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Heroes Community > Age of Heroes Coliseum > Thread: Finding Harmony Competition 2.0
Thread: Finding Harmony Competition 2.0 This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Mascot
posted July 22, 2015 08:18 PM

Oh, yeah!?!? Then, then ... I'll have to add more and more things! Watch me! And in the end, I'll add pwetty sugar on top!
____________

Heroes-based proposal threadOn hold, while I'm writing my book. =)

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kiryu133
kiryu133

Hero of Order
Highly illogical
posted July 22, 2015 08:26 PM
Edited by kiryu133 at 11:38, 02 Aug 2015.

The Mire (WiP)

Hidden away in the deepest woods and mires dark mages pursue their craft. Wizards, witches, sorcerers, mages: magic users gone mad with power from all over the world eventually ends up here where there are no regulations or rules. Here they they are free to pursue whatever twisted and mad goals they have free from persecution and superstition as long as their fellow mages allow them too. The rampant experimentation and use of dark magic has transformed the once lush and pleasant woods into a dark, dead hellscape of black trees and murky, muddy waters.

The idea is more or less H3 necropolis without the undead.

Heroes

Warlock
Powerful mages having some kind of status. Focuses on damaging magic and sorcery.

Slavemaster
Powerful warriors tasked with bringing any and all possible test subjects. Focus on tactics and offense.

Racial

Immune to poison
Constantly barraged by various toxic gases, foods and magics all Mire creatures take no poison damage.

Fungi growth
Whatever toxins used by Mire creatures are infested with mushroom spores that immediately starts infesting and growing inside its host. % HP of all enemy creatures killed by Mire poison attacks (Toadstools, Adepts, Swamp/dread dragons, various poison hero spells) will be added to hero army as Fungus/toadstools after battle. Hero level increases total % while mastery increases combat stats of fungi/toadstools.

CORE

Fungus > Toadstool
(walker, melee): Mushrooms with a humanoid shape conjured from the various large fungi growths that exists in abundance make for excellent cannon fodder.
Abilities:
-Toxic (uppg): attacks made by the toadstool poisons enemies doing 10% damage over 3 turns.
-Spore cloud (uppg): When dying toadstools leave a toxic cloud covering any adjacent hexes behind for three turns poisoning any enemy in it.

Black Hound > Cerberus
(Walker, Melee, Large): Hounds mutated by Mire mages to become larger, blood thirstier and more ferocious. With enough magic and skill they can grow two extra heads as well.
Abilities:
-No enemy retaliation
-Three-headed attacks (uppg): With each head able to move and think independently they are able to attack different targets. Cerberi can attack up to three different enemies in front of them.

Spirit > Wisp
Flyer, melee): Spirits tied to the old forest, twisted and bent to the will of the warlocks they obediently strike at anything coming near.
Abilities:
-Magic damage: Spiritual beings attacking by discharging bent up magical energy, these creatures do magic damage.
-Area attack (Uppg): Wisps attack by discharging in every direction, harming all enemies around it.
-Volatile (Uppg): when a Wisp stack dies it explodes for damage equal to the damage of 30% of the original stack that ignores defense to all adjacent units, friend or foe.

ELITE

Apprentice > Adept
Walker, Shooter: Weak mages employed by warlocks to give heavy firepower to the front lines.
Abilities:
-Caster: Apprentices and adepts have access to spells to cast during combat, focusing primarily on cursing and damaging spells.
-Death cloud (Uppg): Adepts shoot bolts exploding in a deadly cloud dealing poison damage every living creature around the target.

Evil Eye > Argos
Flyer, Shooter: Little more than floating heads with a single giant eye, mouth with sharp teeth, tentacles and in the case of the argos several smaller eyes on stalks. Intelligent yet hateful creatures who likes to taunt and torture unfortunate travellers and explorers.
Abilities:
-No melee penalty: With powerful sorcery in every fiber of their body enemies finding themselves in melee are not much better off than far away.
-Cursing attacks (uppg): So hateful of their enemies are the Argos that they can't help but curse them. Attacks by the Argos casts random cursing spells at the enemies using hero spellpower for determining effectiveness.

