Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes V Expansion Poll - New Towns
Thread: Heroes V Expansion Poll - New Towns This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 09, 2006 09:54 AM

New towns will really give depth to the game, since it's not just more units, but more strategy and more possibilities. I can't wait ^_^

Do you have any news when can we expect the expansion?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Randeemuss
Randeemuss

Tavern Dweller
posted July 09, 2006 11:34 AM

I agree. Its weird...i always get the feeling that there are just not enough units in the game, although there are pretty many. If the expansion adds 2 new town (or 1) then the extra 28 (14) will prove a very good addition to the game.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Kwon
Kwon

Tavern Dweller
posted July 13, 2006 07:15 AM

Since each town is so unique in Homm5, more factions is always welcome!

Maybe Barbarians with Behemoths,Fortress with the Lizardmen and Swampcreatures,Conflux with elementals etc

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted July 13, 2006 08:49 PM

It really is time Ubi / Nival gave us some info here - didn't Fabrice say months ago that there'd be some news coming "soon"?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
zazu1
zazu1


Adventuring Hero
Makes Sense
posted July 14, 2006 03:23 AM

    I think having a fotress castle and a stronghold back would be great, I dont kno y they dont hav them in homm5 to start with.  I think the more castles the better as long as they fit and make sense.  I think they shuld also make a castle kinda like nature in homm4 obviously without elves, perhaps with wolves, halflings, pegasus, centaur and maybe a creature never used in homm, chimera.  I like the idea of the dwarf castle however I'd prefer the original design with the mountain trolls and the wyrms than the revised one.  However even tho I really liked efretti from homm3 I dont think they fit at all.  In mythology dwarves are more associated with frost and not fire.  A new castle that I have been pondering that hasent appeared in any homm game is a castle with a desert/egyptian theme to it.  I haven't thought up a story line, special abilities, or school of magic, but I thought of the creatures that would go with it.  Scarab, anubite, mummy, chariot archer, pharoh, manticore/scorpicor, sphynx, possibly a scorpian/scorpian king somewhere in the faction.  Please tell me what you think.  
____________
Factions >>>>>>>>>>>>>>>>> Races

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted July 14, 2006 04:24 PM

I think that old not represented unit are nice to be added as 2 or more races - this could happend.

But my really wish is to appear absolutely new faction. New fantazy creatures (not copied from "Lord of the rings" or from Narnia chronicles or Greek/Roman mythology) new abilities.In Homm5 there is new abitities but there no from the first two.
- Time controling faction - time&continuum attacks and different skills (one of the heroes now have a speciality in this direction)

- creatures with siritual attack (something like yogas) - they could  attack with mind base spells and with throwing obsticles against their enemies.
Ofcourse the is much more things to be configured for someting totaly new.In my opinion a really good inovations will make the game extremely successfull.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
boogert
boogert

Tavern Dweller
posted July 15, 2006 12:46 PM
Edited by boogert at 12:47, 15 Jul 2006.

i think barbarian should come back, but hopefully both dwarf and barbarian will be included. more important than races though, i think i would like to see more done with the landscape of heroes 5. they absolutley MUST have snow! swamp would be cool, and some night animation. something needs to be done with the underground as well. i know they would never do it, but if they are gonna include some new factions then why dont they use their imaginations and come up with a whole "new" race. i mean they could make a  "snow/ice" race. have cloud dragons, abominable snowman, etc. etc. sounds radical i know, but no heroes game has ever had an ice race. would be cool! and since they need to incorporate snow i nto the game, i think it would make sense to have an ice race
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
johnbrown
johnbrown

Tavern Dweller
posted July 17, 2006 03:00 AM

I think Stronghold should remain largely unchanged from heroes III. I'd just add trolls (ranged) and wyverns (ridden by orcs).
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
LIGHTNING
LIGHTNING

Tavern Dweller
posted July 19, 2006 02:39 PM

Thing is .. that not even us testers know anything about the exp.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Fofa
Fofa


Famous Hero
Famous? Me?!
posted July 21, 2006 04:42 AM

Well, I made a few towns already:

Guild-Sorceress revival, even if the Dwarf/Battle Dwarf is the only unit remaining. New guys include (no particular order) Halfling/Sling Shooter, Nymph/Dryad, Medusa/Medusa Queen, Pegasus/Pegasus Scouts, the new Sylph/Slephnir, and the Faerie/Magic Dragons, the only spell casting dragons. The Sorceresses focus more on learning spells than any other faction.

Prison-Completely new Half-Elf faction, joined by Harpies/Harpy Mistresses, Centaurs/Centaur Captains, and Werewolves/Silver Werewolves, and aided by their guardians, the Spirits/Advocates. The Half-Elf units are the Fencer/Dualist, Oracle/Shaman, and the Rogue/Spy. Their racial skills focuses on reducing damage.

