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To Mugais:
You ask - we answer)
I (and hopefully not just me anymore) intend to create an improved model of Heroes, like a Heroes 3.5. Since there is a COLOSSAL amount of work ahead, everything must first be thought through on paper. My project is somewhat similar to Alex Soldger's World of Ideas, but more concrete, and has a better chance of implementation. For now, we just need to compose a beautiful and well-thought-out game world for Heroes 3 after the cataclysm, improve the game mechanics, diversify the choice of races, etc. Once we have a more or less coherent picture of the world, we can bring it to life. At first, it's not difficult, and even if the project doesn't reach the finale, we'll at least get pleasure from the Creation. Join in!
To Gamehunter:
Yes, the bastion is Egypt.
Underground - I think we can make two distinct underground castles; the Heroes 3 wizards are more like brutal Warlocks, and the dark elves are evil aesthetes and egoists; besides, there are enough underground monsters for everyone.
Walking City - fine, let's scrap it, maybe we can make something like a refugee camp as a structure on the map.
Kremlin - this will be the highlight of the city; for example, in Ancient Rus, the armies of Perun's appointee and Viy (Chernobog's commander) clashed. As a result of the increased use of magic, they were transported to a new world, barely settled in, and subsequently organized two races - Kremlin and Ves. Moreover, the Kremlin will not have pseudo-Christian units; many light creatures can be found in mythology. In the other races, there will be NO connection between our world and the world of heroes!
Olympus - actually not particularly needed, it's just that some colorful Greek characters like Scylla, amazons, and prometheans were left out.
Scandinavians - there will be very few human units, probably only the northern Barbarians themselves; it will be mostly mythology, and as for a race of only elves, Vori... my imagination fails me.
Gothic city - a city of heretics who were originally good and broke away from Elgariol due to the horrors of the Inquisition. Originally scholars and freedom-lovers, they were gradually corrupted by agents of the Necromancer. Now it is a mixture of demonology, necromancy, and gothic. The prototype of the city is the Vampire: Masquerade games and the movie Underworld.
Added after 6 hours 28 minutes
[/U]To Gamehunter and Silvanis:
Why such a bias toward elves? What is this racism? It doesn't work with Egypt, it doesn't work with China – they won't be in those races.
To Silvanis:
What's so terrible about Egypt? In any case, the complaints are not for me but for the leadership of the bastion and WOG. Elves have nothing to do with this.
Two Slavic ones – attempts are currently being made to introduce a Russian city into Heroes 3.5 similar to the Bastion. They intended to combine dark and light characters of Slavic mythology into one city. Now it had to be skewed toward the light. Our mythology is very diverse, and if both cities are introduced into the world of heroes correctly, it will only be a good thing.
To Gamehunter:
Helping with ideas – that is exactly what is needed right now!
Regarding the Powder Brotherhood – I imagine this castle as a mix of dwarves (by the way, I've never imagined dwarves as tiny midgets, in my opinion, they should be no smaller than dwarfs) as the main race (steam tanks and centurions – similar to those in Morrowind), and the elite in the form of humans – musketeers and rapier-fighters (the elite in the state, not in the unit line) like 16th century France – only in spirit, not in letter! It will be like this – the majority live in industrial zones, working in plants and factories (since they are dwarves, they are happy with it), while the elite live in manors – entertaining themselves with balls and hunting. Founded by dwarves and expats from the Castle and Tower.
About the palace – we won't remove the djinns and naga from the Tower; they have already ingrained themselves in the players' consciousness as creatures of mages. Possible new units – Tuaregs (camel riders), Mamluks (heavy armored knights), Divs (desert spirits), Rakshasas (not the ones in 5, but the ones in India), and even the well-known ghouls – Arabian creatures.
By the way, I forgot to mention – you are the first person who answered me on this forum. :)
Three new ideas have appeared: an Africa castle – like the jungles of Chult from Forgotten Realms. But who to put there? Nothing comes to mind besides natives and lions. Maybe someone is familiar with African mythology?
Hive Castle. An insect-like castle, but no Starcraft; it will be more like Kwama from Morrowind and the Mantises and Wasp Nests in Heroes 4. Is it worth fleshing out this castle?
Pseudo-Mongol castle, I also can't figure out who to put there besides nomads? A pagoda does not reflect the spirit of free steppe warriors, great conquerors, and brilliant riders. Maybe someone can suggest something?
Introduction of a city defender. A particularly strong unit (but not as strong as in Disciples) will activate if there is only a clerk-hero in the city or no one at all. For Knight:
Cardinal – the head of the cathedral in large cities, the cardinal is a high hierarch of the Church of Light; the Hierophant is chosen from among the cardinals. He can stand in defense of his home city if it is threatened by an enemy.
Abilities: blessing, great heal, curing (removal of negative effects and +20HP)
For the Pagoda:
Daimyo – a distinguished commander of the Pagoda often settles in large cities; citizens turn to him in case of danger.
Abilities: Bushido (under the guidance of the daimyo, all samurai fight as noble samurai, passive skill), ninjutsu (under the guidance of the daimyo, all assassins fight as senseis, passive skill), sai daggers (the daimyo has 4 throwing daggers that remove 30HP each).
