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				April 19th, 2008, 06:03 PM
			
			
			
		  
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				Re: Djinnibad - Nomads and Genies
			 
             
			
		
		
		
		I lowered the AP to 13.. the rest of their stats are just like barbs except the weaponskills so not that superhuman imho..  
I'm doubting the gold cost of everything in the nation a bit.. barbs are 13 gc and these 13 gc dervish are obviously better.. but.. like a sacred jag warrior is MUCH better for it's coin, being sacred and having 2 forms. 
		
	
		
		
		
		
		
		
			
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				April 19th, 2008, 06:18 PM
			
			
			
		  
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				Re: Djinnibad - Nomads and Genies
			 
             
			
		
		
		
		Endo about the descriptions.. You'll just have to look at them all once we've got a somewhat final version and then you can just change everything you want and send it back to me for the upload. 
 
And one thing... how can we think of doing a desert nation and NOT use sandworms (and/or sandworm riders)? It's almost criminal! 
 
a huge mouth in the ground (think: dune 2 game), flying could pose as burrowing and trample as swallowing....  
 
please give this serious thought because it will be very hard for me to ignore this. 
 
IT would be a high level summon with few item slots (in case of GoR) huge HP, regen, weakness to shock, immunity to heat. average MR. Largest size the game allows (can you go above 6)?, with largest sprites.  
		
	
		
		
		
		
		
		
			
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				April 19th, 2008, 06:20 PM
			
			
			
		  
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				Re: Djinnibad - Nomads and Genies
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Aezeal said: 
are their stats that superhuman? We could go for that mystical genie crossbreeding background.. but I really didn't intend it that superhuman. 
 
ps if you run all the time you get used to it right.. so why higher enc?  
			
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 The Dervish are like EA Tien Chi Warriors of the Five Elements in Spring (when they have 150% their normal hp) and with one star of experience, and with better weapons. Not sacred and without the resistances, of course, but similar. (EDIT: only the sheiks have 18 hps, my mistake).
 
Machakan warriors have base encumberance 2, almost all other humans have 3. 
MA Eriu Fir Bolg have 13 hp, str 11, prec 12 and magres 13. 
MA Pythium Emerald Guards have att 13, def 12, hp 13 str 12
 
LA Jomon's Yamabushi are the best human fighters I could find: 
hp 11, str 11, att 14, def 13, mor 11, magres 12, prec 11, base move 2/12. Sacred, capital-only. 
 
This still puts the dervish in as better than all these combined... With Arrow Fend, you can't even use bows to kill them. This is EA, though, and they die to magic just like everything else. It's just that they shouldn't be too easy to rush with, so don't make them too cheap.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				April 19th, 2008, 07:09 PM
			
			
			
		  
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				Re: Djinnibad - Nomads and Genies
			 
             
			
		
		
		
		all non-city pplz have enc 2.. barbs, lion tribe warriors etc 
a knight of the stone has att 16 def 14
 
markata have a def of 14   \
 
but I agree that the att/def are too high.. I'll make it att 13/ def 13 
AP 13  
and gc 15 then
 
but in the end they die just as easily as all creatures with low prot.. (their modified armor gives only 8 prot and no shield)  
		
	
		
		
		
		
		
		
			
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				April 19th, 2008, 08:29 PM
			
			
			
		  
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				Re: Djinnibad - Nomads and Genies
			 
             
			
		
		
		
		Don't forget Arrow Fend. With both Air and Fire, Djinnibad will probably use both that and Flaming Arrows. Alternatively, Marble Warriors and later Army of X spells give them good prot. 
 
The dervish commander would make a good thug, but the genies will probably be much better for that. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				April 19th, 2008, 09:58 PM
			
			
			
		  
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				Re: Djinnibad - Nomads and Genies
			 
             
			
		
		
		
		I think the efriti screams thug.. with a protection and a fire shield and nearly max slots.. but he doesn't have THAT many hp and vanilla he certainly can't take on indie's (I tried in test games, usually kills 0 cus I don't script and h casts as a loser so maybe that shouldn't count) 
		
	
		
		
		
		
		
		
			
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				April 19th, 2008, 10:02 PM
			
			
			
		  
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				Re: Djinnibad - Nomads and Genies
			 
             
			
		
		
		
		yeah from time to time I'm thinking I'm making the nation way to powerfull.. but then I think of niefelheim or vans or jaguar warriors.. and then I can't really say this nation will be much stronger. (The sacreds are very good too though.. but looooowwww on HP) 
Then again I could always tone things down    
		
	
		
		
		
		
		
		
			
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				April 20th, 2008, 06:41 AM
			
			
			
		  
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				Re: Djinnibad - Nomads and Genies
			 
             
			
		
		
		
		Better make them right first time, isn't it?   
And as for Vans - well, we have genies, aren't we?   
As for Shai-hulud - it's completely different tale. Maybe a special theme for him could be appropriate. Otherwise, just make him a Pretender - He deserves it!    But in what respect will he be different from Wyrm we all know & love?    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 20th, 2008, 06:59 AM
			
			
			
		  
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				Re: Djinnibad - Nomads and Genies
			 
             
			
		
		
		
		well it would be nice if he could be bigger and swallow pplz whole   
but I'd like him as a summons    
		
	
		
		
		
		
		
		
			
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				April 21st, 2008, 02:38 AM
			
			
			
		  
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				Re: Djinnibad - Nomads and Genies
			 
             
			
		
		
		
		This sounds cool; anywhere I can d/l the whole thing at once? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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