Cage-Fortress revival, but allowing the 5th level Magic Guild to be built. Trolls/Slaves and Chimeras/Black Chimeras are the newcomers, with the Serpent/Dragon Fly being booted out. Racial ability has not been confirmed.

Peninsula-Barbarian revival, with the Cyclops returning to the melee lines, Ogres reverting back to their non-magi fellows of HoMM 1 and 2, and Mermaids/Mermaid Priestesses and Sea Monsters/Krakens joining their ranks. As with the Cage, I have no clue what the racial ability should be.

I have my Guild and Prison towns posted in the ICTC threads, but I put so much time into them, I've pretty much neglected the Cage and Peninsula. I think I should get to work on those. . .

Personally, I just want see the Sorceress back as a hero type. She's been in the Heroes series since the start, and now she's neglected! (Female Sorcerers in HoMM 4's Asylum don't count.)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Veco84
Veco84

Tavern Dweller
posted July 23, 2006 06:00 PM

Hi, I wish to see in H5 expansion 1 old town from H3 the Barbarian and one completely new town/race the Dwarf. UBIsoft can use some ideas from LOTR books and for unit can use ideas from LOTR: Battle for Middle Earth 2...

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Klaital
Klaital


Known Hero
posted July 23, 2006 06:10 PM

There was no sorceress in heroes 3 either, it was called druid there.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Homer171
Homer171


Promising
Supreme Hero
posted July 23, 2006 06:49 PM

LOTR idea is good considering Barbarian units. I liked Cave Trolls and Uruk-hai soldiers in LOTR movies and they would look great in Heroes also. Well whatever they come by i take it!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
hellwitch
hellwitch


Known Hero
Skeleton Ruler
posted July 24, 2006 11:36 AM
Edited by hellwitch at 11:36, 24 Jul 2006.

More neutral units are needed as well

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 27, 2006 04:07 AM

The Skeleton's bony hands clutched the ropes of the tall, proud ship, wind making its sails buffet and catch.  The undead warrior peered out through his hollow eye sockets at the small bit of land on the horrison. If the Skeleton had been loooking back, however, he may have had a more realisitic idea of the end of their journey, that it was not another day or so of sailing off, with a gentle victorious thump and a scouting mission, but that it was rising up very quickly from the ocean floor in the same way that bricks don't.  There was a thump, a shout, and the Skeleton looked down to see a huge maw and a great bubbling of water.  There was a moment in which the Skeleton tried to draw his sword, but then the deck collapsed beneath him, and his bones were disspersed as they hit the water, slowly sinking down into the deapths...

AQUARIUS
"That which belongs to the Sea returns to the sea..."
Aka: The Nagas
Associated colors: Blue, Teal
Worship: Shalassa, the dragon of earth, keeper of deep secrets
Core Philosophy: Thought after knowledge.  Action only after thought. Nothing after action.
Country/Kingdom: Jade Ocean
Capital City: Bjart Adurna "Bright Water"
Key Symbols: Shell, Sand, trident

Description:
The Nagas are thoughtfull before acting, and as such take time to do things.  However, when they do act, it is always swift and decicive.  They prefer not to attack or cause battle unless it is to protect their home waters or a part of a well thought out plan to ensure harmony.
Living in tune with the Oceans, they train (or attempt to, anyway) the great beasts that dwell under the water, Crabs and Cetacians, Great sharks and seals, and even the Leviatans.
While they prefer to remain Neutral, They suffer from constant assults at the hands of the Goblins and the Dwarves of the Northern mountains, both of whom fear them greatly, though without reason.

Creatures:
Lvl1
Merfolk: The merfolk are the servants of the Nagas, and live only for as long as the Naga tollerate them.  Due to a slower birthrate and decreased inteligence, Merfolk are unable to combat the more deadly "Devils of the Deep" and thus turn to the Nagas for protection.
Elder Merfolk: The elders of the Merfolk remember the golden days before the Krakens migrated south, when all of the sea dwellers  lived in a playful peace.  As such, they fight for the memory of those days, in the hope they may some day see them again.


Lvl2
Sirens: Nagan Singers of haunting yet seductive tunes, the sirens barely move.  However, for every turn that passes they are able to reuse their power to weaken all oposing creature that attack, though it works better on non-beast units, and not at all on the undead.
Siren Maidens: More experienced in the ways of seducing songs, they have a chance of taking control of a creature for a limited time.  Chances are better on smaller groups of lower level units.


Lvl3
Hermit Crabs: They live in the shoals and the shallow sands, discarding their huge shell every so often, as the old one takes greater beatings. Their special ability is to slip into their shell and become imobile, though reciving only 25% of all damage.
Conch Crabs: Large Creatures that deal minor amounts of dammage to creatures attacking phisicaly, due to the spines on their hard, crusty shells.


