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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: The Palace
Thread: ICTC: The Palace
Crashnburn
Crashnburn


Hired Hero
posted February 03, 2006 01:56 AM
Edited by Valeriy on 5 Feb 2006

ICTC: The Palace

Ever since HOMM3 I have wanted to see a town with an Asian influence.  (I said Asian as in not Chinese or Japanese or... etc.  A mixture.) I heard about the contest about two weeks ago and was coming in here to see if anyone else had a similar idea.  I was kind of relieve to see that no one else had posted a similar idea, but I didn't post my idea because I wanted to refine the idea a bit.  So I finally decide to post my idea today and find someone else posted a similar town to my idea called the Shrine.  So why am I telling you all this?  I just wanted to make it clear that I wasn't trying to steal anybody else's idea and I had this town in mind for a very long time.  With out further ado...

The Zahn Empire.
Town: The Palace.
Hero: Shogun
Colors: Red & Gold
Flag: Field of red with a golden sphere, representing the world clutched in a golden dragon claw.

History:
Not much is known about the Zahn Empire because no western explorers or diplomats have ever returned from the Empire's territory.  

Well, that's not entirely true... Captain Odion's head was sent back to his king in a basket.

Creatures:

First Tier



Conscript
Dedicated countrymen drafted into the Imperial Army.
Abilities: None
Dwelling: Training Grounds

Veteran
Upgrade of the Conscript the Veterans are hardened warriors who fight with courage rarely seen.
Abilities: Veterans attack twice.

Second Tier



Cavalry
Well trained soldiers mounted on horses that can close the distance on the enemy quickly.
Abilities: None
Dwelling: Stables



Yabusame Cavalry
Upgrade of Cavalry these mounted soldiers have been trained in Yabusame (the skill of mounted archery).
Abilities: As the Yabusame Cavalry rides to it's intended target/destination if it passes in close proximity (2 tiles) of an enemy stack they will fire their bow at the stack.  This attack only does half the damage of a normal attack.  This unit is still primarily a melee unit.

Third Tier

Bowman
The Imperial Army's finest archers.
Abilities: Ranged.
Dwelling: Range

Rifleman
The upgrade for Bowman.  The Zahn Empire's finest alchemists have discovered (by accident) by mixing the right ingrediants they could create a substance with an explosive kick.  They simply call it "black powder".  The Imperial Army wasted no time finding a pratical use for black powder.
Abilities: Ranged.  No Range Penalty.

Fourth Tier



Ronin
The Ronin have been trained in the ways of the sword and work as mercenaries until a Shogun hires them on permantly as a Samurai.  (Ok, before anyone jumps in and tells me that a Ronin is actually a Samurai that master was killed... I know.  I felt that going from Samurai to Ronin was more of a negative thing for the game instead of this way.  Besides we're talking about a fantasy world so we can set up the lore/heirarchy however we want.)
Abilities: First Strike.
Dwelling: Dojo



Samurai
The upgrade for Ronin these are talented swordsman who have shown promise to their Shogun and have been hired by that Shogun to be there personal warriors forever.  In addition to their new place in life they have been outfitted with fine armor.
Abilities: First Strike.  Unlimited Retaliation.

Fifth Tier



Monk
The Zahn Monks devote their life to the study of the mysteries of the mind and spirit.  The Monks are an awesome site on the battlefield as they can be seen hovering above the ground in a meditative pose.  When they strike they use the power of their mind to hit their targets with an unbelieveable force.
Abilities: Ranged.  Increased Melee Damage (because the Monks can view their targets clearly at close range they do 1 and a 1/2 times damage at melee range.).
Dwelling: Monestary.



Venerable Monk
The upgrade to the Monks, this unit through it's extended study of the power of the mind and spirit have learned to protect their allies with a Spirtual Shield that negates the amount of damage the Venerable Monks would do.  This ability can only be used on one friendly unit at a time and lasts until the Venerable Monks next turn.  If the ability is used then the Monks can not attack that round.
Abilities: Ranged.  Increased Melee Damage.  Spiritual Shield.

Sixth Tier



Ninja
These warriors of stealth and shadow work as asassins for the Empire.  They are able to disappear in a cloud of smoke and reappear at a new location or next to their target.  Ninjas however are not able to teleport as far as Devils so they do initially have to close some distance to be able to reach the enemy starting line in their next turn.  When they do strike their target they then return to their previous location after their target retalliates.
Abilities: Teleport.  Strike and Return.
Dwelling: Shadow Shrine.



High Ninja
The upgrade for the Ninja unit.  These High Ninjas are able to take their target by such suprise that they can strike their target and teleport back to their previous location without the target being able to retalliate.  They also can travel a bit further than the lower Ninjas.
Abilites: Teleport.  Strike and Return.  Enemy unable to Retalliate.

