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[Campaign] Tragedy of Etheria (Just starting)

Discussion in 'Idea Factory' started by Galadgod, Jul 27, 2016.

  1. Galadgod

    Galadgod

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    Hello,
    Since I was a child I wanted to write a story, make a game, etc etc.
    With the Warcraft 3 editor I believe I might be able to make that true, be it as plain as it may be.
    The story was to have a continent, right here
    The continent would be divided in nine factions, not with equal powers, and every faction would have its campaign, and then a last campaign that would combine some of the factions in some kind of coalition against other faction.
    The factions would be:
    1. Kingdom of Leofacau (Blue coloured), the largest kingdom, divided in six minor provinces and the largest city of the continent at the middle, all around units with deadly crossbowmen and heavy pikemen as their elites. Names of towns/characters based on France. Their animal is the Lion.
    2. Kingdom of Falkereich (Light Blue coloured), on the northwest, divided from the Blue kingdom long ago and gained independance. Weak and cheap starter units, with strong late game and expensive elite knights. Names of towns and characters based on Germany/Teutonic Order. Their animal is the Falcon.
    3. Republic of Springelaar (Orange coloured) Men of mountains, their cities are built around large and tall towers, and they are divided in four provinces, some devoted to their advanced technology, others to their religious avatars, or to the frenzy of the battlefield. Slow, strong units, and great siege capabilites. Names are based on North europe. Their animal is the Gryphon.
    4. Kingdom of Phonicis (Red coloured) Hailing from the Isles of the west, they live in an extremely cold and harsh climate, and the phoenix is the reason for their survival, and thus they are whorshipped. Ruled by an archmage capable of controlling both ice and fire, their units tend to be specialized and not expensive. Their names are English, and their animal is the Phoenix.
    5. Duchies of Ywin (Dark Green coloured) newly independant from Phonicis, these men live in small towns and worship nature itself. The power is rivaled by two clashing families. Weak, cheap and quick to produce units that excel in skirmishes. Their names are Celtic, and their symbol is the Tree of Life.
    6. Sarikhan Free Cities (Brown Coloured) from the south and hot lands of the desert, these men worship Chaos itself, and they are ruled by zealous masters, often battling themselves for their god, but not harboring any resent for their brothers. Their troops are stealthy and quick, mostly focusing on damage, and use creatures and powers from the Void. Their names are arabic and their animal is the Snake.
    7. Grand Matriarchy of Cargath (Purple coloured) From the isle of the South, once sailors from Phonicis, these men were corruped when the excursion drank water from the pool of the God Cargath. Their units are heavy damage dealers with weak armour and often carry poison on their weapons. Their names are English and their animal is the Spider.
    8. The Tribes of the North (Yellow Coloured) four beastly tribes, the Volcanic men, the Minotaurs, the Centaurs and the Trolls, rule the north eastern mountains and steppes. The kobold that live all around these lands are enslaved by the stronger tribes. Their units are cheap and brute, with varying atributes depending on the race. The warlord of each one of the tribes want to rule them all and return to the southern lands. Their names are whatever I come up with and they have no animal or symbol.
    9. The Undead (Green coloured) A prophesy foretolds of the return of the past to rule the future. Their skeleton armies are numerous and can raise men from the fallen enemies. They are weak in melee but arrows seem pointless against them. Their names are from all other factions and their symbol is the Skull.
    Pretty much all I planned and began to make are the units, some heroes and the progress of some of the campaigns.
    Any thoughts/Ideas/suggestions/criticism to share?


