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  #1  
Old May 20th, 2007, 12:25 PM

TamLin TamLin is offline
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Default Re: MA: Al-Murrah: Desert Dwellers

Cool...my arab mod fell apart. as did my ottoman empire mod. For the Ottomans i was thinking Janissaries as sacred units who drew strength from enemy dominion but didn't know how to do that and just gave up. yay
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  #2  
Old May 20th, 2007, 12:31 PM
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Default Re: MA: Al-Murrah: Desert Dwellers

Quote:
TamLin said:
Cool...my arab mod fell apart. as did my ottoman empire mod. For the Ottomans i was thinking Janissaries as sacred units who drew strength from enemy dominion but didn't know how to do that and just gave up. yay
That's impossible, unless one of the devs decided that it should be added to the game. The best that could be done with the current system would be to make Janissaries benefit from scales that the Ottomans wouldn't take (say, +att/def/str in cold, while Ottomans prefer Heat), or by making Janissaries superior fighters with severe negative abilities (say, each increases unrest by 3 in the province they are in and each has negative supply bonus 2, so that they have to stay in big provinces, pillage, or get magical support to keep from starving, but keeping them in your rich provinces would be disastrous).
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Old May 26th, 2007, 08:29 AM
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Default Re: MA: Al-Murrah: Desert Dwellers

Here's an idea: What if I make some national priest spells that mimic some of the effects of spells my nation might not have access to? For instance, I had their main focus around Fire, Air, Astral and light Water, Say I make a national priest spell (probably H3 or 4), that gives some of my units extra protection, or the effects of elemental fortitude? Also, is it possible to create dual-path spells with priest magic as one of the paths?
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Old May 26th, 2007, 09:10 AM
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Default Re: MA: Al-Murrah: Desert Dwellers

It is possible to create dual-path spells with H, yes.

I'd recommend against giving them extra holy spells that mimic something that isn't highly tied to their religion - the *only* bonus holy spells that anyone gets in the basic game are undead-boosters and anti-enemy-sacred-unit spells. If you had a nation that worshipped demons or magic beings I think demon or magic-being boosting spells would conform to the general pattern for other nations, but otherwise, they're a little difficult to justify.
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  #5  
Old May 26th, 2007, 09:46 AM
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Default Re: MA: Al-Murrah: Desert Dwellers

Well is it possible to make the spells only affect specific units on my side, like all Jinn or some Sacred units on my side only would be affected?
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Old May 26th, 2007, 10:01 AM
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Default Re: MA: Al-Murrah: Desert Dwellers

You can restrict a spell to only work on sacred magic-beings, which would mean it would only affect Jinn.

However, such spells in the basic game (e.g. Music of the Spheres) are generally not holy. If you wanted to make one Holy I'd say it would conform to the general pattern, though.
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  #7  
Old May 26th, 2007, 02:08 PM
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Default Re: MA: Al-Murrah: Desert Dwellers

Well here's what I have on units so far. I am still in the process of making sprites for all these guys, but schoolwork is getting in the way, so that's why it's taking so long.

Please let me know if any of the titles or abilities I have are wrong, or could be different, especialliy regarding the Jinn.

[Weapons/Armor]
(Special Abilities)
{Magic Skills}



Units:

