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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The Aesir. Challenge entry by that guy no one knows
Thread: The Aesir. Challenge entry by that guy no one knows
julle
julle


Adventuring Hero
Simply FABULOUS!
posted May 10, 2011 07:50 PM
Edited by julle at 13:36, 14 May 2011.

The Aesir. Challenge entry by that guy no one knows

work in progress


The Aesir

Origins:The Aesir come from a land far to the nort, wich they abbandoned after a great tradgedy.This land, constantly white from neverending snowfall, was called Midgård. Midgård was wild and untamed land, home to several monsters as well as different kinds of sentient beings, previously enemies to the Aesir, but now mighty allies in order to survive, like the mighty frost giant, a being so large, it dwarfs the Cyklops.

In a nutshell: The Aesir are Vikings, short and simple. They are masters sea travel and no other faction is able to ourrun them at sea. With low armour, their soldiers are fast and dangerous, but can take almost no punishment. Their high morale allows them to always feel like they will win combat even against impossible ods.

Inspiration: Norse mythology and Vikings.

Associated Colours: Black, White, Red
Symbols: Raven, Wolf, Axe
Worship: The Dragonslayers
Core-philosophy: “The best Defense is a good Offense”
Country: Unnamed
Capitol City: Valhall
Terrain: Snow

Worship: The Aesir follows the Dragonslayers, a bunch of warrior gods said to battle a giant serpent so large, it surrounds the earth and bites its own tail. This is closely linked to their way of doing warfare, because when an Aesir dies in combat, he or she will join the gods struggle in haven.

Recent events: There is no record of the Aesir in any of Ashans storys or libraries. They are strangers to these lands, and recently took a bit of land for themselves in the coast of  the northern mountains. This angers the Dwarfs, for they do not like losing this small strip of land and will stop at nothing to get it back.

Social Organisation: The structure of Aesir Society is simple but effective. The entire nation is ruled by a Council of the oldest woman and oldest man of each town and village, who meet two times a year to decide how all is to be. However, they only decide over the kingdom. Every town and village also has a family that decides over each town itself who are elected every 2 years. Theese must follow the rules the council make, but are outside theese, free to do as they please.

Magic: All towns has a magic school dedicated to teach young persons in the art of magic, or more precise, water and wind magic, as most of these pupils will becom ship mages, able to keep the weather calm and steady for any ships. Theese schools are free, and anyone who wants can be thought in the ways of magic.

Strenghts: High movability, initiative and offensive capabilities. Good buffing.

Weakness: Bad survivability, defense and attacking/cursing magic. No shooters.

Racial speciallty: seafaring.
"Nothing beats the soothing movement of the waves!" Having completely mastered seafaring and everything that has anything to do with it, the Aesir is unparalelled onboard a ship.
Increases movement at sea as well as friendly creatures speed and initiative onboard ships.

______________________________________________________________________

Core

Berserker - wolf-warrior

Berserker: The berserkers are the basic infantry of the Aesir raids. Being equipped with small axes, they are able to deal considerable damage to low armoured foes, however their own low armour can not take much punishment.

Wolf-Warrior: Not as hot-blooded as the berserkers, the Wolf-warriors adorn themselfs in the hides of the wolf they killed with their bare hands as a test to adorn this honorable title.

Average initiative, high attack and speed. low defense and health.

Blood-fury (basic): after smelling blood, the berserker is flown into a rage unparalleled, and loses controll of his own actions.
Once the berserker has killed one creature, it will act as if the berserker spell has been cast on it, with the exception that it will not attack friendly targets. lasts for the rest of the combat.

Attacks twice (both)

Immune to mind spells (both)

Wulver - Wulver Soldier

Wulver: The Wulver is a gentle and calm being known for giving away food to poor families, and would never hurt a fly if it did not hurt him first.

Wulver Soldier: It is rare to wear armour amongst the Aesirs. in fact, only Wulvers are actually known to do this, and their armour is very special. made from stone, it is incredibly resistant and protects the Wulver from almost all attacks.

High defense, health, speed and initiative. average damage. low attack.

Fearfull (both): When the Wulver attacks, it has a chance of scaring the target, making it run away.

