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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Another HoMM-RTS-spinoff
Thread: Another HoMM-RTS-spinoff This thread is 2 pages long: 1 2 · NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 21, 2010 06:39 PM
Edited by Jiriki9 at 10:20, 29 Jul 2010.

Another HoMM-RTS-spinoff

Okay. This whole thing is, of course, highly inspired by RabbidCow, who did this first. Nevertheless, I think I'd go in quite different directions, so I'll give my own ideas.

Basically, of course this is RealTimeBased.


Town&Buildings Structure:

Basically there are Town Buildings and Land Buildings. Town Buildings can only be built within the borders of  town (often with a certain level). Exception is the Village Hall, which functions more as a town building, but can be built anywhere.
Also there are Infra- & Defense-Structures which aren't really buildings, but can be built, like ways, streets, walls, etc. Some need to be in Town border some not.
Generally, buildings are built by "builder" units, but there are slight exceptions.

IN an expansion, there would be Embassional Structures, which need to be built in the town borders of another player.

The base of all Towns is the town center. At the beginning, it'll usually be a Village Hall. This can be, as we know it, upgraded to Town Hall, then City Hall, then Capitol - and, also as we know it, You can only have ONE capitol.
All These buildings earn you money - from the houses within it's town borders. Houses are cheap, small buildings, which increase population of the town and pay taxes. They are, therefore, basical, important buildings!!!

Builders can build Town building anwhere within towns and Land-Buildings anywhere at all. Yet some builders will only be able to build certain structures. Some medium or even strong fighters will have building ability for ONE building or Structure. (Like a Legionaire building a street or wall for example).

Ways & Streets enhance the effectiveness of many buildings by linking them to the town center and/or other buildings. They also increase the speed of units walking on them.

Conquering Buildings:
Most units, including heroes, can choose conquer neutral and even enemy buildings, as well as attack them. There is a switch in the unti control for each neutral & enemy buildings between conquer/take control & Attack. Attacked buildings will be destroyed when having no hp left. By default the switch is on Conquering for neutral buildings and on attacking for enemy ones, which is quite senseful, since conquered enemy buildings will have reduced effectiveness for quite a long time after being conquered (20-120 minutes, depending on the building and other things). NEUTRAL DWELLINGS HAVE NO DECREASED EFFECT - EVEN IF THEY ARE LATER CONQUERED BY ANOTHER PLAYER.


General Buildings:
These buildings are general and available for all factions, and have (almost) the same effects. Of course there are soem exceptions, like probably no houses for Necropolis, very special Town Center for fortress, etc.

General Town Buildings:

Village Hall:
Starting building for any town. In most scenarios, especially multiplayer, random, etc., you will begin with a village hall at least.
-Money multiplier: Each Town center has a money multiplier. Village hall has basically 0,5
-Village population Max: Small towns have a maximum of population they can have. For Village Halls it's 500 individuals.

Town Hall:
Upgrade of the Village Hall. Necessary in developing your town.
-Money multiplier: 1
-Town Population Max: 1000

City Hall:
Upgrade of the Town Hall. Allows strong buildinggs & Units.
-Money multiplier: 2
-City Population Max: 2500

Capitol:
Upgrade of the City Hall. Unique for each player. Allows rare units&upgrades.
-Money multiplier: 4
-Town Population Max: n.e.

Fort:
Basic Military Building. Allows building of dwellings & military units & buildings. Attacks enemies closing in. Troops can enter this building. Each town can have only one fort/fort upgrade in it. Allows building of Barricades & Watch Towers.
-Military population max. increase: +5%
-Maximum of (small) units inside: 10

Keep:
Upgrade of the Fort. Allows building of Palisades & basic towers.
-Military population max. increase: 10%
-Maximum of (small) units inside: 20

Citadel:
Upgrade of the Keep. Allows building of Walls, moats & advanced towers.
-Military population max. increase: 15%
-Maximum of (small) units inside: 30

Castle:
Upgrade of the Citadel. Allows building of Strong Walls, advanced defense & strongest towers.
-Military population max. increase: 20%
-Maximum of (small) units inside: 40

Tavern:
The tavern is the basic building where you can recruit Heroes. You can also go to the bar, drink beer, and  listen to some rumors. AND you can also, in a rythmus of soem times, get (minor) QUESTS here. In a Tavern, you'll only get heroes of YOUR race, unless your town is at least a city, where you can also get heroes of factions FRIENDLY to yours.