    Hardy men of the north easthern mountains, their economy depends mostly on mining and trade. The republic is formed by 3 provinces, each built around a main Tower, and a capital city state is in the middle of them, where the current Koningur resides. The northern province, close to the sea, is home to the oldest men of the Republic. They never left the old ways of fighting and drinking, but their armies are more professional, and carry out the use of gunpowder, found vastly around their land. The western province, with its tower built around the plains, is home to the Valkyries, religious fighters who give eternal rest to worthy fighters, bringing them back as einherjars before they fall in battle again to reach eternal life. It also houses mighty winged beasts, closer to the mountains, that only the most intrepid warriors manage to ride. The southern province, whose main keep towers above the great mountain, is home to the most brave and stubborn of warriors. Knights clad in heavy gilded armour, and their invincible guard, are the pride of its people.
    Here, the Koningur, clad in golden burning armor, is in the middle of all of its troops
    The largest and most influential faction, with their troops being the perfect balance between speed, offense and defense, powerful spellcasters and cunning witches, and the most efficient and ruthless generals. Their army has inspirations from all their borders, axe wielding highlanders from the north, shining knights of the northwest, marksmen from the west, and spellcasters from the isles. Their pride lies in their heavy pikemen, who never let the enemy in their cities.
    Wielding the fire Sword of the Oracle, is the king of the mighty kingdom, and clad in the blackest armor, the Stormcrow Knight, marshall of the armies of the Blue Lion
    The honourable knights of the northwest, zealous followers of the Angel of Life, and worshiping the Sun, believing it is where he resides and gives life to all beings. They consider themselves betrayed by the kingdom; After they exiled the savages away from the main lands and off to the vulcaning jungles of the far northwest, led by one of the king's son, the crusaders returned to find the rightful king dead, and the younger brother of the hero sitting in the throne, ignoring the efforts the knights did for the whole continent. This was centuries ago, but the rivalry still stands strong, and constant wars are fought between the two kingdoms. After a bloody war, ten years ago, the Knights took the city of Bourge, located in the center of the continent, in exchange for letting the captured King free. Those ten years were lived in peace, but some say the King is not the same since he was captured, and neither is the Grandmaster after letting him free...
    Riding his warhorse, with the Bastard Sword of his father, the Redeemer of Truth, stands Winrich, the young commander of the Holy Falcon Knights, and standing tall with his spiked tower shield and the Bloody Crown, the current Grandmaster of the Order. Their units, ranking from badly armoured militiamen, to mighty, tall, and terrifying Winged Knights, clad in the Gilded Steel armour, produced by the ores of the old golden mountain, that lies alongside their capital.
    From the southeast island, a land filled with forests, savage creatures and poisonous lakes, reside the renegades that escaped from the west islands. They fled in order to follow their broodmother, who had pacted with the Spider god of Chaos. Settled in the island, they bathed in a sacred lake; an enormous circle of poison from all the kinds of spider in the continent. There, they received inmunity to sickness and poisonous animals, something that made them inmune (and made their kingdom as strong as it is now) during the great plague that hammered the continent decades ago. The headquarters of the Assassins guild is hidden close to the sacred lake, and The Matriarchy's army is the only in the lands to openly field assassins as a regular unit. Their army consists of lightly armoured soldiers, poisonous weapons and venom traps, including light cavalry, whose main tactic is to rush the enemy commander, and they have innate powers to control fire. Some chosen priestesses have the power to charm feral spiders, and can even master to use their venom and capability to generate web.
    The duchies of Ywin were formed not long ago, after some disputes between their overlords from Phonicis. A small civil war was fought, and the mystics from Ywin developed a bond with their land, and nature itself assisted them on their fight. After the conflict came to an end, they didn't drop their worship to the Angel of Life, but separated from the vision of the angel as a majestic Phoenix, that their former sovereign had, not taking Falkereich's version of it being the Sun itself, but thinking that the grand tree, Othrephis, was the father of all that is seen on the land. They managed to ignore most conflicts caused by their neighbours, and even mantain a good relationship with Phonicis.
    Ywin troops focus mostly on guerilla warfare, and using animals and creatures as allies. Mostly having light units, they are not well equipped for a frontal assault, but with their light feet, and knowledge of their surroundings, following one of their small raiding parties can potentially lead to a deadly ambush, led by gargantuan Tree Spirits, the Treants, that can make the proudest knight have second toughts about a charge.
