.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old July 23rd, 2009, 02:07 PM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: MA al-Nadim - The thousand and one nights (Now version 0.1!)

Quote:
Originally Posted by elmokki View Post
Those Aezeal's sprites actually look more like genies in tales, which is pretty good. On the other hand if I go with the current look, that solarion of yours is a perfect match for a bigger ifrit.
Well you could sorta have both. If I recall the Djinn stuff correctly, they're desripted both as tricksy conmen and masters of the elements. Sometimes they're really dumb and get tricked by humans.

Perhaps divide the attributes to two different Djinn? A tricksy wish granting one and "EFREET BURN!!! EFREET MAD!!" types of massive flmaing bulks of elemental muscle. The tricksy could be more effective mages with diverse paths while the dumb ones are thug/Sc chassises made incarnate with lots of power in single path.
Reply With Quote
  #2  
Old July 23rd, 2009, 05:25 PM

elmokki elmokki is offline
Second Lieutenant
 
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
elmokki is on a distinguished road
Default Re: MA al-Nadim - The thousand and one nights (Now version 0.1!)

I updated the first post with spells to summon the two djinns and camels. Oh yeah, and I added a camel commander.

I'm not really happy with how ifrit and marid sprites look like. They're just too blue or red. I guess I'll remake them from a scratch later.

Anyway, I'm more or less off for the weekend and I'd really like to have someone actually comment the stats of the units while I'm gone. I bet they're completely out of balance.
Reply With Quote
  #3  
Old July 23rd, 2009, 08:36 PM

Lurker_at_Threshold Lurker_at_Threshold is offline
Private
 
Join Date: Apr 2008
Posts: 21
Thanks: 3
Thanked 8 Times in 7 Posts
Lurker_at_Threshold is on a distinguished road
Default Re: MA al-Nadim - The thousand and one nights (Now version 0.1!)

I played a test game using a duel bless strategy (astral, water) which works amazingly well with the Dervishes. However in doing so I noticed something that is extremely broken. Base scimitars are magical and have a length of 7. Somehow I don't think dervishes are carrying two swords longer than pikes into combat. All things considered Dervishes seem to be a very good recruit everywhere sacred, that synchronizes well with the air buffing spells and the capital only H3 priests. The basic archers are nice and cheap, and equipped with flaming arrow potential, and the elite infantry is very capable of holding a line.
Reply With Quote
  #4  
Old July 23rd, 2009, 11:05 PM

elmokki elmokki is offline
Second Lieutenant
 
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
elmokki is on a distinguished road
Default Re: MA al-Nadim - The thousand and one nights (Now version 0.1!)

Quote:
Originally Posted by Lurker_at_Threshold View Post
I played a test game using a duel bless strategy (astral, water) which works amazingly well with the Dervishes. However in doing so I noticed something that is extremely broken. Base scimitars are magical and have a length of 7. Somehow I don't think dervishes are carrying two swords longer than pikes into combat. All things considered Dervishes seem to be a very good recruit everywhere sacred, that synchronizes well with the air buffing spells and the capital only H3 priests. The basic archers are nice and cheap, and equipped with flaming arrow potential, and the elite infantry is very capable of holding a line.
Thanks for input.

I'd say scimitars being length 7 and magical would be some kind of a problem with other mods not synchronizing with this one. I changed the ids today to ones that should work better. I mean, I just checked and they're damage 5, att 1, def 1, length 2

I'm afraid dervishes are too good for the price, but they should die rather easily in early game to about any type of archers. With robes as only armor it's really easy to get them killed to indies without a high air bless or buff spells. That said, storm and arrow fend will make them far more survivable. Dervishes might get a minor price increase, but in the end while they're better than serpent dancers of EA C'tis (two weapons, berserk), they aren't world breakingly better. Then again I'm afraid the prices aren't too well balanced on most units apart from the basic infantry

The elite infantry, Mubarizun, might become limited to capital only.

Camel troops' animal awe is also making me nerveous, though it is very situational.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:04 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.