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Djinnibad - Nomads and Genies
EA: nomads (desert dwelling) ruled by Djinni etc
general nomad stats prefer heat 1 normals stats except for: attack skill, defense skill: 12, MR: 11) wasteland survival all infantry strat move 2 (cavalry strat move 3 (maybe camels only 2) and carpets as all flying creatures) Troops Nomad warrior (scimitar, chaff) Nomad horse warrior (light cavalry, no lance, scimitar) Nomad horse archer (ligth cavalry, short bow) Nomad camel rider (medium cavalry; supply bonus 2; no lance, scimitar) Whirling dervish warrior (2 attacks, medium infantry, high attack/defense skill) Whirling dervish rider (2 attacks, medium cavalry, high attack/defense skill) Whirling dervish warrior on flying carpet (2 attacks, medium infantry, high attack/defense skill, flying) Roc rider: flying large creature relative high HP, strength etc, leaves roc when rider is killed Sola sacred troop, magic being, flying Jann sacred troop, magic being, ethereal; cap only Commanders Nomad scout; mounted scout, map move 3, Nomad Wazir; 0 command, 2 S, researcher mainly (sage like) Nomad Sheik; commander Efriti sacred commander, magic being, F3E1, flying Marid sacred commander, magic being, A3S1, flying Efriti Sultan commander, magic being F3E3A1H1 ?100%FEAS; cap only, flying Marid Grand-Wazir commander, magic being A3S3E1F1H2, 100% FEAS, 10% S, flying; cap only weaknesses: only horse archers, weak priest, no heavy infantry or cavalry Strength: strong magic, strong sacreds To be continued Note maybe make the scout have a flying carpet.. if you have them scouting with it seems most logical (IMHO the troops with carpets will not be usefull, maybe I'll remove them even since hwo much of those carpets do we have anyway) assassin saved for MA/LA courtesan if needed probably LA, maybe MA MA/LA no nomads any more MA/LA not ruled by the magic beings anymore, maybe a few weaker amongst the commanders in MA, certainly not as sacred troops, maybe sacred summons though, the dervish could remain as sacreds then (their ancient and sacred "desert roots) LA probably only as summons no death or blood this age PM I only wanted one of the sacred troops to be recruitable everywhere (the weakest I guess flying is weaker than etherealness right?) http://www.shrapnelcommunity.com/thr...719-genies.gif |
Re: Djinnibad - Nomads and Genies
Flying is useful but doesn't increase unit's killing power to much, but etherealness rules on almost anything, especially in the early game.
Flying raiding groups supported by raiding mages can be very powerful, but I guess that will be balanced by the nation's poor PD. I'd think that the PD having mostly unarmoured humans and some cavalry, while 20+ could have horse archers and camels. It seems like the flying carpets could continue the theme of flying elite units in later eras, perhaps starting with multiple fliers/carpet like those Arcos chariot archers. |
Re: Djinnibad - Nomads and Genies
hmmm actaully the nomads are not THAT bad as troops with higher def and att.. but indeed low armour (I guess they'll have leathers and some sort of helmet.
If I use them as PD will that be too strong? or should I create even weaker troops.. it kinda goes against my idea that all males know how to handle their saif well since it's sort of a status symbol |
Re: Djinnibad - Nomads and Genies
I'm pretty sure I don't have the skills to makee the human troops sprites. If anyone would like to help.... all sprites will be appreciate also modification of above sprites will be appreciated.