Lvl4
Sea Sorceress: The Nagas who spend the most time under the waves, learning the secrets the water wispers if you listen, are able to summon the magic of the ocean, casting the power out into the fray of battle.
Spells:
Divine Strength
Cleansing
(As well as the above, Wave Witches can also cast
Summon Elemental (Always water elemental, obviosly)
one elemental for every seven Wave Witches)

Lvl5
Seamonster: In the deapths of the reefs the seamonsters lie, though they can leave the water to flop across the land.  Their rather flip floppy manner of crossing the land decives their powerfull bites and resistance to fire.
Leviathan: They come from only the deapest of oceans, and those who are foolish enough to contradict them meet a bitter end int their huge jaws.  


Lvl6
Orca Rider: Through an ancient pact with Sylath, several pods of whales gained the power to fly and return to the sea at will.  The Nagas saw this and took advantage of it, and the combination of their spears and the Whale's teeth make a deadly combination.
Humpback Rider: The Massive Humpbacks are the greatest of the whales in Ashan's waters, and can litteraly fall onto smaller units, crushing them.  It's song, and the spells of its rider command even the fieriest of opponents to bow down.


Lvl7
Sea Serpent: Great Creatures that are only in a Nagan army on request.  Despite their size, they are wise and tricky, and their speed allows them to wrap around adjacent Enemies before the hopless enemy knows what has happened.  
Children of Shalassa: Ancient prophecies state that at the end of the world, a great warrior called Thor will strkike Shalassa's first born down, only to be killed by its own venom.  There is yet to be a prophecy about its offspring.


Hero: Plainswalkers: Naga seated upon a Seahorse.  The Seahorse bobs up and down slightly as it floats across the landscape.  The Plainswalkers have all made the sacrifice of leaving the water to fight for their nation, and as such the spirit of the living water is reluctant to let them back in, thougth the racial ability changes this.

Racial Ablility: Sea Tamer: a number of ocean related benefits.
Basic: Plainswalker is able to board boats without losing the whole day, though the number of movepoints lost is related to the speed of the non-Aquarius-creatures in Hero army.  Captain can move one square from land into water, and may remain out there as long as they have a town. otherwise they must return to land before the end of the day.
Advanced: Hero suffers no movement penalty for boarding boats unless they have a very slow creature in their army (speed less than or equal to three)  Hero can also move two squares from land into the water, though they need a town. Aquarian creatures are slowly multiplied when in water (Boat or wading), based on hero level.  For every hero level, each stack multiplies per turn based on Lvl (Merfolk 1 turn, Seaserpents 7 turns) at the rate of 5% * Hero level. (So a level four Hero would have to spend five days on the water to grow one Merfolk. As an Aquarius is a magicaly formed lake, it a hero garrisoned in a town counts as being on water. There is a -3% rate of growth in a town if it is not on water)
Expert: All previous apply, though they can move three spaces from land.  Creature growth at 10% * Hero level
Ultimate: See expert, but with 5 spaces from land, and creature growth when on water at the rate of 20% * hero level. No detriment from being in a town when generating creatures.

Abilities:
Words of the waves: (can only work if hero has Advanced Sea Tamer Ability or higher) + (5% * hero level) to creature growth while on water.
Oceanic forgiveness: Hero can move one extra space out to sea, as long as there are no non-flying, non-Aquarian creature in Hero army.
Wrath of the waves: Hero gains an extra 2 attack when on water/shore, with an additional point for every 3 hero levels.
Call of the Kraken: (requires Advanced summoning magic and Expert Sea Tamer) Grants the spell (for 35 spell points) called Call of the Kraken.  It can be invoked on oposing ships and has a 95% chance of destroying the ship and everything on it.  In combat it can only be used in ship to ship battles.  it attacks and destroys all but the strongest creatures on the oponents ship, friendly or oponent.  If all creatures on the ship are destroyed, the hero is killed.  
____________
How exactly is luck a skill?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
puebloco2000
puebloco2000

Tavern Dweller
posted July 27, 2006 04:44 AM

Native American town

I think there are great ideas out there but having a town featuring Native American folklore would be great.  The town can have an aztec or Plains Indian feel to it and would be able easily to be added into the story line.

