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-   -   Mod: Djinnibad - Nomads and Genies (http://forum.shrapnelgames.com/showthread.php?t=38342)

Aezeal April 19th, 2008 11:34 AM

Re: bump - MA version 0.11
 
Endo.. just so you know.. all improvement are of course greatly appreciated.. but I loved all units you made already http://forum.shrapnelgames.com/images/smilies/laugh.gif

I wouldn't blame you if you continued on other sprites (preverably for this mod) that you want to work on http://forum.shrapnelgames.com/images/smilies/laugh.gif

Aezeal April 19th, 2008 11:35 AM

Re: bump - MA version 0.11
 
ps can you attach the files for the devish?

Endoperez April 19th, 2008 11:56 AM

Re: bump - MA version 0.11
 
1 Attachment(s)
I'll try to do some mounted sprites before Monday.

I'll probably leave the retouching for when I make the commander sprites from nomads. I'll probably have to adjust the space between the normal and attack poses of the dervish, currently the swords switch places so totally that it might make someone think they move just by a few pixels, instead of the large movement I tried to make.

Dervish files attached.

Aezeal April 19th, 2008 12:05 PM

Re: bump - MA version 0.11
 
why are the files relatively large? (not that it really matters) but when looking at all other files I have in that map which are all just 2-5 Kb except the huge roc which is 10 and 7 kb, your nomads are all 13 Kb.

Aezeal April 19th, 2008 12:15 PM

Re: Djinnibad - Nomads and Genies
 
The Dervish are a tribe of nomads that live deep in the desert, they are raiders and thus have only live to fight and do not "waste" time herding animals or learning crafts. Every male dervish wields two scimitars and is highly skilled in the two-handed fighting techniques. Dervish are proud and brave, they have learned they are the greatest fighters and that their swordsmanship can overcome everything and thus are not likely to rout in battle."

my dervish description so far

Maybe the hashashins should be decendants from this tribe (I know they really wheren't but now they are) I sort of had that fremen tribe from the dune series in mind which turns up in one of the later books.

Aezeal April 19th, 2008 01:00 PM

Re: Djinnibad - Nomads and Genies
 
#newmonster 2809
#spr1 "Nomads and genies/2809_dervish_1.tga"
#spr2 "Nomads and genies/2809_dervish_2.tga"
#name "Whirling Dervish"
#descr "The Dervish are a tribe of nomads that live deep in the desert, they are raiders and thus have only live to fight and do not 'waste' time herding animals or learning crafts. Every male dervish wields two scimitars and is highly skilled in the two-handed fighting techniques. Dervish are proud and brave, they have learned they are the greatest fighters and that their swordsmanship can overcome everything and thus are not likely to rout in battle."
#hp 13
#size 2
#ressize 2
#prot 0
#mor 15
#mr 12
#enc 2
#str 12
#att 14
#def 14
#prec 12
#mapmove 2
#ap 15
#gcost 13
#rcost 0
#armor "Dervish Turban"
#armor "Dervish Desert Garb"
#weapon 800 -- Scimitar
#weapon 800 -- Scimitar
#wastesurvival
#pillagebonus 1
#ambidextrous 4
#stealthy 0
#end


#newmonster 2810
#spr1 "Nomads and genies/2809_dervish_1.tga"
#spr2 "Nomads and genies/2809_dervish_2.tga"
#name "Whirling Dervish"
#descr "The Dervish are a tribe of nomads that live deep in the desert, they are raiders and thus have only live to fight and do not 'waste' time herding animals or learning crafts. Every male dervish wields two scimitars and is highly skilled in the two-handed fighting techniques. Dervish are proud and brave, they have learned they are the greatest fighters and that their swordsmanship can overcome everything and thus are not likely to rout in battle. The dervish raiders are usually led by their own sheiks who are always the most proficient warriors fo the tribe."
#hp 18
#size 2
#ressize 2
#prot 0
#mor 20
#mr 12
#enc 2
#str 13
#att 16
#def 16
#prec 13
#mapmove 2
#ap 15
#gcost 50
#rcost 0
#armor "Dervish Turban"
#armor "Dervish Desert Garb"
#weapon 800 -- Scimitar
#weapon 800 -- Scimitar
#wastesurvival
#pillagebonus 5
#ambidextrous 8
#stealthy 5
#okleader
#poormagicleader
#noundeadleader
#end

