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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Mod] Refuge Town
Thread: [Mod] Refuge Town This thread is 2 pages long: 1 2 · NEXT»
Fauch
Fauch


Responsible
Undefeatable Hero
posted March 17, 2011 04:41 PM bonus applied by VokialBG on 28 Jul 2011.
Edited by Fauch at 02:58, 06 Nov 2011.

[Mod] Refuge Town

download
Music (put in music/Town-Themes)

Well, it is actually the church town, I hope everything is finished.

This town replaces Stronghold, It is a kind of alternate branch of the Haven army, a renegade army, they are might oriented but should play very different from orcs, it's more like dwarfs actually, the more time you get to prepare yourself, the better it is.

Their racial skill is Spirituality. The creatures gains spirituality points when they cast spells, when the hero uses Prayers (War cries) and when they defend. they lose spirituality points when they are targeted by enemy spells or suffer from some negative effects.

Spirituality points make your creatures better protected against destructive and dark spells and more receptive to light spells, they also give better spells and new abilities. spirituality points do not absorb damage.

The creatures :



Tiers 1 (Creature by psatkha) :


Tiers 2 :


Tier 3, Priestesses :


Tier 4, Glories :


Tier 5, Crusaders :


Tier 6, Church Guardians :


Tiers 7 :


Stats :


Heroes :




Oyssin, Offender, Spirituality Basic, Training Basic, powerful blow, Benediction
Ingham, White knight, Spirituality Basic, Enlightment Basic, Intelligence Benediction
Jerwall, War leader, Spirituality Advanced, Prayer Basic, War cry call of the blood, Benediction
Sorsha, Tiers 5, Spirituality Basic, Shatter dark basic, Detain dark, Benediction
Bakrus, Tiers 6, Spirituality Basic, Defense basic, Protection, Benediction
Orrin, Tiers 2, Spirituality Basic, Attack basic, Archery, Ammo cart, Benediction
Rion, Empiric, Spirituality Basic, Shatter destructive Basic, Might over magic, Benediction
Adelaide, Courtier, Spirituality Basic, Leadership, Diplomacy, Benediction




Skills :


rage (Spirituality) 10%
Memory of our blood (Elrath's Blessing)
Powerful blow
Might over magic (Faith over magic)

training 5%
Retaliation strike
Powerful blow
==> Weakening Strike (Requires Retaliation strike)
==> Stunning blow (Requires Retaliation strike)
Bodybuilding
==> Defend us all

Leadership 10%
Recruitment
==> Goblin support (Pikemen support)
==> ==> Aura of swiftness
==> Battle elation (In Elrath we Trust) requires memory of our blood
==> ==> Divine guidance
Fortunate
Diplomacy
==> Empathy

Logistics 5%
Scouting
==> Swift mind
==> Silent Stalker
Pathfinding
==> Death tread
==> Path of war
==> ==> Snatch
Seamanship

Luck 2%
Warrior's luck
==> Dead man luck
Fortunate adventurer
==> Tear of Asha visions
==> Spoils of war
Magic resistance
==> Barbarian luck (Divine Protection)

Defence 10%
Toughness
==> Hold your ground
==> ==> Preparation (requires Tactics)
Protection
==> Resistance
Evasion
==> Last stand

Attack 15%
Tactics
Frenzy
==> Retribution (requires battle elation)
Archery
==> Flamming arrows
==> Nature's wrath
Excruciating strike (Requires Powerful blow and Retaliation strike)

War machine 8%
Ballista
==> Triple Ballista
Catapult
==> Triple catapult
First aid

barbarian enlightment 2%
warcries learning (Disciple)
Intelligence
==> Tutor (Requires Disciple)
==> Dark revelation
==> Academy award
Power of blood (Ardent passion)

Voice (Prayer) 10%
Mysticism
Voice training (Enlightened)
Voice of rage (Compassion)
==> Mighty voice (Faith)
==> ==> Distract

