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19 years ago
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I was recently looking at the Forge race that never came to be. Hmm, elementals are actually much better. But! I had an idea for a race of techies, but with technology no more advanced than in the memorable Warcraft. These are gnomes. Not dwarves, but specifically gnomes (those who know what D&D is know the difference between dwarfs and gnomes :rolleyes: ). Castle: Forge Hero: Engineer Racial magic: illusion magic /topic/1190/ Description: Gnomes are small, frail creatures, distant relatives of dwarves. But gnomes are not as warlike or brave. Instead, this race is distinguished by its inquisitive mind, unrestrained pursuit of perfection, and great diligence. However, the common problem of gnomes is absent-mindedness. They often become victims of their own carelessness and suffer from their own inventions. Gnomes live in large communities where there is no specific leader. Usually, the informal leaders of the gnomes are those in charge of particularly large projects. In case of danger, the gnomes gather together and collectively begin to figure out what kind of invention they can create to teach the enemies a lesson. There is no religion among gnomes as such. They believe in the Great Gear, which, according to them, drives the Universe. Units: 1. Clickers. Clickers are the simplest mechanical creations of the gnomes. They look like iron beetles, about the size of an average dog. Clickers are deployed on the battlefield to attack enemy soldiers and bite them with their iron jaws. But because they run out of power quickly and need to be wound up again, Clickers aren't the fastest combat machine. Ticking Bug. Ticking Bugs are a more advanced model of Clickers. They have stronger armor, and the spring is also tighter, making them more mobile. But the main disadvantage that these mechanisms hide is a charge of explosives. Ticking Bugs can self-destruct, dealing damage to surrounding units proportional to the number of Bugs. 2. Arquebusiers. Gnomes don't like swords, axes, or bows. These weapons are heavy and awkward. They think arquebuses, an invention of their race, are a much more practical weapon. Arquebuses do indeed have decent firepower, but when it comes to range, there is room for improvement. Arquebusiers cope well with enemies who get close enough, but they deal only a quarter of the damage to distant targets. Musketeers. These are gnomes armed with more advanced arquebuses known as muskets. Muskets shoot further than arquebuses, although they inflict the same amount of damage. And gnome musketeers often attach bayonets to their weapons - just in case of hand-to-hand combat. 3. Flamethrower. What could be scarier than a gnome with two barrels on his back and a hose in his hands? These fighters are armed with so-called flamethrowers. A liquid peacefully splashing in the barrels bursts out of the hose and instantly ignites in the air. Flamethrowers release a cone of fire, hitting several opponents at once. But unfortunately, it lacks range. Pyromaniac. Elite units of gnome flamethrowers dressed in flameproof suits and with even more explosive mixtures in their barrels. Pyromaniacs are well protected from both magical and natural fire. And enemies set on fire by them continue to burn and take damage for some time. 4. Illusionist. Contrary to popular belief, gnomes are not avid haters of magic. Moreover, this race has an innate talent for illusion magic. On the battlefield, gnome illusionists cast Invisibility and Image spells on allied warriors. And to defend themselves, illusionists carry pistols similar to small arquebuses. Illusionist. These gnomes are true professionals in their field. In addition to the same spells that Illusionists cast, Illusionists use their favorite Mirror Image spell. And if their trusty arquebus fails, they know the combat spell Magic Bolt. 5. Iron Wasp. Flying mechanical creatures resembling giant wasps in helmets have proven very effective on the battlefield thanks to their sharp stinger, which is like a huge spear. In addition, Iron Wasps can move very quickly because they contain a much more advanced mechanism than Clickers. Iron Hornet. These more advanced mechanisms differ from wasps not only in stronger armor. Gnomes also use them to lift heavy objects to great heights. And during battle, Hornets can grab ground units, lift them higher, and throw them to the ground. 6. Crusher. These things are square iron mechanisms on wheels with a huge roller at the front. Crushers are well suited both for besieging castles and for rolling enemy soldiers across the battlefield. Juggernaut. Juggernauts are even stronger and faster than Crushers, and their roller is covered with spikes for greater lethality. Thanks to their perfect design, they completely ignore ditches, ramparts, and pits in front of castle walls. Well, as a last resort, the Juggernaut can self-destruct, destroying a decent number of units around it. 7. Invention. These creations are the pinnacle of gnome craftsmanship. They remotely resemble large iron skeletons in tunics. Inventions possess some intelligence, which makes them an even more dangerous opponent than all other machines. In battle, they fight with strong swords that can cut through stone. They always hit with one hundred percent accuracy and even manage to strike a second blow before the enemy realizes what's happening. Inventions even know something about mechanics and can repair other mechanical units. Guardian. The most advanced models of Inventions are called Guardians. They are made of some rare alloy that neutralizes magic. And from within the mechanism of the Guardians, bursts of flame sometimes erupt, equal in destruction to Fireball. Race features: Alchemy. Once a week, they can transmute one type of resource into another 1/1. This can only be done with sulfur, crystals, mercury, gems. Or convert them into gold, receiving 50 gold for 1 unit of resource.
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19 years ago
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I've already expressed a similar thought on the forum. The general idea is quite good. Most of the unique units are nonsense.
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19 years ago
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Well, suggest some decent units if you don't like these.
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19 years ago
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To the final level – the dragon golem!
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19 years ago
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Exactly! I forgot about it...
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19 years ago
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Mugais, no need! They'll call it plagiarism! There's no need to repeat old ideas!!!
In reply to Мугайс
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19 years ago
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No, Tengro, good ideas should be developed and expanded upon. Especially since I have nothing to do :rolleyes:
Mugais;43502
Well, suggest some normal units if you don't like these.