The stats for dervish and dervish sheik
(so far using the same pic for both)

Wrana April 19th, 2008 03:51 PM

Re: Djinnibad - Nomads and Genies
 
I would make your Dervish a mixed blood offspring from genies and humans - this would explain their superhuman abilities.. http://forum.shrapnelgames.com/images/smilies/wink.gif
As for Arakis Freemen they were much more than pure raiders... Actually they were very technologically advanced - something like modern Iran, probably, which even has a special holyday devoted to nuclear science and technology... http://forum.shrapnelgames.com/images/smilies/wink.gif
To Endoperez:
Thanks, I appreciate your workings. It's just that this one position looks wrong to me. I'll probably try to make alternative one based on this if I'll have time tomorrow. It'll probably look bad but could give you an idea...

Aezeal April 19th, 2008 04:22 PM

Re: Djinnibad - Nomads and Genies
 
no I meant the fremen who lived deep in the desert and where mu�dib hid during the reign of his sister.. of course also technologically advanced but the story was something of being outcast for some reason or anothers

Endoperez April 19th, 2008 05:24 PM

Re: Djinnibad - Nomads and Genies
 
Personally, I don't think the Whirling Dervish descriptions are as well written as your posts on this forum. They're too formulaic or complex or something; IMO they could be a bit more compact:

"Dervish are proud and brave, they have learned they are the greatest fighters and that their swordsmanship can overcome everything and thus are not likely to rout in battle. The dervish raiders are usually led by their own sheiks who are always the most proficient warriors fo the tribe."

"Dervish are proud and brave, and their faith in their great swordmanship makes them less likely to rout in battle. The dervish raiders are usually led by their own sheiks, chosen from the ranks of their most proficient warriors."

Like Wrana, I'd also like to have a bit more mystical background to them, since their stats are so clearly superhuman. Mixing the dervish background with genie worship would be good, IMO. Something like strongest children of the nomad tribes being sent to the desert where the Dervish life, where they fight against illusions and monsters summoned by genies. Also, why do dervish have LOWER encumberance than common nomads? If anything, they should fatigue more quickly, especially because all nomads seem to run everywhere all the time (base ap 15)!

To Wrana:
I'd like to see the pose you meant, thanks for the effort.

Aezeal April 19th, 2008 05:51 PM

Re: Djinnibad - Nomads and Genies
 
are their stats that superhuman? We could go for that mystical genie crossbreeding background.. but I really didn't intend it that superhuman.

ps if you run all the time you get used to it right.. so why higher enc?

Aezeal April 19th, 2008 06:03 PM

Re: Djinnibad - Nomads and Genies
 
I lowered the AP to 13.. the rest of their stats are just like barbs except the weaponskills so not that superhuman imho..
I'm doubting the gold cost of everything in the nation a bit.. barbs are 13 gc and these 13 gc dervish are obviously better.. but.. like a sacred jag warrior is MUCH better for it's coin, being sacred and having 2 forms.

Aezeal April 19th, 2008 06:18 PM

Re: Djinnibad - Nomads and Genies
 
Endo about the descriptions.. You'll just have to look at them all once we've got a somewhat final version and then you can just change everything you want and send it back to me for the upload.

And one thing... how can we think of doing a desert nation and NOT use sandworms (and/or sandworm riders)? It's almost criminal!

a huge mouth in the ground (think: dune 2 game), flying could pose as burrowing and trample as swallowing....

please give this serious thought because it will be very hard for me to ignore this.

IT would be a high level summon with few item slots (in case of GoR) huge HP, regen, weakness to shock, immunity to heat. average MR. Largest size the game allows (can you go above 6)?, with largest sprites.

