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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Ideas for more towns
Thread: Ideas for more towns This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted November 25, 2005 10:01 PM
Edited By: TDL on 2 Dec 2005

HEROES V : STRONGHOLD FACTION

Well, I think I am more than happy that my mind has not yet exhausted, thus I hereby announce that I finally, after a week of lousy attempts, I succeeded in creating some proposals as fortress_fan here did. I do not find these proposals as cool as the ones scattered all over the board (hm... comparing to those, my ones are worthless ). However, I do not want to underestimate them in advance (c'mon, I do not want to be the only one to think my props are absurd ).

Anyway, enough of this blabbertalk. Down below, you can find some of my proposals

(NB: Pictures, which I post here, are uploaded from the internet(they seem to represent my ideas the best, as I do not have access to my norm. comp. - cannot draw anything with laptop)

HEROES V : THE EXPANSION PACK - TOWN PROPOSALS

HEROES V : STRONGHOLD FACTION





Through stone and fire we shall find our strength, through ice and wind we shall defend our lands !

AKA: The Dwarves; Kingdom of the Mountain Folk

ASSOCIATED COLORS: White; Dark Brown

WORSHIP: As the dwarves always thought of the dragons as their fiercest enemies (even though they were godly creatures), they had never worshipped nor mentioned their name since the Great Clan war ended. However, the mountain folk did have gods of their own. They worshipped (given respect to, would be a bit better word to use) the Forefathers - five dwarves who united the clans, restored the peace and created their kingdom.

CORE PHILOSOPHY:"Neither our brethren will be torn apart, nor will the peace ever be disturbed! The equilibrium will prevail!"

COUNTRY / KINGDOM: Nordthan, the Northern Realm

CAPITAL CITY: Mahernar, the Blizzard Fort

KEY SYMBOLS: Golden Hammer, Silver Wiry Sword

DESCRIPTION:


The dwarves, else called the mountain folk, are muscular (a bit fat as well ), strong, fearless people. The Citadel (Stronghold) is truly a peaceful kingdom, even though it is ruled by five dwarves - leaders of five different clans. They try to maintain peaceful and friendly relationship with Haven, Sylvan and Academy, but their hatred against Dungeon and Inferno always results in the retreat of the dwarves (lawful, not willing to fight) or some exchanged looks from bloodshot eyes. But when it comes to the point when the security and peace is threatened they mercilessly slay every living (and non-living) enemy being within 2 miles from their ranks.

The dwarves are also good smiths. The best, I should say. Their interest in gold, shiny things (relics and artifacts) is overwhelming. Their skills in forging are as good as in fighting. The dwarves enjoy exploring the mountains, always seek new mining sites and love to sit at the bar and drink a big mug of dwarven ale.

But not only dwarven race lives in the valley. They only adapted to it as there were already many beings before they settled. As well as by an infinite number of animals, birds (rams, mountain goats, deers, eagles,  etc.), the land is a habitat to many other mythical creatures who were cast out of the lands and seeked to find refuge. The dwarves weren't pleased by their existence except for the animals as they provided the necessary food, but soon they found it useful and united their forces.

"Strong as an ox, fat like a cow..." they say about themselves laughing.


BRIEF HISTORY:


THE ORIGINS

The mountain folk wasn't a creation of the dragons. They were a sparse, but strong race that was living from immemorial times. They were moving from place to place and at that time they didn't look the same as modern dwarves (a bit taller, thinner, but weaker). Nobody ever found out the trace of how the dwarves came into existence, only that hundred years before the Seventh Dragon, the Dwarves establish their first kingdom in the north, Marhutor.

till 24 YSD: the Great Clan Wars

From times immemorial the Dwarven clans (five of them, to be more precise ) fought against each other. The five leaders - Hunir, Tandin, Maheoth, Rhanor and Borc - fought for power. They never agreed who was the righteous leader amongst the dwarf clans. As one of them tried to overpower the others, the other fought against it. Other clans joined the battle, so the war ensued freely.

35-40 YSD: the Wars of Fire

A horde of dwarves, led by Graelth, son of Tandin, was sent to fight against the demons. No trace was ever to be seen again of them, but 5 years later, a letter came from the rulers of the Falcon Empire that the horde was killed in the wars. However, good relationship between these two factions was established.

56 YSD: the Birth of Nordthan

The peace was declared finally. The clans agreed that a council of five leaders, one from each clan, will rule the lands of the dwarves. The kingdom was renamed to Nordthan and letters of invitation to a feast to both elves, knights and wizards were sent. Thousands of people have gathered under the coldest mounds of the Northern Mountains to celebrate the establishment and declaration.

100 YSD: the Great Blizzard

A great blizzard rages over the land. Half of the kingdom is destroyed. More than half of the mountain folk is destroyed, including the founders of the kingdom.

102 YSD: the Declaration

Dwarves declare peace with the local castaway tribes and unit their lands. The population of the kingdom is nearly doubled. Animals and creatures of the Icy Peaks also joins army.

208-310 YSD: the War of Mahernar

The infernal forces breach the western flank of Nordthan as the ground beneath the city of Enemar starts to quake. The demons invade the land and reach Mahernar. The land isn't fully rebuilt. The war lasts for a hundred years, but the demon forces are repelled and the towns defended. Once again an immense celebration is held.

