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Thread: Bardona: Land of Legend | This thread is pages long: 1 2 · «PREV |
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Jiriki9
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Undefeatable Hero
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posted March 05, 2014 03:34 PM |
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Quote: the Hydra is a one of a kind monster
"the" Hydra tells it all. In the original mythos, I believe, there is only ONE.
Now, my feedback to the lineups. I'm not sure I understand your division into tank, assault and support unit (are ranged unit support???)
Church
I htink here I like the roman style, but I'm not sure wether I'd keep the name Church for this, with only one clerical unit (or 2, when you count phoenix).
Vale
seems very wilderness-oriented. Will elves come in another faction, later on? I miss a bit mroe of mythos or beast-hybrids like the faun, here. A bit too much beasts, imo (Wolverines, Panthers, Boars AND stags)
Oasis
seems fine. Not too innovative and not as much magic as I had expected in the wizard faction, but why not.
Necropolis
Interesting. Not sure I like it. Many missing. But also some nice ones in.
Cult
Seems a very interesting faction to me!
Cavern
Interesting as well. Not sure, though, wether I'd take this in when other things aer missing more (as they do to me).
Still missing (more or less much):
Harpy, Medusa, Centaur, Ogre, Elves, Golem, Non-champion elementals, Dwarves.
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MattII
Legendary Hero
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posted March 05, 2014 09:14 PM |
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Edited by MattII at 03:40, 09 Mar 2014.
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Jiriki9 said: Now, my feedback to the lineups. I'm not sure I understand your division into tank, assault and support unit (are ranged unit support???)
Assault units are there to go in fast and do damage to less capable units like archers, tanks are basically that, slogging their way up the battlefield, and support is a catch-all for archers, healers and other spellcasters.
Quote: Church
I htink here I like the roman style, but I'm not sure wether I'd keep the name Church for this, with only one clerical unit (or 2, when you count phoenix).
Hooray, success, a decent human faction that is not based on medieval Europe. As for the name, now I come to think about it, church does seem a bit wrong doesn't it?
Quote: Vale
seems very wilderness-oriented. Will elves come in another faction, later on? I miss a bit mroe of mythos or beast-hybrids like the faun, here. A bit too much beasts, imo (Wolverines, Panthers, Boars AND stags)
Well I was getting sick of the whole forest-faction = elves, unicorns concept. As for including elves later, well maybe, but it will involve some shuffling around.
Quote: Oasis
seems fine. Not too innovative and not as much magic as I had expected in the wizard faction, but why not.
That's because it's not wholly a wizard faction any more, it's a faction of desert-dwellers, or which only the most powerful units are magical.
Quote: Necropolis
Interesting. Not sure I like it. Many missing. But also some nice ones in.
Well bone-dragons always felt a little uninspired to me, and I never really felt like the vampires (leastways the draculan ones) fitted in with the rest.
Quote: Cult
Seems a very interesting faction to me!
Thanks. Getting rid of the fire-and-brimstone helped a lot in creating a 'damned' faction.
Quote: Cavern
Interesting as well. Not sure, though, wether I'd take this in when other things aer missing more (as they do to me).
Damn, no matter how you work the dwarves they seem to be unpopular.
Quote: Harpy, Medusa, Centaur, Ogre, Elves, Golem, Non-champion elementals, Dwarves.
A number of these are definitely upcoming.
Edit: Two more factions, and a few more neutrals
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Jiriki9
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posted March 11, 2014 07:26 PM |
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Quote: Well I was getting sick of the whole forest-faction = elves, unicorns concept. As for including elves later, well maybe, but it will involve some shuffling around.
Or maybe neutral Elves? I jsut think: "No elves at all???" that would be something missing, imo...
Quote: Damn, no matter how you work the dwarves they seem to be unpopular.
Didn't realize they're dwarves^^ that makes them more intereysting to me...and that's why I think crea descriptions can be worth the time
Quote: A number of these are definitely upcoming.
...now for the new stuff... I see you shuffled around quite a bit!
Fortress
Humans, no dwarwes? All in all a nice norsey faction.
Quote: Stronghold
oooooorcses! What a wargs and warglings? What warmothers? are goblinsd in? Else fine!
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MattII
Legendary Hero
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posted March 11, 2014 07:45 PM |
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Edited by MattII at 22:51, 29 Mar 2014.
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Okay, all the factions are up now.