Black Knight > Dread Knight
Melee, walker, large: Clad in blackest armour wielding deadly sharp khopesh, the Black knight are justifiably feared across the world. The dread knights are amongst the only thing feared by their creators, the Warlocks.
Abilities:
-Unfeeling: Cold, emotionless, nothing fazes these stoic knights. Black and dread knights alway have neutral morale and are immune to mind effects.
-Powerful strikes (uppg): Striking with unparallelled strength and prowess Dread knights can cut through anything. Periodically dread knights do double damage. These attacks will always kill any creature that was hurt and decreases morale of the targeted stack by 5. Stacks with critical strikes.

CHAMPION

Swamp Dragon > Dread Dragon
Flyer(basic), walker(uppg), melee, large: Living in the bogs and swamps, these dragons stand low with an impressive size nonetheless. Warlocks frequently "modify" these creatures making them stronger and tougher at the expense of their ability to fly.
Abilities:
-Water dweller: spending much time in and around water, these dragons take reduced water and ice damage.
-Murky breath: like most other dragons, these attacks with a breath attack. These in particular use a deadly swamp-fog reeking of death. Attacks damage any creature behind the target and reduces primary target max health by 5%. This effect is cumulative up to 50%.
-Horrifying (Uppg): the process of creating a dread dragon makes them so terrifying it's hard to muster up the will to fight them. All enemy creatures have reduced morale by 10. Being adjacent increases this effect to -25 morale.
-Immune to pain (Uppg): The process also makes them completely numb to any future pain meaning they take a bit longer to kill. Dread Dragons always retaliate at the strength they were before being attacked. This effect happens even if the Dread dragon stack is killed.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 22, 2015 08:48 PM

PandaTar said:
Oh, yeah!?!? Then, then ... I'll have to add more and more things! Watch me! And in the end, I'll add pwetty sugar on top!


I expect our Judge to ban the use of sugar in the lineups as it will sweeten the decisions in the end!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 23, 2015 10:44 AM

If you find a reason to have "sugar" in, why not. ...I expect it to be an ability

Btw, awesome ideas so far.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 25, 2015 11:07 PM
Edited by Fauch at 02:06, 02 Aug 2015.

Dungeon

Many creatures and tribes lurk in the underground. These tribes are usually quite primitive and live in dirt, in poorly built shelters. Among the underground creatures, one stands out, it is the beholder. Most of the beast have little ability to think and only follow their instinct, but beholders are highly intelligent, they convinced the various tribes they would be stronger if they allied and they then organized their society. Together, they learned to tame the underground beast. The tribes do not follow the beholders by fear, but because they value their intelligence and their ability to see everything which is a crucial advantage when making battle plans.

Tier 1 :

Gnome. Melee, Walker, small

Gnomes are one of the underground tribes. they resemble short, ugly human. Their main activity involves digging in the hope they may find something of value, or even treasures. They are also pretty good traders.

Abilities :
Mine worker. you can put Gnomes in mines, and each one will increase the production by 1%. For example, if you put 10 of them in a gem mine, production is increased by 10%, which means you get an extra gem every 10 days.


Tier 2 :

Fungal Zombi. Melee, Walker, Tank, small

Some mushrooms in the underground seem to have a will of their own. They are genetically programmed to spread as much as possible. They liberate their spores in the air, and when those reach a living organism, they act as parasites. They can feed on their host, and eventually the host die and they can take control of the body and use it to spread the infestation.

Abilities :
Infestation. Living creatures attacked by a Fungal Zombi are infested by spores. They will be dealt each turn an amount of damage equals to 2% of the total health the stack had when it got infected. The effect isn't cumulative and lasts until the end of the battle or until cured.

symbiosis. Each time a stack it has infected takes damage because of infestation, the Fungal Zombi regains the equivalent amount of hit points. It works at any distance and can resurrect fungal Zombis.