For now I'd also like ideas on which sprites in the vanilla game resemble desert warriors most (or any of the units mentioned above) |
Re: Djinnibad - Nomads and Genies
Is it needed to re-post my previous comments here? http://forum.shrapnelgames.com/images/smilies/wink.gif
I might add that some genie races were actually VERY similar to Vans as we know and love them. http://forum.shrapnelgames.com/images/smilies/happy.gif Researcher commander is fine, but I would think about giving him Air as base (Early Age there probably should be less mystics and more elemental mages). Also, scimitar is fine weapon as such, but probably useless on chaff. While for camel-riders it would be very difficult to actually use them (remember how tall the animal is? http://forum.shrapnelgames.com/images/smilies/wink.gif ). I would use spears & light lances for infantry & cav, respectively. And for nomade race, light cavalry at least should be cheaper than normal. As for magic carpets... I'd say they will become cheaper at later times, with big cities, and carpet-makers and mages dwelling in them... For early era it would probably be better to restrict flying to magic beings. Roc rider.. I can't say I'm happy with this idea, but I can't also say it revolts me. http://forum.shrapnelgames.com/image...s/confused.gif Maybe it'd be better to reserve it to later era? And what do you mean by weak priest? That genie nobility are costly as hell? |
Re: Djinnibad - Nomads and Genies
yeah but not much good as priest really http://forum.shrapnelgames.com/images/smilies/laugh.gif, so very expensive as as priests
what is wrong with scimitars on troops.. my scimitars at least are just swords really.. I agree that on camels they might be less usefull.. no idea what the troops on camals actually used though. If it was your comment on the wrist movement it has been noted and will be adjusted ... when I feel like doing the efriti again. BTW magic is less available i later ages so I'd figure less carpets then.. |
Re: Djinnibad - Nomads and Genies
can anyone tell me why this (I admit incomplete) mod doesnt'work yet.. plz explain so I get more insight in the modding stuff
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Re: Djinnibad - Nomads and Genies
I don't see any major mistakes there, and I can't test it ATM.
I have much more free time now, so I'll check out if I can whip some base unit sprites up. What would you like for looks? Would something similar to Nomads of Master of Magic be all right, should the clothes have spesific color, etc? |
Re: Djinnibad - Nomads and Genies
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no need to test... I didn't scroll down in the list so I could start... there where a ****load of typo's however so it's not use downloading it either..
The master of magic look is as far as I remember quite nice.. I'm thinking white for nomad and black for the whirling dervish. When I do a turn it quits and says.. no holiness (attached a new zip) |
Re: Djinnibad - Nomads and Genies
Yes, I liked MoM Nomads, too. http://forum.shrapnelgames.com/images/smilies/happy.gif
On No Holyness - it's certainly so! http://forum.shrapnelgames.com/images/smilies/laugh.gif see Marid Grand Wazir - he now gets Holy magic 2, but no holy attribute! As for scimitars - they cost resources, man! http://forum.shrapnelgames.com/images/smilies/wink.gif (And from troopers point of view, they cost money which commoners can't really afford. Would YOU buy a sniper rifle for self defence - or settle for shotgun? http://forum.shrapnelgames.com/images/smilies/wink.gif The difference isn't exactly that, but close enough...) So you either have less troops without real effect on quality, or get some more of these - & in the case of cavalry, even better ones! Besides, as I've said, actual early Arabian armies did use spears & light lances and didn't use scimitars as main weapons (actually, iirc they got these weapons later from Persians... http://forum.shrapnelgames.com/images/smilies/happy.gif ). Elite melee troops certainly will use some kind of sword & scimitars are, after all, thematic, so I say it's better to keep such to them (&, by the way, camel riders mostly used bows & sometimes light lances). On wrist movement it wasn't me... but the picture actually seems familiar, I just can't quite place it... & whoever said this said a sensible thing in any case, I am just not ready to offer my own variant of picture... http://forum.shrapnelgames.com/images/smilies/wink.gif Well, flying scouts are very useful beasts... & in early era I think Djinnibad will be quite powerful already. http://forum.shrapnelgames.com/image...s/rolleyes.gif BTW, it's possibly better to change title of Efreet rulers, as Sultan title appeared later. They may also be Sheikh or Emir/Amir, or if we want to make them sound grander, Kalif (though the latter title has religious significance & so should probably be reserved for more powerful priests). OT question - in my mod I currently found that the game just doesn't want to recognize 2 last descriptions. Could somebody say what can cause such effect? The mod itself is at (last post): http://www.shrapnelcommunity.com/thr...mp;postmarker= |
Re: Djinnibad - Nomads and Genies
the swords are a status symbol.. so they all have one http://forum.shrapnelgames.com/images/smilies/laugh.gif
It's not about arabian armies (I guess that would be MA) but about desert-dwellers with swords http://forum.shrapnelgames.com/images/smilies/laugh.gif No Sultan is after Emir as far as I read http://forum.shrapnelgames.com/image...ies/tongue.gif and Emir has a more religeous tone to it (same as Kalif) as far as translation goes (wiki info only though) |
Re: Djinnibad - Nomads and Genies
Pity. Arabian armies are actually much fun. http://forum.shrapnelgames.com/image...ies/tongue.gif
Quote:
And Sultan actually appeared as a military ruler who couldn't hope to become a Khalif, in the days after Khalifs' power waned (also the former were mostly Turks, but I don't remember whether the word itself is Turkish)... while Emirs & Sheikhs titles were used by chieftains of desert tribes in question http://forum.shrapnelgames.com/images/smilies/wink.gif who performed religious duties also & later these became associated with aspect of religious teacher, though still used in their previous sense (so, now we have both Sheikhs who lead some tribe in Emirates (at least it was so at the time of Laurence of Aravia) and gurus of the same title. In game it would probably be better to differentiate between the two, just to be sure http://forum.shrapnelgames.com/image...es/biggrin.gif) |
Re: Djinnibad - Nomads and Genies
No human troops yet? the genies look interesting, and a bit powerful! :O
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Re: Djinnibad - Nomads and Genies
Ooh, folkloric jinn!
