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Heroes Community > Heroes 8+ Altar of Wishes > Thread: What town is most likely to appear in the expansions?
Thread: What town is most likely to appear in the expansions? This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 04, 2006 06:25 PM

Sorry about that, perhaps a more accurate system would be

Stronghold without a big Orc influence
Largely orc-influenced town
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 05, 2006 01:10 AM

There are too possibilities, they can do Orcs and Ogres in one town (like H3) or they can do them as separate races. The latter, however, would be too close to each other imo.


And yes, Gnoll Mage - I thought of the Sphinx as well after I posted the last message. Only problem might be that Sphinx would be very much a flying tank unit (somewhat like H3 Manticore?), and the Rakshasa is also a tank unit, and the Genie are flyers, which would make a quite powerful offensive combo. Especially because the Genies do really nasty damage because of their huge numbers.

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Feuerader
Feuerader


posted June 05, 2006 09:41 AM

Pretty thin chance for Water/Naga town, imo. Although they omitted Naga from Academy, a water town never existed in the HOMM series, and no trace is in the game we have now. (not sure about Might&Magic as Ive never played that) Of course the producers can do something to surprise us (and the idea of a water town isnt bad)
Dwarven town has a handsome chance, however, as there're artifacts whose names are with the word "Dwarf" or "Dwarven", proving their existence in the game universe.
Babarian town is a classic in the series so I bet they wouldnt have it missed.

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M4Carbine
M4Carbine


Hired Hero
posted June 05, 2006 09:54 AM

I'd think they would have a water town, in oposition with a stronghold town. Like fortress in heroes3, but there wouldn't be any hydras

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 05, 2006 12:05 PM

Quote:
Pretty thin chance for Water/Naga town, imo. Although they omitted Naga from Academy, a water town never existed in the HOMM series, and no trace is in the game we have now. (not sure about Might&Magic as Ive never played that) Of course the producers can do something to surprise us (and the idea of a water town isnt bad)
Dwarven town has a handsome chance, however, as there're artifacts whose names are with the word "Dwarf" or "Dwarven", proving their existence in the game universe.
Babarian town is a classic in the series so I bet they wouldnt have it missed.



Well, just because it hasn't been there before, that's not the same as it's not gonna happen. After all, we never had an Inferno town before Heroes III! However, I don't think it would be a water town in the sense of being placed on the water - that simply would make no sense in manner of gameplay - but it could be water related, like the swamp city of Heroes III, or it could be placed within a local water body, just like the Academy is floating in the air, and the Sylvan city is within the lake.

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Nusaram
Nusaram


Hired Hero
posted June 05, 2006 10:08 PM

I miss those guys too.I'm not sure that they would be back(there is a big chance but....).I would like seeing them in in 3D and in these graphics.
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ComradeX
ComradeX


Known Hero
Demands raising new Titan's HP
posted June 05, 2006 10:21 PM

Well, I hope that the Barbs will be back... cause they are the antagonists of the Academy, as they represent the true "might" side of Heroes Of Might And Magic, and I just love their foolish and funny nature! who else then a Barbarian would ram a brick wall stright on with his head for a lamb chop (and brake that wall!)?
Barbs were here from the start, and are a crucial part of the game, so they simply must be back!
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actionjack
actionjack


Promising
Famous Hero
posted June 06, 2006 03:51 AM

I am playing around trying to come up with a Orc Clan faction...
but cann't decide on what creature would go in there, as well as the creature levels (since lots good option to pick from)  7 creatures are just way too few...

Anyhow... here is what I have so far.... anyone want to give opinion/suggestion on it?   (will post it on another thread... if ever finish it)

Orc Clan


Racial Special:

Special Buildings


Creatures:

Goblin / Hobgoblin
Orc Barbarian / Orc Berserker
Wolf Rider/ Dire Wolf Rider
Orc Shaman / Orc Spiritualist
Roc / Simurgh
Ogre / King Ogre
Behemoth / Behemoth Tyrant

Optional:
Orc Axe Thrower / Orc Chopper
Troll / Savage Troll
Hill Giant / Mountain
Cyclopes / Cyclopes King
Orc Drummer / Orc War Drummer


Goblin
Small Creature / Walker / Melee
Special Ability:
-Horde: gain 1% more damage for ever 10 creature in the stack.

Hobgoblin
Small Creature / Walker / Melee
Special Ability:
-Horde: gain 1% more damage for ever 10 creature in the stack.
-Dash:
------------------------------------------------------------------------


Orc Barbarian
Small Creature / Walker / Melee
Special Ability:
- Berserk: When active, this stack unit will gain attack and initive and movement, but can not be control by the player.

