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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


Responsible
Legendary Hero
Celestial Heavens Mascot
posted September 14, 2015 11:04 PM

Maybe he'll use 2? I have sent him already. Send something exotic, as to make it fun trying to piece them together. ^^
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 15, 2015 09:17 AM

Indeed, I will use 2

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted September 15, 2015 10:24 AM

I am going to have to think about the creature a bit more... Give me some time please

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 15, 2015 11:20 AM

You have time until this round is over

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted September 15, 2015 11:30 AM
Edited by Articun at 13:02, 18 Sep 2015.

I give you the evil faction of...

The Guild

Faction theme: https://www.youtube.com/watch?v=IwZeTUdSkB8
Read while listening to this

Quote:
"It was like the sky turned black with clouds full of rain, although the buzzing of wings was deafening... They came upon us, hundreads of em'. They were like snakes with insect wings, big like small birds. They came at us, at our corps, fell upon our houses. For 3 days we were too afraid to venture outside. And then it stopped. When we went out, we saw a party coming from afar.


Overview
Νot really a faction, but rather an underground society of sorts where certain individuals have a very unique point of view. They operate underground, and throughout the cities of other factions of this world. The Townscreen is purely symbolic, as this cannot be a true faction on its own. Many of the individuals are rather single-minded or too full of themselves, or just want to work alone.

In the guild, many use forces to do harm, to manipulate, to experiment on the sake of others, often under the pretense of doing good. This is the faction of plague Doctors and Voodoo Witches or Priests. Like the contraband, this faction is considered an evil one. It is where you go, or the people you seek to inflict harm on others without being found. With the right amount of gold, disease or even death can come upon your enemies and no one will suspect you, or anything else beyond natural causes.

The alliance of the Guild lies in the fact of material exchange. Voodoo priests and Doctors trade items and often require the services of the other although they can rarely be seen having friendly relations or working together. Voodoo Priests and Witches are people that prefer isolation, usually residing in dark forests. Doctors are travelers. Each doctor can travel with a good amount of students called disciples. They also carry beasts in cages such as Manticores and snakes from which they take the poison to make their concoctions. The Voodoo witches and priests on the other hand do not need to carry anything. From their magic and incantations, they transform the place around them and the shadows do the rest of the work for them. Servants, or actualy zombies is what happens after a Voodoo priest resides on a place for a long time.

Peasants are the first to defend Docotrs and Voodoo Witches, as in their eyes they provide services and assistance. That is why, the guild thrives in isolated villages or secluded small towns, or in the lower districts of big towns. Plain people are always easy to impress and win over. This is why peasants can be seen protecting people of the guild, without knowing that they protect individuals that actualy do them more harm than good.

Terrain and Setting
Dark forest is the theme of this town and its terrain is the dirt or lush muddy ground found in the overgrown forests. It is akin to a dark fairytail, or for those that play Magic the gathering, closer to the Innistrad plane. The whole theme is gothic and rural. The deep forest is seen in the background casting shadows on the village seen on the front. A road with cages is seen where the doctors have set camp and another brick and stone road is seen going into the forest where a fire and hut can be seen in the distance and shadows.

Diplomacy
This guild is considered one of the evil factions and can be found throughout all factions of this world. But most factions have a dependency on the capabilities of these people. So, the diplomacy is a complex thing.

Preserve: The Archons of preserve are aware that in the lower districts such people exist hidden. The higher society has no need for them but most new acolytes are easy to fall prey to their promises. They tolerate them because they prove a valuable test of character for those striving for immortality. There have been times though that the Path of Discipline has taken measures to cast them out. Of course they keep coming back from time to time, age to age and the older Archons have learned to look at them with a playful eye rather than a hateful one. After all, they know…

Ravine: The theocratic society of Ravine is not very advanced in the cases of medicine. They use the spirit powers of life and fire to cast diseases and other maladies. But since infections and other diseases are also made of life forms, their practices do not always work. Thus, the use of doctors and the powers of magic are welcome by the plain people while they are looked with stern and suspicion by the priests of fire and light. Doctors do especially well in the cliffs of the Ravine and they manage to procure the manticores they so desire.

Contraband: As with so many others, Voodoo priests and Doctors can be seen selling their services in contraband. In this place where everything goes, they are free to be as they want. There is no hiding their wares or their powers. Whoever needs their services goes to them without fear and prejudice. So, Contraband may be the only faction on neutral or friendly relations with the Guild.

Cubicle: The Draconians of Cubicle know all too well of the whereabouts of the doctors and voodoo priests. But they have an agreement that they will provide their services in return of the poisons of their reptilian allies. So the Guild will be the healers of exceptional cases and will be paid by the materials they so need for their concoctions. It is not an alliance and the Cubicle will not come to the aid of the guild but, they are in rather good terms.