Endoperez April 19th, 2008 06:20 PM

Re: Djinnibad - Nomads and Genies
 
Quote:

Aezeal said:
are their stats that superhuman? We could go for that mystical genie crossbreeding background.. but I really didn't intend it that superhuman.

ps if you run all the time you get used to it right.. so why higher enc?

The Dervish are like EA Tien Chi Warriors of the Five Elements in Spring (when they have 150% their normal hp) and with one star of experience, and with better weapons. Not sacred and without the resistances, of course, but similar. (EDIT: only the sheiks have 18 hps, my mistake).

Machakan warriors have base encumberance 2, almost all other humans have 3.
MA Eriu Fir Bolg have 13 hp, str 11, prec 12 and magres 13.
MA Pythium Emerald Guards have att 13, def 12, hp 13 str 12

LA Jomon's Yamabushi are the best human fighters I could find:
hp 11, str 11, att 14, def 13, mor 11, magres 12, prec 11, base move 2/12. Sacred, capital-only.

This still puts the dervish in as better than all these combined... With Arrow Fend, you can't even use bows to kill them. This is EA, though, and they die to magic just like everything else. It's just that they shouldn't be too easy to rush with, so don't make them too cheap.

Aezeal April 19th, 2008 07:09 PM

Re: Djinnibad - Nomads and Genies
 
all non-city pplz have enc 2.. barbs, lion tribe warriors etc

a knight of the stone has att 16 def 14

markata have a def of 14 http://forum.shrapnelgames.com/images/smilies/laugh.gif\

but I agree that the att/def are too high.. I'll make it att 13/ def 13
AP 13
and gc 15 then

but in the end they die just as easily as all creatures with low prot.. (their modified armor gives only 8 prot and no shield)

Endoperez April 19th, 2008 08:29 PM

Re: Djinnibad - Nomads and Genies
 
Don't forget Arrow Fend. With both Air and Fire, Djinnibad will probably use both that and Flaming Arrows. Alternatively, Marble Warriors and later Army of X spells give them good prot.

The dervish commander would make a good thug, but the genies will probably be much better for that.

Aezeal April 19th, 2008 09:58 PM

Re: Djinnibad - Nomads and Genies
 
I think the efriti screams thug.. with a protection and a fire shield and nearly max slots.. but he doesn't have THAT many hp and vanilla he certainly can't take on indie's (I tried in test games, usually kills 0 cus I don't script and h casts as a loser so maybe that shouldn't count)

Aezeal April 19th, 2008 10:02 PM

Re: Djinnibad - Nomads and Genies
 
yeah from time to time I'm thinking I'm making the nation way to powerfull.. but then I think of niefelheim or vans or jaguar warriors.. and then I can't really say this nation will be much stronger. (The sacreds are very good too though.. but looooowwww on HP)

Then again I could always tone things down http://forum.shrapnelgames.com/images/smilies/laugh.gif

Wrana April 20th, 2008 06:41 AM

Re: Djinnibad - Nomads and Genies
 
Better make them right first time, isn't it? http://forum.shrapnelgames.com/images/smilies/wink.gif
And as for Vans - well, we have genies, aren't we? http://forum.shrapnelgames.com/images/smilies/wink.gif
As for Shai-hulud - it's completely different tale. Maybe a special theme for him could be appropriate. Otherwise, just make him a Pretender - He deserves it! http://forum.shrapnelgames.com/image...es/biggrin.gif But in what respect will he be different from Wyrm we all know & love? http://forum.shrapnelgames.com/image...ies/tongue.gif

Aezeal April 20th, 2008 06:59 AM

Re: Djinnibad - Nomads and Genies
 
well it would be nice if he could be bigger and swallow pplz whole http://forum.shrapnelgames.com/images/smilies/laugh.gif

but I'd like him as a summons http://forum.shrapnelgames.com/images/smilies/laugh.gif

OMAC April 21st, 2008 02:38 AM

Re: Djinnibad - Nomads and Genies
 
This sounds cool; anywhere I can d/l the whole thing at once?

