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  #81  
Old April 13th, 2008, 04:25 PM
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Default Re: Djinnibad - Nomads and Genies

Yeah, got confused by Dom2 reminisciences...
So now we get 2 priest variants w/ Holy 3 in MA... Maybe make Khalif a multyhero?
As for Wazir confusion - I had self-correcting error too, though of different kind...
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  #82  
Old April 13th, 2008, 05:39 PM

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Default Re: Djinnibad - Nomads and Genies

I'd just keep the kalif but remove the other
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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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  #83  
Old April 15th, 2008, 01:31 PM
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Default bump - MA version 0.11

There are probably some bugs in it. And I didn't finish nation itself. So just count it as bump for now...
For now I have several ideas on magic sites in capital:
City of Xanadu itself;
Grand Bazaar (provides gold, among other things);
Palace of Air & Fire to recruit genies as Aezeal offered;
Temple of the Stone (read: Kaaba);
Mountain of the Eagle's Nest (read: Alamut).
Of course, this is too much & also I don't want too much commanders to be capital-only. Any thoughts on this?
To Aezeal: Current version quite possibly duplicates some unit numbers with your early era. As I want this to be at the end a single mod with all 3 eras included I'd like to know which monster numbers you're going to use up (the same goes for weapons, etc.) to reserve them in future versions.
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  #84  
Old April 15th, 2008, 03:29 PM

Aezeal Aezeal is offline
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Default Re: bump - MA version 0.11

lol no idea which numbers I will use

DL the mod as it is now and just stay like 10 higher in each?
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  #85  
Old April 15th, 2008, 03:33 PM

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Default Re: bump - MA version 0.11

#newweapon 802
#name "Pekhlevan's Mace"
#dmg 12
#att 2
#def 1
#len 2
#rcost 10
#armorpiercing
#magic
#aoe 2
#sound 11
#end

ehm AP AOE 2 damage... for a recruitable... nonono... that is a 10-15 gem magic item you are giving away for free, high damage too.

As said instead of sorcerors I'd just use the marid and efriti

adn the turbaned helm seems to have to high protection
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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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  #86  
Old April 15th, 2008, 03:36 PM
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Default Re: bump - MA version 0.11

As I've seen, you've used numbers 20 & 21 for Pretenders (though there was about 15 numbers between these & highest previous number). So, next version I'd probably redo monster numbers to start from 30-31, eh? BTW, I made nation number +1, planning +2 for LA.
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  #87  
Old April 15th, 2008, 03:40 PM

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Default Re: bump - MA version 0.11

hmm btw I think you are already doign to much in this nation.. maybe spread some of this out over LA too?

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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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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  #88  
Old April 15th, 2008, 07:05 PM
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Default Re: bump - MA version 0.11

Quote:
that is a 10-15 gem magic item you are giving away for free, high damage too.
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!
Quote:
As said instead of sorcerors I'd just use the marid and efriti
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...
Quote:
adn the turbaned helm seems to have to high protection
It's Iron Cup +1 ! Including resources, etc.
Quote:
hmm btw I think you are already doign to much in this nation.. maybe spread some of this out over LA too?
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...
Quote:
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..
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).
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  #89  
Old April 15th, 2008, 07:30 PM

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Default Re: bump - MA version 0.11

If you have aoe2 on a weapon remember it can hit the unit using it. Or it could just kill 6 enemies in one swing.

That weapon looks crazy to me, but I didn't look at the unit carrying it.
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  #90  
Old April 16th, 2008, 08:27 AM
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Default Re: bump - MA version 0.11

I remember it. I even used something similar for Night Goblin Fanatics in my project of a Warhammer mod..
And in case of Pekhlevans - there is exactly one case in Shah-name where young knight had hit his own horse & was subsequently taken alive...
BTW, it alco contains 2 cases of knightly heroes who also performed their own astrological calculations, one of these being father of Rustam, the main hero of the epic...
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