Race and Town Creation Contest - Please tell me your ideas

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
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soupnazii
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Unread postby soupnazii » 28 Jun 2006, 15:39

redskins, greenskins, their all the same to me... well the centaurs coiuld actually fir really well in either town, it just depends what they look like and how their story is. they could be wild animal-like people who escaped slavery from the Academy along with the orcs and decided to koin them in an attempt to be savages and destroy all non-wild things, or they could be creations of the wizards who were never intended for slavery (or were but earned their freedom in some really interesting and original way that im not going to think of now) and thus arent wild and savage and decided join up with the peaceful and freedom-loving humans of the free cities to live happily ever after.

My favorite idea:
They noble centaurs were made with a purpose for slavery by the all-knowing Wizard of the Silver Cities but there was a battle between the wizards and the wild men of the Far East. The wild men captured the centaurs for their own manic and perverted slave uses, and began pillaging nearby villages and settelments. The Holy Falcon Empire heard of the destruction of their own human settelements (they were actually in the middle of an attempt at an expansion of the Empire by setteling the Far East) and decided that an end must be put to this massacre of their people. They sent a large army to drive back the wild men. When they got there they defeated the wild men, even though a large group ended up retreating (and went on to seek help from the orcs and goblins and all the other green/redskins to form the Stronghold). The army captured the centaurs to return them to the Silver Cities, but they had suffered considerable losses in the giant battle with the wild men, so they were forced to set up a temporary camp and wait for a caravan to arrive to supply them with much needed supplies. However, the caravan never arrived and the small temporary camp went on to become the flourishing citadle and commerce center of Stonehelm, where anybody was welcome (except for orcs and wild men...). When the Falcon Empire finally was able to send for more help the residents refused to leave since the new city was their home now. Stonehelm has suffered innumerable sieges from the wild men and orcs, prevailing victorious every time and with new knowledge of defense and better defending strategies.

i thought all that up right now on the spot, isnt it great?? im so proud of myself :D :D


as a side note, a bonus for the Free Cities might be that they have a 4th upgrade to the castle or maybe just a special building that can only be built once castle id\s built. this upgrade/building would either add a second wall or double the width of the existing wall, or a better idea is that it would double the wall's health and increase the towers' attack.

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Unread postby soupnazii » 28 Jun 2006, 15:40

if that doesnt convince you that centaurs could fit in the free cities, nothing will. :D :D

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Unread postby Bardolph » 28 Jun 2006, 20:21

Regarding Nagas in the water based town, I don't think they fit very well there.
In mythology they are present in the stories of Cambodia, and there are carvings of them in Hindu Temples. I think the town that should have them is an asian inspired town.
If we think about hindu epics such as Ramayana the creatures that most likely will be present are hermits, budist monks, elephants carrying archers or spearmen, siege elephants, monkey general (maybe not a real monkey but a gaudy armored soldier with lots of speed) and the like.
Last edited by Bardolph on 28 Jun 2006, 20:41, edited 1 time in total.

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Unread postby Bardolph » 28 Jun 2006, 20:32

And about centaurs as slaves I have to ask the question why do they have to be slaves?
Let's face it: they must weight at least 3 times than a human, some of them were followers of Dionysus and centaurs scholared heroes like Achilles and Jason.
To stir things a bit I think they should be higher level monsters like level 6 or so with names like Centaur Captain or Centaur Seer and they should give units around them bonuses to attack or initiative.

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Unread postby ThunderTitan » 28 Jun 2006, 21:33

Bardolph wrote: Let's face it: they must weight at least 3 times than a human, some of them were followers of Dionysus and centaurs scholared heroes like Achilles and Jason.
Charon was unique among his kind, all the rest were described as brutish barbarians. I'd prefer them with the Orcs.
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Stronghold Suggestion

Unread postby SinisterBlister » 29 Jun 2006, 01:49

Stronghold Creatures:

Level 1:
Goblin Brigand: Shooter, No Melee Penalty, Moat Crosser/Wall Climber
Hobgoblin Brigand: + Giantslayer (Deal more damage vs. large creatures)

Level 2:
Orc Berserker: Enraged, Berserk (Loose control of the berserker for two turns, it attacks the closest enemy with a chance of dealing double damage)
Orc Dervish: No Enemy Retaliation

Level 3:
Wolf Rider: Packhunter (more wolves, more damage)
Warg Raider: Taunt (Causes that enemy to move/ attack the wargs)

Level 4:
Wyvern: Flyer, Poison Strike (Chance to deal poison)
Greater Wyvern: Crystal Scales (Immune to Harm Touch, Cursing attack, Weakening Strike etc.)

