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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Neutral, Creatures and Factions - Basic Concepts and Ideas for next Addon
Thread: Neutral, Creatures and Factions - Basic Concepts and Ideas for next Addon This thread is 16 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 · «PREV / NEXT»
Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted December 01, 2006 10:07 PM

Quote:
he let them go!

i don't know why he did it, but he let them go. its probably part of his long coplicated plan.

personally, i don't think that nuetral towns should be just for the campaigns, it will make the single player games pointless.

how about the original set up, but nuetral towns can be in single player games, but have nuetral town HEROES (who don't have a racial skill) in the campaigns.


hmm, i guess Sylrath is a nice guy after all
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 02, 2006 01:13 AM

not really. he's an evil unpredictable scheme, he may seem nice, but he is an unpredictable as the wind.

another possible faction (big one or small one, you decide)

the city-states of Challoth

Aka: The mercenaries
Associated colors: all the city-states have different colours.
Worship: they worship no dragon god in particular.
Country / kingdom: the city-states of Challoth
Capital city: each city state has an individual capital.
Key symbols: a gold coin.
Town Status: city-states

units and information coming soon!!!!
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 02, 2006 09:46 PM
Edited by bixie at 23:03, 02 Dec 2006.

sorry, i think thats more along the lines of a seperate faction... i wasn't thinking straight!

lets try that again

the city-states of Challoth

Aka: The mercenaries
Associated colors: all the city-states have different colours.
Worship: they worship no dragon god in particular.
Country / kingdom: the city-states of Challoth
Capital city: each city state has an individual capital.
Key symbols: a gold coin.
Town Status: city-states

the city stats of Challoth is basically how italy was in the late medieval period, ie, the city states were at war with each other. many of the city states don't have their own armies, but with often have privately trained warriors and also rely on mercenaries. but now the city-states have stopped fighting so much, alot of these soldiers are finding work...elsewhere.

creatures

level 1
wardogs-> armoured dogs

level 2
arbelester-> master arbelester

level 3
swordsman-> duelist

level 4
sergeant-> captian

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GenieLord
GenieLord


Honorable
Legendary Hero
posted December 02, 2006 10:55 PM

Quote:
sorry, i think thats more along the lines of a seperate faction... i wasn't thinking straight!

lets try that again

the city-states of Challoth

Aka: The mercenaries
Associated colors: all the city-states have different colours.
Worship: they worship no dragon god in particular.
Country / kingdom: the city-states of Challoth
Capital city: each city state has an individual capital.
Key symbols: a gold coin.
Town Status: city-states

the city stats of Challoth is basically how italy was in the late medieval period, ie, the city states were at war with each other. many of the city states don't have their own armies, but with often have privately trained warriors and also rely on mercenaries. but now the city-states have stopped fighting so much, alot of these soldiers are finding work...elsewhere.

creatures

level 1
wardogs-> armoured dogs

level 2
arbelester-> master arbelester

level 3
swordsman-> duelist

level 4
sergeant-> captian

level 5
pegasi cavalry- pegasi kinghts


It sounds good, but in my opinion, in those mini-towns should be maximum of 4 creatures.
So, delete one you don't like and give a higher tier to one that in your opinion should be stronger.

I wasn't around, but I read my friends' replies and I want to say that I'll be glad to help you.
If you need any help, just ask.
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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 02, 2006 10:58 PM

Quote:
Quote:
sorry, i think thats more along the lines of a seperate faction... i wasn't thinking straight!

lets try that again

the city-states of Challoth

Aka: The mercenaries
Associated colors: all the city-states have different colours.
Worship: they worship no dragon god in particular.
Country / kingdom: the city-states of Challoth
Capital city: each city state has an individual capital.
Key symbols: a gold coin.
Town Status: city-states

the city stats of Challoth is basically how italy was in the late medieval period, ie, the city states were at war with each other. many of the city states don't have their own armies, but with often have privately trained warriors and also rely on mercenaries. but now the city-states have stopped fighting so much, alot of these soldiers are finding work...elsewhere.

creatures

level 1
wardogs-> armoured dogs

level 2
arbelester-> master arbelester

level 3
swordsman-> duelist

level 4
sergeant-> captian

level 5
pegasi cavalry- pegasi kinghts


It sounds good, but in my opinion, in those mini-towns should be maximum of 4 creatures.
So, delete one you don't like and give a higher tier to one that in your opinion should be stronger.

I wasn't around, but I read my friends' replies and I want to say that I'll be glad to help you.
If you need any help, just ask.



Luckily the settlement is not mini town, becuse a normal town.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 02, 2006 11:03 PM

pegasus cavalry were a bad idea, so i'll get rid of them.
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 02, 2006 11:50 PM

How else can pegasi be worked in?

Oh, god, that's gonna start something, i feel it in my bones.
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How exactly is luck a skill?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 03, 2006 09:47 PM

has anyone else got an idea for a nuetral faction????????

crazy kobolds, mad monkey monks, slightly annoyed serpent men, anyone??
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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted December 06, 2006 02:32 PM

Quote:
has anyone else got an idea for a nuetral faction????????

crazy kobolds, mad monkey monks, slightly annoyed serpent men, anyone??


