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  #61  
Old April 12th, 2008, 08:51 AM

Aezeal Aezeal is offline
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Default Re: Djinnibad - Nomads and Genies

btw endo:
I really liked the nomad warrior, keep up the good work if you figure out how to give them a scimitar (you could copy the one the jann has?) I'll add them to my mod file.

Think you can do the cavalry too?

What do you think about the discussion about stats?

What do you think about the roc?

PS I attached what I have in sprites and .dm file so far so those interested or working with me on this can check it out if they want.
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File Type: zip 596977-Djinnibad - genies and nomads.zip (116.6 KB, 93 views)
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  #62  
Old April 12th, 2008, 10:22 AM
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Default Re: Djinnibad - Nomads and Genies

I'm going to see Bandar Log and EA Kailasa for the curved swords, and perhaps C'tis as well. It's not the sword (when I can compare to Dominions sprites) but where the hands are located that's giving me trouble. I think I'll go watch some youtube videos about Kalaripayattu and see if I can find something interesting. I think I'll give the commanders slightly different poses and fancier attack.
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File Type: jpg 597002-nomad_preview_large.jpg (14.0 KB, 112 views)
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  #63  
Old April 12th, 2008, 10:24 AM
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Default Re: Djinnibad - Nomads and Genies

On stats: I wouldn't give them higher sterngth - after all, classic barbarian unit is straight from Conan the Barbarian, & in this mythos desert nomads are wiry & fast, not particularly strong. Better defense is fine & it's along these lines. AP 13 is probably okay, remembering "running back & forth" mentioned above (btw you were partly right, it's Mohammed who introduced phalanx-like formations here, though they probably seen something before serving as mercs during Persian-Byzantine wars). Higher MR can be explained by genie influence & the fact that genies were certainly not above mixing their blood with that of subject folk... BTW this could explaine higher stats of your "dervish" pretty well! Though gold cost is probably going to be 11? Rukh - I would think it summon, but understand your reasoning on summonable eagle (I tried it once & never used since! ) - for usefulness we can remember that Roc/Rukh was said to hunt elephantes & give it better attack against large creatures (not sure how it works, though) or something along these lines (& you surely can imagine what it would be to be near such birdie than it starts to beat wings, so trample isn't completely out of question... or swallow).
Also, on the desert garb - did you remember that 'furs' also give defense & encumbrance penalty which desert garb shouldn't do?
On .dm - probably genie nobility should get something richer than leather cuirass? Even "magical lightweight armor" possibly?
on MA - for now it looks about this:
units: Nomad infantry, Nomad cavalry - both armored,etc. as above, probably stealthy (in this case, got "raiders" in their name);
Deilemite (mountainmen) infantry - light armor (see which), large shield, javelin, probably their authentic jupine (2-end spear ) or axe/bardiche/halberd, better morale;
Corsairs - 2 scimitars, probably leather cuirass (these don't wear desert garb!), pillage bonus;
Faris (Arab noble cavalry) - standart noble stats boost, light lance, chain hauberk, probably thrown axe or javelin;
Ghulam cavalry - full scale, composite bow, scimitar or broadsword (they almost never used lances);
Nomad ahdas (militia) - purhased for 1 battle, so cheaper, stats are as normal;
Ghazi - sacred, probably both infantry & cavalry; probably Ghulam/Mamluk infantry;
slighly possible elephant or nafta throwers (both were used in the region, but relatively rare = if make, then capital only). Maybe add some more regular infantry such as citizen militia?
Commanders:
Nomad chieftain (stealthy, I think, but with Ld 40);
Corsair captain (?) - sailing, of course!;
Pekhlevan - noble with genie blood, so larger than human, much stronger, with some random(?) magic;
Imam (priest 2), Kadi (priest 2 with patrol bonus/decrease unrest), Hoji (priest 3, capital only?), possibly Khalif as a highest priest (4) with fighting ability & Ld 40; possibly capital-only Ismailite priest?
Amir or something as regular troops commander with Ld 80;
Star-gazer - Astral 2 mage, prevent bad events;
Elemental sorcerers of at least 2 kinds (normal and higher, need to think that up);
Thief of Baghdad/Xanadu - spy (unfortunately, engine doesn't allow him to be used to steal, e.g., opponent's gems );
Hashishiine - names says all.
Genies become summons in this era, except possibly some minor one...
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  #64  
Old April 12th, 2008, 01:47 PM

Aezeal Aezeal is offline
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Default Re: Djinnibad - Nomads and Genies

makes for a very religious nation.