Inn:
Upgrade of the Tavern. Requires Town Hall. In the Inn, you can get more and more difficult quests than in the tavern, and can allways get heroes of FRIENDLY factions and in a city even heroes of NEUTRAL factions. Rumours are more accurate than in

Guesthouse:
Upgrade of the Inn. Requires City Hall. In the Inn, you can get more and more difficult quests than in the inn, and can recruit heroes of NEUTRAL factions & NEUTRAL HEROES. With a Capitol and an adequate THIEF GUILD you can even recruit heroes of ENEMY factions here. Also, rumours are very detailed and almost as accurate as Thief Guild information (though' free!!!)

Thieves Guild:
Thieves' Guild comes in three levels.
Basically, you can here buy secure, accurate information 'bout other players.
In Thieves Guild level 2 you can also give certain tasks of Thievery and hire thief guild mercenaries. Bought information is cheaper & broader.
In Thieves Guild level3 you can also give taks of advanced thievery, set permanent spies to a certain task (Expensive and long cooldown!). Bought information is much cheaper and broadest. Also you can recruit advanced THIEF units here.
In all leevls, you can get THIEF GUILD quests here.

Warrior guild
Warriors' guild comes in Four levels.
Basically the Warriors' Guild teaches your Heroes Battle Techniques (similar to spells), if they are high enough in the respective Battle Style to master them. You also can buy certain unit trainings here (depending on faction)
In Warrior Guild Level 2 you can also hire basic warrior guild MErcenaries.
In Warrior Guild LEvel 3 you can also hire stronger mercenaries.
In Warrior Guild Level 4 you can hire strognesst Warrior Guild mercenaries and also set the warrior guild to do tasks for you (f.e. Conquer a certain Neutral or Enemy Building for you)
In all leevls, you can get WARRIOR GUILD quests here.

Houses:
Houses increase the population and come in three levels and three calsses:
The levels are small, medium & big. small houses only give a small amount of population, medium ones give a medium amount and big ones a rather big one.
Also there are houses of the three classes of social stage. The lowest social stage gives more population, but less money. The medium gives a normal of both. And the highest gives much money but not so many population. There are restrictions for every class but the lowest in most town levels:
Village Hall: 3 Medium Class Buildings, no High Class Buildings
Town Hall: 7 Medium Class Buildings, 2 High Class Buildings
City Hall: infinite Medium Class Buildings, 5 High Class Buildings
Capitol: No Restrictions whatsoever
SOME FACTIONS DON'T HAVE HOUSE CLASSES!!! (Fortress, f.e.)

Blacksmith:
In the Blacksmith, you can upgrade your units' weapons and armor on alight leve. Can be upgraded to Weaponsmith, or Armorsmith. Heroes can buy weaker equipment (weapons&armor) here.

Weaponsmith:
In the Weaponsmith, you can upgrade your units' weapons to a high level. Heroes can buy strong weapon equipment here. Upgrade of Blacksmith.

Armoursmith:
In the Armoursmith, you can upgrade your units' armour to a high level. Heroes can buy strong armour equipment here.Upgrade of Blacksmith.

Mage Guilds:

General Land Buildings:


Neutral Buildings&Towns:
There can be Neutral Towns & Buildings, belogning to no player and not really a faction.
And there are also, of course, a mass of neutral land buildings.

Neutral towns can build general buildings, but with some restrictions:
-No Capitol.
-No Citadel.

For Dwellings, Neutral Towns can have Neutral Dwellings, which usually are land dwellings.


Unit Stats basics:

Units have soem effecting stats:

Some stats are VARYING, meaning which each action, when they come to effect, they are a bit more or less than the "static" unit stat (+- random number):
-Attack & Defense are main combat abilities. The relation between attackign creatures attack&defending creatures defense determines how much procentual damage will get to the enemy.
-Damage is the basic amount of damage a unit does with ONE successful hit.
-Attack Rate is the time after an attack when the unit can attack again. It is determined by Initiative, which is a "static" stat.