Seventh Tier

Mortar
Another pratical use for "black powder".  These units can strike into the enemy ranks with ease.  They also have the nasty habit of damaging anyone standing next to their target... ally or foe a like.
Abilities: Ranged.  No Range Penalty.  Splash Damage.
Dwelling: Armory



Grand Cannon
Upgrade for Mortar.  This unit does not rely on an arc trajectory to attack their target.  The Grand Cannon uses line of sight and fires straight at their target damaging those in between point A to point B. (By the way I came up with this ability back when I came up with the town around the time of HOMM3.  Long before it was ever given to the Magi of the Academy.)
Abilities: Ranged.  No Range Penalty.  Splash Damage.  Line of Sight Attack.

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Crashnburn
Crashnburn


Hired Hero
posted February 03, 2006 04:42 PM

35 views and no comments?  Anybody like the idea?  Anybody think there's a few things that need to be tweaked?  Anybody think it's the worst town suggestion ever?

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Phoenixzs
Phoenixzs


Adventuring Hero
posted February 03, 2006 07:58 PM

-Last level as mortar does not fit very well.japanese myhology is filled with good stuff.I would try to take something flyin maybe some sipirit of the wind or storm(and please no more dragons)
-Also too much normal people inside the castle for my taste .Even the heaven has the griffin as a beast you should drop a soldier and add a beast.maybe if you like your mortar that much omit the archers and lower the mortars level a bit.

If you dont do something different from the heaven faction ý think the castle will be passed among others.

Anyway I hope ý was constructive.Good luck

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gwyndolium
gwyndolium


Known Hero
Ancient citizen
posted February 03, 2006 08:02 PM

Try to rename the monks, because monks are already in the game, also don't use the ninja word twice, make it: Assassin that upgrades into a Ninja or something.

Also I don't really like the mortar.. I do think it has to be somewhere into the tree, maybe instead of the monks?

Maybe the last level could be a legendary swordsman.

For the rest I like the town though it misses the magic element. Kinda to realistic for HoMM
____________
~I came down from heavens, to bestow the people under me, with hope and knowledge~

-The angel of judgement, Gwyndolium.

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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted February 04, 2006 03:19 AM
Edited by friendofgunnar on 3 Feb 2006

Firstly I seem to realize that if you don't get comments then maybe that's a good thing because nobody has any complaints.  Also I agree that it doesn't have a HOMM "feel" to it, it feels more like an Age of Empires group.  Add some demon wierdness to it or some ghost somethings to it.  Also I don't mind the cannon but If you read these boards a lot you will notice that HOMM players don't like technology very much.  Just ask them about "forge" town (or better, do a google on "Forge Town" for just this website).

also I think that maybe Ninja as level six is a bit of a mismatch IMHO

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Crashnburn
Crashnburn


Hired Hero
posted February 04, 2006 04:05 PM

Quote:
Try to rename the monks, because monks are already in the game,

I'm sorry but you're wrong.  There are no Monks in the game.  The closest thing to a monk in the game is the Haven's Priest which upgrades to a Cleric.

Quote:
also don't use the ninja word twice, make it: Assassin that upgrades into a Ninja or something.

Actually I wanted to use the name "Assassin" instead of "Ninja", but the Dungeon's lvl 1 creature, the Scout, upgrades to a unit called an Assassin.  And since names of course do not double up I had to change it to Ninja.  As far as the "High Ninja" name for the upgrade and using ninja name twice... when I did some digging to find out if there was a ranking sytem in ninjitsu I found this... "A ninja organization was said to be headed by a j¨­nin (ÉÏÈÌ), literally "high ninja"."  Now if you really want I can change the upgrade name to jonin but it's just going to mean the same thing and honestly most people are not going to know what it is.

Quote:
Also I don't really like the mortar.. I do think it has to be somewhere into the tree, maybe instead of the monks?


When I was designing this town I had decided I wanted to have militaristic/imperial feel to it so I decided I wanted a huge cannon as their ultimate weapon, a primitive WMD if you will.  Since HOMM5 is using the HOMM3 "everything is upgradeable" approach I needed something a little less for the cannon to upgrade from.  I apologize I don't have a picture for the mortar to show what I have in mind (I searched high and low all over the internet for what I had in mind.), but what I was thinking was not today's typical mortar of a small cylindrical tube propped up by two little arms.  What I had in mind is basically same kind of design as like a cannon.  It would have a wheel on either side just like a cannon.  But the "barrel" would nowhere be as long as a cannon's and it would be angled in an upward trajectory.  And the mortar "shells" are cannon balls.  I will scour the internet one more time but hopefully I painted enough of a picture.  

Quote:
For the rest I like the town though it misses the magic element. Kinda too realistic for HoMM

As I stated earlier I wanted the town to have militaristic/imperial feel to it.  And this is a new culture and town being introduced into the HOMM universe so I don't see any problem with a town doing things differently than those that we know.