Well, I shall suggest them. In order and starting from the beginning:

Castle: Forge

Hero: Engineer

Racial Magic: primarily Earth magic.

Description:
Gnomes are small, frail creatures, distant relatives of dwarves. However, gnomes are not as warlike or brave—they are non-aggressive and prefer to avoid encounters with other creatures whenever possible. Instead, the distinguishing feature of this race is a curious mind, an unrestrained strive for perfection, and great industriousness. Additionally, gnomes are known for their smithing. However, the general plight of gnomes is absent-mindedness. They very often fall victim to their own carelessness and suffer because of their own inventions. Gnomes settle in large communes where there is no specific leader. Usually, the unspoken leaders of the gnomes are the heads of particularly large projects. In the event of a threat, gnomes gather together and use their collective intelligence to figure out what they can invent to teach the adversary a lesson. There is no gnome religion as such. They do not believe in gods and know much about the structure of the world. Gnomes prefer to live high in the mountains, but do not neglect caves or dungeons.

Units:

1. Handyman. These small, nimble dwarfs are close relatives of the gnomes themselves. Their favorite habitat is caves and dungeons, where they hide excellently from enemies. Gnomes, masters of mechanical trade, train them to work with machines from childhood; therefore, handymen are capable of repairing artificial mechanisms. These beardless dwarfs are armed with working hammers—they are not very useful in battle, but they do not burden the owner with excess weight.

In-game characteristic: handymen have relatively low health—8 points, and their damage also leaves much to be desired. But thanks to their agility, they can move at a decent speed, and their initiative is as many as 12 points!

Worker . A worker is a fully trained unit that has entered the gnome community. They are more experienced and older than handymen; they can also repair not only mechanisms but walls! However, unlike gremlins, handymen and workers must approach a target to repair it.

In-game characteristic: health, unlike the non-upgraded version, is 1 unit higher. Damage remains the same, however, attack and defense skills increase by 2 units. Initiative becomes equal to 13 units.

