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Thread: Altar of Wishes: Weekly Faction Contest | This thread is pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT» |
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xerox
Promising
Undefeatable Hero
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posted August 19, 2007 06:03 PM |
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No you cant say that its unbalanced! ;P
I changed the stats of all creaturs except the quotl because i was lazy. I changed abilities (the siren/strom witch song was overpowered...) and even removed some (battle frenzy from slayer etc).
And the Levithan is hard to balance...
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GenieLord
Honorable
Legendary Hero
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posted August 19, 2007 06:22 PM |
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It's definitely better. But who would like to upgrade the Leviathan when he loses 2 speed in the upgrade?
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xerox
Promising
Undefeatable Hero
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posted August 19, 2007 06:39 PM |
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Ooops.
Fixed!
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Mystic_Genie
Adventuring Hero
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posted August 21, 2007 11:03 PM |
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I thinck it's time to give a second entry so il have a beter chanse to score some points
HISTORY
The origins
62YSD:The schism of the seven
During the debate on how to folow the road of the 7 dragon,one of them,Sar-Adin,belived that the seventh dragon had the element of magic and tock the ones that agread with him in the sea closest to the desert,because they belived that magick can take the form of water.
63YSD:The new home
After establishing a city rite above the water they begane to capture some sea creatures that heaven heard of only in myths and begane to study them.After a wile ,the wizards were shoket to see a mesenger come to them in theire capital they named the Al-Rubin.What was shoking was that the mesenger came from the sea and it vas a human like fish creature.It didn't take long for them to realize that the creature was Shalassas creation .He demanded that the wizard were to release the creatures or tey would sink the city to the botom of the ocean.
The meting
The wizards agread to release the creature with the condition to talck to theire leaders.The fish creature agread and a meating was set 50 leagues from the city.Nobody nows what discusion acured betwen Sar-Adin and Slithice(the naga quen) had but after wards it all became clear.Sar adim gave them a promise that he would give them the ability to walck on lands with the price of lusing theire ability to breave under whater for an aliannce betwen them and all the wizards of the Seven cities.Suprisinguly they agread desiering to walck on land and coexist with the oter races since theire birth.So the wizards use theire noledge in alchemy to combine them with lizards giving the birth of the naga.
Modern ages
771YSD:A new begining
The naga quenn leds Sar-Adins cities keeping theire existance a secret to the othere races.
813-822:War of the broken staf
The necromancers threaten both the silver league and Ajunis so they unite,eventualy crushing the necromancers empire.
INTRODUCTION
Motto:Sea is magic,magic is power.
AKA:The snake men,the mermaids
Asociated colors:blue and silver
Worship:Shalassa,exept for the mages wich have the same belife as acadamy
Core pshicolagy:the sea is eiver your closest friend or your worst enemy
Country/Kingdom:The Ajunis,the open sea
Capital city:Al-Rubin,the cristal temple
Key simbol:the coral star,the ice trident
Description:theire sociaty is similar to the empire but only the quen is alowed to lead all cities,altough a male lord is put in each city to keep her informed on what's hapening,to organize the defenses,and watch over the economy.There race is formed of 4 armed female that look half human and the male look like the H3 water elem but with lizards scales
Relations:Alied with the wizards,enemy with the necromancer,neutral with the empier ,elves and demons but they wil wilinguly atack each race if the wizards shall be in danger
CREATURES