Static stats aren't really static but they aren't varied with every action-. They can, yet, be varied by abilities, spells, etc.
-Health: How much damage a creature can take. MaxHealth is the total, Current Health the stat of the moment.
-Mana Points: I don't think it needs much explanation. Similar to health, though it is used for spells. Some units have similar but different scales.
-Health Regeneration: Health regenerates a bit, slowly, our of battle.
-Mana Regeneration: Mana regenerates a bit, slowly, our of battle.
-Armor: Armor absorbs part of the physical damage dealt to this unit. The absorption is percentual, but mostly also maxed at an absolute value, mostly. The percentuality differs with the type of attack-damage, the absolute value doesn't.
-Initiative: Determines cooldown times of abilities and attack rate.
-Speed: How fast a unit can move (the actual movement speed is also determined by other facts, as terrain)
-Attack Range: How far away this creature can maximal be from the target creature and how near it can maximal come to perform this attack.
-Moral: Moral can trigger everytime the units takes action, though it is very unlikely, mostly. Moral can trigger from Excellent down to Miserable:
~~Excellent Moral enhances Initiative, EXP-Gain of heroes, Attack&Defense and speed (all by a good amount and for a medium time) amd immediately resets all ability cooldowns, as if the ability wasn't used short before.
~~Positive moral enhances Initiative, EXP-Gain of heroes, Attack&Defense and speed (all by a medium amount and for short time).
~~Negative Moral decreases Initiative, EXP-Gain of heroes, Attack&Defense and speed (all by a medium amount and for short time).
~~Miserable Moral decreases Initiative, EXP-Gain of heroes, Attack&Defense and speed (all by a good amount and for a medium time) amd immediately resets all ability cooldowns, as if the ability wasn used in the moment when miserable moral triggers.
If moral triggers, when and which, is determined by the current "moral" stat of the unit. The presence of heroes, being in a town, and many other things have influence on unit moral. Player can see where the moral value is on a scale, right of the unit portrait.

A note on all attack stats: Many units have multiple/different attacks which tehy use in different situations. F.e. a good ranged attack, but that has quite a minimum range and in close combat the other, weaker attack is used.

Unit Types:
Unit come in different types, which are essentially different in function and have weaknesses & strengthes (like in rabbidcows proposal^^)

First an dmost important of all there is the difference between Military, Workers and Civilian units. The one and big difference is that civilian units don't change the working population & neither the current Military population. Workers increase the Working population and Military units increase the current military population.


Heroes:
Heroes are strong, unique units, with a difficile skill system, very expensive, yet worth their money. Every hero you recruit costs more than that before. Also, you have a maximum of 3/4 heroes (not sure)

Heroes gain Experience and grow in levels. Experience is gained -(f.e.) for every killed enemy unit in rather close surrounding of the Hero. The maximum Level I'm not sure about yet. Depends. Probably 25

Each Faction has basic access to two hero classes, each fixed on BATTLE, MAGIC, LEADING or (rarely) ADVENTURE/SPECIAL

Hero can use equipment and artifacts. Based on what you currently have available, a newly hired hero begins with a basic equipment. Many equipment items and artifacts give abilities, some give stats. Of course there are also those which give both.

Hero Skills, Specials and Abilities.
Wanting to stay close to HoMM here, so there is still a skill system.
Many Hero abilities are gained through Skills.
Each faction (maybe even eac class) has a racial skill and each hero has a special. And also the hero can choose 5 other skills at max. Every Skill can be at Basic/Advanced/Expert level, as we know them. For each skill, the hero can also choose perks when leveling up (this whole system shall be very much like the HoMM one, so not too cpmplicated different^^) For each skill, the hero can have maximum 3 perks, though 4 for the racial.

Skills are divided into four subtypes:
-Battle Skills (Might Skills that actually strengthen the hero)
-Magic Skills (enable the hero to learn and master spells)
-Leader Skills (strengthen the units around the hero)
-Adventure Skills(help the hero in other aspects)

Battle Skills:

Attack:
Enhances the Heroes melee attack.

Defense:
Enhances the heroes defense.

Ranged:
Enhances the heroes ranged attack - only sensefull if the hero has a natural (non-magical!) ranged attack or uses a ranged weapon.

