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Hello, dear readers! This topic is created specifically for your suggestions. No message will be ignored. The most interesting ones will be discussed in a separate topic and published in the newsletter. Therefore, please write briefly and to the point! Gradually, by considering each issue, we will come to a logical conclusion of the project, although ideas tend to appear at the most inappropriate moment! I look forward to your messages and wish you creative success! To save your time and money, I offer the opportunity to receive the entire bank of ideas and comments accumulated over the years, sent to your e-mail in the form of a single archive file. To do this, send an empty email to my address alex_soldier@mail.ru with the subject RASS2006HMM-FORUM. Sincerely, Alex_soldier
Рассылка "Heroes: Новые Идеи" <== Все еще жива :)
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I would suggest adjusting the neutral faction’s stats. A free city where liches and paladins, orcs and elves can coexist peacefully. The hero could be a Condottiere or a Wandering Wizard.
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neutral race:
1. leper - plague carrier
2. thief - rogue
3. partisan - sniper
4. nomad - steppe rider
5. heretic - renegade mage
6. exiled knight - fallen paladin
7. wyvern - black wyvern
Скоро! Всем ждать! Они явятся!:smile20:
In reply to celt
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celt
neutral race:
1. plague carrier
2. thief
3. partisan
4. nomad
5. heretic
6. exiled knight
7. wyvern
I like it. I would just prefer to see an orc archer on the first level.
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.
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Orcs for the Barbarians! Barbarians must be included in the expansion pack! And a neutral hero – a wanderer...
Скоро! Всем ждать! Они явятся!:smile20:
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celt
Orcs for the Barbarians! Barbarians must be included in the expansion pack! And a neutral hero – a wanderer...
Or maybe they should be orcish farmers, like Perumov suggested?!
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.
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wanted outcasts and pariahs! lepers – how much more outcast can you get!
Скоро! Всем ждать! Они явятся!:smile20:
In reply to celt
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celt
wanted outcasts and pariahs! lepers – how much more outcast can you get!
So, which of them are warriors? And what about farmer orcs – won't they be ostracized by other orcs?:confused:
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.
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And what kind of warriors can be made from peasants? They are weak and slow, but they inflict a plague upon attacking!
Скоро! Всем ждать! Они явятся!:smile20:
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What do you think about introducing a "Guardian of the Capital"? The guardian could be summoned only once per game, and only in the capital city (with a capitol building), in a fully developed city, and with an Ash Altar built inside. This would serve as a unique bonus for a fully developed city, in the form of a single creature, the most powerful for that race. We could come up with something like supreme giants or ancient archmages, but I suggest summoning the gods themselves – Silanna, Malassa, and so on. The spirits of the gods would be immune to abilities like Blade of the Sky and Fingers of Death, possess a set of spells, and have a very large amount of HP (possibly over 2000). However, there would also be drawbacks: the spells would only be defensive, albeit massive, the creature would have no speed at all, and would be immune to teleportation – this would be purely for defending the hero's main castle. If the spirit is destroyed, a new one cannot be summoned, and the spirit will leave on its own if it is not offered weekly sacrifices, such as blood for Malassa or resources, for example, for Silanna. For some reason, this idea came to me. I don't think it would significantly affect the balance, but it would make taking the main enemy fortresses much more interesting and challenging. =)
Знание - это сила, сила - это свобода...
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well, that's basically Disciples!
I've got a secret that i think you ought to know,
The happy people are the ones who have a soul.