512 YSD: the War of the Orcs

The dwarves aid the wizards in their fight against the revolting orcs. The dwarven legions sent to aid utterly defeats the orcish hordes, but the scattered remains flee to the islands to seek refuge, even after the pursuit with thunderbirds.

643-649 YSD: the Invasion of the beast-people

The beast-people, else known as the lizardmen, the folk of the swamps, rush into the battle with the dwarves as their leaders start to row. A terrible battle ensues and lasts for a few years. The lizardmen are fought back but both sides suffer enormous losses. The peace is declared and the dwarves aid them in the re-construction of their capital, Rokh'natherm.

729 YSD; the Restoration of Equilibrium

Once and for all, the dwarves declare peace with Irollan, Falcon Empire and Seven Cities. They also state that no dwarf will join the battle, unless the dwarven lands are threatened. But the allies disagree, so the mountain folk is forced to have several legions of prepared-for-battle dwarfs among themselves.

MODERN AGES

756-820 YSD: the Catastrophe and the Times of Moving

Once again a terrible blizzard rampages over the land. Half of the kingdom is destroyed, though only a hundred dwarves are killed. The leaders decide that it is not good to remain here as it is possible that another, much greater one, will come in time. They move north to the Winterdome Valley and rebuild the kingdom.

from 842 YSD: the Disappearance of Mountain Folk

Every single trace of the dwarves disappear. They entrench themselves in mountains where nobody could ever find them, unless they themselves wanted to expose to public. Each of the factions still maintain relationship with them, but the dwarves remain hidden. Soon, the Dragon Knights are the only to know that they still exist somewhere north.


(AUTHOR'S WORDS: Well, that's about the story... I cannot write more about the dwarves as in my opinion they should appear sometime after the Isabel's wars. No further trace until the Wars should be found. In the end, the mountain folk will become the one to aid the Isabel in her final fight)

STRONGHOLD - THE ACTUAL INFO


HEROES: Warlord (might) and Theurgist (aka Scribe) (magic)

SPECIFIC SKILLS: Forging and Mining

FORGING

A dwarven skill fair and square. The dwarves are masters of this wonderful art. Their armor and weapons can strengthen anybody, but the dwarves preserve their knowledge for themselves only. Thus, dwarven heroes are able to strengthen (up to the vice-highest) and forge artifacts ( up to mediocre - armors, weapons, rings, shields) depending on the skill level, the level of the hero. This forging costs money of course too (I think, if the cost is high, there shoud be no artifact level limit).

MINING

A skill each dwarf has in its veins. The dwarves are not only the best smiths, but also the best diggers/miners. They search for new mining and digging places even during their leisure time. Therefore, the dwarven heroes are able to produce extra daily gold and weekly resources if they are skilled at doing that. The amount of gold and resources depend on heroes skill and is also affected by owned mines and structures in towns.

CREATURES:

(AUTHOR SPEAKING AGAIN - the hardest part of all as I have assembled a pretty tricky list of creatures the funniest and supposedly the worst part of my proposals aside from story; besides, SPC - special abilities)


LEVEL 1


CREATURE : MOUNTAIN GOAT

CREATURE UPGRADE : BATTLE GOAT

These goats aren't those simple goats you can meet in the wilderness. Nope, they are tamed by the dwarves, trained to use their horns to charge the front enemy lines. Dwarves often use these creatures as something to ride on (dwarven horses ), but they are most likely used by forcing them to attack the front enemy lines. The battle goats are a bit more intelligent so they're less likely to suffer from charge attacks.

SPC : Charge

SPC UPGRADE : Charge ; Resist Charge


LEVEL 2


CREATURE : DWARF

CREATURE UPGRADE : DWARVEN BERSERKER

Nordthan is not only divided into clans, each having a separate territory, but also the clans themselves are divided into several castes. These are the simplest dwarves who are eager to fight, even though they are not so skilled. The berserkers are the chieftains of those bloodthirsty groups of dwarves. They are well-versed in the art of fighting and they are not such weak defenders in both melee and range combats, when the kingdom is threatened.

SPC : Horde Defence Bonus (for each twenty five dwarves, the stack receives a 1% bonus in defence).

SPC UPGRADE : Range Armorer (less damage from ranged attacks) ; Horde Defence Bonus (for each ten dwarven berserkers, the stack receives a 1% bonus in defence.


LEVEL 3


CREATURE : GIANT

CREATURE UPGRADE : FROST GIANT

On the highest cliffs of the Icy Peaks, the giants dwell. Nobody, except for the dwarves and the other inhabitants of this realm, accepted their presence. They cast them out and they moved out to the farthermost regions. When the dwarves allied with them, they didn't know what was the driving force of the giants. When they found out what is behind this all, giants and the others formed the front lines of their armies. Despite their sturdiness, their strength and minor magic resistance and complete mind spell and cold-based effects' immunity seemed irreplacable.

SPC : Minor Magic Resistance (15% of spells resisted)

SPC UPGRADE : Minor Magic Resistance (20% of the spells resisted); Mind-affecting Spell Immunity; Immunity against Cold-Effects


LEVEL 4


CREATURE : VALKYRIE

CREATURE UPGRADE : BLESSED VALKYRIE

Once worshipped for their beauty and strength, Valkyries now became allies of the dwarves. They did not like the warm climate of the south and decided to venture north, to the icy regions. There they joined the dwarves and up till now aid them both in battles and both in making political decisions. Their grace often proves to be worthy when trying to spy or find out what is happening in the world. These winged women are not only resistant to ice-based attacks and spells, but are also blessed - they can use various magic.