There should be a town based on native american themes and be a land beyond the sea type of setup.

level 1 brave - boosts army travel rate based on number of units
level 1 upgd scount - can travel alone to scount out terrain and claim mines

level 2 sasquatch - cannot be targeted by ranged units
level 2 upgd - sasquatch elder -  cannot be targeted by ranged units and can avoid "ranged" area of affects

level 3 shaman - spell caster
level 3 upgd - medicine man - spell caster with heal abilities

level 4 guardian spirit - spell caster/ ranged unit/ flyer
level 4 upgrade spirit walker - spell caster / ranged / flyer

(this unit would be an uncorpereal form until battle and then would randomely shift into one of several guardian units.  there would be an eagle spirit which would be a flyer unit, a bear spirit which would be which uses a "spirit charge" in order to launch its spirit form similar to a cavalier, a deer spirit which would be a spell caster or a snake spirit which would spit venom making it a ranged unit with poison affects.

level 5 totem
level 5 upgd totem

this unit would be 3 sections for the first level and 5 sections for the upgraded version.  each "section" of the totem would allow you to enhance the unit.  Example, when the structure is built you select salamander for fire damage, armadillo for defensive bonus and deer for quicker movement and initiative.

level 6 thunderbird
level 6 pheonix

level 7 quetzlquotl
level 7 upgd magical quetzlquotl

The Quetzlquotl, or feathered serpent, would have a chance of randomly changing a stack attacked into another stack of equal hit points.  The chances of changing would increase with the upgrade as well as adding a better chance of changing stack to a lesser level unit.  For example, quetzl bites a stack of mages, transforming them permenantly to a stack of sprites.  This could have devestating affects on the current battle, but also carry forward into future scenarios for even if you win the battle what are you going to do about this stack of creatures that doesn't fit into your plans.

The magic of the town would revolve mostly around shifting the stats of creatures or taking away or adding abilities or spells.  for example, a spell that would cause a stack to cast a random "good spell" such as haste upon another stack before attacking it.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 28, 2006 08:42 AM

Quote:
The Skeleton's bony hands clutched the ropes of the tall, proud ship, wind making its sails buffet and catch.  The undead warrior peered out through his hollow eye sockets at the small bit of land on the horrison. If the Skeleton had been loooking back, however, he may have had a more realisitic idea of the end of their journey, that it was not another day or so of sailing off, with a gentle victorious thump and a scouting mission, but that it was rising up very quickly from the ocean floor in the same way that bricks don't.  There was a thump, a shout, and the Skeleton looked down to see a huge maw and a great bubbling of water.  There was a moment in which the Skeleton tried to draw his sword, but then the deck collapsed beneath him, and his bones were disspersed as they hit the water, slowly sinking down into the deapths...

AQUARIUS
"That which belongs to the Sea returns to the sea..."
Aka: The Nagas
Associated colors: Blue, Teal
Worship: Shalassa, the dragon of earth, keeper of deep secrets
Core Philosophy: Thought after knowledge.  Action only after thought. Nothing after action.
Country/Kingdom: Jade Ocean
Capital City: Bjart Adurna "Bright Water"
Key Symbols: Shell, Sand, trident

Description:
The Nagas are thoughtfull before acting, and as such take time to do things.  However, when they do act, it is always swift and decicive.  They prefer not to attack or cause battle unless it is to protect their home waters or a part of a well thought out plan to ensure harmony.
Living in tune with the Oceans, they train (or attempt to, anyway) the great beasts that dwell under the water, Crabs and Cetacians, Great sharks and seals, and even the Leviatans.
While they prefer to remain Neutral, They suffer from constant assults at the hands of the Goblins and the Dwarves of the Northern mountains, both of whom fear them greatly, though without reason.

Creatures:
Lvl1
Merfolk: The merfolk are the servants of the Nagas, and live only for as long as the Naga tollerate them.  Due to a slower birthrate and decreased inteligence, Merfolk are unable to combat the more deadly "Devils of the Deep" and thus turn to the Nagas for protection.
Elder Merfolk: The elders of the Merfolk remember the golden days before the Krakens migrated south, when all of the sea dwellers  lived in a playful peace.  As such, they fight for the memory of those days, in the hope they may some day see them again.

Lvl2
Sirens: Nagan Singers of haunting yet seductive tunes, the sirens barely move.  However, for every turn that passes they are able to reuse their power to weaken all oposing creature that attack, though it works better on non-beast units, and not at all on the undead.
Siren Maidens: More experienced in the ways of seducing songs, they have a chance of taking control of a creature for a limited time.  Chances are better on smaller groups of lower level units.


Lvl3
Hermit Crabs: They live in the shoals and the shallow sands, discarding their huge shell every so often, as the old one takes greater beatings. Their special ability is to slip into their shell and become imobile, though reciving only 25% of all damage.
Conch Crabs: Large Creatures that deal minor amounts of dammage to creatures attacking phisicaly, due to the spines on their hard, crusty shells.


Lvl4
Sea Sorceress: The Nagas who spend the most time under the waves, learning the secrets the water wispers if you listen, are able to summon the magic of the ocean, casting the power out into the fray of battle.
Spells:
Divine Strength
Cleansing
(As well as the above, Wave Witches can also cast
Summon Elemental (Always water elemental, obviosly)
one elemental for every seven Wave Witches)

Lvl5
Seamonster: In the deapths of the reefs the seamonsters lie, though they can leave the water to flop across the land.  Their rather flip floppy manner of crossing the land decives their powerfull bites and resistance to fire.
Leviathan: They come from only the deapest of oceans, and those who are foolish enough to contradict them meet a bitter end int their huge jaws.  


