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  #1  
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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Old May 29th, 2007, 06:21 PM
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Default Re: MA: Al-Murrah: Desert Dwellers

Not so - well, maybe the Marid. Longbows + flaming arrows could make short work of them (depending on how much they cost individually.) Also, put an eye of the void on a ether lord and have him lead his men into battle. It depends greatly on how much they cost and on how high they are in the research tree. If they come out at conjuration 9 - your opponent had better be able to come up with a level 9 combat spell to deal with them or he doesn't deserve to win.

Anyway, I agree that writeup is a bit extreme - it's a rought draft. For starters I'd like to reduce their Prot and remove the cold immunity. Would that help?

Also, no "awake" Marid, only troops - the folkloric basis for a distinction between Marid and Efreet is a bit lost on me, and the whole "water jinn" thing makes of Dungeons and Dragons.

I'm going to send a draft with combat stats soon, had to do some stuff for my folks yesterday and didn't get to finish.
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Old May 29th, 2007, 06:31 PM
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Default Re: MA: Al-Murrah: Desert Dwellers

Depends from many things. Item slots being most notqble. If they CAN'T wear body armor, their prot is way too low. They are missing boots already, losing the body would make them like the nagas of DomII, or Scorpion King without Earth.

Etherealness and Glamour is a nasty combination, though. Just Glamour would probably be enough, perhaps combined with a 1-hp ethereal "cloud of sand/dust/mist" ghost form like that of Oni of EA Oni Kings.
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