Stone armour (upgrade): Wulver Soldiers defense cannot be lowerd by spell and ability effects, as well as making the Wulver take 20% less damage from close combat attacks.

Forest Maid - Sidhe

Forest Maid: the forest Maid is a spirit of the fores resembling a seductive woman. However, you should not trust her, as she usually kills all men she is able to ceduse to please the forest. the only way of to recognise one is to look at her back, as it is rotten, as wellas trying to see if she has a tail.

Sidhe: the Sidhe is a powerfull misstress serving the woods. She wishes nothing more than to kill anyone that dares destroy and take advantage of it. The Aesir has made a deal with them: in return of their aid and wood from dead trees, The Aesir try to protect any forests.

Average attack, speed and initiative. Low Defense and health.

Superstition (basic): any berserker/wolf Warrior adcactant to the Forest Maiden gets a -1 morale penalty.

Forest Protectors (both): When the Sidhe/Forest Maiden attacks an enemy creatur, Entangle is cast. this effects lasts until the Sidhe/forest Maiden dies or moves more than 5 squares away from the  entangled enemy

Caster (both): the Sidhe/Maiden can cast spells, focusing on blessings.

Forest Queen (upgrade): whenever a Sidhe moves amongst trees, they tend to follow her with their branches and roots, making a protective wall.
If fighting in a forest, the Sidhe gains it's stack number in aditionall defense. in addition to this, whereever she moves, a small trail of roots will appear. any enemy walking over will be entangled for 2 turns.
______________________________________________________________________
Elite

Shield maiden - Valkyra

Shield maiden: Blond, blue eyed women, the Shield maidens are the gods representatives on earth and cavalry  the Aesir raids. However, they are unable to use their full power.

Valkyra: After some time on earth, the Shield maiden regains her full power, and turns into the mighty Valkyra, the gods warriors who bring soldiers back to life if they deem them unable to fight the great serpent.

High attack, speed and initiative. Average defense. Low health.


Inspiring presence (both): All friendly creatures adjectant gains +2 morale.

Warcry (upgrade):Once a combat, the Valkyra can let out an inspiring shout, giving all friendly creatures +5 morale, decreasing by one until the bonus is gone.

Ressurection (upgrade): The Valkyra can cast ressurection once a combat on expert mastery.

Aurora Borealis (upgrade): Where ever a Valkyra goes, she leaves a trail of colours in a strange dance. Theese colours give a strange and good feeling.
when a Valkyra moves, a rainbowy trail is left. any units, friend or foe, gains +1 morale. This trail stays until the Valkyra moves.

Large Creature (both): This creature takes up 2x2 squares of the battlefield.

fly (Upgrade): this creature can fly

Black Wolf - Fenris

Black Wolf: The Black Wolf is the pups of the feared Fenris. Able to understand human speech, They are easy to train and good companions for anyone who feel alone. Their black fur, however, give them a very itimidating look, and few are those who can stand up to them with out running like a madman.

Fenris: As the Black Wolf reach adulthood it is no longer restrained to any person and usually leaves its old home to join any army that is going out to war.

(basic) Average stats all around. low defense and health.
(upgrade) Average defense, attack, initiative. High speed, damage and health.

*note: the Fenris increases it's stats more than any other creature compared to its basic form. it's also much more expensive, both dwelling and hiring.

Fearfull (both):when the Black Wolf/Fenris attacks, it has a chance to scare the target, making it run away.

Pack Hunters(Both): "It is a well known fact that Wolfs co-operates well and have a very complicated hierchy"
Attack of Wolf stack inreases for every 20 creatures in said stack

Tundra Hunter (both): increases speed and initiative with an additional value of +2 if fighting on familiar ground (snow)

Sign of Ragnarök (upgrade): "Winter sure came fast..." Wherever the Fenris goes, snowfall is always on the way.
if there is any Fenris on the battlefield, it will start snowing, and at the end of turn 4, the terrain will count as snowy.

Large creature (upgrade): this unit takes up 2x2 squares on the battlefield.