Constitution:
Enhances the heroes Health & Health Regeneration.

Run:
Enhances the Heroes Speed.

Glory:
Enhances the heroes moral stat.

Readiness:
Enhances the Heroes initiative.

Magic Skills:

Sorcery:
Reduces the cooldown rate of CASTING and MAGIC abilities.

Mana Channeling:
Reduces the mana cost of all Spells.

Leader Skills:

Leadership:
Increases the moral of all units surrounding the hero.

Offense:
Increases the melee attack value of all units surrounding the hero.

Defense:
Increases the defense value of all units surrounding the hero.

Archery:
Increases the ranged attack value of all units surrounding the hero.

Rush:
Increases the speed of all units surrounding the hero.

War Machines:
Expands the effect of this hero's skills & abilities on siege machines, which are usually uneffected by Leader Skills/Abilities.

Adventure Skills:

Enlightenment:
Increases the ExP Gain of the hero.

Stealth:
Enables the hero to go into stealth mode, in which he can stand and walk quite unseen.


Neutral Hero Classes:

There are neutral Hero Classes beside those of the factions. Neutral hero classes have no racial skill, but one skill they definitely MUST HAVE at the beginning.

The Classes are:

General

Adventurer

more to come...




Rulers:
Each of your town CAN have a ruler. A Ruler can be recruited in City Hall or Capitol. You can't have more rulers than City Halls+Capitol, but rulers can be assigned to smaller towns. Rulers enhance soemthing in the town and slowly get exp...for buildigns built in the town, population growth, etc.
like Heroes, Rulers have skills, though less and they can only pick three.
Normally, a ruler is assigned to a town building, but in case of an attack, you can get him out of it and assist your units. He is as strong as a average/strong unit, depending on his/her level.
Each ruler has a special, but there are probably no ruler-racials.
For Each Facton, there will probably be 10 individual rulers available (though you'll probably never have that much).


Factions Summary:

~~Summary~~

Academy: Wizards, their servants, allies and creations.

Bastion: Orc Faction, not much technology, backed up by goblins, trolls, ogres and such.

Castle: Neutral/Good, mainly Human Faction, Soldiers, Discipline, some technology, only few mosnters

Citadel: Ancient Civilization of High Elves, lovers of art,theoretical science&magic. More wise & calm than the curious wizards.

Dungeon: Dark Elven Faction, added by beasts and such, as well as troglodytes & faceless.

Fortress: The beings of the forest, amongst them wood elves and such.

Haven: Worshippers of Light. Good Faction. In this idea, the angels are backed up by Light-Elves and some Half-Elves.

Inferno: Evil Demon Faction.

Keep: Vampires & their minions. Not many undeads.

Necropolis: Necromancers & Undeads. No Vampires here!

Stronghold: Dwarven Faction with Allies. good technology, weak in magic. Some monsters.

Temple: the Dragon-worshippers, most important of them the lizardmen, and their scaled beasts.


Optional Factions: (not sure bout them now):

Camp: Nomadic Culture (centaurs?)

Grove/Hanging Gardens: Halflings and their allies.

Hive: Insectoids.

Portal: Outpost of beings from another plane. Must choose one element to follow, at the beginning of the game. (element-fixed conflux)

Rampart: Free Beastmen.


Ressources:

Gold is the basic ressource, especially for recruting units, and produced by the village hall.
~Exception: Village Hall of Inferno produces Infernal Energy instead of Gold.

Wood is a ressource used for most buildings and almost all siege machines, as well as some other units.

Ore is a ressource used for many buildings and unit.

Crystals, Gems, Mercury and sulfur are rare ressources which are used for stronger upgrades, advances, buildings & units. Factions use very different amounts of each ressource, from 0 to many...


Population:
Population is a wide-used term in this game. Mainly, it means the "town population" and "total population" - that is the number of individuals living in your town/on the whole map under your color.  (living is not always the right term, though )
A town population grows with the housings in the town, as will with some other buildings. The town population is the sum of all your town population, +land population if there is such (population given from land buildings.).

There is also the "working population" value. Many buildings need working power. If such a buildign starts work, the working population of your town/toal map (in case of land buildings) is reduced. Of course if there's only population from town, land buildings, too, will take the population from there, necessarily. There is no restriction of how much population can go working.