Remember that jinn: 1) Are made of "subtle" (smokeless) fire. 2) Eat dust, so don't need supplies. 3) Are both ethereal and have glamour. They probably shouldn't fly, though. 4) Some of them are specifically mounted. In Arabic folklore, Solomon is generally said to have led an army of Jinn, and that's where most of their military attributes come from. |
Re: Djinnibad - Nomads and Genies
well I disagree with arab folklore then http://forum.shrapnelgames.com/images/smilies/laugh.gif if I make em all ethereal and have glamour it would be a lil overpowered http://forum.shrapnelgames.com/images/smilies/laugh.gif
And appertantly the Koran says they do everything humans do including eating.. |
Re: Djinnibad - Nomads and Genies
Yeah, Koran says so & it's the most close (in time) source we have.. http://forum.shrapnelgames.com/images/smilies/wink.gif
Also, I don't remember about ethereal. They could turn invisible, yes. But this is better translated as glamour... http://forum.shrapnelgames.com/images/smilies/cool.gif And flying ability is common at least in Persian folklore (sometimes it's flying mounts, though). to Aezeal: Did you look up scimitars in my Bogarus mod? |
Re: Djinnibad - Nomads and Genies
Someone collected a bunch of verses here: http://www.islamawareness.net/Jinn/jinn.html
Obviously you can ignore them if you want, and should, if game balance or coolness dictate. I do think that the Djinn should be children of Catharsis, before he became Anthrax, in the same sense that Abysians are children of Rhuax. This would have made Catharsis the king of smokeless fire, before his fall - which dovetails to Iblis having been originally the coolest of the Djinn. |
Re: Djinnibad - Nomads and Genies
To DrPRaetorius:
And you surely do see that there are nothing here about jinni-kind being ethereal, or equalling them with shaitan per se. And we can see that at least some of them can fly. Also, there are some of them who are of shaitan, but there are such from men, too! While there are also jinn who are of the True Faith - which I would equal to that there are both sacred & non-sacred untis of genie... And also it is said that some jinn fought on foot, while others mounted.. Shah-name, of course, reflects more of Persian folklore, which has some differences, & 1001 Nights bears also Persian influence. Still, we can use that too... http://forum.shrapnelgames.com/images/smilies/wink.gif As for children of Catharsis - possibly, but this restricts them to being of one kind - and something similar to elementals / earth gnomes at that! The version that they were created by previous Pantokrator which was voiced before is much more to my liking! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Djinnibad - Nomads and Genies
Dr Preatorius that is not al together a bad idea to mingle it more with dominions lore.. I mean we can;t have them being made by Allah in this game anyway so... bbut Wrana is right you can hardly see the marid for example as family to antrax http://forum.shrapnelgames.com/images/smilies/laugh.gif
The evil genies are the devils for muslims and they are already in the game.. this is a race of relatively good genies. Well at least in EA |
Re: Djinnibad - Nomads and Genies
Wranna no I just made "Saif" or scimitars as a bit better balanced swords.
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Re: Djinnibad - Nomads and Genies
The Marid may live in the oceans and seas (although I think that's a back-formation from the greek Marine, and nothing to do with the arabic meaning Rebellious), but they are definitely *composed* of smokeless fire, like all the djinn.