Heroes
Might-Doctor
Doctors travel throughout the world providing services with the art called science. They rely on their tools and not magic in any form to perform their craft. They can heal and cure but can just as easily do harm and infect. Most of them are arrogant, considering themselves on par with God.

Magic-Voodoo Witch or Voodoo Priest
Shady people that have allied with the shadows for power and fame. The drawback is that they become slaves to the shadows. They can impair the will of other humans turning them into zombies, command and transform animals to do their biting and cause harm to others.

Faction Racial: Poison Master
The racial of this faction focused on poisons and other damaging effects that last for consecutive turns and enhances their efficiency, duration and add extra effects. This affects the heroes as well as the creature abilities. Most creatures are somewhat weaker than other factions and also the faction is notably weak in archers and flyers. But this is remedies by the duration of their attacks that can weaken the enemies in various ways or make them more susceptible to elemental damage or poisons.

The racial includes bonus such as extra turns for poison spells and abilities, poisons lowering some main or secondary status in addition to their innate effect and so on.

Lineup
Tier 1: Peasant / Conscript
Wherever there are uneducated humans, in the small villages, or to towns with great corruption, there you will find Doctors and Voodoo priests thrive. Peasants are the easiest source material for a lot of their… “Offerings” or “experiments” and the vanishing of a few people here and there every so often is rarely considered as something malign. Conscript is nothing more than a peasant in cheap armor and a pitchfork.

Abilities: Angry Mob: This unit gets +0.1% increase to all its status for every 10 units to the stack / Farmer (Upgrade): This unit provides 1% of its total stock number in either ore or wood and x1.5 of its total stack number as gold at the start of each week given that it is present in the heroes Army.

Tier 2: Serpent Fly / Dragon Fly
This insects are very helpful to both doctors and voodoo witches. Almost every part of them are needed for something. Be the wings for potions, the venom for a curative mixture, a concoction or a disease enhancer, even the carcass can be powdered down to make the zombie potion. When alive they are used to create havoc on villages or towns, making the presence of a doctor or voodoo witch a necessity.

Abilities: Poisonous: The attack of this unit will cause the target to be poisoned, causing damage every turn for 3 turns. The damage dealt is based on the total damage the enemy stack received / No retaliation (Upgrade): This unit will not be retaliated.

Tier 3: Zombie / Plague Zombie
Zombies are ordered and created by voodoo priests. It takes very delicate matter in the creation of a zombie, from the right ingredients and dosage to the entombed of the victim alive. People turned to zombies are not truly dead at the beginning but at one point, when death is supposed to come, the soul is not harvested, thus the body starts to decay and plagues and other maladies can form while the individual does not seem to stop “living”. Zombies are the common ground between doctors and voodoo priests. The former find the perfect human lab rats and the latter find obedient slaves.

Abilities: Immune to Mind Control: This unit will not be mind-controlled by spells or abilities / Undead (Upgrade): This unit is undead so it cannot be healed or affected by morale or poison spells / Plagued (Upgrade): This unit is festering with plague and maladies and will infect other units on contact. Infected units have reduced movement and loose instead of gaining morale and will be able to infect other units for 3 turns if they pass next to them. Infected units are more susceptible to poisons and earth damage.

Tier 4: Boar / Devouring Hog
It is said that Voodoo comes from the darkness. And darkness resides to the darkest corners of forests as well. It is there that Voodoo priests choose to reside. Their craft seeps out and corrupt the forest around them, turning it into the material of dark dreams and nightmares. Usually animals susceptible to such energies and quite often, they are possessed by the shadowy servants of the Priests turning them into something else…

Abilities: Charge: This unit attack power is increased for every movement point taken until it reaches its target and attacks / Devour: Activated ability that allows this unit to devour from any stack that has lost numbers and increase its health / Darkness Aura (Upgrade): This unit is able to cause terror on the enemy, thus every enemy it attacks will move away without retaliating. Terrified enemies are more susceptible to darkness spells for the rest of the turn.

Tier 5: Plague Adept / Plague Doctor
Sometimes Doctors do not travel alone. Along with a doctor, with the same attire of black robes and bird beak mask travel his disciples and students. They observe to learn but they also carry with them the chemicals, poisons and remedies. There are rumors though that imply that the mask is not just to protect the doctors from getting sick themselves but to hide away something else…

Abilities: Poison Vials: each turn this unit can choose from different types of concoctions to use as attacks. The starting number of each is at 2. The upgraded version has 3 of each vial and can also throw it in an area of 3x3 – Acid: Lowers the defense of enemy unit while also causing earth damage for 3 turns, Plague: Lowers movement of the enemy unit and morale while causing darkness damage, Scorpicore Vial: Lowers Movement but increases attack and heals a bit the target. / Extract (Upgrade): Activated ability that can be used up to 3 times per combat. This unit is able to extract 2 vials of Plague from either Zombie or Boar, 2 vials of Acid from Serpent flies and 2 vials of scorpicore vial from scorpicores. Extraction requires that this unit stands next to the target unit and will consume the turn.