Plague Zombi.

Zombis which have been infested for a long time and almost became walking mushrooms can trigger pandemics by themselves.

Abilities :
Proliferation. Creatures infested will also spread the infestation to all adjacent living stacks.


Tier 3 :

Drider. Walker, Shooter, small

The second tribe of the underground, they are half spiders, half men. Driders don't need buildings, as long as they have some places to hide. They prefer using traps rather than a fair close fight. Their societies are fairly basic and organized around the protection of the mothers.

Abilities :
Web spinner. Activated ability. The Drider uses his turn to build a 3x3 web centered on himself. If he moves, the web is still there. When an enemy steps in a web, it ends his action and he loses ability to retaliate. He is freed for his next action, at which point the web is destroyed. If other enemies step in the web, they are trapped too, until the first enemy breaks free. Note : if an enemy comes adjacent to one of your stacks by stepping in a web, he is unable to attack.


Mother Drider

Abilities :
Breeder. At the start of the battle, Mothers driders will spawn a stack of babies on the nearest unnocupied case. (between 1 and 2 babies per mother). Babies Driders have the stats of a level 1 unit. They disappear at the end of the battle.

Abilities for Baby Drider (melee, Walker, small) :
Crawler. Stacks attacked by Babies Driders lose an amount of movement points on the beginning of their next turn, depending on their strength, and the number of Babies Driders, trying to get rid of all the Driders who crawled on them.


Tier 4 :

Hobgoblin Knight. Melee, Walker, small.

Hobgoblins are one of the people living in the underground. Their society is very militaristic and they are the main hitting force of the Dungeon.

Abilities :
Evasion. Hobgoblins are imprevisible enemies, there is 50% chance that retaliation against them will miss.

Dirty trick. When attacking an enemy that is unable to act and retaliate (blind, paralyzed or stuck in a web for exemple), Hobgoblin can lend 2 consecutive attacks without retaliation.


Black Knight.

The strongest of the Hobgoblins reign by fear. They wear scary looking black armour and black war paint. In battle, they don't only kill their enemies, they do it in the most cruel and gruesome ways to terrorize their enemies. They dismember them, crush their bones, drink their blood...

Abilities :
No mercy. If Hobgoblins attack and kill at least 1 creature, they will gain a morale boost until next turn. In addition, the attacked stack will suffer a morale malus as long as Hobgoblins are adjacent to it.


Tier 5 :

Beholder. Flyer, Shooter, Dark damage, small.

Beholders are powerful magic monster with psychic powers and great intelligence. They can control the will of mindless creatures like wyrms and they could persuade the various underground tribes to ally to form a powerful army.

Abilities :
Imm to blind.  Beholders have so many eyes it is impossible to blind them all at once.

All seeing. Panoptes can see invisible creatures and traps.


Panoptes.

Abilities :
Elemental weakness. Panoptes can identify the weaknesses of their enemies. They will attack with the element against which their enemy is the most vulnerable (water, fire, air, earth or dark). If the enemy has no weakness, it will be dark magic. If any effect, such as an artifact or an enchantment change the weakness, the Panoptes will identify it as well.

Scout. Thanks to his panoptic vision, this unit can give precious information to the army. As long as a panoptes is present in the army, the movement on adventure map and in battle is increased by 1.


Tier 6 :

Manticore. Melee, Flyer, large.

Lions with dragon wings and a scorpion tail, those beasts are dangerous predators, they first use their sting to paralyze their prey before eating it alive. They were hard to tame and it was found they were more docile if well fed, so they captured animals and bred them in pens to feed the Manticores.

Abilities :
Paralyzing sting.  The attack of the manticore has 50% to paralyze the target for 1 turn.


Scorpicore.

Abilities :
Crippling sting. In addition to paralyzing sting, the attack of the scorpicore will always reduce the target's attack and speed for 2 turns. It isn't cumulative.


Tier 7 :

Wyrm. Melee, Walker, large.

