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Thread: H2 factions in H3 | |
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Aquilo
Tavern Dweller
Pecking at goblins
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posted September 20, 2017 09:54 PM |
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Edited by Aquilo at 22:08, 20 Sep 2017.
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H2 factions in H3
Hello,
I want to tell you what I thought up recently. I hope there wasn't a thread like this before, whatever, here we go:
My favorite HoMM game is the third one, however, I also really like HoMM2. I noticed that the creatures in H3 have been swapped between factions and are different, for example hydra is in Fortress, not in warlock town (Dungeon in H3). So I wondered how would it be if there were H2 factions in H3.
Rules:
- most h2 creatures are present in h3, so that will make things easier
- Factions: Warlock (Dungeon), Sorceress (Rampart), Wizard (Tower), Necromancer (Necropolis), Barbarian (Stronghold), and Knight (Castle).
- in h2 there are only six creatures in town, however in h3 there are seven. I'm not gonna reduce it to six so there will be one creature that was not present in certain faction in h2
- Some creatures will be changed a little or renamed to match their h2 friends
- In h2 not all units could be upgraded. I'm not gonna change this either
- Creatures moved to different tiers will have changed stats
Ok, let's get started with towns:
A. Knight
town: castle
original line-up: peasants, archers-hunters, pikemen-veterans, swordsmen-swordmasters, cavaliers, paladins-crusaders
new line up:
1. Peasant
(normal, hopeless h3 peasant)
Upgrade: Soldiers
(actually usable peasants with armour and spear instead of pitchfork)
Dwelling: Hut (edited Monastery)
2. Archers -> Marksmen
(the only thing I am going to change is archer, i will give him an actual bow... i know in h2 there are archers and hunters who have a robin hood look, but I personally think that more soldier-y look and crossbows suit castle better)
Dwelling:
3. Pikemen
(pikemen with buffed up stats)
Upgrade: Veterans
(idk i may just use stronger halberdiers...)
Dwelling: Guardhouse
4. Swordsmen
(unchanged)
Upgrade: Master swordsmen
(bigger sword, shoulder armor)
Dwelling: Barracks
5. Paladins
(crusaders, but lacking shield and holding bigger sword in both hands)
Upgrade: Crusaders
(gold armour, even bigger sword)
Dwelling: Paladin sanctuary (renamed griffin bastion)
6. Cavaliers -> Champions
(unchanged)
7. Angels -> Archangels
(unchanged)
As you can see, I swapped tiers of Paladins and Cavaliers because Cavaliers in h3 are excellent as 6 tier, and I think jousting cavalry is more dangerous than a knight. Also I kept Angels, mostly to make the new Castle less boring and human-y, and Crusaders or Champions are not good for tier 7.
B. Sorceress
town: rampart
original line-up: sprites, dwarves, elves, druids, unicorns, phoenixes
New line-up:
1. Pixies -> Sprites
(unchanged)
Dwelling: Magic huts (edited centaur stables)
2. Dwarves -> Battle dwarves
(unchanged)
3. Wood elves -> Grand elves
(unchanged)
4. Druids
(renamed monks)
Upgrade: Greater druids
(renamed and recolored <purple or green> zealots)
Dwelling: Enchanted spring (im not sure whether to replace it with stonehenge or not...)
