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  #41  
Old July 22nd, 2009, 06:22 PM

elmokki elmokki is offline
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Default Re: MA al-Nadim - The thousand and one nights (Now version 0.1!)

Apparently an adult dromedary camel can be 2.15 meters from land to the top of the hump, and riding horses in general seem to be 1.6 meters from land to the start of their neck. The sprite size should actually be good enough.

I'll fix the legs once I come back from my night shift job where I'll be going in next 5 minutes.

The camel sprite is wasteland survival icon resized too 200% and smoothened out to not look so pixelated.
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  #42  
Old July 22nd, 2009, 07:14 PM
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Burnsaber Burnsaber is offline
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Default Re: MA al-Nadim - The thousand and one nights (Now version 0.1!)

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Originally Posted by elmokki View Post
The camel sprite is wasteland survival icon resized too 200% and smoothened out to not look so pixelated.
Man. That's freaking clever. Never even gave a single thought for this.

Don't know if it means anything, but you got my respect. Those sprites look good, too.
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  #43  
Old July 22nd, 2009, 10:52 PM

elmokki elmokki is offline
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Default Re: MA al-Nadim - The thousand and one nights (Now version 0.1!)

I'm glad you like the camel, I'm personally surprised how good it became. I didn't expect much.

Anyway, first post is updated with new image and mod with Camel Cavalry, Camel Archer and Camel in a few minutes. I don't know if I should make the camel fight by itself if the rider dies, I don't think they're that aggressive animals. I made the camel a seperate unit for a low level N-summon al-Nadim can summon with indies or pretender


EDIT: How can you add line breaks to #summary, or will I have to find out the exact amount of times I'll have to press space bar?

The lancer (somewhat more armored cavalry with light lance) feels pretty useless unit now. Light lance isn't too awesome and the only advantanges it has compared to camel cavalry is really the first strike bonus, combat speed and price, while it completely loses on long term damage, strategic movement and survivability.

Also, I need to make a camel riding commander. A camel riding supreme vizier rainbow pretender sounds cool too, but there's really not much need for that

Quote:
Man. That's freaking clever. Never even gave a single thought for this.
Next up: Hippo riding EA Machaka unit

Last edited by elmokki; July 22nd, 2009 at 11:14 PM..
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  #44  
Old July 23rd, 2009, 01:42 PM

elmokki elmokki is offline
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Default Re: MA al-Nadim - The thousand and one nights (Now version 0.1!)

I hope you won't mind, Burnsaber, that I used a sprite from Holy War with so little modification for ifrit. The sprite just was really good for this

Anyway, here's an ifrit and a marid. Both are very lowly members of their species' and there'll sure be stronger (and larger) djinnis.

They'll probably have 75% resistance to their own elements, possibly some fire resistance on marid (all djinni are supposed to be beings of smokeless fire afaik) and a weak fire shield on ifrit. I don't know about awe, but it's possibly. They'll both be flying of course.

Naturally, if or once there's more work on an EA arabic nation, those sprites will get priority.
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  #45  
Old July 23rd, 2009, 01:56 PM
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Default Re: MA al-Nadim - The thousand and one nights (Now version 0.1!)

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Originally Posted by elmokki View Post
I hope you won't mind, Burnsaber, that I used a sprite from Holy War with so little modification for ifrit. The sprite just was really good for this
Njah. I don't mind. More like honored. But it's a quite cheap graphic you know? I just recolored a Mictlan priest into red and gave it the flames of an Agarthan Magma Child. I didn't even have to change the pose, I just drew the halberd on top of it.

Also, I remembered some graphics presented in the F&W thug mod. Perhaps they can be some sort of inspiration?

Here are some by Aezeal.

http://forum.shrapnelgames.com//show...35&postcount=6

Here is a one form me. The Torso probably could serve as part on a big efreet. It's recolor of a Mictlan summon (blue-skin + scorpion tail, forgot his name). Zlefin only used the silhoutte in his mod, so you can do pretty much anything with the pic.

http://forum.shrapnelgames.com//show...26&postcount=9
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  #46  
Old July 23rd, 2009, 02:00 PM

elmokki elmokki is offline
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Default Re: MA al-Nadim - The thousand and one nights (Now version 0.1!)

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Originally Posted by Burnsaber View Post
Quote:
Originally Posted by elmokki View Post
I hope you won't mind, Burnsaber, that I used a sprite from Holy War with so little modification for ifrit. The sprite just was really good for this
Njah. I don't mind. More like honored. But it's a quite cheap graphic you know? I just recolored a Mictlan priest into red and gave it the flames of an Agarthan Magma Child. I didn't even have to change the pose, I just drew the halberd on top of it.

Also, I remembered some graphics presented in the F&W thug mod. Perhaps they can be some sort of inspiration?

Here are some by Aezeal.

http://forum.shrapnelgames.com//show...35&postcount=6

Here is a one form me. The Torso probably could serve as part on a big efreet. It's recolor of a Mictlan summon (blue-skin + scorpion tail, forgot his name). Zlefin only used the silhoutte in his mod, so you can do pretty much anything with the pic.

http://forum.shrapnelgames.com//show...26&postcount=9
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.

The problem is I personally am not very interested in making a recruitable djinn-based nation, but would happily look into graphics. I need someone who is more interested in the game mechanical part of recruitable djinnis before I do many djinnis of my own - since the djinnis here should be the same that are recruitable in earlier era
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  #47  
Old July 23rd, 2009, 02:07 PM
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Default Re: MA al-Nadim - The thousand and one nights (Now version 0.1!)

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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.
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  #48  
Old July 23rd, 2009, 05:25 PM

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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.
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  #49  
Old July 23rd, 2009, 08:36 PM

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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.
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  #50  
Old July 23rd, 2009, 11:05 PM

elmokki elmokki is offline
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Default Re: MA al-Nadim - The thousand and one nights (Now version 0.1!)

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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.
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