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 Commanders

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Mitabrin
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PostSubject: Re: Commanders   Tue May 26, 2009 11:25 am

at first i suggest to try to add something that is in easier ay possible in erm, and later think about "addons"
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PostSubject: Re: Commanders   Tue May 26, 2009 11:49 am

I wrote:
For me the best thing is to add low number of places for units, two lines of units, and 2-hexed units thatr take 2 places, exactly like in Disciple geek

Dude, that looks cool for me Shocked
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Mitabrin
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PostSubject: Re: Commanders   Tue May 26, 2009 11:51 am

faceplantpalm geek


Last edited by Mitabrin on Tue May 26, 2009 1:13 pm; edited 1 time in total
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PostSubject: Re: Commanders   Tue May 26, 2009 11:53 am

whats wrong with it?
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PostSubject: Re: Commanders   Tue May 26, 2009 12:18 pm

@mitabrin: It's face palm, not face plant lol.

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PostSubject: Re: Commanders   Tue May 26, 2009 1:05 pm

I AM wrote:
whats wrong with it?
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Mitabrin
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PostSubject: Re: Commanders   Tue May 26, 2009 1:13 pm

sry my bad geek, but it's imo bad idead to copy battle system from disciples (even as optional feature)
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PostSubject: Re: Commanders   Tue May 26, 2009 1:23 pm

yep but homm4 heroes in combat will b e in our expansion!! Very Happy (and its improved alot)

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PostSubject: Re: Commanders   Tue May 26, 2009 1:58 pm

Hey its not combat, its only tactic-like thing. Sorry, but they have their numbers and all, i just didnt do that. The combat is like h3.
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PostSubject: Re: Commanders   Tue May 26, 2009 1:59 pm

hmm ok i think that adding such a thing to game will bevery hard but will be possible, btw. i suggest to change subject in this thread, to what will hill keep commander be like?
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PostSubject: Re: Commanders   Wed May 27, 2009 8:27 am

a.. a... a... a... a thief or something? A lizard thief?

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PostSubject: Re: Commanders   Wed May 27, 2009 8:43 am

i thing that something like lizard in golden persian armor or something like that
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PostSubject: Re: Commanders   Wed May 27, 2009 8:44 am

hmm maybe..

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PostSubject: Re: Commanders   Wed May 27, 2009 8:48 am

And for me it should be lizard beduin, with some armour plates on shoulders and knees.
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PostSubject: deeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeesert.   Wed May 27, 2009 11:27 am

SWÊBÖZ wrote:
but something like this. All 'magic heroes'(clerics, heretics, warlocks, wizards, necromancers and such) starts with their own magic, but you can learn other spells in your mage guild, exactly like before but now you can only cast spells on the hero's turn and creatures who have magic. here is a list of magic creatures

(b) = Spell is at basic level
(a) = Spell is at advanced level
(e) = Spell is at expert level

Castle:
Hero speciality - Knight = 10% better attack and defense in melee for all units - Cleric = All magic users have a +10% bonus on water magic spells
Monk - Bless(b)
Zealot - Bless(a), Cure(b), Magic Arrow(b)

Rampart:
Hero speciality - Ranger = Ranged, shoots twice on level 6 and max range on level 18. Also, the ranger increases all ranged damage with 10% in battle (does not work on enemy creatures) - Druid = Summons an amount of sprites every round (IN BATTLE). The amount depends on the hero level.
no creatures who can

Tower:
Hero speciality - Alchemist = Has 3 potions in battle. Two health potions and one mana potion. The potion restores health/mana, and the amount of health/mana restored with the potion depends on the hero level. The potions who you will waste in a combat will restore after one turn outside of the battle. - Wizard = All spells' effect increases with 6% and the mana of all creatures increases with 6%.
Mage - Ice Bolt(b)
Archmage - Bloodlust(a), Weakness(b), Ice Bolt(a), Frost Ring(b)
Master Genie - Random(a)
Naga Queen - Counterstrike(b)
Titan - Lightning Bolt(e)

more coming soon

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PostSubject: Re: Commanders   Wed May 27, 2009 1:46 pm

Great

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