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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: Hyphae
Thread: ICTC: Hyphae
Freeze_Dried
Freeze_Dried

Tavern Dweller
posted January 12, 2006 09:53 PM
Edited by Lich_King on 5 Feb 2006

ICTC: Hyphae

Well here's my wee idea that i've been building on - the short history is to follow soon along with more detail for the creatures etc. once ive typed it onto the computer.
EDIT: Added a bit of the history and added details to the Creatures.

Faction: Hyphae
•Aka: The Swarm (name in development – suggestions would be welcome)
•Associated colors: Plum, Brown
•Worship: The majority of creatures don’t worship anything (mainly due to lack of sentience), however the Glow Worms have been pushing the worship of Elrath, the Dragon of Light.
•Core philosophy: “Growth, Advancement, Improvement”
•Country / kingdom: The ruins of the Seven Cities
•Capital city: Armillaria, The Giant Mushroom (taken from the scientific name for the worlds largest organism – a mushroom)
•Key symbols: a mushroom, an ivy leaf

History:
751-770 YSD: Purge of the Necromancers - Civil war in the Seven Cities
Jealous of the power acquired by the Necromancers, the Wizards of the Seven Cities initiate a large-scale persecution, ranging from the seizing of their properties, to banishment, to the spectacle of public executions. A long and gruesome civil war ensues. The ancient cities are destroyed and much of the land is rendered uninhabitable.

771- 831 YSD: Climate Change
As a result of the massive amounts of magic used during the Civil War in the Seven Cities, the land and weather of the surrounding area changes unpredictably. Blistering summers, glacial winters and massive floods cause the landscape to constantly change, and make the existence of life nearly impossible. However after 60 years of extreme weather, the excess magic calms down and the land becomes a giant rainforest, once again teeming with life

836 YSD: The Awakening of the Glow Worms
The Glow Worms that lived in caves around the cities survived through most of the brutal weather, but as a result of the overflow of magic their evolutionly process was sped up massively. Changes that would have taken centuries took weeks, and after just over 60 years, the Glow Worms had become the most advanced creatures in the land, able to communicate, use tools and even had a degree of control over magic.

Creatures:

Level 1:
Giant Moth (Upgrade: Noxious Moth)
The moths are the weakest troops in the Hyphae, and are used as a living shield by their Glow Worm masters.

Abilities: Flight, Living Shield - The Moths surround a friendly unit, taking any damage inflicted to the unit while they are protecting, while still allowing that unit to retaliate.
Upgrade Abilities: Flight, Living Shield, Poison – The Noxious Moths have a weak poison that lowers the attack values of any creature they attack at a rate of .005 points per unit per turn (e.g. 200 Moths would lower the attack value of the creature at the rate of 1 point per turn, while 1000 Moths would lower it at a rate of 5 points per turn)

Level 2:
Leech (Upgrade: Infected Leech)
The leeches are grown to the size of a horse and ridden by their Glow Worm masters into battle as their basic cavalry.

Abilities: Purify- The leeches have the ability to remove any poisons inflicted upon their allies.
Upgrade Abilities: Purify- The Infected Leeches can take this ability further by then infecting enemy creatures they attack with the poison they cured their allies of.
Infect- In addition to this ability to transfer poisons, Infected Leeches have a poison of their own, which lowers the defence value of any creature they attack at the rate of 0.01 points per unit per turn (e.g. 50 Leeches would lower the defence value of the creature at the rate of 1 point every two turns, while 100 Leeches would lower it at a rate 1 point every turn)

Level 3:
Ivy Lady (Upgrade: Ivy Queen)
The Ivy Ladies are the only sentient creature other than the Glow Worms in the Hyphae, and are the only “ranged” troops in the ranks of the Hyphae.

Abilities: Ensnare - The Ivy Ladies attack sends their tendrils across the battlefield at a high speed until it reaches the enemy and traps it, holding it to the ground, draining its life away. The ensnared creature loses the ability to move but can attack the Ivy Lady (i.e. by attacking the vines it is being held by)  
Upgrade Abilities: Ensnare, Multiple Attacks - The Ivy Queens have the ability to attack two creatures at once by sending off multiple tendrils, however all these creatures can still attack the Ivy Queen.

Level 4:
Miasmic Mosquito (Upgrade: Malarias Mosquito)
The Mosquitoes are the main force in the Hyphae, with a nice balance of Speed and Strength. The Malarias Mosquito is the only unit in the ranks of the Hyphae to have the ability to posses and transfer Malaria, the extremely deadly and infectious disease are placed in high regard by their masters as a result.

Abilities: Flight
Upgrade Abilities: Flight, Malaria – Malaria, the deadliest of the poisons controlled by the Hyphae has the ability to devastate armies. To infect the other army, the Malarias Mosquito attacks the hero in a flurry of bites, infecting him/her with Malaria. For the remainder of that battle the Hero will slowly lose control over their spells and abilities, until eventually they are rendered useless for the remainder of the battle. The speed at which the Malaria affects the hero is determined on the number of Mosquitoes in the army. In a long siege, putting your enemies General out of action can turn the tide of battle.  

Level 5:
Glowing Bishop (Upgrade: Glowing Archbishop)
The Glowing Bishops and Archbishops are the leaders of the Hyphae on the battlefield. Intelligent, advanced, and organised these Glow Worms control their minions with ease.

Abilities: Summoning Light - The Glowing Bishops have the passive ability to call an equal number of Giant Moths (in the living shield state) onto the battlefield as them, with the moths being replenished every turn.
Upgrade Abilities: Summoning Light, Jihad - The Glowing Archbishops have the ability to enrage their forces into a religious frenzy, empowering them with massive increases in attack, speed, and defence – turning them into their ultimate tool of war.

