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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: More Dragons for WoG
Thread: More Dragons for WoG This thread is 2 pages long: 1 2 · NEXT»
Adventurer87
Adventurer87

Tavern Dweller
posted November 21, 2012 01:40 PM
Edited by Adventurer87 at 13:49, 21 Nov 2012.

More Dragons for WoG

I must confess that I have a big interest towards Dragons. That's the reason I have created some new dragons for the game:

1. Gentle Dragon

Gentle Dragons are known to be the oldest and wisest of all Dragons that have ever existed, and they are ancestors to all the rest of the Dragons. Gods created these very friendly creatures first - which is the reason why they cannot attack the opponent and retaliate only to after the second attack. In return, these Dragons are very hard to kill, and they can also cast blessings to friendly creatures.

These Dragons look like Gold Dragons, with the white color replacing the yellow color.

Building: Mystic Hills
Cost: 15 000 Gold + 20 Gems

Damage: 40-50
Shots: None
Attack: N/A
Defense: 100
Health: 800
Movement: Flying
Speed: 17 Hexes per turn

Specialties: Spell caster (various blessings - hero skills increase effects!); Half-retaliation (retaliates only against the second attack); Ambassador of peace (cannot attack)

2. Celestial Dragon

Many wars throughout the world has caused plenty of Dragons to die in combats, which is the reason why Gods created these new kinds of Dragons. Celestial Dragons are not only great in combat but can also resurrect fallen friendly Dragons even more effectively than Supreme Archangels.

These Dragons are much like Gentle Dragons, but they have large Prayer spell light shining at them from Heaven.

Building: Celestial Hills
Cost: 25 000 Gold + 30 Gems

Damage: 50-65
Shots: None
Attack: 30
Defense: 45
Health: 800
Movement: Flying
Speed: 18 Hexes per turn

Specialties: Resurrect Dragons (Can resurrect friendly good or neutral aligned Dragons three times in a battle); Breath attack; Hates Terror Dragons

3. Hell Dragon

Hell Dragons were the first kind of Dragons that were created and recruited by Demons. They multiply very fast and are cheap to recruit, but are the weakest of all Dragons in the game and cannot fly.

These Dragons look much like Lava Dragons from HOMM 5, but are much more "evil-looking".

Cost: 800 Gold
Building: Hell Cavern

Damage: 18-23
Shots: None
Attack: 18
Defense: 15
Health: 70
Movement: Ground
Speed: 15 Hexes per turn

Specialties: Breath attack

4. Infernal Dragon

After the failing attempt of the Demons of creating a great, though fighting Dragon, they created the Infernal Dragon. These Dragons are almost as effective as Hell Barons, but slower and still cannot fly.

The look of these Dragons is much like Magma Dragons, but more evil of course.

Cost: 7500 Gold + 5 Mercury
Building: Infernal Cavern

Damage: 40-65
Shots: None
Attack: 30
Defense: 25
Health: 350
Movement: Ground
Speed: 17 Hexes per turn

Specialties: Decrease enemy morale by two; Breath attack

5. Terror Dragon

The origin of these ultimately evil creatures is completely unknown, and nobody knows how evil managed to create these Dragons, which are the biggest threat for anything good still left in the world.

The look of these Dragons is much like Darkness Dragons - a bit of green appears, and below them is an eternally burning evil mark, that only goes off after they die.

Cost: 25 000 + 20 Mercury + 20 Sulfur
Building: Unholy Mountains

Damage: 35-50
Shots: None
Attack: 45
Defense: 40
Health: 800
Movement: Flying
Speed: 19 Hexes per turn

Specialties: Ultimate negativity (minus three morale and luck to opposing creatures); Breath attack; Berserk (goes after the nearest creature, friendly or foe); Terror retaliation (can retaliate against ranged attackers (flies next to them); Hates Celestial Dragons

----------

The stats are maybe not the final ones cause we would need prototype tests. But anyway, generally, do you like them? All feedback is welcome.
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JimV
JimV


Responsible
Supreme Hero
posted November 21, 2012 02:32 PM

The ideas are interesting. It would be impressive to see all of the abilities implemented. Do you have demos and/or pictures of them? It sounds like they would be a great addition to Bersy's set of ERA II mods.

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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted November 21, 2012 02:52 PM

Wich defs will you use?
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Adventurer87
Adventurer87

Tavern Dweller
posted November 21, 2012 04:28 PM

Quote:
The ideas are interesting. It would be impressive to see all of the abilities implemented. Do you have demos and/or pictures of them? It sounds like they would be a great addition to Bersy's set of ERA II mods.


