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#17
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Agar6 and I (along with AlexPunk, although he's not very active on the forum...) once wrote a detailed (more or less) concept for an underwater race (there's a topic about it in the forum: "Is a third map level needed?". Everything is described there.). Regarding the artwork: it's great! It reminds me of something, but I won't say what...




"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ


"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
In reply to Tengro
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#18
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Here's a question: On what kind of surface will these Lizards/Reptiles live?
Personally, they reminded me of a mix of the inhabitants of Tatalia (Heroes 3) and the troops of Illidan (Warcraft 3).
While I was writing, another question arose: TOWN (description, drawings, buildings)?
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#19
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Here is another race.
The Kreegan. A sinister, highly advanced civilization of parasites. They establish their colonies on planets and drain their resources until the planet can no longer sustain their growing population. The Kreegan possess a high level of technological development. The main structure of their society is the Hive. The Hive's Matriarch is the Queen. The Kreegan are divided by their role and purpose (workers, warriors, scouts, etc.). Most Kreegan are of low level; they are not difficult to kill if they do not have weapons. The higher-level Hive creatures are very strong; their natural defenses protect them from everything except the most powerful weapons (high-tech). Also, they and some other types of Kreegan are equipped with various genetic and cybernetic enhancements. The highest-ranking members of the Hive, those closest to the Queen, are the Kings. Each of the Kings has wings. High-level individuals, especially Kings, are capable of quickly learning the skills and languages of other races and, to some extent, providing this knowledge to their less developed brethren. The other Kreegan do not possess remarkable intelligence and rarely show a propensity for anything that requires mental effort. A racial characteristic of all Kreegan is resistance to extremely high temperatures.
The Kreegan are the main enemies of the Ancients. The Ancients' rivals, the Progenitors, created the Kreegan to use them to destroy their competitors.
In battles with the Ancients, the Kreegan's main advantage is their numbers, as, despite their high level of development, it is not comparable to that of the Ancients. In battles with other civilizations, the Kreegan rely on numbers (ordinary individuals) or strength (technological weapons, high-level individuals).
In the legends of less developed races, the Kreegan are called Demons and Devils, but the Kreegan are not demons; they are much worse.
Drawings of the Kreegan by Agar:

Larva (left) and Queen (right). Not to scale.


Lower Devil - Offspring (left) and King (right).


Captain, one of the high-level individuals.


Art of a brain devil or some other type.

One of the Kreegan in Might and Magic 6-7:


Screenshot of a Kreegan colony from Might and Magic 7:


Important note: this race was not created by us (Agar6 and XEL), but by New World Computing, the creators of Heroes and M&M. The description above is information about the Kreegan in Might and Magic 6-8. Some of the lower and middle-level Kreegan were units of the Inferno city in Heroes 3 (imps, horned demons, pit lords, devils, succubi). The Progenitors were also created by NWC.
English name: Kreegan, representatives of the race are called Kreegan, Kreegans.
If this race is to be created for Heroes 5, how did the Kreegan appear on Ashan? Many people know that on the last map of Tribes of the East, there was an easter egg - a spaceship with a green imp as the pilot. This could very well have been a Kreegan scout
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#20
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and they process biomass and mutate to adapt to the environment... they remind me of someone, yes, they really do:
but overall, it's good, even very good.
Первый, кто был забанен за Правду.
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#22
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Yes, there's an associative similarity.
Although, the Zerg are more like the Tyranids from Warhammer 40k.
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#23
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Zergs are a pathetic plagiarism of the Tyranids. The entire game is almost entirely based on stolen ideas from Games Workshop.
Первый, кто был забанен за Правду.
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#24
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Although it has its own storyline. And it's more reasonable; Warhammer has a lot of religious fanaticism and gigantomania.
But these are different questions, suitable for a separate topic.
In reply to XEL
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#25
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Decided to take a break from dragons for a moment because I felt like fleshing out another old idea. For a long time, it was believed that besides dwarves, there were no other intelligent inhabitants capable of living in the snowy territories of Grimheim. But it turned out that the coniferous forests of the North are inhabited by a people of beastmen. These wild creatures live in packs, led by leaders, and lead a primitive lifestyle. Beastmen value nature as a whole and their forests in particular. Therefore, they cannot stand dwarves, who cut down trees and build their stone bastions. And in general, they are against civilization. No one knows where they came from, but there is an opinion that the beastmen are a consequence of mages' experiments with nature. Hero: Well, I couldn't think of a better fit than a Beastmaster. Special ability - Fury of Nature. It works like... I forgot. What was that skill called in the fourth game, when new creatures appear in the hero's army every day? Sorry for the size. I was in a hurry. 1) Forester. These creatures hide in the shadows of the forest. They shoot poisonous darts at unwelcome guests. 2) Wolf. Wolves and other beasts provide support to the beastmen in battles. 3) Savage. These are tribes of northern people. Beastmen consider them to be kindred spirits. The northerners reciprocate. 4) Hunter. Mighty warriors are the pride of any pack. 5) Harpy. Northern harpies are a curse for any mountaineer. They attack suddenly, knocking travelers off the mountains into the abyss, and then finish off the remains. 6) Totemist. Totemists always carry a wooden totem depicting an unknown deity. Whatever it may be, it gives the worshipers magical power. 7) Monster. It inspires fear even in seasoned warriors.
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#26
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interesting...))
You draw well, and you've also come up with some good races =)

P.S. I could use creatures like these in my Dungeon faction :rolleyes: :D... although they would fit better in Heroes of Might and Magic III, since they are a bit hunched over... they would be perfect for the Dungeon faction.

Be strong. Believe
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#28
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Good race, I really like it... The little creatures... I love the creatures :) In HoMM 4, the skill is called "Summoning" (the picture shows a howling wolf; was that what you meant? :). The drawings are always great, and I would also really like to see these guys in the game ;)

P.S. By the way, regarding skills for heroes – you could take advanced class specializations from HoMM 4 as a basis and somehow adapt them so that all of this benefits the army :)

P.P.S. Argh, does that mean those ugly things I drew in Nighon aren't cool anymore?! :smile42: :smile04:

P.P.P.S. Ideas for hero skills (before my memory fails me)

- The speed and initiative of enemy units decrease by 1 point for every 5-7 levels of the hero.
- The hero can create a vortex on several cells. The vortex acts like Quicksand in HoMM 4 (or like the ability of drowned women in Preserve :). Its size depends on the level of the hero.
- The hero skips a turn and then has the opportunity to perform two actions per turn (cast twice in a row, or cast and attack; basically, it’s up to the player ;)). Initiative decreases after this action, but less with each level of the hero.
- If 80% of the army dies, the hero gains the ability to resurrect part of the creatures from one stack without losing initiative. The higher the level, the more creatures can be resurrected. Resurrected creatures disappear at the end of the battle.
- The hero can grant any unit any ability for the duration of the battle. After that, the hero and the unit skip their turns. The probability of the ability triggering is at least 30% and increases with each level of the hero (i.e., the ability remains on the unit and does not go away, but it doesn't always trigger; otherwise, a paladin or a lizard rider with permanent retaliation would be terrible!).

That's all for now. I will share more ideas if I have them ;)
А, вот почему.

🏹🎪+⛓️♿=💕
In reply to Драккошка
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#29
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Actually, I had an idea to combine the creatures with the Dragon's Grove. It would look great.

Added 3 hours and 5 minutes ago

Oh! I found an old drawing of the city.
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#30
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By the way, Agar, could you post your drawings for Varna here?
In reply to XEL
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#31
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This is more relevant to "Ancient City" or "Temple". Maybe it's time for you to rewrite the unit list in a new way?