Shatter destructive 8%
Corrupt destructive
==> Mana burst
Detain destructive
Weaken destructive
Fire resistance (requires Faith over magic)
Elemental overkill (requires Faith over magic)

Shatter dark 15%
Corrupt dark
Detain dark
==> Stormwind
==> ==> Refined Mana
Weaken dark

Absolute rage (Absolute spirituality) requires :
(Attack) Tactics, Archery, Nature's wrath
(Shatter dark) Detain dark, stormwind, Refined Mana
(Prayer) Compassion, Faith, Distract
(Spirituality) Faith over magic, Elrath's Blessing

on level up :
Attack : 35%
Defense : 35%
Spellpower : 10%
Knowledge : 20%

Spirituality :

Level 1 : 100 pts
Level 2 : 100 pts
Level 3 : 400 pts
Cast spell : + 100 pts
Receive direct damage spell : - 50 pts
Receive curse : - 50 pts
defend : + 25 pts
bad morale : - 50 pts
blinded per turn : - 50 pts
coef under berserk : *0
action under hypnotize : - 50 pts
per level of forgetfulness : - 5 pts
fear : - 50 pts
weakened : - 50 pts
coef power of our blood : *1.5
memory of our blood : + 25 to + 50 pts
battle elation : + 25 pts
pile of our foes : + 25 pts
absolute spirituality : + 400 pts



Adventure map buildings :





Castle :






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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted March 18, 2011 09:14 PM
Edited by Lord_Immortal at 21:16, 18 Mar 2011.

Hey,a couple of things I noticed in your mod:
1-Shouldn't Angels fit to the Church Town and Catapults to Haven?

2-Wouldn't be better to re-edit first 2 tiers and crusaders to this:
T1(melee):
Spearman->Pikeman/Halberder
Spearman-Archer with a spear(psaktha's and no symbol.Deeper blue surcoat.Black leather parts(at helm) have standart brown leather.
Pikeman-Marksman with a small shield(shield of dwarf kings) and a lance(dark riders),has a golden griffin at a red surcoat.
Halberder-Archer with a modified Beta Rider halberd(found at psaktha's Devaster,without dragon and red cloth),no shield,white surcoat with this,gold-cross pattern .Black leather parts at helmet are made of mail.Helmet has brighter,gold metal.
(U can use Samurai NCF as base for this unit)

T2(ranged):
Novice->Monk/Fanatic
Novice-standart Haven Priest with black clothing and godric hood.No weapon nor cross.Shoots standart priest bolt.
Monk-Standart Haven priest with prown clothes,bald zealot head,no cross at front and black beard.Wields Zealot mace.Shoots standart priest bolt.
Fanatic->Alaric Model with Inquisitor helmet.No weapon,just cross.Shoots flaming bolt like one of the dwarf priests(don't remember witch,the non-alt upg. i think.

T5(Melee Caster):
Templar->Knight Protector/Grandmaster Templar
Templar(12 mana;Haste;Divine Strength)-Nicolai Vampire model,with footman head(blonde beard) and a templar cross surcoat.
Knight Protector(18 Mana;Deflect Missile;Endurance;Cleansing;->Nicolai Vampire model with golden armor,and a golden,vindicator helm no horns.Wields an inquisitor hammer.Weaker spells but higher def. and atk.
Grandmaster Templar(24 mana;Resurrection;Rightgeous Might;Cleansing)-Nicolai Vampire model with Squire helmet(no griffin symbol) a standart Templar Clothing and Sword of Might artifact as weapon).It has stronger spells but lower def and atk.

3-More clear textures for T6???

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted March 18, 2011 10:05 PM

Really Cool!

You fixed the town as well? Nice.
I'm currently busy with Dragon Age 2, but I will try this updated version very soon.
It seems awesome, can't wait to see your updated Stone Guardians.
____________
"You turn me on Jaba"
- Meroe

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 18, 2011 11:56 PM

that would be a whole new mod Lord_Immortal

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted March 19, 2011 01:35 PM

Yeap,however,since you have renegade archers,may I suggest:http://heroescommunity.com/viewthread.php3?TID=27275&pagenumber=6
11th post.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 19, 2011 04:28 PM

but is it downloadable?