L1: Prawn(16)-(groth rate)(25 gold)
Human like crab(light green color)
No abilities
A-2
D-2
P-1-2
I-8
S-4
H-6
M-0
S-0
U-L1: snaper(16)(50 G)
Biger human like green crab(dark green color)
A-4
D-1
P-2-4
I-8
S-5
H-7
M-0
S-0
L2: Sea turtle(13)(60 G)
No ditales necesary
25% magic imunity,harden crust
A-4
D-4
P-1-3
I-7
S-3
H-13
M-0
S-0
U-L2: Giant sea turtl(13)(75 G)
What I sead erlier
25% magic imunity,harde crust,spiket shell
A-4
D-6
P-2-4
I-8
S-4
H-15
M-0
S-0
L3: naga archcere (8)(110 G)
Male naga that has light armor that covers the chest,a bow(both made out of coral),and a dager(with glowing righting)
Ranged,poison atack(2)
A-3
D-2
P-4-5
I-10
S-5
H-12
M-0
S-7
U-L3: naga temple guard(8)(240 G)
The same but with armor all ower the body and a sword(with glowing righting)
ranged,no mele penalty,poison atack(2)
A-4
D-4
P-5-7
I-11
S-5
H-20
M-0
S-10
L4: aquamage(5)(250 G)
like the mage but with blue and brown
Shoter,no range penalty,caster(slow,ice bolt),sumone water elem,
A-8
D-10
P-7 - 7
I-10
S-4
H-25
M-15
S-3
U-L4: icemage(5)(340)
Like the arch mage but with blue and white
Shoter,no range penalty,caster(slow,ice bolt,circle of winter,weacknes),sumone water elem,cold atack
A-10
D-11
P-7-7
I-10
S-4
H-25
M-25
S-4
L5: Naga disciple(3)(750 G)
A female naga with 4 arms that has a blue cepter and a ceremonial suit(coverd in alge),and 2 ritual dagers(made from sharcks teath)
large creature,wave atack,caster(raise dead),water wepon
A-15
D-15
P-15-20
I-10
S-6
H-80
M-15
S-0
U-L5: Naga sea wich(3)(850)
The same but with a trident and instead of alge for the suit it will be coral
large creature,wave atack,caster(raise dead,confusion),water wepon
A-20
D-15
P-18-23
I-10
S-6
H-80
M-25
S-0
L6: Naga wirewind warior(2)(1500)
Female naga with the 4 swords(with the ritual glowing)and some bracelets and neleses
Large creature,no melee penalty
A-24
D-24
P-20-20
I-8
S-5
H-120
M-0
S-0
U-L6: Naga blade mistres(2)(1800)
The same but with a crown an armored
large creature,no retal,block
A-24
D-24
P-20-20
I-8
S-5
H-130
M-0
S-0
L7: Sea dragon(1)(3600+1 cristal)
A blue eart dragon
large creature,frezing atack,flier
A-26
D-25
P-40-60
I-11
S-8
H-200
M-0
S-0
U-L7: Shfire dragon(1)(4600 G+2 cristal)
The same but is colored in shafire
large creature,flier,frezing atack,imunity to water,water wepon
A-30
D-29
P-39-64
I-12
S-9
H-220
M-0
S-0
Abilities:
harden crust: creature receves only 50% damage from ranged atacks
spiket shell: returnes 10% of damage dealth duting melee alack(does not worck on non living creatures)
sumone water elem: sumones an number of water elem equal to half the nr of mages that sumoned it(can only be used on the first turn and depleats the wizrds entire mana poll and reduces hes initiative by 50% and 25% for the upgreade)
cold atack:grants the unit the freazing efect of master of ice
water wepon:Atacks do 50% extra damage to creatures with imunity to fire,normal to eart and air and 50% les to water
wave atack:like sprai atack
block:the H4 ability of the minotaur
BUILDINGS
Dwelings:
L1-Crustacee pond(400 g)(5 wood)
-Crustacee lake(1200 g)(5 wood)
L2-Hatching sand pit(1100 g)(5 ore)
-Incubatin sand pit(2400 g)(5 wood)(5 ore)
L3-water baracks(1500 g)(12 ore)(5 wood)
-unerwater baracks(2000 g)(15 ore)(5 cristal)
L4-aquamage tower(2200 g)(10 wood)(10 gem)(5 cristal)
-icemage tower(5000 g)(10 ore)(10 gem)(5 cristal)
L5-temple of water(3000 g)(5 ore)(5 wood)(4 gem)(4 cristal)
-palace of water(8000 g)(5 ore)(5 wood)(6 gem)(6 cristal)
L6-blade spire(5000 g)(10 wood)(10 cristal)(5 merqury)(5 gem)
-bladed pinacle(8000 g)(10 wood)(10 merqury)(10 gem)
L7-altar of the tides(8000 g)(5 wood)(5 ore)(15 gem)(15 cristal)
-temple of the tides(10000 g)(5 wood)(5 ore)(10 gem)(10 cristal)
Magic
library of the elements(alows creatures to be bleaset by the chosend element)
Hatchery(increases prawl and snapers grothrate by 10 per week)
pearl abatorium (provides 200 gold per day an gives target + 25 percent magick resistance)
Hall of magick chaneling(increases spell power by 1)
Shalassas tear(grail)(inc creature groth by 50 percent+5000 g per day and bosts magick power and noedge by 5 for defending hero)
NEUTRAL CREATURES
Mermaid with H4 caracteristic
Mermen with splash damage
The sharck licke pet with the dwarven Cripling wound
A cracken licke in pirets of the carabien with H4 devour an imunity to spels
And the H4 pirets.