Orc Berserker
Small Creature / Walker / Melee
Special Ability:
-Berserk:  When active, this stack unit will gain attack and initive and movement, but can not be control by the player.
-Great Swing: Its attack will hit all front 5 squares.  
-Rage:  Increase attack power when its hp is low (or when it lost % of its stack creatures)
------------------------------------------------------------------------

Wolf Rider
Small Creature / Walker / Melee
Special Ability:
-Pack:  Gain Extra attack power if another of same units is near.  Whenever attacking, the nearby same unit will also attack the same target (if in range) at half its damage.
-Rider Charge:

Dire Wolf Raider
Small Creature / Walker / Melee
Special Ability:
-Pack:  Gain Extra attack power if another of same units is near. Whenever attacking, the nearby same unit will also attack the same target (if in range) at half its damage.
-Rabies: Attack target get poisoned.
-Rider Charge:
------------------------------------------------------------------------

Roc
Small Creature / Flyer / Melee
Special Ability:
-Carrier Flight:  When Active, able to carry the selected creature stacks in its fly.  
-Drop Carry: Drop the creature you are carrying at the selected location (must be within movement range.)

Simurgh
Large Creature / Flyer / Melee
Special Ability:
-Carrier Flight:  When Active, able to carry the selected creature stacks in its fly.  
-Drop Carry: Drop the creature you are carrying at the selected location (must be within movement range.)
-Attack and Return:
------------------------------------------------------------------------


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Nusaram
Nusaram


Hired Hero
posted June 06, 2006 10:38 AM
Edited by Nusaram at 09:42, 08 Jun 2006.

Berserk doesn't listen to the heroes hu?Well two swings of the whip perhaps can tame him.I like your idea but there are too much orcs for me.
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 06, 2006 06:22 PM
Edited by Gnoll_Mage at 18:26, 06 Jun 2006.

I really like that town, better than your other one

Goblin / Hobgoblin - great place to start; already in the game's mythology (gremlins are related to them)
Orc Barbarian / Orc Berserker - not too sure on the names (Barb - too dull, Berserker - to good!)
Wolf Rider/ Dire Wolf Rider - great, but raider not dire rider maybe...?
Orc Shaman / Orc Spiritualist - great again, needs a better upgrade name though, maybe Sage -> Shaman (and don't need "Orc" in there)
Roc / Simurgh - brilliant, what's a Simurgh exactly?
Ogre / King Ogre - great
Behemoth / Behemoth Tyrant - Behemoth -> Gargantuan might be better, tyrant is too human a word

archers: none (or one - shaman?)
spellcasters: one
fliers: one

Ah


Optional:
Orc Axe Thrower / Orc Chopper - axethrower needed therefore, yes, maybe replace level 2 (again no "orc", just axethrower -> berserker perhaps)
Troll / Savage Troll - for me trolls are made of stone and live in mountains with Dwarves, so not the right ones for me here
Hill Giant / Mountain - ditto
Cyclops / Cyclops King - meh (note spelling! Cyclopes is plural)
Orc Drummer / Orc War Drummer - nah


Maybe to counter slight lack of fliers and archers (same number as Dungeon yes, but at lower levels here), Behemoths could have the ability to attack walls.

--

So we have dwarf town, orc town - maybe someone could come up with a HoMM5 Naga one (we've got one already by Alcibiades but it's only a fiddle based on another game I think)
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actionjack
actionjack


Promising
Famous Hero
posted June 06, 2006 07:30 PM

Yes, one thing about making a Orc Clan Town (I am trying to shy away from the Barbrian Stronghold's name) is to decide should they be more consitant (with lots orc units, like that of Heaven or Dungeon), or a mixure of differnt monster/race.  I am trying to with the first, to make it more like a Orc Controled town.  (Also the name would be simplfied, where orc shaman would be just shaman, I its there just for easier mental picturing)

Some good call there, Gnoll_Mage.  

I would not try to make such town balance, therefore it is expected that Orc will be the king of land-melee combat, but lack much shooter or flier or caster.  But I like chaning orc bar to axe thorwer to give them still some shooter ablity (as will as giving King Ogre thowing rocks)  And with Roc/Simurgh (Simurgh is another mythtical large bird, from Persian orign I believe) ablity to carry units flying, it would be lots fun to just drop a unit of Berserker behind enemy walls.  Also lots units will have the ablity to attack walls.  