Lvl6
Orca Rider: Through an ancient pact with Sylath, several pods of whales gained the power to fly and return to the sea at will.  The Nagas saw this and took advantage of it, and the combination of their spears and the Whale's teeth make a deadly combination.
Humpback Rider: The Massive Humpbacks are the greatest of the whales in Ashan's waters, and can litteraly fall onto smaller units, crushing them.  It's song, and the spells of its rider command even the fieriest of opponents to bow down.


Lvl7
Sea Serpent: Great Creatures that are only in a Nagan army on request.  Despite their size, they are wise and tricky, and their speed allows them to wrap around adjacent Enemies before the hopless enemy knows what has happened.  
Children of Shalassa: Ancient prophecies state that at the end of the world, a great warrior called Thor will strkike Shalassa's first born down, only to be killed by its own venom.  There is yet to be a prophecy about its offspring.


Hero: Plainswalkers: Naga seated upon a Seahorse.  The Seahorse bobs up and down slightly as it floats across the landscape.  The Plainswalkers have all made the sacrifice of leaving the water to fight for their nation, and as such the spirit of the living water is reluctant to let them back in, thougth the racial ability changes this.

Racial Ablility: Sea Tamer: a number of ocean related benefits.
Basic: Plainswalker is able to board boats without losing the whole day, though the number of movepoints lost is related to the speed of the non-Aquarius-creatures in Hero army.  Captain can move one square from land into water, and may remain out there as long as they have a town. otherwise they must return to land before the end of the day.
Advanced: Hero suffers no movement penalty for boarding boats unless they have a very slow creature in their army (speed less than or equal to three)  Hero can also move two squares from land into the water, though they need a town. Aquarian creatures are slowly multiplied when in water (Boat or wading), based on hero level.  For every hero level, each stack multiplies per turn based on Lvl (Merfolk 1 turn, Seaserpents 7 turns) at the rate of 5% * Hero level. (So a level four Hero would have to spend five days on the water to grow one Merfolk. As an Aquarius is a magicaly formed lake, it a hero garrisoned in a town counts as being on water. There is a -3% rate of growth in a town if it is not on water)
Expert: All previous apply, though they can move three spaces from land.  Creature growth at 10% * Hero level
Ultimate: See expert, but with 5 spaces from land, and creature growth when on water at the rate of 20% * hero level. No detriment from being in a town when generating creatures.

Abilities:
Words of the waves: (can only work if hero has Advanced Sea Tamer Ability or higher) + (5% * hero level) to creature growth while on water.
Oceanic forgiveness: Hero can move one extra space out to sea, as long as there are no non-flying, non-Aquarian creature in Hero army.
Wrath of the waves: Hero gains an extra 2 attack when on water/shore, with an additional point for every 3 hero levels.
Call of the Kraken: (requires Advanced summoning magic and Expert Sea Tamer) Grants the spell (for 35 spell points) called Call of the Kraken.  It can be invoked on oposing ships and has a 95% chance of destroying the ship and everything on it.  In combat it can only be used in ship to ship battles.  it attacks and destroys all but the strongest creatures on the oponents ship, friendly or oponent.  If all creatures on the ship are destroyed, the hero is killed.  



Nice work here - I suppose this really would belong in the Altar Of Wishes forum rather than this one. I have a bit of a problem with creatures like the Humpback and the Sea Serpent appearing in battle on land. It simply does not make sense to me, neither logically nor visually (how will the Humpback move across a grassy plain?).

Besides that, I have a few objections. Call Of The Kraken is, if I have understood what you write correctly, completely and utterly overpowered. If it can destroy an entire army with no regard to your strength or your army strength, it is banned from my game world, no matter what percentage (1 % chance of succes would still be enough because that 1 time you manage would be completely crazy).

The idea of letting Hero + army venture into the ocean is very interesting. It might, however, trigger some problems on some maps, because it can be a huge advantage if the map-maker has not counted on such an ability being in the game.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
SuicidalMedic
SuicidalMedic

Tavern Dweller
posted August 03, 2006 11:27 PM
Edited by SuicidalMedic at 02:16, 04 Aug 2006.

I personally think that the Native American idea is a bad idea, the flavor of the game does not hint towards a Central American culture. On top of that the changing of one stack to another is completely random, there is no game basis for it, it would ruin all strategy since who would go into combat knowing that possibly all of their hard earned and expensive units could be rendered harmless and/or neutered by the opposing side.

My idea is more centered on the nagas. Less restrictive though than nagas alone. Put Nagas together with the other snake legged unit, the Medusa and make it one society. The Naga Ruins. (Up to 5 pages right now, need to write the story and such, should be up soon)
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
SuicidalMedic
SuicidalMedic

Tavern Dweller
posted August 04, 2006 03:49 AM
Edited by SuicidalMedic at 03:50, 04 Aug 2006.

