Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Shevriel, I'm not trying to undermine the uniqueness and individuality of your race. I just want to make mages more powerful than ordinary creatures. Even if there is some similarity with other races, it will only be a sign of balance. And I would also like to see mages as a powerful reinforcement for the hero's army, and not just as something additional. But this is just my IMHO – it's up to you to decide.
Shevriel
Auto-translated
I can make some changes. I can make the mages level 6 units. And move the mammoths to level 5. Then, the ice golems will move to level 2 (after all, ice is less durable than iron), and the scouts will become the first level unit. And I'll make the upgrade for ice dragons a dragon rider, or even better, a female dragon rider – a fair-haired elf in white with a partially exposed chest, and the ability will be to dodge arrows or even have a chance to completely avoid an attack – the rider notices the threat and with a 10% chance during an enemy attack, moves the unit to the nearest cell. It would be original and give meaning to the riders (because it's absurd to put an archer on a dragon and have him shoot at the enemy when the dragon itself can kill a bunch of enemies with its breath).
Нет ничего невозможного!:smile17:
Хранитель заката
Auto-translated
a dragon can kill a bunch of enemies with its breath
That's right, the rider distracts with her
partially exposed chest
and the dragon takes advantage of this to attack!!!! Awesome! Jokes aside, you're right. Otherwise, there are no female units in the faction. And I also like the idea with mammoths. Very interesting and aesthetically pleasing.
Shevriel
Auto-translated
I initially thought that mammoths already existed as creatures for the Fortress faction, but ultimately, no one claimed them. And if the developers wanted to add mammoths to the Fortress, they would have done so long ago. As for the creatures that the heroes of the Ice Elves will ride, they will be white snow lions. It should look beautiful.
Нет ничего невозможного!:smile17:
Хранитель заката
Auto-translated
Shevriel, I wanted to ask about the skiers... I'm having a hard time imagining it... I don't think it looks very good.
Shevriel
Auto-translated
In principle, Legolas moved across the snow without skis, so this is a good idea. And where would they get so much wood in the far north anyway. You're right! They'll run across the snow just fine.
In principle, Legolas moved across the snow without skis, so this is a good idea. And where would they get so much wood in the far north anyway? You're right! They'll run across the snow just fine.
After all, they are Rangers, right? So, you could also add a speed bonus to an army that includes Ice Archers when moving across snow, ice, etc.
Regarding EvilPit: Magic of Fear. 1. Fog. Covers 1/6 of the battlefield. Enemy warriors caught in it move 2 squares slower until they get out; archers also lose the ability to shoot. It does not affect flying units or units capable of magic. 2. Ominous Fog. Similar to regular fog, plus a loss of morale until they get out. Morale is not lost if the enemy is under the influence of the Bloodlust spell or any spell that increases morale. 3. Horrific Vision. An enemy unit freezes in fear for 2 turns. 4. Disorientation. When moving to a specified point, the unit meanders across the battlefield, deviating to the sides by 2-3 squares.
TibWar
Auto-translated
I propose a hero for the Snow Elves – Iceman. He rides a snow panther (like a panther, but white), carries an ice blade (which deals good damage and enhances magic attacks – bows and staffs are already available to the Dark and Sylvan Elves), and definitely knows the spells "Ice Block" and "Ring of Cold".
Вы имеете право замолчать. Hавсегда.:( Вы меня будете помнить до последнего дня смерти!:smile24: Смеpть не стpашна. Стpашно то, что это навсегда...:smile34:
Knight of the Temple
Auto-translated
Big respect to the creator of the Ice Elf race! I will try to upload my own take on this race with its own units and hero, which I have already come up with, but I won't tell you for now as a surprise! Thank you for giving me something to think about!
Немертво то, что в вечности живет, Со смертью времени и смерть умрет.
Хранитель заката
Auto-translated
Knight of the Temple, come on, we'll be glad to have you. By the way, I think it would be interesting to put our mages on some kind of animal for originality.
Knight of the Temple
Auto-translated
New Empire
History - once, at dawn, the inhabitants of the western shores of Ashan saw a vast fleet sailing toward their coasts. Huge galleons bombarded the coastal fortresses of the Griffin Empire with an unusual type of weapon that swept away everything in its path. A day later, people landed on the coast. They were armed with weapons previously unknown in Ashan, namely gunpowder. Dressed in fancy uniforms and armed with extraordinarily deadly weapons, the invading soldiers quickly occupied the western coastal lands of the Empire. They were commanded by a certain Field Marshal Count von Abicht. The invaders believe they have discovered a new land, where they began expansion and colonization. However, the true goals that brought them here remain unknown to all. They call themselves the New Empire, although the inhabitants of Ashan do not know where they came from. Now the invaders, using various tricks and diplomacy, are trying to pit the peoples of Ashan against each other, so that they may later take everything for themselves.