Will have to fill in the later level's creature's ablity, which would make up for their weakness.  I am still uncertain what level placement should I give to the lv 4 to 6 creatures...hmmm

(also might add a lore about Orc, as they age, do not become old or fraile, but large and stronger, where at certain age, would turn into a Ogre)


Another major defination should be Hero's racial ablity.  So far I think I got some good ones... like

-Raid: gain small amount of gold or resource from wining battle
-Wall Beaker:  All units under control can attack walls.
-Bliz: gain extra hero movment for that day with each winning battle
-Raz: Ablity Destory a town/mine/unit growth place (making it none operational to anyone, unless later restored by other heros, which will take extra action/movment points to do)
-Berserker Control: Able to control any berserked units


But one thing still thinking is what special ablity the town should get.  hmmm

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Nusaram
Nusaram


Hired Hero
posted June 06, 2006 07:58 PM
Edited by Nusaram at 11:19, 07 Jun 2006.

Ok I want to share my vision.


Level 1:Goblins(malee;stone axe)
Hobgoblins(malee;bigger stone axe)special ability-stun

Level 2:Trolls(ranged;throws little axes)-accuracy
Trollheadhunter(ranged;throws spears)special ability-bigger accuracy,poison(not VERY strong)

Level 3: (4 or 3lvl): Orc(malee;rider ;one iron axe)
Orc Warchief(malee;rider;two heanded axe)special ability-chance of Crit. strike;Unlimited retaliation

Level 4(4 or 3lvl): Ogre(malee, heavy cub)
Ogre-Shaman: (malee;heavy staff;casts bloodlust,stolnskin,haste)special ability-caster

Level 5(6): Paokai drake(bitting) http://www.nofrag.com/images/001ae2/
Poakai Drakon(bitting);special ability-Wound,eat corpse

Level 6(5):Cyclops(giant rocks)
Cyclops Lord(giant rocks);special ability-attack walls and the archers on them,hits units around the target

Level 7:Behemoth(claws)
Ancient Behemoth(claws);special ability-breake ALL difence;no retaliation)

Hero:Rider on a wolf
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 07, 2006 01:06 PM

Quote:
Haven --> Lawful Good vs. Inferno --> Chaotic Evil
Academy --> Neutral Good vs. Necropolis --> Neutral Evil

Sylvan --> Chaotic Good vs. Naga --> Lawful Evil

Dwarf --> Lawful Neutral vs. Orc --> Chaotic Neutral



Actually, if you go to the traditional RPG setting, that's not how things are. Rather, you would have:


Inferno: Lawful Evil.
Dungeon: Chaotic Evil.
Nagas and Orcs would typically be evil. Dwarves would traditionally be good.

And it would be.

Haven <-> Inferno   =   Lawful Good vs. Lawful Evil
Academy <-> Necropolis    =   Neutral Good vs. Neutral Evil
Sylvan <-> Dungeon    =   Chaotic Good vs. Chaotic Evil.

and possibly:

Fortress (Dwarve) <-> Stronghold (Orc)   =   Lawful Neutral vs. Chaotic Neutral.

Sanctuary (Naga)   =   True Neutral.

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ComradeX
ComradeX


Known Hero
Demands raising new Titan's HP
posted June 07, 2006 07:41 PM

Well, all of you have good ideas. Alcibiades, the VS order seems logical, but I think that the Dwarves are as much "good" as "neutral" and the Orcs \ Barbs are neutral, but a bit evil (will cooperate with the evil side for plunder and glory. Orcs hate the "good" side for using them as slaves). The Dwarve VS Orc thing is good. The Nagas should not be evil, but totaly neutral They should be a mysterious creatures, that only fight for themselves when disturbed by others...
As for the Barbarian town, I think it should be with Orcs, as both are nomads, are brutal, and neutral.
I suggest using some of the previous game's ideas (if it aint broken why fix it?) (stats are below level, not upgraded unit 1st) (initiative = ini.):
Level 1: Goblin \ Hobgoblin (melee, stun)
4,2, HP 4, speed 5, 1-3, ini 8 \ 5,3, HP 6, speed 6, 2-3, ini 9
Level 2: Wolf raider \ Wolf reider (fast melee, 2 hits, upg. no retaliation)
6,4, HP 12, speed 7, 3-4, ini 10 \ 6,5, HP 14, speed 8, 3-5, ini 11
Level 3: Orc fighter \ Orc beserker (melee, tough, stun, upg. beserk)
9,6, HP 23, speed 5, 4-6, ini 7 \ 10,7, HP 28, speed 6, 4-7, ini 8
Level 4: Ogre Mage \ Ogre Shaman (ranged \ spell, slow, tough, cast bloodlust, Bless, upg. cast bloodlust, bless, frenzy)
11,10, HP 45, speed 2, 8-12, ini 4, 5 shots \ 13,11, HP 55, speed 3, 9-13, ini 6, 7 shots
Level 5: Eagle \ Roc (Thunderbird goes to Dwarves) (Flying, fast, upg. no retaliation)
17,16, HP 60, speed 8, 14-17, ini 12 \ 19, 18, HP 75, speed 9, 16-18, ini 13
Level 6: Cyclops \ Cyclops Monarch (or king if you like) (Ranged, attack walls, no melee penalty, upg. no melee retaliation)
22,20, HP 80, speed 6, 20-22, ini 8 \ 25,23, HP 95, speed 7, 23-26, ini 9
Level 7: Behemoth \ Ancient Behemoth (we sure like em'!) (huge, powerfull, a bit slow, eats defense!)
27,25, HP 190, speed 5, 40-65, ini 8 \ 31,28, HP 230, speed 6, 40-70, ini 9
Because creatures are strong, the growth rate will be below average, but not as much as the Dungeoun...
That's my idea for the might town...
____________
The frozen land of red Titans wishes you luck in your journeys

