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May 27th, 2007, 08:52 PM
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Major General
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Join Date: Feb 2005
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Re: MA: Al-Murrah: Desert Dwellers
Attachments don't work - can you PM me with an e-mail address so I can send you drafts?
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 28th, 2007, 09:32 AM
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Second Lieutenant
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Re: MA: Al-Murrah: Desert Dwellers
Yeah, I don't want any funny stuff on them, just copy the Qadi and Mufti off the Judge and clear the magic. I will also see what I can do about that spell you mentioned.
As for weapons, I can go with that. Give the Camels and mounted Mamluks and Fursans Lances in addition to their swords, and give Light Lances to the Ansar riders instead of spears. Give the Camels the Ansar profile as well. Code in some more normal Mamluk infantry too, and give them Spears, Morningstars and Axes in place of their Falchions. Also, give the Fursans something called a Damascus Blade and give it 8 dmg, 1 att, 1 def and 2 len in addition to an appropriate resource cost.
How much more gold do you think you would pay for unbreakable sacreds?
This is starting to look like a really good nation to use a super-bless strategy for...I like it... 
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May 28th, 2007, 12:24 PM
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Major General
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Re: MA: Al-Murrah: Desert Dwellers
Okay, I'll make those changes and e-mail you a file useful for viewing units and stats.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 29th, 2007, 05:31 PM
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Second Lieutenant
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Re: MA: Al-Murrah: Desert Dwellers
Quote:
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)
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Quote:
Djinn: Size: 3, HP: 26, Str: 16, Prot: 10, Att: 14, Def: 14, Prec: 13, Mor: 30, MR: 16, Enc: 1, Mv: 3/20
Efreet: Size: 2, HP: 20, Prot: 10, Str: 14, Att: 15, Def: 14, Prec: 12, Mor: 30, MR: 16, Enc: 1, Mv: 2/16
Marid: Size: 4, HP: 55, Str: 24, Prot: 15, Att: 12, Def: 12, Prec: 10, Mor: 30, MR: 16, Enc: 1, Mv: 2/16
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=
Unstoppable. Completely.
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May 29th, 2007, 06:21 PM
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Major General
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Re: MA: Al-Murrah: Desert Dwellers
Not so - well, maybe the Marid. Longbows + flaming arrows could make short work of them (depending on how much they cost individually.) Also, put an eye of the void on a ether lord and have him lead his men into battle. It depends greatly on how much they cost and on how high they are in the research tree. If they come out at conjuration 9 - your opponent had better be able to come up with a level 9 combat spell to deal with them or he doesn't deserve to win.
Anyway, I agree that writeup is a bit extreme - it's a rought draft. For starters I'd like to reduce their Prot and remove the cold immunity. Would that help?
Also, no "awake" Marid, only troops - the folkloric basis for a distinction between Marid and Efreet is a bit lost on me, and the whole "water jinn" thing makes of Dungeons and Dragons.
I'm going to send a draft with combat stats soon, had to do some stuff for my folks yesterday and didn't get to finish.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 29th, 2007, 06:31 PM
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National Security Advisor
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Re: MA: Al-Murrah: Desert Dwellers
Depends from many things. Item slots being most notqble. If they CAN'T wear body armor, their prot is way too low. They are missing boots already, losing the body would make them like the nagas of DomII, or Scorpion King without Earth.
Etherealness and Glamour is a nasty combination, though. Just Glamour would probably be enough, perhaps combined with a 1-hp ethereal "cloud of sand/dust/mist" ghost form like that of Oni of EA Oni Kings.
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May 29th, 2007, 07:22 PM
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Second Lieutenant
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Re: MA: Al-Murrah: Desert Dwellers
Yeah, I had a feeling the ethereal/glamour combo was a bit much...I'm okay with losing the etheral and Cold resistance bit. You can reduce the Prot as well if you want. I had planned to get them at Conj 5, Perhaps 6 for the Marid, using A3/F3/W3 and S3 as paths. I planned to ritual summon 1 at a time as units rather than commanders for 20 gems apiece. How would I change their stats to make them cost efficient, or do I need to change the spell levels/path levels/gem cost to balance it out?
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May 29th, 2007, 07:39 PM
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Major General
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Re: MA: Al-Murrah: Desert Dwellers
I don't think ethereal/glamour is that bad, as long as they have a base prot of 0. At that rate, they'd be shadow vestels with glamour - which would make them great units, but hardly unstoppable. As beings made of smokeless fire they really should have both, I think.
Again, I dislike water jinn, I'd think this'd be a good progression:
(Conj 4) Jinn - Fire / Astral
(Conj 5) Efreet - Fire / Death
(Conj 6) Annointed of Catharsis - Fire / Astral, but gets FASN.
(Conj 7) Marid (a giant Efreet) - Fire / Death
(Conj 8) Annointed of Anthrax - Fire / Death, but gets FASD.
The Conj 6 and Conj 8 units would be quite scary on thugability, but that's okay.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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