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Thread: Plants of Might and Magic | |
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Marelt_Ekiran
Promising
Famous Hero
Watcher of All
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posted April 11, 2003 04:48 AM |
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Plants of Might and Magic
and other battlefield features.
After all, Axeoth is a magic country, so the landscapes should also show a bit of magic. There could be living plants as guardians of treasures or simply to bug you as you explore the world. Plants are absolutely immobile on the adventure map and cannot possibly be hired or end up in a players army. In that case, you don't have to worry about balance between players and let fantasy do its work.
All plants should be connected to a specific terrain and receive bonusses on those terrains.
Perhaps, this idea is a little far-fetched, but perhaps it should be possible to have a few neutral plants appear during a battle between two players, who just snap at whatever is closest (as if they were under the berserk spell).
I'll give a few examples of the plants. The levels are an approximation of their strenght and do not reflect to any creature building sequence.
Level 1:
>Nettle< (alligned to dirt)
These magically animated nettles actually jump at their victims. They inflict medium damage and have medium speed. They also inflict pain (attack and defense drop by 20%). They are overall just like any other level 1 creature.
>Clovers< (alligned to grass)
Clovers fly on the wind and have good defense, but low attack. They have the special ability that they leech on the luck of the victim. For every 10 damage, they gain 1 luck and the victim looses 1. If there are many of them, this luck difference can cause trouble.
Level 2:
>Thornbush< (alligned to dirt and sand)
Slow, but though. Has the ability to attack all adjacent enemy troops. They move by replanting their roots.
>Woodbine< (alligned to grass)
Not an impressive enemy on the battlefield, but the scent of this plant influences the mind and can cause some of your troops to joint their side and fight against you, depending on number of woodbines.
Level 3:
>Poison ivy< (alligned to grass and swamp)
This plant crawls over the ground and has a poisonous attack. Slow, but fair defense and attack. The poison ivy can also ensnare one victim at the time, making it impossible for that victim to retaliate.
>Death willow< (alligned to lava)
All creatures killed by this macabre kind of willow immediately become skeletons on the willow's side. They have medium speed, do fairly low damage, but are hard to kill.
Level 4:
>Liane< (alligned to swamp)
A very peculair enemy. The liane has medium speed and the statistics of a level 2, but this is made up by the special ability. For every liane that lives at the beginning of their round, another liane is added. Basically, the amount of lianes doubles every round. This means that their numbers can grow very quickly if you do nothing. A defensive strategy is certainly not recommended.
>Waspwort< (alligned to grass)
More or less as it was known in HOMM4. Shoots poisonous thorns, but I rather see it casting disrupting ray, in stead of weakness. Lowering in defense will be more beneficial in any case.
Level 5:
>Sunflower< (alligned to lava)
Not the pretty plant of which you eat the seeds. This plant is slow, but can cast forgetfullness several times per battle. It also attacks with a ferocious fire attack and is hard to kill as well. Usually, it's low in numbers.
>Agave< (alligned to sand)
The first spellcasting plant appears. The agave can cast fire bolt, quicksand, misfortune and giant strenght. It is very slow and the attack skill is neglectable. Fair defense though.
Level 6:
>Ancient oak< (alligned to grass)
A big tree that beats up your troops very badly. In strenght and speed, consider it the equal of the behemoth. It also has the strenght ability. The weak point is its slow speed. Bringing archers and spellcasters should be the best chance.
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Another idea is to give an army the option of preparing defenses. This cannot be done in a town, only on the battlefield. This costs a full day, in the same way that digging does, but it gives a significant bonus when it comes to a battle. The good point is that the other army needs scouting to see that you actually did build a defense.
Standard bonusses:
+ 20% attack and defense for all creatures and heroes.
+ 2 speed for all creatures and heroes.
+ 1 movement for all creatures and heroes.
Depending on the level of the heroes, you get a number of defense points that you can expend on defenses. The attacker will never be able to see them. These defenses would include landmines, snares (victim loses turn), quicksand and random plants. All of these will be placed randomly, but you have three options:
-Place on enemy half.
-Place on my half (never next to your creatures)
-Randomly over field.
You also get the option for each creature to sacrifice 50% speed and movement for the option to use a trench and thus gain 30% extra defense. This could be a good option for your archers.
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Another point to eliminate a bit of the excessive scouting. Have small packs of animals like wolves (forest), snakes (desert), vultures (lava), boars (dirt), basilisks (swamp) roam the countryside like neutral armies, but with high movement. They are not strong creatures and always low in numbers (don't grow). Your armies cannot attack them and they do not block any road. They will only attack a player stack, if they think they can win. On higher levels of the game, they are no more than decoration, since they will never attack large armies. Their only purpose is to clear the countryside of scouts. Any artifact that the scout carried would be dropped in an artifact pile.
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Weather and day and night have been discussed in other threats, so I won't elaborate on it here. However, I still think that it would just look good if you were fighting that final battle on a stormy night, instead of that eternal nice weather during the day.
