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  #1  
Old April 6th, 2008, 04:00 AM

Renojustin Renojustin is offline
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Default Re: Ideas for 1001 Arabian Nights-themed nations

Won't anyone think of the eunuchs?!
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  #2  
Old April 6th, 2008, 06:19 AM
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Default re:diviner

i mean a low cost unit with no magic paths that is an expert in desert life: search water site like he is a water mage, maybe have a chance of give a water gem eery month have wasteland survival and give some supply
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  #3  
Old April 6th, 2008, 07:34 AM
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Default Re: re:diviner

Quote:
Swan said:
i mean a low cost unit with no magic paths that is an expert in desert life: search water site like he is a water mage, maybe have a chance of give a water gem eery month have wasteland survival and give some supply
Mid-level, summon that has huge supply bonus and produces water gems would be rather nifty. It could also be given high gold cost, so that the you'd have to pay for the gems... Rather awesome idea!
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Old April 6th, 2008, 10:34 AM

Aezeal Aezeal is offline
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Default Re: re:diviner

te eunuchs don't really appeal to me for desert warrior, maybe MA/LA when I imagine the race to be more golden city, a bit more decent ... fabled bagdad style, harems, eunuch elite guards maybe.. certainly not as assasins though.

Endo's idea is nice it won't be that overpowered since you don't have any generic water casters/forgers it must be a summons though no recruitable high upkeep wouldn't be neccesary clams dont'ahve upkeep either. It'd have to be vulnerable though..

but pplz plz give feedback on my race as proposed
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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.
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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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  #5  
Old April 6th, 2008, 01:14 PM
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sector24 sector24 is offline
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Default Re: re:diviner

My only concern is that the nation doesn't have any powerful end game magic. No blood, no death, very little astral. Plus having 1 astral on an expensive commander can be a liability against a real astral nation.

It might not be a problem considering the mages are extremely powerful, just something to consider.
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Old April 6th, 2008, 03:13 PM

Aezeal Aezeal is offline
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Default Re: re:diviner

no real powerfull endgame magic but some of the more powerfull mages cap only and IMHO pretty strong magic not capital only.. I'm not that into EA though but IMHO A3 and F3 sacred casters in all castles make for strong battle magic. Those casters can benefit from blesses are themsselves pretty strong (I don't think they will have less than 20 HP and decent defense skill and some other effects fitting genies. and not much magic paths to pay for, they will be relatively cheap) Do they need more strength?
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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.
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Old April 7th, 2008, 01:14 AM

Aezeal Aezeal is offline
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Default Re: re:diviner

Dont'some background searching made me scratch the no-water mages
marids are definately tied to water...

BTW astral is strong end-game true
but also in the levels most mages get?? is astral 3 considered strong for end game?
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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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