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted March 19, 2011 04:35 PM

Wow. Didn't realize you could mod the towns aswell. Mad props Fauch.
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted March 19, 2011 04:43 PM
Edited by Lord_Immortal at 16:45, 19 Mar 2011.

Quote:
but is it downloadable?

No,I suppose,but you can PM(send personal message to) Radar to upload it somewhere for you.
EDIT:My opinion,replace the first upgrade.Non upg. and alternative are good,though need a bit more work.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 19, 2011 05:01 PM

oh, the sword is weird, but why not after all, raiders also use it.

Quote:
Wow. Didn't realize you could mod the towns aswell. Mad props Fauch.


I didn't know either, I found out thanks to Consus' mod. I couldn't change the models, but could add effects. kinda the same technic than for creatures such as the medusa.

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Consus
Consus


Hired Hero
posted March 19, 2011 09:29 PM

Hmmm, you can use /music/a1/Town-Renegade.ogg for the town theme, it would fit the town well.

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PhotonD
PhotonD

Tavern Dweller
posted March 20, 2011 08:37 PM

It's great!~Thank you for your work.
____________

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 22, 2011 05:55 PM

Quote:
Hmmm, you can use /music/a1/Town-Renegade.ogg for the town theme, it would fit the town well.


where do you change the music? I tried but it was still the stronghold music.

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mike80d
mike80d


Famous Hero
Map Maker
posted March 22, 2011 07:44 PM

Great job with this town and all of the work you put into it!!    

I'm surprised that the very first response you got after all of your hard work was one criticizing and suggesting to change it.  

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted March 22, 2011 08:29 PM

Quote:

I'm surprised that the very first response you got after all of your hard work was one criticizing and suggesting to change it.  

I didn't said I didn't like it,but there are some creatures that don't have good textures(T2a All three crusaders and guardians).I also see pikemen strange and Catapults don't fit to a religious town as angels would.(Pikemen,in fact,fit more to the Knight town and peasants to the Fanatic town).

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Consus
Consus


Hired Hero
posted March 23, 2011 11:06 PM
Edited by Consus at 22:41, 22 Apr 2011.

Quote:
Quote:
Hmmm, you can use /music/a1/Town-Renegade.ogg for the town theme, it would fit the town well.


where do you change the music? I tried but it was still the stronghold music.

data/Sounds/_(Music)/Towns/a2_Stronghold.xdb

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Consus
Consus


Hired Hero
posted April 22, 2011 10:42 PM

I've just played a map with Refuge. It's a really good work , I have only a few complaints:
1. Many icons contain 'unnecessary pixels' which should be transparent. Not that this affects playing, but still...
2. Siege - it's Stronghold...  You could at least put Renegade Archers on the towers...
3. Music - as I said before, I would set Town-Renegade as the town theme and Combat-Renegade as the combat theme (actually, I did it myself before playing).
4. Texts - there is a mistake in names: enlightment (should be enlightenment). Some spirituality texts are missing - they're still about the rage points.
5. A minor thing - Renegade's initial stats. The sum of initial stats of each hero is 5, except for the Barbarian who has spellpower 0 (the sum is 4). The Renegade also has spellpower 0 so the sum of their stats should be 4 too (and it's 5).

Though the faction is rather balanced, battles seem to be easy in late-game... A typical combat beginning (with the first upgrades):
Blazing Glories divine guidance on the trebuchets
War Trebuchets destoying the strongest stacks
Vessels of Elrath attack or divine strenght on the marksmen
Renegade Marksmen range attack (and scatter shot becomes a powerful ability with a large number of the archers)

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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 23, 2011 12:35 AM

Quote:
2. Siege - it's Stronghold...  You could at least put Renegade Archers on the towers...

thought I changed that ??

