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

Saulot April 12th, 2008 03:40 PM

Re: Djinnibad - Nomads and Genies
 
Also, be sure to space the sprites so the attack animation is not centered, but farther forward, to give the effect of movement.

Endoperez April 12th, 2008 04:01 PM

Re: Djinnibad - Nomads and Genies
 
Quote:

Saulot said:
Also, be sure to space the sprites so the attack animation is not centered, but farther forward, to give the effect of movement.

The guys leap forward and back off quickly, as unarmoured agile combatants should.

Thanks for all the comments. I might touch the turban a bit, so that it's easier to tell when turban ends and a nomad starts when there's lots of them. I might also lighten the blade a bit.

So... I think I'll continue with the humans, at least for now.

I really like the wielder of two swords in your original post, aezeal. Is that the Dervish, assassin/hashashin or something else?

Humans:
Nomad warrior (scimitar)
Nomad horse warrior (light cavalry, scimitar)
Nomad horse archer (ligth cavalry, short bow)
Nomad camel rider (medium cavalry; scimitar)
Whirling dervish warrior (2 attacks)
Whirling dervish rider
Nomad scout; mounted scout, map move 3,
Nomad Sheik; commander

Of these: horse-riders are easy. My avatar is a Horse Brother sans horse, and it's much easier the other way round.

Should camel riders have visible armor, or is that under their robes? Other than that, I expect I'll have lots of trouble with the camel.

What weapons do mounted Dervishes use? Two scimitars?

Should the mounted scout have special look? I could try to do some sort of cloth-covered face without turban, or I could give him darker color scheme (probably similar to dervishes).

Should Sheik be mounted? Horse or camel? It'd be easy to do non-mounted nomad commander, but it should be just as easy to do mounted one once I get the respective unit sprites done.

The human Wazir you found already.

Aezeal April 12th, 2008 04:17 PM

Re: Djinnibad - Nomads and Genies
 
The wielder of 2 swords would be the dervish and their mounted version might best have 2 scimitars too, maybe a spear (does that get a sort of lance bonus but lower?)

on the rest of the questions: do what you feel is best, you are the artist http://forum.shrapnelgames.com/images/smilies/laugh.gif

and don't forget a nomad on a flying carpet, eitehr as infantry or as scout, I'll use it http://forum.shrapnelgames.com/images/smilies/laugh.gif

the sheik might be best as a mounted character on a horse.

Aezeal April 12th, 2008 06:37 PM

Re: Djinnibad - Nomads and Genies
 

#newmonster 2806
#spr1 "Nomads and genies/2806_Nomad_Wazir_1.tga"
#spr2 "Nomads and genies/2806_Nomad_Wazir_2.tga"
#name "Nomad Wazir"
#descr "The Wazir are the advisers and magicians of the nomad sheiks. They mostly divine their wise advices from the stars but also have knowledge in other paths which they learned from their genie overlords."
#hp 10
#size 2
#ressize 2
#prot 0
#mor 12
#mr 14
#enc 3
#str 10
#att 9
#def 9
#prec 10
#mapmove 2
#ap 10
#gcost 100
#rcost 1
#armor "Desert Garb"
#weapon 7 -- Quarterstaff
#poorleader
#nomagicleader
#noundeadleader
#itemslots 15494 -- two hands, one head, one body, one feet, two misc
#magicskill 4 2
#custommagic 9600 50
#fireres 20
#wastesurvival
#end
#end



#addreccom 2806


why does it show up as a trooper and not as commander?

