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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Creational Game - Battlegrounds!!!
Thread: Creational Game - Battlegrounds!!! This thread is 7 pages long: 1 2 3 4 5 6 7 · NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 24, 2012 06:15 PM bonus applied by alcibiades on 11 Sep 2012.

Creational Game - Battlegrounds!!!

OK. This is another side-thread of the Cg (obviously), but this time, not contests. Well, not in the usual way at least. In this thread, I want to do virtual test battles of the Creational Game, to see how the creatures would work out "ingame" and to have some fun with them.

In the first rounds, we will start off simple, only one stack on each side and no commanding heroes, and we will increase the complexity later on.

However, for now, I am mainly looking for people willing to play testers. So, anyone who would like to do a battle here is welcome. I will make a list with people waiting for their chance to battle in this first post.

So...I hope this will be fun!

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gnomes2169
gnomes2169


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Duke of the Glade
posted March 25, 2012 07:49 PM

Give me the mages... all the mages.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Jiriki9
Jiriki9


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posted March 25, 2012 10:27 PM

Great thats one
I look forward to you and your opponent clashing

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Minnakht
Minnakht


Known Hero
Green eyed monster
posted March 26, 2012 04:09 AM

Sounds fun! Seems like you'll need many people here, so I'll be happy to help.
I feel like I owe you multiple favors.
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Jiriki9
Jiriki9


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posted March 26, 2012 01:49 PM

Bam! Very nice! So. First Battle is Gnomes2169 vs. Minnakht!
Gnomes will be the Defender here, and Minnakht the attacker. The forces will be determined soon. The battle will likely be started within the next couple of days, and DEFINITELY this week!

We have to determine some things before really starting here, yet pre-determinations will be enough, I think. The most important thing of this is speed and the size of our test-battlefield, the latter which I will set. The unit speed will be the next thing to decide in the CG.

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Jiriki9
Jiriki9


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posted March 29, 2012 06:17 PM

So, we can begin. Now, you both may choose the unit you want to fight with:
Mage, Arcane Spirit or Minotaur

Gnomes as Defender may choose first.
...I cannot promise when I wil be able to give you the battlefield. But I hope to start the battle on the beginning of next week.

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gnomes2169
gnomes2169


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Duke of the Glade
posted March 29, 2012 06:46 PM

I choose Mage. Also, do I start with any spells (we would have to work on those so I'm guessing not) and is this a neutral vs. neutral battle?
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Jiriki9
Jiriki9


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posted March 29, 2012 06:49 PM

Good.
Minnakth, you can now choose between Arcane Spirits or Minotaurs.

Note that these first battles will not be that balanced, probably.

For the specifics:
The first battles here are fought without Heroes in the Back row, so nothing comes in except the units and the battlefield.
For the mage spells...well they'd be a core of the unit I think. I will ask for them in the CG next!

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Minnakht
Minnakht


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Green eyed monster
posted March 31, 2012 01:03 AM

I'm a Pole, I'll go with spirits any day.
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gnomes2169
gnomes2169


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Duke of the Glade
posted April 01, 2012 05:08 AM

Let the battle begin.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Jiriki9
Jiriki9


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Altar Dweller
posted April 02, 2012 09:33 AM
Edited by Jiriki9 at 16:27, 02 Apr 2012.

So, here come the rules.
This works more or less exactly as an ingame-battle, thus, the rules are the mechanics of the CG.
-During a turn, all creatures move once (unless morale triggers).
-Creatures move in order of their initiative (first the high, then the low, of course).
-Players can use any active ability a unit has. Also, of course they can wait, defend, move or attack.