Tier 6: Scorpicore / Manticore
This beasts are used wherever they are found for their unique poison. The poison is harvested and treated to provide other… uses. These are powerful magical beings and are not easily tamed or trained. They are used in cages while doctors are traveling and treated with care. But there have been occasions when the doctors had been in danger that somehow they… escaped their captivity.

Abilities: Flyer / Ranged Poison: This unit is able to shoot poison from its tail lowering the defense of enemies and causing a small amount of damage each turn for 3 turns. Each attack at the same target will have cumulative effect and will reset the poison turns / Improved Ranged Poison (Upgrade): increases the initial damage dealt and consecutive poison dealt and also lowers movement of the enemy.

Tier 7: Wraith / Shadow Lord
The most powerful being a Voodoo priest can summon is the Shadow Lord. They are often referred to as Wraiths and confused with ghosts, but the Shadow Lords can travel from shadow to shadow, possess, bring harm and also make itself substantial to cause damage.

Abilities: Teleport / Possession: This unit is able to possess other up to level 5 units. Possession lasts for 2 turns and the possessed unit gains Darkness aura while possessed. When possession ends, the unit is inflicted damage equal to two melee attacks of the Wraith or Shadow Lord / Shadow clone (Upgrade): This unit is able to summon shadows that will take the form of any unit present on the battlefield of the player’s choice. The unit must be level 5 or lower and the number of the stack is based on the number of the Shadow Lord. Each Shadow Lord can command 5-10 shadows at a time. So 5 Shadow Lords can summon up to 25-50 shadows (the final number is also based on the tier level of the summoned unit). This unit acts as a normal unit but will not remain after combat. It can also be banished. If a Shadow lord dies, the stack of the summoned unit is lowered respectively.

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Steyn
Steyn


Supreme Hero
posted September 17, 2015 10:16 PM
Edited by Steyn at 12:34, 18 Sep 2015.

Delta



A long long time ago the delta was a wild marshland teeming with fish and wildlife. Amongst the various bogs and creeks lived the lizardfolk tribes. These tribes of hunter-gatherers and fishermen were always quarreling over hunting grounds, fishing waters etc. Because the lizardfolk were low in numbers they trained a variety of beasts to be used in warfare. This is how life in the delta had been for a long time and it would have continued for a long time too if it weren’t for the arrival of the humans. A large group of people, looking for a new place to call home, arrived at the delta and saw it was very good. The fertile floodplains were the perfect soil for their rice paddies and rich in clay and wood for the construction of cities. And so the war started.

At first the divided lizard tribes were no match for the human host, allowing the humans to carve out a piece of land of their own. There they founded the city Suum and thus the Sumuri kingdom was born. Soon however the lizardfolk united and halted the human conquest. Despite the humans being large in numbers, the united forces of the lizardfolk, fielding many dangerous creatures from the marshlands, should have been able to defeat them.

However, the humans had one gamebreaking trick up their sleeves:  a type of building that with its special, very precise, geometric design is able to concentrate the background magic, affecting the flow of time in the nave of the building.  Originally time in the building was brought to a (near) stop and the buildings were used as food storage or as tombs for VIPs, preserving the food or the body of the deceased. Expansion of this concept allowed time actually to flow backwards. This meant that wounds sustained in battle during the day could be undone during the night.

Still the war dragged on for years of awful guerilla warfare with heavy losses on both sides. The lizardfolk, not very numerous to start with, feared for their survival and the Sumuri humans, coming to the delta in search for a peaceful home, were totally fed-up with the war. In order to finally end the war, the tribe chieftains of the lizardfolk met with the Sumuri generals. After lengthy negotiations they agreed to form a council of both lizardfolk and humans, to rule the empire of the Sumuri Delta. Of course the Sumuri king was against, but nothing that a little coup d’etat can’t solve.

Over the centuries humans and lizardfolk would trade and mingle more and more, and past animosity would slowly disappear. Nowadays humans and lizardfolk live side by side and interracial marriages are not unheard of.

Armies of the Delta
The armies of the Sumuri Delta Empire are a mix of soldiers and beasts. The line-up is divided in tiers according to the Heroes 7 system, with the 3rd unit listed being the stronger core/elite.