HEROES
The hero will be caled a Lamia(again)and it has 1 atack 0 defence 2 spellpower and 2 knoledge
The heroes will be: Kondra,Murkshadow,Snecmon,Venomtongue,Serpentra, Lady Darkscale, Scarscale,Serpus,Venna, Charib'dishal,Slithice,Aron and Landazar.
RACIAL SKILL
The racial skill will be caled elemental blesing(again).It goes like this in the tactical faze before the batle the lamia(naga hero) must chose an element that will increase the efectivenes of spels thea have the element(none destructive or damage dealing).It also may increase one aracteristic of the unit depending on the element(fire-damage))(water-armor)(earth-health)(air-initiativ).
from basic to master spell power for the epels are 2,3,4,6.And the increase for the creature will be 10%,20%,30%,50%,exept for damage wich is half.
The asociated skils will be:
sumone lake(sumons an impasible 4 by 4 square that only lasts 3 turns and yes naga and fliing can pas it)
magick vision(like elem wision but with spels)
empower wepons(increases the efect dealth by creatures by 5%for every 4 Levels)
power of the elements(reuces cost of spels that have the element by 50%)
SKILS
Atack: cold steal
Darck magic: darck renewal,supres
Defence: last stand,power of endurence
Destructive magic: cold death,mana blast
Enlightment: graduete,darck revelation
Leadership: aura of swiftnes
Light magic: fire resistance,supres
Logistic: teleport asalt,mana burn(increase mana blast)
Luck: tear of asha vision
Sorcery: arcane exelance,eredict mana
Sumoning magic: water warior(licke fire warior but with water elem),banish
War machines: tremors
HERO STATS
Kondra: fury of the anaconda(al snakes get +1 atack for every 2 level of the hero)
basic elemental blesing;basic leadership;sumone lake;starts with first aid tent
Murkshadow: speed binder(increases the efect of slow and haste to decrease speed by 1 for every 5 levels of the hero)
basic elemental blesing;basic sorcery;arcane training;has hasts and curse
Sneckmon: Crustacee raisor(prawl and snapers get +1 to their attack and defense for every two levels of the hero)
basic elemental blesing;basick defence;vitality;has deflect misiles
Venomtongue: poison master(the poison efect of naga archchers and temple guard gets an aditional turn for every 5 level of the hero)
basic elemental blesing;basic leadership;diplomacy;has amo cart
Serpentra: frost mistres (increases the damage of ice bace spels and grants them a reduce of speed andinitiative by 1 for every 5 levels of the hero)(lasts 3 turns)
basic elemental blesing;basik destructiwe magick;master of ice;has ice bolt
Lady Darkscale: luki strike(increases the luck of your creatures by 1 for every 10 levels and increases resorces colected from the map)
basic elemental blesing;basic luck;recorsefulnes
Scarscale: gorgones gaze(direct atacks by the hero has a chanse to instantuly kill a number of creatures depending on level of the hero and the creatures)
basic elemental blesing;basick atack;batle frenzy;
Serpus: master of the blades(naga warewind warior and naga blade mistres give them a chanse to atack all adjent hexes depending on hero level)
basic elemental blesing;basic leadership;recruitement;
Venna: concentrate(empower wepons efect is increased by 5% and + additional 1% per hero level.)
