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  #161  
Old April 29th, 2008, 05:48 PM
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Default Re: Djinnibad - Nomads and Genies

They aren't an arab myth, they are generic desert monsters. It's your mod, but I don't like the idea.
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  #162  
Old April 29th, 2008, 06:08 PM

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Default Re: Djinnibad - Nomads and Genies

I'm focussing more on desert now , a desert race for a Dune reader like myself was unthinkable once I thought of it.. and the race needed a nice race specific summon.. it's not gonna be a recruitable in in the end.. this was just to show how he looks.
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  #163  
Old April 29th, 2008, 07:14 PM
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Default Re: Djinnibad - Nomads and Genies

Thank Cthulhu for small favors! You really didn't make it Move 10.
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  #164  
Old April 29th, 2008, 07:49 PM

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Default Re: Djinnibad - Nomads and Genies

Do you really think the sandworm is better than a seraph or archdevil? or a GOR tartarian?
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  #165  
Old April 30th, 2008, 12:15 AM
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Default Re: Djinnibad - Nomads and Genies

Quote:
Aezeal said:
Do you really think the sandworm is better than a seraph or archdevil? or a GOR tartarian?
Probably not... depends on the gem cost and overall stats. I've heard some characteristics discussed yet haven't seen its overall stats.
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  #166  
Old April 30th, 2008, 12:36 PM
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Default Re: Djinnibad - Nomads and Genies

You should probably take a Tarrasque as an example...
BTW, there are no sources that describe Jinn as ethereal creatures. Actually, there are signs of just the opposite..

To All:
What do you think is better - take Shiite clergy as LA while Sunni will act in MA, or vice versa? If you don't remember, Sunni clergy is more secular-action-oriented (meaning higher Ld & some nudane abilities, such as patrolling in example above), while Shiite one is more mystical-oriented & more fundamentalist (meaning probably higher Priest level & certainly that they should get some magic levels)... Also, MA is based on Arabo-Persian states around 10th century & LA - on Turkish Empire.
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  #167  
Old May 1st, 2008, 06:31 AM

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Default Re: Djinnibad - Nomads and Genies

I would not use such direct links to a real world belief. Priest is close enough then do with the stats what you like.
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  #168  
Old May 1st, 2008, 06:32 AM

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Default Re: Djinnibad - Nomads and Genies

#newweapon 802 --- Sand worm
#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
#end

#newspell
#name "Summon Sandworm"
#descr "This spell allows the mage to communicate with an ancient and huge sandworm and persuade it to join your cause."
#school 0
#restricted 78
#researchlevel 8
#path 0 3
#path 1 0
#pathlevel 0 4
#pathlevel 1 3
#effect 10001
#fatiguecost 3500
#damage 2811
#nreff 1
#end


#newmonster 2811
#spr1 "Nomads and genies/Sandworm_2.tga"
#spr2 "Nomads and genies/Sandworm_1.tga"
#name "Sandworm"
#descr "The sandworm is the largest creature known on the planet. It prefers to live deep in deserts where it spends most of it's time burrowing deep under the ground. It attacks by swallowing whole regiments of troops or even multiple elephants at a time. Once devoured by a sandworm nothing can survive since the combination of the bowelmovements and extreme heat, which it uses to burrow through the ground, are deadly to everything. The Sandworm burrowing makes it tactical and strategical maneuverable like flying units"
#hp 300
#size 6
#ressize 6
#prot 18
#mor 15
#mr 18
#enc 3
#str 30
#att 13
#def 12
#prec 10
#mapmove 4
#ap 10
#gcost 100
#rcost 20
#itemslots 12288 -- two misc
#wastesurvival
#weapon 802 - devour
#trample
#regenerate 10
#stealth 5
#fireres 100
#coldres -50
#shockres -50
#flying
#maxage 100000
#older 10000
#end

that is my sandworm stuff
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #169  
Old May 1st, 2008, 10:34 AM
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Default Re: Djinnibad - Nomads and Genies

They are different enough to base different eras on them. So I asked which split would be better.
Also I currently written down names list (male mostly, but I will add women's names when I get my hands on some list). It's in the current 0.12 version, together with some genies of Persian origin and Arabian physician/alchemist. Some will probably be dropped - ghul trooper, for example, will be probably useless unless we come up with some clever idea on what it should do.
Another moment - in 1001 human - > animal transformations are rather common, so we should have some magicians who can pull it off. And this is done by mortal magicians more often than by genies! Probably we should do 1 type with classical "Sorcery" paths & another one with Elemental paths?
Also, iiuc, Marid is the name of those genies who rejected Allah/Pantokrator, so this name should probably appear in the MA when Islam-like religion is used by Nomads. These Jinn would lose sacred status together with priest levels, but gain magic levels instead (while their EA predescessors with priest levels should probably be just called Jinn).
Attached Files
File Type: rar 602602-nomads2a.rar (9.0 KB, 63 views)
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  #170  
Old May 1st, 2008, 10:45 AM

Aezeal Aezeal is offline
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Default Re: Djinnibad - Nomads and Genies

I don't think marid rejected allah perse
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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