Core
1. Peasant
In times of war the peasants are called forth to defend their country. Ill equipped and lacking any fighting skills these guys would be totally useless if it weren't for their incredibly large numbers.
Role
  - very weak
  - high population
  - slow melee walker
Ability
  - taxpayer: provides +1 gold per day (per unit)

1+ Conscript
A smart general does not send peasants into battle, he trains them first. With his proper military training and slightly better equipment a conscript at least stands a chance of surviving on the battlefield.
Role
  - still weak, but significant increase in attack stat
  - high population
  - slow melee walker
Ability
  - taxpayer: provides +1 gold per day (per unit)

2. Serpent Fly
Over abundant in the marshlands of the delta, the pesky serpent flies are trained by the lizardfolk as shocktroops for the army.
Role
  - decent attack, but low defence
  - fast melee flyer
Ability
  - none

2+ Dragon Fly
Dragon fly are a larger and more ferocious species of serpent fly, easily recognisable by their vibrant red, orange and golden bristles. Dragon flies are also renowned for their bad dental hygiene, making their bite even more nasty.
Role
  - decent attack, but low defence and hp
  - fast melee flyer
Ability
  - weakening attack: attacks and retaliations weaken the target, lowering its attack

3. Giant Boar
The boars of the delta are huge creatures with a terrible temper. Their thick coat of rigid hair combined with plenty of fat and even more muscles makes them very difficult to kill. To make things worse they go into an incredible frenzy when harmed.
Role
  - decent defence and many hp
  - melee walker
Ability
  - rage: every time this creature receives damage its attack increases

3+ Armoured Boar
You thought that giant boar was nasty, well now they've put him into armour!
Role
  - good defence and many hp
  - melee walker
Ability
  - rage: every time this creature receives damage its attack increases

Elite
4. Lizardman
The lizardmen hunt and fish with harpoons. These harpoons they also use in battle, disrupting the enemy formations.
Role
  - high attack, low defence
  - semi-ranged walker
Abilities
  - no melee penalty: this ranged unit does full damage in melee combat
  - harpoon throw: this unit can perform a ranged attack on targets within 1.5x his normal movement range (movement altering effects have no influence on this distance). The target is dragged towards this unit, small units 2 tiles and large units 1 tile. If the target ends up adjacent to this unit he performs an additional melee attack.

4+ Lizard Warrior
Lizard warriors are trained especially for battle and are stronger, bigger and better than your regular lizardman. Their skill with the harpoon allows them to fully utilize the serrated edge, inflicting grievous wounds on their victims.
Role
  - high attack, low defence
  - semi-ranged walker
Abilities
  - no melee penalty: this ranged unit does full damage in melee combat
  - grievous wounds: targets in melee combat are inflicted with grievous wounds, receiving damage at the start of each turn.
  - harpoon throw: this unit can perform a ranged attack on targets within 1.5x his normal movement range (movement altering effects have no influence on this distance). The target is dragged towards this unit, small units 2 tiles and large units 1 tile. If the target ends up adjacent to this unit he performs an additional melee attack.

5. Terror Toad
The swamps of the delta are full of terrible creatures and horrible monsters. The man-eating terror road is one of the worse inhabitants. These giant toads can grow up to the size of a minivan and are strictly carnivorous. They hunt from ambush, using their powerful hind legs to jump their prey.
Role
  - decent attack and defence, but both not very high
  - slow melee walker
Ability
  - jumping attack: targets between 0.5 and 1.5x the current movement range can be jumped at, dealing double damage

5+ Toxic Terror Toad
From motives unclear, some terror toads eat poisonous fruits. Instead of suffering from their effects the toads secrete the toxins on their skin, making them deadly to the touch.
Role
  - decent attack and defence, but both not very high
  - slow melee walker
Abilities
  - jumping attack: targets between 0.5 and 1.5x the current movement range can be jumped at, dealing double damage
  - poisonous skin: when this unit is attacked in melee combat the offender is poisoned

6. Juggernaut
Juggernauts are human soldiers imbued with earth crystals. This operation greatly strengthens their body and makes their skin tough as steel. While normally a juggernaut would have a very short life expectancy as their bodies would turn into statues, the time-reversal chambers of the Sumuri allow them to reverse the changes when they proceed too far. Thus juggernauts can use the full extend of their powers, buffeting right through enemy formations and obstacles alike.
Role
  - decent attack and high defence
  - melee walker
Abilities
  - rampage: this unit can pass through units and obstacles in its path, damaging all
  - siege capable: this unit can attack walls and towers in siege combat

6+ Dreadnought
Some juggernauts are especially good at harnessing the magic crystals' power. By modifying these men even further using fire crystals the terrifying dreadnoughts are created. On top of the juggernaut's incredible defence the dreadnought burns with such an inner fire that it is nearly unstoppable.
Role
  - high attack and defence
  - melee walker
Abilities
  - rampage: this unit can pass through units and obstacles in its path, damaging all
  - siege capable: this unit can attack walls and towers in siege combat
  - inner fire: this unit is immune for fear effects and its morale cannot reach below 10%

