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Drnik
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Basically, it's like this: GARPYAKS autonomous region)))))))))))) Hehe That is, it is part of the state, but it has its own rules... something like that... I hope I explained it clearly)) They are definitely not slaves, rather like a recessive race in the game, their need forced them to unite, and after that, they settled there.
I agree with everyone who said that Drakkosha draws beautifully! :) The drawings are as beautiful as always, Drakkosha! :smile01: And you were right, I couldn't pass by this topic! I also liked the Medusa +++! :) Okay, so what do you think, Arandor and Drnik, about the overall stats of the creatures?
Well, as mentioned above, the stats will be released after the New Year, not earlier. We will be happy and grateful for any help, but we also need to know Ara's opinion. If you need to contact me, my ICQ number is 427-032-033. If you don't have it, create an account; it's a very useful tool!
My opinion on the proposed creature characteristics? __)) Okay, here's the deal!........ Before suggesting them, you need to approach it logically. This means that a creature described as wearing armor shouldn't have low defense, and certainly not lower than its attack value. The same applies to other parameters.)) And then, it's important to compare them with creatures from other factions.
P.S. I think that's all!... If I think of anything else, I'll add it later.)))
P.P.S. I feel like a commander :D))))))))
Be strong. Believe
Loken
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I'm back with a working internet connection, so get ready for a flood of posts:) Regarding the flying units – doesn't Inferno/Orcs/Goblins each have only one flying unit? So, having one is perfectly normal, in my opinion. Harpies – what's so complicated? Harpies are harpies, even in Ashan. They lived in caves, pooped on travelers' heads, caught virgins and babies, impaled them on rocks, and ate their flesh. It's the same here. War means meat. That's why they joined. The Nigonians were just lucky; they discovered the harpies before the Dwarves/Goblins did. It might seem like I'm a very cruel person:(
Anyway, never mind. P.S. I feel like a creative genius:[U]
Added 1 minute ago [/U]And yes, the drawings are great, but the throne should be a regular one, not levitating. Slaves are slaves; they should work hard until they're exhausted. A levitating throne... push it, and it'll move... that's not fair;).
Arandor
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Loken, one on one) a flyer))) but what level!! Orcs have level 6, demons have the Devil) and level 2 is not serious)) so Nigon will have 2 flyers.
Loken, one on one) flyer))) but what level!! Orcs have level 6, Demons have the Devil) and level 2 is not serious)) so Nigon will have 2 flyers)
The Sylvan faction has two flyers: fairies and a dragon!:rolleyes: The Academy has a genie and a gargoyle!:rolleyes: Haven has angels and griffins!:rolleyes: Necropolis has ghosts and dragons!:rolleyes: But the Fortress, Dungeon, Stronghold, and Inferno factions each have only one flyer, but at least level 6!:) So, Nigon having two flyers is normal, harpies and an ifrit!:) Also, the Swamp has a flying snake and a crawling basilisk.:)
Come on, why stick to a template? If there's an original idea for a unit, but it doesn't fit the overall concept (like, a flying unit is required, but if it's the only one, it needs to be at least level 6), then who cares? Just create the unit, and you'll be happy. It's just that the Ifrit is cool and fits, and the Harpy is a flying unit. So, in principle, this discussion is pointless.
Come on, why stick to a template? If there's an original idea for a unit, but it doesn't fit the overall concept (like requiring a flying unit, and if it's the only one, it has to be at least level 6), then forget about it. Create the unit, and you'll be happy. The thing is, the Ifrit is cool and fits, and the Harpy is a flying unit) So, in principle, the discussion is pointless.
I agree)) I'm not the only one who thinks Ifrits fit the theme)) And if others don't like it, there's nothing I can do about it))) In Heroes 4, they weren't with the Demons, but with Chaos, along with Medusas, Minotaurs, and Black Dragons. It was unusual, but we got used to it! So, everything is fine here))) P.S. And Chaos was the most diverse faction. There were creatures from all sorts of factions)
Be strong. Believe
Loken
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Haha, if you compare it to the third game. But you should compare it to the second game, for example. Come on, all this conservative whining in almost every other topic – "Oh, in the third game it was like this, and in that one it was like that, let's make it like here!" – it's all complete nonsense. Everything changes in each part, so the narrow-minded view of people who have only played the third game shouldn't be considered the absolute truth and/or a priority.
Erganor
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Perhaps it would be better to implement a classic army structure? That is: Level 1: basic infantry (something like peasants, low attack, low defense, very high growth rate) Level 2: basic ranged units (like archers, gremlins: high growth rate, ordinary ranged units with mediocre attack and low defense, penalty in melee) Level 3: basic cavalry (cavalry is a conditional term; it refers to a unit with high attack, medium armor, medium growth rate, and high speed, i.e., movement range on the battlefield; it can even be a flying unit) Level 4: elite infantry (medium growth rate, low speed, armored or with thick skin, high attack) Level 5: elite ranged units, also known as spellcasters (medium growth rate, powerful ranged attack, medium defense, ability to cast spells) Level 6: elite cavalry (fast, armored unit with powerful attack and low growth rate) Level 7: special unit (large, bulky, and monstrously strong. Low growth rate.) In my humble opinion, this structure allows you to quickly develop a tactical advantage on the battlefield, even in the early stages of the game, especially in battles against neutral ranged units. Basic cavalry easily covers the distance to the ranged units and engages them, preventing them from inflicting damage on our ranged units, which can then act freely, while the basic infantry, due to its numbers, decides the outcome of the battle. However, this is just my humble opinion, and considering that I initially thought that the whole idea of reviving Nighon was pointless, I won't be offended if you don't take my opinion into account or even harshly criticize it.