Endoperez April 21st, 2008 03:15 AM

Re: Djinnibad - Nomads and Genies
 
It's still bits and pieces. Most of the graphics are missing, and I think Aezeal isn't finishing the stats or the descriptions any faster than I'm drawing the sprites.

Would anyone happen to know if camel-riders ride into battle sitting cross-legged, or if their legs hang to the sides?

OMAC April 21st, 2008 03:45 AM

Re: Djinnibad - Nomads and Genies
 
On little seats atop their mounts like this, apparently:
http://www.civfanatics.net/uploads9/Camel.jpg

Endoperez April 21st, 2008 07:45 AM

Re: Djinnibad - Nomads and Genies
 
That works fine for shooting bows, but I wondered if they'd lose balance if they tried to swing their swords, or use a lance. I guess the seat makes up for the lack stirrups.

Wrana April 21st, 2008 09:24 AM

Re: Djinnibad - Nomads and Genies
 
1 Attachment(s)
Here's my attempt into graphics. I hope you'll understand what I mean...
As for camel riders - I'll try to find some pics but am not sure. Do you have access to any Ospreys?
Another idea - let's not forget cheetahs! http://forum.shrapnelgames.com/images/smilies/wink.gif They were quite popular among region's nobility and could make fine national summon (while lions remain common, though these also figured prominently here... http://forum.shrapnelgames.com/images/smilies/frown.gif)

Endoperez April 21st, 2008 10:31 AM

Re: Djinnibad - Nomads and Genies
 
Quote:

Wrana said:
Here's my attempt into graphics. I hope you'll understand what I mean...

Yes, it's clear. That does look good. I think I'll do that one too, once I get the cavalry done.

Wrana April 21st, 2008 11:40 AM

Re: Djinnibad - Nomads and Genies
 
Thanks. I thought about making hashihiin step forward on dagger strike & back while slashing w/ scimitar, but my Gimp skills are lacking to make it fast, so I left it as you've seen...

Aezeal April 21st, 2008 04:36 PM

Re: Djinnibad - Nomads and Genies
 
Endo I think a dervish leader could be made easily by a little different pose and a small gold dot on the turban.. but I'll leave judgement on that to your artistic talent.

OMAC I need a few more troops before I post a new version...

I just make descriptions and stats when I get a sprite really http://forum.shrapnelgames.com/images/smilies/laugh.gif, the cool sprites give me inspiration to type about them

Ylvali April 21st, 2008 06:30 PM

Re: Djinnibad - Nomads and Genies
 
That pic OMAC postel is a dromedar, not a camel. Camels have two bulges while dromedars have one. Forgive my bad english.

The dromedar would be more thematic for deserts and the camel for mountains, different tribes perhaps? Generally I think this nation should have more dromedars than camels. Camel should have frost resistance rather than waste survival, other way around for dromedar.

They also look different.

Dromedar:
http://www.almusafir.ch/tunesien/bilder/tunis02828a.jpg

Camel:
http://upload.wikimedia.org/wikipedi...l-IMG_4077.JPG

Aezeal April 21st, 2008 06:33 PM

Re: Djinnibad - Nomads and Genies
 
Yeah but I think they actually rode dromedars and not camels

Wrana April 21st, 2008 06:36 PM

Re: Djinnibad - Nomads and Genies
 
Keep the good work! I feel I will probably even make Abdul Alhazred as Hero! http://forum.shrapnelgames.com/image...es/biggrin.gif
On pre-Islamic Arabs: they feeled very strongly about their tribes. Possibly we could make some tribe differences - along the lines of Amazons or Marverni. I just have no clear idea for now... e.g, make each tribe considered descendants of a particular genie... or something along these lines... Maybe use alternate mounts?
Another question - what other Heroes could we use? Nasreddin is from actual folklore & also close to more canonical Hydr. Old Man should be here without question (alterantely, he could be made a Rainbow-type Pretender but I'd prefer him as Hero). Alhazred I just love, though he probably shouldn't be present in every era... http://forum.shrapnelgames.com/images/smilies/happy.gif What are other possibilities you would like?