Little is known of Wyrms. Basically they are oversized worms (like VERY oversized). They dig tunnels by eating earth. They seem to be able to digest about anything. Although they have very primitive intelligence, it was found they could be controlled with the appropriate sensory stimuli.

Abilities :
Digger. This creature moves underground by digging tunnels, avoiding all obstacles on the surface.

Primitive brain. Although you can use hypnotize effect on them (they are not immune), it is a waste of mana since it has no effect. Wyrms are simply not intelligent enough to take any order this way and will simply ignore them.

Death from below. Activated ability. The wyrm can move and wait under the ground, totally hidden (even beholders can't see them, then). When an enemy unit walks over the wyrm, the wyrm attacks it without retaliation and the enemy stops its movement.


Devourer.

Older wyrm grown bigger...

Abilities.
Devouring. This creature swallows and digest whole the enemies it attacks. Small creatures killed by a wyrm can't be resurrected.



Ability for all dungeon units :
Mushroom Eater. There are few sources of food underground, but mushrooms are one of them, though they tend to be unealthy. After generations of eating them, the underground creatures grew immune to their ill effects. Dungeon units are immune to Infestation and Proliferation



Hero : Battlelord.
Dungeon Heroes are typically Hobgoblins (rarely Beholders as one could expect) and sometimes gnomes. Creatures who have proven their superior intelligence and strategical planning are elected leaders, and the military aspect of their society makes that they are hobgoblins most of the time. Even beholders trust their judgement and that they will make the best use of the information they provide them, thus even beholders obey Battlelords.

Racial ability : Digging

The hero is able to dig underground tunnels, which is basically the same as when, in the editor, you put underground terrain where there was previously nothing. The terrain will be the default underground terrain. He can also build doors between the underground and the surface, providing the physical space to put such a door is sufficient.

Basic : Digging one unit of tunnel or placing a door costs 10 movement points.
Advanced : Digging one unit of tunnel or placing a door costs 5 movement points.
Expert : Digging one unit of tunnel or placing a door costs 2.5 movement points.
Ultimate : When moving underground, the movement cost is the same as on a paved road.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 28, 2015 09:02 PM

kiryu133 said:

Fungi growth
Whatever toxins used by Mire creatures are infested with mushroom spores that immediately starts infesting and growing inside its host. % HP of all enemy creatures killed by Mire poison attacks (Toadstools, Adepts, Swamp/dread dragons, various poison hero spells) will be added to hero army as Fungus/toadstools after battle. Hero level increases total % while mastery increases combat stats of fungi/toadstools.


Did I inspire you for this?

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kiryu133
kiryu133

Hero of Order
Highly illogical
posted July 28, 2015 09:08 PM

Fauch said:

Did I inspire you for this?


no, actually.

haven't read anyone else's until now. funny how that turned out
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Steyn
Steyn


Supreme Hero
posted July 29, 2015 01:26 PM
Edited by Steyn at 14:09, 01 Aug 2015.

Chronos

On the island of Chronos live a black-skinned people that worship the flow of time. They resemble the Elemental Conlux of times long gone a bit in the sense that the chronoi embrace all aspects of time, instead of just one like life or death. Due to their study on the nature of time the chronologist can magically control the flow of time. The might hero’s of the chronoi make up for their lack in magical talent with rigorous training in tactics and leadership, making them great military leaders akin to the knights of haven and infernopolis. To discern them from their own knights, the racist snows of the haven faction have dubbed these chronoi knights ‘black knights’.
In battle the chronoi rely on the spirits of time, beings similar to elementals but bound to an aspect of time instead of an element. With the help of these mighty spirits the chronoi managed to halt the terrible invasion of a demon-like species that came from the sky. Now messages have arrived of people appearing on the nearby continent of Lodwar from magical portals, bringing more of these red-skinned demons with them.  With the brutal war against the kreegans still fresh in their minds the chronoi see no other choice than to invade Lodwar and drive these strangers back to where they came from.