Also there is a maximum of how much military units you can build: the "military population". It has a max value and a current value. The max value is determined by the number of forts & the not working population, the current value is the sum of the population costs of each of your units. The max military population also starts with a definite, permanent bonus of 10 (for the starting troops)
Heroes don't cost population, since they have their own restrictions.

SideQuests:
If you have at least one hero, you can, in certain buildings, both thsoe under your control and neutral ones, accept QUESTS. These are not the main or secondary Campaighn/Scenario Quests, but sidequests, mostly randomly and variable. It's often about slaining a group of monsters or conquering a certain building, getting an artifact, but also things as learning a special skill or spell, or as giving an amount or ressources.
You can only have 2 sidequests active per hero you have. so you'll have to finish yours first once accepted, before you can accept new.
In the campaigns& scenarios, there can often also be given sidequests, which are still no campaign quests. (f.e. could be rescuing some children in a story or so ... or slaining a monster terrorizing a town you pass...you don't need to do so, it's not even a secondary campaign goal, but you can get teh sidequest in the town's inn).

Faction Details:

Now I slowly want to come to the factions, give first example Units etc.

First for...
I - Haven:
"The Worshippers of Light are a mighty faction. They have many followers - also outsider their faction! - and strong Orders beneath them. In their ranks, you find the Light Elves, many Humans, sometimes dwarves, often half-elves, and other folk even."

I.I - Haven Setting:

I.II - Haven Units:

Dwellings, upgrades etc are at the Buildings.

Working Class Units:

~Servant~
Basic building Unit. Can build Buildings in Villages, as well as lower Land buildings. Can be upgraded to Mason.

~Mason~
Advanced building unit. Can build Buildings in Villages & Town, as well as many land buildings. Can be upgraded to sculptor.

~Sculptor~
Expert building unit. Can build any Buildings of Haven.

Infantry Units:

~Pilgrims~
Special Infantry Unit of Haven. Pilgrims are extremely weak, but in case of an attack (enemies have set foot in your town), Haven clerical Buildings set free a lot of them to throw agaisnt the attackers. In case of a surpriseing attack, the pilgrims can maybe hold back the enemy long enough for your "real" troops to arrive.

Cavalry Units:

Ranged Units:

Ranged Cavalry/Mounted Archers:
-

Fantastic/Monstrous Units:

~Angel~
The by far strongest Units of Haven are the angels, which take a long time to recruit and have a long cooldown of when you can recruit the next. Angels can fly, are big, wield a divine sword into battle, Increase the health regeneration of friendly units, hate Demons and do more damage to evil units. Can be upgraded to Cherub/Zeraph.

~Archangel~
RARE unit: There can only be 7 Archangels at most ON THE MAP.
PERSONALIZED unit: Each of the 7 Archangels has a different, important, given name and a slight change in stats.
Archangels are extremely strong Angels, with many powers. Archangels can summon fallen troops back, allow troops to heal during battle, do heavy damage, hate Demons & Undead and have ETERNAL HATE for Archdemons.

Caster Units:

~Novice of Light~
Novice of Light is a weak spellcaster, with more defensive stats & a weak healing spell. Can upgrade to White Monk, Priest of Light or Preacher. Novices of Light can be Elven, Huamn or Light Elven models. They wear decent grey robes which don't show much of their face, anyway.

~Priest of Light~
Priest of Light is the basic spellcaster of Haven, with pretty average stats (for a caster), a holy ranged attack, and two healing spells (one for Health, one for cleaning poison, wounds, etc.)Can be upgraded to Bishop or Inquisitor.
Priests of Light are mostly light elves (soem models will be human, but most elvish) and wear white robes with the emblems of light on them.

~Bishop~

~Archbishop~
UNIQUE unit: You can only have 1 unit of this.
PERSONALIZED unit: Your Archbishop will get a name of the list of archbishop names.
Archbishops are amongst the highest Clerical Figures in the Church of Light. Only biggest cities have one. The Archbishops are mostly more rulers, but they can also enter the battlefield - and then mercy to those who stand against them.