Troll - Thur

Troll: Old enemies of the Aesir, the trolls are ugly, lazy and relatively unpleasant beings. As the great catastrophy hit midgård, the Aesir and the Trolls had to put aside their squarrels to survive.

Thur: Thurs are mighty Medicians of the Trolls, and help the Council make sure that their guidelines are followed. they are able to summon the power of any forest, or even the moon, as they hate the sun.

High health and attack, low defense, initiative and speed.

Drawn to darkness (both): Trolls gain 20% intiative when fighting underground.

Stone skin (both):The trolls skin hardens whenever in the sun, and this shows as their skin hardens when exposed to it.
Trolls has stoneskin when not fighting underground.

Unpleasant beings (both): So ugly and hideous is the troll, that no human would ever want to let them live.
If a foe humanoid has a troll within range of its closecombat attack, it cannot attack any unit adjectant to it, and will deal 20% more damage to the troll.

Caster (both): The Troll and Thur can cast spells, focusing on dark magic, that does not harm/curse enemies.

Summon Phoenix (upgrade): The Trolls hate the sun and wishes nothing more than the moon to vanquish it forever and are willing to summon its avatar if needed.
Once a combat, the Thur can cast Summon Phoenix at expert mastery. numbers depend on number of Thurs.
______________________________________________________________________

Champion

Jötun - Fire Jötun

Jötun: The Jötun is a giant of incredible strenght able to level entire mountains with its club. it is so large, nothing can hinder them, and its pure intimidating presense inspired the wizards of the Silver Cities to construct similair creatures.

Fire Jötun: there is only one creature matching the Jötun in strenght and size, and it is the Fire Jötun. Theese colossusses of destruction won't stop at anything to destroy their enemies and bring honour to themselfs.

Massive damage and attack, high health and speed, average initiative, low defense.

Large creature (both): this creature takes up 2x2 squares on the battlefield.

Unhindered (both): So large and massive are the Jötuns, that nothing could stop their movement.
The Jötuns destroy any terrain it moves on (ignoring it) and any creatures in its way has no choice but to move out of its way.

Immune to fire (upgrade): The Fire Jötun is immune to fire spells and fire damage.

Trail of Fire (Upgrade):Where ever The Fire Jötun walks, a trail of fire starts burning in his footsteps.
When the Fire Jöyun moves, a small fire will start in the squares he put his foot in (for example, if walking straight, there will be fire in the first left square, second right, third left and so on). Damage depends on number or Jötuns

Ragnarök (upgrade): At one point in the far future, the world will end, and the first sign of the end, dubbed "death of the gods", or "Ragnarök" in Ancient Aesir tounge, is three consecutive winters with no summer in between.
If the army has a Fenris Stack as well, terrain will have changed to snowy as soon as the start of the second turn. in addition to this, whereever the battle took place on the adventure map, snowy terrain will spread 5 "squares" in each direction for the rest of the game.
______________________________________________________________________

Heroes

Might
Neutral: Viking
Advanced Ability: Inspiring Leader
Passive. Gives Core units +5 morale


Tear: Huskarl
Advanced Ability: Friend of Wulvers
Passive. Wulvers and Wulver Soldiers Gains +5 Morale, Luck, Defense and Health.
Ultimate Ability: Blizzard
Activated. Once activated, a great Blizzard will fill the battle. this turns the Battlefield Snowy instantly, as well as making shooting impossible. Enemies speed and initiative is reduced by 50%. lasts 3 turns.


Blood: Dragonhunter
Advanced Ability: They came from the river.
Passive. if the Dragonhunter is to attack anything from a boat, he spends no movementpoints unloading from a ship if its within on round. MUST attack that turn, or he spends normal amount.
Ultimate Ability: Dragonslayer
Passive. All creatures does double damage against dragons and Large Creatures. (pit lord, Kirin, Centaur etc.)


Magic
Neutral: Weather Mage
Advanced Ability: Good Weather.
Passive. Hero doesn't lose movement at sea for taking things, like chests, or entering a shipwreck.

Tear: Water Mage
Advanced Ability: Calm Water.
Passive. Hero does not lose any Armies for entering a mealstorm.
Ultimate Ability: Water Specialist.
Passive. All Hero water spells has double effect and all friendly creatures has 50%water resistance as well as only taking half effect from enemy water effects.