You ask - we answer)
I (and hopefully not just me anymore) intend to create an improved model of Heroes, like a Heroes 3.5. Since there is a COLOSSAL amount of work ahead, everything must first be thought through on paper. My project is somewhat similar to Alex Soldger's World of Ideas, but more concrete, and has a better chance of implementation. For now, we just need to compose a beautiful and well-thought-out game world for Heroes 3 after the cataclysm, improve the game mechanics, diversify the choice of races, etc. Once we have a more or less coherent picture of the world, we can bring it to life. At first, it's not difficult, and even if the project doesn't reach the finale, we'll at least get pleasure from the Creation. Join in!
To Gamehunter:
Yes, the bastion is Egypt.
Underground - I think we can make two distinct underground castles; the Heroes 3 wizards are more like brutal Warlocks, and the dark elves are evil aesthetes and egoists; besides, there are enough underground monsters for everyone.
Walking City - fine, let's scrap it, maybe we can make something like a refugee camp as a structure on the map.
Kremlin - this will be the highlight of the city; for example, in Ancient Rus, the armies of Perun's appointee and Viy (Chernobog's commander) clashed. As a result of the increased use of magic, they were transported to a new world, barely settled in, and subsequently organized two races - Kremlin and Ves. Moreover, the Kremlin will not have pseudo-Christian units; many light creatures can be found in mythology. In the other races, there will be NO connection between our world and the world of heroes!
Olympus - actually not particularly needed, it's just that some colorful Greek characters like Scylla, amazons, and prometheans were left out.
Scandinavians - there will be very few human units, probably only the northern Barbarians themselves; it will be mostly mythology, and as for a race of only elves, Vori... my imagination fails me.
Gothic city - a city of heretics who were originally good and broke away from Elgariol due to the horrors of the Inquisition. Originally scholars and freedom-lovers, they were gradually corrupted by agents of the Necromancer. Now it is a mixture of demonology, necromancy, and gothic. The prototype of the city is the Vampire: Masquerade games and the movie Underworld.
Added after 6 hours 28 minutes
[/U]To Gamehunter and Silvanis:
Why such a bias toward elves? What is this racism? It doesn't work with Egypt, it doesn't work with China – they won't be in those races.
To Silvanis:
What's so terrible about Egypt? In any case, the complaints are not for me but for the leadership of the bastion and WOG. Elves have nothing to do with this.
Two Slavic ones – attempts are currently being made to introduce a Russian city into Heroes 3.5 similar to the Bastion. They intended to combine dark and light characters of Slavic mythology into one city. Now it had to be skewed toward the light. Our mythology is very diverse, and if both cities are introduced into the world of heroes correctly, it will only be a good thing.
To Gamehunter:
Helping with ideas – that is exactly what is needed right now!
Regarding the Powder Brotherhood – I imagine this castle as a mix of dwarves (by the way, I've never imagined dwarves as tiny midgets, in my opinion, they should be no smaller than dwarfs) as the main race (steam tanks and centurions – similar to those in Morrowind), and the elite in the form of humans – musketeers and rapier-fighters (the elite in the state, not in the unit line) like 16th century France – only in spirit, not in letter! It will be like this – the majority live in industrial zones, working in plants and factories (since they are dwarves, they are happy with it), while the elite live in manors – entertaining themselves with balls and hunting. Founded by dwarves and expats from the Castle and Tower.
About the palace – we won't remove the djinns and naga from the Tower; they have already ingrained themselves in the players' consciousness as creatures of mages. Possible new units – Tuaregs (camel riders), Mamluks (heavy armored knights), Divs (desert spirits), Rakshasas (not the ones in 5, but the ones in India), and even the well-known ghouls – Arabian creatures.
By the way, I forgot to mention – you are the first person who answered me on this forum. :)
Three new ideas have appeared: an Africa castle – like the jungles of Chult from Forgotten Realms. But who to put there? Nothing comes to mind besides natives and lions. Maybe someone is familiar with African mythology?
Hive Castle. An insect-like castle, but no Starcraft; it will be more like Kwama from Morrowind and the Mantises and Wasp Nests in Heroes 4. Is it worth fleshing out this castle?
Pseudo-Mongol castle, I also can't figure out who to put there besides nomads? A pagoda does not reflect the spirit of free steppe warriors, great conquerors, and brilliant riders. Maybe someone can suggest something?
Introduction of a city defender. A particularly strong unit (but not as strong as in Disciples) will activate if there is only a clerk-hero in the city or no one at all. For Knight:
Cardinal – the head of the cathedral in large cities, the cardinal is a high hierarch of the Church of Light; the Hierophant is chosen from among the cardinals. He can stand in defense of his home city if it is threatened by an enemy.
Abilities: blessing, great heal, curing (removal of negative effects and +20HP)
For the Pagoda:
Daimyo – a distinguished commander of the Pagoda often settles in large cities; citizens turn to him in case of danger.
Abilities: Bushido (under the guidance of the daimyo, all samurai fight as noble samurai, passive skill), ninjutsu (under the guidance of the daimyo, all assassins fight as senseis, passive skill), sai daggers (the daimyo has 4 throwing daggers that remove 30HP each).