Added 41 minutes ago The race is very experimental and won't be for everyone, but I tried my best.. So, the creatures: 1. Infantrymen - the backbone of the Great Empire's troops. These soldiers are excellently trained and armed. Of course, they have few musket cartridges, but in a pinch, they can fight in melee. Ranged. Musket shot (shooting without penalty, but after each shot, initiative is reduced by 30%). Melee combat without penalty. Fusiliers - infantry squads armed with muskets who can take a defensive position on the battlefield. Ranged. Musket shot. Defensive position (like dwarves). Shattering bullets (each shot reduces the target's defense by 2). 2. Standard Bearers - of course, firearms are very powerful, but they require a long time to reload. Standard bearer squads cover the infantry on the battlefield. Call to Attack (once per battle, they can call to attack, increasing all stats by 50% for all creatures in the army for 2 turns). Battle Rage (if morale is positive, the creature receives +10% attack for each unit of it). Endless Repulse. Sentinels - squads guarding the invaders' lands, capable of holding back the enemy's onslaught for a long time. Shield Wall. Large shield. Preemptive Strike (if the creature is attacked in melee, it delivers a preemptive strike, meaning it attacks first). 3. Guardsmen - elite infantry units. Guardsmen can fight excellently with both a rapier and a musket. Ranged. Musket shot. No penalty in melee combat. Retribution (counter-attack is 2 times stronger). Grenadiers - elite infantry units armed with muskets and grenades. Ranged. Musket shot. Throwing grenades (covers 4 tiles, acts similarly to a fireball). 4. Cuirassiers - cavalry units of the Great Empire that can deal great damage to the enemy. Cuirass (same as a large shield). Cavalry charge. Lightning Attack (same as upgraded lizardmen). Help (again, like lizardmen). Hussars - famous for their drinking, yet fearless in battle. Cavalry charge. Giant Slayer. Joy of Battle (if the attack deals maximum damage, the hussars get the right to move again). Fortune's Favorite (if the hussars attack successfully, they deal 150% more damage, and luck does not drop below 1).
Whew.. Now for the main part.. This race only has four levels. Let me explain why. First, let's look at the hero. Hero The hero of the Great Empire is none other than the Lord. Yes, yes, with the exact same abilities as in Heroes 4. Let's examine his abilities. Nobility - a special skill of the Lord. Gives + to morale; the hero donates money to the treasury, and growth increases. Diplomacy - our brave lord has a separate branch for this skill. Think about it: if the invaders sailed from afar alone, but the peoples of Ashan are many, what do you think the colonizers will do? Correct, bribe them into their service (that's why we only have 4 levels of creatures). Each level of diplomacy increases the percentage of the total number of bribable troops and reduces the price. Treasury Management - also a separate branch. Increases income from cities and mines. About magic: in order to learn how to use it, you must level up Knowledge to at least the second level. Buildings I'll write about the special ones.. Seminaries - remember? Of course you remember! Those very seminaries from Heroes 4. The invaders are not very strong in magic and can learn a few things here. This building replaces the Mages' Guild. Mercenary Camp - remember that we still have 3 free creature slots? If diplomacy is not developed or there are no large neutral armies, build this building. Here you can hire several types of creatures from levels 4-7, which are randomly generated (though they will not change afterward). Harbor - those who played Age of Empires III know the special property of cities where ships with cargo dock. It's the same here. Every week you choose what should be brought to you (only one thing), either warriors or resources. A ship will sail to you with what you wished for.
That's all.. I hope you liked it even a little, thank you.
Немертво то, что в вечности живет, Со смертью времени и смерть умрет.
Fusiliers - infantry units armed with carbines, capable of taking up defensive positions on the battlefield.
Perhaps, it should be "fusiliers" instead of "fusizers"? From "fusee" - a type of rifle.
Knight of the Temple
Auto-translated
Regarding siege weapons... Instead of the outdated trebuchet and ballista, the Fortress faction has a **bombard** and a **field cannon**, which can fire canister shot for half the damage of a regular shot.
Немертво то, что в вечности живет, Со смертью времени и смерть умрет.
Майор Вихрь
Auto-translated
I respect creativity and praise the author for not creating unnecessary topics and posting in this one. But the race didn't appeal to me personally. Let's leave the medieval fantasy of the heroes alone and not mix in the Renaissance and a couple of centuries after it. As for the balance, I won't say anything, because it's non-existent in this race. The hero is too unique; even a Barbarian would be jealous. Although, for the attempt to create something unique, a plus .
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
G.K. Chesterton: English Hymnal
WitcheR-L
Auto-translated
Well, you really put in the effort and created something amazing; the race turned out to be overpowered, as Major Whirlwind already pointed out, and that's actually true – it's even better than the Barbarian. I can see that it's an interesting race and definitely not something that could be created in just two hours, unlike what some others do (I won't name names). Overall, it's a plus.