Blood: Wind Mage
Advanced Ability: Good Wind.
Passive. Increases hero wovement on sea by 50%.
Ultimate: Heavy Wind.
Activated. A strong wind halves movement towards the hero, but doubles it away from it, as ell as making shooting towards him impossible, taking away any range penalties for shooting away from him. lasts 5 turns.
______________________________________________________________________
so what do you think? not completely done yet. have heroes and some extras left.

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted May 10, 2011 09:42 PM

As much as I adore Norse myth and would have been tempted to give it a full seal of approval, I'm afraid I am not overly fond of this layout.

First off:
I think they cannibalize on the (Ashan version) Fortress in flavour.
Fortress should become more like the faction proposed here but we don't need a new faction with the same roots.
Fortress (Ashan version) needs to be re-done, not replaced.

Second:
The Huskarl seems a poor fit for an elite creature and is taking up space that another norse mythological creature might fill more fittingly.

Third:
As awesome as Odin's two ravens are, I don't think Ravens would make a good creature choice, maybe giant ravens or a flock of ravens, and even then, again, there are better options with the same mythological roots or slightly off ones, you could dig a bit into celtic for example, most other factions these days do not focus on a singular mythology anyway.

Fourth:
Trolls seem to have too much potential as an Elite creature, packing both magical power and inhuman strength in their respective myths.
I'm not saying they can't be done as core creatures, I'm saying they to me at least, feel more like Elites.
(also the upgrade could be Hamarrtroll)

Fifth:
Though I'd love to see some love for Thrym and his Frost Giants, in sticking the the "merge it with Fortress" train I've got going, I'd say have a stab at Surtr and his Fire Giants instead.

I have a few other things but those are just nitpicks, overall, it's a nice faction, just not one I could get behind.

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julle
julle


Adventuring Hero
Simply FABULOUS!
posted May 11, 2011 07:20 AM

Quote:
As much as I adore Norse myth and would have been tempted to give it a full seal of approval, I'm afraid I am not overly fond of this layout.

First off:
I think they cannibalize on the (Ashan version) Fortress in flavour.
Fortress should become more like the faction proposed here but we don't need a new faction with the same roots.
Fortress (Ashan version) needs to be re-done, not replaced.

Second:
The Huskarl seems a poor fit for an elite creature and is taking up space that another norse mythological creature might fill more fittingly.

Third:
As awesome as Odin's two ravens are, I don't think Ravens would make a good creature choice, maybe giant ravens or a flock of ravens, and even then, again, there are better options with the same mythological roots or slightly off ones, you could dig a bit into celtic for example, most other factions these days do not focus on a singular mythology anyway.

Fourth:
Trolls seem to have too much potential as an Elite creature, packing both magical power and inhuman strength in their respective myths.
I'm not saying they can't be done as core creatures, I'm saying they to me at least, feel more like Elites.
(also the upgrade could be Hamarrtroll)

Fifth:
Though I'd love to see some love for Thrym and his Frost Giants, in sticking the the "merge it with Fortress" train I've got going, I'd say have a stab at Surtr and his Fire Giants instead.

I have a few other things but those are just nitpicks, overall, it's a nice faction, just not one I could get behind.


first, i'm not trying to replace the fortress, i'm just not fond of a "norse" faction being slow and defensive. i just don't like it. thets why i can't get behind Ashan Fortress, but i see what you mean

second: yeah, i took most of this from memory, but i will look into it a little more. I chose the huskarl because i thought it needed at least one humanoid elite to not seem completely unorganized. that and i had some special abilties that would not fit in core...

third: please come with an idea. i'll take anything in consideration. and the Ravens was more "take anything you can remember" as i was out of ideas. and they make good scouts, something i want this faction to be like.

forth: i thought more about the trolls parents would use to scare their children with during the middle ages, and not the norse ones here. theese where more of the mischivous kind. and yeah, they could fit in elite, except that i wanted the Huskarl there.

fifth: going for it! didn't consider them at first because i had an idea of an ability that combined with the Fenris (making the snowy terrain happen earlier), but making it fire should also make it faster, witch should fit better.

thanks foor feedback!