SPC : Flying ; Immunity against Cold-effects

SPC UPGRADE : Flying ; Immunity against Cold-effects ; Spellcaster (ice bolt; bless; dwarven aura (+20% def. to all dwarven units (not creatures, dwarves0))


LEVEL 5


CREATURE : DUERGAR WARRIOR

CREATURE UPGRADE : DUERGAR ELITE

These elite dwarven warriors aren't only well-equipped, skilled, but are also so strong that no one, but the strongest enemies can possibly defeat them. Their magical armor protects them not only from most hostile attacks, but are also good as they are not very heavy. Duergar warriors are trained to use shield both as a weapon and additional defence, while the Elites have the ability to ignore blocks of the enemy, even if they are adept at that.

SPC : Block (20% to block against the physical and ranged attacks); Minor Magic Resistance (20% of spells resisted)

SPC UPGRADE : Minor Magic Resistance (25% of spells resisted); Ignore Defence (30% of enemy creature's defence ignored)


LEVEL 6


CREATURE : CYCLOPS

CREATURE UPGRADE : CYCLOPS CHIEFTAIN

Cyclopses were the first to ally with the dwarves, as well as the first to arrive at Nordthan. Nobody appreciated their presence, and soon they were at the edge of extinction (as they were hunted). Dwarves, however, did not feel sorry for them, but understood that strength and the precision of the cyclops can be useful not only in work, but also in battles. These strategic geniuses became the only ranged fighters of this town and soon were able to overpower more than one unit at once. Cyclopses used their strength to throw enormous boulders. However, this sometimes was a disadvantage as more clever warriors evaded their attacks or they accidentally damaged friendly units.

SPC : Ranged ; Area Attack (damages all the adjacent troops around the selected spot/target)

SPC UPGRADE : Ranged ; Area Attack ; Normal Melee ; Stun (15% to stun for one turn by melee-attacking)


LEVEL 7


CREATURE : ARCTIC BIRD

CREATURE UPGRADE : THUNDERBIRD

These birds originated from the Icy Peaks as they were their home, their breeding place and their trainigng grounds. These gigantic birds were not only known for their fierce attacks and mercilessness, sometimes even on the dwarves, but also for their magical abilities to invoke the powers of cold air, ice and wind. The dwarves wouldn't have achieved the peace with them, had it been not for the courage and the friendliness of one of the clan leaders. The arctic birds and thunderbirds soon became the most powerful units among the dwarven ranks - no one doubted they could lead them into the battle.

SPC : Immunity against Cold-effects ; Cold-based Attack ; Flying ; Freeze (20% chance for three turns)

SPC UPGRADE : Immunity against Cold-effects ; Lightning Attack (20% chance to deal extra or double damage) ; Flying ; Spellcaster (chain lightning)



This is everything I have to propose right now. I would certainly like to know your opinions on this matter. I have never created anything like this and it would be interesting to know if these ideas are worth anything. I could start creating more town proposals (this town took 6h for me to create ).

P.S. Ummm.... if I post more proposals, i will surely create a new thread then and assemble them all there. For now, i think it is enough. I think it is already much of an eye-sore

P.P.S. hmph... I see that the fortress return thread is getting more and more active... expect to see one more town from me
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Hrushov
Hrushov

Tavern Dweller
posted November 26, 2005 05:43 AM

great idea for a town but don't u think that ur making the thunderbirds a lil too powerfull?? triple dmg and the ability to cast chainglightning and the cyclope's area attack is a lil cheap in my opinion but the rest is awsome good job man it was worth the time u've spent on this
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted November 26, 2005 03:10 PM
Edited By: Daystar on 26 Nov 2005

GODS OF MY ANCESTORS THAT IS A ******* GOOD TOWN PROPOSAL!  THE HISTORY IS PERFECT, THE UNITS ARE GOOD, AND YOU PUT IN THUNDER BIRDS!
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted November 27, 2005 11:01 PM
Edited By: Vlaad on 27 Nov 2005

Quote:
LEVEL 1

CREATURE : MOUNTAIN GOAT
CREATURE UPGRADE : BATTLE GOAT

LEVEL 2

CREATURE : DWARF
CREATURE UPGRADE : DWARVEN BERSERKER

LEVEL 3

CREATURE : GIANT
CREATURE UPGRADE : OGRE

LEVEL 4

CREATURE : VALKYRIE
CREATURE UPGRADE : BLESSED VALKYRIE

LEVEL 5

CREATURE : DUERGAR WARRIOR
CREATURE UPGRADE : DUERGAR ELITE

LEVEL 6

CREATURE : CYCLOPS
CREATURE UPGRADE : CYCLOPS CHIEFTAIN

LEVEL 7

CREATURE : ARCTIC BIRD
CREATURE UPGRADE : THUNDERBIRD

I would certainly like to know your opinions on this matter.


Goats...?! You must be kidding! At least change the name...

The Giant is level 3...?! Upgrading to... the Ogre?!

You could have included the Centaur, which also seems to be missing...

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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted November 28, 2005 05:45 AM

in reply to vlaad..... and Daystar.....

in reply to Vlaad:

Hem hem... The goats seem fine to me, even though it might sound strange a little. The idea of these dwarven goats came from one book, called Eragon "the Eldest", as the dwarves were breeding special creatures that resemble goats and used them the way we used to use the horses that resemble goats.