basic elemental blesing;basik darck magick;empower wepons ;starrts with sufering
Charib'dishal: Shell master(magick resistance of turtled is increased by 1 per hero level)
basic elemental blesing;basick defence;protection;
Slithice: Loyalty(increases naga resistance to mind spels depending on hero level)
basic elemental blesing;basick enlightement;arcane Intuition;has magic imunity
Aron(human): Maester of siege(the hero has control over alyed tower during a siege and diactivates enemy tower,increasing theire speed and damege depending on hero level,reduces cost of buying fortibications by 5% for every 2 levels,and also gives 1 power to earth quake for every 2 levels)
basic elemental blesing;basick war machines;Catapult;has catapult and earth quacke
Landazar(human): Maester of ilusion (phantom force has +10life for every level of the hero bu forbides it to be cast if there is a phantome force present on the field(enemy not included))
basic elemental blesing;basick sumoning;maester of life;has phantome force;
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Mystic_Genie
Adventuring Hero
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posted August 21, 2007 11:19 PM |
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I would like to apoligise for a mistake i made.I'm replacing the artifact merchant for a pearl abatorium wich increases naga archcers groth and provides 250 gold for per day.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted August 22, 2007 05:11 AM |
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Edited by Daystar at 22:13, 22 Aug 2007.
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The Tower
"...We have slept for two thousand years. And guess what world? We woke up cranky!"
Aka: The Sea-Snakes
City: Tower
Colors: Sea Green, Light Green, Dark Green, Blue, Dark Blue, Teal
Worship: Shallassa, patron Goddess of the Nagas, ruler of the Oceans. They also frequently find it necessary to pay tribute to Slyath, Lord of the Sky, rather like a guest giving gifts to a host.
Core Philosophy: "...It is in the waters that G'Ravity has the least power. It is in the water things are unhindered. In the water, things grow great..."
Country/Kingdom: Hashima
Capital: Nariya
Naga buildings: Towers have two possible build orders: One for the swamp, one for the sea/ocean. Towers are built with descending glass and steel tank-rings. Whenever a city levels up into the next ring, the player must decide to build either a swamp ring or an ocean ring. That ring can only build the related buildings. If a player chooses, they can replace the ring (either by flooding or draining it) though it is expensive. If an ocean level is followed by another, which is then drained for a swamp level, the dwellings relying on the ocean dwellings above will lose 25% of production. (Never less than one creature)
Creatures: Sea Build followed by Swamp.
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Note: There are 4 possible upgrades for the School of Fish: 2 upgrades, and then depending on whether it is a swamp or sea level there is a different possible upgrade.
General stats: Naga units generally have
Average to High Attack
Low to Average Defense
Damage: All over the board
Initiative: High
Speed: Average
Health: Low
Mana: High
Shots: High
Growth: Low
Similar to the Dungeon, many Nagas have rather high stats, and thus their growth rate is low to compensate.
Racial Skill: Levitation: Most creatures move two dimensionally: Forward, backward, left, right. However, Nagas have perfected a way to move in three dimensions, which includes up and down. During a creatures turn, the player presses [SHIFT] in order to display the alternate, Ascended movement tiles. For each level of mastery, there is another movement level, which is higher, but the unit cannot move as far (-2 to speed, then - another per level (first 2, then 3, then 5, then 8))
If a player ascends a creature (I’m really sure I’ve explained this multiple times before) the creature cannot be attacked with melee attacks, barring Titans, Cyclops, or any other ridiculously tall creatures, or creatures that can fly. Shooters and Casters can attack it, and spells can be used. The creature can shoot or cast, and any creature that can attack over a long distance (spears, Dragon Breath) can hit one tile, beside or directly beneath them. It costs Mana.
Basic Levitation: Creatures gets +1 speed, and Creatures level 1-2 can be levitated 1 ascended level. Creatures can fly over small objects. Mana drain is creature level per creature level.
Advanced Levitation: Creatures gets +2 speed and Creatures level 1 - 4 can be levitated. Mana drain is creature level - 2 per creature level.
Expert Levitation: Creatures gets +3 speed, and Creatures level 1 - 6 can be levitated. Creatures can fly over castle walls, and be out of range of Titans, Baloths, Cyclops, etc. Mana drain is creature level - 4 per creature level.
Ultimate Levitation: Creatures gets +1 speed for every 7 hero levels, never less than +4. All Creatures can be levitated. Mana drain is creature level - 2 per creature level.
Admiral: Naga Hero
Focus: Attack, Knowledge
Heroes are either Nagas riding a Seahorse with the trident symbol beneath them, or Lizardmen riding Kelpies with the same symbol. There isn't a difference, it just adds variety. A town with more Swamp rings than Water rings is more likely to produce Lizardmen Heroes. More Sea Rings produces Naga Heroes.
