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  #1  
Old May 27th, 2007, 07:27 AM
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Default Re: MA: Al-Murrah: Desert Dwellers

I don't think I want them to be Sloth-dependant. Just give them S1 and a research bonus and we'll call it a day.

I don't really know what other powers they might have instead. Could you look around a bit and see what guys have patrol bonuses without funny stuff? I'll choose the value from there. Someone ought to tell them to put that modding command in 3.10.

I had a feeling I forgot something on them. Would that be on all of them, or just the Djinn?

The profiles you have look good, but I think I'd want the Ansar horses to be AP 26 instead.

Turban would be just 3 head prot and 0 resources.

And profiles for the jinn are as follows:

Djinn: Size: 3, HP: 26, Str: 16, Prot: 10, Att: 14, Def: 14, Prec: 13, Mor: 30, MR: 16, Enc: 1, Mv: 3/20

Efreet: Size: 2, HP: 20, Prot: 10, Str: 14, Att: 15, Def: 14, Prec: 12, Mor: 30, MR: 16, Enc: 1, Mv: 2/16

Marid: Size: 4, HP: 55, Str: 24, Prot: 15, Att: 12, Def: 12, Prec: 10, Mor: 30, MR: 16, Enc: 1, Mv: 2/16


I'd also like multihero versions of the jinn. You could add 1 to their Att and Def values I think and give them magic. A3, S3 to the Djinni, F3, S3 to the Efreet and W3, S3 to the Marids.


Thanks a bunch for you help BTW, Dr. I promise, I'll have the sprites up as soon as I can.
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Old May 27th, 2007, 09:58 AM
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Default Re: MA: Al-Murrah: Desert Dwellers

I think there are variants of turbans worn during warfare which offer somewhat more protection than that - in any case, it ought to be at least as good as leather hat (prot 6.)

I think all three varieties of Djinn should have glamour, myself - but I can see an argument either way.

Keeper of the Bridge gives patrol bonus of 50 - I can strip of magic and pretenderhood but you still have darkvision and have to wear chest armor.
A copystats off the "Judge" (unit 1645) gives a patrol bonus of 20 - I can strip off the magic.
The Eunuch (805) gives a patrol bonus of 15, but also stealth.
The Eye of teh Lord (896) gives a patrol bonus of 15, but also forest srvival.
The Censor (1655) gives a patrol bonus of 10, but also some kind of armor (can be replaced but not removed, unless I set "armor 0" a bunch of times and then he can't have a turban either, I don't think) and undead leadership.
Other patrollers:
Watcher is immobile.
Heroine is female, mounted, armored.
Celestial Hound is magicbeing, flying.
Great Eagle is flying.
Sentinel is magicbeing.
Granite Guardian is magicbeing, inanimate.
Forester has survivals, stealth, etc.
Attentive Statue is a magicbeing.
A few other units have patrol bonuses < 5.
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Old May 27th, 2007, 11:52 AM
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Default Re: MA: Al-Murrah: Desert Dwellers

Consider somewhat more weapon diversity.

The Falchions and Scimitars (which I coded as a +1 attack, +1 resource cost short sword) are the most famous weapons, but they also used lances, battle axes, maces/morning stars and ball-and-chain weapons.

http://www.sfusd.k12.ca.us/schwww/sc...r/Weapons.html
http://www.sfusd.k12.ca.us/schwww/sc.../Weapons2.html

This also suggests some cool national spells - an area of effect buff to give your units fire shield would be pretty sweet.
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Old May 27th, 2007, 08:52 PM
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Default Re: MA: Al-Murrah: Desert Dwellers

Attachments don't work - can you PM me with an e-mail address so I can send you drafts?
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Old May 28th, 2007, 09:32 AM
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Default Re: MA: Al-Murrah: Desert Dwellers

Yeah, I don't want any funny stuff on them, just copy the Qadi and Mufti off the Judge and clear the magic. I will also see what I can do about that spell you mentioned.

As for weapons, I can go with that. Give the Camels and mounted Mamluks and Fursans Lances in addition to their swords, and give Light Lances to the Ansar riders instead of spears. Give the Camels the Ansar profile as well. Code in some more normal Mamluk infantry too, and give them Spears, Morningstars and Axes in place of their Falchions. Also, give the Fursans something called a Damascus Blade and give it 8 dmg, 1 att, 1 def and 2 len in addition to an appropriate resource cost.

How much more gold do you think you would pay for unbreakable sacreds?


This is starting to look like a really good nation to use a super-bless strategy for...I like it...
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Old May 28th, 2007, 12:24 PM
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Default Re: MA: Al-Murrah: Desert Dwellers

Okay, I'll make those changes and e-mail you a file useful for viewing units and stats.
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Old May 29th, 2007, 05:31 PM
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Default Re: MA: Al-Murrah: Desert Dwellers

Quote:
Djinn [Falchion, Composite Bow/Turban, Buckler] (Sacred, Mounted, Need Not Eat, Magic Being, Flying, Ethereal, Fire Immune, Cold Immune, Glamour, Summoned)

Efreet [Scimitar x2, Throw Flames] (Sacred, Heat, Need Not Eat, Magic Being, Ethereal, Fire Immune, Fire Shield, Ambidexterous 3, Glamour, Summoned)

Marid [Claw, Claw, Bite] (Sacred, Need Not Eat, Magic Being, Ethereal, Amphibious, Fire Immune, Cold Immune, Glamour, Summoned)

+

Quote:
Djinn: Size: 3, HP: 26, Str: 16, Prot: 10, Att: 14, Def: 14, Prec: 13, Mor: 30, MR: 16, Enc: 1, Mv: 3/20

Efreet: Size: 2, HP: 20, Prot: 10, Str: 14, Att: 15, Def: 14, Prec: 12, Mor: 30, MR: 16, Enc: 1, Mv: 2/16

Marid: Size: 4, HP: 55, Str: 24, Prot: 15, Att: 12, Def: 12, Prec: 10, Mor: 30, MR: 16, Enc: 1, Mv: 2/16
=

Unstoppable. Completely.
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