Time Magic
Learning - Increases the hero's mana and mana regeneration
Chronology - Increases the effectiveness of time magic spells
Time Control - Slows down time, increasing the distance the army can travel in a day

Spells
Decay (combat, lvl 1) - Decay does damage to the target every round.
Entangle (combat, lvl 1) - Target creature is slowed and receives damage when moved (lasts until target moves). This spell ignores magic resistance.
Change of season (combat, lvl 1) - Snow terrain is turned into grass or vice versa.
Light (adventure/combat, lvl 1) - Creatures attacking the target have their attack decreased. When cast outside of combat it increases the hero's scouting radius by 2.

Rejuvenation (combat, lvl 2) - Targets hp and damage are increased.
Solar Beam (combat, lvl 2) - Target receives light damage and may be blinded.
Instant travel (combat, lvl 2) - Instantly moves the target creature to a location within its movement range.
Time Control (combat, lvl 2) - Increases speed and movement of a friendly target or decreases speed and movement of an enemy target.

Premonitions (combat, lvl 3) - Gives the target the first strike and negate first strike abilities.
Mass Decay (combat, lvl 3) - Mass decay applies the effect of decay to all enemy targets.
Mass Entangle (combat, lvl 3) - Applies the effect of entangle to all enemy targets.
Blinding Sun (adventure/combat, lvl 3) - Applies the effect of light to all friendly targets. When cast outside of combat, the hero's scouting radius is increased by 5.

Early Night (adventure, lvl 4) - All friendly armies lose all their movement. All enemy armies have their movement points reduced by the lowest percentage you lost. This spell cannot be cast when all armies lost or still have all their movement.
Time Stasis (combat, lvl 4) - The target cannot act or be targeted for 3 turns.
2nd Youth (combat, lvl 4) - Applies the effect of rejuvenation to all friendly targets.
Ageing (combat, lvl 4) - The target has its attack, defence, speed and movement reduced.

Sun Burst (combat, lvl 5) - From the target tile beams of light shoot in 8 directions, dealing light damage to all enemy targets in their path, with a chance of blinding them. An enemy on the target tile receives double damage and is twice as likely to be blinded.
Let's do that again (adventure/combat, lvl 5) - This spell reverts the situation to the start of the caster's turn. Mana spent on the casting of this spell is not regained.

Heroes
Black Knight (might)
Starting skills: Tactics, Leadership
Chronologist (magic)
Starting skills: Time Magic, Learning

Creatures

Lvl 1

Fae
The fae are spirits of spring, that bring new life wherever they go. The fae resemble human children, but are much smaller. They wear brightly coloured cloaks and are often seen carrying spring flowers or grass stalks.
Aura of Regeneration: Adjacent allies are healed for 0.5 hp per fae at the start of the fae's turn.

Shrooman
Shroomen are spirits of fall that look like humanoid mushrooms. Their attacks spread rot and decay, making them dangerous when engaged in melee combat, but their slow gait makes them vulnerable to ranged attacks.
Rotting Attack: Melee targets are affected with a rot similar to the decay time spell.

Lvl 2

Floral Wyrm
Summer is strong in these smaller cousins of the fairy dragons. Their strong connection to the life force of summer allows the floral wyrms to arrows of pure magic and to entangle enemies by boosting the growth of roots and vines. Moreover their magical nature allows them to reflect spells back to the caster.
Magic Mirror: Reflects spells back to the caster (after applying spell effect).
Spell Book: Allows casting of magic arrow and entangle spells.

Ice Demon
Ice demons are spirits of winter. Their freezing touch makes even the fastest creatures sluggish and may even freeze its target.
Cold Resistant: This creature has increased resistance against cold-based attacks and is immune to cold-based spells.
Fire Vulnerability: This creature receives increased damage from fire-based attacks.
Cold Attack: This creatures attacks deal cold damage.
Freezing Touch: The ice demon's attack applies the chilled effect to its target, reducing its initiative and speed and making it vulnerable to fire. The attack also has a chance to completely freeze a target for 1 turn. This chance is increased against already chilled targets.