Champion
7. Manticore
Manticores, winged lion-like creatures, were brought to the delta by the human settlers. Manticores are cruel creatures, but also very prideful. When properly served and worshipped a manticore would fight to the death to protect its servants. And fight they can! Though not particularly large a manticore is equipped with terrible weapons. It has razor-sharp claws, a huge mouth filled with three rows of dagger-like teeth and its tail is tipped with long venomous needles.
Role
  - very high attack and decent defence
  - melee flyer
Ability
  - paralysing venom: when this unit attacks the target has a chance to be paralysed. Paralysed enemies do not retaliate and cannot act. Attacking a paralysed creature deals 50% extra damage and removes paralysis

7+ Manticore King
It takes a very long time for manticores to reach full maturity. Most manticores are young adults who have no or hardly any manes. Full grown manticores grow beautiful fiery gold-red manes, giving them a truly regal appearance.
Role
  - very high attack and decent defence
  - fast melee flyer
Ability
  - paralysing venom: when this unit attacks the target has a chance to be paralysed. Paralysed enemies do not retaliate and cannot act. Attacking a paralysed creature deals 50% extra damage and removes paralysis

or

8. Ammut
Ammit are the mightiest creatures of the delta, even stronger than the manticore. These terrifying creatures are a mix between crocodile, lion and hippo and are larger than a mammoth.
Role
  - high attack and defence
  - slow melee walker
Ability
  - life drain: when this unit attacks it regains a portion of the damage dealt as health

8+ Ammut Devourer
Ammut devourers live in the hall of judgement, where they are fed with criminals sentenced to death. Devourers grow to even larger sizes than normal Ammit.
Role
  - very high attack and defence
  - slow melee walker
Ability
  - life drain: when this unit attacks it regains a portion of the damage dealt as health

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 22, 2015 06:06 PM

Sad message: I will not be able to judge this week, because rl is just too busy :/. There may come a solution, but if not I will try to judge next week.

Nevertheless, I will try to already give you a new round, and due to me being away at the beginning of october, you will have 3 weeks again.


Round 8
You will have to choose 5 from 7, again. But this time there is a twist in
Twist: As special twist for this round, your faction must have a special and unique terrain as home terrain. With that I do not mean that it has to be a terrain that was never used in any homm-game before. But it has to be unique to the faction in the setting it is placed and it must have some special ingame effect happening on it (for anyone on it!). Also, if it is a natural terrain (=neither magical nor divine nor technological or in any other way created, altered or maintained by un- or supernatural forces), I would expect a GOOD explanation why it still is special!
Creatures: Headless Mare (mula-sem-cabeca), Kirin, Tormentor, Ghost, Mage, Enchanter, Animated Weapon
Deadline: Deadline is 11th of October

I think the List is MUCH easier than last round.
I wish everybody a good round and hope to see some entries here, as I expect them to be interesting!

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted September 22, 2015 07:06 PM

MUA HAHAHAHAHAHA!

Guess who judges this round!?

It is I!

anyway, will look through your stuff in the morning. keep in mind what I and Jiriki value is probably vastly different (I like factions to be possible if not outright plausible in any already released heroes) so it will certainly end up different than what hir would've judged.
____________
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 September 22, 2015 09:04 PM

Will be nice to hear a review from a different angle. Just try not to be too harsh and give some detailed reasons so we can improve on the next rounds.

We await judgement

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted September 23, 2015 01:47 PM
Edited by kiryu133 at 23:14, 25 Sep 2015.

Judging post: Updated as judging proceeds.

Maze in the mist:
Well, this one certainly has my attention. cool racial, interesting creatures (though the zombie rubs me the wrong way) and very unique yet recognizably H3 fortress. Some clarification regarding the Juggernaut could be good as I'm not sure how it really works. Really cool either way. I am most impressed and it doesn't seem too hard to implement in an existing Heroes. I'm thinking 5 could be a good candidate.

The Guild:
It's interesting. Lore feels a bit forced and lackluster so some minus for that but not much since it isn't super-important. I will say that the this one could easily be much more interesting as a sort of unique "leech" faction: not having their own towns but rather moving around and developing along the other factions, sucking away resources from those that might harbor it. A thought.

Lineup is above average as far as I'm concerned. Some cool synergy and possibilities but also a few problems: one undead unit will cause problems if they will have the same rules as usual (moral penalties for allied units). Still, with the exemption of peasants, they all fit together reasonably well and and could make a cool-looking army.  