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Minnakht
Minnakht


Known Hero
Green eyed monster
posted May 11, 2011 08:58 PM

This is still unfinished, so I can't say much yet...

The berserkers sound kinda like the H4 ones. Nobody liked them, so you made it so their upgrade is actually controllable! Good call, good call. Clever idea, too.

Those Vulvers... well... I can't really see their point. Mobile meatshields, actually fast zombies? Hm... Guess that's some kind of use too. The description of the unupgraded ones is really hilarious, though.

Skip a few...

Shield maidens... what do we have here... the picture has a horse in it, large elite flying chargers they are. Sounds a bit too close to those Sun Riders for me. :/

Black Wolves... I generally like this one. Especially their skillset. Changing weather, hm... clever.

Trolls... kind of situational. You have to upgrade them to summon a Phoenix - hey, you did your homework, noting that the Phoenix is moon-based here! Well, aside from that... Slow, low defence aggro pullers. I can't really tell if they are much good when unupgraded, the later casting might make them more fun.

And, well, that's it, really. You haven't made more so far. Norse roots... eh, why not.  
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julle
julle


Adventuring Hero
Simply FABULOUS!
posted May 12, 2011 06:02 PM
Edited by julle at 21:27, 12 May 2011.

Quote:
This is still unfinished, so I can't say much yet...

The berserkers sound kinda like the H4 ones. Nobody liked them, so you made it so their upgrade is actually controllable! Good call, good call. Clever idea, too.


to be honest, i never even thought about the berserker. it came to mind halfway through, and i kinda enjoyed not having to controll them. don't know why, but it was nice to not having to worry about every last one of your creatureas!

Quote:
Those Vulvers... well... I can't really see their point. Mobile meatshields, actually fast zombies? Hm... Guess that's some kind of use too. The description of the unupgraded ones is really hilarious, though.

Skip a few...


Can't say that i see the point either, but i hate tanks! the real reason for them to actually have armour and being "defensive" is that Wulvers are not a violent mythological creature! (check them out. they are kinda cool (thanks for the tip, dragon. checked some other myths!))

Quote:
Shield maidens... what do we have here... the picture has a horse in it, large elite flying chargers they are. Sounds a bit too close to those Sun Riders for me. :/


snow! they could fly?! need to change some then...

(completelly missed that!)

Quote:
Black Wolves... I generally like this one. Especially their skillset. Changing weather, hm... clever.


wait 'til you see what i got going for the Fire Jötun...


Quote:
Trolls... kind of situational. You have to upgrade them to summon a Phoenix - hey, you did your homework, noting that the Phoenix is moon-based here! Well, aside from that... Slow, low defence aggro pullers. I can't really tell if they are much good when unupgraded, the later casting might make them more fun.

And, well, that's it, really. You haven't made more so far. Norse roots... eh, why not.  


yeah, i changed them from core in a rush, so i might need too look into that as well... Any tips on what the basic could do? anything is welcome!

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admira
admira


Promising
Famous Hero
posted May 13, 2011 04:45 AM

1. First thing first, about the racial special. I think you need to rework it, I mean as far as we know, all racials are something activated in combat, so you might want to rework on that. Maybe something related to runes? A different ones than Heroes V's runes or something similar might work and fit well with the themes.

2. Creatures:
- Berserker: Nice, fit the themes, the ability reflects the creature well.
- Forest Maid: Interesting twist on Superstition. But Forest Protectors seems to powerful, lasts 2 or 3 Turns shall be appropriate, well splitting the stack and all the stack do the Forest Protectors that lasts until the end of combat seems a bit too much. Maybe some twist: It can only activated in several terms.
- Fenris: Nice! No complain, love the ability and the artwork
- Troll: The only concern with me with this creature is summon phoenix, you are aware that Phoenix now is a champion neutral? I mean if Troll is an elite, it would be strange to have him summon a champion class creature. The rest are nicely done. Love the taunting effect
- Jötun: mmmm the Ragnarok IS interesting and I like how it will synchronize with Fenris ones. But I feel something is missing, I am not sure it is either the ability to "reflect" Fire name or maybe some twist on "Immune to Fire"

So most of them are well done, especially the creatures, nicely capture the feel on Norse Myth. Rework the Racial and you'll get my favor.