Level 5:
Shaman: Caster
Shaman Elder: Summon Spirits (Summon spirits from dead stack), Detonate Enchantment (Destroys enchantement and damages the stack)

Level 6:
Troll: Shooter, Area Attack, Ballistics (Attack towers/walls)
Battle Troll: Regeneration

Level 7:
Giant Mastadon: Trample (Deals damage to units as it moves along them/through them), Load Goblins (Allows goblins to shoot from inside the canopy on their backs 20 goblins/mastadon)
Dire Mastadon: War Drums (-1 morale to all enemies nearby)

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Unread postby soupnazii » 29 Jun 2006, 12:11

Bardolph wrote:why do they have to be slaves?
because in Ashan all beast-men (including centaurs and minotaurs and harpies and such) were created by the wizards to serve them as slaves.

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Re: Stronghold Suggestion

Unread postby ThunderTitan » 29 Jun 2006, 12:52

SinisterBlister wrote: Level 3:
Wolf Rider: Packhunter (more wolves, more damage)
Warg Raider: Taunt (Causes that enemy to move/ attack the wargs)

Level 7:
Giant Mastadon: Trample (Deals damage to units as it moves along them/through them), Load Goblins (Allows goblins to shoot from inside the canopy on their backs 20 goblins/mastadon)
Dire Mastadon: War Drums (-1 morale to all enemies nearby)

The lvl3 is easily replaced by a Centaur, and seeing as all the lvl7's are the same as H3, the Behemonth is likely to return.
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Unread postby soupnazii » 29 Jun 2006, 13:01

yes, i agree with TT about the lvl 3, but a centaur would only fit there considering it doesnt go in the Free Cities. othgerwise a wolf unit seems likely. for the Warg Raider, the taunt ability would only be usefull if it also has the unlimited retal ability, otherwise its would have to havwe some other less obvious purpose which might also be balanced. the level 7 like TT said will probably be a behemoth but about your idea i think the unupgraded should get the War Drums and the upgraded should get the trample and goblin thing, since the last two are way more powerful and useful. the load goblin thing would need lots of testing and balancing though.

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Unread postby SinisterBlister » 29 Jun 2006, 20:47

The Unlimited Retaliation would be a great addition for the Wargs. Good idea! I've never liked the behemoth, its a giant ape with claws... Ubisoft has really done great things in terms of graphics but I dont think they can improve on this hideous creature which is why i suggested a mastadons that look like the mumakils from LOTR. Centaurs are being incorporated into an idea I am coming up with for a Dwarven Town...

Level 1:
Dwarf Miner: Mining (Grants bonus resources each day)
Dwarf Halberdier: (Loses Mining), Long Weapon

Level 2:
Dwarf Guard: Shooter (Throwing Hammer), Short Range, No Melee Penalty
Dwarf Templar: Stormhammer (Bounces off one target and strikes another target close by, doesnt work when the other enemy is more than 2 tiles away)

Level 3:
Centaur: Enraged, First Strike
Centaur Captain: Banner Carrier (Increases attack and defense of all Dwarf units)

Level 4:
Valkyrie: Flyer, No Enemy Retaliation
Silver Valkyrie: Anti-Magic (Silver Valkyrie summons a bolt of magic that strikes an enemy creature each time it casts a spell)

Level 5:
Bombardier(Mortar): Shooter, No Range Penalty, Mechanical, Shoots Over Walls
Bombardier General: Shrapnel (Every shot sends a wave of shrapnel that peppers all surrounding squares)