Delta:
Ok, I have to admit, I think this is probably my favourite. Lore is short and to the point and descriptions are an enjoyable read (armoured boars in particular was a stand-out) and not too detailed while still giving a good feel for the units. Units feel fitting (though I question manticores as "human-side" creatures) and work very well with several interesting abilities. most are however classic and this faction feel very believable.


Verdict:

This is a fight between the maze and the Delta (sorry arti) and more specifically new ideas and wild imagination for game mechanics versus a more traditional direction. In the end, it mostly boils down to preferences and mine is the one that could potentially work in any existing game:

The winner is Delta.

It's close. I really enjoyed both these factions (And the potential adventure map mechanics for the guild are most interesting as well) in the end, one feels much more plausible than the other and doesn't try to re-invent the wheel but is rather content with keeping it simple which is something I admire. Ammut is also a very overlooked creature that I am surprised to not have seen before.

I do also question The maze "Serpent fly" and " juggernaut" as not entirely what I think was proposed but I personally find them to be adequate, at least the juggernaut since it's at least very big. The "serpent fly" is neither a serpent nor a fly though .
____________
It is with a heavy heart that I must announce that the cis are at it again.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted September 23, 2015 06:31 PM

Glad you liked it.

Juggernaut is a battlefield presence. Its nuclei are scattered on the battle map, just like normal targets, and they shift from place from time to time. Targeting these nuclei will damage Juggernaut as a whole. Given that it's a presence on the whole battlefield, it can attack anywhere as well and will not be retaliated. Nuclei positioning, given it's randomized, must be taken into account when activating ability. Does that make it clear how it works?
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted September 23, 2015 07:16 PM

ye, that explains it better. I thought the ability was the attack.


____________
It is with a heavy heart that I must announce that the cis are at it again.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted September 23, 2015 08:30 PM

why does it have to be harder each weak? if you increase the number of mandatory picks, why not also increase the number of choices?
also, mages and enchanters? isn't it basically the same?

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted September 23, 2015 08:35 PM

Yeah, a greater range of picks would increase a bit the variety of proposals. On that, I agree with Fauch.

Regarding Mages and Enchanters, they are chosen randomly, but I'm not sure if they could be considered the same, if you don't design them likely, so that wouldn't bother me. I have already designed them in my proposal and they are far different from each other.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 23, 2015 08:56 PM

Well, it gets harder to make it more challenging
But I may stay on 5 of 7 for a while and go through a few twists - unless someone objects against having a twist every round for some rounds.

Mage and Enchanters...PandaTar summons it up quite well. That both are in the list originates in them being different creatures in H3. That they are now in the list at the same time was not planned, but I view it as an interesting possible challenge to have both, yet make them distinguishable enough.

Also an official huge Thanks to kiryu for judging this round!!!

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted September 23, 2015 08:56 PM

Well, the competition aims to stretch our imagination and give different aspects to existing units while giving coherent factions. I am also gonna work in mage and enchanter and I am already close to finishing my proposal.  It will be weird as always but still within the world created by the competition

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted September 24, 2015 11:52 AM

kiryu133 said:
Judging post: Updated as judging proceeds.

The Guild:
It's interesting. Lore feels a bit forced and lackluster so some minus for that but not much since it isn't super-important. I will say that the this one could easily be much more interesting as a sort of unique "leech" faction: not having their own towns but rather moving around and developing along the other factions, sucking away resources from those that might harbor it. A thought.

Lineup is above average as far as I'm concerned. Some cool synergy and possibilities but also a few problems: one undead unit will cause problems if they will have the same rules as usual (moral penalties for allied units). Still, with the exemption of peasants, they all fit together reasonably well and and could make a cool-looking army.  


This is the idea as you said!! They are liching upon other factions. I did say that the townscreen is purely symbolic to provide them with a faction of sorts. That is why the peasants are there. The lore had to be done to provide something unique and within the boundaries of the world created by the competition. It has the feel of the Fortress in some ways but i did try to provide something more gothic to the mix. The "undead" acts merely as an ability that makes the unit itself immune to morale, poisons and the like but does not affect the rest of the faction. In many of my faction there are undead units. It is a much darker world i am making here and the presence of the undead does not scare many that much.

All in all, this faction tries to follow on the symbolic archetypes of Heroes II and III. Dunno if i made it look that good, but at least i did my best

Thnx for the review

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted September 24, 2015 11:57 AM

Well, it isn't as obvious as it should be

He, I like your ideas. if undead doesn't affect people negatively then I don't have much problem with it.

Good job over all though. more clarity needed but it's minor
____________
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 September 24, 2015 10:20 PM
Edited by Articun at 10:23, 07 Oct 2015.