[Sorry for the small creature tables, Photobucket auto resizes and, I only have Basic Alcing. If you know how to fix the problem, please tell me. If you want full resolution ones, please Email me. jeflin3@comcast.net ]
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How exactly is luck a skill?
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actionjack
Promising
Famous Hero
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posted August 22, 2007 06:14 AM |
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------------------------------------------------------------------
FOREWORD:
Well, sorry for the dealy. Got distracted latly by something else.. thus did not finish this up as well as I hope. Thus lacking the history or other info... (well, I am not good at writing lore anyhow)
Anyhow, this time is more as a guest entry. Its not thing too special or creative.. (thought I still like the flooding)... Its actually modificiation of my old idea.. found in this thread.
http://heroescommunity.com/viewthread.php3?TID=19699
Which is actually "born" from inspiration of Alc's aqua faction, and the Naga faction thread (that was running for a bit).
Try to balance it out a bit more, hopefully would be better. (as the old one is a bit overpowering ins certain units)
Well, it was fun. Hope to join more activity. Good Luck all.
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Sunken Aquarium - Mermarian Ocean Town
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Theme: Mermarian Sunken Aquarium
More of a Greek Atlanta Theme. Mermarian appear more like a sea-elf, with blue skins and gills. They could also shape change to have a more sea-eel like form, and can also change half to be just one form and other half to be another. Control a vast under-sea empire.
Creatures
Lv. 1 Sea Floater / Man of War
Lv.2 Mermarian Harpooner / Mermarian Trident
Lv.3 Giant Turtle / Steel Back
Lv.4 Naiads / Siren
Lv.5 Couatl / Rainlord
Lv.6 Mermarian Summoner/ Mermarian Queen
Lv.7 Kraken / Scylla
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Lv. 1 Sea Floater / Man of War
(Jellyfish like)
Not a very powerful creature, play more like a Pixie. However, their stunt touch would help reducing the effective of their enemies, helpful against the higher levels.
Attack: 1/2
Defense: 1/1
Damage: 1-2 / 1-3
Hit Points: 4 /5
Speed: 6 / 7
Initiative: 12 /13
Shoots: 0
Mana: 0
Abilities:
-Flyers
-Amphibian
-No enemy retaliation
-(U) Stunt Touch: Reduce the imitative of attacked creature by half for the next turn.
Lv.2 Mermarian Harpooner / Mermarian Trident
Basic level two shooter like the Archer. However, can do additional damage if can line multiple target in one shot.
Attack: 3/4
Defense: 2/3
Damage: 2-5 / 2-6
Hit Points: 8 /10
Speed: 4 /4
Initiative: 7 /7
Shoots: 6 /8
Mana:
Abilities:
-Shooter
-Amphibian
-No Melee Penalty
-Penetrating Throw*
-(U) Penetrating Throw: Hit all creatures in the line of attack.
Lv.3 Giant Turtle / Steel Back
The tanker of the bunch. Very very slow, but also have the best defense and hit point. Not very useful in attacking, but does help if your hero is a mage type.
Attack: 4/6
Defense: 5/8
Damage: 2-4 / 2-6
Hit Points: 36 /40
Speed: 4 /4
Initiative: 5 /4
Shoots: 6 /8
Mana:
Abilities:
-Amphibian
-Large Creature
-Shell In: Gain 50% more defense when go in defensive mode.
-(U) Spike Shell: Inflect 20% damage to any melee attacker attacking this creature. (credit to Alc)
Lv.4 Naiads / Siren
Have very weak stats, barely can be pass off as a decent shooter. However, they biggest advantage is their mind-related spell, and their upgraded ability is a great counter to any ranger shooter creatures.
Attack: 6/7
Defense: 5/7
Damage: 6-12 / 6-8
Hit Points: 32 /30
Speed: 4 / 4
Initiative: 10 /8
Shoots: 5 / 4
Mana: 15 / 18
Abilities:
-Aquatic
-Shooter
-Caster* (Spells: Slow, Confuse / Frenzy)
-Immunity to Water
-Immunity to Mind Control (U)
-Song of Seduction (U): (Active ability) Draw a select creature in, making it attempt to move as close to the Siren as possible (but move only at half of its speed), and loose half of its accumulated initiative.