That is why I think that mountain goats aren't to be made fuss of. I don't think such an addition to the game is going to mess up the whole gameplay. Besides, the lack of animal-based creatures was always to be seen in Heroes of Might and Magic series (even the fourth part, which had the most, didn't have enough).

About the giants and ogres. Well, in my opinion, these are not to be questioned. What would you put in their place? Valkyries ... nay... they're where they belong. The giants/ogres would be one of the strongest level 3 creatures, so if they had an extremely high attack rating and be high in hit points, I do not have anything against it.

About that strange upgrade of the giant - the ogre. Well, I don't suppose that it is a good name for an upgraded giant, but as I couldn't think of anything new, I put in the "ogres" (which I will change later on; possibly, to mountain giant or you folk will help me think of something).

And about the centaurs... well, it is almost written in blood that the mountain folk are enemies with the orcs forever. That's why I separated Stronghold into two factions: Stronghold, the town of the dwarven race (and the older inhabitants) and the Asylum (? not sure of the name yet; orcs, centaurs and other creations of the mages that sooner or later decided to leave the magicians for good.

I would not be happy to see both orcs and dwarves in the same faction, and seeing orcs allying with the beast-men as themselves (do not be mistaken! lizardmen can also be called beastmen, but not in this case ) is not a bad idea.

I think I am going to expand my ideas in future, so it would be clearer what is what.

Thanks for your criticism, Vlaad I will try to mind that when I am creating more proposals in future.

In reply to Daystar:

hmmm... I don't suppose you have to praise these ideas. Ok, if you liked them, but I actually don't find them perfect (some additions would be nice, some changes could be easily made). Well, if that is your opinion, so be it.

I am honored

*hands a bottle of beer to Daystar*
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bloodandhonor
bloodandhonor


posted November 28, 2005 12:37 PM

Quote:
CREATURE : DUERGAR WARRIOR

CREATURE UPGRADE : DUERGAR ELITE


Doesn't Duegar mean Dark Dwarf, in Dungeons and Dragons and other books they refer to the Dark Dwarves as Duegar. It confused me at first, mabye it would be better as Kazud Warriors. (or some other dwarf name, my name making skills stink )

Quote:
CREATURE : GIANT

CREATURE UPGRADE : OGRE


I actually agree with this, due to old mythology giants were considered ugly tall beasts, and don't you all think an ogre would match that discprition? As they commomly refer to many beasts by the same name, etc. Ogre,  Giant, Troll could all be used to describe a very tall ugly monster.

Otherwise it is very good!
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted November 30, 2005 01:04 AM

Quote:
*hands a bottle of beer to Daystar*


Thanks, but i'm under 18.  I apriciate the thought though.
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How exactly is luck a skill?

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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted November 30, 2005 04:58 AM
Edited By: TDL on 29 Nov 2005

in reply to blood... and daystar

to blood:

Well, the thing is now that a few people come to notice about the ogres being a bad, incorrect name for the upgrade of giants, I decided to simply change it Although it would be nice to hear your ideas on that, but I think, for now, I will stick to the name of mountain giant which I find one of the best for the giant (and the simplest, lol). I didn't actually understand if you agreed or disagreed with me (your post sounded a bit strange to me). Overall, yes, any monster could be called an ogre. Even the giant itself an ogre... Oh well, now that I changed the name, ogre seems not to have to do much with the whole thing.

And about the duergars. Actually, blood, I would agree with you, as I have also played D&D games, Neverwinter Nights etc, ain't it not for a few things I have heard about duergars, or if to be true, duergi:

First is that it is D&D that made them to look evil. A strong enemy with evil plans to overthrow the world and aid the villains (lol, I don't remember who they were in these games ). All those fantasy books also were only imagination of their writers and they absolutely didn't know what to write about the dwarves. As they thought that in some cases, the dwarven folk is mean and evil, they simply put in the name DUERGAR and left it.

Nay. What DUERGAR means truly is simply 'the dwarf', nothing more (I think it's from old scandinavian, but I am not sure tho). I don't know why did they use this word to describe the evil dwarves. Yes, they CAN use it and I can't find any other word for dark dwarf, but do not be mistaken by the word DUERGAR (which can mean both good and evil).

Second is that I got inspired by a book. The dwarven kingdom was branched into seven families/clans. But there was one clan of the dwarves that came to the existence as all the others, from the same ancestor. However, these clans of mountain folk separated and decided to find different mountains for themselves each, while the other one retreated far south-east where none ever lived (only the elves and the humans, but they came quite some time later). They called themselves the dark, the black dwarves, but they were the opposite. Their main goal was to restore and keep the peace, strengthen the very roots of the earth and not to give access to anybody to reach the holy place where it was said magical things happened - the gods blessed people.

So the dwarves, even if they called themselves and everybody called them 'black', 'dark', they weren't like that. No matter their name, they still did what they did best and what the felt they HAD to.

I don't know if I properly explained what is what with my short explanation on the inspiration, but I think that is the closest I can actually think of.

And about the Kazud (or did you want to say Khazad) Warrior... I find this idea lame... Such names never attracted me so much as the names like Duergar, Einherjar etc. If I had to change the name, I'd simply put Dwarven Elite, but Duergar seems fine to me, a few statements why I think of them as such are above, so let's end the discussion for now and let my mind and my eyes relax...

to daystar (off-topic):

ROFLMAO!