Aezeal April 12th, 2008 06:37 PM

Re: Djinnibad - Nomads and Genies
 

#newmonster 2806
#spr1 "Nomads and genies/2806_Nomad_Wazir_1.tga"
#spr2 "Nomads and genies/2806_Nomad_Wazir_2.tga"
#name "Nomad Wazir"
#descr "The Wazir are the advisers and magicians of the nomad sheiks. They mostly divine their wise advices from the stars but also have knowledge in other paths which they learned from their genie overlords."
#hp 10
#size 2
#ressize 2
#prot 0
#mor 12
#mr 14
#enc 3
#str 10
#att 9
#def 9
#prec 10
#mapmove 2
#ap 10
#gcost 100
#rcost 1
#armor "Desert Garb"
#weapon 7 -- Quarterstaff
#poorleader
#nomagicleader
#noundeadleader
#itemslots 15494 -- two hands, one head, one body, one feet, two misc
#magicskill 4 2
#custommagic 9600 50
#fireres 20
#wastesurvival
#end
#end



#addreccom 2806


why does it show up as a trooper and not as commander?

Wrana April 12th, 2008 08:48 PM

Re: Djinnibad - Nomads and Genies
 
To Aezeal:
Quote:

makes for a very religious nation.

Yes, as I've said previously I'm partial to early Islamic conquests. And they WERE deeply religious! http://forum.shrapnelgames.com/images/smilies/happy.gif Of course, there should be only one Khalif a time, however, but I don't know how to make it so (like special Prophets of some nations?); also, somewhat later Cordoba rulers iirc also proclaimed themselves Khalifs while secular power of Khalifs waned to be replaced with military commanders & secular rulers, such as later Sultans.
Quote:

Personally I'd not use mountainmen, I'm sure they where there but it just makes the nation look like a rag tag of tribes with the corsairs and the nomads and genie offspring. I'd focus a bit more on only nomads (continuity through the era's) and the most general "arab" stuff (which seem to be the ghulam/faram/ghazi.

And I didn't even include Kurds! http://forum.shrapnelgames.com/image...es/biggrin.gif Probably I will remove Deilemites as well, particularly as I'm not sure how to better represent them. http://forum.shrapnelgames.com/images/smilies/happy.gif
Quote:

Maybe keep some genies (continuity) one of the troop as cap only and the regular efriti/marid as cap only too (--> you wanted elemental sorcerers?) the genie nobility would then be summons

Probably yes, as cap only. We'll need to see how this will play out... And probably add to summons some that calls several genie warriors at once?
Also, I've found in Shah-name a fine event - a daw in onagre's shape who ravaged provinces & lured into traps heroes who tried to capture it! This should probably be a sending spell, either similar to existing Boar or of assassination type... http://forum.shrapnelgames.com/images/smilies/wink.gif
Quote:

I think you are making to many types of priests, just remove the imam and go with the Kadi (both priest 2 seems a bit much) and no level 4 priests (are there many recruitable lvl 4 priests in the game?)

Well, Machaka has some specialized priests with different non-magical abilities. Level 4 priests are read as "Priests: strong" in nation descriptions http://forum.shrapnelgames.com/images/smilies/wink.gif, though I agree they are rare. Will need to think it up, particularly from the point of view of the balancedness of the whole faction... Possibly Kadi will have to become lesser priest than Imam, though...
Quote:

Same on the cavalry btw nomad, ghulam, faris AND Ghazi... maybe one or two to much?
(on this point and the last, maybe try to find a separation for some to fit better in LA? (the most heavily armoured?))

Well, they will, I hope, have different niche uses.. http://forum.shrapnelgames.com/images/smilies/wink.gif LA will include more infantry & probably no faris (they still wouldn't get real heavy lancers, though).
Quote:

No magic carpets?