    The Kingdom of Phonicis has been on the western isles since Leofacau records history. They were nomads from unknown land, stranded in the icy isles, barely surviving, but one fateful day they found their Savior, the mystic Phoenix Illumaze granted them a holy flame, that still burns to this day. This sacred fire was the basis for their survival, and later became the center of the great civilization that now exists. Men from Phonicis harness an innate power over ice, and magic users are much more common than one would expect from other lands. However, their King must surpass a trial, placed upon him by Illumaze himself, and must endure the Sacred fire for a whole day. After such event, the chosen one from the Phoenix Priests is able to channel and use fire with extreme finesse.
    Even the militia from Phonicis is well armed, but not trained as much Leofacau. The pride of their army are the longbowmen and their dragon knights, probably the deadliest sharpshooters and the strangest knights fielded, as they are mostly trained to take on aerial units with ease. It is common for their main army units, aside from their focused spellcasters, to utilize magic, making them very unpredictable in battle.
    The Free Cities, or the people of Sarikhan as they call themselves when united, are a land considered strange by most of the northern kingdoms. They follow the Angel of Chaos with blind faith. They totally disregard normal medicine, but somehow they seem to relieve from sickness and wounds when spilling the blood of other living creatures, be it on bloody sacrifices or chaotic combat. These free cities tend to be on war with themselves the entire time, however, not for conquest, or power, but to make sacrifices to their god. Between themselves, there's always a sense of brotherhood and trust, often celebrating feasts after a battle, where everyone from Sarikhan is invited. However, one day, it is written that the Horn of the Sands will be sound, and they will form a mighty army and ride north, raiding and destroying anything on their way, and never looking back.
    Sarikhan units are mostly specialized in dealing damage, and giving up defenses. They center around their Herald units, giving them a lifestealing aura, taking advantage of their huge damage output to increase their longevity in battle.
    The savage lands of the north are not populated by humans. Roaming this secluded portion of the continent are Tribes of Vulcans, Minotaurs, Centaurs, Kobolds and Trolls. There was a time that those tribes were united and inhabitated the northern lands where Falkereich resides now, but after a gruesome, bloody and long crusade, they were exiled and forced to live beyond the north Mountain Wall. After such a massacre, the leaders from each tribe decided to split up, and now live in constant war. The kobolds, being the smaller and weaker of the races, are used as workers or peons for the other tribes, and the Vulcans even enslaved a majority of their population.
    Units from the Savages are quickly produced, mostly quick on their feet, and have high strenght compared to the Humans. However, their lack of knowledge over arms and armour puts them on a serious disadvantage against armoured enemies. Instead of upgrading their weapons and armour, their troops can be greatly buffed for short periods of time thanks to the imbuing kobold warriors.
    The Undead are a huge mystery. Both a tale for misbehaving children, and a prophesy that wants to be forgotten, even by the followers of the Burning Angel, also known as the Oracle. When the White Plague ravaged a huge portion of the population, turning its victims into rotten, walking and almost indestructible bodies, people feared that the prophesy was about to be fulfilled. But Life priests and Oracle chroniclers managed to stop the plague spread and destroyed the remaining bodies. However, the prophesy about a massive Tragedy upon the continent, huge enough to make the Angel of Death begin a crusade against the creation of his brothers and himself, still terrifies children and scholars alike...
    Undead units center around Skeletons; weak troops, but highly resistant to normal projectiles. They also have the power to make the skeleton of whatever opponent they defeated rise from its dead body and join their ranks. Facing a force of undead with a small army or letting them raid succesfully a small outpost can be a huge mistake.
    Roullhan is a land where lords have grudges against eachother almost anytime, and there are men that take advantage from these conflicts to gain rewards; be it coin, knowledge, restoring lost honor, or just lust for battle.
    Mercenaries are a great choice to fill a gap that a Faction can't take care for itself, be it a heavy unit, a quick unit, or even a magic user. Ranging from Mountain Raiders, Rogue Knights, common sellswords, alchemist scholars, adventures, renegades and anyone (or anything) that wants his name on the records of history, depending on the zone, one can find anything on certain taverns or camps.
    Infantry is the most basic kind of unit. Average at everything, higher level infantry has different bonuses, either reducing armor (axes), blocking basic attacks (foot knights), bashing (heavy maces) and more so. They are mostly cheap and quick to produce.
    Cavalry is expensive, but fast and dangerous. Melee cavalry should not be fought on open fields, as they can trample the enemy to deal area of effect damage. Ranged cavalry, while not as damaging as a marksman, can easily pick off slower infantry. Spearmen have bonus damage against them.
    Spearmen are slower infantry, both in attack and movement. Being bested by basic infantry in melee combat and easily overrun by archers, they have two advantages; they are cheaper and deal bonus damage against cavalry. The bonus increases with the weapon, from spears, to pikes, and finally, halberds.
    Marksmen are the most common of the ranged units, being frail, having less than average movespeed, slow attack speed, but high damage and range. They have a chance to deal bonus damage and mini-stunning their target if they get a headshot.