*Daystar tries to run with the bottle, but me catches, me hands a can of soda and takes the bottle: "No under-age alcohol rule violation! Shame..." *

j/k
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dkolb
dkolb


Promising
Known Hero
Nay Nay and Aslan Protector
posted November 30, 2005 04:19 PM

Quote:
You mean mee? Well, Ok.
I have some ideas:

Hideout (Alysum)
Hall (Stronghold)
Tower (Dwarf/Alchemistic)
Pyramid (Desert monsters)


As I said, you can always come with own ideas!


I actually have been thinkin of something along the lines of a desert town. I don't know if their would be the creatures to support it though hmmm....not to mention that the Academy has the genie which would be a joy to have as a desert town

Some creatures to consider:
Bandits
Rogues View information

Sidewinders 10% chance to poison
Rattlesnakes 25% chance to poison

Nomad- travels faster on desert/offense oriented
Nomad Warriors travel faster on desert/no retaliation

Mummies- curses
Royal Mummie- will automatically curses the last unit to destroy it

Snake Charmer- sorta like Pit Lord can call Sidewinders out of fallin' units


Sword Dancer-Would look sorta like a Naga slow but does alot of damage.

Sand Worm: has the ability like the Royal Griffin to dissapear and reappear (it burrows underground)
Sand Devil: can devour fallen units (the ones lying on the ground to regain HP)

Sand Dragon -can blind with sand
Rust Dragon- can burn with acid.

But meh it really needs genies.

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dvader
dvader


Adventuring Hero
Dark Lord of the Sith
posted December 01, 2005 11:07 AM
Edited By: dvader on 1 Dec 2005

Quote:
Sword Dancer-Would look sorta like a Naga slow but does alot of damage.



Heroes 5 already has something similar(at least in name): the Blade Dancer of the Sylvan faction.

To TDL: Since your town proposal has a ice theme to it, why not have the giant's upgrade be named: Frost Giant.
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All of them."

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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted December 02, 2005 04:52 PM
Edited By: TDL on 3 Dec 2005

well... finally, i regained the access to the comp. :P

OMG, for the last few days I didn't have any access to the computer and when I re-gained the access I found that you guys have posted quite a pack of posts (glad to hear, keep the forum going on!).

If Daystar reads this thread... thanks for the listing of the abilities and the pictures

Also, here's a short reply to dvader:

Well, I have considered your proposal of naming the upgrade a 'frost giant'... and I truly agree to it! Man, how could I have forgotten that I could have added the 'frost'. Thanks, dvader, I truly appreciate it . Now, in addition to the name change, I decided to add a special ability to the frost giant ability 'account' - immunity against cold-effects. I think that would truly represent their true nature. After all, don't forget they are living in the Icy Peaks.

Thanks again.

Also, a reply to the desert-based town creator, dkolb:

Hi dkolb.

It's nice to hear that other people post their proposals here. Well, I found only a few things in your post that amuzed me (sorry to say that), so I have many to disagree with.

If looking on the good side, I liked the addition of the rust dragon. I liked them in the third part of the game and I would certainly enjoy watching the dragons storm the front lines of the enemy in the fifth part. Also, I liked that you included mummies into the ranks. Somehow, I think they should have been included in the Necropolis faction. For example, why to have two similar insubstantial creatures - wraith and ghosts? Mummies should be put instead of ghosts. I think that wouldn't be anything special, but in my opinion, mummies, provided they have their curse ability, could be of much use.

Now, the bad side.

As we all know (who discuss the upcoming part of the game and who are interested in it), there is one desert-based faction already. And, as you outlined, it is Academy. Another town is not necessary. If speaking about the creatures, prepare yourself, as I have much to say about them .

Bandits, rogues... hmmmm... I think that these creatures are already included in the game. The Dungeon faction has something similar - the assassin. I find them unnecessary.

Another creature, which is not convenient here IMO, is the rattlesnake and the sidewinder. I have never thought that the Heroes of Might and Magic series should include creatures-animals: serpents, crocodiles (), boars, rats, bugs. They should be more or less mythological, although they would be of animal origin: unicorn -> horse, centaur -> horse, man (well, a man is not an animal ). I think that LARGE and MYTHOLOGICAL snakes could be included - basilisks, for one. Even if it was included, the 'sidewinder' name is not the right name.

Furthermore, I disagree with the remaining two creatures: snake charmer/sword dancer and the sand worm/devil. As dvader said (another time I agree with him today), h5 already has something similar. And yes, blade dancer is the one. He will also have similar ability - multiple attack. There are also two more that are similar: devil and rakshassa. Devil - a summoner, similar to the snake charmer you offered. Rakshassa - the replacement of naga, with similar looks (four hands).

About the sand worms and devils... no comment. I would never like to have them in my army and I would also disagree with the idea of having them in the game altogether. I think griffin's ability is more than enough and I do not want to have more creatures with such abilities. Besides, the sand worms should look ridiculous according to the name.

And about the nomads... this is a creature whom I'd surely like to see in the game (expansion). Although, I think it should be in another town. As I am currently creating proposals, I think I will add them to the barbarian/orc/renegade faction. But, they could become neutral creatures too. As they wander the lands by themselves, they could be academy-aligned neutral creatures, so there would be no need of adding them to the game


Well, that's what I have to say right now. Sorry for my criticism, but I always try to say what I think. A few changes (well, almost the whole town concept) and the town would be alright.

Good luck!


