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» [H3SW v0.8.2] Witch Hunt
[Modding][Town] Inferno Icon_minitimeby GodRage Yesterday at 22:56

» 5Kings1Ring
[Modding][Town] Inferno Icon_minitimeby GodRage Yesterday at 22:54

» Polskie powitanie
[Modding][Town] Inferno Icon_minitimeby rrravyn 2024-11-15, 09:53

» loading simplification
[Modding][Town] Inferno Icon_minitimeby badtoper 2024-11-15, 04:37

» Easier Troop Management Between Garrison and Hero in Town
[Modding][Town] Inferno Icon_minitimeby badtoper 2024-11-15, 04:05

» Improvements for Hero Management and Turn Confirmation
[Modding][Town] Inferno Icon_minitimeby badtoper 2024-11-15, 01:57

» [H3SW v0.8.2] Desert Isle
[Modding][Town] Inferno Icon_minitimeby Sir Albe 2024-10-31, 07:56

Poll
Global announcements should be:
Everlasting, 1 for each project.
[Modding][Town] Inferno Redbar110%[Modding][Town] Inferno Redbar12
 0% [ 0 ]
Temporary, when there is something new to announce.
[Modding][Town] Inferno Redbar11100%[Modding][Town] Inferno Redbar12
 100% [ 6 ]
Holalala... No idea where the Ultimate artifact is.
[Modding][Town] Inferno Redbar110%[Modding][Town] Inferno Redbar12
 0% [ 0 ]
Total Votes : 6
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Heroes III: The Succession Wars v0.8.2 Beta

 

 [Modding][Town] Inferno

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Unknown Hero
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Anonymous



[Modding][Town] Inferno Empty
PostSubject: [Modding][Town] Inferno   [Modding][Town] Inferno Icon_minitime2015-07-21, 05:38

Some ideas for an Inferno Town.

Based on Heroes 3 creatures (can be different).

Familiar
Level: 1
Hp: 5
Base Growth: 9
Ability: Increases the cost of enemy damage spells by 1 point per level of spell.

Damage spells level 1 cost 1 more magic point (ex: Magic Arrow cost 4 instead of 3).
Damage spells level 2 cost 2 more magic points (ex: Cold Ray cost 8 instead of 6).
Damage spells level 3 cost 3 more magic points (ex: Death Wave cost 12 instead of 9).
Damage spells level 4 cost 4 more magic points (ex: Chain Lightning cost 19 instead of 15).
Damage spells level 5 cost 5 more magic points (ex: Armageddon cost 25 instead of 20).

Magog
Level: 2
Hp: 10
Base Growth: 8
Ability: Ranged attack also affects adjacent hexes with fire damage, demon troops are immune to this adjacent damage.

Cerberus
Level: 3
Hp: 25
Base Growth: 6
Ability: Attacks 3 adjacent enemies at once, no enemy retaliation.

Horned Demon
Level: 4
Hp: 40
Base Growth: 3

Pit Lord
Level: 5
Hp: 50
Base Growth: 2
Ability: Resurrects demon troop (action is used, attack/move/skip/ability (ressurect)) for 50 hit points per Pit Lord (Familiar to Familiar, Magog to Magog, etc., can resurrect himself (same group if at least 1 creature)), no limit of use per combat.

Arch Devil
Level: 6
Hp: 200
Base Growth: 1
Ability: Can teleport demon troop (action is used) or himself (automatic) to destination (can move everywhere, considered as flying creature), no limit of use per combat, no enemy retaliation, -1 to Luck for enemy troops.

**

The Inferno troops does not need upgrade, one of their particularities.

The Inferno troops are immune to Fire spells.

Instead of vanish from the map when they perish during combat, demon troops go back to the nearest creature dwelling in the nearest town/castle (where the building is built) ready to be enlist again, first in nearest ally town/castle, second in nearest neutral town/castle, third in nearest enemy town/castle, if there is no demon town/castle they vanish.

**

Special buildings:

Sepulcher

+9 Familiars per week.

*

Demon Gate

A visiting hero can pass through the Demon Gate building to any other allied Inferno town with a Demon Gate, free of movement, as long as that town does not have a visiting hero present, and permanently adds +1 to Spell Power for each visiting hero.

Great strategic option.
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Orzie_
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Anonymous



[Modding][Town] Inferno Empty
PostSubject: Re: [Modding][Town] Inferno   [Modding][Town] Inferno Icon_minitime2015-07-21, 05:38

Again we can see radical gameplay changes which can be harshly greeted by H2 players. But it's up to you of course.