TOWER



GENERAL IDEA FOR TS
http://img2.goodfon.su/wallpaper/big/3/94/art-sergey-zabelin-peyzazh.jpg

GENERAL IDEA FOR MUSICGeneral
https://www.youtube.com/watch?v=y_XMw0mRutA

FACTION INFORMATION AND BACKGROUND
Cold, without a heart, just like the snow and ice they call home, the Moon elves have lived for millennia. Known throughout the world, people avoid them out of fear. Power emanated from them and magical power seeps out of their bodies. Their eyes seem warm and understanding but upon closer look, this is only an illusion of cold cruelty. The moon elves are a race indifferent to the others. For them, everything is expendable, usable and has no meaning.

It is hard to understand how the elves function. They feel like cold machines executing tasks. Some have gone as far as to say that they are made purely of ice. Of course there is the myth that says that they were created when the first moon light touched the first snow. Others say that their magical nature allows them to see how everything is connected and they evolved around the notion that nothing matters. But the truth is, no one really knows what goes through their mind.

For them, it means nothing to kill, to manipulate or to use. They even raise people from the dead if they so need to. This is one of their strengths during battle. Every living person killed, adds another ghost to their army. Plain and simple as that. Another strength is that even though they prefer Water based spells due to their nature, they have no problem using all other spell schools, even fire. And to counter the common belief, they do not melt with fire.

TERRAIN
The snow and ice is their native terrain and they thrive in it. All other factions suffer from slower movement and unit loss on prolonged times on this terrain (if on it for more than a week, they start to loose units). Moon elves have no penalty on this terrain and it even makes them a bit stronger in their spell casting and movement points both outside and inside battle.

Another special ability they have is that they can change water based tiles into ice ones and move over water without the need of a ship. This though will require one more movement point for each ice tile created.

Heroes
There is only one hero class for this Faction and it is the Enhancer. It is a balance between might and magic having access to all magic schools and to secondary might skills such as defense, offence etc and neutral skills. Enhancers as the name says focus on enhancing the status of their units and their own while in battle they focus on casting powerful spells. As a hero class, they have quite even status growth making them adept at everything but not truly specialized in something.

Flowing (active ability): The special trait of the heroes of this Faction allows for heroes to sacrifice the movement range of a unit to replenish mana and increase strength. For a -1 to the radius of target creature, +5 mana are obtained, and their might status is increased by +0.5 until end of turn. While on snow or ice terrain, the bonus is doubled.

Arcane Archery Focus (hero specialization): It is quite common in many worlds of the multiverse that elves and bows are intertwined. It is like they are following a higher archetype that manifests in all the worlds. The heroes of the Tower Factions are arcane archers. Their magic is directed to their arrows and when they shoot their target, it suffers both might damage and additional elemental damage or secondary effects (slow, freeze, burn, blind, etc) depending on the abilities and spells known by the hero.

Enhancement (passive racial): The racial of this Faction centers on buffing their units with various effects. It enhances the movement range and initiative of the units (with bonuses x1.5 more effective when on snow or ice terrain) while making them immune to morale. Where the unit would get an extra turn or extra attack with good morale, the units of this faction as well as the hero will benefit from stats increase and additional water damage each combat turn. The increase may be slow but the longer the fight the more powerful they will get (+0.25% increase in all stats each turn). Every 3rd round, the units that sustained the greater damage will get the buff “double attack” allowing them to attack twice at the same target, while every 4 turns the hero can cast either an empowered offensive spell (causing double the damage it would normally cause with its mana increased by x1.5) or cast two buffing spells. All effects are cumulative and are not erased at the end of each turn.

Quote:
The moon elves’ magic radiates around them and during war is attached to their units and troops thus strengthening them constantly. Maybe this is why they prefer to play with their prey like a cat with a mouse as they get stronger before going for a swift kill.


LINEUP OVERVIEW
Core:     Ghost, Enchanter, Ice Angel, Spirit Fox
Elite:    Arcane Archer, Tiger Rider, Mage, Tormentor
Champion: Kirin, Behemoth

This lineup is based on the 4/4/2 system, in which, you choose 3 core, 3 elite and 1 champion

Core units
1. Ghosts: Anyone that died in the ice and snow will be harvested by the Elves and his soul twisted to become an eternal servant ever doomed to float within their towers. Elves have no morals as to how to extract souls to create ghosts as weapons, servants, spies and the likes. Anyone will do. But those dead within their domain are the easiest pray of all.
    -Specters: Old ghosts, filled with madness and with their will bend and twisted. Once a ghost starts to show signs of turning into a specter, it will be stored into magical gems that decorate the rings and tiaras the elves wear. The soul is then imprisoned until needed in combat, sometimes for ages or millennia, thus enhancing its madness. That is why specters are said to be so malevolent and fierce.