I'm complicated
and i celebrate it!
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I was thinking about it all night, and I came up with the idea that for creating the Gulay-gorod faction, the first six levels could be outcasts from all six factions, and the seventh:
1: thief-rogue from Humans
2: lumberjack-hunter from Sylvan
3: fire worshiper-pyromancer from Dungeon
4: hero's soul-ghost paladin from Necropolis
5: fire pegasus-winged fire from Inferno
6: wild naga-naga queen from Academy
7: Ancient-Lord of the Ancients:D
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.
In reply to AlexeyPank
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AlexeyPank
I thought about it all night, and came up with the idea that for creating the Gulay-gorod faction, the first six levels could be outcasts from all six factions, and the seventh:
1: thief-rogue from humans
2: lumberjack-hunter from sylvan elves
3: fire worshiper-pyromancer from dark elves
4: hero's soul-ghost paladin from necropolis
5: fire pegasus-winged fire from inferno
6: wild naga-naga queen from academy
7: Ancient-Lord of Ancients :D

Hmm... If that's the case, I suggest sending the pyromancer from Inferno, and a regular, normal pegasus from Fortress... And swapping them, of course. But in general, the idea is strange... It seems to me that if there is such a faction, it will be somehow uninteresting. It lacks a certain identity, there is no connection between the units... How do you imagine the dwellings of these creatures in one city? And is the city = a camp? In short, to put it mildly, it's not a good idea =)
Знание - это сила, сила - это свобода...
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Imp
err... If that's the case, I suggest sending a pyromancer from Inferno, and a regular, normal pegasus from Rampart... And swap them, of course. But overall, the idea is strange... It seems to me that if, for example, such a race existed, it would be kind of uninteresting. There's no certainty in it, no connection between units... How do you imagine the dwellings of these creatures in one city? And is the city = a camp? In short, to put it mildly, unsuccessful =)
What will unite them is that they are all outcasts in their cities. For underground elves, it's quite logical that fire-worshippers wouldn't be held in high regard. And in Inferno, pegasi—advocates of light—would hardly get along. But on the other hand, how cool will it be to see elves and undead standing in one row! And the city could look like a Cossack camp, like the Zaporozhian Sich:eek:
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.
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I suggest the following abilities:

Rogue - Scouting (like in Heroes 3)
Scoundrel - Also scouting + 1 gold from each enemy killed on the battlefield.

Lumberjack - 10 lumberjacks bring 1 unit of wood at the beginning of each week + protection from being entangled by roots.
Hunter - Can shoot, but doesn't bring wood. Protected from being entangled by roots.

Fire Elemental - A rather fragile creature, can create a fire wall 2 times and absorb damage from enemy fireballs and Armageddon, converting it into mana and giving it to the hero.
Pyromancer - Will be able to cast a wall 3 times or shoot a fireball 2 times, also absorbs damage and can summon (number of pyromancers/2) fire elementals once per battle.

Hero Soul - Has incorporeality and can fully heal a selected creature once per battle.
Paladin Ghost has high speed and incorporeality, can heal any friendly creature, and no one dares to retaliate against its attack. However, it will have few hit points.

Fire Pegasus - Has a fire shield, can fly, and has complete resistance to all magic except ice. The Pegasus takes double damage from ice, and its initiative is reduced by half.
Winged Fire - Immune to all magic, can fly, and is not as vulnerable to ice (the spell acts like on a normal creature), but attacks with fire at a range of 2 cells, although the damage at 2 cells is halved.

Wild Naga - No one can retaliate against it, it has a lot of health (~130), attacks with 4 blades, has rage. Retaliates against all attacks.
Naga Queen - No one can retaliate against it either, it has 150 HP, fixed damage, attacks all nearby enemies, and can cast a mass bloodlust spell once per battle. Retaliates against 2 attacks.

Ancient - A very strong (60 armor, 290 HP) but very slow (speed 4) warrior with an initiative of 11. In melee combat against the Ancient, any creature will be weakened by a random spell from the school of dark magic.
Lord of the Ancients - Incredibly protected (80 armor, 320 HP), but still very slow (speed 4) warrior with an initiative of 10. Damage from ranged attacks can be deflected with a 10% chance. Any attacker in melee combat will be cursed by a random spell from the school of dark magic. Once per battle, each Ancient can bring 100 units of mana to its hero (cannot exceed the maximum), at the cost of its own life. The growth of the Ancient, regardless of the castle level, is 1.

=)
Знание - это сила, сила - это свобода...

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