Level 6:
Inscriber: Caster, Place Rune (Places a rune 3x3 tile which cannot be seen by the enemy. Anytime an enemy steps on the rune it gets a random dark/destructive magic effect.)
Runemage: Reflect Magic (These are the most powerful dwarven warriors. Their skin has many glowing tattoos that act like the magic mirror spell and will reflect magic towards a random enemy unit)

Level 7:
Roc: Flyer
Thunderbird: Lightning Strike, Lightning Shield (Similiar to fire shield, with chance of stunning)

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Unread postby soupnazii » 30 Jun 2006, 11:45

About the Centaur Captain, is the bonus for all creatures in the town or just for the dwarf unit? Bombardier- why is it mechanical? wouldnt it be a dwarf with a cannon? otherwise call it something else, cause the name is confusing. also, i dont think it needs a "shoots over walls" ability, since im pretty sure all ranged units can. for the inscriber, i think a 3x3 landmine is a bit too big, since even the biggest creatures are 2x2. i think a 1 square landmine is more than enough. the rock is a nice idea, but will probably be used in a stronghold town. i think a lever 5, instead of bombardier, should be a Crystal dragon. actually, keep it how you like and eventually when i have time ill post my own list.

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Unread postby kingcomrade » 30 Jun 2006, 14:28

The Afternoon Elves

The Afternoon Elves can be distinguished from their brethren, the High Elves, Dark Elves, Sylvan Elves, Gray Elves, Blood Elves, Communist Elves, Night Elves, Morning Elves, and Tea Time Elves by their dusky skin color, as opposed to white, black, tan, gray, orange, red, purple, magenta, and union jack, respectively.

Unlike their cliché brethren, the Afternoon Elves are specialists in rifles and are the masters of medieval nuclear technology and have an immunity to radiation. Also, they also have a deep super-secret and shameful dark past that they don't talk about. I'm not going to talk about it either.


Units:

Buildings: Warrens, Cave of Doom, Carrot Patch (+6 Growth)
Level 1 - Bunny Rabbit/Dire Bunny
A vicious creature with big, nasty, pointy teeth like this. ';,,;'
Dire Bunny has Vorpal attack.

Buildings: Pizza Parlor, Chinese Buffet
Level 2- Drowsy Elf/Lounger
Dinner is the Afternoon Elf's most important meal, and the largest.
Large Unit (2x2), Lounger has Entangling Roots

Buildings: Weather Balloon, Nuclear Research Station
Level 3- Swamp Gas/Fool's Fire
Saucer-shaped objects that fire deathrays.
Shooter, Flyer. Fool's Fire has Mana Destroyer.

Buildings: Office of Selective Service, Camp Currie
Level 4 - Conscript/Rifleman
Armed with the latest magazine bolt rifle and bayonet. Conscripts can only use Scatter Shot.
Shooter, No Melee Penalty, Scatter Shot. Riflemen lose Scatter shot and gain No Ranged Penalty.

Buildings: Shopping Mall, End of the Rainbow
Level 5 - Rainbow Elemental/Pot of Gold and JCPenny Gift Certificate
Out of the malls and onto the battlefield!
Fire Shield (flaming)

Special upgrade rules: If you purchase the special building, "End of the Rainbow," you can cash in your elementals for free gold. All visiting heroes get +1 to Morale as the rainbow also provides fabulous new clothes. This bonus ramps up, the more you cash in, but suffers from diminishing returns.

Buildings: Vault 13, The Glow
Level 6 - Dweller/Trooper
Equipped with the latest in Powered Armor technology, the Dweller is well protected against ranged attackers while moving in to use his melee-range rapid-fire sniperriflemachinegun, the Bozar. His suit gives him exceptional speed. The Trooper gains jump jets and a bomb rack so that he might swoop in quickly and attack everyone around him.
Large Shield. Trooper has Flyer and War Dance Attack.