I function as host and do all the randomness: Damage calculation, morale triggering, etc. I think this will become bloody great

Here, you see your starting positions:



Here, the Arcane Spirit Stats&Abilities:
-Arcane Bolt (Activated ability. Once per battle, arcane spirits can set off a Strike of Arcane Energy, that can hit any target on the battlefield, for a good amount of arcane damage)
-Arcane Presence (Gives the hero a spellbonus for every x number of
friendly Arcane Spirits on the battlefield.) ...we will sort the nubmer out after we know the growth rate...
-Stats:
Attack: 8
Defense: 3
Damage: 2-12
HP: 17
Initiative: 90

Here, the Mage Stats(Abilities):
-Arcane Studies (The mages have studies magic their entire Life, and they will allways go on studying. Each 7th day mages have spend with a hero/in a town, they learn 1 random spell from the hero spell book/the town mage guild)
-Caster
-Shooter
-Stats
Attack: 9
Defense: 9
Damage: 3-14
HP: 12
Initiative: 70

!!!Minnakht gets 43 Arcane Spirits!!!
!!!Gnomes gets 37 Mages!!!

The Arcane Spirits act first each turn in this battle (higher ini).Minnakth, you may allready begin. Gnomes, you will want to wait with your turn for the mage spells and their mana resorvoir, probably?!

Turn 1:
Arcane spirits' Turn. (Minnakht)

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Minnakht
Minnakht


Known Hero
Green eyed monster
posted April 02, 2012 09:04 PM

Hey, it doesn't say how far I can move

Anyway, move me to just before I get to half the battlefield, in a straight line - they're shooters, so move me as far as I can without having them lose the range penalty


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Avirosb
Avirosb


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No longer on vacation
posted April 03, 2012 01:01 AM

Mage: 5 (steady)
Arcane Spirit: 10 (very fast)

I guess 5 equals five spaces...?

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Jiriki9
Jiriki9


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Altar Dweller
posted April 03, 2012 05:40 PM
Edited by Jiriki9 at 16:05, 04 Apr 2012.

I indeed forget to gave the speeds, sorry
Also now I give gnomes mana, spell & spell cost (I decide it for this battle. Not for ever, btu so it's quicker!!!)

Mage Max Mana: 17
Mage Spells:
-Rust (Metal L1), 4 mana
-Searing Aura (Fire L1), 6 mana
-Fire Ball (Fire L1), 14 mana

Positions now. (Spirits are far from close reach now, I think, but easy capable to reach the magies)


EDIt@minnakht: Or did you want to go closer. We didn't talk about ranges yet...

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gnomes2169
gnomes2169


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Duke of the Glade
posted April 04, 2012 04:56 PM

I'll cast Searing Aura on my mages. (We should probably set damage)
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Jiriki9
Jiriki9


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Altar Dweller
posted April 05, 2012 09:54 AM

Next Turn!

...I have asked the question in the main thread now. But we can allready proceed I think, unless you both wanna wait.
...Minnakht, your Arcane Spirits are at turn.

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Minnakht
Minnakht


Known Hero
Green eyed monster
posted April 06, 2012 12:51 PM

Cast the damaging activated ability my Spirits have. On the mages.

Good thing they didn't shoot me - it'll hurt less if they do so now.
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Jiriki9
Jiriki9


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posted April 06, 2012 04:42 PM
Edited by Jiriki9 at 16:52, 06 Apr 2012.

For the remaining time, I will decide on base damages. We will do these things soon in the main thread, though! And we also will have to work on defense against magic&abilities.

Well, so, for now, each arcane spirits deals 4 (undefended) arcane damage through the ability, so they do a total damage of 172, killing 14 mages and the remaining ("front") mage has 8 hitpoints left.
IT's Gnomes' Turn now.

EDIT: I forgot to tell it here, I relaize now. ... the next week, I'm not going to be bale to be online. Thus, we will have a break in this. I'M sorry, hope it's ok for you and thanks for your patience.

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gnomes2169
gnomes2169


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Duke of the Glade
posted April 06, 2012 06:40 PM

Mages cast rust on the spirits.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Jiriki9
Jiriki9


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Altar Dweller
posted April 15, 2012 10:36 AM

Rust reduces the Arcane Spirits' Defense by 3 to 0 (minimum!)

Turn 3
Arcane Spirits' Turn

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