Level 6:
Dissonance (Upgrade: Cacophony)
The Dissonance and its bigger brother, the Cacophony – are a sight to behold. A massive ungainly, lumbering mainly limbed metal beast constructed of screeching metal, held together impossibly by massive amounts of magic – these creatures are the creation of crazed Glow Worms, outdoing the Golems the previous inhabitants of their lands created by far.

Abilities: Screech - The sound of the Dissonance attacking is so painful that it disables all creatures’ ability to retaliate.
Manoeuvre - The many limbs of the Dissonance allows it to manoeuvre over any obstacle in their way, at no loss of speed.
Upgrade Abilities: Screech, Manoeuvre, Rebuild – The strange magics controlling the Cacophony give it the ability to rebuild itself – and create replicas - out of any metals it encounters; swords, bolts, armour, and even wrecked pieces of itself are magically reattached upon contact.


Level 7:
Dragonfly Nymph (Upgrade: Dragonfly)
The Dragonflies in the Ruins of the Seven Cities have grown over time to a size where their power is relative to the Dragons their tiny ancestors were once named after. These majestic, shimmering creatures are worshiped by the Glow Worms and used as the ultimate tools in the army that is the Hyphae, causing awe and destruction wherever they go.

Abilities: Flight, Awe - The Dragonflies glistening wings, are amazingly beautiful, causing all who set their eyes upon them to feel an odd calm and peace. This results in all creatures in the enemies’ army to do much less damage to the dragonflies than they do to other creatures.
Upgrade Abilities: Flight, Awe, Shimmer – The fully developed wings of the adult Dragonflies give them the ability to become “invisible”, by moving their wings at extremely fast speeds. This allows the Dragonflies to do as they please without being affected in any way by the enemy. However, this ability drains the Dragonflies stamina very quickly and they can only become invisible for a short time.

Thats all for now, though I probably will add more detail over the next couple of days.

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gwyndolium
gwyndolium


Known Hero
Ancient citizen
posted January 12, 2006 09:56 PM

And again I would like to say I see this more as a neutral town because of the lack of intelligent heroes/story tellers.

But none the less it's nice.
____________
~I came down from heavens, to bestow the people under me, with hope and knowledge~

-The angel of judgement, Gwyndolium.

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Freeze_Dried
Freeze_Dried

Tavern Dweller
posted January 12, 2006 10:33 PM

Ah yes, I can see your view on it. Though it doesn't seem like it it does have a decent (although short) history, which involves a civil war, political assasination and a deal with the angels. I took the sentience problem into account and created the Glow Worms and Ivy Lady's sentient, while having all other creatures controlled by them, like humans use horses.

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miru
miru


Supreme Hero
A leaf in the river of time
posted January 13, 2006 04:25 AM

What are the Ivy Lady/Ivy Queen, Glowing bishop/..., and Dissaphony/Cacophony? Please describe them, or upload an image
____________
I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.

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FriendOfGunnar
FriendOfGunnar


Honorable
Legendary Hero
able to speed up time
posted February 06, 2006 10:33 PM

Hyphae
Race( 5+2 )=7
History( 2+3)=5 I like the story but you should have developed it more
Creatures( 5+ 4)=8 creatures are interesting but The dissonance is inconsistant
Balance(4+4 )=8 The
Originality=8

(minus one for no flag)
Total Score=35  

How I graded these:
Race (Originality [1-5]+Compatibility with HOMM5 universe[1-5])
History (How interesting is it to me [1-5] +Compatibility with HOMM5 universe [1-5])
Creatures (Originality [1-5] +Internal Consistency [1-5])
Balance  (are the special skills inventive [1-5] + Does it have a variety of flyers, shooters, walkers, spell-casters [1-5]
Originality (all the originality scores added up and divided by two.  This means that creativity counts twice. [1-10])

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BoogieMan
BoogieMan


Famous Hero
The John of Spades
posted February 07, 2006 12:34 AM

Quote:
Creatures( 5+ 4)=8


hehe

Race: 5

A bizzare choice, I can't foresee any reasonable way to integrate it in the HoMM 5 plotwise.

History: 5

Too short, extremely far-fetched (exteme killer weather, magic --> 60 years --> rainforests full of life, evolved creatures)

Creatures: 5

Too etherogenous, unattractive, some ability descriptions are ambiguous

Balance: 7

Originality: 6

A failed attempt at creating something truely original IMO

TOTAL: 28
____________
The BoogieMan wrote ... and saw that it was good.

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Freeze_Dried
Freeze_Dried

Tavern Dweller
posted February 07, 2006 05:31 AM

hey, sorry bout not really finishing my race/town idea off. i did have quite a few ideas and a longer history, but nobody seemed interested so i thought to myself - why should i put hours more of my time into something that nobody seems to care about.

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kookastar
kookastar


Honorable
Legendary Hero
posted February 10, 2006 10:44 AM

Race 4 – more description needed
History 4
Creatures 5
Balance 6
Originality 8
27/50

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Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted February 23, 2006 09:50 AM

by ThE_HyDrA

Race: 6
History: 2.5
Creatures: 7
Balance: 4
Originality: 8
Total: 27.5
Comments: Creatures are overpowered when considering the Heroes universe. A good original concept, let down by lack of history and further character/hero and history development.
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You can wait for others to do it, but if they don't know how, you'll wait forever.
Be an example of what you want to see on HC and in the world.
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