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Heroes Community > Heroes 8+ Altar of Wishes > Thread: War-overlord's Proposal
Thread: War-overlord's Proposal
War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted July 14, 2010 06:06 PM
Edited by War-overlord at 15:41, 22 Jul 2010.

War-overlord's Proposal

Seeing the flood of HoMMVI proposals, I thought to chip in my thoughts about it. Mind that this is work in progress. Still I would like your thoughts about it.

Ok, as one of those few who actually saw potential in Ashan, I'm going to continue in that World. The First game will take place before, during and after Dark Messiah. The format in TotE will continue, with the addition of the addition of Mercenaries. Which I will explain later as I have not fully worked out the system yet. They are basically an 8th creature you can hire for your army, but you can hire other factions mercs without penalty if you ally with them(the Mercs that is), but some alliances are forbidden.

Ok here are 5 factions so far with a bit of background. By now they have been followed by 5 more factions.

Haven: Knight/Archbishop
1 Peasant > Militia | Ruffian
2 Crossbowman > Marksman | Sharpshooter
3 Footman > Squire | Templar
4 Griffin > Imperial Grifin | Mountain Griffin
5 Priest > Inquisitor | Hospitaler
6 Cavalier > Paladin | Champion
7 Angel > Archangel | Seraph
Merc: Conquistador Perk:Goldfever (Conquistadors have such a hunger for gold that they spend most time that they do not use for marching and fighting looking for the precious metal. The hero recieves more gold when picking up gold and recieve a extra gold one day a week.)
Forbidden Alliances= Inferno & Necropolis
Background: Now ruled by Queen Freyda and her Prince-consort Duncan, the Empire had been renamed once more. Now it's name is the Empire of Holy Light, advised to deminish the familial claims other Dukes may hold. The Empire, still faithfull to Elrath, had not be able to remove the claims the Church had made during Isabel's rule, but two have made piece since. The most fanatical elements of the Church have been removed and the doctrine has been softened.

Necropolis: Necromancer/Cryptlord
1 Skeleton > Skeleton Soldier | Orc Skeleton
2 Ghoul > Cryptfiend | Plaguewolf
3 Ghost > Spectre | Banshee
4 Haunted Armour > Vampire Warrior | War Lich
5 Wraith > ArchLich | Vampire Necrolyte
6 Black Knight > Death Knight | Doom Knight
7 Draconic Zombie > Bone Dragon | Ghost Dragon
Merc: Black Guard Perk: Ruthless Uncaring(Black Guards will follow any leader and obey every order given, as long as they are paid. Very few people like the Black Guards but nobody will admit that the Black Guards are better, so they will push on in stubborn refusal to loose faith. Armies are less affected by lowering of morale.)
Forbidden Alliances= Academy & Ziggurat
Background:Under the firm rule of Arantir Heresh has been thoroughly reformed. Arantir had removed most old Necromancers from their power and has installed his own followers. Heresh now also covers a great deal of the former Free Cities of the East and has become a mayor political player in the world.

Academy: Wizard/Battlemage
1 Gremlin Mortar > Gremlin Sapper | Gremlin Mechanic
2 Nomad > Jannisary | Arcane Swordsman
3 Iron Golem > Steel Golem | Brass Golem
4 Mage > Archmage | Sorcerrer
5 Djinn > Djinn Caliph | Djinn Vizier
6 Rakshasa > Rakshasa Radja | Rakshasa Chakram
7 Colossus > Titan | Automaton Giant
Merc: Camel Raider Perk: Packmounts (Camels can bare huge weights while keeping up a steady pace. The Gremlins that ride the camels have packed all they need and the supplies of their new comrades onto their mounts. Including Camel Raiders into your army gives you an X amount of extra movement a day.)
Forbidden Alliances=Stronghold & Fortress
Background: Zehir's time as First of the Wizard's Council was short indeed. An unknown untill then Wizard named Al-Ollanic was elected into the Council in his stead and was made First short after. All-Ollanic, who was born in the Nomad Families of the Desert, has since moved to encorporate his people into the Silverleague