The snake society would revolve around slavery, that’s their racial ability, to at the end of combat resurrect units similar to the necromancy skill as either a 'slave' unit or as the base unit killed. An example would be you have a 10% slavery skill, at the end of combat you get 10% of the 100 peasants and the 10 footmen you just killed back. Meaning you get 10 peasants and 1 footman, which would lead to having armies fill up very quickly with small amounts of various units, which while accurate to true slavery, would pose a game play issue, which brings the ‘slave’ unit to mind. Another idea is, before combat, you get a number of units/'slaves' similar to the diplomacy/charm skill. Enslaved units are at best unaffected by morale and at worst massive impacted by negative; which would allow for a special ability attached to the morale skill mixed with the recruitment sub-skill which would allow for positive moral bonuses.

My idea has been worked through with the idea of a unit simply called ‘slaves’ which should be separate from Gnoll Slaves and Cyclops and so forth.




The Story of the Nagas Fall


During the Ancient age when the Primordial Dragons began to fade with time, The Nagas faced off against each other in a huge civil war over the proper worship of their goddess Shalassa, this war raged for decades. During this war many rituals and rites passed down from priestess to priestess were lost for temples were split against each other family fought within each other and the true reason for the war was soon lost to time itself. When the smoke finally cleared, with the race of the Nagas decimated almost into oblivion, the sides finally rejoined each other. Trying to salvage what they could from their dead religion the two sides cobbled together what rituals that were remembered. Unable to reach their goddess in worship as they once had, despair reigned through the ravaged empire. Living in destroyed castles, praying in desecrated temples lead a seething hatred towards the other races that at this time seemed to be prospering, the Humans had just established their first empire and the Mages had just completed the development of the Seven Cities.
A new leader rose, known only as The First, she led the way in a radical new attempt to reach the forgotten goddess. She began kidnapping peasants and planning raids upon on the Falcon Empire, collecting prisoners to be used in a new ritual, it had been rumored at that time to have reached the goddess’s ear. This rumor gave The First complete control over the Queens’ Council and in effect dominance over all of the shattered Naga Empire. When The First deemed she had enough prisoners she led a massive ritual sacrificing everyone they had captured over the years. When the Goddess didn’t respond, the naga turned their face away from her; falling into depravity. Even after The First failed to reach Shalassa, as she had promised, she kept her power by making a secret pact with Demons of Urgash, in return for continued sacrifices the Demons would teach her people forbidden rituals.
These new rituals required almost a complete revision of the Nagas’ society. Fearing that her people wouldn’t accept the new ideas The First lead a purge against all she thought wouldn’t switch over to the new social order. The already small population of Naga was further decreased by this purge to the point where the common Naga was compliant towards anything The First had in mind. The First began by giving the people most loyal to her the knowledge of the demon rituals, naming them the new Shamans. From there she restructured the army to be all encompassing, trading in the Nagas’ great skill in singing for graceful almost dance-like battle maneuvers. Creating the a Spartan-like culture had its repercussions, with the entire population of Nagas training for war, new groups of slaves had to be brought in and fast, so every daughter was required to lead a successful raid against the neighboring gnoll villages.
By this time The First was getting old and her firstborn daughter took up the mantle of being The First, turning her mothers name into a title. The new First was less racist than her mother and welcomed the Nagas’ sisters, the Medusas into the empire. The Medusas, distrustful of the Nagas kept to themselves, building castles within the shattered cities only venturing out when The First called them to battle. When the original First died, she took with her the secret of where the new rituals had come from, so the current First looked elsewhere for knowledge. Finding a group of Beholders, who were running from one of the last ‘known’ Dragon Knight parties. The Nagas took the Evil Eyes in, in exchange for more religious knowledge. Soon the Ruined Naga Empire became known amongst the Beholder society as a safe haven. Evil Eyes all over the world began migrating to the various remaining cities, and in trickles they bolstered the already powerful army. Never known top be subservient, an offer of joint rule was issued to the leader of the Beholders and the First stepped down leaving the rule for the new Queens’ Council.