Quote:
4. Texts - there is a mistake in names: enlightment (should be enlightenment). Some spirituality texts are missing - they're still about the rage points.

any idea where they may be located by any chance?

Quote:
5. A minor thing - Renegade's initial stats. The sum of initial stats of each hero is 5, except for the Barbarian who has spellpower 0 (the sum is 4). The Renegade also has spellpower 0 so the sum of their stats should be 4 too (and it's 5).

it's normal

Quote:
Though the faction is rather balanced, battles seem to be easy in late-game... A typical combat beginning (with the first upgrades):
Blazing Glories  divine guidance on the trebuchets
War Trebuchets  destoying the strongest stacks
Vessels of Elrath  attack or divine strenght on the marksmen
Renegade Marksmen  range attack (and scatter shot becomes a powerful ability with a large number of the archers)


I'm not sure where lies the problem exactly. I know there is the blazing glory / trebuchet combo. actually, I'm just thinking, and if divine guidance was a spirituality bonus? (level 1 for example) so that glories can't use it right at the beginning of the battle? should let enough time for the opposing army to do something?

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Consus
Consus


Hired Hero
posted April 23, 2011 01:51 AM

Quote:
Quote:
2. Siege - it's Stronghold...  You could at least put Renegade Archers on the towers...

thought I changed that ??

Well, that's a normal stronghold siege, the only difference is that some buildings in the castle (tier 3 dwellings for example) are retextured as they use the same models as in the town screen.

Quote:
any idea where they may be located by any chance?

Text/Game/Spells/Creature_Abilities/Stronghold/DemonRageLevel1/Name.txt

Text/Game/Spells/Creature_Abilities/Stronghold/DemonRageLevel2/Name.txt

Text/Game/Spells/Creature_Abilities/Stronghold/DemonRageLevel3/Name.txt

Text/CombatLog/Abilities/WarcryCallOfBlood.txt

UI/Tooltips/CreatureInfo/rage_points_info.txt

I don't know if there are more (probably not).

Quote:
I'm not sure where lies the problem exactly. I know there is the blazing glory / trebuchet combo. actually, I'm just thinking, and if divine guidance was a spirituality bonus? (level 1 for example) so that glories can't use it right at the beginning of the battle? should let enough time for the opposing army to do something?

Sounds like a good idea... Or maybe another way - decreasing the initiative per creature bonus in defaultstats (if it can be a float number)...

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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 23, 2011 02:07 AM
Edited by Fauch at 02:47, 23 Apr 2011.

did that already, it's still strong anyway in the 1st round. after that, seems to have less impact. I wonder if it has something to do with the random atb boost 0 - 0.25 at the start of the battle?

Quote:
Well, that's a normal stronghold siege, the only difference is that some buildings in the castle (tier 3 dwellings for example) are retextured as they use the same models as in the town screen.

oh you are right, it's for the arcania town that I actually changed the shooters


Quote:
there is a mistake in names: enlightment (should be enlightenment).

does it refer to a mistake you spotted on that thread or in game? I did it on this thread, but it seems ok in my text files.

I will also need to bring the changes to the 4 factions mod. if you want to modify it to include conflux, you are welcome, though, it creates conflicts with arcania

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Consus
Consus


Hired Hero
posted April 23, 2011 06:01 PM

Quote:
did that already, it's still strong anyway in the 1st round. after that, seems to have less impact.

I've noticed that too.
Quote:
I wonder if it has something to do with the random atb boost 0 - 0.25 at the start of the battle?

It could be... Maybe the atb values of all units are more averaged at the beginning of a batlle...

Quote:
does it refer to a mistake you spotted on that thread or in game? I did it on this thread, but it seems ok in my text files.

In game, in the name of the third prayer building and in the name of one prayer if I remember well.

Quote:
I will also need to bring the changes to the 4 factions mod. if you want to modify it to include conflux, you are welcome, though, it creates conflicts with arcania

Actually, I made Conflux + Refuge mod. I'll post the link on the 4 factions thread. Maybe I'll make a version including Oblivion and Nexus in the future...

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