Ylvali April 21st, 2008 06:39 PM

Re: Djinnibad - Nomads and Genies
 
Quote:

Aezeal said:
Yeah but I think they actually rode dromedars and not camels

Yep, so my point is they shouldn�t be called "camel archers" or the like. Better to call them "Beduin archer" or something. BTW I�m not sure that beduins ever used bows. I think not actually. Arab archers should probably be on foot from a historical POW.

Aezeal April 21st, 2008 06:40 PM

Re: Djinnibad - Nomads and Genies
 
we have dervish and nomads.. good enough for me http://forum.shrapnelgames.com/images/smilies/laugh.gif
and in genies we have marid and efriti

As hero's I'm thinking Alladin (stealth) and Sinbad (sailing) for EA http://forum.shrapnelgames.com/images/smilies/laugh.gif

And prince (of persia) of course http://forum.shrapnelgames.com/images/smilies/laugh.gif

Wrana April 21st, 2008 07:08 PM

Re: Djinnibad - Nomads and Genies
 
To Yivali:
Well, you are wrong - they are both camels. The one-humped one is, correctly, dromedary which is remains today only as domesticated, while the two-humped one is called Bactrian and can be sometimes met in wild. Mostly in Middle Asia deserts, as it name suggests (Bactria was a country somewhat to the east of Caspian Sea). They are different species of the same genus. Also, Bactrians are MORE OFTEN used as beasts of burden, while Dromedaries are MORE OFTEN used as mounts. However, this isn't law & they are mostly interchangeble. Quality is often more important - best riding camels can run faster than horses, while worst... but quality of caravaneers is even more important in such cases.
http://forum.shrapnelgames.com/images/smilies/happy.gif
And you can look some historical information either at the beginning of this thread or in one called somewhat like "1001 nights"... http://forum.shrapnelgames.com/images/smilies/wink.gif

To Aezeal:
Considering prince of Persia - remember that before Mohammed limited Muslims to 4 wives, harems in the region could get really big. http://forum.shrapnelgames.com/images/smilies/wink.gif So such princes could (& did) often be fielded by regiments! http://forum.shrapnelgames.com/image...es/biggrin.gif Do you offer to make them a troop type? http://forum.shrapnelgames.com/images/smilies/wink.gif

Endoperez April 22nd, 2008 08:17 AM

Re: Djinnibad - Nomads and Genies
 
Princes as units! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Perhaps something in the description of the djinn units? Or make the dervish sons of a djinn and a human wife?

NTJedi April 22nd, 2008 02:13 PM

Re: Djinnibad - Nomads and Genies
 

I've been developing a Persian/Arabian nation since the middle of 2007... shared a few messages with KO during 2007. The nation design is different, yet I'm sure there will be some similiarities because of Persian/Arabian history and its myths. Hope this doesn't cause any upset feelings.

Aezeal April 22nd, 2008 06:22 PM

Re: Djinnibad - Nomads and Genies
 
No problem... do you have sprites I can steal?

any tips for kewl creatures I could use?

Wrana April 22nd, 2008 07:09 PM

Re: Djinnibad - Nomads and Genies
 
To NT Jedi:
No upset feelings, of course! In fact, it's you who could have them & in this case I can offer sincerest apologies from my humble self! http://forum.shrapnelgames.com/image...es/biggrin.gif
Arabo-Persian version will be for MA, while LA will most probably Turkey-based. EA as we agreed should be based on pre-Islamic Arabs with their genies (or genies with their Arabs! http://forum.shrapnelgames.com/images/smilies/wink.gif ).
And what was your idea for composition? Any other ideas in this discussion would also be appreciated.. http://forum.shrapnelgames.com/images/smilies/wink.gif

NTJedi April 23rd, 2008 03:32 AM

Re: Djinnibad - Nomads and Genies
 
Quote:

Aezeal said:
No problem... do you have sprites I can steal?

any tips for kewl creatures I could use?

