraded Phantom Soilder.

Bone Dragon: Ages enemies, decreasing every stat by 3. Trained at Crypt.

Ghost Dragon: Ages enemies, decreasing every stat by 4. Upgraded Bone Dragon.

START: Dreadknight Asa: Cavalry Hero. Instantly kills Monsters on attack. BONUS: All Cavalry's ATK, DEF, and HPs are increased, Phantom Knights have a 20% chance to raise Ghosts from Infantry.

START: Finneas Vilmar: Infantry Hero. Corrupts ground slowly while standing still. BONUS: All units have a 70% stat increase while on Corrupted Ground, Black Knights can be trained from the Mausoleum.

START: Sandro: Spellcaster Hero. Casts Plauge, Raise Zombies, Festering Aura, Raise Skeletons and Corruption. Learns Raise Vampires at level 6. Learns Reanimate at level 10. BONUS: Only two Acolytes needed to corrupt ground.

Stage 1: Kasper: Infantry Hero. Heals injured Necropolis units by 2 hit point every 3 seconds. The healing is increased by one for every third level of the hero.

Kaspar was a great doctor and healer who was able to cure even the most terrible wounds. Delving deeper and deeper into the secrets of life and death, Kaspar made a particularly risky experiment that went wrong... and brought him to the realm of the dead. Though he now leads an undead army, his knowledge of anatomy and the treating of wounds remains unparalleled.

Stage 1: Norticus: Spellcaster Hero. Casts Plauge and Raise Skeletons. Learns Raise Vampires at level 10. Counts as a Dark Acolyte for Ritual of Corruption.

Long ago, Norticus ruled a grand kingdom with his wife, Baenefa, but as they grew older his beloved begged him to do something. Using all the wealth of his kingdom, Norticus transformed them both into liches. They lost their thrones, and each other, as a result.

Stage 2: Aislinn: Archer Hero. Nearby Necrolytes can build Soul Wells on normal terrain.

Aislinn has an uncommon connection to the earth. Any time she becomes separated from it, she begins to feel uncomfortable - which is why she brings a bag of fresh soil with her everywhere she goes.
Stage 2: Moander: Infantry Hero. Immune to all sleep, stun,
and fear spells and effects.

Most liches become powerful spellcasters, but Moander was a fallen knight in his previous life. He loved military life. So, this charismatic leader turned away from magic to spend eternity enjoying the intricacies of battle - the strategy, the victory, and, of course, the death.

Stage 3: Prince Vaamis: Monster Hero. 50% chance to put enemies to sleep on attack. Vampire life drain.

In his life, Vaamis was the eldest and most power-hungry son of a nobleman. When his father passed away, however, the wealth that was given to him wasn't enough for the poor man, so he used it to capture a vampire and convince it to bite the prince. Shunned by his four brothers and former loyal servents, Vaamis realized he had lost all his life in his crazed quest for dominance. He could only be accepted by the necromancers, and to this day he turns his hatred for what he had done to himself on his terrified opponents.

Stage 3: Jarvis: Infantry Hero. 20% chance to convert enemy infantry to Doomguards. Can convert Archers to Skull Crossbowmen at level 5.

Once a charming younge paladin, sworn to serve the light, Jarvis had a near-death encounter with a band of orcs and ever since had searched for ways to avoid passing into the darkness forever. When the necromancers invaded his home land, he eagerly traded his service to the angles for a spot in their unholy armies, and, the doomguard hopes, for immortality.

Stage 4: Banish: Monster Hero. After killing 10 enemies, summons ghosts from all nearby corpses, even friendly ones. (Banish is expensive)

Banish is not this nearly all-powerful wraith's true name. Nearly a thousand years ago, a younge and foolish necromancer attemped to summon a herald of death. He was obliterated by the incredible power in the middle of the ritual, leaving Banish half in the mortal world and half in the mysterious realm of the dead. The wight forgot his entire life in the process, including his name. Now Banish unleashes his might on the enemies of his captors, the liches. They can only hope that he never returns to his full power, for the very world would crumble under the avatar of doom's fury.

(more to come)

Haven

Village:

Duengeon:

Fortress:

Stronghold:

Academy:

Temple:

Santuary:

I added some hero descriptions and added a bunch of new stuff to necro.
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It's okay to not like things; just don't be a dick about it. - TotalBiscuit

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 13, 2011 08:39 AM

Why necro must build on corrputed land?I suggest Inferno should build on corrputed land.

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted February 13, 2011 03:36 PM

Necro builds on Corrupted Ground and Inferno gets Scorched Earth. if you want, you can read through the old ones replies. Link

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 13, 2011 03:47 PM
Edited by LizardWarrior at 15:47, 13 Feb 2011.

Maybe a more logical answer...Why necropolis buildings are so special and need corrupted ground?Crypts and graveyards don't need special ground.For demons this is more logical.

I suggest to switch,necro buildings creates land and demons corrput ground.And undeads' buildings would summon necro land.

Something like this(I made that for my RTS spinoff,after you started first time the age of RTS spinoffs)


Anyway,it is your spinoff,you are free to make anything you want.I just wanted to give you an idea,to don't make it to Warcraftish.

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Zeki
Zeki


Supreme Hero
sup
posted February 13, 2011 06:54 PM

I like that idea I had thought about something like that, too.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 13, 2011 08:18 PM

Nice to have the spinoffs back XD
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ICTC announced

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted February 14, 2011 08:16 AM
Edited by MrDragon at 14:32, 14 Feb 2011.

Why 3 workers? placing requirements on the structures rather then creating a tiered worker system would make more sense, unless you want to create a specific tiered tech tree in which case upgrading specific home structure would make more sense.
The less pointless units the better.

I'd shy away from a focussed 3 tier tech system though, in my experience the RTS games that spread the units more evenly through the advancement of a faction end up with more interesting unit mixes. (Exception to the rule being Warcraft III which has a 3 tier system but at the same time very spread unit line-ups that are non-symetrical.)
Making factions very symetrical in unit-type-count and tier structure lowers the learning curve but also ups their similarity and thus their monotony.

Finally imho, Inferno shouldn't be a mass faction, that's necro's shtick.
Inferno is an elite faction, high in number sure, but not many creatures can go toe to toe with a demon and come out ahead. (with the exception of imps)
Making their weakness say... low defense imho would give a much more infernoy feel.

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