Creatures and units

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Creatures and units

Postby Groovy » Apr 27 2014, 22:28

Here is a selected list of Heroic PC design creatures and their corresponding units. A much more extensive list is floating around in various files. I'll consolidate it at some point.

Animals:
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Hybrids:
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Sentients:
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Postby Groovy » Apr 27 2014, 22:33

When it comes to creatures, there is an important difference in how they are treated in the Heroic design compared to HoMM designs:
  • Towns no longer have predefined creature and unit line ups. Each town is initially inhabited by a single race of creatures (townsfolk) and the few units that they produce. Other creatures settle in the town as the game progresses, depending on whom the player encounters on the adventure map and is able to befriend. This makes the town creature and unit line up highly situational
  • Different factions no longer have the same economy, nor is their economy fixed. What resources they need is strongly dependent on what creatures have settled there. The creature line up also determines what structures they are able to build, and thus what resources they need and are able to produce
  • A clear distinction is made between creatures (eg: Humans) and units (eg: Archers, Swordsmen). The player can choose which units to train creatures into, and is sometimes able to combine multiple creatures, from the same or different races, into a single more powerful unit

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Postby Groovy » Apr 28 2014, 12:58

A few more creature and unit lists that I've dug up.

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Postby Groovy » Apr 28 2014, 13:02

With their corresponding abilities.

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Postby Groovy » Apr 28 2014, 13:04

Dungeon:

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Postby Groovy » Apr 28 2014, 13:06

Glacier:

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Postby Groovy » Apr 28 2014, 13:08

Heaven:

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Postby Groovy » Apr 28 2014, 13:10

Hell:

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Postby Groovy » Apr 28 2014, 13:12

Island:

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Postby Groovy » Apr 28 2014, 13:15

Necropolis:

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Postby Groovy » Apr 28 2014, 13:16

Outpost:

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Postby Groovy » Apr 28 2014, 13:18

Stronghold:

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Postby Groovy » Apr 28 2014, 13:25

The purpose of these lists is to make it easier to add creatures and units to the tabletop design. It's not intended to restrict the creatures and units that can be used, or how they should work.

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Postby Groovy » Apr 29 2014, 14:10

The distinction between different types of creatures is as follows:
  • Animals: non-sentient creatures that cannot be negotiated with (players can use them as they see fit), cannot serve as units on their own (only in conjunction with other types of creatures), and cannot serve as heroes
  • Hybrids: semi-sentient creatures that act like sentient creatures in all respects except that they cannot serve as heroes
  • Sentient creatures: live in dwellings, only serve players if they have signed a treaty or been conquered, can use (ride) animals, can serve as units on their own, and can serve as heroes

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Postby Panda Tar » Apr 29 2014, 14:31

Sentient creatures would be, then, any other civilization/society that does not have a playable 'faction', such as would be the halflings, for example?

Perhaps some non-social sentient units could also be used as hero, although as exceptions. But in this matter, I'm thinking more while writing a campaign, a pre-defined one.
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Postby Groovy » Apr 29 2014, 15:07

The classification would ideally apply to all the creatures in the game, regardless of faction associations. So halflings, humans, elves, dwarves, angels, dragons, etc, would all be sentient creatures.

What is a non-social sentient unit? Do you mean non-townsfolk?

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Postby Panda Tar » Apr 29 2014, 15:14

I mean something like a...tiger. Lions are social beings, tigers not. But applying that to sentient universe. If we, for example, consider a Dragon a non-social sentient being, who won't live with others of their kin, but that can negotiate a understanding and cooperation for survival between other races.
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Postby Groovy » Apr 29 2014, 15:36

Yes, I see no reason to bar non-social sentient creatures from serving as heroes.

On the subject of heroes, I would like to model them along racial lines, so that higher-level creatures naturally have more powerful heroes. A player would only be able to hire dragon heroes, say, once an external dragon dwelling has allied with his town. This wouldn't apply to campaign heroes, but regular ones that are traditionally hired from a tavern.

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Postby Panda Tar » Apr 29 2014, 16:10

I agree.

Wouldn't have 'stranded' sort of heroes perhaps? For example, a hero we find in a dungeon, sealed, trapped, en-caged, or anything along that line. They would be one of a kind, more likely related to anything of ancient times...however, at the same time, something that old might not be logically to adapt easily to any modern culture after being released, dunno, lol.

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Postby Groovy » Apr 29 2014, 16:15

Stranded heroes are fine too. In the interest of mystery, some races should be more rare and exotic than others. The same goes for heroes.

That was some of the reasoning behind my preference not to make all the factions playable from the start.


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