Lvl 3

Aslan
Aslan are spirits of the day that draw their strength from the sun. They resemble mighty lions with a golden glowing skin and radiant manes. Aslan shine so bright that they are difficult to attack and often blind their opponent.
Blinding Attack: Attacks have a chance to blind the target creature.
Glowing Skin: Attacking creatures have their attack reduced similar to the light time spell.

Lunatic
Werewolves are spirits of the night that draw their power from the moon. Unlike the sun, the power of the moon varies. Most of the time werewolves are just very large wolves, but with full moon their power increases enormously. Unfortunately they also go into a frenzy, killing everything on their path. To solve this problem the legendary chronologist Alma devised a means to bind a werewolf to a human. The resulting lunatics benefit from the power of the moon, but retain enough control to discern friend from foe. For the lunatic, the excess of moon power manifests itself as an extra head or two, instead of an uncontrollable rage.
Moon Power: 1st week of the month lunatics are human with the power of a strong lvl 2. 2nd and 4th week of the month lunatics are wolf-like with the strength of an average lvl 3. The 3rd week of the month their form is greatly buffed an they grow two extra heads, they receive the three-headed attack and berserk abilities and have the power of a weak lvl 4.

Lvl 4

Phoenix
Everybody knows this majestic bird of fire. The phoenix is the spirit of life itself and will even be reborn from its ashes when killed.
Rebirth: This creature can use the Rebirth ability to return to life after it is killed in combat. If the combat ends or all are killed before they have used this ability, a portion will automatically be reborn.
Wings of Fire: The attack of the phoenix deals fire damage to all creatures in front of it.
Fire Resistance: Fire Resistance makes this creature immune to fire-based spells, and to damage from breath attacks if the creature is a secondary target. The creature also takes half damage from enemies with fire-based attacks.

Father Time
Father time is the spirit of death in the guise of an old bearded man in black robes carrying a scythe. His touch is as deadly as the passing of time and is especially feared by the strong and powerful.
Aging Attack: This creature's attack has a chance of temporarily Aging the enemy. An Aged target has its Attack skill decreased by 25%, its Defense skill decreased by 20%, and its Speed and Movement reduced by 50%.
Reaper: Even when only harmed by father time's attack the target will still die.

Affiliated neutral

Werewolf
Werewolves are spirits of the night that draw their power from the moon. Unlike the sun, the power of the moon varies. Most of the time werewolves are just very large wolves, but with full moon their power increases enormously. Unfortunately they also go into a frenzy, killing everything on their path.
Moon power: 1st, 2nd and 4th week of the month the werewolf has the power of a lvl 3. The 3rd week its strength increases to that of a lvl 4 and it gains the frenzy ability, attacking any non-werewolf target, even allies.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 01, 2015 09:45 AM

Wow
These are simply wonderful factions!
Cannot wait to judge them.
One thing I have to mention however: the creatures from the list (4 this round) must be used as units to be counted used. Taking them in another way, f.e. as hero class, does not count.

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Steyn
Steyn


Supreme Hero
posted August 01, 2015 01:52 PM

Whoops, that's a bummer. I've edited the Lunatic in my proposal to be some sort of Cerberus in addition to being a werewolf, I hope it suffices.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 01, 2015 02:33 PM

Accepted, for this time

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kiryu133
kiryu133

Hero of Order
Highly illogical
posted August 01, 2015 05:07 PM

But we're watching you
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 01, 2015 05:39 PM

I am always watching you (in this thread), guys

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Steyn
Steyn


Supreme Hero
posted August 01, 2015 06:20 PM
Edited by Steyn at 18:20, 01 Aug 2015.

Oh dear

*starts looking for his tin hat*

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Fauch
Fauch


Responsible
Undefeatable Hero
posted August 01, 2015 07:21 PM

we went quite far in this round, like we have a werewolf cerberus, a flying cerberus and even a "black knight" unicorn

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted August 02, 2015 01:02 AM

Oh well, this contest is about creativity, is it not?