Naga Society

The new Naga society is extremely chaste related grouping everyone into differing levels of importance. Lowest on the ladder are the slaves, who amongst themselves have arranged themselves by strength in the Arena, the most powerful receiving many privileges that the weaker do not. Next are the younglings of common Nagas, who have not received the training of a warrior, nor have completed the required task of capturing more slaves. The Medusas fall about this same level of respect, but if a youngling was to meet a Medusa the youngling must avert her eyes, and not just to avoid the stone forming gaze of the Medusa. Next in society are the formally trained Warriors of the Nagas, who have gone under the most basic of rites, followed by the elite Blademistresses who have completed the body transforming ritual to make then unstoppable in combat. The top of the society are the Shamans, who pick from amongst themselves the lifelong postion of being on the Queens’ Council. Given the same level of respect as the Queens’ Council are the Beholders. The entire race is devoted towards battle forgoing their relatively peaceful existence from before the Great Schism. The only amusement to be found in a Naga city is at the Arena, where slaves try to distinguish themselves as the Nagas watch on.
The entire Naga race is made up of females who upon completing the training of a Warrior lay of clutch of eggs. When a Naga is born she spends her childhood learning how to capture slaves after she leads a successful raid she is given the opportunity to learn the rites of a Warrior. If she is good enough she can them undertake the dangerous ritual that transforms her body from being two armed into a multi armed death machine. If the Warrior is of noble birth she can forgo trying to achieve the rank of Blademistress and join the Shaman order. Taught the ancient demonic rituals, she is also given command over a contingent of Warriors. If she can prove herself worthy the other Shamans may vote her to join the Queens’ Council, a lifelong post which rules the entire empire.




Town Units

The small units from the town could be the 'slave' unit that I was talking about above, but at the same time that would make it too similar to the necromancy skill, so I was thinking Gnoll slaves/Gnoll gladiators as an example.

The level 2 units would be a larger slave, I was thinking Cyclops/War Cyclops (terrible name, I know), with the wall smashing ability as the upgrade (Seems over powerful I know, but let me finish first). An idea I had was that either the wall smashing ability would be a melee only ability, or if it were to be a ranged unit (which wasn’t what I was going for) then it would have a miss chance for the rock to miss the target, be it wall or creature stack. What I had thought out, the Cyclops would at first just use fists to punch things and the upgraded version would carry large clubs, tree trunks or something to that effect, would be used to damage walls.

Level 3 would be Slavedriver/Slavemaster with the ability to either charm/mind control units in battle or could summon/gate lower level units into battle, the not upgraded unit being able to only bring in the level one unit and the upgraded being able to bring in the level 2 unit. Either ability would make this unit worthwhile to have.

Level 4 could be the Medusa Guards/Medusa Archers with the old stone gazing ability percentage of units turn to stone and die (I personally really liked that units ability in the old game) This ability has to be kept away from the really powerful hand to hand otherwise it would become unbalanced, so give the Medusas low defense or hit points or give make then vulnerable to melee attacks. Possibly a mixture of both, Low hit points/defense with an ability to dodge arrows to make up for the weakness at range or even something like the large shield effect.

Level 5 would be Naga Warrior/Blademistress that look surprising similar to the Naga/Naga Queen of previous games. This unit should be the main fighter unit of the army with a strong attack and defense. The upgraded version has the Minotaur block ability (due to a large number of arms holding a large number of swords, makes it easy)

Level 6 would be the Shaman/Naga Queens, the caster unit; the Shaman is a ranged unit that can cast poison or possibly healing spells, with the Queens doing more damage or more having more spells.

Level 7 was a bit iffy in my mind, but I thought of a nifty unit that has made previous appearances as a unit too low for proper appreciation, the Beholder. Beholder/Evil Eye would be a ranged unit that cast a random curse spell on the target, such as the Djinn do. The upgraded Evil Eye had a small amount of self replenishing mana that can cast its 'eye beams' aka spells, such as Blindness, Weakness, Charm, Implosion (as a possible spell, I was thinking more along the lines of disintegrate, a high damage spell that also lowers defense for the combat) Several more spells could be included as evil eyes have many eyes.


Town Buildings (Empty spots are open slots in the building tree)

Tier 1

-Village Hall
-Tavern
-The Blacksmith (First Aid Tent)
-Marketplace/The Resource Silo (+2 wood per day)
-Slave Huts/Arena (Gnoll Slaves/Gnoll Gladiators)


Tier 2

-Town Hall (Requires: Village Hall)
-Fort
-Guard Towers/Prison (Slavedrivers/Slavemasters) (Requires: The Blacksmith)
-Slave Market (Second Marketplace when calculating prices and inside you can buy random Tier 1-6 units at double the price of purchasing it at the normal town, and sell units for half the price paid for normal recruitment) (Requires: Marketplace)
-Slave Warren (Random +1 to +5 Growth for both Gnoll Slaves/Gnoll Gladiators and Cyclops/War Cyclops) (Requires: Slave Huts)


Tier 3

-
-Medusa Den/Medusa Citadel (Medusa Guard/Medusa Archer) (Requires: Fort)
-Mage Guild
-Cyclops Pen/Training Pit (Cyclops/War Cyclops)
-Mercenary Post (Increases Slavery Skill by 10%, cumulative with other towns) (Requires: Slave Warrens)


