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

Sombre April 11th, 2008 07:36 PM

Re: Djinnibad - Nomads and Genies
 
Those nomads seem pretty superhuman. Stronger, tougher, more endurance, faster, more skilled, better magic res,.. not by much it's true but still, they're flat out better than your usual dom3 humans.

Aezeal April 11th, 2008 08:08 PM

Re: Djinnibad - Nomads and Genies
 
hmm are they faster, maybe that should be lower and I didn't know I did anything with endurance

what are the normal stats for those 2

for the rest well.. barbs are stronger too and morale is lower http://forum.shrapnelgames.com/images/smilies/laugh.gif

They have to be stronger .. they only get low grade material, they live in the desert, they are no pampered city inhabiting dogs http://forum.shrapnelgames.com/images/smilies/laugh.gif

Sombre April 11th, 2008 08:17 PM

Re: Djinnibad - Nomads and Genies
 
Normal human enc is 3.

Normal human AP is 12.

Aezeal April 11th, 2008 08:26 PM

Re: Djinnibad - Nomads and Genies
 
would you consider the nomads as they are way to strong? aren't the barbs stronger too?

basicly: do you think they are too strong even considering the things why I made them a bit stronger?

Sombre April 11th, 2008 08:29 PM

Re: Djinnibad - Nomads and Genies
 
I don't know about their balance. That's a matter of context.

I just wondered if you meant them to be above par racially.

Aezeal April 11th, 2008 08:37 PM

Re: Djinnibad - Nomads and Genies
 
well as I said above, I consider them between "regular" city folk and barbarians context wise. I don't really have a clue about every stat in the game (but I do you that excellent spreadsheat so not I'll look it up.)
I'll give them AP 13, keep enc on 2 (as barbs) HP and strength are between regular humans and barbs as I wanted
the morale is lower (as barb) and MR is higher just cus I want it that way in this nation. (MA could even be lower again as genie influence wanes

PS I found THE perfect sprite for nomad wazirs: wind master sprites seem to wear exactly what the marid wazir wears http://forum.shrapnelgames.com/images/smilies/laugh.gif blueisch too which fits their astral magic thingie

PPS 2 astral isn't that a bit weakish in EA, maybe a random EFAN wouldn't be out of place

Aezeal April 11th, 2008 09:48 PM

Re: Djinnibad - Nomads and Genies
 
The roc is atm without rider, it is a great eagle on which I edited the color a bit (more reddish) the stats are the same, they seem to fit a large bird.

but.. how much gc should such a thingie be, it can't trample and has less HP, strength and prot than most elephants but higher MR and ATT/def... elephants are mostly strong through trample so considering the birdie dont have that I made them 50 gc now..

balanced enough?

PS why would you ever summon a great eagle for 3 air gems and wasting a mage turn (I seem to recall that is their price)

I'm doubting wether I should make it ridden (2 forms, first 11 HP, and seconshape this eagle form)

Aezeal April 12th, 2008 08:14 AM

Re: Djinnibad - Nomads and Genies
 
Since a lot of the good modders seem to look in here now and then I have another question: can you arrange in which order the troops appear on the recruit bar?

(I'd like nomads first, then my 2 sacreds and lastly the HUGE roc)

Endoperez April 12th, 2008 08:18 AM

Re: Djinnibad - Nomads and Genies
 
Yes; it's the order in which you list #addreccom and #addrecunit. Any units available from sites are always added last, though, so if the Roc isn't site-spesific and even one of the sacreds is, you can't do it.

Aezeal April 12th, 2008 08:48 AM

Re: Djinnibad - Nomads and Genies
 
ah so cap only units are always last..
hmm one of them is so I guess then I'll do nomads, roc, sacred


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