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actionjack
actionjack


Promising
Famous Hero
posted June 07, 2006 09:19 PM

Quote:
Fortress (Dwarve) <-> Stronghold (Orc) = Lawful Neutral vs. Chaotic Neutral.


That is true in many fantasy stories and lores.  

But somehow I usually think Orc have more of the Mongolian Horde type of creature, of nobel savage, that live on a wasteland or plain.  

Another possible match would be Skaven Faction (Sewer or Wareen) (Takeen from Warhammer).  They are the Rat-people, who also live under ground (thus the conflic with Dwarven miners)

Cave Trolls, Mutant Rat, Snake Rider, and other might go in there.  

Just a thought

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ComradeX
ComradeX


Known Hero
Demands raising new Titan's HP
posted June 08, 2006 05:52 PM

Well mutants look kind of not relevant for HOMM. Nightmares are said to be horses mutated and currupt by the forces of chaos, so that's the kind of mutants we get...
Rat people? giant spiders? blind flying monsters? I don't know about those, they seem to strange as my taste goes...
As for underground, we already have the Dungeoun as an underground faction, and yes, they can araise, accidentaly or intentionaly in the Dwarven area and sabotage the mines... this can be a part of a campaign in the expansions! making a sewer faction doesn't seem to fit in the game well... why would you want ninja turtles in Ashan?
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The frozen land of red Titans wishes you luck in your journeys

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actionjack
actionjack


Promising
Famous Hero
posted June 08, 2006 10:16 PM

Quote:
Well mutants look kind of not relevant for HOMM. Nightmares are said to be horses mutated and currupt by the forces of chaos, so that's the kind of mutants we get...
Rat people? giant spiders? blind flying monsters? I don't know about those, they seem to strange as my taste goes...
As for underground, we already have the Dungeoun as an underground faction, and yes, they can araise, accidentaly or intentionaly in the Dwarven area and sabotage the mines... this can be a part of a campaign in the expansions! making a sewer faction doesn't seem to fit in the game well... why would you want ninja turtles in Ashan?


A Sewer town (not really sewer, but the rat-people just like to make their habitat look like a Sewer)  does not really fall into  "Classic Fantasy", so I am sure lots people would be against it.  But it would be a good place to have more dungeon related monster in there (which is leaving out many of them)  

I won't really avocate it, but maybe a possiblity for like 4th or 5th expansion (if the game live that long)

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 08, 2006 11:20 PM

I'm not too sure about the Sewer town ... But it might work. I think the Rat people is as good an idea as anything, and personally, I'm VERY dissapointed that the Dark Elves didn't have anything with Spiders, as this was always the traditional association from the Forgotten Realms world. I think the Grim Raiders and Dark Raiders should rather have been mounted on giant spiders ... yuuuks, disgusting ... but kinda cool also, and really fitting. Or they could have saved the Hydra for some Swamp town, and put a Poisenous spider as level 5.

Personally, I might wanna save the Rat thing for Lycanthropes? (Ware Rat, Ware Wolf etc.)

_______________


Anyway, ComradeX ... as you say, we like 'em Behemoth really strong and powerfull ... see my vision of a kick-*ss Behemoth here:

Barbarian Towns

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ComradeX
ComradeX


Known Hero
Demands raising new Titan's HP
posted June 08, 2006 11:38 PM

4th, 5th expansions? aren't we optimistic?! (no offense!)
No HOMM game got more then 2 expansions, so even getting those will be good!
Well, some may consider the Heroes Chronicles HOMM III expansions, but I see it as "mini series" and not expansions... these games are great!
Hope there will be something like that speaking of the past of Ashan...
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 09, 2006 09:49 PM

Inferno: Lawful Evil.
Dungeon: Chaotic Evil.

Could someone explain that one?
Is it because Inferno makes its purpose obvious, plans to kill by just marching armies of hordes of demons on people, and elves are more devious and underhand?

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