Dungeon: Warlock/Overlord
1 Troglodyte Slave > Troglodyte Conscript | Troglodyte Gladiator
2 Bowgunner > Arbalist | Windlasser
3 Brute > Enforcer | Shadowguard
4 Dark Prophet > Umbramancer | Doompriest
5 Cave Raider > Cave Cavelier | Shadow Rider
6 Manticore > Chimeran Manticore | Corrupted Manticore
7 Grey Dragon > Black Dragon | Red Dragon
Merc: Rogue Perk: Dirty Tricks(Minotaur rogues consider nothing beneath them and as unscrupulous a person you ever might meet. They fight dirty and will teach their contractors some of these tricks for the right price. Armies joined by Rogues may ignore some rules on occasion.(Example, when joined by Rogues, creatures that have No-Retaliation may be realtiated against with an X% likelyhood))
Forbidden Alliances= Sylvan & Academy
Background: The Dark Elves who had been weakened during the Queen Isabel's War and the Second War Under the Mountain, were usurped and wiped out quickly after the Battle of Tallongarde. Now Ygg-Chall is ruled by their former Slaves, the Minotaurs. The Minotaurs however have been corrupted by the Teachings of Malassa What they lack in elegance and refinement from their former masters, the Minotaurs more than make up in brute force and sadism.


Stronghold: Warlord/Shaman
1 Goblin > Goblin Brave | Goblin Slinger
2 Centaur > Centaur Marauder | Centaur Outrunner
3 Warrior > Mauler | Wulfzark
4 Mystic > Earth Mystic | Sky Mystic
5 Boar Veteran > Chieftain | Slayer
6 Wyvern > Paokai | Dragonblood Wyvern
7 Cyclops > Bloodeyed Cyclops | Cyclops Destroyer
Merc: Warmonger Perk: Feverish Rage(These Orcs have such a lust for battle that they always benefit from their Orcish Bloodrage. Whenever they fly into rage, the Warmongers may affect and inspire their new comrades. When Warmonger are boosted by bloodrage, nearby friendly units may gain attack and damage boosts.)
Forbidden Alliances= Haven & Shogunnate
Background:Under Khan Gotai, the Orcs realised that their loose tribal lands were under threat of the other races. Though lacking reason to invade, the other races' organisation would soon crush the Orcs despite their Strength. Now Gotai, Kujin and their child, Maraxor try to reform Ranaar into a confederation of tribes.

Inferno: Demonlord/Cultleader
1 Imp > Familiar | Quasit
2 Horned Demon > Horned Ravager | Horned Leaper
3 Hellhound > Cerberus | Hellworg
4 Magog > Succubus | Incubus
5 Efreet > Efreet Cultist | Efreet Defiler
6 Hell Charger > Nightmare | Hell Stag
7 Devil > Archdevil | Abbyslord
Merc: Hellkyte Perk:Miniongating (Hellkytes hold no loyalty to the Demon Sovereign and they manage to convince other demons to follow them. Every battle that Hellkytes are deployed some lower-level Demons will gate onto the battlefield to assist the Hellkytes)
Forbidden Alliances= Stronghold & Haven
Background:The Demons anxiously await there release upon Ashan by the Dark Messiah. However not all is well in hell, as the loyalty to the Sovereign is waning.

Sylvan: Ranger/Terramancer
1 Pixie > Sprite | Dryad
2 Forrest Guard > Glade Keeper | Grove Keeper
3 Hunter > Master Hunter | Game Warden
4 Druid > Elder Druid | Archdruid
5 Unicorn > Silver Unicorn | Ivory Unicorn
6 Treant > Ancient Treant | Woodbeast
7 Green Dragon > Emerald Dragon | Faye Dragon
Merc: Stag Rider Perk: Riders of the Woods(No unit of troops can traverse forrests or wild lands as fast as the Stag Riders of Irrolan. They are famed for their flanking maneuvers and ambushes and they may lead their allies in such an attack. At the start every battle, the player can opt to have the Stagriders and another unit come in from a different angle of the battlefield. They will arive after an X amount of turns or 2/3 of that if the accompanying troops are cavalry or 1/2 if it is just the Stagriders)
Forbidden Alliances= Inferno & Ziggurat
Background:The Elves of Irrolan have suffered many traumas during the last wars. Findan, who never whished to lead disapears after resigning from his duties. Many are starting to question the old ways of their people. Loyalties shift and many clamour for change, whereas others cling desperately to their traditions. Lest Irrolan fall to infighting, their new King must maintain the piece within before his borders collapse.