Yeah I was thinking of myself are there too many abilities after all, but it would be good to add a few new Dragons which could make new campaigns and scenarios available.

I have unfortunately nothing else to add, more experienced members would have to do the graphics and other coding.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 21, 2012 04:53 PM

Quote:

I have unfortunately nothing else to add, more experienced members would have to do the graphics and other coding.


Another one.


It's good that you asked nicely, at least.

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The future of Heroes 3 is here!

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Adventurer87
Adventurer87

Tavern Dweller
posted November 21, 2012 05:21 PM

Quote:
Quote:

I have unfortunately nothing else to add, more experienced members would have to do the graphics and other coding.


Another one.


It's good that you asked nicely, at least.



Työn iloa.

Sorry but I have very little experience of coding etc... I have done some with Hearts Of Iron series but not with HOMM 3. I appreciate the hard work you've done to create WoG, and will look forward for the next edition. But like I said, I'm just offering my creative head for the development.

I will soon write about my other ideas, that are definitely interesting for all HOMM fanatics.
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Draker
Draker


Known Hero
Building the Dragon City
posted November 21, 2012 08:45 PM
Edited by Draker at 20:46, 21 Nov 2012.

Dragons stats can be made with ERM but for defs... Well you can use Diamond dragon def from AcidCave mod for Gentle Dragon.

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Hobbit
Hobbit


Supreme Hero
posted November 22, 2012 12:13 PM
Edited by Hobbit at 12:14, 22 Nov 2012.

Quote:
But like I said, I'm just offering my creative head for the development.

I'm sorry, but to be honest I don't really think that the idea for three level 8 units (which are dragons), one level 7/8 unit (which is dragon again) and one level 6 unit (another dragon) can be called creative.

Maybe three things are kind of creative: ambassador of peace (but we've seen it in WoG; yet it's a bit too fancy), resurrecting dragons (still sounds OP) and "terror relatiation" (which for me would work better with shooting units).

For me more creative would be new low level units with interesting abilities, new interesting adventure objects or new helpful artifacts. I'd love some artifact which takes away some percentage of enemy shooters' damage way more than another "awesome" powerful dragon.

***

Another thing is that - and it's not addressed personally to Draker - many beginning modders miss the point - balance is the last thing that should be done while modding. I believe "the plan of modding" should look something like this:

1. General ideas and concept arts,
2. First graphics which can be used in game,
3. First coding and testing,
4. Polishing, balancing and other stuff (e.g. maps).

Of course all things are very important for the overall gameplay, yet unit's attack and defense points would be no use with no graphics and such. Especially if there were so many of "ideas for a unit" which in many cases were another topic on another forum and nothing more. And that has to mean something.
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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted November 22, 2012 03:52 PM

In my point of view more in heroes 3 is always better, but I agree that we already have too many dragons. I am adding dinosaurs and desert creatures to the game. More interesting in my opinion.
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Adventurer87
Adventurer87

Tavern Dweller
posted November 23, 2012 01:01 PM

Quote:
Quote:
But like I said, I'm just offering my creative head for the development.

I'm sorry, but to be honest I don't really think that the idea for three level 8 units (which are dragons), one level 7/8 unit (which is dragon again) and one level 6 unit (another dragon) can be called creative.

Maybe three things are kind of creative: ambassador of peace (but we've seen it in WoG; yet it's a bit too fancy), resurrecting dragons (still sounds OP) and "terror relatiation" (which for me would work better with shooting units).

For me more creative would be new low level units with interesting abilities, new interesting adventure objects or new helpful artifacts. I'd love some artifact which takes away some percentage of enemy shooters' damage way more than another "awesome" powerful dragon.

***

Another thing is that - and it's not addressed personally to Draker - many beginning modders miss the point - balance is the last thing that should be done while modding. I believe "the plan of modding" should look something like this:

1. General ideas and concept arts,
2. First graphics which can be used in game,
3. First coding and testing,
4. Polishing, balancing and other stuff (e.g. maps).

Of course all things are very important for the overall gameplay, yet unit's attack and defense points would be no use with no graphics and such. Especially if there were so many of "ideas for a unit" which in many cases were another topic on another forum and nothing more. And that has to mean something.


Well, I partly disagree, partly agree. It's very hard to think of new sensible creatures in addition to what we already have, but of course, these are only ideas that I want to share.

