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May 15th, 2008, 07:07 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
What I do know is that in case of Bactrian camels riders are placed between humps - but these were mostly used as draft animals... actually, they are included as such in my MA - speaking of which do you have any opinion about where it's better to place Shiite priesthood and where a Sunni one? 
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May 15th, 2008, 11:49 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Djinnibad - Nomads and Genies
I don't know about that one, but you'll get excellent priest sprites shortly. Much better than the sprites I make, even. You'll have to use #copyspr and wait for after the weekend or so, but that shouldn't be a problem.
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May 16th, 2008, 06:00 AM
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General
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Join Date: Jun 2003
Location: az
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Re: Djinnibad - Nomads and Genies
Well it took over 3 hours to create another pair of images for one single unit. Thinking of the unit... I'll want to slightly change its attire for more difference appeal.
I hope things are moving faster for you guys doing the Djinnibad mod.
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May 16th, 2008, 05:01 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
Priest sprites would be excellent!
And here is the almost-ready version of MA.
What remains is mages, particularly balance of their cost & Sandstorm spell. The latter would probably require much work as I have little knowledge of spell modding. But it should be included in all 3 eras, so after this LA would be much easier...
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May 16th, 2008, 06:00 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Djinnibad - Nomads and Genies
Well NT I can't do human sprites I'm sure and Endo is busy .. but we'll get there..
I'm not really involved in the MA mod since it's to much based on a real nation instead of existing myths and I'm not in favor that much and all my suggestions of keeping references to real world religions out of it are ignored  .
I'm very interested in teh sandstorm spell though 
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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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May 17th, 2008, 10:43 AM
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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
Me too.  But probably will be finished in this weekend. For now you can copy Cheetahs summoning & Palace-building spell (probably should be somewhat higher cost, though). They are appropriate in any era & are independent of changes in genies. For now I moved Khaliph & Pekhlevan to multiheroes - this keeps them in game without them affecting balance too much. Possibly Pekhlevan should be recruitable, but I will need to think more on his balance...
And existing myths were made in frame of real world religion.. 
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May 17th, 2008, 11:29 AM
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Lieutenant General
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Join Date: Sep 2007
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Re: Djinnibad - Nomads and Genies
I'd still not call priests directly after sunni or shiite..
__________________
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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May 17th, 2008, 07:04 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: Djinnibad - Nomads and Genies
They surely won't be called thus!  I mentioned them so here to avoid having to explain their differences. 
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