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April 11th, 2008, 01:53 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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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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April 11th, 2008, 02:29 PM
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Lieutenant General
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Re: Djinnibad - Nomads and Genies
yeah desert garb would do nicely.
__________________
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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April 11th, 2008, 02:46 PM
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Lieutenant General
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Join Date: Sep 2007
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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
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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April 11th, 2008, 05:53 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
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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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April 11th, 2008, 06:50 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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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?)
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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