|
|
|
|
 |

April 11th, 2008, 07:19 PM
|
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: Djinnibad - Nomads and Genies
my nomad stats:
#newmonster 2807
#spr1 ""
#spr2 ""
#name "Nomad warrior"
#descr "The nomadic inhabitants of the deserts have these warriors as first line of defense. Every male nomad has a sword, without sword no pride, and will defend what belongs to him if needed. Nomads day to day live is ruled by their own sheiks, who are adviced by nomad wazirs. Nomads consider all genies sacred, and above the human sheiks are the genies and their nobles who rule the nomad sheiks as a king rules his lords."
#hp 11
#size 2
#ressize 2
#prot 0
#mor 9
#mr 12
#enc 2
#str 11
#att 10
#def 11
#prec 10
#mapmove 2
#ap 14
#gcost 10
#rcost 0
#armor "Daraq"
#armor "Turban"
#armor "Desert Garb"
#weapon 800 -- Scimitar
#wastesurvival
#end
reasoning: I see the nomads as people living of the land, a hard land. That way they are at bit between the usually city people and barbarians. This accounts for HP 11 and strength 11.
All Nomads learn to fight: def 11 (still thinking of going to 11 att too)
Less organisation: morale 9
high MR: just because this is a highly magical nation, it just rubs of on the nomads.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|

April 11th, 2008, 07:36 PM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Djinnibad - Nomads and Genies
Those nomads seem pretty superhuman. Stronger, tougher, more endurance, faster, more skilled, better magic res,.. not by much it's true but still, they're flat out better than your usual dom3 humans.
|

April 11th, 2008, 08:08 PM
|
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: Djinnibad - Nomads and Genies
hmm are they faster, maybe that should be lower and I didn't know I did anything with endurance
what are the normal stats for those 2
for the rest well.. barbs are stronger too and morale is lower
They have to be stronger .. they only get low grade material, they live in the desert, they are no pampered city inhabiting dogs 
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|

April 11th, 2008, 08:17 PM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Djinnibad - Nomads and Genies
Normal human enc is 3.
Normal human AP is 12.
|

April 11th, 2008, 08:26 PM
|
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: Djinnibad - Nomads and Genies
would you consider the nomads as they are way to strong? aren't the barbs stronger too?
basicly: do you think they are too strong even considering the things why I made them a bit stronger?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|

April 11th, 2008, 08:29 PM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Djinnibad - Nomads and Genies
I don't know about their balance. That's a matter of context.
I just wondered if you meant them to be above par racially.
|

April 11th, 2008, 08:37 PM
|
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: Djinnibad - Nomads and Genies
well as I said above, I consider them between "regular" city folk and barbarians context wise. I don't really have a clue about every stat in the game (but I do you that excellent spreadsheat so not I'll look it up.)
I'll give them AP 13, keep enc on 2 (as barbs) HP and strength are between regular humans and barbs as I wanted
the morale is lower (as barb) and MR is higher just cus I want it that way in this nation. (MA could even be lower again as genie influence wanes
PS I found THE perfect sprite for nomad wazirs: wind master sprites seem to wear exactly what the marid wazir wears  blueisch too which fits their astral magic thingie
PPS 2 astral isn't that a bit weakish in EA, maybe a random EFAN wouldn't be out of place
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|