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Re: EA al-Nadim - The thousand and one nights (WIP)
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Re: EA al-Nadim - The thousand and one nights (WIP)
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Re: EA al-Nadim - The thousand and one nights (WIP)
If you look in the modding tools thread, I'm pretty sure there's a link to all the vanilla sprites in a zip there.
If you can't find it let me know and I'll upload my copy of it. |
Re: EA al-Nadim - The thousand and one nights (WIP)
There's a download for all vanilla graphics in the first post of Sprite Editing Tutorial.
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Re: EA al-Nadim - The thousand and one nights (WIP)
Ah, I bet the imperfect source image was why I thought the vizier looked a bit funny. If you use the image from the sprite archive he should look better I think.
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Re: EA al-Nadim - The thousand and one nights (WIP)
Any news on this? I'm really looking forward to it.
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Re: EA al-Nadim - The thousand and one nights (WIP)
Congratulations!
At last this idea is taken by someone who can draw! :) There were some discussions on this already, but I would point to the one where my own opinions were stated: http://forum.shrapnelgames.com/showthread.php?t=38342 There is also another thread currently active. In short, I think that the EA nation should be mostly genie-based with human nomads as subject race, with MA being based on Khaliphate era (my own version was mostly based on 10th century) and LA on Osmanic Empire. I agree about difference between city and Bedhuoin troops - you can look up how it was realised in my own attempt in the thread link above. Considering magic and genies my own short research had shown that appropriate paths should include some Astral (astrology was relatively common, plus genies were often stated as knowing fate of people - plus Arabic folklore is the only place where I've seen something that could be characterized as teleport before 20th century authors). Another thing often mentioned, but mainly with female genies is turning people to animals, charm and production of food/wine - all from Nature path in Dominions. What I decided about this also can be found in the thread above. ;) As for your graphics - while I myself am not good enough at pixel art (which has already stopped 2 projects), I think yours are good. And I do not think that you should necessarily use an existing tradition of depicting horses in action as rearing. Another thing - Arabs didn't use composite bows like Turks or Mongolians. Their bows were better than common Western design, but not by much, and they didn't particularly like shooting warfare - maybe because of the risk to horses. What they should certainly have is light lancers with very fast horses - which could be deadly at first strike... Later they began to employ a northern Turkish nomads specifically as mounted archers - but those were most often relatively heavy troops (by the way, in Dominions these should be people related to those which conquered Tien Chi in LA, but no name for them is officially given:( )... If you agree with the general concept I propose or have further questions - I am ready to answer and/or provide some content (as are possibly those who took part in previous discussion ;) ). So, please continue your good work - twenty centuries are looking at you! ;) |
Re: EA al-Nadim - The thousand and one nights (WIP)
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Islamic heavy cavalry at the time did not use lances, although they did use spears. The prepared warrior also carried a sword, mace, and axe - although the sword was the preferred weapon (for a number of reasons, but most likely because Mohammad states that the sword is a holy weapon). The idea of a heavy cavalry charge, european style, was shocking to them in the first crusade (and possibly accounts for some crusader wins against superior numbers). The armor of their light and heavy cavalry was nearly identical - typically a maille shirt, leggings, heavy boots, a metal cap - often worn under turban and robes, although sometimes a metal cuirass was worn on top of this. Heavy cavalry carried a shield. (Note, in proper usage, 'light' means the unit had a ranged weapon and claims nothing about armor.) I can provide sources. |
Re: EA al-Nadim - The thousand and one nights (WIP)
Tell me squirreloid, does this misuse of the word "light" by dominions bother you? ;)
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Re: EA al-Nadim - The thousand and one nights (WIP)
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Actually, the rampant misuse of the term by fantasy fans in general does. I'm pretty sure military buffs get it right, because the distinction between light and heavy still exists, its just weirder now than it was pre-1900. (Light cavalry today is aircraft. Heavy cavalry is tanks. The light/heavy infantry distinction is, iirc, a matter of armament, mostly to correspond to the historical unit vs. unit dominance paradigm. Ie, with equal training HI > HC; LI > (HI,LC); LC > (HI,HC); HC > LI). So infantry with anti-tank weapons is heavy, and other infantry is light, although with typical modern dispersal of weapon types across squads its no longer really a squad-level distinction) Of course, dominions also suffers from the 'cavalry is awesome just because it is' syndrome, something also typical of fantasy buffs with little actual military knowledge, and generally based on the dominance of the knight in early medieval europe (which happened because the infantry *did not* have equal training or appropriate weaponry) and a fascination with chivalry and the medieval knight. Such people tend to ignore, eg, Bannockburn (Scotts used makeshift pikes to destroy a cavalry charge) or Avignon (entirely infantry English massacre french cavalry). In addition to not just melting against pikemen, cavalry also get a defensive bonus just for being cavalry. Actual military theory suggests the opposite (cavalry is worse at attacking and defending than infantry because they need to control the horse and fight, whereas the infantry can just concentrate on fighting - heavy cavalry's primary use is therefore running down light infantry). Ok, this was much longer than intended. Lets just sum up by saying I wish people who did games like this were better at doing their homework. |
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