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julle
julle


Adventuring Hero
Simply FABULOUS!
posted May 13, 2011 02:00 PM

Quote:
1. First thing first, about the racial special. I think you need to rework it, I mean as far as we know, all racials are something activated in combat, so you might want to rework on that. Maybe something related to runes? A different ones than Heroes V's runes or something similar might work and fit well with the themes.

2. Creatures:
- Berserker: Nice, fit the themes, the ability reflects the creature well.


Runes are for the Dwarfs. i just wanted to capture the feel of The Vikings mastery of Sea Travel. not gonna change it, but i WILL improve it when i can.

Quote:
- Forest Maid: Interesting twist on Superstition. But Forest Protectors seems to powerful, lasts 2 or 3 Turns shall be appropriate, well splitting the stack and all the stack do the Forest Protectors that lasts until the end of combat seems a bit too much. Maybe some twist: It can only activated in several terms.


changed ability to work more as if the forest "follows" her to work better with the other abiltiy i don't remember the name on, as well as balancing it.

Quote:
- Fenris: Nice! No complain, love the ability and the artwork




Quote:
- Troll: The only concern with me with this creature is summon phoenix, you are aware that Phoenix now is a champion neutral? I mean if Troll is an elite, it would be strange to have him summon a champion class creature. The rest are nicely done. Love the taunting effect


It's the moon he summons. Trolls hate the sun, and they hope it to dissapear if they get the spirit of the moon, aka the Phoenix. And he won't summon to many of them


- Jötun: mmmm the Ragnarok IS interesting and I like how it will synchronize with Fenris ones. But I feel something is missing, I am not sure it is either the ability to "reflect" Fire name or maybe some twist on "Immune to Fire"


worling on it. couldn't come up with a good idea when i wrote it, but i'm thinking about it.


So most of them are well done, especially the creatures, nicely capture the feel on Norse Myth. Rework the Racial and you'll get my favor.


NOT changing the racial. they are VIKINGS, and vikings sail the seas. even the heroes will tie to this!

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Minnakht
Minnakht


Known Hero
Green eyed monster
posted May 13, 2011 03:02 PM

Quote:
to be honest, i never even thought about the berserker. it came to mind halfway through, and i kinda enjoyed not having to controll them. don't know why, but it was nice to not having to worry about every last one of your creatureas!



But you do start worrying about them as they rush headlong into battle and you can't tell them to defend or retreat when needed!

Quote:
Can't say that i see the point either, but i hate tanks! the real reason for them to actually have armour and being "defensive" is that Wulvers are not a violent mythological creature! (check them out. they are kinda cool (thanks for the tip, dragon. checked some other myths!))


Eh, if you say so. It just kind of feels weird that such an offensive faction would have a gentle and caring creature in it.
Quote:
snow! they could fly?! need to change some then...

(completelly missed that!)


So, I see they're not chargers any longer. That's fine. The lack of abilities on the unupgraded one is kind of sad, though.

Quote:
yeah, i changed them from core in a rush, so i might need too look into that as well... Any tips on what the basic could do? anything is welcome!


No idea, really. Having them pull aggro isn't such a bad idea, so... you could say they have stone skin and give them proper defence, at least. Norse trolls do turn to stone when sunlit, so you can say yours also turned to stone... but only on the surface.

---

Well, now for the Sidhe...

The entangling ability is quite fun, and I like how it takes a lot of distance to disperse. The Maids' fragility balances that out, anyway.

The Forest Queen ability is kind of weak. The part about following is kinda cool, so how about... the roots follow Sidhes everywhere, showing a trail where they went, and enemies stepping on the trail of tangled roots are slowed down or even stopped.

---
Quote:
wait 'til you see what i got going for the Fire Jötun...



I waited, I have seen, and it is pure awesome indeed. Leaving marks on the adventure map itself? Awesomeness. The unhindered ability? Also awesomeness. Those are awesome, you are awesome.