And Ashan has shown us that as long as there is a coherent and "logical" lore behind anything, it has a green light!


Also, Mr. Jiriki, now that we have such great modding tools with Heroes VII how about coordinating all of us into drawing a faction that our dear fellow counclimen and modders could make possible for the game? Let's call it a heroes Community project!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 03, 2015 08:33 AM

Round over. Sadly, I cannot immediately give you feedback and scores this time. However I can already say that this was a simply AWESOME round!
Also it is time for Round 5:

Round 5
Again, 4 creatures to mix, but this time the list has only 6 total creatures
Creatures: Amphisbaena, Hydra, Crocodile, Gremlin, Psychic Elemental, Zombie Dragon
Deadline: This round ends with the 16th of August (MiddleEuropeanTime).

@Articun: A nice idea, though I have to say such was tried before a lot of times and rarely completed. But feel free to open a thread in the altar of wishes!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 06, 2015 02:17 PM

And now...finally…here are..
the Scores for Round 4

First the feedbacks.

Preserve by Articun
A really interesting and creative concept, and rather logical in itself. It also is fun to read it, especially the excerpts from the books. The heroes are fitting and solid, the might hero ability is quite fitting and nice imo. The units in the lineup are bound together well by the faction theme. The units themselves are both ambiant and interesting abilitywise. Overall, a really nice faction about which one would really like to know more!

Totems by PandaTar
Whilst the idea sounds really interesting, I am quite confused about how it actually would work - it took quite a time and concentration to understand things - town, abilities and racial alike. And I don't htink I've udnerstood all by now. An important thing here is taht I would have liked it more clear which ability a unit has when.The confusion on the abilities is increased by the way they are just written one after another. That said, the ideas itself seem very interesting, with the terrain cleansing and the mix of elements and life. Also the abilities are often very good. Also it are creative approaches on many creatures and in these approaches, they seem to fit together. Still I have to say, for good scores more clearness would be necessary.

The Mire by kiryu133
Much slimmer than the two factions I read before, but solid and very much feeling like a faction, more than the other two. Some units could use more abilities, imo. Also, many abilities are rather classic, but it fits good here. It is also interesting to see undead/necropolis mechanics in a non-undead army, I like that!

Dungeon by Fauch
I wondered if someone would go for dungeon this round I like the lineup. It is fresh, it is fitting and it actually is an interesting monster-dungeon which I personally would like to experience ingame. I like d many of the abilities, though, as usual for me, a tiny few more here and there would not have hurt, imo. In some cases, though, I would have liked to get to know looks and a bit more background. It also feels a buit incomplete, with no gnomes upgrade and no background for scorpicore. Hero and racial are fitting, though the latter mgiht be quite powerful. Depends on the map.

Chronos by Steyn
Time Knights, yay And an interesting approach on them. I like the Time Magic skill (many spells are great here! Just entangle feels...untimely), and the heroes are reasonable. The lineup is very fitting, I think I LOVE it abilities are often classic, but fitting. The problem that always comes with werewolves is solved in a good way, I think. Overall, slim but very solid and nicely done.

On to the scores.
Scores and Ranking
-Preserve - 10
-Chronos - 9
-The mire - 8
-Dungeon - 7
-Totems - 5

Wow, I have to say judging is really hard sometimes, especially when you find it hard to find time and mind for it. I hope I was not too harsh. Btw, chronos was close to also getting 10, I loved it, it just felt like...something missed. Again, if anyone has objections to my judging, feels unfairly treated or such, please tell me in this thread or via hcm.

And now I hope there are no entries on round 5 so far yet because you waited for the scores, and not because everyone is out at once

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted August 06, 2015 03:09 PM

Me feels Complete now!

Finally, i made it!! I ranked first :') (and a tear dropped from his eyes). Thnx Jiriki!!!

Now, time to work on the next that is harder that the last indeed!

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PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Mascot
posted August 07, 2015 01:16 AM

Hm, ok.
____________

Heroes-based proposal threadOn hold, while I'm writing my book. =)

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