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May 16th, 2007, 09:09 PM
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Second Lieutenant
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Join Date: May 2007
Posts: 416
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Thanked 24 Times in 18 Posts
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Re: MA: Al-Murrah: Desert Dwellers
What about the jinns' mounts? do they have any unusual characteristics? You said they were mentioned in the Koran, so I flipped through a copy they had at my school library, but I probably missed it.
Also, say I wanted to make the Dervish berserkers do something different when blessed, like some of Mictlan's units. I was thinking when blessed and wounded, they would start to attack faster, simulated by them transforming into a state with higher Attack and AP as well as giving them weapons with extra attacks (ie. making a weapon identical to a scimitar, but with 2 attacks rather than 1). If it is at all possible, how would I do this?
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May 16th, 2007, 09:29 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: MA: Al-Murrah: Desert Dwellers
I saw some artwork depicting jinn riding around on sort-of cloud whale things. I don't know if that's a common depiction, but it looked cool. I'm having trouble finding it (mostly getting the dude from star wars I.)
I'm also having trouble finding the passage in question as well. It might talk about their animals insead of their mounts.
The wikipedia article says "animals" so maybe my recollection is wrong.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 16th, 2007, 09:42 PM
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Second Lieutenant
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Join Date: May 2007
Posts: 416
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Re: MA: Al-Murrah: Desert Dwellers
Edit: Nevermind, I was gonna ask for a link, but I just noticed you said you were having trouble. As far as I know Jar-Jar has little to do with jinn....
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May 17th, 2007, 02:00 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
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Re: MA: Al-Murrah: Desert Dwellers
Just chiming in to say I'm very much looking forward to this mod. There does seem to be a lack of arabic stuff, which is a shame considering how much magic there is in the mythology. Alchemy should be a focus, as long as it's different from Arco's.
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May 20th, 2007, 12:25 PM
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Private
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Join Date: Apr 2007
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Re: MA: Al-Murrah: Desert Dwellers
Cool...my arab mod fell apart. as did my ottoman empire mod. For the Ottomans i was thinking Janissaries as sacred units who drew strength from enemy dominion but didn't know how to do that and just gave up. yay
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May 20th, 2007, 12:31 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: MA: Al-Murrah: Desert Dwellers
Quote:
TamLin said:
Cool...my arab mod fell apart. as did my ottoman empire mod. For the Ottomans i was thinking Janissaries as sacred units who drew strength from enemy dominion but didn't know how to do that and just gave up. yay
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That's impossible, unless one of the devs decided that it should be added to the game. The best that could be done with the current system would be to make Janissaries benefit from scales that the Ottomans wouldn't take (say, +att/def/str in cold, while Ottomans prefer Heat), or by making Janissaries superior fighters with severe negative abilities (say, each increases unrest by 3 in the province they are in and each has negative supply bonus 2, so that they have to stay in big provinces, pillage, or get magical support to keep from starving, but keeping them in your rich provinces would be disastrous).
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May 26th, 2007, 08:29 AM
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Second Lieutenant
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Join Date: May 2007
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Re: MA: Al-Murrah: Desert Dwellers
Here's an idea: What if I make some national priest spells that mimic some of the effects of spells my nation might not have access to? For instance, I had their main focus around Fire, Air, Astral and light Water, Say I make a national priest spell (probably H3 or 4), that gives some of my units extra protection, or the effects of elemental fortitude? Also, is it possible to create dual-path spells with priest magic as one of the paths?
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May 26th, 2007, 09:10 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: MA: Al-Murrah: Desert Dwellers
It is possible to create dual-path spells with H, yes.
I'd recommend against giving them extra holy spells that mimic something that isn't highly tied to their religion - the *only* bonus holy spells that anyone gets in the basic game are undead-boosters and anti-enemy-sacred-unit spells. If you had a nation that worshipped demons or magic beings I think demon or magic-being boosting spells would conform to the general pattern for other nations, but otherwise, they're a little difficult to justify.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 26th, 2007, 09:46 AM
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Second Lieutenant
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Join Date: May 2007
Posts: 416
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Re: MA: Al-Murrah: Desert Dwellers
Well is it possible to make the spells only affect specific units on my side, like all Jinn or some Sacred units on my side only would be affected?
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May 26th, 2007, 10:01 AM
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Major General
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Join Date: Feb 2005
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Re: MA: Al-Murrah: Desert Dwellers
You can restrict a spell to only work on sacred magic-beings, which would mean it would only affect Jinn.
However, such spells in the basic game (e.g. Music of the Spheres) are generally not holy. If you wanted to make one Holy I'd say it would conform to the general pattern, though.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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