Abysians are all originally of one type but now come in several varietals, I don't see why Djinn couldn't be the same way. |
Re: Djinnibad - Nomads and Genies
I've started the preliminary work on sprites. I'll base them on the white-garbed main character of the DOS prince of persia. White shirt, long pants and dark skin - what else? Dark brown/black hair? Sleeves or not? I'll try different versions for swords and spears. Should the spears be straight or curved? Curved swords would be based on C'tis/Kailasa swords.
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Re: Djinnibad - Nomads and Genies
To Endoperez:
What in Hell do you mean by curved spears??? http://forum.shrapnelgames.com/image...s/rolleyes.gif Glaives/naginatas have their own name and in any case shouldn't be in use by nomads who, after all, invented halberd (well, will invent in this case http://forum.shrapnelgames.com/images/smilies/happy.gif )! Also, I, for myself, would prefer long puffy sleeves, or, even better, actual long robes. http://forum.shrapnelgames.com/images/smilies/wink.gif Sleeveless jackets were in use, as I understand, only by Corsairs and similar types, who will appear only in MA (or even LA)... And iirc PoP1 also contained opponents with spears, etc. To DrPraetorius: As I've said, it's even closer to Vans/Thuatha or Yavana. Actually, Peri and similar types would probably be similar to the latter in possessing Awe... To Aezeal: As for Shaitan - such can be e.g. Blood summons. But I agree that they can appear at M/LA. |
Re: Djinnibad - Nomads and Genies
nomad
http://www1.istockphoto.com/file_thu...n_timbuktu.jpg http://dlibrary.acu.edu.au/research/...mages/Arab.jpg http://www6.worldisround.com/photos/26/17/74_o.jpg that sort of thing is what I was thinking about.. and the dervish similar but in black Hey Wrana how about you start with MA graphs you could later take the nomads from this mod once endo is done. You could do the things you said for MA assassin, spear infantry (non-nomad) cavalry (non-nomad, medium/heavy) etc etc we could make all genies capital only, or just remove the marid Wazirs and Efriti Sultans are recruitables and make them summons. (and make more and more powerfull human mages, who now work together with the remaining Efriti and Marid, they'd still be sacred I'd guess) |
Re: Djinnibad - Nomads and Genies
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PS endo you can do scimitars are you like of course I did them as you can see on my genies.
PS I'll show my sola too http://www.shrapnelcommunity.com/thr...262-genies.gif |
Re: Djinnibad - Nomads and Genies
On photos - fine, but the 3rd just gives some stupid banner. http://forum.shrapnelgames.com/image...ies/stupid.gif If I'll have free time while at work I may scan some images I have... actually you may see some at:
http://vendel.7thsea.ru/upload/MARKOV-PICS.rar That's for now mostly Russian units for use of an artist mentioned previously, but some Arabs/Turks are there. Most pictures are from Markov's "History of the Cavalry", 1899 or somesuch. On MA, etc. Well, it seems that Bogarus mod is working now & I will need some testing on it & graphics in any case. So I'll probably make some in a few days. I'm not through Shah-name still, though... http://forum.shrapnelgames.com/images/smilies/wink.gif And don't expect fine graphics from me in any case. Stats & descriptions arew another matter.. http://forum.shrapnelgames.com/images/smilies/cool.gif And yes, at MA I like what they did with monkey people - namely move their celestial masters from recruitables to summons. So I plan something similar. |
Re: Djinnibad - Nomads and Genies
Iwas thinking of this as the base nomad warrior, actually the only nomad warrior only he'd come mounted too... not much variaty except for the dervish who would be similar, but with ambidexterity and 2 saif's and maybe a iron cap and full leathers oreven chain shirt.