P.S. My proposals are currently being moved to a new thread, so feel free to come and discuss my assembly of proposals there
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dkolb
dkolb


Promising
Known Hero
Nay Nay and Aslan Protector
posted December 06, 2005 10:33 PM

"Well, that's what I have to say right now. Sorry for my criticism, but I always try to say what I think. A few changes (well, almost the whole town concept) and the town would be alright."

lol the funny thing is I agree with you!
I was just merely shooting the breeze and thinking of some creatures that would live in a desert town. I didn't put alot of thought into it honestly.
I would like to see a true desert town though (the academy is sorta iffy IMO because such things as Gargoyles really do not belong in a desert)

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jesse1734
jesse1734

Tavern Dweller
posted December 10, 2005 07:13 PM
Edited By: jesse1734 on 10 Dec 2005

I have an idea for a Stronghold Town where the Orcs were joined by some rebel Alchemists.  

 History
467-504 YSD:  A few Alchemists join in the Orc Rebellion, and accompany them in their exile to the Barrier Isle.

504-969 YSD:  In centuries of exile the Alchemists have improve their material animation abilities, and have managed to strengthen their Orc allies with this power.

 Creatures
1)Goblin Rider/Goblin Raider
 Goblins now ride fierce tigers that are native to the Barrier Isle and are armed with pikes.
2)Sharpshooter/Sniper
 These men have no affinity for alchemy or magic, and have trained in archery instead.  They have developed powerful compound bows that will not only harm one enemy, but go through them to hit anyone behind them.
3)Iron Orc/Steel Orc
 An Orc fused with a golem to produce a four armed, axe wielding, magic resistant maniac.  Attack is so overwhelming that retaliation is impossible.
4)Marble Roc/Jade Roc
 These Gargoyle~Roc hybrids absorb magic attacks and in turn release them when they attack.  Beneficial spells are also more effective on these creatures.
5)Ogre Sage/Ogre Mage
 While traveling the seas of the Barrier Isle, Ogres have developed a talent with Water/Ice magic.  They have the teleport ability, and any contact with them may result in freezing.  
6)Cyclops/Cyclops King
 The Cyclops has been armed with magic arm bands that create exploding projectiles for them to throw not only at enemies, but castle walls.
7)Carbon Behemoth/Diamond Behemoth
 So ancient they have carbonized, Behemoths are now faster and better armored against physical and magical attacks while keeping their defense ignoring attack.
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Hrushov
Hrushov

Tavern Dweller
posted December 10, 2005 09:43 PM

Quote:
I have an idea for a Stronghold Town where the Orcs were joined by some rebel Alchemists.  

 History
467-504 YSD:  A few Alchemists join in the Orc Rebellion, and accompany them in their exile to the Barrier Isle.

504-969 YSD:  In centuries of exile the Alchemists have improve their material animation abilities, and have managed to strengthen their Orc allies with this power.

 Creatures
1)Goblin Rider/Goblin Raider
 Goblins now ride fierce tigers that are native to the Barrier Isle and are armed with pikes.
2)Sharpshooter/Sniper
 These men have no affinity for alchemy or magic, and have trained in archery instead.  They have developed powerful compound bows that will not only harm one enemy, but go through them to hit anyone behind them.
3)Iron Orc/Steel Orc
 An Orc fused with a golem to produce a four armed, axe wielding, magic resistant maniac.  Attack is so overwhelming that retaliation is impossible.
4)Marble Roc/Jade Roc
 These Gargoyle~Roc hybrids absorb magic attacks and in turn release them when they attack.  Beneficial spells are also more effective on these creatures.
5)Ogre Sage/Ogre Mage
 While traveling the seas of the Barrier Isle, Ogres have developed a talent with Water/Ice magic.  They have the teleport ability, and any contact with them may result in freezing.  
6)Cyclops/Cyclops King
 The Cyclops has been armed with magic arm bands that create exploding projectiles for them to throw not only at enemies, but castle walls.
7)Carbon Behemoth/Diamond Behemoth
 So ancient they have carbonized, Behemoths are now faster and better armored against physical and magical attacks while keeping their defense ignoring attack.



This is one origonal town I kind of like the fact that u have mixed up orcs with mages...and u have included the sharp shooters but the orc fused with the golem...hmm 4 arms ...well I just don't c it :S
a great idea for a town though in my opinion
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jesse1734
jesse1734

Tavern Dweller
posted December 11, 2005 12:34 AM

The way I see the four arms is a tall Orc wielding axes in two hands, and grappling the enemy with the other two.
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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted December 13, 2005 07:26 AM
Edited by Blitzkrieg_Boy on 19 Dec 2005

My Advanced Fortress Town

Town Description:

The Swamps:

Cultivated by the intelligent Gnoll, Lizardman and higher Wyvern communities, the swamps are now full of exotic life. The Gnolls and Lizardmen carried on the tradition and civilisation basis, poison brewery. After the unification of the swamps, the newly crowned Wyvern Monarch finally established contact with the Humans and Elves in the form of trade. Almost all of the swamp dwellings are expert poison users and venom application on all weapons becomes the secret tool of victories. After the betrayal of the Hydra, Gnoll shamans built the corrupt altar of nature in order to summon stronger Chimeras to take their place. Although the elite swamp attack forces are lethal to all beings, they are not aggressive unless their homes and youth are in endangered.

Alliances:

Heaven: Trade routes have been recently established between the swamps and the Holy Griffin Empire. The humans are trading a wide range of siege and construction technologies in exchange for rare and exotic poisons used for medical purposes.  