Personally I'd not use mountainmen, I'm sure they where there but it just makes the nation look like a rag tag of tribes with the corsairs and the nomads and genie offspring. I'd focus a bit more on only nomads (continuity through the era's) and the most general "arab" stuff (which seem to be the ghulam/faram/ghazi.

Maybe keep some genies (continuity) one of the troop as cap only and the regular efriti/marid as cap only too (--> you wanted elemental sorcerers?) the genie nobility would then be summons

I think you are making to many types of priests, just remove the imam and go with the Kadi (both priest 2 seems a bit much) and no level 4 priests (are there many recruitable lvl 4 priests in the game?)

Same on the cavalry btw nomad, ghulam, faris AND Ghazi... maybe one or two to much?
(on this point and the last, maybe try to find a separation for some to fit better in LA? (the most heavily armoured?))

The Pekhlevan sounds like a very good idea

No magic carpets?

All in all I think we mustn't get much more units in an era than regular nations (I see it a lot in Sombre's excellent warhammer nations, but IMHO you won't use most of them, just the most efficient, and having a few around just for flavour is nice but let's not overdo it) (my roc seems very useless really but I wanted one since I like it from Sinbad's legend )

The star-gazer and his abilities seem nice but maybe call him Wazir too?

reply on my .dm: yes they probably should get a bit more than leathers indeed, but they don't wear that much and I didn't find anything in vanilla game that seemed suitable and I didn't want a high class armour. Something for the bracers, shoulderpads and belt etc... is there a name for such an outfit?

and your point on the desert garb: do you mean you think the desertgarb should get those penalties too?
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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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  #65  
Old April 12th, 2008, 02:26 PM

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Default Re: Djinnibad - Nomads and Genies

Do my warhammer nations have more troop types than regular dom3 ones?
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  #66  
Old April 12th, 2008, 02:36 PM

Aezeal Aezeal is offline
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Default Re: Djinnibad - Nomads and Genies

well I look a lot at your skaven mod since I figure every command is in there. and it sure LOOKS like they have a ****load of troops. Same for your lizardmen plans.. though I must admit you seem to use national summons in insane amounts too.

I don't really play mod nations though so it's just an impression I got from the DM files and the threads

anyway even from most vanilla nations only half the troops are used on aturn to turn basis
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #67  
Old April 12th, 2008, 02:38 PM
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Default Re: Djinnibad - Nomads and Genies

First four nomad sprites attached. The buckler is just a blot, but the sword/pose is good. I prefer the alternative versions (lower ones on this preview image), but we need nomad commanders too so all will probably be used. Commanders will get different colors, jewel or feather on their turban, different sash (if that means cloth belt like I think it does) etc.



Anything I should improve? Anything you don't like? I'm serious here, I'm going to study drawing/animation and I have to get used to being bashed.
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File Type: zip 597058-nomad.zip (2.7 KB, 85 views)
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  #68  
Old April 12th, 2008, 02:52 PM

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Default Re: Djinnibad - Nomads and Genies

Endo: I think you should use the bottom left one as the standard sprite and top right when attacking, personally. I don't go in for that much movement in the attack sprite because it doesn't actually show up much in the game,.. though ideally I'd do something like what you've done above.

Aezeal: Skaven does have a lot of content. Probably no more than say,.. Patala though. I don't think their recruit screen wraps round onto a second line, unlike some basegame nations. Basegame nations vary a lot though - compare Lanka or MA Tienchi with Vanheim for instance.
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  #69  
Old April 12th, 2008, 03:26 PM
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Default Re: Djinnibad - Nomads and Genies

Reminds me a bit of Prince of Persia games. So I suppose in that regards, nice job.

Bottom left and top right seem best.

As for troop variety and selection, some nations feel like right with fewer trooptypes, and some with more.

By the way, I'm looking forward to this mod eagerly.
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  #70  
Old April 12th, 2008, 03:35 PM

Aezeal Aezeal is offline
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Default Re: Djinnibad - Nomads and Genies

Endo your sprites, you can say what they should become.

I'll use the 2 Sombre liked best as the base unit sprites now.
I agree the commander should have a jewel or feather in the turban (I did that with my efriti) and I can't wait till you make it and the others
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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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