Buildings: Gothic Hall, Wing of Shame, Emo Jukebox (+1 Growth)
Level 7 - Experimenting Dragon/Closet Dragon
You don't have to know if you just don't ask.
Unlimited Retaliation, Closet Dragon has Explosion

Heroes-

Rico
Specialty - Cap Trooper. All Dwellers and Troopers gain +1 to O and D per 2 levels.

Denton Pinkstone
Specialty - Bayonet Charge. All Conscripts and Riflemen do 2x melee damage, but take 2x retaliation damage. Has an annoying accent.

Arthur
Specialty - Swallows. Rainbow Elementals yield twice the cash bonus, Closet Dragons gain +1 to O and D per 2 levels.

The Shrub
Specialty- Derangement Syndrome. Induces derangement in others, spellpower for Frenzy increased by 1 per level.

Grimnebulin
Specialty- Bug Zapper. Swamp Gas and Fool's Fire gain +1 to O and D per 2 levels.

Nameless
Specialty- Tormented. Every time a friendly stack dies, it is replaced with a stack of ghosts (2 per hero level). If defeated, always acts as if he Fled instead.

Papa Julius Domino the Hutt
Specialty- Brick Oven. Ammo Cart gains Pizza Cart bonus, all troops gain +1 Morale.

Racial Skills and Perks-
Radiation Field - Same effect as Corrupted Soil. %-based damage modifier with levels.

Perks:
Ultimate - Bombardment - Calls in long-range naval artillery and aerial bombers. Damage increases with hero level.

Armored Assault - Summons a tank onto the battlefield, a mobile armored siege engine (as per ballista or catapult). Can shoot at walls or enemies, can force small (1x1) units out of its way (this is its only melee attack). Unit power dependent on hero level. Has a special ability which acts the same as Explosion, Release Steam, to attack melee units but afterwards is unable to move for two turns.

Celebrity Gala- If a hero is garrisoned in a town at the end of the week, that town's growth in Rainbow Elementals is doubled.

Heavier Artillery - Replaces Ballista and Catapult with Field Guns. Both can shoot at walls or targets.

Level 3 Logistics (after Pathfinding):
Steam Engine - Moving on roads is 50% faster.

Level 3 Leadership (after Estates):
Impeccable Taste - After seeing how well-dressed your army is, enemy armies sufffer -1 Morale.

Level 3 Attack (after Tactics):
Strategy - Expands placement zone by one more row.

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Unread postby Bardolph » 30 Jun 2006, 14:33

How can you all be sure that there will be new races in the expansion? I remember reading forums about Heroes 4 some time ago, and like here there was a lot of speculation regarding the new towns in The Gathering Storm (native Erathians and such) but as you all know there were only like... 3 new units in the whole expansion.
Is there an official confirmation on some site and can you post the link if it exists, please?

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Unread postby soupnazii » 30 Jun 2006, 14:39

ehem.... :| :| no comment...

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Unread postby Bardolph » 30 Jun 2006, 14:39

@ThunderTitan

I think the name of that centaur is Chiron and Charon was the name of the ferryman on the river Styx in the realm of Hades in the underworld.

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Unread postby Bardolph » 30 Jun 2006, 14:48

I know these towns aren't real. I was just asking if you know that it is certain there will be new races in the expansion (unspecified ones).

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Unread postby soupnazii » 30 Jun 2006, 14:57

yes, we know for sure, but my last comment was in answer to the town proposal before...

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Unread postby ThunderTitan » 30 Jun 2006, 15:01

Bardolph wrote: I think the name of that centaur is Chiron and Charon was the name of the ferryman on the river Styx in the realm of Hades in the underworld.
Oh, right.

And FC said there will be new races in expansions, but how many we don't know.
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Unread postby DaemianLucifer » 30 Jun 2006, 18:28

@kingcomrade

Ok,I stand corrected.These elves I like. :rofl:

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Unread postby ThunderTitan » 30 Jun 2006, 19:19

If were introducing all kinds of color coded elves how about some Black and Yellow human faction?! Why are there only White humans?
Last edited by ThunderTitan on 30 Jun 2006, 19:30, edited 1 time in total.
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