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Jiriki9
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posted March 31, 2014 11:02 AM |
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So.
well, I'm not that sure about the last two factions, to be honest.The halflings are very technological, I'd like anothe rnon-mechanical unit. Also, The cycle and the cart are not that different form another, or so it seems. Also, is the Drake flying? Else the facton misses flyers...also, why do halflins turn into gremlins when upgrading (mogwais? )
The Scaled faction has ups and downs. 2Nagae, 2 Lizardmen, a birdman (which feels a bit out of place to me) and a rhino (which is not that my style, but fine). And a chinese-style dragon which I like. I'd maybe take on of the lizardmen or Nagas off and replace it with a similar unit of different species (amphibic humanoids, or other reptile-humanoids.) The Tengu is anoth thing I do not liek that much, but its not that bad either. If you would replace it, I personally would love a return of the dragonfly. And the Rhino could of course be replaced with some other swamp- or jungle dweller, but as I said, I'm fine with it.
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MattII
Legendary Hero
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posted March 31, 2014 09:44 PM |
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Edited by MattII at 07:04, 05 May 2014.
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Jiriki9 said: well, I'm not that sure about the last two factions, to be honest.The halflings are very technological, I'd like anothe rnon-mechanical unit. Also, The cycle and the cart are not that different form another, or so it seems. Also, is the Drake flying? Else the facton misses flyers...
Well I suppose I could switch the cycle out for an autogyro or something.
Quote: also, why do halflins turn into gremlins when upgrading (mogwais? )
Gremlins break things remember, so the term is kind of like saboteur.
Quote: The Scaled faction has ups and downs. 2Nagae, 2 Lizardmen, a birdman (which feels a bit out of place to me) and a rhino (which is not that my style, but fine). And a chinese-style dragon which I like. I'd maybe take on of the lizardmen or Nagas off and replace it with a similar unit of different species (amphibic humanoids, or other reptile-humanoids.)
Well I suppose I could do away with a couple of them.
Quote: The Tengu is anoth thing I do not liek that much, but its not that bad either. If you would replace it, I personally would love a return of the dragonfly. And the Rhino could of course be replaced with some other swamp- or jungle dweller, but as I said, I'm fine with it.
Thing is, while I want the faction to be mostly about Naga, I do want some non-scaly creatures in there.
Edit: there you go, all done.
Edit 2: Most skills and all Adventure Magic spells up now.
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Jiriki9
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posted May 08, 2014 12:51 PM |
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Adventure Map Spells...
a question before: how long is the effect of some lasting spells (like f.e. eagle eye or disguise)?
Overall I really like those spells, especially that there are some new ones in. I'd like some more, though, which are beyond movement, like some "terraforming" spells, an AM-dispel-spell and maybe some city-targeting spells as well.
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MattII
Legendary Hero
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posted May 08, 2014 09:09 PM |
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Edited by MattII at 21:41, 08 May 2014.
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All spells last one day. Not sure about terraforming spells, what did you have in mind? Also, what's AM-dispel-spell what do you mean?
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Jiriki9
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posted May 08, 2014 09:38 PM |
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From your spells, an AM-Dispel would only work on disguise, and that would not be so senseful, so forget about it. Makes snse only when there are spells lasting longer...
With Terraforming I meant...changing Terrain. This can of course mean a huge advantage and should be rather pricely, but I think it nice. Terrraforming spell examples could be:
-Burning the Land: Turns target area into wastelands(or volcanic land/burned land, depending on which terrains there are) permanently.
-Charm of Life: Turns target area into grasslands.
etc...
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MattII
Legendary Hero
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posted May 09, 2014 09:56 AM |
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Edited by MattII at 13:32, 09 May 2014.
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Well I don't know, I'm not overly comfortable with the idea of permanently changing the environment. I'm fairly okay with town-affecting spells though.
On to other matters, I'm looking for a few more damage spells, and would appreciate some ideas. Mind you, I'm not entirely sure about the setup of the spell schools, I'm keeping Adventure Magic separate, but I'm not sure about the others, the 'effects based' setup isn't working, the 'classical elements' setup is worn out, I don't want to use the whole light/dark concept touted in H5, and the 'M:TG' setup of H4 isn't quite what I'm after. I may actually have to invent a system.
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ArdentWyrm
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King of the Elder Dragons
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posted November 16, 2022 10:48 PM |
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MattII
Legendary Hero
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posted November 17, 2022 01:14 AM |
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A good portion of this is outdated, at least in terms of the lineups.
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ArdentWyrm
Famous Hero
King of the Elder Dragons
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posted November 17, 2022 09:58 PM |
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MattII said: A good portion of this is outdated, at least in terms of the lineups.
What do you mean by outdated?
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MattII
Legendary Hero
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posted November 18, 2022 08:08 AM |
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ArdentWyrm said:
MattII said: A good portion of this is outdated, at least in terms of the lineups.
What do you mean by outdated?
They're outdated. Most of them don't exist, and the ones that do are radically different.
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