Who is the number one responsible person in the process making the newest WoG modification? I think I should send him/her these ideas first. The the person can decide what ideas to use and what ideas to forget.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 23, 2012 01:14 PM

1. The WoG project was definitelly closed in February.
2. It still looks like the only mods likely to be released ever are big mods, such as HoTA, MoP or LORD.
3. There are some ways to add new creatures for game, but nobody seems to use them so far, really. Namely, these are Emerald plugin for ERA and  VCMI engine. I recommend to try the second one
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JimV
JimV


Responsible
Supreme Hero
posted November 23, 2012 06:53 PM

I think most current maps are unbalanced in the strength of Might compared to Magic, so I have tried to think of new spells to add.  For example:









Screen shot of Huorn Grove animation:



Screen shot of Eye of the Whirlwind animation:



These spells are used in the Era II mod "Hidden Spells", available here: https://www.box.com/s/7tyemq1vcss9h7bbzbxv

That's the way most mods are done these days: one or more people make one, and then they release it and people can download it and try it or not. Sometimes people announce the idea for a mod and solicit others to volunteer to help do the work - see the "Succession Wars" thread for an example.  Anyway, there is not an official Garden of Ideas, just hundreds of wild flowers.

In my opinion, ideas are good, but what we mostly want are playable maps.  Of course, it helps if the maps contain interesting ideas, but the end goal should be the maps, not the ideas - since you can't play an idea (or not for very long).

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ChaosHydra
ChaosHydra


Famous Hero
posted November 23, 2012 07:04 PM

Haha, nice

ChaosHydra approves!

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Siegfried
Siegfried


Famous Hero
posted November 26, 2012 02:26 PM

Interesting. How do you put the artifact near the hero?
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 26, 2012 03:51 PM

Quote:
For me more creative would be new low level units with interesting abilities, new interesting adventure objects or new helpful artifacts. I'd love some artifact which takes away some percentage of enemy shooters' damage way more than another "awesome" powerful dragon.


My dream artifact is a ring or orb that lets you see inside of pandora's boxes by right-clicking without actually opening them. Kind of like the vision spell for boxes.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 26, 2012 03:59 PM

i downloaded and installed the hidden spells mod, as far as i see towns start with mage guild level 2 with this mod, are there other differences, how do i unlock the new spells? a read me file would help a lot.

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JimV
JimV


Responsible
Supreme Hero
posted November 26, 2012 07:16 PM
Edited by JimV at 04:25, 27 Nov 2012.

@Siegfried:  see the ERM Help for UN:R5. For examples, see the script HiddenSpell.erm in the Timed Events of HiddenSpells.h3m.

@Artu: see the text file HiddenSpellsREADME.txt under Mods. The game is of the RPG type, in which you have to figure things out from clues. You can use HC Messenger or email if you need spoilers.

I visited my sister who is an artist and art teacher over our Thanksgiving holiday, got some suggestions, and updated the file several times with minor graphics changes, such as a new tile for the Hold of Air, "Oneida Sky".

I don't know that the HS mod deserves its own topic, but it might be disrespectful to the OP to continue posting on it here. I mentioned it as an example of how the ideas of the OP would typically be implemented and presented.

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master_learn
master_learn


Legendary Hero
walking to the library
posted November 26, 2012 07:22 PM
Edited by master_learn at 19:27, 26 Nov 2012.

JimV,IMO it surely deservesa new thread,but in case you decide not to,you can put it in the Era mods thread at least,so many,who appreciate new spells,to download and consult you about it.
I already downloaded it and thank you for it!
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 26, 2012 09:17 PM

Got it, thank you. Installer places it under mods folder not Hidden Spells folder. Btw, it would be better to name the text file just ReadMe and let installer place it under Hidden spells folder. That way the new mod manager's info box recognizes it automatically and we are able to read it while enabling/disabling the mod.

I also agree with master learn, a link in the mods thread would be handy. While on subject, to whom it may concern, the main page of that thread can use some updating too. HoL's latest 3.22 isn't there and a lot of small mods get buried in the middle pages. Thanks in advance.

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Siegfried
Siegfried


Famous Hero
posted November 27, 2012 09:16 AM

Quote:
@Siegfried:  see the ERM Help for UN:R5. For examples, see the script HiddenSpell.erm in the Timed Events of HiddenSpells.h3m.



Ah, cursor. O.k., then it is not what i thought. Although it still might be useful for script debugging purposes Thanks.

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