#newmonster 2807 #spr1 "" #spr2 "" #name "Nomad warrior" #descr "The nomadic inhabitants of the deserts have these warriors as first line of defense. Every male nomad has a sword, without sword no pride, and will defend what belongs to him if needed. Nomads day to day live is ruled by their own sheiks, who are adviced by nomad wazirs. Nomads consider all genies sacred, and above the human sheiks are the genies and their nobles who rule the nomad sheiks as a king rules his lords." #hp 11 #size 2 #ressize 2 #prot 0 #mor 9 #mr 12 #enc 2 #str 10 #att 11 #def 12 #prec 10 #mapmove 2 #ap 14 #gcost 10 #rcost 0 #armor 1 -- Buckler #armor 5 -- Leather Cuirass #weapon 800 -- Scimitar #wastesurvival #end |
Re: Djinnibad - Nomads and Genies
PS I think ti would be nice to have a cross over with C'tis in MA and LA, since both races perfer heat +1.. maybe some lizards moved from their lands and settled in Djinnibad (disagreement with politics, prefer desert to marsh due to genetic variation)
and then have 1-2 lizard troops in the army, nothing special bu maybe use them as heavy infantry instead of humans. |
Re: Djinnibad - Nomads and Genies
On the scimitars thing, curved swords (sabres) were inherited from the Mongols. Generally, they were introduced in the East and moved West over time (on the backs of the invaders)
Tulwar - India - 13th century Kilij - Turkey - 15th century Shamshir - Persia - 16th century Saif - Arabia - 16th century Nimcha - Morocco - 17th century Pulwar - Afghanistan - 19th century (!) However, from a fantasy standpoint, scimitars completely fit the theme. |
Re: Djinnibad - Nomads and Genies
To sector24:
I don't remember details now (& am not sure about Mongol origins), but it's possible that curved sword existed in the region earlier. After all, ancient Persians had extensive contact with Greeks who DID use such (though closer to yataghan design)! Certainly, swords from Stambul museum attributed to Mohammed the Prophet have straight long blades, relatively narrow. With their current hilts they are closer to 18-19th century cavalry broadsword than to scimitars as we know them. Also, sabres are different weapons, with straighter blades, different balance & form of hilt guard. Polish ones are really inherited from Tartar mercenaries' curved swords, but about Hungarian ones I'm not sure. They could bring them with themselves from steppes or adapt some design of Balcanian curved sword... And yes, they are thematic, so they would appear sooner rather than later, but from my point of view, not on baseline infantry (mostly spears) or non-archer cavalry (light lances - though it's a pity that the game doesn't allow for usage of different weapons by the same units, for Persian Pehlevans (Knights) were attributed to ride into combat "bearing 14 kinds of weapons" as a rule! http://forum.shrapnelgames.com/images/smilies/wink.gif ). To Aezeal: I don't think morale 9 is good idea, while cost is too low even if we take it into account (I still don't think that 11-12 stats are appropriate for commoners, m.b. just higher defense, which will get along nice with light encumbrance)... On description - if you would use word saif, it should be noted here somewhere that such is their name for curved sword. Or probably just use commonly known word scimitar. For commoner warrior of the period I would probably just use robes instead of body armor - thematic & cheap. Also, probably mounted troops should be cheaper than with others, in description it can be mentioned that they breed the best horses & so are able to field cavlry cheaper or somesuch. On MA - I think nation name should become either Xanadu (though the poem about it actually refers to Khubilaj-khan, ruler of Mongolian dynasty, but it's known as a symbol of Eastern opulence...) or Khaleb (which was used in Persian tales as equivalent of "long time ago, in a galaxy far, far away"... http://forum.shrapnelgames.com/images/smilies/happy.gif ), with a subttitle of "Flower of Desert" or "City of 1001 delights". LA should probably be named either Magrib (which was usually used as land of origins of black sorcerers) or something like Sultanapur. What anybody think? Military engine I would send about tomorrow, I still need to think up some details, but it should include both light nomadic lancers and heavier troops of Turkish likeness (maybe the latter shouldn't get fireres?). Hashishiin, sure. Maybe some kind of infantry will begin to use halberd at the time... |
Re: Djinnibad - Nomads and Genies
Maybe lower the stats but they are not that much stronger than a lot of other troops IMHO.. the morale 9 is for unorganised nomads attacking not in regiments usually, tey are just not phalanxes of organised troops. IMHO the armour must remain.. they surely didn't wear just robes in combat??
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Re: Djinnibad - Nomads and Genies
No, they did - try marching for three days in the desert even with relatively light armor. But the relationship between fatigue and heat scale is not well captured by the game engine, so you might want to put them in armour anyway.
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Re: Djinnibad - Nomads and Genies
they didn't have ANYTHING under the robes when preparing themself for combat? not even something like leather armor?
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Re: Djinnibad - Nomads and Genies
They may have had some leather under there, although I think it would've been a robe with (maybe) some kind of undergarments, and that's it.
