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DumB
2000-07-07 22:39:05


New Spells 2...
I got a good one, relating back of course to the post I just made under hte water castle...

flying fortress...
it makes a city leveitate just off the ground, so only flying(or some such enchanted) heroes can enter(this works *both* ways, against your enemy, AND you :ţ)

and jsut a thought...
maybe there should be spells for city improvements too...
like extra walls or something(mom even has different types of stuff, like "wall of darkness" which disallows the enemy to use ranged attacks from outside the city, unless the unit has "true sight"[a form of illusions immunity, if you understand])

there could be all kinds of other cool stuff too, like spell wards, or a 'prosperity' spell to increase gold/turn...(maybe even one to increase creature production!)

but I'm getting ahead of myself, I should get feedback before I say more :ţ


DumB
2000-07-23 00:29:58


As long as I'm stealing spells from blizzard...
I might as well sugest "polymorph" as well...
I think it would be kinda cool to just "poof" a stack of dangerous monsters into non-threatening sheep ;ţ(which you would still have to kill, they just couldn't retaliate...)
hehe

Beltion
2000-07-23 04:43:45


How about a adventure "Clone"
You clone your hero and the enemy can't see the differance between the two. (unless he has a Visions spell and casts it a a higher level).


And Polymorph would be very cool, but it would have to be healable.
Beltion
2000-07-23 04:46:38


And here is another...
A Necromancy Spell...

You get it with the skill, and it works with the same strength.

You can summon a % of any dead stack on the field to serve you as skellies.

However, the skellies only last the battle (like summoned elementals). And that stack will be excluded when raising the dead after the battle.
DumB
2000-07-23 15:59:02


The necromany spell would work...
but I don't think I'd use it very often, unless the skeletons were added to my current stack...(assuming I had one)
and expert would make them permenent
Behemoth the Barbarian
2000-07-23 21:27:28


I remember the sheep "spell" ...
from Hexen II.

As for the Necromancy spell, it could work if the skelletons would be added to the army at expert level.
Beltion
2000-07-24 09:28:42


Well, GM could make them permanent...
but it's mostly a spell you'd use when you really need extra troops, fast.


Beltion
2000-07-26 08:44:54


And here is another spell...
I don't have a handy name for it, but you cast it on a enemy hero, and for some time after that you see the area the enmy hero travels thru.

(So the enemy will explore for you if he enters a shroud, and the exploration is permanent)


I could perhaps work in the way that during the first day it shows you everything the enemy hero sees, and then the field of vision starts shrinking day by day. (according to a speed that depends on your mastery of the magic school)
DumB
2000-07-26 15:20:18


You could steal the name "wizard's eye"...
from MM...

but I'm thinking it should act more as a "beacon" for knowing the position of the enemy hero...

basic:tracks hero
adv:reveals a small radius as he moves
expert: you see what he sees

I also think there should be a fog of war...
DumB
2000-07-27 15:24:30


Oh please! like Warlords3 is any kind of benchmark
The fog of war did wonders for warcraft...
and there's even one in age of wonders, which is similar to homm, and it works great(not that I play much)
I believe there was even one in that certain game whose name induces convulsions(you know which one)...

and besides, I *hate* seeing the enemies turn unless I'm close enough to do something about it....(and furthermore, it would make scouting a more useful skill, as well as the need for lookout towers[not to mention the skyship...])
Behemoth the Barbarian
2000-07-29 16:16:44


In that case...
Lookout towers would have to be flagged, towns would have special scouting increasing buildings (with Tower leading in the scouting range).

I'm also thinking about a possibility to "plant" guard towers.
DumB
2000-07-29 19:50:21


I thought we already discussed that...
an engineering skill that would allow heroes to "plant" certain structures... just never a new town...

and I really think the point is moot anyway, since we *both* know that H4 will be set in Jadame and have town/race structure similar to MM8(which I can expalin sometime if you're in need :ţ)...

this means that *most* of what we've discussed here will HAVE to be implemented by me, into a game of my vision, homm is too restrictive for most of it, to be honest...

[and as a side note, I do *not* have mod power with this account ;ţ, something screwed up]

-DumB
Behemoth the Barbarian
2000-08-01 15:37:30


As for mod powers...
It appears your old account got "overwritten" by the global one. The local account is only shown as moderator on the mainpage, not on the Stone Oracle page, so I removed the mod powers from it.
Behemoth the Barbarian
2000-08-01 15:52:06


Then again...
Nothing seems to work... the account doesn't exist but it's stuck in the user mgmt with mod powers. Everytime I try to modify it, I get an error message. Giving your global account mod powers results in: Beltion DumB DumB ;)

So, I guess your (now) imaginary account is stuck with mod powers for life :)
Behemoth the Barbarian
2000-07-26 20:59:36


Fog of war? noooooooooooo....
...ooooooooooooo(o) I really hated it in Warlords III.
Beltion
2000-07-26 23:20:58


Fog of war? nooooooooooooo....
Don't like it either... I even used one more "o" than Beh!
DumB
2000-07-21 22:19:37


I'm thinking that "we" should steal...
"hallucination" from starcraft and put it in homm...

it might be useful to have a false hero running around to mislead the enemy ;ţ
(of course, it would take up a hero slot, and would need to be at least level 4)

and I'm thinking here that expertise would simply increase the hallucinations ability to "do", meaning that at first, he couldn't pick up gold and stuff for you, but by expert, he could flag mines and get treasure/artifacts[which would be lost if he was attacked(and *not* to the attacker)]
but the hero would always disappear instantly if attacked
Behemoth the Barbarian
2000-07-22 12:35:55


There are several...
"summon illusion" spells in Disciples too.

The hallucinated hero would last, say, one week at the most.
DumB
2000-07-22 19:17:59


Not at most...
1 day per skill is fair, either that, or you could "recharge" their energies if you had another hero who was close enough...
(I'm waiting for a second opinion though ;ţ[yours is the first])
Behemoth the Barbarian
2000-07-08 13:22:08


Re: New Spells 2...
Spell wards are interesting. In Disciples: SL every attack (incl. spells) is either Earth, Air, Water, Fire, Weapon, Life or Death based. Different units have immunities and wards for one or more of these.

Spells for city improvements... nah. You can use Forgetfulness against shooters (for example). I would like to see such buildings though (stopping flying units or ranged attackers). I think sth like that was discussed in the "Turrets" topic.

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