2. Arquebusiers . Gnomes do not like swords, axes, or bows. These weapons are heavy and inconvenient. It seems to them that arquebuses, an invention of their race, are a far more practical weapon. Arquebuses indeed have decent killing power, but as for firing range, it leaves much to be desired. Arquebusiers handle opponents who have come close enough well, but they deal only a third of the damage to distant targets. Gnomes armed with arquebuses are well-trained and experienced in military affairs—after all, they form the core of the nation's armed forces. Often, a gnome army lines up in two rows: the first shoots at the enemy, while the second is busy reloading the arquebuses. Therefore, the more gnomes there are in a stack, the higher its initiative.

In-game characteristic: almost an analog of human archers, but with slightly lower initiative—arquebuses take longer to reload.

Musketeers. These are gnomes armed with more advanced arquebuses known as muskets. Muskets hit further than arquebuses, although they deal the same damage. And gnome-musketeers very often attach a bayonet to their weapon—just in case of a hand-to-hand fight.

In-game characteristic: better defense skills and health, no penalty in close combat.

3. Test Golem. Not yet fully debugged, these wonders of engineering thought are still very dangerous for anyone who stands in their way. Externally they look quite frightening—all the mechanical internals of the golem, gears and chains, are not yet covered by an outer shell so that all parts of the golem can be fully adjusted. Test golems are fast and durable enough to form the backbone of a melee army, but they do not strike very accurately.


Debugged Golem. More advanced than their previous analogs, these golems represent a serious threat to enemy troops. Their armor is strong enough to hold back the main forces of the opponent while gnome arquebusiers shoot the enemy from a distance.

4. Ballira. This is what they call a certain compact device that distantly resembles a ballista. Inside it sits a gnome engineer who directs shots at the enemy. Unfortunately, this device must be unfolded during battle (it unfolds automatically on the first turn), and to move, it must be folded again. Therefore, these machines cannot move during combat. However, after deploying on the battlefield, they fully pay for themselves—their heavy arrows rain down on the opponent with enviable regularity, although accuracy is not very high.

Modernized Ballira. An improved reloading device allows sending one arrow at the enemy and immediately another arrow after that. Additionally, a new sight has been added to this machine, which improves firing accuracy.

5. Bakhtur . Bakhturs are the leaders, heads of small gnome work brigades. As chiefs, they have more advanced weaponry:
they are the ones who conduct demolition work in the mountains. For this, they have something that distantly resembles a grenade launcher. The filling of bakhtur shells can be very diverse, but ordinary explosive is the most effective.

Brigadier . Brigadiers have more than a quarter-century of workers under their command. There is a custom among gnomes that the leader of a gnome group must be not only the strongest but also the smartest member of his squad. Therefore, brigadiers are very dangerous to the enemy. Their scientific research, the fruits of which are kept in strictest secret, have led to gnome-brigadiers possessing two excellent types of shells. The first—an analog of the explosive one, improved with shrapnel—can effectively destroy enemies by always dealing one very serious damage to an enemy squad. The second type of filling resembles tear gas in its properties: it is released after the shell bursts and covers a small area. Although the enemy receives practically no damage from such an attack, their initiative is lowered (by 1).

6. Slasher. The wild, disproportionate appearance of this mechanical giant is more than compensated for by its combat qualities: slashers move quickly and far, and they take hits excellently. A peculiar golem is controlled by a pilot sitting inside—a gnome.

In-game characteristic: fast, strong enough, and durable. Not very high initiative.

Appearance: long legs and arms, the ends of the legs and arms are wider, head in the form of a smooth dome. A kind of mechanoid. Armed with two swords; after upgrade, it gets four arms. Sounds wild, doesn't it? : )

Juggernaut. Not lacking in armor, juggernauts are true medieval tanks! Their strength in battle exceeds all expectations; they have stunning endurance and an excellent (50%) immunity to magic. There is only one drawback—low initiative.

In-game characteristic: this upgrade significantly raises
armor and defense skills, makes the attack unanswered, and ignores 25% of the enemy's defense skills during attack.