Sylvan: The Gnolls and Lizardmen signed a pact with the wood elves, offering military support in exchange for the tribute of mandatory brewery ingredient mandrake which is easily obtained in the woods. The pact also covers the assistance in the Sylvan reconstruction process, which the elves gladly accepted.

Enemies:

Dungeon: following the betrayal of the Hydras to this faction.

Military Tactics: Lightning fast blitzkriegs to overwhelm opponent. Any delay would be very costly for all stacks considering the exceeding low health and high damage for all dwellings.

Creature Dwellings:

Level 1:

Creature: Ghoul

Creature Upgrade: Dire Ghoul

The Ghouls and Dire Ghouls are mutated creatures are capable warriors when numerous, can inflict significant damage within the enemy ranks. Ghouls have small frame and display columns of decayed bones. However, they are not the creation of necromancy. The shells of Ghouls are living shelters for the corrupt elements of nature. Now overcame by greed and lust for flesh to cover up their ghastly physical appearance, Ghouls joined with the scourge of the wetland in search for their long lost dignity and honour.

Ghoul Special Manoeuvre:

Flesh Lust: Restores some health for each unit slain by the Ghoul/Dire Ghoul this round.

Dire Ghoul Special Manoeuvre:

Flesh Lust: Restores some health for each unit slain by the Ghoul/Dire Ghoul this round.

Resist Charge: takes less damage from charge attacks.

Poison Fangs: Significantly reduce the attack damage of the attacked enemies. And render them unable to retaliate.

Spawn Building: Haunted Woods



Level 2:

Creature: Lizardman

Creature Upgrade: Lizard Warrior
Lizardmen are together with Gnolls and Wyverns the most intelligent being in the swamp. However, they are also physically the weakest. This is indeed the reason why Lizardmen trained for centuries to master the art of artillery to cover this weakness.
Lizardman Special Manoeuvre:
Marksmanship: improves damage slightly.
Lizard Warrior Special Manoeuvre:
Marksmanship: improves damage slightly.
Swamp Brew: A rare and expensive toxin brewed by the ancestors of lizardmen from the six corrupt elements of the swamp. Only the elite lizard warriors fully understand the property and secrets of such brew. Can deal exceptional poison damage when used with an arrow.
Spawn Building: Lizard Den



Level 3:
Creature: Swarm
Creature Upgrade: Killer Swarm
An angry swarm of swamp insects that will bite any enemy into shreds. (I’m sorry, there is nothing else to say.)

Swarm Special Manoeuvre:

Swarm Bonus (Only work in the swamp grounds): Significantly increase the attack damage of the swarm as battle progresses.

Killer Swarm Special Manoeuvre:

Gust of Needles: Lose half the health for the whole stack and deal the amount of health lost times 5 plus 50 damage in one single ranged attack.

Swarm Bonus (Only work in the swamp grounds): Significantly increase the attack damage of the swarm as battle progresses.

Spawn Building: Hive Network



Level 4:
Creature: Gnoll Shaman
Creature Upgrade: Gnoll Beastmaster
Gnoll are together with Lizardmen and Wyverns the most intelligent being in the swamp. As Ghouls slowly replaced them as the infantry backbone of the swamp army, Gnolls started the search for wisdom and control of the beast’s inner strength. It is only recently that the Gnoll Shaman became a vital part of the swamp assault force, while the better trained Beastmasters are yet to debut in the campaign against the Dungeon forces.
Gnoll Shaman Special Manoeuvre:
Final Attack Orders: Triple the damage for all swamp creatures for the duration of 1 turn. (Significant mana cost, may only cast once per battle).
Gnoll Beastmaster Special Manoeuvre:
Final Attack Orders: Quadruple the damage for all swamp creatures and double the damage taken for the duration of 1 turn. (Significant mana cost, may only cast once per battle).
Berserker Haste: All fortress creatures gain a significant movement bonus as long as Gnoll Beastmaster is fielded.
Lightning Assault: All Fortress creatures attack first during a battle. (Even before the arrow towers during a siege)
Spawn Building: Temple of Thorns



Level 5:
Creature: Venom Lancer
Creature Upgrade: Venom Champion
Only the elite of the Lizardmen and Gnolls is granted an immature Wyvern as a part of their swamp combat training program. However, these apprentice combatants are fielded in large numbers. Wielding their specialised poison lances, these dragoons dashes into the enemy ranks from midair fearlessly, wrecking havoc to all which stands in their path.
Venom Lancer Special Manoeuvre:

Toxin Nova: Attack target receives a significant armour reduction before taking initial damage.

Venom Champion Special Manoeuvre:
Advanced Toxin Nova: Attack target receives a significant armour reduction before taking initial damage and renders target unable to retaliate.
Spawn Building: Guild of War



Level 6:
Creature: Wyvern
Creature Upgrade: Wyvern Lord
Wyverns are extremely cunning but intelligent creatures, specialists of poison usage. As loyal warriors of the king and cold-blooded killers when enraged, many legends were created arousing superstition from all factions. These mysterious creatures dwell within the legendary Tree of the Wind, which is believed to grant them supernatural speed and agility in air.
Wyvern Special Manoeuvre:

Toxin Nova: Attack target receives a significant armour reduction before taking initial damage.