    Support Infantrymen are units that are not to be sent directly the frontlines, either because they are too frail or too expensive to waste. They help the main army either by summoning allies, placing traps, debuffing the enemy, or even ambushing the back of the enemy, picking off important targets.

    Ranged Infantry isn't there to fill the archer role, as they don't have enough range to give proper support while not being in the frontlines, but they make it up by either doing better or area damage, and being able to soak up some more damage.

    Flying Units cover different roles, either to rain down fire from above or hunt down flyers. They are fast, but expensive and vulnerable to enemy arrows. Some, smaller flyers, are called by other units into combat.

    Siege machinery is slow and costly equipment, but they can either easily demolish enemy buildings or mow down groups of enemies (Some are able to do both). Mantlets are different, as they give cover to close allies, while being invulnerable to arrows.

    Monsters are creatures or constructs that greatly support factions that can acquire them. Some factions can normally recruit those, but all of these creatures can be obtained in neutral buildings.

    Spellcasters are lategame expensive units, mostly frail in combat, but a single pair can turn the entire tides of combat; be it engulfing the enemy in fire or ice, heal and buff allies, or summoning monsters or wards, mages are a force to be reckoned with if used wisely.
    Dragons (And the flying fortress) are giant, extremely expensive and destructive units. One of these beasts can take out an unexpecting army by itself. The hydra is the only titan that doesn't fly, but as it is slain, it is split in smaller hydras.


    Tragedy of Roullhan


    Introduction:

    The year is 1363 of the Advent era.

    Small wars have been tearing the continent of Roullhan since decades ago, after centuries of peace. A war between the kingdom of Falkereich and the kingdom of Leofacau, caused because of the relocation of the Church of Life, and the excommunication of Leofacau, ended twelve years ago, with Falkereich taking over the city of Bourge, and the Church taking back Leofacau as a worshipper. The city of Bourge and its neighboring towns and villages integrate in Falkereich with ease in the nobility aspects, but the peasants find the social differences a hard change. Tensions are common between the old rulers of Bourge and the kingdom of the Falcon. The war took with itself many important lives, including the heads of the Holy Falcon Order, almost the whole of the Order of the Golden Talon, and the Lion King got captured but freed after the peace treaty was signed.

    Galahath Hoffenbrand was one of the heads of the Order of the Holy Falcon that faced death in what would be the final charge against Bourge’s defenders, and his only son, Winrich, would then win the tournament against the other possible heirs for the mastership of the Order. Aged 48, he was a known knight through the land, but unremarkable after his heroic charge that got the enemy king captured. After obliterating the enemy cavalry, and knocking out the enemy king personally, thus bringing down the morale of the Lion’s army, Galahath got hit by a mighty axe blow, delivered by a then unknown knight, member of the order of the Golden Talon.

    Lord Alexander of Leofacau II fell wounded, but not dead, after being flanked and outmaneuvered in what would be the decisive battle. Hours after the battle he woke up in his tent, surrounded by what was left of his war council. A messenger from the Falcon came and, the next day, the arrangements for, first a truce, and then total peace were discussed, between the two Kings and the most prominent nobles of each kingdom.

    Now, twelve years after such event, bandit and loyalist raids on Bourge and Scawold’s towns are making the young Grandmaster of the Holy Falcon show his mettle in combat. Winrich Hoffenbrand, now 25 years old, fully knighted, is eager to show his loyalty to his King. Tall and strong, he showed since being a squire prowess with long blades and mounted combat, and after being knighted, took an ex Leofacau noble as his knight. In the campaigns to crush peasant rebels at his home province, Scawold, he befriended a wandering mercenary of low birth, and began to form mixed thoughts about peasants. He was born with no arcane abilities whatsoever, and his training with harnessing Holy powers with his Mentor, the High Bishop of his order, didn’t went as good as would be expected by most of the knights. Only after seven years of training with a friend from the Order of the Sky he managed to harness fire through his sword. He proudly wears his father’s armor, minus the helmet that was highly deformed after his last battle, and wields a Black Silver alloy bastard sword. Black Silver is a strong and heavy metal found in the high mountains, north of Falkereich. It is heavy and as resistant as iron, thus being useless and expensive for armor, but its strength comes in the edge it can give to weapons after being melted with iron and carbon in the process of making steel, and with the right care, a blacksmith can make a highly powerful, albeit heavy, edged weapon. Right after being knighted by the King himself, and beating the tournament for the grandmaster position, he was gifted with Strongheart, a Schlachtross, a mighty charger, bigger in size, stronger in body and spirit, and as fast as a common war horse. Winrich is deeply connected to his horse, and in case it suffers high damage in battle, he won’t hesitate to unmount and keep battling on foot, so that his trusty companion can rest for the next encounter.