Lv.5 Couatl / Rainlord
The Flyer of the group. Not a really a strong attacker, but have some attack spells to use. With Nimble and unlimited retaliation, could park them at back of enemy line. The Rain caller ability will greatly help rest of your amphibian troops.
Attack: 12/14
Defense: 12/14
Damage: 8-18 / 6-24
Hit Points: 54 /62
Speed: 7 /8
Initiative: 15 /16
Shoots:
Mana: 8 / 14
Abilities:
-Flyer
-Caster*,
-Nimble: 25% chance of evade any physical attacks.
-Unlimited retaliation
-Hypnotize Gaze: active ability, target a selected creature (must be only 1 sq away), and that creature will be hypnotize and not take any action. The hypnotize will break off if the hypnotized creature is attack, of if Couatl is attacked or take another action.
-Rain Caller (U): (active ability) increase one level of flooding on the battlefield.
Lv.6 Mermarian Summoner/ Mermarian Queen
Low in attack and defense, but a powerful caster. The Flood will be similar to Herofs ability, and greatly help other amphibian units.
Attack: 18/20
Defense: 16/18
Damage: 15-22 / 15-24
Hit Points: 70 /80
Speed: 4 /4
Initiative: 8 /9
Shoots: 4 /4
Mana: 14 / 18
Abilities:
-Amphibian
-Shooter
-Caster*, Spells: Ice Bolt, Circle of Winter, Summon Water Elemental (12 mana), Flood-1 level of looding for 3 turns (6 mana)
-Mana Destroyer
-Mana Drain (U)
Lv.7 Kraken / Scylla
Very powerful creature, have lots attack and health. Drawback is their slow speed and movement. (much like a lv 7 hydra) They will be come more powerful if keep the battlefield flooded.
Attack: 26/30
Defense: 30/32
Damage: 40-70 / 40-70
Hit Points: 220 /260
Speed: 5 / 5
Initiative: 7 / 7
Shoots:
Mana:
Abilities:
-Aquatic
-Large Creature
-Quad-Tentacle Attack: Creature attack 4-adjacent tiles simultaneously, causing damage to all enemy creatures positioned there.
-Constriction: (active ability) immobilize a target creature (1 tile away). Can use repeatly to immobized more than one creature. The effect only last while the creature remain in direct contact with its victim and does not attack other creature. Effect also end if a creature in the stack is killed.
-Six-Tentacle Attack (U): Creature attack 6-adjacent tiles simultaneously, causing damage to all enemy creatures positioned there.
-No Enemy Retaliation (U):
-Feeding Suckers (U): This creaturefs attack also drain a small percentage of hp from its attack creature, and regain as its own.
Aquatic and Amphibian:
There are 2 creature that are Aquatic and 4 creature that are Amphibian.
An Amphibian creature will gain a different boost when the battlefield is flooded (See Herofs Ability section). Aquatic creature will too, but if the battlefieldfs flood level is less than 3 (puddle and shallow), than all Aquatic creature will take 20% damage each turn, and reduce speed and initative by 1.
Heroes Ability- Wave Caller
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Aquarium Heroes are call Sorceress or Summoner. As the name imply, they are more of Magic than Might. They specialize in the summoning and water/destructive magic.
They also have a special racial skill call Wave Caller. On use in battle, it will Flood the battlefield one level.
Basic Wave Caller: Hero can call in 1 level of flood that last for 2 turns.
Advance Wave Caller: Hero can call in 1 level of flood that last for 3 turns.
Expert Wave Caller: Hero can call in 1 level of flood that last for 5 turns.
This ability can be used repeatly (as well as several units have similar ability as well), and the level of flooding can be compounded (add up).
A field can be flooded to max of 5 levels, each with various effect:
Flood Level 1: Puddle:
All Amphibian and Aquatic Creature gain 1 extra initiative.
All creatures take 10% more lighting damage and 10% more Ice damage.
Flood Level 2: Shallow:
All Amphibian and Aquatic Creature gain 1 extra speed + all above
All creatures take 25% more lighting damage and 25% more Ice damage.
Flood Level 3: Pool:
All Amphibian Creature gain 10% extra defense + all above
All Land bound Creature reduce by 1 speed
All creatures take 50% more lighting damage and 25% less fire damage.