7. Air Lodya. If a war drags on, gnomes can introduce a heavy fleet into the game. These mechanical structures, slightly resembling ships but shortened, possess the ability to hover over the ground. However, they need time to take off—on the battlefield, they must take off during the first turn. But once they fly, they become an order of magnitude harder to shoot down, and they begin to shower the enemy with fire shells—besides direct damage, on the next turn the victim receives another third of the previous damage.

In-game characteristic: the Lodya has two states: first is when the ship is on the ground. At the start of battle, it is always in this state. When the ship is on the ground, it cannot attack in any way. It also cannot move. It cannot shoot either. Basically, it can't do anything : ) However, when the ship automatically takes off on its first turn, it has: no penalty to close combat, receives a defense bonus of 20% from melee hits, and can move freely across the field. Also, as an attack, it will fire from a deck mortar. Initiative is average.

Celestial Lodya. An improved version of the air lodya; it has reinforced armor, and the same fire potion in the shells has a higher concentration.

In-game characteristic: almost a complete analog of the previous combat unit, but has more health and initiative, and the secondary fire attack is not a third, but half of the previous damage.

Racial features: Alchemy. Once a week, they can convert one type of resource into another 1/1. This can be done only with sulfur, crystals, mercury, gems. Or convert them into gold, receiving 50 gold for 1 unit of resource.
In reply to gamehuntera
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19 years ago
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There are some interesting ideas. But it seems we're talking about different dwarves. The ones I was talking about have an innate talent for illusion magic. Unfortunately, I can't remember the address of the relevant website right now :(

And also – mechanical beetles seem like much more original units than some kind of worker. I can even attach a picture ;) The airship doesn't seem very appealing either.
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19 years ago
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No, with all due respect to you, gamehuntera, I have to admit that Mugais's original idea was better (I consider borrowings and lack of originality to be flaws – golems, galleys, workers, ballista (the accuracy issue... I mean, can it actually miss???)). Mugais proposed an ORIGINAL race for Heroes, while you simply gathered decent ideas from all parts and quickly put them together.
Therefore, the verdict: Mugais's imagination is superior to yours, and the level of idea implementation (in terms of how understandable the race is) is also higher for Mugais.
All of the above is just my opinion.
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19 years ago
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Mugais;43620
There are some interesting ideas. But it seems we are talking about different dwarves. The ones I was talking about have an innate talent for illusion magic.


Yep, definitely different ones. Everyone has their own ideas. But personally, I can't quite picture dwarves as magicians and illusionists, sorry. It just seems absurd.

Or Crushers. A complex unit, in a bad way. Because a normal melee attack means the unit moves towards the target and attacks it. A Crusher has to crush, that is, occupy the cell where the enemy is standing. But if it just moves up and attacks the enemy, it will look ridiculous. And ignoring defensive moats, etc. - because not all of them are physical barriers, for example, the Dungeon has magical wall protection.

Now I've looked at everything again, and golems really seem like an uninteresting idea to me, as they are just another humanoid among the many humanoids in the castle. But there are such wonderful beetles and wasps : )

As for the workers, purely considering the history and embodiment of the race, since most members of the race have a tendency towards work, machines, invention, and creation, why not embody a corresponding unit in reality? That's how they turned out, not very combat-oriented, but active and repair units.
Tengro;43623

I think the borrowings and lack of originality are in the golems, galleys, workers, and ballista.

You still have a slight plagiarism phobia : )

Golems. Well, they are golems. A popular race in fantasy, distinguished by its artificial origin.

Galleys. A flying ship. There are plenty of them in fantasy and anime.

Workers. Where is the plagiarism here? From the social classes of the fifteenth century? ) Actually, I already talked about them above.

Ballista. It's like a medieval turret with a gnome pilot inside, shooting large-caliber arrows. Apart from some similarity to a ballista, I don't remember seeing it anywhere else. But to call any similarity plagiarism - isn't that a bit much?
Tengro;43623

In what sense, can it MISS???))