2. Enchanter: A member of the Wild Hunt of elves, the enchanters are common folk of the Elven Empire. They will appear with a stuff or a spear and will support the other troops by their seeping magic. Their aura can cleanse and buff a random stat.
    -Conjurer: Conjurers still stay on the sidelines to provide the support of their aura, but can also summon wisps to the battle. Wisps will provide attack equal to their HP by destroying themselves when they reach their target.

3. Ice Angel: A mock name to a weapon of sorts of elven craft. These objects are not alive in the truest sense of the term, but they operate by magical orders imbued to them that act as a narrow mind. They are usually used to store and reflect moonlight in the towers but the same light can be condensed into a beam of energy.
    -Ophanim: Better versions of these “Ice Angels”, bigger and more efficient. They can shoot their energy beams to all directions and also blind the enemies.

4. Spirit Fox: The easiest spirit to call forth from the spirit world. These white foxes are fast but fragile and can provide for a fast attack before being annihilated. Being a spirit, they can have access to the spirit world to walk through objects, something akin to teleporting.
    -Kyubii: Kyubiis are stronger magical spirits that combine water and fire energies. They look like they are made of steam and a flame is burning in their core. They have nine tails and their attack can slow the enemy while drawing mana out of them.

Elite
1. Arcane Archer: The main hunters of the Wild Hunt. Their aim is always true and never misses. That way they inflict the maximum damage by hitting the appropriate weak spot of their prey. Their magic is concentrated into their arrow and can shoot with any elemental damage they want if they so please.
    -Arcane Hunter: The wild hunt is organized in small hunting groups, each of 5 people. In charge of every such group is an Arcane Hunter. The magic of his arrow are such that lingering effects still remain even after the attack.

2. White Tiger: Known for its ferocity, the females are especially fierce when in combat and will tear all threats to shreds. Moon elves have bonded with this beasts as they see themselves reflected into their eyes. Nothing matters, just the hunt.
    -Tiger Rider: Known as a privilege, a very strong bond between elf and tiger is needed for a tiger to allow to be ridden. But the combination of fierce claws along with the multiple attacks by a spear, will leave almost anyone to the ground.

3. Mage: The advanced class of the enchanter. Their magic can be harnessed and molted into strong offensive magic, wreaking havoc amongst their enemies.  
    -Grand Magus: They may be few but their magic can target whole armies. They are elves that excel in channeling huge amounts of magical energies and directing them as they wish.

4. Tormentor: Tormentors are wicked spirits from the deepest pits of the spirit world. Some may even refer to them as demons. Many have hypothesized that they come from the rift between the spirit world and the realm of the demons, making them a little bit of both. Since no light shines in those deeps, these spirit-demons have developed an affinity for darkness and cold. For the elves, they are just a means of unleashing a force mad enough and wicked enough to decimate enemies quick and fast.
    -Lacerator: Even darker spirits called forth from the deeps of the rift. They are fast, and they will not stop attacking and destroying anything that comes into their path.

Champion
1. Kirin: Spirits of water and ice, maker of kings. Not many of them can be found and even those that are found will only appear to name a king and to serve him. So, during the times their numbers are few. It is said that Kirins ride with the clouds and the thundering is their play. For the elves they are beings of grace, beauty and masterful preying.
    -Crystal Kirin: So named because of the ice shards forming around their bodies covering them like armor and protecting them from fire spells and most melee attacks.

2.Behemoth: Peculiar beasts, discovered in the many hunting skirmishes of the wild hunt. They live deep within the snow covered mountains of the iced regions. They have adapted to the harsh environments to a strange form of hibernation. A behemoth can wake to feed and then sleep for a hundred years if need be. No one knows how long they can live and even the elves are weary of waking such beasts.
    -Ancient Behemoth: Savagery, ferocity, massacre, that is what one thinks when he sees an ancient behemoth. This aura of impending doom resonates from it just by pure sight. For the elves it is akin to an Avatar of the Hunting God, the ultimate hunter.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 24, 2015 10:59 PM

Since there was a question about it, here the clarification for the animated weapon. An animated weapon has to fulfill two conditions:
1: it must be a WEAPON. This means that the creature itself must be a weapon! A weapon held by a unit does not count for this! What is a weapon can be stretched a bit, but not toooo far without reduced points. F.e. I would not consider every magical construct a weapon. You would have to describe how and why the unit is a weapon, if it is not clear in itself. Same goes, for example, for war machines.
2: It must be ANIMATED. Although I had magical animation in mind, mechanical, alchemistic or any other animation would be excepted. What is definite is that the weapon must work through this animation alone, without anyone operating it.
I hope that made this unit a bit clearer.
To give an example, what I had in mind when adding this unit to the list of possible units for this contest was something like a "living blade", but different interpretations are possible, if they fulfill the above restrictions.

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