I only have about 10 working sprites, took me all of my free time today to complete the logo and flag for the nation. I'm a perfectionist so the drawing takes me forever. I use to do oil paintings with very nice results yet it took way too much time for me to be satisfied with a finished result. I told KO that I'd try to be finished by Oct of 2007, but events in my life took free time away and altered my plans. As special thanks to KO for his devotion to Dominions_3... I will send him my nation first when it's finished.
I don't have any sprites I'm willing to share at this moment. If there's any sprites from your nations which I find interesting I'll make sure to ask first for permission. If I ask to borrow any sprites it will probably be a common unit/animal.

Tips on creatures... well there's the Phoenix from Arab history. The current Phoenix in Dominions_3 is only available as a pretender and seems weak in my opinion, like a large pelican. I haven't read all the posts, but it looks like you're moving along great!

Quote:

Wrana said:
To NT Jedi:
No upset feelings, of course! In fact, it's you who could have them & in this case I can offer sincerest apologies from my humble self! http://forum.shrapnelgames.com/image...es/biggrin.gif
Arabo-Persian version will be for MA, while LA will most probably Turkey-based. EA as we agreed should be based on pre-Islamic Arabs with their genies (or genies with their Arabs! http://forum.shrapnelgames.com/images/smilies/wink.gif ).
And what was your idea for composition? Any other ideas in this discussion would also be appreciated.. http://forum.shrapnelgames.com/images/smilies/wink.gif

My nation is early age... I'm still organizing the ideas for the nation, but it's moving along. It's like a giant puzzle and historical information helps me place pieces together. Anytime I work on this nation I'll have 10 or more windows open. I plan to release a balanced MP version and a version which can be used for providing a stronger computer opponent.

Wrana April 23rd, 2008 12:54 PM

Re: Djinnibad - Nomads and Genies
 
To Aezeal:
Regarding Alladin - I think he's out of question, as both Heroes I made already ARE stealthy, & have special abilities on top of this.
And Shai-Hulud I think would be better as Pretender for LA...
BTW on Pretenders: I think Obelisk should be included, as well as Sun Disk & Glyph. Another possible candidate is Father of Serpents who is straight out of Shah-name. Other possibilities are Lord of War or someone similar, as well as lion-headed guy who usually leads Machaka. Plus those who are given to all by definition...
To NT Jedi:
And what is your information on Phoenix? If possible, give a source(s) of this also.. IIRC, it came from late antiquity's bestiaries & wasn't present in Arabic folklore (but appeared in books inspired by Greeks & Romans)...

NTJedi April 23rd, 2008 01:36 PM

Re: Djinnibad - Nomads and Genies
 

There's several online references for the Phoenix coming from Arabic folklore. A search on just .edu websites provides many sources for origins of the phoenix which includes Arabic folklore. The wikipedia although may not be 100% accurate in itself usually provides sources.

Aezeal April 23rd, 2008 06:12 PM

Re: Djinnibad - Nomads and Genies
 
Ok I'm brainstorming a bit on Sandworm/Shai-hulud

It should trample and it should be huge..
Preferably it should be able to trample even elephants but I don't think anything larger than size 6 is accepted so that can't happen. (plz correct me if I'm wrong)

so that means
size 6 (with a huge sprite)
#trample

I'm thinking it would (besides trampling) only attack by swallowing things whole and incinrating it in it's intestines.
I would use the devourer of souls attack which is called devour soul (with the soul death ability) except that I would make a new weapon just called
#name "devour"
#AOE 1
#dmg 999
#bonus
#magic
#armornegating
#nratt 2 to simulate it can swallow huge numbers of troops at once.
#att 3
#def 0
#len 0

will the creature use this weapon or just try trampling everything?

