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that is a 10-15 gem magic item you are giving away for free, high damage too.
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You could say I just got tired of magic items doing nothing..
It's not exactly free as unit itself costs money & upkeep. Probably it should cost more - I didn't exactly finished this as you see. What weapon such unit should have in your opinion, BTW? As I've said these guys were very well armed & I don't exactly know how to translate this into Dominions terms. What I don't wan to see in them is some double-blade variant (or, God forbid, double morningstars of Abyssian sacred!
). Also, as they didn't have heavy lances of later European knights nor saddles for such, I don't want lance to be included as is (and light lance is currently not 1-strike weapon). The minimum thet they should have is something like "Iron Cudgel" of Bandar in one hand... and something like this HAS area effect!
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As said instead of sorcerors I'd just use the marid and efriti
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No, in MA human sorcerers should be the rule, with mariti & efreets as summons. I just don't know currently how to better organize such sorcerers. What I'm almost sure of is that stargazers (I'll find proper name for them, it was somewhere!
) should be different from elementalists. There were also phylosophers such as Ibn-Sinna (who, btw, is probably going to be another national hero
), but I don't know at the moment whether it would be too much or not. And I don't know what paths they would have if present...
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adn the turbaned helm seems to have to high protection
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It's Iron Cup +1 !
Including resources, etc.
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hmm btw I think you are already doign to much in this nation.. maybe spread some of this out over LA too?
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Some of this would be in LA, too.
And it's far easier to drop something than to do it.
For now I like what I have, but after some reflection (& trial games) something would probably be dropped. Mamluk infantry, maybe - I'm not sure about their actual appearance & their usability in MA as well...
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I'd try to find some special things and keep em (flying carpet pplz, Roc's, efriti).. I mean the nation must bring something new.. and a nation with a lot medium infantry and cavalry ... is not so special..
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Well, Rocs & genie will remain as summons in any case. But I don't see Rocs as recruited monsters in MA.. Machaka, you say? But it's different case with their African mythos while medieval Arab/Persian faction should be a civilized nation whose strength lies in normal troops, human mages, fanatical holy warriors AND ONLY AFTER THAT - unique summons. I agree that in MA they may have lesser genies as capital-only recruitables... Also, some genies, at least, may become better armed (did you include genie cavalry in early era, btw?).
As for special - did you notice Nomads militia recruited for 1 fight only? The ability to quickly amass good troops in emergency is special enough for me. And ghazi are certainly not Vans, but with proper blessing can give good account of themselves as I see.
And if you have ideas other than retaining genies as mainstay troops in MA - then I'm open for them. I thought on replacing camels riders with some reptiles, for example, but am not sure this would be good idea...
What of summons? As I see it, they should be roughly based on what magic genie in question possesses. So Efreet should be Air/Fire summons, Marid Air/Astral... Daw/Shaitan should probably be Death or Blood summons. Peri - probably Astral/Fire or just Fire. Ghul will be summoned by Death spell, of course. Sola - just Fire? Jahn - just Air or Astral? Djinn as such is present in the game (I'm not sure we should this unique being as guidance, but if we include it, he should probably be summoned by Air/Fire spell).. and as I'd said we can make lesser ones. I'll also look into what other characteristic spells could be (castle-in-one-night is already included, though currently have not full stats).