The thing is, the Inferno (more precisely - the Heretic or Demoniac if we are to work in H2 style and concept) faction does not really fit to Heroes 2 because of its even-more-evil-than-the-necromancer alignment and general monotony, sameness in comparison to the existing factions. It is a very hard question of implementing a new faction to Heroes 2. Heroes 2 has also strict limitations in adding creatures, and creature names also follow those limitations as well as creatures exterior. I mean, you cannot create something like "Pit Lord" in H2, because all H2 creatures are plain simple in design and concept. There is a lot to say.
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Unknown Hero
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[Modding][Town] Inferno Empty
PostSubject: Re: [Modding][Town] Inferno   [Modding][Town] Inferno Icon_minitime2015-07-21, 05:39

Quote :
the Inferno (more precisely - the Heretic or Demoniac if we are to work in H2 style and concept)
Inferno was just a reference to the "demon faction" in Heroes 3, Heretic sound better.

Quote :
It is a very hard question of implementing a new faction to Heroes 2. Heroes 2 has also strict limitations in adding creatures, and creature names also follow those limitations as well as creatures exterior. I mean, you cannot create something like "Pit Lord" in H2, because all H2 creatures are plain simple in design and concept.
First time I saw the Inferno faction in Heroes 3, I thought: "this would have perfectly fit to Heroes 2", as the faction has a strong and different personality (contrary to the Fortress for example, who is basically a sort of mix between Barbarian and Sorceress).

Level 5 creature name, "Pit Lord", was also just a reference; except the level 1 creature, "Familiar" (increases the cost of enemy damage spells), all the others capacities are already in the game.
Basically the "Pit Lord" can cast Resurrection (but only on Demons), "Magog" ranged attack similar to the Lich, "Cerberus" adjacent attacks similar to the Hydra, "Arch Devil" basically a flying creature who can cast Teleport on allied troops (but only on Demons)(great during siege).
There are already creatures who cast spells in the game, Cyclops, Unicorn, Mummy, Archmage; it's automatic and random but they attack AND cast a spell. It's difficult to automatically cast a Teleport or Resurrection spell because it acts on allied troops contrary to the Cyclops, Unicorn, Mummy and Archmage.

I think it's a nice combinaison for a specific faction, level 6 teleports troops, level 5 resurrects damaged troops, level 1 protects troops (enemy hero less inclined to cast damage spells, or can cast less spells due to spells costs inflation).
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Orzie_
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Anonymous



[Modding][Town] Inferno Empty
PostSubject: Re: [Modding][Town] Inferno   [Modding][Town] Inferno Icon_minitime2015-07-21, 05:40

Quote :
First time I saw the Inferno faction in Heroes 3, I thought: "this would have perfectly fit to Heroes 2", as the faction has a strong and different personality (contrary to the Fortress for example, who is basically a sort of mix between Barbarian and Sorceress).
Both statements are highly subjective. The Inferno concept is all reddish which is iacceptable for Heroes 2 lineups which intend 3-4 basic colors.

Creature abilities like Heroes 3 Inferno creatures have will be really hard to balance. You will have to compile an entire table of demonology (ability to summon Demons) and this might be very tricky in terms of gameplay. But anyway, if someone would be to create such castle in H2, I would be interested to take a look at it when it's done.
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Unknown Hero
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[Modding][Town] Inferno Empty
PostSubject: Re: [Modding][Town] Inferno   [Modding][Town] Inferno Icon_minitime2015-07-21, 05:41

Quote :
Both statements are highly subjective. The Inferno concept is all reddish which is iacceptable for Heroes 2 lineups which intend 3-4 basic colors.
What I mean is the "Demon faction" would fit well to Heroes 2; and yes, the graphics must be adapted to Heroes 2, also the red color matches well with Demons, for me.

Quote :
Creature abilities like Heroes 3 Inferno creatures have will be really hard to balance. You will have to compile an entire table of demonology (ability to summon Demons) and this might be very tricky in terms of gameplay.
There is no need for summoning, basically it's the "Resurrection True" spell limited to demons. There is no creation of specific Demons strictly speaking.

Also, it can be adapted to be more "automatic" for the player, and more easy to implement I think.
Level 6 ability: 20% chance to "cast" Disrupting Ray when attacking.
Level 5 ability: 30% chance to "cast" Slow when attacking.
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