Wyvern Lord Special Manoeuvre:
Advanced Toxin Nova: Attack target receives a significant armour reduction before taking initial damage and renders target unable to retaliate.
Supernatural Agility: Granted chance to dodge incoming attacks.
Spawn Building: Tree of the Wind



Level 7:
Creature: Chimera
Creature Upgrade: Chimera Raider
These are the ultimate goal of beastmastry. These creatures are the products of poison and unnatural mutation. Little is known about these huge two headed beasts, no eyewitnesses lived to tell the tale.
Chimera Special Manoeuvre:

Toxin Nova: Attack target receives a significant armour reduction before taking initial damage.


Spell Immunity: Immune to most hostile spells.

Chimera Raider Special Manoeuvre:
Advanced Toxin Nova: Attack target receives a significant armour reduction before taking initial damage and renders target unable to retaliate.

Spell Immunity: Immune to all hostile spells.
Supernatural Agility: Granted chance to dodge incoming attacks.
Spawn Building: Altar of Corrupt Nature



Reasons why Basilisk missed out: Doesn’t suit the blitzkrieg combat strategy, slow moving and have too much health.
Reason Why Medusa missed out: Only Lizards, Ghouls and Gnolls allowed.
Reason Why Gorgon missed out: They are slow, have very high health and look stupid. (I am sorry to all you gorgon fans out there.)

Coming up, list of heroes… If you like my town, then I am sorry, there will be no story. Takes too long.

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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted December 14, 2005 06:47 PM
Edited By: TDL on 14 Dec 2005

bits and blobs about stronghold and about blitzkrieg's proposals

*a tear runs down the cheek*

Awww, finally, yesterday happened what I hoped for a long time now (well, since I created my proposals )... Someone posted a pretty bunch of proposals for a new town for the upcoming game... and in fact, I liked them very much.

These kind words, led by the most valuable of them (CONGRATS!), are directed towards Blitzkrieg_Boy These were the only proposals posted by a new member of community (such as me and you) that I liked a lot and that did not include many ideas with which I would disagree. However, I do not say that your work is flawless and perfect  (at least, in my eyes; do not mind, I do not find my ones good as well - a bit pessimistic about that), because, as always, I have something to say about them and contradict (or prove that I like them ).

The only flaws in your work is the overly usage (I hoped I spelled it correctly) of special manoeuvres and the spelling mistake in heaven, as it is Haven

By saying that you over-used the 'manoeuvres', I say that all of them seem to be unique. None of them are actually included in the game (well, from the info gathered so far) and that is why these creatures are a bit too 'unbalanced' - a town where everyone has its own ability while other towns do not. Some of them repeat in your post, I noticed that, but not including abilities that were originally in the series and are most likely to re-appear... I do not agree with this. It is good they are unique, but too many things being "unique" is not always a good thing.

Oh, and before I forgot! Another thing I did not understand - hmmm... why did you include ghouls? Ghouls are known to be raiders of the graveyards or, in some games, similar to the undead (skeleton/zombie hybrid). Not including basilisks is also a mediocre decision. You say they do not suit the blitzkrieg combat? On the contrary, they do. The 'king of serpents' seems to be the largest and, at the same time, the quickest among them.

However, I do not think you should change anything (well, you could, but only a few things... such as including ordinary manouevres/abilities). I can say that these proposals are good - I like them

And now, back on topic for real... As I want this post to be longer and I am too lazy to edit the old one, I add the list of images of how the creatures should look and of their dwellings (STRONGHOLD only!).


LEVEL 1 - THE MOUNTAIN GOAT

CREATURE DWELLING : MOUNTAIN MEADOWS

NB: None... Couldn't find ... but... goat, armour, capricorn


LEVEL 2 - DWARF

CREATURE DWELLING : DWARVEN MINES




LEVEL 3 - GIANT

CREATURE DWELLING : SNOWBOUND CAVES




LEVEL 4 - VALKYRIE

CREATURE DWELLING : CLOUD SPIRE




LEVEL 5 - DUERGAR WARRIOR

CREATURE DWELLING : BATTLEGROUNDS

NB: Gimli, more armour, bigger, more powerful... oh, and a helmet


LEVEL 6 - CYCLOPS

CREATURE DWELLING : CYCLOPS' LAIR




LEVEL 7 - THUNDERBIRD

CREATURE DWELLING : FROZEN EYRIE

NB: Darn... the link is not working That is bad. You should remember the fan artwork of thunderbird...


That's all for now. Stay tuned!
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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted December 15, 2005 03:13 AM

How do you post pictures on this forum?

PS: Anyway, Good work for the stronghold town. I just love complementing people. Makes me happy this christmas.
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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted December 15, 2005 05:56 AM

Oh, and about the Basilisks, They are not fit as the bottom of the pack. They are fast I'll give you that, but what I call blitzkrieg means dealing tremendous damage in the very first strike or suffer casualty. You see, the reason why every creature have a unique ability is because it will help poisoning the opponent, reducing it's defence and render the creature unable to retaliate before dealing horrifing initial damage. Basilisks do not have the ability to fly. If I give them low health and high damage like most other Swamp/Fortress dwellings, I fear they will get absolutely smashed in a siege/ranged situation.

But however I think your suggestion on Ghoul is excellent. I tried to create a creature out of pure imagination and some facts but I failed. I will try and improve the creature as soon as possible.

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Fortress_fan
Fortress_fan

Disgraceful

posted December 19, 2005 09:54 AM

You TDL have good ideas!

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