I'm thinking VERY high HP, high natural defence, decent att skill and average defense skill

I would also like it to burrow but I can't find anything to simulate it except flying (no movement inhibition, skipping provinces and on battle map being somewhere instantly).. which seem kinda silly since it's the opposite.
I was wondering wether a onebattlespell could help here (are there teleport spells except flight? and blink which isn't really it eitehr?)

it would have vulnerability to shock and water (but that doesn't seem to exist) and 100% fireresistance

it would #regenerate 10

and it would be stealthy 5 (if ti's underground it's not likely to be noticed)

no item slots except 2x misc

would this be competative as a high level summon or to strong (I don't really think so since it's only got 2 misc slots so not very much possibilities for adaptation)or to weak (then again it's already got regen will have a ****load of HP, a pretty nasty attack and trample)

Aezeal April 23rd, 2008 07:12 PM

Re: Djinnibad - Nomads and Genies
 
ow I just tested this... I'll post the .dm file with them as recruitables... it rocks t see them in action like they are now http://forum.shrapnelgames.com/images/smilies/laugh.gif

Wrana April 23rd, 2008 07:51 PM

Re: Djinnibad - Nomads and Genies
 
Well, in this case it will use trample except against Elephants/Dragons. Trample w/ Size 6 is very powerful in itself, of course, but I would prefer just making area-effect swallow. However, I don't know whether it's possible to exclude self-hitting possibility in any way (& in differenence to great mace here it would be silly! http://forum.shrapnelgames.com/images/smilies/happy.gif ). Also I wouldn't make it so high-damage. There is weapon quality called swallow iirc, which multiplies damage against smaller beings. There is also a possibility to add small-area fire to its attack (it was mentioned but wasn't of great importance in Dune, of course!) - this would have an advantage as it would allow area effect with no actual chance of biting himself! http://forum.shrapnelgames.com/image...es/biggrin.gif
As for water weakness it can be simulated by using either cold or poison weakness. Or even both! Sailor's Death is iirc just a MRE negated damage (I'll look it up). What we could add to emphasize his vulnerability to water is the quality of Vampires & Air Queens which forbids them to enter water in any way (it's hidden iirc, but can be gained by copystats).
On stealthy I disagree. They were easily detected by tremors in the ground even while traveling deep below sands, and if they were not so deep they were preceded by huge sand waves!
On burrow... well, to duplicate no movement inhibition we can use mountain survival (waste one is a must) - and it's not as if Shai-Hulud could really survive beneath forests/swamps! http://forum.shrapnelgames.com/image...es/biggrin.gif As for battlefield - yes, onebattlespell is probably the way if we want to include such surprise attack at all. Method for this is probably to make new spell called burrow or somesuch & copy to it blink, etc. with different description (if you think it needed).
I also don't know how to duplicate it giving off the spice - probably as gem producing? http://forum.shrapnelgames.com/images/smilies/wink.gif Another thought just occurring to me is a possibility to somehow intertwine this with hashishiins' drug use... http://forum.shrapnelgames.com/images/smilies/wink.gif And as Shai-hulud was highly mystical creature, it should get 3 misc slots! http://forum.shrapnelgames.com/image...es/biggrin.gif
Size 7 is probably impossible in the game, but you can either write to Kristopher & ask him, or just make it so & test whether this would cause crash/bugs... I for myself wouldn't make elephants largest possible objects in the game but programmers could... http://forum.shrapnelgames.com/image...es/biggrin.gif
I already said that I'd prefer him as a Pretender, so we should wait whether someone else has some ideas on this... BTW, did you mean commander-type, or troop-type summon?

Aezeal April 24th, 2008 06:09 PM

Re: Djinnibad - Nomads and Genies
 
troop
no magic

I think immunity to cold isn't the same as immunity to water and I don't think it really fits with the Sandworm
same for poison I'd sooner make it poison resistant (I actually will I think)

I notice that if it has trample it won't use it's awesome attack (which btw doens't target itself since it's 2x a AOE 1 attack I think

I wanted to keep the VERY high damage on devour since it could then kill large (size 6 creatures)..
I'll just remove trample though since sandworms actually just devour.. they don't really trample at all.

I want a nice balance for a strong troop (no magic, and only 2 (or 3 if you insist) item slots it he gets GoR

I actually think stealth does apply since if they are deep they can't be found IMHO...
I also think a burrowing unit would really be able t do the same things a flying unit can I would just like it to not have the flying symbol show up.