Flood Level 4: Ocean:
All and Aquatic Creature gain Dive ability + all above
All Land bound Creature reduce 1 initiative + all above
All creatures take 25% more lighting damage and 50% less fire damage.
Flood Level 5: Deep:
All Amphibian and Aquatic Creature gain 1 extra speed + all above
All Land bound Creature suffer 5 hp damage each turn + all above
All creatures take 25% more lighting damage and 50% less fire, ice, earth damage.
Also at level 4 and 5, all and Aquatic creature can gain a Dive active ability, which allow them to dive under the water. When dived, they gain 75% to avoid any physical attacks, but can only move at half of speed. They can resurface if take damage, use the resurface ability, attack or use ability, or if the water level drop. When resurface, they take longer (66% less of their initiative) to have its next turn.
Tidal Wave: (active ability) Cause Water damage to all enemy units, and cause a flood level of 2 for 1 turn.
Lasting Tide: Water level remain on battlefield one turn longer.
Gilled Lung: Target creature gain Aquatic stats for the next 3 turns.
Sea Guardian: Summon a Water elemental. Its stats improve according to the level of flooding currently on the field.
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Aculias
Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
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posted August 22, 2007 08:49 AM |
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See Fofa, you should of did some hard work like Daystar here.
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Dreaming of a Better World
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GenieLord
Honorable
Legendary Hero
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posted August 22, 2007 10:25 AM |
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Two of Daystar's images don't work. They probably include the creatures line up and the creatures' abilities. I don't post the results of the round and of the contest until he fixes that, becuase it's just isn't fair for him to get a lower score just becuase images don't work. I'm sure you all can understand.
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted August 22, 2007 10:53 AM |
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Geez Daystar, that is some amazing graphical work... though it really ain't fair of you to sneak up on everyone at the last minute...
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 22, 2007 12:37 PM |
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Quote: The Tower
This is a very exciting entry. I would like to leave a few comments.
Quote: Naga buildings: Towers have two possible build orders: One for the swamp, one for the sea/ocean. Towers are built with descending glass and steel tank-rings. Whenever a city levels up into the next ring, the player must decide to build either a swamp ring or an ocean ring. That ring can only build the related buildings. If a player chooses, they can replace the ring (either by flooding or draining it) though it is expensive. If an ocean level is followed by another, which is then drained for a swamp level, the dwellings relying on the ocean dwellings above will lose 25% of production. (Never less than one creature)
This is a lovely idea - I think it will be a mess in terms of game-play, but wth, I love the way you've implemented it in the city designs through those rings. I'm not sure I understand the interdependancy on the rings in the last thing you say - am I understanding you right, that if I build 3(Ocean) - 4(Ocean), and then drain 3(Ocean) -> 3(Swamp), then 4(Ocean) will lose 25 % of growth? And if that is the case, for how long will this last? I think it's an overly strict penalty, which I don't see the necessity of.
Quote:
Please get these images fixed - would love to see your creature suggestions!
Quote: Note: There are 4 possible upgrades for the School of Fish: 2 upgrades, and then depending on whether it is a swamp or sea level there is a different possible upgrade.
I'm not quite I understand this - what is this School of Fish? Is what you're saying simply that there will be 4 upgraded creatures at each level (Ocean1, Ocean2, Swamp1, Swamp2) - or is this refering to something else?
Quote: Racial Skill: Levitation: Most creatures move two dimensionally: Forward, backward, left, right. However, Nagas have perfected a way to move in three dimensions, which includes up and down. During a creatures turn, the player presses [SHIFT] in order to display the alternate, Ascended movement tiles. For each level of mastery, there is another movement level, which is higher, but the unit cannot move as far (-2 to speed, then - another per level (first 2, then 3, then 5, then 8))
I don't understand these movement restructions! Please exemplify.
Quote: If a player ascends a creature (I’m really sure I’ve explained this multiple times before) the creature cannot be attacked with melee attacks, barring Titans, Cyclops, or any other ridiculously tall creatures, or creatures that can fly. Shooters and Casters can attack it, and spells can be used. The creature can shoot or cast, and any creature that can attack over a long distance (spears, Dragon Breath) can hit one tile, beside or directly beneath them. It costs Mana.
Hmmm - this screams of abuse in creeping, but I suppose the Mana restriction will perhaps manage to outweigh this. We are talking mana/round, right? Because otherwise it would be out of control, but with a mana/round condition, it might work with proper balancing.
