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 Seventh creature for Wizard

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Orzie
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PostSubject: Re: Seventh creature for Wizard   2016-12-10, 02:33

Your English is perfectly fine. I just need to sleep more. Smile

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PostSubject: Re: Seventh creature for Wizard   2016-12-10, 03:10

I reconsider all the possibilities again and I still found the gnome to be the best choice. I actually think I have begun to grow fond of him Smile
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PostSubject: Re: Seventh creature for Wizard   2016-12-10, 03:13

I also think that the Gnome can still be adjusted, there's a lot of things that can still be done. The Manticore may very well find use in the game anyway, because it's mythological enough, even if it won't make its way to the Dervish.

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PostSubject: About the gnome   2016-12-10, 12:09

Hi, guys, long time no see! Kept reading the forums, but didn't contribute much in a long time.

About the gnome, I was thinking that maybe it needs just a bit more flavour. As it is now, it looks cool, but at the same time I see a Mage whose height is that of the Halfling. Which is not great IMO. But maybe, if the gnome was more unique, he would actually look good!

Why not make him more of an engineer or a technician, the guy who assembles and maintains mage's large golem armies? Sure, he doesn't need to be Forge like high-tech, but that is the niche that is currently empty in the game. No technicians in the game so far, but the idea of small gnome engineers truly has some fairytale spirit behind it!

He can still play his role with teleportation and melee-magic attacks, just give him an apron and goggles to alter his appearance. As for the style of attacks, it can be sort of electrical power, just not too sci-fi, more fantasy like. Something fitting the tone of the castle. That would also tie them to giants a little bit.

Or maybe they can use oil lamps to burn their enemies, IDK... Just a joke, but they can use a variety of attacks and don't have to be limited only to their tools.

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PostSubject: Re: Seventh creature for Wizard   2016-12-10, 12:27

I love that idea! Engineer, that's what it was lacking! You inspired me a bit lad, after im done with the harpy I'll try to get my hands on the gnome if I'll not be distracted by any dwelling :p
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PostSubject: Re: Seventh creature for Wizard   2016-12-10, 12:30

Even just adding a hammer into his hand would make a lot of difference. Also have some options with tweaking the colors thanks to the lineup.
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PostSubject: Re: Seventh creature for Wizard   2016-12-10, 14:45

Be careful with weapons or instruments though. There is little chance they will really fit. The Gnome hypothetically can be a some kind of artificer, but with a magical background. Teleport movement also should exist.

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PostSubject: About the dwelling   2017-01-19, 01:45

I was thinking some more about the gnome and IF he'll be an artificer of sorts (as Orzie put it), it might be a cool idea to make his dwelling a clock tower! It's so cliche and simple, that really fits HoMM 2 IMO.

Unlike giant mushroom, which fits Sorceress' forest much more, clock tower will look right at home in the Wizards town, along with Golems' foundry.

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PostSubject: Re: Seventh creature for Wizard   2017-01-19, 01:51

You must also think about the specific townscreen - namely Wizard. I don't know how to implement such a structure there since there is already a Foundry which is looking in the most simple way.

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PostSubject: Re: Seventh creature for Wizard   2017-01-19, 02:06

I was thinking about something like this (pardon my drawing skills)

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PostSubject: Re: Seventh creature for Wizard   2017-01-19, 02:09

That can be considered as a starting option, yes. Not for v0.8, unfortunately, but still there can be something to work around.
For now, the mushroom used on the adventure map will remain the active form of the dwelling.

Something like Clock Tower could be a nice reference to H3 Gremlins and not be too much high-tech in design.

The place you filled fits more for the Resource Silo, however. We'll see about that in future.

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PostSubject: Re: Seventh creature for Wizard   2017-01-20, 07:19

A clock tower should be one of the highest structures in a city. The cloud castle wins obviously Wink

Come to think of it. I'm pretty sure the cloudcastle is as low as it is right now because of a space issue.
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PostSubject: Re: Seventh creature for Wizard   2017-01-20, 07:33

I agree, lowering castle and commander quarters should help there, but we're not going to have this townscreen for the beta I think.

BTW Wyvern animations are coming

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PostSubject: Re: Seventh creature for Wizard   2017-01-20, 15:56

We won't require lowering anything, you forget that H3 townscreens are considerably bigger in size and we will anyway have a lot of additional space from the extended skies. Smile

Contrary, we might lift the Cloud Castle up instead.

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PostSubject: Re: Seventh creature for Wizard   2017-01-22, 00:59

Ок, it makes no sense, but I wanted to do)
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PostSubject: Re: Seventh creature for Wizard   2017-01-22, 01:09

Recolor and you have nice statue for dervish castle :v

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PostSubject: Re: Seventh creature for Wizard   2017-01-23, 10:41

Agar wrote:
Ок, it makes no sense, but I wanted to do)
Spoiler:
 

It looks awesome!  Very Happy
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PostSubject: Re: Seventh creature for Wizard   2017-01-29, 04:14

I was playing H2 and wondering...

What about an 8th creature ? In the clasic H2 game you had 1 less slot than available creatures. Would this work for SWMod ?

Has this been debated ? Of course, not for the 0.8, even the 0.9 release, but down the line in the far future...
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PostSubject: Re: Seventh creature for Wizard   2017-01-29, 04:42

Well, except for the fact that it would require tremendous amounts (as many of the ideas Smile ) I actually don't think it is needed, since in H2 there is a huge gap between lvl 5 and lvl 6 creatures making lvl 6 creatures very unique and strong. This I try to carry over to H3SW creatures (without ruining balance ect.) and thus there is already a creature that takes the space of "extraordinary powerful", so I don't think it is needed Smile
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PostSubject: Re: Seventh creature for Wizard   2017-01-31, 08:01

Very good! Have you biggest version these sphinx?
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PostSubject: Re: Seventh creature for Wizard   2017-01-31, 18:31

In fact, Heroes 2 even didn't require a 7th creature for each faction. It's only Heroes 3 basis which forced us to extend the lineups.

Like I said before in Designer's notes for the canonical factions, there is very little space left for new creatures. MMVI is already pushing the limits and that was my intention from the very start, because that game is set in the same universe and features the same continent (Enroth). You can call it personal initiative - however, it solves many problems in the long run. As you could see, people who didn't play the RPG part of MM (HoMM) series, deemed some concepts questionable.

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PostSubject: Re: Seventh creature for Wizard   2017-02-02, 06:08

7th creature is very needed. In HII we have choice 5 form 6. Now 5 from 7. Its better. I suggest 5 creature limit.
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PostSubject: Re: Seventh creature for Wizard   2017-02-02, 06:25

You can sugest, but I doubt if it is a good idea.
It will stay as it is so 7 hero/town slots and 7 creatures.

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PostSubject: Re: Seventh creature for Wizard   2017-02-04, 06:41

Weird if you build something like HII and doubt that 5 creatures is good idea... In HII is only 5 creatures from 6. More choice is better than no choice.
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PostSubject: Re: Seventh creature for Wizard   2017-02-04, 06:47

Baronus wrote:
Weird if you build something like HII and doubt that 5 creatures is good idea... In HII is only 5 creatures from 6. More choice is better than no choice.

7 slots is 7 slots, and you can do nothing with that. That aspect is in the favor of H3 mechanics.

Quote :
In HII we have choice 5 form 6. Now 5 from 7. Its better.

Not only it's not better (NWC would do that for Heroes 3 otherwise), but it is also impossible to implement without an incredibly difficult interface overhaul so it will not look ugly. Not interested.

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