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  #31  
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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  #32  
Old May 26th, 2007, 02:32 PM
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Default Re: MA: Al-Murrah: Desert Dwellers

Seems good. However, the sites won't work as you've written them. Sites can only have 4 or 5 effects on them, and each different gemtype generated is counted as one effect. If you check out Abysia's Smouldercone site, you'll notice that only the MA version spreads heat - the devs ran out of place in the EA and LA versions, due to there being more capital-only units. I am pretty sure the limit is 5, so you'd have to move one gemtype or one recruitable from the Stone to the Mountains.
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  #33  
Old May 26th, 2007, 02:35 PM
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Default Re: MA: Al-Murrah: Desert Dwellers

Alright then:

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)
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  #34  
Old May 26th, 2007, 09:31 PM
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Default Re: MA: Al-Murrah: Desert Dwellers

The only way for non-magician units to do research is to copystats off of the Philosopher - so their research is Sloth dependent. Is that okay?

Patrol bonuses are not directly modable, I have to get patrolbonuses by copystats off of other units, and may not be able to get +10 and +30, might have to be some other value - especially if you don't want the units to have forest survival or other funny powers.

Turbans are helmets, what prot and resource cost do you want? Is it okay if we call them Imama, instead?

No glamour on the Jinn?

Otherwise, what do you want for profiles? I'll script this up shortly. I'd suggest -

(default profile) all stats 10, ap 12, but morale 11. Everyone gets this unless otherwise noted.
(ansar profile) att 11, def 11, str 11.
(zealot profile) att 12, def 11, str 11, morale 30.
(mamluk, fursan) hp 12, att 12, def 11, str 12, morale 13/30.
(dervish) att 13, def 16, str 11, ap 15.
(cavalry) ap 22.
(camel cavalry) ap 18.

I'll let you fill it in otherwise.
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  #35  
Old May 27th, 2007, 07:27 AM
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Default Re: MA: Al-Murrah: Desert Dwellers

I don't think I want them to be Sloth-dependant. Just give them S1 and a research bonus and we'll call it a day.

I don't really know what other powers they might have instead. Could you look around a bit and see what guys have patrol bonuses without funny stuff? I'll choose the value from there. Someone ought to tell them to put that modding command in 3.10.

I had a feeling I forgot something on them. Would that be on all of them, or just the Djinn?

The profiles you have look good, but I think I'd want the Ansar horses to be AP 26 instead.

Turban would be just 3 head prot and 0 resources.

And profiles for the jinn are as follows:

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


I'd also like multihero versions of the jinn. You could add 1 to their Att and Def values I think and give them magic. A3, S3 to the Djinni, F3, S3 to the Efreet and W3, S3 to the Marids.


Thanks a bunch for you help BTW, Dr. I promise, I'll have the sprites up as soon as I can.
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  #36  
Old May 27th, 2007, 09:58 AM
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Default Re: MA: Al-Murrah: Desert Dwellers

I think there are variants of turbans worn during warfare which offer somewhat more protection than that - in any case, it ought to be at least as good as leather hat (prot 6.)

I think all three varieties of Djinn should have glamour, myself - but I can see an argument either way.

Keeper of the Bridge gives patrol bonus of 50 - I can strip of magic and pretenderhood but you still have darkvision and have to wear chest armor.
A copystats off the "Judge" (unit 1645) gives a patrol bonus of 20 - I can strip off the magic.
The Eunuch (805) gives a patrol bonus of 15, but also stealth.
The Eye of teh Lord (896) gives a patrol bonus of 15, but also forest srvival.
The Censor (1655) gives a patrol bonus of 10, but also some kind of armor (can be replaced but not removed, unless I set "armor 0" a bunch of times and then he can't have a turban either, I don't think) and undead leadership.
Other patrollers:
Watcher is immobile.
Heroine is female, mounted, armored.
Celestial Hound is magicbeing, flying.
Great Eagle is flying.
Sentinel is magicbeing.
Granite Guardian is magicbeing, inanimate.
Forester has survivals, stealth, etc.
Attentive Statue is a magicbeing.
A few other units have patrol bonuses < 5.
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  #37  
Old May 27th, 2007, 11:52 AM
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Default Re: MA: Al-Murrah: Desert Dwellers

Consider somewhat more weapon diversity.

The Falchions and Scimitars (which I coded as a +1 attack, +1 resource cost short sword) are the most famous weapons, but they also used lances, battle axes, maces/morning stars and ball-and-chain weapons.

http://www.sfusd.k12.ca.us/schwww/sc...r/Weapons.html
http://www.sfusd.k12.ca.us/schwww/sc.../Weapons2.html

This also suggests some cool national spells - an area of effect buff to give your units fire shield would be pretty sweet.
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  #38  
Old May 27th, 2007, 08:52 PM
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Default 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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  #39  
Old May 28th, 2007, 09:32 AM
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Default 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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  #40  
Old May 28th, 2007, 12:24 PM
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Default 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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