Maybe something with African theme. For example an african inborn camp. That could be useful. Ground should be than thease red and brown sands you know what Iīm thinking, donīt you?
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"Golemcrafter's creativity is
astaunding.[...]It must be
recognized that his mind was
able to picture every single
detail of his faction
accurately, something most of
us would be unable ... too long to display...

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 06, 2006 03:09 PM

But African seems to constitute yet another human faction, which is really not what we need. I think finding a suitable race is the primary concern, when working on a new faction, and finding a theme is secondary.
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GenieLord
GenieLord


Honorable
Legendary Hero
posted December 06, 2006 04:03 PM

Another faction?
I think it's enough...

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted December 06, 2006 04:45 PM

I have not enough time now, but on Friday, i'll post two new races (all are 9).

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GenieLord
GenieLord


Honorable
Legendary Hero
posted December 06, 2006 04:57 PM

I think it should be maximum 4...
They just won't add 9 more towns!
It's too much.

You are making this game into those neutral-towns game.
The whole game is about the original towns...
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted December 06, 2006 05:01 PM

Well guys, if you dont want more neutral towns, no Friday we can go to the next part...

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GenieLord
GenieLord


Honorable
Legendary Hero
posted December 06, 2006 05:05 PM

Quote:
Well guys, if you dont want more neutral towns, no Friday we can go to the next part...


What is the next part?
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 06, 2006 06:31 PM
Edited by bixie at 19:08, 06 Dec 2006.

Quote:
Quote:
has anyone else got an idea for a nuetral faction????????

crazy kobolds, mad monkey monks, slightly annoyed serpent men, anyone??


Maybe something with African theme. For example an african inborn camp. That could be useful. Ground should be than thease red and brown sands you know what Iīm thinking, donīt you?


it certianly would be very interesting, but a different race from humans. it would be interesting to have Zulu culture as that is servely lacking from the fantasy world.

how i rate the ideas that i have come up with so far

halfings-good good
mercenaries- not so good
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted December 06, 2006 08:40 PM
Edited by VokialBG at 20:43, 06 Dec 2006.

--1.5-- Town bonuses

If the player capture one or more mini-towns, he can use them for:

1. The player can choose 1 type resource for production
2. He can use the gold from the town hall
3. Use the creatures for army
4. The player become some bonuses, for the different towns:

Ice Town Bonus
- +50% defence against cold based spells
- +4 Spell Power for cold based spells and +2 Spell Power for all spells
- +2 Knowledge
- The hero become 1 random cold spell

Werewolfes Bonus
- +2 Attack and Defence
- +  the vampirism spell
- +  all non - werewolf creatures get regeneration (+10HP only)

Cavern Bonus
- +1 Attack
- +2 Defence
- +1 Knowledge
- +10% Initiative for all creatures
- + 2 random spells

Pirates Bonus

- +1 attack and Defence
- +75% movement, when the hero move at sea
- Hero receives +5 to his range of view and gets an ability to see precise number of creatures in neutral troops, in enemy armies, towns and garrisons within his range of view.
- Reduces penalty for moving through rough terrain by 25%.

Hive Bonus

- +2 Spell Power and Knowledge
- + Spells which summon insects
- 1 random Spell


Any ideas for the Halflings?

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GenieLord
GenieLord


Honorable
Legendary Hero
posted December 06, 2006 08:45 PM

Quote:
--1.5-- Town bonuses

If the player capture one or more mini-towns, he can use them for:

1. The player can choose 1 type resource for production
2. He can use the gold from the town hall
3. Use the creatures for army
4. The player become some bonuses, for the different towns:

Ice Town Bonus
- +50% defence against cold based spells
- +4 Spell Power for cold based spells and +2 Spell Power for all spells
- +2 Knowledge
- The hero become 1 random cold spell

Werewolfes Bonus
- +2 Attack and Defence
- +  the vampirism spell
- +  all non - werewolf creatures get regeneration (+10HP only)

Cavern Bonus
- +1 Attack
- +2 Defence
- +1 Knowledge
- +10% Initiative for all creatures
- + 2 random spells

Pirates Bonus

- +1 attack and Defence
- +75% movement, when the hero move at sea
- Hero receives +5 to his range of view and gets an ability to see precise number of creatures in neutral troops, in enemy armies, towns and garrisons within his range of view.
- Reduces penalty for moving through rough terrain by 25%.

Hive Bonus

- +2 Spell Power and Knowledge
- + Spells which summon insects
- 1 random Spell


Very nice ideas!
What I like about these bonuses is that every bonus fits the race!
Like pirates that move faster in the sea then normal player.

It's great, in my opinion!

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 06, 2006 10:14 PM

halfling bonus

+2 defence
+1 knowledge
+10% on all creatures hitpoints
+some halflings to throw!
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 09, 2006 06:49 PM

has anyone else have an idea for a nuetral faction?
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