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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: New, fantastic creatures
Thread: New, fantastic creatures This thread is 4 pages long: 1 2 3 4 · «PREV
Nidhgrin
Nidhgrin


Honorable
Famous Hero
baking cookies from stardust
posted December 17, 2002 07:11 PM

I still think you don't get it, Mega Djive

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aces170
aces170


Hired Hero
posted December 19, 2002 06:00 AM

Quote:
I still think you don't get it, Mega Djive
well 3do has officaly gone kaput, atleast we can thank our stars that they are yet continuing with the HOMM saga, though substandard.. until 3do is boughtover by a big company and all the original designers and script-writers are back this is a slow death of HOMM....
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there is no god, he is yet to be discovered

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Tavern Dweller
shapeshifter
posted December 26, 2002 09:56 AM

I am all for it!!! Hardcore pig player, that´s what the game needs.
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The LIGHT in your life is the SHADOW in your death.

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Tavern Dweller
shapeshifter
posted December 26, 2002 10:47 AM

I am Magic the Gathering player and if you look closely, Homm4 is doing of smoe other Magic fans. Six cities (friendly and opposing ones) like five colours in magic (necro-black,chaos-red,order-blue,life-white,nature-green) and sixth is might-artifact, which is something like neutral to to other towns. Creatures were made exactly in the same (goblin race belongs to red/chaos). Because of that I understand why goblin knight belongs to Asylum.

What I really miss are upgrades...Yes, I like the way you must choose only one of two creatures but...

The game was balanced but new creatures are turning the tide. Gargantuan (it has mythical background-it was a giant in some comedial epos but he was not shooting anyway) is really the strongest creature ever. Mega Dragon is not the best name I´ve heard but I am also fan of Final Fantasy series and it is nothing unusual to me (teradragon really exists here!!!).

I believe NWC is only sucking money from us. I have so much ideas how to make great game even better but expansion is not what I expected. I was expecting new towns or maybe some modification of these we already have (like you could choose druid grove - nature town with druids instead tigers and treefolks instead unicorns - or clasic nature town or elven fortress - nature town with elven archmages instead griffins). See my point? Not a big change but what I want to say is: counterstrike is "only" mode for halflife but has more inovations than GS. Another small change is bring back little hero abilities...
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The LIGHT in your life is the SHADOW in your death.

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Agent00BLeRD
Agent00BLeRD


Adventuring Hero
posted December 26, 2002 04:22 PM

First of all, taking out the upgrades was a nice thing to do. They general thought behind this is that the unupgraded creatures aren't prefered over the upgraded ones in any situation and I agree with this totally. It used to be a great pain in h3 to mess with 14 creatures per castle out of which only 7 were useful.

What I'd like to see is something like in disciples 2. Two pathways for the same creature. Of course, with the current system, it would require 10 creatures per town (4 level 1 creatures out of which you can choose two, and 2 for level 2 to level 4). But that's something like the current system all the same, so I say don't bother with it.
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Lich_King
Lich_King


Honorable
Supreme Hero
posted January 18, 2003 05:49 PM
Edited By: Lich_King on 17 Feb 2003

I know.... I'm little too late with my new creatures update, but whatever.....

Christian revealed some new creature specialties to the WoW expansion:

Siege Capable
"This creature ignores all ranged attack damage penalties for distance and does full damage to targets behind castle walls and other obstacles." Basically this is a combination of two existing abilities - Long Range and No Obstacle Penalties - and is an attribute of the Catapult.

Greek Fire
"This creature's Area Attack allows its ranged attacks to strike all targets, friendly or hostile near the target, with deadly fire." This is also an attribute of the Catapult. Its ranged attack still does direct physical damage, and has a wide-area effect that damages any creatures without fire resistance.

Arc Breath Attack
"This creature's arc-shaped Breath Attack allows it to attack with a blast of fire that may also harm creatures behind an enemy target." The area of effect for this attack combines the width of a Cerberus attack with the depth of the Black Dragon's breath weapon. It does not distinguish between friend or foe. This is, of course, the attack of the Megadragon.


Ouch, that Arc breath attack is very very OUCH !!!!