    He is now tasked to assist the Order of the Sky in defeating the remaining loyalists in the province of Bourge. Accompanying him in this quest are his Squire, Glenn Du’Mayne, and, probably for a short time, his old friend, Siegfried of the Three Borders, since his company got hired by one of the duchies of Ywin, being ravaged currently by a civil war, and he is currently travelling south along Winrich, giving him the aid of a strong infantry force alongside his own small but fearsome Knights.
     
    Last edited: Aug 12, 2017
  2. cleavinghammer

    cleavinghammer

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    Well you certainly won't be lacking for characters.

    What's the story going to be?
     
  3. Galadgod

    Galadgod

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    Every faction would have its own campaign, and then there would probably be 3, more or less, "final" campaigns, that would let you use various factions that ended with the same objective.
    The conflict would start differently depending on where it's happening.
    The Dark Green kingdom would start at some sort of civil war, and each one of the two sides would receive help from the Red Kingdom and the Light Blue kingdom.
    The Blue Kingdom's king is ill, and The Oracle, an entity that they worship, predicted that with the retrieval of certain artifacts, a new threat would be defeated. Thus, all the kingdom lords went in the search of such artifacts in order to either fulfull the prophesy or find a cure for the king.
    The Yellow tribes are engaged in a brutal war between themselves, until a Warlord manages to gather all under one banner and march on the south.
    The purple and brown kingdoms are allied because of their same beliefs, and want to spread their entities to the northern kingdom. Plus, the purple want to regain their original land (red)
    The Orange is working on a secret weapon, and their internal struggles can probably put the secret to an end, leading to maybe a civil war.
    The Undead are waiting for the moment of the Tragedy to start, searching for the best time to unleash their power while the continent is at its weakest.

    Something like that more or less.

    EDIT: Many plot thingies here have been changed, but I won't edit them here
     
    Last edited: Mar 29, 2017
  4. Bitchmoon

    Bitchmoon

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    So, on your continent, people draw maps with the South at the top? :p

    Anyhow, I think the world is nicely fleshed out, though when I look at maps I personally prefer a bit more water. The world doesn't feel as interconnected and things kind of have a certain mystique to them, like "What is this strange uncartographed continent we're seeing through the mist"

    But yeah, I think the idea is great! Don't forget to add some interesting characters with motivations hailing from the different countries. Maybe some high-ranking, maybe some unexpected commoners that through the whim of fate end up playing a crucial role in the events of fate.

    Happy world-making c:
     
  5. Galadgod

    Galadgod

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    Whoops, meant of the west.
    I also originally planned to have more isles, but I supposed that would make much more water based stuff in the maps.
    The characters are still on the making, and I'm probably making them something related to Mount & Blade, meaning, the lord of each one of the holds, and some "heroes" that are roaming the land or mercenary companies.

    • [​IMG]
    • Name: Winrich
    • Class: Knight
    • Title: Knight Banneret of the Holy Falcon
    • Age: 24
    • Faction: Kingdom of Falkebling
    • Alignment: Lawful Neutral
    • Main Attribute: Strenght
    • Commander Skill: Offensive commander
    • Son of the Master of the order of the Holy Falcon, he inherited the command of the order at the young age of 21, and proved to be both a capable rider, skilled warrior and outstanding commander. Honorable and righteous, his almost blind loyalty might be his most defining flaw...

    So, the heroes (or commanders) in the campaign will have two or three normal abilites, and two or one ultimate abilities, but also have a "Commander Skill", that will be an aura depending on the personality that the characters have in the battlefield.
    Other kind of heroes, will have a "Warrior Skill"; it will not benefit other troops but make them more fearsome in melee.​
     
    Last edited: Jul 29, 2016
  6. dell

    dell

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    Hey galadgod can you pass me that model?

    [​IMG]
     
    Last edited: Feb 1, 2017
  7. Galadgod

    Galadgod

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    Sure, just give me a moment to find it.
    Note that I just geomerged some models, so no credits should be given to me.
    In case you use that model, credits should go to Himperion for the base model (HeroHighElfPaladin), to Tranquil for the helmet (Royal Captain) and Paultaker for the sword (Two-Handed Sword)
    Also, the attack animations when unmounted have a bit of clipping, mostly on the overswing animation.