This isn't universal, obviously - at various periods of history arab troops would have a variety of different types and styles of armor. But for a desert marauder, the quantity of leather involved to actually provide any protection at all would've been a significant hindrance, and they mostly learned their warcraft while hunting or herding, an activity for which you generally would not wear armor. |
Re: Djinnibad - Nomads and Genies
And also, "something like leather armor" is actually not so light & unencumbering after all. Especially in desert conditions, where metal armor may even be better (after all, it doesn't become drenched with sweat, turning heavier in the process)! As for various bits & pieces included under robes - well, under current rules, robes DO provide some protection, aren't they?
As for being undisciplined, you should note that the same Koran iirc states that "you shouldn't run back & forth but keep you place in ranks with you comrades" or something along these lines... it actually reminds me of military textbooks very much, providing treatises on discipline, marching order, feeding of troops & so forth... http://forum.shrapnelgames.com/images/smilies/wink.gif It certainly wasn't always listened to, but discipline is currently thought by many to be among the main reasons which allowed Arabs to beat up better armed contemporary Byzantine & Sassanid (Persian) troops (though Mongols were surely much better)... And - what DO you think about names for MA/LA proposed? |
Re: Djinnibad - Nomads and Genies
you can tell me anything you like but not that leather armor is worse than metal in a desert.. you can reason all day long in any direction.. it's just NOT so (under metal armor you always have padding btw)
and I don't care what the koran says nomads are less disiplined than regular armies. btw there where nomads before the koran too.. and these are them.. they are from the LEGENDS at the time there could have been a koran |
Re: Djinnibad - Nomads and Genies
Just try it. http://forum.shrapnelgames.com/image...ies/tongue.gif We did. Padding, yes. AND light cloth covering to disperse direct sunrays, too. Did you know that Middle Asia nomadic people actually wear such padded clothes to protect themselves from heat? http://forum.shrapnelgames.com/images/smilies/wink.gif Arabs, yes, rarely weared armor. And iirc, never leather one...
And, for glory of Lord, what regular armies do you mean in medieval setting?? http://forum.shrapnelgames.com/images/smilies/smirk.gif Byzantines probably? The legends argument, though, is valid. http://forum.shrapnelgames.com/images/smilies/happy.gif So do you mean that MA is then Mohammed's / 4 Pious Khalifs' time? I would prefer it to be somewhat later... Though we probably can mix & match them into something interesting... |
Re: Djinnibad - Nomads and Genies
Parthians had plenty of metal armour underneath robes when they fought the Romans and that was some pretty harsh terrain they were in.
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Re: Djinnibad - Nomads and Genies
ok wrana I just meant they must have worn something extra when going to war instead of just the normal robes.. to me all extra armour that is not metal is leather http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: Djinnibad - Nomads and Genies
so far not much comments on my sprites.. that is nice (once.. I'll do the wrist thing) I also have a efriti and marid pretender (efriti is just an even larger and more decorated efriti sultan and the marid is abotu same as the wazir only with some blue aureool around the head..
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Re: Djinnibad - Nomads and Genies
Aureol around a Pretender's head would be fine. After all, Persians considered it a sign of sacred power of rightful ruler.
As for their extra armor, it would probably be bits & pieces of mostly metal. http://forum.shrapnelgames.com/images/smilies/happy.gif They had finest metalworkers, after all, & I didn't hear the same about their leatherworkers... http://forum.shrapnelgames.com/images/smilies/wink.gif To Sombre: Yeah, Parthians had heavy cavalry, & a pretty effective one at that. But much of riding before this would actually be commited was done by lighter troops who weared little armor. And I didn't said that Arabs should not have medium to heavy cavalry too, just that common nomads/raiders would wear mainly just robes & turbans (the latter word is iirc Turkish, but you get the idea). Elite warriors should probably get something like chain cuirass (scale armor was used more by Parthians/Persians, Turks & Mongols), but we'll see how it would look from a balance point of view. |
Re: Djinnibad - Nomads and Genies
well if you make me a turban and robes stat and copy past it in here I'll use it.. but make it robes with some defense.. and turbans should have decent defense too.. else I'll just give em leather/iron caps and say that is beneath the turbans http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: Djinnibad - Nomads and Genies
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First version of a Djinnibad Nomad.
