I'm not really sure if anyone here will know of the Heroes of Might and Magic series, but, though it was extremely camp, it was unbelievably addictive!
With the new system of settlements and movement allowances in Rome: Total War, the gameplay has become nearly identical to that of the HoMM series.
I am not going to be doing any work on this mod other than planning as I have other projects (as you can see by my sig) so any modders that wish to do this mod go ahead (just don't ask me for any more involvement)!
As far as I can see the main problem there is going to be is to get heroes to use spells (and to get the heroes themselves!).
The Factions
Knights - Castle
Elves - Rampart
Wizards - Tower
Dungeon Overlords - Dungeon
Demons - Inferno
Barbarians - Stronghold
Lizardmen - Fortress
Undead - Necropolis
Structures and Basic Functions
Note: I am not yet sure about which structures have prerequisites and what these requisites are - I'll check and update this post!
General Buildings (available to all factions)
Tavern (cost: 500 Gold, +1 Morale for defenders)
Blacksmith (cost: 1,000 Gold, produces one of three battleild utilities: Ballistae, First Aid Tents or Ammo Carts (not sure how we're gonna do this)
Mage Guilds (allow heroes to learn new spells)
Level 1 (cost: 2,000 Gold)
Level 2 - 5 inclusive (cost: 1,000 Gold)
Marketplace (cost: 500 Gold, improves trade) - Resource Silo (cost: 5,000 Gold, faction dependant bonus/improves trade)
Fort (cost: 5,000 Gold, adds defensive walls)
Citadel (cost: 2,500 Gold, 50% increase to creature number recruitable, adds archer tower and terrain obstacles, moat etc.)
Castle (cost: 5,000 Gold, doubles base creature number recruitable, reinforces walls, adds archer towers)
Town Hall (requires Tavern, cost: 2,500 Gold, gives 1,000 Gold per turn)
City Hall (requires Marketplace, Blacksmith and Mage Guild Level 1, cost: 5,000 Gold, gives 2,000 Gold per turn)
Capitol (requires Castle, only 1 allowed per faction, cost: 10,000 Gold, gives 4,000 Gold per turn)
First Update -
Castle:
Brotherhood of the Sword (requires Tavern, cost: ??)
Shipyard (recruits ships) - Lighthouse (add-on, increases ship movement speeds)
Stables (increases hero/es' movement speed)
Guardhouse (recruits Pikemen) - Upgraded Guardhouse (recruits Halberdiers)
Archers' Tower (recruits Archers) - Upgraded Archers' Tower (recruits Marksmen
Griffin Tower (recruits Griffins, requires Barracks and Blacksmith) - Upgraded Griffin Tower (recruits Royal Griffins) - Griffin Aviery (add-on, can be built before or after Upg. Griffin Tower, improves Griffins and royal griffins)
Barracks (recruits Swordsmen, requires Blacksmith, and all preceding Unit structures) - Upgraded Barracks (recruits Crusaders)
Monastery (recruits Monks) - Upgraded Monastery (recruits Zealots)
Training Grounds (requires stables, recruits Cavaliers) - Upgraded Training Grounds (recruits Champions)
Portal of Glory (recruits Angels) - Upgraded Portal of Glory (recruits Archangels)
Mage Guild - Levels 1-4
Second Update -
Necropolis:
Mage Guild - Levels 1-5
I will add more faction information soon.
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