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  #1  
Old April 11th, 2008, 02:46 PM

Aezeal Aezeal is offline
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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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Old April 11th, 2008, 05:53 PM
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Wrana Wrana is offline
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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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Old April 11th, 2008, 06:50 PM

Aezeal Aezeal is offline
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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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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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