Fortress: Thane/Runemage
1 Defender > Shieldguard | Gatekeeper
2 Harpooner > Skirmisher | Javelineer
3 Bear Rider > Blackbear Rider | Whitebear Rider
4 Juvinile Troll > Troll Wrecker | Troll Smasher
5 Rune Priest > Rune Patriarch | Rune Forger
6 Firebird > Phoenix | Pyre Roc
7 Fire Dragon > Magma Dragon | Lava Dragon
Merc: Prospector Perk: Geology(Prospectors are adventurous Dwarves who go out into the world and learn everything about anything they can get their stubby and inquisitive fingers on. Like all Dwarves though, the Prospectors are stout fighters and as such, Heroes tend to hire them. Having Prospectors in your army yealds an x amount of non-gold resources.)
Forbidden Alliances= Sylvan & Dungeon
Background: King Wulfstan has ruled for some time and the Dwarves have prospered because of it. They've made new alliances with the creatures native to their region. However with the rise of the Minotaurs, the Dwarves fear a Third War under the mountain.

Ziggurat: Boglord(Needs new name, not Beastmaster)/Witchdoctor
1 Flytrap > Waspwort | Mandragora
2 Blowdarter > Stinger | Guerilla
3 Savage > Obsidian Savage | Skull Savage
4 Voodoopriest > Hexer | Invoker
5 Bullcroc Rider > Bullcroc Dragoon | Bullcroc Lancer
6 Cockatrice > Cockatrice Condor | Cockatrice Raptor
7 Basilisk > King Basilisk | Leviathan Basilisk
Merc: Poisondoctor Perk:Alchemy (The knowledge of potions and poisons of the Poisondoctors are second to none and they make it their creed to carry as much of them around as they can bare. When one hires them, they share thier knowledge with arrogant glee. Poisondoctors gives the entire army a large chance of resisting poisoned attacks, also they give other friendly units a minute chance of afflicting poison)
Forbidden Alliances= Shogunnate & Dungeon
Background:Nobody realy knows where the Lizardmen came from. Soon after the Battle of Talongarde, they stared poping up in the continent. Though mainly concentrated in the parts of the Former Free Cities not occupied by the Necromancers, the Lizardmen start populating in the swamps and wetlands all over. Untill now their goals are unknown, but with the winds of change blowing all over, it seems the Lizardmen will stirr as well.

Shogunate: Shogun/Abbot
1 Kappa > Kappa Lurker | Kappa Snapper
2 Tengu > Raven Tengu | Hawk Tengu
3 Arquebussier > Musketier | Ashigaru
4 Ronin > Samurai | Blademaster
5 Monk > Taoist | Shintoist
6 Kirin > Celestial Kirin | Glacial Kirin
7 Blue Dragon > Azure Dragon | Cobalt Dragon
Merc: Poacher Perk: Sniping(Even though Elves are universally known for thier archery, the Naga gunners give them a good run for their money. Naga Poacher are hunters by trade and hunt the most valuable and dangerous beasts, nowadays they hire themselves and their longrange guns out to armies around the world. Having Poacher in your army increases the damage done by ranged attacks)
Forbidden Alliances= Fortress & Necropolis
Background: The proud Naga have had an Island Empire as old as that of the Elves, however their people are more and more cramped on the limited islands. The Naga must colonise if they do not want to starve themselves. However the islands and coast they have set their eyes upon will not be given up lightly.


Mercenary system
As I stated above, the Mercenary-system allows your Hero to take an 8th creature in your army. However there is more to it than that. Mercenaries are soldiers that originate from a certain faction, who hire themselves out to other armies. With them they not only bring their strength but they bring certain perks as well. Some of those perks may be more usefull in some situations than others, but I think it adds a layer of depth to the game. Mercenaries are reqruited in towns just like normal creatures, but they can be sold again if the need arises. Mercenaries have a basic growth but they are only half affected by the fortifications.(If a Citadel gives +50%, the mercenary growth only increases with 25%)
Heroes cannot hire every mercenary. Some factions have such a digust of others that they refuse to hire their Mercenaries. Note that this goes for Heroes only, not for towns. Though mercenaires deplete like normal creatures. For instance, Knights and Archbishops from Haven have such a hate for Inferno that they refuse to hire Hellkytes under any and all circumstances. Some perks are listed behind the mercenaries as of now.
Mercenaries do not count towards the endresult of the battle. If a hero has lost all troops except his mercsm, he has lost the battle and the Mercs will defect. Up to all Mercenaries not killed in battle may offer to join the winning side after the battle.
Heroes that have not filled their Mercenary slot may get offers from a mercenary company(1 Week basic growth) at the start of his turn.
Mercenary Morale works different as well. A Mercenary's morale is not determined by the Hero's Leadership, but by the likelyhood his side will win the battle. The more likely a Hero is to win, the higher the morale of the Mercenary. As soon as that likelyhood dips below 40%, the morale of a Mercenary is neutral and will not go lower by itself.
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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 14, 2010 07:22 PM

A few suggestions...