~Inquisitor~
Inquisitors are faithfull servants of the light, but very unsrupelous in their ways. They are leading hunts for heretics and "traitors" and such. Inquisitors are good in damage and have a weak healing spell as well as a mind influenting spell and a damage spell.
Inquisitors wear white clothes with golden, silver and scarlet emblems on it, and hold a red-golden sceptre in their hands.

~Preacher~
Preachers have, comparing to their stats&level, weak magical abilities, but they allways talk heatening speeches, motivating the units around them (attack bonus). Also, their damage (only melee!) is not bad. Can upgrade to Zealots or Peace-Preachers.
Preachers wear a white Dape and grey trousers and shirt beneath. On their head is a grey cap. They are mostly humans.

I.III - Haven Heroes:

Haven has two Hero Classes:
The KNIGHT is mainly leader and Warrior, the CLERICS are mighty priests with divine magic.

Racial Skill:
The Racial of Haven is FAITH.
HAVEN towns generate FAITH like a ressource. It strengthens HAVEN heros and some buildings. Also, some upgrades and some hero and unit abilities use the FAITH up.
For the Heroes, an increasing FAITH skill highly reduces their chance of negative moral to trigger. Also, the FAITH skill serves as a procentual damage reducton (of ANY damage) of 10/20/30 Percent (B/A/E)

Knight FAITH-Perks:
-Counter-Strike: Whenever a friendly unit close to the hero is attacked in melee, the Knight strikes an immediate attack against the attacker. This strike needs FAITH to be performed.
-Valor: all friendly units around this hero, inspired by his valor, gain a bonus on Initiative&Speed, as well as attack.
-Blessed Weapon: All Melee attacks performed by the hero, deal an additional holy damage and have a chance to Stun Evil Creatures.
-CRUSADE (ultimate, needs to have level 15 to acomplish): When used, all your HAVEN units need only 1/5 of the time to be recruited. Lasts 5 Minutes. Has 30 Minutes cooldown.

Cleric FAITH-Perks:
-Blessing of Light: Gives the hero the ability to all 5 minutes BLESS all units around him, enhancing their stats by a good amount for 5 minutes.
-"Protect <hero name>": All friendly Haven units around this hero gain "Protect <hero name>", an ability which gives them a chance to freely take damage meant to the Cleric. The chance increases the less HP this hero has. units can have teh ability to protect different Clerics (though that will decime your army Quickly).
-Lay-on-Hands. Needs contact(very close range ability.) Heals a good amount of damage on the target unit. Healing effect is halved in battle. 60 seconds cooldown.
-



...to be continued, of course

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 22, 2010 06:33 PM

Cool idea! I started a new wave of spinoffs
____________
It's okay to not like things; just don't be a dick about it. - TotalBiscuit

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 23, 2010 01:35 AM

Indeed you did

Thank you for that

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted July 23, 2010 09:34 AM
Edited by VokialBG at 09:40, 23 Jul 2010.

Sounds like copy of WC3 with some new ideas inspired from heroes games.

But still hard work here!

About the rulers, see my "governors" here:

http://heroescommunity.com/viewthread.php3?TID=30827

If you like something feel free to add it, also town leveling system can be used from there...
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 23, 2010 11:41 AM
Edited by Jiriki9 at 13:01, 23 Jul 2010.

Thanks

The governors seem to be partly what I want the rulers to be.

The town level should mainly come with the population & the advance of the town center.

it will and shall not be a copy of WC3 in many aspects. Of course it "steals" from many RTS-games and other games: AoE, WC3, AoM, and all the others I've played^^

In fact, I see not too much siimilarit with WC3, except heroes are restricted, very strong units (and many other games have that, too) and soem of the unit stats (got attack rate & range idea from there, somehow). And HoMM shall be very much in, sicne this shall be as close to homm as a rts can be.

Next, I'll maybe do general buildings (available for all factions).

EDIT: Did town centers, military centers + tavern incl upgrades

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 24, 2010 12:51 AM

Two things:

You have two skills called defense. Maybe call the Leader one Protection?

