Disciples Hex - Disciples - Nevendaar. International Realm. - Lands of Nevendaar
ГлавнаяРегистрацияВход
Всё о серии игр Disciples-I, II, III. Новости, скриншоты, карты и саги. Приветствую Вас Прохожий (Guest) | RSS
[Новые сообщения · Участники · Правила форума · Поиск · RSS ]
Страница 1 из 11
Модератор форума: SoCrat 
Lands of Nevendaar » Nevendaar. International Realm. » Disciples » Disciples Hex
Disciples Hex
Qumi Дата: Воскресенье, 24.01.2010, 21:52 | Сообщение # 1
Бродяга (Vagrant)
Группа: Последователь (Disciple)
Сообщений: 18
Репутация: 33
Статус: Offline
Here is a text about a project called Disciples Hex, currently made by polish fans, but we wish to involve more people. If it is possible please add it to the news on the main page:

Disciples Hex is a fan made board game project that uses Disciples series (excluding Disciples 3, which, in the ,opinion of the creators of the original idea of Disciples Hex, has lost what Disciples was all about). In the beginning Disciples Hex is planned to be a board game that could be played either in real life or through the internet, however, a pc version is planned in the future (if we get support of people who can write programs). PC version’s quality will be of course limited by the talent and possibilities of the people involved in its creation. The word “Hex” in the title of the project is referring to the hexagon board map representation of the world. Every hex will represent a certain kind of a terrain, object, city, etc. Different types of these will be often placed in one hex, for example. A gold mine on a forest terrain. Neutral creatures will not be placed on the map, instead when a hero moves to a hex she or he might be attacked by some creatures depending on the hex. For example, forest hex gives a higher possibility of being attacked by neutral elves, greenskins or animal like wolf. The main aim of Disciples Hex is to develop the mechanics of Disciples 1 and Disciples 2, and the general concept of these games. Of course, there will be some changes; here you have a short list of them:

Battle:
- The number of spaces in a party is increased to 8,
- The value of maximal leadership is increased to 6 (so a party might consist of 7 units max, the 8th space can be used by summoners),
- New types of attacks (e.g. Reaper, a Dark Elf unit, can attack all nearby enemies),
- Siege abilities will be added (similar to thief’s abilities), which might be used by the leaders in order to weaken a city, its units or to gain other advantages; siege spells will be also added as an extension of this idea.

Units:
- Units that take two spaces vertically will be added,
- Fifth unit tree will be added to every race (in some cases this will be done by dividing the old unit trees, e.g. The imperial warrior tree part starting with the Witch Hunter has been separated as the fifth tree, but of course new units such as specialist to fight undead have been added there),
- Second type of special units per race will be added, only one special unit building can be built in the capitol),
- The definition of the special units has been altered: according to the new definition these units possess unique abilities and mechanics (e.g. Dark Elves have a mage unit to chose that can absorb part of the elemental attacks and use them against his enemies), meaning that the old special units in some cases need to be modified,
- Unit tree branches will be altered, moved or divided (witches, inquisition), new units will added to the existing trees (only some)

Magic:
- The amount of mana types has been set to 6: death, life, rune, infernal, grove and elemental
- Every race uses 3 types of mana (unique combinations for every race)
- The number and power of the casted spells in a turn will be limited by the “magic points”; this should allow to avoid casting huge numbers of support, curses, or damage dealing spells on one party,
- As there is no possibility to conceal the fog of war the spells that depend on it will be altered; from the same reason magic spheres, areas around cities, parties, rods and capitols, will limit the area where one can cast spells.

Leaders
- The equipment will be developed (more types of items and places for them in the leader’s inventory),
- A two spaces leader will be added for the Legions — The Sovereign,
- Every race will get two additional leaders,
- The skills will be divided into two groups: general skills (e.g. Magic Tome usage) and class skills (placed in two skill trees that are unique for the specific leader type; these skills will have a wide spectrum of effects and mechanics),
- AP (Action Points) will be added. The AP pool will be renewed in the beginning of each turn on the world map; AP can be used to activate leader’s abilities,
- The importance of the Rod Planters will be increased, their combat abilities will be also enhanced through certain skills (just as in the case of other leaders) and increased leadership limit.

General:
- New playable races from Disciples 2 will be added to the 5 already existing: Dark Elves, Merman, Greenskin, Swamps (e.g. Meduza) and Alkmaar (Alkmaar will be only a prequel and hobby race because it has died out),
- The number of lord types will be increased (e.g. a economic type lord that concentrates on collecting resources)
- Special buildings in cities and capitols will be added; they will be able to for example increase the magic point limit, enhance the units in the city, or affect leaders abilities,
- Capitol Guardians will be modified: they stats will be decreased, instead of using brutal strength they advantage will lie in their tactical and special abilities
- In the future Land Guardians can be also added, but the mechanics of using them and their stats will be different, the main issue being balance.

Presently, the projects focuses on preparing a basic game beta, which will include 5 main races from D2 with all their units, leaders and abilities. We also discuss the possibility of creating a separate forum for this project (now it’s a part of another forum). The forum and website would be in 2 languages: polish and English. The idea to create a separate forum comes from the need to involve more fans in the project and to give them possibility to present and discuss their own ideas, including units, spells, leaders, abilities, features, etc. that could be added to Disciples Hex.



Сообщение отредактировал Qumi - Воскресенье, 24.01.2010, 21:55
 
Lands of Nevendaar » Nevendaar. International Realm. » Disciples » Disciples Hex
Страница 1 из 11
Поиск:



Copyright Gangren © 2012
Хостинг от uCoz