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Posts from What creature or artifact would you create? (Heroes IV)
Ideally, a sea race with creatures like mermaids and sea monsters is missing.
Logically, that's correct, I agree. However, the issue is: how would creatures that live in the water and don't venture beyond the deck of a ship or the coastline roam the land and capture other cities?Zybr
If we're talking about a new race, we need to start with magic or "non-magic." In other words, its focus. ... The point is that in the 4th game, each faction is unique, and that's what we should stick to.
Considering the pentagram of magic schools, where there's no free space, it suggests that the race should be non-magical (without a guild), but magic should be present in the form of abilities in the monsters (like mermaids, for example). However, heroes could also have an ability similar to summoning or necromancy (an additional ability not related to magic).:cool:
Zybr
14 years ago
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Logically, it makes sense, I agree, but the issue is – how would creatures that live in water and don't venture beyond the deck of a ship or the coastline roam the land and capture other cities?
Well, in Heroes 6, the Nagas' affiliation with water doesn't seem to hinder them in any way.
Considering the pentagram of magic schools, which has no free space, it suggests that the race should be non-magical (without a guild), but magic should be present in the form of abilities for the monsters (like the Mermaids, for example).
I didn't understand the pentagram part. It seems like just a scheme, not something binding. As for the magic school, besides tricks with illusions, temporal matter, and space, nothing else comes to mind.
CTPAHHuK
14 years ago
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dnaop-wr Mermaids and sea monsters have successfully come ashore. You could add Sirens and other mythical creatures that inhabit archipelagos in seas and oceans.
The schools of magic in the fourth game are tied to races, which are recreated based on the principle of opposition: life and death, order and chaos, nature and destructive force. In my opinion, you could informally tie the 4 elements to the races: chaos - fire, life - water, order - air, death - earth.
Zybr
14 years ago
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death - earth
So it would be easier to dig up corpses?))) But in general, nature - earth is somehow better.
dnaop-wr
14 years ago
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In Heroes of Might and Magic III, there were 4 schools of magic, but in Heroes of Might and Magic IV, they expanded it to 5 (penta-) schools of magic. Moreover, each school is unique and doesn't overlap much, essentially utilizing all the elements. Both in Heroes of Might and Magic III and Heroes of Might and Magic IV, the system of magic schools is well-structured. I don't see any element that could be used to create a new school that would harmoniously fit into the existing pentagram.
Edirt De Yarou
14 years ago
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They could create a special faction for them, something like "Shamanism," a mix of Nature and Chaos.
dnaop-wr
14 years ago
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Chaos is associated with fire, which contradicts the water element. And the schools are heavily intertwined. But perhaps someone will have enough imagination to come up with something unique.
Силос Занж
14 years ago
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Well, you can create an artifact that will increase the duration of spells, serve as a diplomacy, charm, summoning, necromancy, or stealth skill. It will also increase defense and attack, and serve as a complete protection against magic.
Силос Занж
14 years ago
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Although... maybe we shouldn't create that artifact I mentioned.
Instead, it would be better to create an amulet that enhances the effect of any magic.
If we're going to create artifacts, we should also create creatures! The best approach would be to create improvements for creatures that can be recruited in cities. Let's take Haven as an example:
Halflings - Siege Engineers (shooting stones and generally not like in Warcraft 3)
Dwarves - Master Craftsmen (who can repair equipment during battle - golems, ballistae, catapults)
Golden Golems - Diamond Golems (reflecting enemy spells)
Mages - Archmages (as expected, they possess a large set of spells)...
And so on.
ColdWarrior
14 years ago
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The lack of creature upgrades is what sets Heroes 4 apart from all the others – and that’s why people love it.
In the fourth installment, magic schools are tied to races, which are recreated based on the principle of opposition: life and death, order and chaos, nature and destructive force. In my opinion, you can informally associate the 4 elements with the races: chaos – fire, life – water, order – air, death – earth.
Perhaps, as an opposition to water, there should be fire, but since chaos exists, it doesn’t make sense. Wait, nature doesn’t have an opposite – a race made of inorganic matter could be introduced as an opposition to nature.
Силос Занж
14 years ago
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Regarding improvements, this is just an idea.
It would be possible to create some neutral creatures, because having all creatures tied to a specific faction seems a bit off.
- Gnoll (Level 2, Stun, Double Strike, Chaos or Might) - Manticore (Level 3-4, Poison, Paralysis for several turns, Chaos or Death) - Chimera (Level 4, Flyer, Fear, Terror, Poison, OP, Death) - Basilisk (Level 3-4, Petrification, Might) - Lizardman (Level 1-2, Ranged attacker, no penalty in melee, Chaos)
Gnoll - what's wrong with Squires? I don't see the point of having a second creature with a club. Manticore - what is Paralysis? There is no such effect in the 4th game. Chimera - okay, it's fine, but without poison - otherwise, it's illogical to have both Fear and Poison. Basilisk - it's okay, but why Might race? Petrification? Are there not enough Thunderbirds? Petrification is too powerful an ability to give to a Level 3-4 creature, even if Medusas die quickly, this one will be hard to kill - it will destroy armies. Lizardman of Chaos, but what's wrong with Orcs?
Added 27 minutes ago There is an unused spell in the game called Sparks, so my ideas relate to this spell. Fire Serpent - attacks with Sparks, Sorcerer (fire aura, Haste (Chaos), Cat's Reflexes, Fire Shield), 25 mana, fire resistance, Level 3 Chaos. In melee, it attacks with the Sparks spell, without spending mana. Artifact - Sparkling Wand - the hero wearing the artifact attacks, and the attack is accompanied by the Sparks spell (50 * hero's Chaos magic effectiveness + 10 * hero's level), the artifact adds +10% to the hero's Chaos magic effectiveness for each level of the Chaos Magic skill, if the skill is absent, the effect is absent. New non-magical skill - Luck of the Road (increases the amount of resources collected on the map by 10, 20, 40, 70, 100% depending on the skill level), Golden Watch (increases weekly income from controlled gold mines by 5, 10, 15, 20, 25% depending on the skill level), Resource Watch (increases weekly income from resource mines by 5, 10, 15, 20, 25% depending on the skill level). Additional skill - Master Builder (a hero with this skill can upgrade mines to levels 2, 3, 4, 5 up to level 4, at level 5, the hero can upgrade a Town Hall to a Capitol in each of his cities for 20,000 gold, which will generate 4,000 gold per day, if the city is lost, the Capitol turns into a Town Hall, each level of the mine increases income by 100% (+1000 gold for gold, +2 wood/ore, +1 other resources, if the mine is lost, the upgrade disappears, the cost of the upgrade = the cost of building the mine from the vein * the level)
Ment
9 years ago
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I don't see the point of having a second creature with a mace.
Are you talking about a flail? And why should Gnolls have a flail?