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  #51  
Old April 11th, 2008, 07:36 PM

Sombre Sombre is offline
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Default 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.
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  #52  
Old April 11th, 2008, 08:08 PM

Aezeal Aezeal is offline
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Default 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

They have to be stronger .. they only get low grade material, they live in the desert, they are no pampered city inhabiting dogs
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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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  #53  
Old April 11th, 2008, 08:17 PM

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

Normal human enc is 3.

Normal human AP is 12.
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  #54  
Old April 11th, 2008, 08:26 PM

Aezeal Aezeal is offline
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Default 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?
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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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  #55  
Old April 11th, 2008, 08:29 PM

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Default 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.
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  #56  
Old April 11th, 2008, 08:37 PM

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Default 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 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
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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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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #57  
Old April 11th, 2008, 09:48 PM

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Default 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)
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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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  #58  
Old April 12th, 2008, 08:14 AM

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Default 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)
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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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  #59  
Old April 12th, 2008, 08:18 AM
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Default 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.
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  #60  
Old April 12th, 2008, 08:48 AM

Aezeal Aezeal is offline
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Default 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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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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