    This is the file
     

    Attached Files:

    Last edited: Feb 1, 2017
  8. dell

    dell

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    Thanks Men
     
  9. dell

    dell

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    Hey Galadgod I have a question you want help with the heroes and other things I would love to help
     
  10. Galadgod

    Galadgod

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    Of course, any idea, suggestion or anything you can make, be it a hero/unit concept, something related to tech trees, or whatever, I'll be more than glad to have anything you can make
     
  11. dell

    dell

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    Ok Here one heroe
    Russel.png
    • Name: Russel
    • Class: Mage Knight
    • Title: Mage Chancellor
    • Age: 22
    • Faction: Kingdom of Falkebling
    • Alignment: Chaotic neutral
    • Main Attribute: Intelligence
    • Commander Skill: Arcane Commander
    • Son of the Master of the Order of the Church, he graduated from the Order at the early age of 18, and proved to be a smart, capable and commanding strategist. Wise and just, his almost extreme wisdom could be his defining characteristic .....
    Model
     

    Attached Files:

    Last edited: Feb 5, 2017
  12. Galadgod

    Galadgod

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    Seems a nice idea
    I'm at a concern right now, I'll hice better feedback in four hours
     
  13. dell

    dell

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    OK is so happy you like of me idea
     
  14. Galadgod

    Galadgod

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    Ok, I'm back
    The Falkereich has no mages, so having a mage knight as a hero would be a nice idea to have
    There is no mage order neither, but he could be the son of an important bishop, giving up praying and blessings, to pursue an arcane career
    Also, currently, the commander skills are all auras:
    -Arcane Commander, which increases mana regeneration for the troops
    -Knight Commander, which increases movement and attack speed for cavalry
    -Defensive Commander, that increases the resistances of troops
    -Field Commander, which increases life regeneration and movement speed for all units
    -Marksmen Commander, increases ranged damage
    -Retaliation Commander, which gives an aura that makes affected units reflect melee damage
    -Sanguine Commander, which gives lifesteal for melee troops
    -Shock Commander, increases melee damage

    And the only warrior skill right now is Gladiator which gives a chance to stomp and deal area of effect damage.
    Alignments are mostly based on DnD's ones
    [​IMG]
    and will help me in how he acts and his choices in the plot.
    I like the hero you planned, you'll have to tell me which skills he should have.
    It follows the normal WC3 skills, with 3 normals and 1 ultimate, unless you have something else planned.
    Thanks a lot!
     
  15. dell

    dell

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    OK i go change the descripction wait and see
    Abilities

    Fire ball (Lv3)
    Throws a fireball at an enemy causing damage of Lv1.100.Lv2.150.Lv3.200.y and paralyzing for 5 seconds. Downtime 10 seconds

    Beam of light(Lv3)
    Healing spell with a range of 600 AEO that heals Lv1.150.Lv2.175.Lv3.230. Downtime 15 seconds

    War art (Lv3)
    Uses the knowledge of his studies to increase the damage and the defense of the units in an AOE of 800 Lv1. Damage and low defense. Lv2. Damage and regular defense. Lv3. High damage and defense. Downtime 15 seconds

    Ritual of light (Lv1)
    Uses the power of elemental magic and dark magic and light to revive his fallen allies in an AEO of 800. Downtime 55 seconds

    Decisions.

    On the decisions I can say that he is a person to think first and act with intelligence and calm but he always has the time and the heart to listen to his soldiers and comrades and to hear his opinions in summary.

    Is a wise and good-hearted personage ready to fight for his Kingdom. Comrades .friends and relatives

    Here you have this is the character itself
    I appreciate you liking my idea and I will continue to support you
    :) :) :) :)

    Good see you later
     
    Last edited: Feb 5, 2017
  16. Galadgod

    Galadgod

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    That could really work, but probably will change his third power, as the faction's spellcaster has something similar to that
    I'll be on a hero making night, will share how they look soon
     
  17. dell

    dell

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    Ok I'll edit it again wait
     
  18. Galadgod

    Galadgod

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    I'll also see what I can do with commander skills or whatever I add, because it seems to cause crashes
     
  19. dell

    dell

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    Ok is good idea
     
  20. Galadgod

    Galadgod

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    OK, commander skills are back, it was the Field Commander (I think it was the Unholy aura before) that caused the crash, so it has been removed.
    I made some heroes, I will upload screenshots of them in a bit