Great factions, but they could use a slight tune up!

Quote:
Peasant > Militia | Fanatic?


Name here could use a little work. Other than that, good job for haven!

Quote:
Dracozombie? > Bone Dragon | Ghost Dragon


Great spin on the necropolis! But dracozombie? Not the greatest name ever...

Quote:
Academy: Wizard/Battlemage


This is my favorite of your factions, but Battlemage sounds like stronghold magic hero, not academy might. Try Spell Sword/Spell Slicer.

Quote:
Troglodyte Slave > Troglodyte Conscript | Troglodyte Gladiator


Pretty good faction, maybe your best (but academy is still my favorite) Maybe instead of Troglodyte Slave, just try troglodyte. Creatures with titles should usually be left for upgrades, unless you plan to use trogs elsewhere.

Quote:
Stronghold: Warlord/Shaman
Merc: Warmonger?


Okay, two things. Replace the Mystic with Shaman and call the hero Battlemage. And Warmonger? Yah... thats a tricky one. Try Axe Thrower.

Hope my suggestions help: )
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted July 14, 2010 07:49 PM

Quote:
Name here could use a little work.

Well Religious Fanatic is a bit to long in my opinion. The point here is that next to normal Peasants and people of the Militia, the armies of Haven are joined by Religious Fanatics. They are normal citizens of the Empire that, fuelled by the speeches and sermons of their priests, flock to join the military. The have no training or professional equipment by they try to make up for that by sheer zeal.

Quote:
But dracozombie? Not the greatest name ever...

I like Dracozombie beter than Dragon Zombie, for Dracozombie implies that it's made from Dragons and Dragon-like species.

Quote:
This is my favorite of your factions, but Battlemage sounds like stronghold magic hero, not academy might.

Well the point here is that Academy is so much Magic oriented that even it's Might Hero is a spellcaster. The Battlemage is a Mage that next to his studies of Magic studies War as well.

Quote:
Creatures with titles should usually be left for upgrades, unless you plan to use trogs elsewhere.


I actually do. The Minotaurs have not enslaved all Troglodytes in the caves. There are still free Troglodytes out there.

Quote:
And Warmonger? Yah... thats a tricky one. Try Axe Thrower.

The point here is that this is the former unit Warmonger. These well armoured Orcs have gone into business for themselves and hire themselves out instead of pledging their alliance solely to the Heroes of Stronghold.
Besides I have planse for the Axethrower already.
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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 15, 2010 04:25 PM
Edited by RabbidCow at 16:30, 15 Jul 2010.

Quote:
I like Dracozombie beter than Dragon Zombie, for Dracozombie implies that it's made from Dragons and Dragon-like species.


Why not bone shadow dragon? Or even flesh dragon or something. IMO Dracozombie sounds a little strange.

Quote:
Well the point here is that Academy is so much Magic oriented that even it's Might Hero is a spellcaster. The Battlemage is a Mage that next to his studies of Magic studies War as well.


I'm still standing by what I said. Maybe it could have the same sorta theme your going for but with a more fitting name like Spellsword or something. But maybe forget what I said about Stronghold. Battlemage sounds wierd when I think about it.

Thats all

EDIT: Whoops! Didn't read your necro so carefully, you alread used bone dragon!
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted July 15, 2010 08:14 PM
Edited by War-overlord at 12:55, 17 Jul 2010.

Added 5 new factions. And have taken a few suggestions to heart.
Added more information om my Mercenary idea.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 17, 2010 02:40 PM

mercenaries seem interesting

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted July 20, 2010 04:10 PM

I like it...

except for boglord, that makes me laugh for childish reasons. (bog= toilet!, beware the turd of the ring!)
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted July 22, 2010 12:04 PM

Quote:

except for boglord, that makes me laugh for childish reasons.


Well, I did admit that the Ziggurat Might-hero needs a better name, but I could not think of something better at the time. Also Beastmaster is out of the question here. Seeing as there are only 3 beasts in the Ziggurat ranks and one those is ridden, where the other is sentient and just below a Dragon in intelligence.

Still thinking for the Merc-perks for the Berserker and the Poacher. I'll go into depth of the factions later.
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