I was speaking figuratively, saying that many arrows rain down on the enemy, but some miss. In fact, it is characteristic for archers, or rather for the fired arrow, to miss ; )
In reply to gamehuntera
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19 years ago
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The Crusher moves back a little and then rams the enemy with its roller. It ignores both magical protection and mines!

By the way, take a look at the dwarves :)
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19 years ago
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No, my friend, I understand, but... IMHO, this is uncharacteristic for Heroes!
Regarding the plagiarism-phobia
Golems — they already exist for the mages!!! 4 types of golems across 2 races is a bit much...
The Rook — it's NOT original, that's exactly the point!!! (Ashan's Tear at the Academy...)
Workers — see Rook (GREMLINS!!!)
Ballira — I was confused by the accuracy part :)

Dwarf illusionists — that's new :) although in some places it looks like AD&D :)
Regarding the Crusher (in my mind, it looks like this):
"The bulk of the Crusher advances on the enemy squad, temporarily COMPLETELY covering it and then rolling back"
By the way, what was wrong with flamethrowers??? And Wasps?? (How will Bakhtur change attack types??? Moreover, not through spells or abilities???)
And Invention??? A good alternative to Colossi, just in a dwarf style...
In reply to Tengro
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19 years ago
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Thanks, Tengro! You understood me correctly – these are dwarves from AD&D. Here are some more pictures of Beetle and Invention. I'll go and come up with another race.
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In reply to Tengro
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19 years ago
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Tengro;43770
No, my friend, I understand, but...
Golems already exist for mages!!! 4 types of golems for 2 races is too much...

However, how do you imagine a technical race without golems? Haven, for example, has all 6 unique units of one race. And no one is upset.

Tengro;43770

Sloop is UNoriginal, that's the point!!! (Tear of Ashi at the Academy...)

And what is original about the Invention? Just another melee unit of level 7. Another golem.

Tengro;43770

Workers - see Sloop (GREMLINS!!!)

They are quite different from gremlins - in appearance, method of attack, parameters, and especially in combat tactics. And also, in body temperature, racial affiliation, tastes, and temperament :) The only similarity is that they repair equipment. But here they do it up close and can repair walls. And is that already a copy? Plagiarism is a complete imitation of something.



Tengro;43770

"The Crushing Behemoth moves towards the enemy squad, temporarily COMPLETELY blocks it, and retreats"

Well, then it's not bad. It's like a plagiarism of a tank ;)

Tengro;43770

Will Bahthur change the attack type??? And not through spells and abilities???)

Regular attack and attack through an ability.

Tengro;43770

And the Invention??? A good alternative to Colossi, only in the style of dwarves...

So, plagiarism is now called an alternative :) A flying ship - immediately exclamations and indignation, but a second Colossus - please! :cool:

Tengro;43770

Dwarves-illusionists - that's new :) although in some places it's similar to AD&D:

Mugais;43785

these are dwarves from AD&D.

What isn't plagiarism? :)

Mugais;43785

Here are more pictures of the Beetle and the Invention.

So, plagiarism even from the pictures :) That's where you got it from :) The first one looks like a robot beetle from HL1, which was shown at the beginning of the game. The Invention has a distinct style of a legionary from the time of the First Rome - a red cloak, a gladius. The armor is similar, only gilded...
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19 years ago
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gamehuntera;44050

Right, and the images are plagiarism too :) That's where you got this from :) The first one looks like a beetle robot from HL1 that was shown at the beginning of the game. The Invention has a very distinct style of a legionnaire from Early Rome - red cloak, gladius. Similar armor, just gilded...

I simply found suitable images to make it clearer what I meant. And I have no idea what HL1 is :) As for AD&D, you'd have to be incredibly brilliant not to accidentally repeat something that was in it. The number of books with additional monsters, artifacts, and races for AD&D is in the dozens. You'd either have to be a genius or very lucky not to accidentally repeat something.

But I try not to repeat what has already been in Heroes ;) And if I do repeat, then only the most successful or inevitable parts.

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