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Perception is everything.
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insaneroach
Tavern Dweller
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posted April 12, 2003 05:14 AM |
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Yes! I want plants too!
gIVE, give!!
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streetfire
Hired Hero
slang junky
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posted April 13, 2003 06:22 AM |
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(Quote) >Woodbine< (alligned to grass)
Not an impressive enemy on the battlefield, but the scent of this plant influences the mind and can cause some of your troops to joint their side and fight against you, depending on number of woodbines. (Quote)
does this kind of work like the berserk spell, only more subtlely, and for the liane, maybe is should be 30 or 40 % other wise in numbers of at least 100, they would be nearly impossible for a normal army to kill
(Quote)Another point to eliminate a bit of the excessive scouting. Have small packs of animals like wolves (forest), snakes (desert), vultures (lava), boars (dirt), basilisks (swamp) roam the countryside like neutral armies, but with high movement. They are not strong creatures and always low in numbers (don't grow). Your armies cannot attack them and they do not block any road. They will only attack a player stack, if they think they can win. On higher levels of the game, they are no more than decoration, since they will never attack large armies. Their only purpose is to clear the countryside of scouts. Any artifact that the scout carried would be dropped in an artifact pile.(Quote)
this sounds like a great idea! it will get rid of those annoying creatures stacks of 1, without getting rid of a creatures ability to move indapendantly
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it depends on whether u really wanna toss a salad
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Marelt_Ekiran
Promising
Famous Hero
Watcher of All
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posted April 13, 2003 06:46 AM |
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No, the woodbine skill works in the same way as the charm skill. The woodbine charms a number of your creatures to their side and you will have to kill them in addition to the plants to win the battle.
Hey, I just thought of another artifact:
>Banner of Loyalty< (minor)
Makes all creatures under control of the hero immume to charm and diplomacy.
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Perception is everything.
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Saruman
Famous Hero
On academic leave
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posted April 14, 2003 01:29 AM |
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There are some interesting ideas here. I particularly like the idea of creatures that attack "scouts".
The Banner of Loyalty is a good idea too.
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Thank god I'm an atheist.
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Magus
Hired Hero
Warper of Time-Space
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posted April 14, 2003 02:13 AM |
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though this is a bit off topic, i think they need to add more things to the battlefield. hostile plants are a good start, but they could also add several more things. What those are would depend on how long battles are supposed to represent. if battles only represent like 5 min per round, the specials would be alot different then 20 min per round, or one min per round. There are some things they could had regardless of time
Ley-Line = all casters recharge mana at x mana per round
Ley-Line Nexus= caster group standing on nexus has infinite mana and spell power is increased by 200%. Ley-line bonus also applies
Weather and daytime= many creatures would be adversley affected by rain, snow, heat, cold, humidity, etc. and some creatures would be tired during the night or day (small problem using vamps in sunlight)
If combat is taking place in or around a structure on the adventure map, it sould be incorporated into the battlefield.
If the time scale is long, you could factor in fatigue and cures for it, plus time spent in battle should detract from adventure movement. If an army has depleted their adventure movement they would be at a disadvantage(they are very tired), and if both are exhausted, the battle could be aborted in the middle.
All for now
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So was the land riven by Chaos and Destruction, and so it was cleansed from existence. I did this, the Magus of Ly'kail, Magus of the Sylvan Kingdoms.
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Saruman
Famous Hero
On academic leave
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posted April 14, 2003 10:38 PM |
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Again, some excellent ideas. Magus seems to know about this sort of thing.
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Thank god I'm an atheist.
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Magus
Hired Hero
Warper of Time-Space
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posted April 18, 2003 12:05 AM |
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Some more things...
Assuming a long time scale: every round creatures have a cumulative % chance to lose some points in skills
Example: 1st round: A stack has att:14 def:14 initiative:8 move: 10. they have a 10% chance to lose 1 of a randomally assigned skill. if they dont next round it is 20%, 30% etc. eventually after a long battle an armys reflexes would be shot to hell. undead, elemental, mechanical, and tireless creatures would be immune. Every round would also take an adventure movement point. if the creature goes into negative adventure movement it would lose skills at a very high rate.
Some adventure objects, like the rally flag, could be brought into the battlefield map to be used as a cure for fatigue.
Once again I need to stop early so someone else can use the comp. More later..
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So was the land riven by Chaos and Destruction, and so it was cleansed from existence. I did this, the Magus of Ly'kail, Magus of the Sylvan Kingdoms.
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Lordskeleton
Adventuring Hero
The really REALLY bad guy
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posted April 20, 2003 08:31 PM |
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For the scouthunters I thought that in a forest, you would be somewhat safe on the road but if you leave the trail and enter the forest, there would be a chance that the forest came alive and attacked.
Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.
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Vad gagnar det en människa om han vinner hela världen men förlorar sin själ?
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