Updates for WoW creatures:

Frenzied Gnasher - lvl.4 Might-alligned
Damage: 40-55
Hit Points: 300
Attack: 40
Defense: 40
Move: 21
Speed: 4
Shots: 0
Spell Points: 0
Special Abilities: Magic immunity, Berserk
Weekly Growth: 2
Cost: Unknown
Description: Unknown

Catapult - lvl.4 Life-alligned
Damage: 20-34
Hit Points: 200
Attack: 28
Defense: 28
Move: 12
Speed: 0
Shots: 12
Spell Points: 0
Special Abilities: Mechanical, Ranged, Greek-fire, Siege Capable.
Weekly Growth: 3
Cost: Unknown
Description: Unknown

Mega Dragon - lvl.4 Chaos-alligned
Damage: 50-100
Hit Points: 1000
Attack: 50
Defense: 50
Move: 15
Speed: 7
Shots: 0
Spell Points: 0
Special Abilities: Arc Breath attack, Magic resistance.
Weekly Growth: Unrecruitable
Cost: N/A
Description: Unknown


Well, what do you think ?

I think that Megadragon is even stronger than I thought ! No magic immunity (Healing, warf spells !) Of course "Hand of Death" will fit here perfectly ! (If "Vampiric touch" added it could be an invincible creature)

Catapult ? Thanks to NWC it is slow as Zombie... So If lucky you can split your troops as far as posible...
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BeastGrandMa...
BeastGrandMaster


Hired Hero
posted February 17, 2003 05:22 PM

Hi saw this thread, and No Lich King its never too late mate. I think your inventions of new creatures was really good (are they yours (no offence meant)!). I would agree with you (and many) that there aren’t enough creatures in HOMM4 and the new creatures were a little lame for a few reasons: The new creatures are really a little too good. Death night: as strong and fast as a dragon, regen, 3x terror, what the hell! Even worse: Gargantua, as strong as a good titan, 2x shots, no retal, area effect, no melee penalty, 300 HP, what the bl#*dy hell! In my book that’s invincible, (and give a few too me: the Nature Boy and... well good bye ANYONE ELSE!). I have gone up against the buggers with a good hero tooled up and been spanked about. My critters lasted 2 min my heros only survived by being too good by half. What a drag. Gob knights are too hard also.

The problem is they are tons better than their counterparts but they aren’t available anywhere (are there abodes for these new creatures?).

I think many more new critters are needed. Similar number to HOMM3 (though many will disagree…). I like the variety and uniqueness.

All types could do with more:

Nature: Rabid boar: L1 (to keep Pig happy ;-)), Swamp thing: L2, Hypogrif: L2/3, Treeman/dryad: L3/4. I could go on…

Death: werewolves: L3, Lich: L3, wraith: L1/2, fallen one (mean!) L4
And again

Might: ninja: L3,

The list is hardly exhaustive and I could go on and on..

The most major addition I think would be a water fortress: With just water creatures, with carefully designed benefits and costs, (NWC is good at this kind of thing). The creatures could be fantastic:

L1: fish of some sort, hunters (ranged).   L2: Giant crabs, water demon (ranged)   L3: mermaid, flying creature (sea bird alternative)   L4: Leviathan, Sea dragon or altern.

Again the list could be almost infinite (If there are any jobs going I would be well up for being a designer at NWC/ 3DO….. kind of thing?!.....)

Take cares all

BGM Lives!

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I shall END what my summoned minions begin

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this_other_guy
this_other_guy


Famous Hero
{0_o} heh...
posted February 18, 2003 07:17 AM

Life- Paladin lv4
HP: 220
Damage: 35-60
Special: 2x damage against death units, death ward,       spellcaster.

Death- Shadow Tempest lv4
HP: 250
Damage: 45-55
Special: 10% instant kill, insubstancial, life ward.

Chaos- Terror lv4
HP: 300
Damage: 50-60
Special: casts Terror, fly, unaffected by spells causing fear, first strike

Nature- Magreeb lv4
HP: 240
Damage: 40-60
Special- guillotine (15% instant kill), first strike, 20% magic resistance.
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1f u c4n r34d th1s u r34lly n33d t0 g37 l41d

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