I would love to hear if size 7 is possible though

Wrana April 24th, 2008 07:27 PM

Re: Djinnibad - Nomads and Genies
 
Quote:

I think immunity to cold isn't the same as immunity to water and I don't think it really fits with the Sandworm
same for poison I'd sooner make it poison resistant (I actually will I think)

Of course it isn't the same! http://forum.shrapnelgames.com/images/smilies/happy.gif BUT we have no specific resistances, etc. for Sailor's Death, etc. And giving THIS creature low MRE would be just stupid.
Quote:

awesome attack (which btw doens't target itself since it's 2x a AOE 1 attack I think

Of course AOE 1 can't hit itself, but I meant larger AOE, while 2 attacks look about the same as flying icon for me.. http://forum.shrapnelgames.com/image...ies/tongue.gif
Quote:

I wanted to keep the VERY high damage on devour since it could then kill large (size 6 creatures)..

Well, it can do it with, say, basic dmg 30 + Str 30 quite well. http://forum.shrapnelgames.com/image...es/biggrin.gif
Quote:

sandworms actually just devour.. they don't really trample at all.

Actually they did it quite well - in cases of not-dextrous-enough riders... http://forum.shrapnelgames.com/image...es/biggrin.gif But this, of course, was purely accidental. Also, do you plan to include siege bonus or just let its size & strength speak for themselves? http://forum.shrapnelgames.com/images/smilies/wink.gif
Quote:

I want a nice balance for a strong troop

Well, some could say that 999-damage area attack isn't quite their idea of a nice balance... http://forum.shrapnelgames.com/image...ies/tongue.gif
Quote:

I actually think stealth does apply since if they are deep they can't be found IMHO...
I also think a burrowing unit would really be able t do the same things a flying unit can I would just like it to not have the flying symbol show up.

Too large! Ground tremors would give it away long before it will rise to attack.
Also, combination of flying & stealth is quite powerful by itself, without insane stats which Shai-Hulud should have.
Quote:

I would love to hear if size 7 is possible though

Me, too! http://forum.shrapnelgames.com/image...ies/tongue.gif I just don't have an itch to test it myself. http://forum.shrapnelgames.com/image...es/biggrin.gif You can do it while working on unit... http://forum.shrapnelgames.com/images/smilies/wink.gif

NTJedi April 24th, 2008 07:40 PM

Re: Djinnibad - Nomads and Genies
 
Quote:

Aezeal said:

I would love to hear if size 7 is possible though

I don't think its possible for size_7, otherwise I'm sure KO and JK would have created a unit of such a size. It would be nice if size_7 thru size_10 were made available via modding.

http://forum.shrapnelgames.com/images/smilies/happy.gif

Saulot April 24th, 2008 08:12 PM

Re: Djinnibad - Nomads and Genies
 
There is no size 7. Size 6 is an abstraction for all creatures larger than size 5, even if relatively they are not quite similar in size with each other... like a tarrasque and an elephant.

The main obstacle with bigger creatures is not the size limitation, but the grid size on the battlefield, and the 128x128 pixel limit. Even if the pixel limit was removed, larger sprites would begin to overlap (in fact, they can even at sizes within the 128 limit already) due to grid spacing.

Edit: For those of you thinking, well.. maybe in Dom4 we can ask for size12 grids which are about 4 times the size of the current ones (and have 6 size2 units), that comes with it's own baggage, namely that you're going to have units which attack other units with melee weapons that couldn't possibly reach them.

Wrana April 24th, 2008 09:09 PM

Re: Djinnibad - Nomads and Genies
 
Thanks. However, about reach - does weapon length has any relation to it?

Endoperez April 25th, 2008 03:01 AM

Re: Djinnibad - Nomads and Genies
 
No. Press 'g' in battle to see the grid. If units of different sides are in neighbouring squares, they can melee; if not, they can't melee.

Saulot April 25th, 2008 03:35 AM

Re: Djinnibad - Nomads and Genies
 
Nothing to do with weapon length or stats at all.

I meant, as it appears, on the battlefield,... the units will attack and hit each other as normal. Just that if you revised the system as I gave in example, the units will appear to be very far apart, and hitting each other swords and daggers even when they look like they're 20 feet apart or so. It will look strange.


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