Desert Bandit: [Scimitar/Turban, Leather Hauberk] (Waste Surv., Stealth +0)
Ansar Warrior [Scimitar, Composite Bow/Turban, Buckler, Ring Mail Cuirass] (Waste Surv.)
Ansar Zealot [Scimitar, Composite Bow/Turban, Buckler, Ring Mail Cuirass] (Waste Surv. Sacred)
Ansar Warrior [Scimitar, Javelin/Turban, Buckler, Ring Mail Hauberk] (Waste Surv.)
Ansar Zealot [Scimitar, Javelin/Turban, Buckler, Ring Mail Hauberk] (Waste Surv. Sacred)
Ansar Rider [Spear, Composite Bow/Turban, Buckler, Ring Mail Cuirass] (Waste Surv. Mounted)
Ansar Zealot [Spear, Composite Bow/Turban, Buckler, Ring Mail Cuirass] (Waste Surv. Mounted, Sacred)
Ansar Rider [Scimitar, Javelin/Turban, Buckler, Ring Mail Hauberk] (Waste Surv. Mounted)
Ansar Zealot [Scimitar, Javelin/Turban, Buckler, Ring Mail Hauberk] (Waste Surv. Mounted, Sacred)
Camel Rider [Falchion/Turban, Shield, Scale Mail Cuirass] (Waste Surv. Mounted, Reduced Supply cost)
Mamluk [Falchion/Iron Cap, Shield, Scale Mail Cuirass]
Fursan Al Halqa [Falchion/Iron Cap, Shield, Scale Mail Hauberk] (Sacred)
Mamluk Rider [Falchion, Hoof/Iron Cap, Shield, Scale Mail Cuirass] (Mounted)
Fursan Al Halqa [Falchion, Hoof/Iron Cap, Shield, Scale Mail Hauberk] (Mounted, Sacred)
Dervish [Scimitar x2/Leather Cuirass] (Mtn Surv. Sacred, Berserk +3, Ambidexterous 3)

Djinn [Falchion, Composite Bow/Turban, Buckler] (Sacred, Mounted, Need Not Eat, Magic Being, Flying, Ethereal, Fire Immune, Cold Immune, Glamour, Summoned)
Efreet [Scimitar x2, Throw Flames] (Sacred, Heat, Need Not Eat, Magic Being, Ethereal, Fire Immune, Fire Shield, Ambidexterous 3, Glamour, Summoned)
Marid [Claw, Claw, Bite] (Sacred, Need Not Eat, Magic Being, Ethereal, Amphibious, Fire Immune, Cold Immune, Glamour, Summoned)



Commanders:

Bandit Lord [Scimitar/Turban, Leather Hauberk] (Waste Surv., Stealthy +0, ok leader)
Ansar Captain [Scimitar, Composite Bow/Turban, Buckler, Scale Mail Cuirass] (Mounted, Waste Surv. ok leader)
Mamluk Captain [Falchion/Iron Cap, Shield, Scale Mail Hauberk] (Mounted, good leader)
Shiekh: [Quarterstaff/Turban] {H1/W1} (Sacred, Mounted, Waste Surv., Reduced supply cost, ok leader, near Old Age)
Rohani: [Dagger/Turban] {H1/F1 +10% FASW} (Sacred, Waste Surv.)
Ayatollah: [Dagger/Turban] {H2/F2/A1 +100% FASW +10% FASW} (Sacred, Waste Surv., Old age)
Allamah: [Dagger/Turban] {H3/F2/A2/S1 +100% FASW +10% FASW +10% FASW} (Sacred, Waste Surv., Adv. Old age, Cap Only)
Ulema: [Dagger/Turban] {H2} (Sacred, Waste Surv., Old age, makes 5 Res)
Qadi: [Dagger/Turban] {H1} (Sacred, Waste Surv., Patrol +10)
Mufti: [Dagger/Turban] {H2 +10% SD} (Sacred, Waste Surv., Old age, Patrol +30, Cap Only)
Alchemist: [Dagger/Turban] {F1/E1/D1 +10% FESD} (Waste Surv., Alchemy Bonus, +3 Res, near Old Age)



Sites

The Stone of God (Unique Site, Holy) (+2F/+1A/+1S, homerecruit Allamah, Mufti)
The Mountains of Kird (Unique Site, Air) (+1A, homerecruit all Fursan Al Halqa, Dervish)

New Armor: Turban
prot: 3, head
def: 0
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  #8  
Old June 3rd, 2007, 04:19 PM

TamLin TamLin is offline
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Default Re: MA: Al-Murrah: Desert Dwellers

Not a bad idea. fits in with the historical tendency of janissaries to cause trouble when not on campaign. Thanks, i might give that another try!
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