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  #41  
Old April 11th, 2008, 08:57 AM
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Default Re: Djinnibad - Nomads and Genies

Aureol around a Pretender's head would be fine. After all, Persians considered it a sign of sacred power of rightful ruler.
As for their extra armor, it would probably be bits & pieces of mostly metal. They had finest metalworkers, after all, & I didn't hear the same about their leatherworkers...
To Sombre:
Yeah, Parthians had heavy cavalry, & a pretty effective one at that. But much of riding before this would actually be commited was done by lighter troops who weared little armor. And I didn't said that Arabs should not have medium to heavy cavalry too, just that common nomads/raiders would wear mainly just robes & turbans (the latter word is iirc Turkish, but you get the idea). Elite warriors should probably get something like chain cuirass (scale armor was used more by Parthians/Persians, Turks & Mongols), but we'll see how it would look from a balance point of view.
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  #42  
Old April 11th, 2008, 09:54 AM

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Default Re: Djinnibad - Nomads and Genies

well if you make me a turban and robes stat and copy past it in here I'll use it.. but make it robes with some defense.. and turbans should have decent defense too.. else I'll just give em leather/iron caps and say that is beneath the turbans
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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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  #43  
Old April 11th, 2008, 11:39 AM
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Default Re: Djinnibad - Nomads and Genies

First version of a Djinnibad Nomad.

EDIT:

No hands/weapon yet, but I haven't decided how to do those yet. Pure MS Paint while waiting for work to really start, with Prince of Persia and screenshots of Dom units as reference. He's currently about 25 pixels high, so I think he might be few pixels higher than most humans. That will be fixed once I can play with this stuff back home and actually read the modding manual and test the unit.
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  #44  
Old April 11th, 2008, 01:02 PM
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Default Re: Djinnibad - Nomads and Genies

To Endoperez. Thanks, looks nice so far.
On robes & turbans:
Let's see (& thanks a lot to authors of Dominions Database!):
Robes have prot 2, w/ no defense & encumbrance penalties;
Imperial robes prot 3 & the same;
Leather cuirass has 6/0/0.
I'd name it either "Armored Robes" or "Robes and Armguards", or something similar. It my give either 5/0/0, or, for example, 4/1/0, actually giving defense bonus as robes conceal warrior's figure & forearm guards as well as free-swinging clothe can be used to parry enemy's attacks...
Resources should be probably 2 to include the bits & pieces of metal included, but can be 1, as leather cuirass is 1 res.
Turban is easier (as sharkskin cap gives 7/0/0 with res also 0):
#newarmor <>
#name “Turban”
#type 6
#prot 7
#def 0
#enc 0
#rcost 0
#end
We can even include daraq - a local shield type about similar to buckler...
And iron cap beneath the turban should provide better protection, but THAT we'll include in MA.
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  #45  
Old April 11th, 2008, 01:53 PM
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Default Re: Djinnibad - Nomads and Genies

I don't remember how good protection Furs give, but it's probably worth checking out all armors with less than 6 or so protection. I don't think there are that many, but that'd give more things to compare with. Something between 3 and 6 would probably fit best. What would Daraq be? 1 more Parry and bit less protection than buckler, or identical?


I'd prefer something like "Desert garb" for the armor's name, because it's more poetic than "armored robes" or somesuch.

Protection 7 is perhaps a few points higher than I'd give the turban, but no one has ever bashed my head with or without protetive layer of cloth so I can't claim to be any kind of expert.
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  #46  
Old April 11th, 2008, 02:29 PM

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Default Re: Djinnibad - Nomads and Genies

yeah desert garb would do nicely.
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  #47  
Old April 11th, 2008, 02:46 PM

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Default Re: Djinnibad - Nomads and Genies

Furs are prot 7, and full leather is 8
so desert garb will be 7 too

leather cap is 6, leather hood is 5
Turban will be 6 too

Daraq is now the same as a buckler
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  #48  
Old April 11th, 2008, 05:53 PM
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Default Re: Djinnibad - Nomads and Genies

Desert garb is pobably the best solution. Thank you! And for daraq you are probably right, being as it was made of wicker-work with metal boss, it's surely easier to maneuver but less solid than usual kinds of buckler.
BTW, Aezeal, are your normal/light nomads stealthy? Also, they should probably often use javelins, as I refreshed today in my mind. Another idea that appeared re-reading that article is that as nomad warriors were often recruited for 1 campaign/battle only, it should be appropriate to make them disperse after battle which would allow Nomad player to quickly amass troops at need. But this is probably better reserved for MA...
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  #49  
Old April 11th, 2008, 06:50 PM

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Default Re: Djinnibad - Nomads and Genies

yes conquest is hard when your whole army vanishes after the first battle

Javelins could be an option for some sort of ranged attacks

Maybe make nomads with scimitars and nomads with scimitars and javelins (how much throwing options do pplz with javs usually get in vanilla?)
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #50  
Old April 11th, 2008, 07:19 PM

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Default Re: Djinnibad - Nomads and Genies

my nomad stats:


#newmonster 2807
#spr1 ""
#spr2 ""
#name "Nomad warrior"
#descr "The nomadic inhabitants of the deserts have these warriors as first line of defense. Every male nomad has a sword, without sword no pride, and will defend what belongs to him if needed. Nomads day to day live is ruled by their own sheiks, who are adviced by nomad wazirs. Nomads consider all genies sacred, and above the human sheiks are the genies and their nobles who rule the nomad sheiks as a king rules his lords."
#hp 11
#size 2
#ressize 2
#prot 0
#mor 9
#mr 12
#enc 2
#str 11
#att 10
#def 11
#prec 10
#mapmove 2
#ap 14
#gcost 10
#rcost 0
#armor "Daraq"
#armor "Turban"
#armor "Desert Garb"
#weapon 800 -- Scimitar
#wastesurvival
#end

reasoning: I see the nomads as people living of the land, a hard land. That way they are at bit between the usually city people and barbarians. This accounts for HP 11 and strength 11.
All Nomads learn to fight: def 11 (still thinking of going to 11 att too)
Less organisation: morale 9
high MR: just because this is a highly magical nation, it just rubs of on the nomads.
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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