5. Dendroid guards -> Dendroid soldiers
(unchanged)
6. Unicorns -> War unicorns
(unchanged)
7. Firebirds -> Phoenixes
(unchanged)
Dwelling: Red tower (edited dragon cliff)
C. Warlock
town: dungeon
original line-up: centaurs, gargoyles, griffins, minotaurs, hydras, green, red, black dragons
New line-up:
1. Centaurs
(centaur but with a bow)
Upgrade: Centaur captains
(centaur captain but with a bow)
Dwelling: Centaur camp (edited warren)
2. Gargoyles -> Obsidian gargoyles
(unchanged)
Dwelling: Stone tower (edited pillar of eyes)
3. Griffins -> Royal griffins
(unchanged)
Dwelling: Griffin nests (renamed harpy loft)
4. Medusas -> Medusa Queens
(idk maybe I will give them staffs and make them sorceresses so there aren't two half human half animal archers in this town)
5. Minotaurs -> Minotaur kings
(unchanged)
6. Hydra -> Chaos hydra
(i think i will give them snake bodies to match their h2 ancestors and make them look smaller because tier 6 can't be that big)
Dwelling: Hydra lair (edited manticore lair, maybe with pond inside)
7. unchanged dragons
D. Wizard
town: tower
original line-up: halflings, boars, golems, rocs, magi, titans
New line-up:
1. Halflings
(unchanged)
Upgrade: Veteran halflings
(maybe bigger stones, helmets and white clothes)
Dwelling: Workshop
2. Boars
(boar rider without rider)
Upgrade: Savage/Fierce boars
(maybe bigger and white to match snowy mountains)
Dwelling: Boar arena (edited golden pavillion)
3. Iron golems
(unchanged)
Upgrade: Steel golems
(silver iron golems)
Dwelling: Golem factory
4. Magi -> Archmagi
(unchanged)
5. Rocs -> Thunderbirds
(unchanged)
Dwelling: Eagle sanctuary (renamed parapet)
6. Genies -> Master genies
(unchanged)
7. Giants - Titans
(unchanged)
E. Barbarian
town: stronghold
original line-up: goblins, orcs, wolves, ogres, trolls, cyclopses
new line-up:
1. Goblins -> Hobgoblins
(unchanged)
2. Orcs -> Orc chieftains
(more boar-like and with crossbows)
3. Harpies -> Harpy hags
(unchanged)
Dwelling: Cliff nest
4. Dire wolves
(wolf riders without riders
Upgrade: Savage wolves
(wolf raiders without raiders)
Dwelling: Wolf pen
5. Ogres -> Great ogres
(loses ability to cast bloodlust but gains more damage)
6. Trolls -> Battle trolls
(trolls, but with rocks and act like cyclopses, recoloured upgrade)
Dwelling: Troll bridge (edited cyclops cave)
7. Cyclopses -> Cyclops kings
(like in h2)
Dwelling: Cyclops cave (renamed behemoth crag)
Why harpies? Because they nicely suit barbarians and are also present in that faction in newer games.
F. Necromancer
town: necropolis
original line-up: skeletons, zombies, mummies, vampires, liches, bone dragons
1. Skeletons unchanged
2. Zombies -> Mutated zombies
(walking dead with purple upgrade)
3. Mummies -> Royal mummies
(basic: mummy without ornaments and with poorer staff, upgrade: mummy)
Dwelling: Tomb of curses (edited tomb of souls)
4. Vampires unchanged
5. Liches unchanged
6. Dread knights unchanged
7. Bone dragons unchanged
Disclaimer: I am not totally 100% sure that I will make this, because it's not that easy, and I don't have that much free time, so treat this thing as a speculation for now
Ps. I hope you like it
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birbdz rulez!
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PandaTar
Responsible
Legendary Hero
Celestial Heavens Mascot
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posted September 20, 2017 10:58 PM |
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Hello there!
H2 is my favorite, followed by H4, then H3. Something that I did preferred back then was the uneven feeling about H2 factions. Knights had no such Angels in their ranks, so they felt vulnerable, at the same time, they would rely on numbers and loyalty (Morale) and speed. Not every unit had upgrades either, making them feel a bit more unique and special, same for those that didn't need any, they were good or had their roles anyway.
Regarding this subject, I would suggest you to try and find out a way to keep that feature in mind when designing line ups, at least as a second option. That's the only feedback I would have on this, because I cannot really pry out motivation by playing factions that have basically switched units here and there, rather than keeping the real H2 structure in mind, you see.
All in all, carry on. o/
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"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2
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Aquilo
Tavern Dweller
Pecking at goblins
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posted September 20, 2017 11:41 PM |
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Ok I understand
And I will have to move this thread because I accidentaly posted it in H5 modders workshop...
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted October 01, 2017 04:48 PM |
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Edited by Galaad at 21:15, 01 Oct 2017.
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Moved from the Modders' Worshop.
You might be interested to keep an eye on the Succession Wars mod.
Edit @Kiryu OP opened it again in Library (http://heroescommunity.com/viewthread.php3?TID=44696), same thread, guess this one could be locked?
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kiryu133
Responsible
Legendary Hero
Highly illogical
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posted October 03, 2017 04:16 PM |
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Locked because it does not belong here and a separate thread has been opened in a more fitting forum.
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It is with a heavy heart that I must announce that the cis are at it again.
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