Герои не удирают. Они лиш осуществляют стратегическое отступление.:smile17:
Maybe it would be better to use a classic army structure scheme? That is: Level 1: basic infantry (something like peasants, low attack, low defense, very high growth) Level 2: basic archers (like archers, gremlins: high growth, ordinary archers with mediocre attack and low defense, penalty in melee) Level 3: basic cavalry (cavalry is a conditional term, I mean a unit with a strong attack, medium armor, medium growth, and high speed, that is, the distance it moves on the battlefield, it can even be flying) Level 4: elite infantry (medium growth, low speed, armored or with thick skin, strong attack) Level 5: elite archers, also known as spellcasters (medium growth, powerful ranged attack, medium defense, ability to cast spells) Level 6: elite cavalry (fast, armored unit with a powerful attack and low growth) Level 7: special unit (large, bulky, and monstrously strong. Low growth.) In my humble opinion, this scheme allows you to quickly develop a tactical advantage on the battlefield, even in the early stages of the game, especially in battles against neutral archers. Basic cavalry easily covers the distance to the archers and engages them, preventing them from inflicting damage on our archers, who are free to act at this time, and the basic infantry, due to their numbers, decides the outcome of the battle. However, this is just my humble opinion, and considering that I initially thought that the whole idea of reviving Nighon was pointless, I won't be offended at all if you don't take my opinion into account or even harshly criticize it.
First: It's easy to come up with a scheme, but it's more difficult to select creatures and come up with their skills and stats...))) Second: The classic scheme is Humans))... but I don't want to repeat myself. Besides, Nighon has always been different from others)). Although in the 5th game, all castles are similar. Everywhere there are archers, spellcasters, etc.)) And ours is no exception in this regard.
P.S. But still, thank you for the suggestion
Be strong. Believe
Loken
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Ah, I told you. That's exactly the problem. Every Castle was made according to a template. And that's how it turned out... almost everywhere, it's the "classic scheme." Let's have some originality!
Enough with churning out peasants/archers/gremlins/griffins! Why? Each race should have its own unique identity!
You can't be mediocre all the time. You need something of your own, something special. So that a new race brings something new, instead of just another "classic scheme" with reskinned units. Maybe that's why I play as the Inferno and Dungeon factions? Because it's hard to find Castles more original than these in the fifth game?
Ah... and I'll say it again about the second game. It was my favorite part... everything is different there. Each race has its own unique flavor. Not like here, where it's all about the main ability... but all the units were conceptually unique, in relation to the style of their respective Castle... and then, in the third game, it all went downhill... everyone has 2 archers, everyone has two flying units, everyone has 2 identical heroes...
As our Xel used to say, it's all about being mainstream? It's the epitome of it...
We don't need classic schemes. It's just not worth it... enough is enough...
Here, I'm posting a reworked monster, but instead of hair, it turned out to have icicles - I drew it quickly. To make the eyes not look kind, I just made them a black dot :D I also sketched out some transport. In the first version, a chair is being pushed by two kobolds, but I only managed to draw one, and even then, it's not certain that he's correct - I was drawing it in class and didn't remember what they looked like. In the second version, don't ask what the monster has on its back and what's wrong with the hero's legs - I didn't really figure it out myself :D :o Honestly, I like the chair version more, especially my version of the monster :)
Drakkoska, I really liked the hero version with the chair. :smile54:
Ah, I told you. That's exactly the problem. Each Castle was made according to a template. And that's how it turned out... almost everywhere, it's the "classic scheme." Let's have some originality! Enough with churning out peasants/archers/gremlins/griffins! Why? Each race should have its own originality! You can't be mediocre all your life. You need something of your own, something special. So that a new race brings something new, instead of another "classic scheme," just with redrawn units. Maybe that's why I play as the Inferno and Dungeon factions? Because it's hard to find Castles more original than these in the fifth game? Ah... and again, I'll say something about the second game. It was my favorite part... everything is different there. Each race has its own unique feature. Not like here, where it's just a main ability... but all the units were conceptually unique, in relation to the style of their respective Castle... and then, in the third game, it all went downhill... everyone has 2 archers, everyone has two flying units, everyone has 2 identical heroes... As our Xel said, wasn't it? Pop culture? It's the epitome of it... We don't need classic schemes. It's just not worth it... enough of them...
I agree, but you can't just make a race of mages; that would also become too mainstream