[shamelessadvertising]could you go see my thread too kind sir[/shamelessadvertising]

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julle
julle


Adventuring Hero
Simply FABULOUS!
posted May 13, 2011 03:36 PM
Edited by julle at 15:44, 13 May 2011.

Quote:
Quote:
to be honest, i never even thought about the berserker. it came to mind halfway through, and i kinda enjoyed not having to controll them. don't know why, but it was nice to not having to worry about every last one of your creatureas!



But you do start worrying about them as they rush headlong into battle and you can't tell them to defend or retreat when needed!

Quote:
Can't say that i see the point either, but i hate tanks! the real reason for them to actually have armour and being "defensive" is that Wulvers are not a violent mythological creature! (check them out. they are kinda cool (thanks for the tip, dragon. checked some other myths!))


Eh, if you say so. It just kind of feels weird that such an offensive faction would have a gentle and caring creature in it.
Quote:
snow! they could fly?! need to change some then...

(completelly missed that!)


So, I see they're not chargers any longer. That's fine. The lack of abilities on the unupgraded one is kind of sad, though.

Quote:
yeah, i changed them from core in a rush, so i might need too look into that as well... Any tips on what the basic could do? anything is welcome!


No idea, really. Having them pull aggro isn't such a bad idea, so... you could say they have stone skin and give them proper defence, at least. Norse trolls do turn to stone when sunlit, so you can say yours also turned to stone... but only on the surface.

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Well, now for the Sidhe...

The entangling ability is quite fun, and I like how it takes a lot of distance to disperse. The Maids' fragility balances that out, anyway.

The Forest Queen ability is kind of weak. The part about following is kinda cool, so how about... the roots follow Sidhes everywhere, showing a trail where they went, and enemies stepping on the trail of tangled roots are slowed down or even stopped.

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Quote:
wait 'til you see what i got going for the Fire Jötun...



I waited, I have seen, and it is pure awesome indeed. Leaving marks on the adventure map itself? Awesomeness. The unhindered ability? Also awesomeness. Those are awesome, you are awesome.

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1. saw them as cannon fodder. they rushed in and took enemy attention!

2. The faction is nice. it's their Fighting style thats about speed and agility. and i really liked the wulver, so i HAD to have it in! and since it is such a nice and gentle mythological being, it didn't make sense to make him offensive.

3. might change some things there again. there's a lot of stuff going on...

(accidentially clicked submit)

4. Stone skin, eh? hm...

(and turning to stone didn't come up until much later, i think )

5. in consideration

6. It might get something more that has to do with fire, but i don't know

i WILL check out your faction! i have done that, and all i can say is, Batman? really? but i know you changed it so... TO THE BATMOBILE!


Nuh-nuh-nuh-nuh-nuh-nuh!

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julle
julle


Adventuring Hero
Simply FABULOUS!
posted May 13, 2011 04:42 PM

(sorry for double post, but o well...)

creature lineup complete! now to start on heroes...

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Minnakht
Minnakht


Known Hero
Green eyed monster
posted May 14, 2011 01:54 PM

My main gripe with your hero abilities is that not many maps have sailable water on them, so often, your skills will be wasted.

You could change the advanced abilities to something more useful in combat actually - especially since those abilities are meant to work in combat only, being picked from a small skillset available at any time.
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julle
julle


Adventuring Hero
Simply FABULOUS!
posted May 14, 2011 02:23 PM

yeah, i used them for two reasons.

1. i couldn't think of anything else, and
2. i want them to be completely unparallelled at maps that actually HAVE water. below average when on sea-less maps, but damn if there is.

will change it though, when i come up with something...

ideas are welcome.

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Minnakht
Minnakht


Known Hero
Green eyed monster
posted May 14, 2011 03:12 PM

Ideas? Well...

Jetstream - Enemy flyers cannot fly for a turn, and are unsuited for walking the ground, gaining a movement penalty.

Hail - Pelts all units unused to the cold weather for small amounts of water damage each turn.

Briny Breeze - your units are reinvigorated. Heal them fully, but no regeneration, +1 to movement, initiative and morale.


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