Quote: Basic Levitation: Creatures gets +1 speed, and can be levitated 1 ascended level. Creatures can fly over small objects. Mana drain is creature level per ascension level.
Advanced Levitation: Creatures gets +2 speed, and can be levitated 2 ascended levels. Creatures can fly over large objects. Mana drain is creature level - 2 per ascension level.
Expert Levitation: Creatures gets +3 speed, and can be levitated 3 ascended levels. Creatures can fly over castle walls, and be out of range of Titans, Baloths, Cyclops, etc. Mana drain is creature level - 4 per ascension level.
Ultimate Levitation: Creatures gets +1 speed for every 7 hero levels, never less than +4. Creatures have unlimited flight, and creatures that already had flight get battle dive. Mana drain is 1 (or 2 for large creatures, 3 for giant creatures) per level.
I'm not sure I see the necessity of THAT many levels of acendance. Wouldn't it be sufficient to have only two levels - ground level and sky level - and let you mastery of Levitation control which units can Levitate? Basic = level 1-2; Advance = level 1-4; Expert = level 1-6; Ultimate = level 1-7. Very similar to Gating. I think this would make it easier to use during game (5 levels will be completely confusing!). Maybe I've missed some point, but what do you gain from ascending to level 4 rather than level 2? If you et immunity to shots or attacks, then it reaks overpowered anyway, so good riddance ...
Also, Ultimate Levitation in your suggestion seems overpowered.
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What will happen now?
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted August 22, 2007 01:17 PM |
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Thanks for the review. The pictures work for me, I don't know why they don't for you guys.
Also, I agree about ascension, I will fix that.
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How exactly is luck a skill?
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted August 22, 2007 01:24 PM |
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Edited by Cepheus at 22:16, 22 Aug 2007.
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It really is a nice faction, though. Three things. One - you seem to lack a racial history, though that's only a minor thing I guess. Two - none of us are able to see the missing images. Try uploading them to Photobucket and using the direct links to display them here. Using the picture URLs tells me that the page doesn't exist. Three - what about the Naga hero? What will it be called, what are its stats and how about some names?
Just my opinions.
EDIT: Daystar has fixed the images, so I retract number 2. Thanks Daystar.
EDIT 2: Daystar has either added the Admiral hero or I didn't see it there before, so I take back number 3 as well.
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GenieLord
Honorable
Legendary Hero
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posted August 22, 2007 01:27 PM |
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Do you want me to give you a few more hours to discuss about things?
I can recheck the entries in a few hours and then post it. Is that okay with you?
Edit: Daystar, the pictures still don't work. Cepheus is right - upload them via PhotoBucket, like you did with the rest.
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xerox
Promising
Undefeatable Hero
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posted August 22, 2007 07:55 PM |
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Edited by xerox at 20:27, 22 Aug 2007.
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Holy crap, thats awesome images! Must have been hard.
Anyway im going to try to balance my creatures one last time now.
edit: last balancing complete, included quotl this time.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted August 22, 2007 10:03 PM |
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Quote: I'm not sure I understand the interdependancy on the rings in the last thing you say - am I understanding you right, that if I build 3(Ocean) - 4(Ocean), and then drain 3(Ocean) -> 3(Swamp), then 4(Ocean) will lose 25 % of growth? And if that is the case, for how long will this last? I think it's an overly strict penalty, which I don't see the necessity of.
I just meant creature growth boost buildings. Eg, Treasure Cave of the Academy. Other buildings remain unaffected.
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How exactly is luck a skill?
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Fofa
Famous Hero
Famous? Me?!
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posted August 22, 2007 11:33 PM |
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Quote: See Fofa, you should of did some hard work like Daystar here.
You seem to pick on me most of the time, don't you?
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Creator of the Guild and Prison towns for ICTC.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted August 23, 2007 02:58 AM |
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Can peoples sees my images nows?
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How exactly is luck a skill?
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Fofa
Famous Hero
Famous? Me?!
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posted August 23, 2007 03:29 AM |
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I've always been able to see them.
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Creator of the Guild and Prison towns for ICTC.
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Aculias
Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
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posted August 23, 2007 04:02 AM |
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Sure they are nice images.
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Dreaming of a Better World
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