EDIT: No hands/weapon yet, but I haven't decided how to do those yet. Pure MS Paint while waiting for work to really start, with Prince of Persia and screenshots of Dom units as reference. He's currently about 25 pixels high, so I think he might be few pixels higher than most humans. That will be fixed once I can play with this stuff back home and actually read the modding manual and test the unit. |
Re: Djinnibad - Nomads and Genies
To Endoperez. Thanks, looks nice so far.
On robes & turbans: Let's see (& thanks a lot to authors of Dominions Database!): Robes have prot 2, w/ no defense & encumbrance penalties; Imperial robes prot 3 & the same; Leather cuirass has 6/0/0. I'd name it either "Armored Robes" or "Robes and Armguards", or something similar. It my give either 5/0/0, or, for example, 4/1/0, actually giving defense bonus as robes conceal warrior's figure & forearm guards as well as free-swinging clothe can be used to parry enemy's attacks... Resources should be probably 2 to include the bits & pieces of metal included, but can be 1, as leather cuirass is 1 res. Turban is easier (as sharkskin cap gives 7/0/0 with res also 0): #newarmor <> #name �Turban� #type 6 #prot 7 #def 0 #enc 0 #rcost 0 #end We can even include daraq - a local shield type about similar to buckler... http://forum.shrapnelgames.com/images/smilies/wink.gif And iron cap beneath the turban should provide better protection, but THAT we'll include in MA. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Djinnibad - Nomads and Genies
I don't remember how good protection Furs give, but it's probably worth checking out all armors with less than 6 or so protection. I don't think there are that many, but that'd give more things to compare with. Something between 3 and 6 would probably fit best. What would Daraq be? 1 more Parry and bit less protection than buckler, or identical?
I'd prefer something like "Desert garb" for the armor's name, because it's more poetic than "armored robes" or somesuch. Protection 7 is perhaps a few points higher than I'd give the turban, but no one has ever bashed my head with or without protetive layer of cloth so I can't claim to be any kind of expert. |
Re: Djinnibad - Nomads and Genies
yeah desert garb would do nicely.
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Re: Djinnibad - Nomads and Genies
Furs are prot 7, and full leather is 8
so desert garb will be 7 too leather cap is 6, leather hood is 5 Turban will be 6 too Daraq is now the same as a buckler |
Re: Djinnibad - Nomads and Genies
Desert garb is pobably the best solution. Thank you! And for daraq you are probably right, being as it was made of wicker-work with metal boss, it's surely easier to maneuver but less solid than usual kinds of buckler.
BTW, Aezeal, are your normal/light nomads stealthy? Also, they should probably often use javelins, as I refreshed today in my mind. Another idea that appeared re-reading that article is that as nomad warriors were often recruited for 1 campaign/battle only, it should be appropriate to make them disperse after battle which would allow Nomad player to quickly amass troops at need. But this is probably better reserved for MA... |
Re: Djinnibad - Nomads and Genies
yes conquest is hard when your whole army vanishes after the first battle http://forum.shrapnelgames.com/images/smilies/laugh.gif
Javelins could be an option for some sort of ranged attacks Maybe make nomads with scimitars and nomads with scimitars and javelins (how much throwing options do pplz with javs usually get in vanilla?) |
Re: Djinnibad - Nomads and Genies
my nomad stats:
#newmonster 2807 #spr1 "" #spr2 "" #name "Nomad warrior" #descr "The nomadic inhabitants of the deserts have these warriors as first line of defense. Every male nomad has a sword, without sword no pride, and will defend what belongs to him if needed. Nomads day to day live is ruled by their own sheiks, who are adviced by nomad wazirs. Nomads consider all genies sacred, and above the human sheiks are the genies and their nobles who rule the nomad sheiks as a king rules his lords." #hp 11 #size 2 #ressize 2 #prot 0 #mor 9 #mr 12 #enc 2 #str 11 #att 10 #def 11 #prec 10 #mapmove 2 #ap 14 #gcost 10 #rcost 0 #armor "Daraq" #armor "Turban" #armor "Desert Garb" #weapon 800 -- Scimitar #wastesurvival #end reasoning: I see the nomads as people living of the land, a hard land. That way they are at bit between the usually city people and barbarians. This accounts for HP 11 and strength 11. All Nomads learn to fight: def 11 (still thinking of going to 11 att too) Less organisation: morale 9 high MR: just because this is a highly magical nation, it just rubs of on the nomads. |
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