Well, YOU were against them in MA! http://forum.shrapnelgames.com/image...es/biggrin.gif Also, they are probably most thematic for elemental mages. Pekhlevan will certainly ride noble "elephant-like" steeds, and combat-oriented genie nobles will have magical steeds of their own. As for Scout on flying carpet - we'll see how it will look from the balance point of view also. http://forum.shrapnelgames.com/images/smilies/wink.gif
Quote:

All in all I think we mustn't get much more units in an era than regular nations (I see it a lot in Sombre's excellent warhammer nations, but IMHO you won't use most of them, just the most efficient, and having a few around just for flavour is nice but let's not overdo it)

Well, as was already said there are some factions with lots of troops types (early Ermor/later Pythium comes to mind, as well as MA Ulm...). And it's not as we gonna to force players to use all of them! http://forum.shrapnelgames.com/image...es/biggrin.gif As for Warhammer factions - all their troops aren't often used in tabletop games, too, but in particular circumstances they may shine. And we here can use MORE options to make them different & have various uses then WH players can, especially as they can have uses beyond battlefield per se. I see no problem in this (unless Endoperez will tire from making sprites, that is http://forum.shrapnelgames.com/images/smilies/wink.gif ).
Quote:

The star-gazer and his abilities seem nice but maybe call him Wazir too?

Quite possibly. I don't remember their authentic name. In Persia they were called Mobed & were different from Wazir. No big deal in any case, we can change this anytime.
Quote:

reply on my .dm: yes they probably should get a bit more than leathers indeed, but they don't wear that much and I didn't find anything in vanilla game that seemed suitable and I didn't want a high class armour. Something for the bracers, shoulderpads and belt etc... is there a name for such an outfit?

Well, we can even call up bracers as such... http://forum.shrapnelgames.com/images/smilies/wink.gif It probably would work but needs to be tried. And if we'll call up "Robes of Sorceress", it should give it's protection without other item's powers. Another probability is to appropriate Skull Neclace. http://forum.shrapnelgames.com/images/smilies/wink.gif Current modding manual doesn't include probability for making Miscellanous armor, but I don't know whether such attempt will work or not. But good old things most probably would.
Quote:

and your point on the desert garb: do you mean you think the desertgarb should get those penalties too?

NO! http://forum.shrapnelgames.com/images/smilies/rant.gif http://forum.shrapnelgames.com/images/smilies/wink.gif I mean that it certainly shouldn't - that's the whole point of it. But to keep balance it most probably should give worse Prot than furs, which are, after all, quite bulky. 7 would be too good without penalties & not thematic with them.
As for commander read as trooper - I don't see. Probably some misprint, try to use Find for whether this number appears another time.
To Endoperez:
Nomad sprites - I better like the lower pair but variant with attack sprite from higher one is also fine.
The sheikh should be mounted, precisely!
Mounted scout should get greyish garb & yes, covered face would be nice touch.
On wielder of 2 scimitars - there should be also version without long robes, for future Corsair! http://forum.shrapnelgames.com/images/smilies/wink.gif
Camel riders shouldn't have visible armor, they are either mostly caravaneers who have some weapons for self-defense or lighter troops (I'll try to find out whether there were heavier troops on camels, but for now it seems the fantasy of Medieval2's authors...).
And thank you again. http://forum.shrapnelgames.com/images/smilies/happy.gif

Aezeal April 12th, 2008 09:32 PM

Re: Djinnibad - Nomads and Genies
 
no more 2806 found.. I'm pretty sure I must be missing some vital line that makes that troop a commander... no clue what though

Wrana April 13th, 2008 10:54 AM

Re: Djinnibad - Nomads and Genies
 
IIRC it should be just addreccom line. At least in my Bogarus splitting this worked OK. Are you using any other mods at the time? They may theoretically include the same number...

Sombre April 13th, 2008 11:30 AM

Re: Djinnibad - Nomads and Genies
 
Uh,.. what basegame level 4 priests are you referring to?

Strong priests means holy 3 priests are recruitable.

Aezeal April 13th, 2008 11:47 AM

Re: Djinnibad - Nomads and Genies
 
http://forum.shrapnelgames.com/images/smilies/laugh.gif thought so

on the wazir.. no other mods with new nations I just don't get it.

Can anyone else read back to last page and see what is wrong with my Nomad Wazir?
--> I don't know what changed but now the wazir is where he is supposed to be.. all is well.

The nation is getting a long nicely still need more troops but endo does great work on the nomads



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