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  #1  
Old April 19th, 2008, 08:29 PM
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Default Re: Djinnibad - Nomads and Genies

Don't forget Arrow Fend. With both Air and Fire, Djinnibad will probably use both that and Flaming Arrows. Alternatively, Marble Warriors and later Army of X spells give them good prot.

The dervish commander would make a good thug, but the genies will probably be much better for that.
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  #2  
Old April 19th, 2008, 09:58 PM

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Default Re: Djinnibad - Nomads and Genies

I think the efriti screams thug.. with a protection and a fire shield and nearly max slots.. but he doesn't have THAT many hp and vanilla he certainly can't take on indie's (I tried in test games, usually kills 0 cus I don't script and h casts as a loser so maybe that shouldn't count)
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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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  #3  
Old April 19th, 2008, 10:02 PM

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Default Re: Djinnibad - Nomads and Genies

yeah from time to time I'm thinking I'm making the nation way to powerfull.. but then I think of niefelheim or vans or jaguar warriors.. and then I can't really say this nation will be much stronger. (The sacreds are very good too though.. but looooowwww on HP)

Then again I could always tone things down
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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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  #4  
Old April 20th, 2008, 06:41 AM
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Default Re: Djinnibad - Nomads and Genies

Better make them right first time, isn't it?
And as for Vans - well, we have genies, aren't we?
As for Shai-hulud - it's completely different tale. Maybe a special theme for him could be appropriate. Otherwise, just make him a Pretender - He deserves it! But in what respect will he be different from Wyrm we all know & love?
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  #5  
Old April 20th, 2008, 06:59 AM

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Default Re: Djinnibad - Nomads and Genies

well it would be nice if he could be bigger and swallow pplz whole

but I'd like him as a summons
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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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  #6  
Old April 21st, 2008, 02:38 AM

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Default Re: Djinnibad - Nomads and Genies

This sounds cool; anywhere I can d/l the whole thing at once?
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  #7  
Old April 21st, 2008, 03:15 AM
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Default Re: Djinnibad - Nomads and Genies

It's still bits and pieces. Most of the graphics are missing, and I think Aezeal isn't finishing the stats or the descriptions any faster than I'm drawing the sprites.

Would anyone happen to know if camel-riders ride into battle sitting cross-legged, or if their legs hang to the sides?
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Old April 23rd, 2008, 06:12 PM

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Default Re: Djinnibad - Nomads and Genies

Ok I'm brainstorming a bit on Sandworm/Shai-hulud

It should trample and it should be huge..
Preferably it should be able to trample even elephants but I don't think anything larger than size 6 is accepted so that can't happen. (plz correct me if I'm wrong)

so that means
size 6 (with a huge sprite)
#trample

I'm thinking it would (besides trampling) only attack by swallowing things whole and incinrating it in it's intestines.
I would use the devourer of souls attack which is called devour soul (with the soul death ability) except that I would make a new weapon just called
#name "devour"
#AOE 1
#dmg 999
#bonus
#magic
#armornegating
#nratt 2 to simulate it can swallow huge numbers of troops at once.
#att 3
#def 0
#len 0

will the creature use this weapon or just try trampling everything?

I'm thinking VERY high HP, high natural defence, decent att skill and average defense skill

I would also like it to burrow but I can't find anything to simulate it except flying (no movement inhibition, skipping provinces and on battle map being somewhere instantly).. which seem kinda silly since it's the opposite.
I was wondering wether a onebattlespell could help here (are there teleport spells except flight? and blink which isn't really it eitehr?)

it would have vulnerability to shock and water (but that doesn't seem to exist) and 100% fireresistance

it would #regenerate 10

and it would be stealthy 5 (if ti's underground it's not likely to be noticed)

no item slots except 2x misc

would this be competative as a high level summon or to strong (I don't really think so since it's only got 2 misc slots so not very much possibilities for adaptation)or to weak (then again it's already got regen will have a ****load of HP, a pretty nasty attack and trample)
__________________
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.
Reply With Quote
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