Tier 4

-City Hall (Requires: Town Hall)
-Citadel (Requires: Medusa Den)
-
-Slave Auction (Trading in of ‘slave’ unit acquired from slavery skill, example, 2 slaves= 1 gnoll slave, 50 slaves= 1 Shaman, the numbers there are extremely unbalanced but you get the idea.) (Requires: Slave Market)
-Slave Caravans (Allows caravanning of flagged dwellings to town) (Requires: Mercenary Post)


Tier 5

-The Broken Temple/The Palace (Shaman/Naga Queen) (Requires: Town Hall)
-Warrior’s Hall/Ceremony Chambers (Naga Warrior/Blademistress) (Requires: Citadel)
-Shipyard
-
-


Tier 6

-Capitol (Requires: The Broken Temple)
-Castle (Requires: Warrior’s Hall)
-Broken Goddess (Provides Creature Growth, +5000 Gold/Day, Removes the effect of negative luck and morale from defending units) (Requires: Tear of Asha in hand)
-Evil Refuge/Corrupted Sanctuary (Beholder/Evil Eye)
-


Hero Abilities

-Forced March
Increased movement on the adventure map in exchange for damage to units (I had the idea of a slider bar coming up, showing damage and movement increase, so you could choose how much damage to do, meaning if you chose only a little you units would be fine, but the more you pick the more you will lose units) The ratio increases in favor of the player depending on hero level

-Kind Mistress
Positive Morale is allowed for slave units

-Venom Queen
All Nagas and Medusas have the chance to poison an enemy after a melee attack, damage depends on army size, and chance depends on hero level
-Arena Champion
Gnoll Slaves and Gnoll Gladiators receive +1 to attack and defense every 2 levels of the hero, starting on level 1.

-Deadeye (2 possibilities)
Cyclops and War Cyclops receive +1 to attack and defense every 2 levels of the hero, starting on level 1
Cyclops and War Cyclops miss chance decreases by 5% plus 1% per level of hero

-Taskmaster
Slavedriver and Slavemaster receive +1 to attack and defense every 2 levels of the hero, starting on level 1

-Stone Maiden (2 possibilities)
Medusa Guards and Medusa Archers receive +1 to attack and defense every 2 levels of the hero, starting on level 1
Medusa Guards and Medusa Archers receive a higher stone gaze chance depending on hero level

-Weapon Master
Naga Warriors and Blademistresses receive +1 to attack and defense every 2 levels of the hero, starting on level 1

-Priestess of a Forgotten Goddess
Shaman and Naga Queens receive +1 to attack and defense every 2 levels of the hero, starting on level 1

-Serpent Tongued
Diplomacy skill increased, chance and cost are affected by hero level

-Shapeshifter
Hero and army appears to be of a differing town (meaning that, for example, your hero would appear as a knight of the same level, your 100 gnoll slaves would be 100 peasants, your 30 Slavemasters would appear to be 30 Imperial Griffins)

-Skilled Sorceress
Intervals between hero casting spells is decreased by 5% plus 1% per hero level

-Auctioneer
Better ratio at Slave Auction, based on hero level


Sorceress Skills

-Basic Slaver
Unique Sorceress skill. Allows a Sorceress to capture 5% of defeated living units as slaves

-Advanced Slaver
Unique Sorceress skill. Allows a Sorceress to capture 10% of defeated living units as slaves

-Expert Slaver
Unique Sorceress skill. Allows a Sorceress to capture 15% of defeated living units as slaves

-Ultimate Slaver
Unique Sorceress skill. Allows a Sorceress to capture 20% of defeated living units as slaves and slave to unit ratio at the Slave Auction is adjusted in favor of the player.

-Healthy Slaves
All slave units gain an addition 1 hit point

-Berserk
Special ability of slaves, increased initiative and attack, loss of player control and will attack the nearest unit regardless of side

-Sacrificial Ritual
On the adventure map, sacrifice slaves to gain luck for next battle

-Nothing to lose
1 once per battle Slaves armies gain 50% damage reduction, Frenzy, Immunity to mind control, Immunity to slow, Immunity to stun, Immunity to morale( both good and bad), All slave units gain an additional 1 damage
Requires: [Sorceress] Battle Frenzy (Attack), Last Stand (Defense), Stand Your Ground (Defense), Death Sentence (Leadership)

Common Skills

-Rabble Rouser (Morale)
Allows positive morale for slaves
Requires: [Sorceress] Advanced Morale (Morale), Recruitment (Leadership)

-Death Sentence (Leadership)
When facing more than double the hero’s combined armies hit points, the hero’s armies gain an addition +1 attack, only until the hit points of both combined armies match.




Thats all I came up with
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Unixmage
Unixmage


Known Hero
Demon Slayer
posted August 04, 2006 07:21 AM

Naga for sure. A new race that combines magic with high technology would also be cool (Think magitek armor from FF). Something new please!
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1425 seconds