Also, an idea for an adventure skill:

Bribery: The hero can bribe enemy buildings, converting them to your team. The price of the bribe depends on the strength of the building. (it costs more to bribe a Castle than a House) It doesn't work on Village Halls (or upgrades).
____________
It's okay to not like things; just don't be a dick about it. - TotalBiscuit

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 24, 2010 02:36 AM

Bribe seems to be liek the conquering, which you can do anyway...but it would of course be sensefull to have a skill supporting it

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted July 24, 2010 08:51 AM

Looks interesting, but it sounds a lot like Warlords Battlecry 3.
____________
Skyrim RP? YES!
Here it is!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 24, 2010 11:28 AM

Don't knwo taht game at all^^

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted July 24, 2010 11:46 AM

Well...its a good game. That's all I can say really.
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Jiriki9
Jiriki9


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posted July 24, 2010 01:09 PM

then I take your comment as compliment^^

could need help with racials maybe...

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Berny-Mac
Berny-Mac


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Lord Vader
posted July 24, 2010 01:15 PM

Well for Necro, how would population work?
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MattII
MattII


Legendary Hero
posted July 24, 2010 02:05 PM

Well no matter how well you preserve them, bodies don't last forever, especially when they don't regenerate damage, so they're going to need fresh batches of cadavers eventually, hence, they need a population, plus, undeads are rarely any good for trades like blacksmiths and carpenters. Overall then, you're going to need a pretty good population to support your undead rulers, and they're probably going to be 'somewhat' better off because the rulers aren't going to be nicking off with the food, or asking a particularly great deal in terms of military service.

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Berny-Mac
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Lord Vader
posted July 24, 2010 02:46 PM

Perhaps they start off with a certain number of bodies, which will be can be divided amongst any population type by being raised as such. However, unless you get an Undead Longevity upgrade (which increases general health and regen rate for all Undead units), they wont last too long. To gain more bodies, you can either recycle the ones that you lose (3 dead ones to a new one sounds fair), or kill more to gain more bodies. You can also sacrifice bodies to summon spirit units such as wraiths or banshees. Summoning spirits can only be done by drawing directly from the spirit population. You use up a certain amount of spirits for each spirit unit, and sometimes have to draw from your corpses to create higher tier units such as spectral dragons or dread knights. With a special building, Dark Catacombs Necro can generate bodies at a low rate as well.

All of these combined makes gives Necro a very high emphasis on earlygame expansion and conquest, however, can accumulate all of these bodies and spirits to form a very powerful lategame stage.
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Jiriki9
Jiriki9


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posted July 24, 2010 04:24 PM
Edited by Jiriki9 at 16:44, 24 Jul 2010.

EDIT: sorry, somehiow doubleposted
...
haven't quite decided that yet.
Thought of Necro using tombs or such as houses. For your suggestions: What makes an undead last is the power of the necromancer summoning it. So you can't have more undead units than you have necromantic energy. Several Necro Buildings and some of their Units shall give you this energy, like workers give you ressources, though this is additionally capped by the necromantic buildings, units, etc. (there shall, f.e. also be artifacts increasing your necromantic energy.) This cap shall be reduced for each undead in your army, and for the current NE:
-all undeads cost necromantic energy.
-most undeads can regenerate automatically and/or manually - both will cost NE!
-some upgrades, equipment, etc. will cost NE

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Berny-Mac
Berny-Mac


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Lord Vader
posted July 24, 2010 11:21 PM


I like my idea better.
(Grumble Grumble...)
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Jiriki9
Jiriki9


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posted July 25, 2010 12:24 AM

It is also a good idea, no way to decline...yet I'm not sure wether I want "bodies"as the undead population...

btw, I added some haven units.

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MattII
MattII


Legendary Hero
posted July 25, 2010 10:00 AM

And now we run into a fundamental problem for these sorts of games, what precisely are Necro and Inferno going to use gold for, or Keep for that matter?

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Berny-Mac
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Lord Vader
posted July 25, 2010 10:55 AM

With demons, you could do a protoss type of thing and 'warp' the demon units in through demon gates. With Necro they start off with a certain number of units and use necromancers and liches to raise these units, which can meld together to create even more powerful ones.

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MattII
MattII


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posted July 25, 2010 11:04 AM
Edited by MattII at 11:04, 25 Jul 2010.

Which doesn't answer the question of what the Inferno units would use gold for. Of course, you could take gold as an analogy for metal, but that 'still' doesn't do anything for Inferno.

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