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FriendOfGunnar
FriendOfGunnar


Honorable
Legendary Hero
able to speed up time
posted February 06, 2006 10:47 PM

Palace
Race( 4+2 )=6
History( 0+2 )=2  No history
Creatures(3 +3 )=6 Ninjas as 6th level is inconsistent and guns don’t fit in with HOMM 5 well
Balance( 3+3 )=6 no flyers except for ninja, see above
Originality=5

(minus one for no flag)
Total Score=24

How I graded these:
Race (Originality [1-5]+Compatibility with HOMM5 universe[1-5])
History (How interesting is it to me [1-5] +Compatibility with HOMM5 universe [1-5])
Creatures (Originality [1-5] +Internal Consistency [1-5])
Balance  (are the special skills inventive [1-5] + Does it have a variety of flyers, shooters, walkers, spell-casters [1-5]
Originality (all the originality scores added up and divided by two.  This means that creativity counts twice. [1-10])

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phoenixzs
phoenixzs


Adventuring Hero
posted February 09, 2006 08:31 PM

Race:5
History:2(?where?)
Creatures:6(the line up is a bit dull in my opinion,its like some kind of age of empires race!!no monsters?)
Balance:6(Okay some abilities really suit some creatures but the top level cannon just not suits the HoMM sipirit.)
originality:7 the cavalry archers ability and the ninja are fine but not so much creativity left other wise)

Overall

26/50

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frakel
frakel


Adventuring Hero
posted February 10, 2006 02:10 AM

Race: 3 (I like the idea of having a non-magic, mongol/asian-inspired militaristic and imperialistic faction in the game. But if you want to introduce something like that, you better have some good explanations ready. Why do they not use magic. Why are there no ´fantastic creatures´ in their line up. You must provide answers for these questions in your entry. I also miss a flag, a hero description among many other things.

History: 0 (No history - no points)

Creatures: 6 (A mythological unit or two would have fitted nicely here IMHO.)

Balance: 7

Originality: 7 (Introducing an asian/mongol theme to the world of Heroes earns you some points here)

Overall: 24
____________

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Zsa
Zsa


Famous Hero
posted February 10, 2006 04:59 AM

Race: 2 - Not really a race that fits the M&M universe
History: 0
Creatures: 3 - nothing that could really save this except the Spiritual Shield Ability
Balance: 6 the only reason it wasn't higher was because of the lack of M&M environment plus diversity and originality of creatures
Originality: 3 - not really original

Overall : 14

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kookastar
kookastar


Honorable
Legendary Hero
posted February 10, 2006 10:23 AM

Race 4
History 1
Creatures 7
Balance 7
Originality 9
28/50


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Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted February 23, 2006 09:48 AM

by ThE_HyDrA

Race: 4
History: 1
Creatures: 5
Balance: 7
Originality: 7
Total: 24
Comments: A Japanese-style town doesn’t fit in too well with the rest of the game. An original concept, however, there needs to be more development about the actual race. The creatures are good in terms of an historical persepective, but there aren’t any Japanese mythological dragons included within the town, and a human faction with a Japanese overtone doesn’t warrant it a place alongside the Haven.
Visitor Rating Average: 23.2
____________
You can wait for others to do it, but if they don't know how, you'll wait forever.
Be an example of what you want to see on HC and in the world.
http://www.heroesofmightandmagic.com

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Crashnburn
Crashnburn


Hired Hero
posted February 25, 2006 10:01 PM
Edited by Crashnburn on 25 Feb 2006

Quote:
by ThE_HyDrA

Race: 4
History: 1
Creatures: 5
Balance: 7
Originality: 7
Total: 24
Comments: A Japanese-style town doesn’t fit in too well with the rest of the game. An original concept, however, there needs to be more development about the actual race. The creatures are good in terms of an historical persepective, but there aren’t any Japanese mythological dragons included within the town, and a human faction with a Japanese overtone doesn’t warrant it a place alongside the Haven.
Visitor Rating Average: 23.2


In my original build of this town I actually had 10 creatures (remember I've had this idea for awhile) and had to narrow it down to just seven. My original line up was:

Conscript/Veteran
Cavalry/Yabusame Cavalry
Bowman/Long Bowman
Ronin/Samurai
Rifleman/Sharpshooter
Monk/Venerable Monk
Ninja/Master Ninja
Magician/Sorcerer
Mortar/Cannon
Dragon/Ancient Dragon

So I changed rifleman into an upgrade for bowman that brought me to nine.  Next I felt like having two types of spellcasters (Monk & Sorcerer) might be a little redundant so I dropped the Sorcerer in favor of the Monk because I liked his special ability I came up with better than having another generic spellcaster in the game.  Next I was watching the feedback on the other towns and the number one complaint was, "NO MORE DRAGONS!  There are four Dragons in the game already.  We don't need anymore." And so I dropped the Dragons from the line up bringing me to seven.  

I appreciate everybody's feedback.  I just wish I hadn't had computer problems so I could of acted on it and done some of the voting myself.  I also had another town I wanted to submit but oh well.  Maybe they will hold another contest around expansion time.

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