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April 8th, 2008, 12:26 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
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Re: Djinnibad - Nomads and Genies
Is it needed to re-post my previous comments here? 
I might add that some genie races were actually VERY similar to Vans as we know and love them. 
Researcher commander is fine, but I would think about giving him Air as base (Early Age there probably should be less mystics and more elemental mages).
Also, scimitar is fine weapon as such, but probably useless on chaff. While for camel-riders it would be very difficult to actually use them (remember how tall the animal is?  ). I would use spears & light lances for infantry & cav, respectively. And for nomade race, light cavalry at least should be cheaper than normal.
As for magic carpets... I'd say they will become cheaper at later times, with big cities, and carpet-makers and mages dwelling in them... For early era it would probably be better to restrict flying to magic beings.
Roc rider.. I can't say I'm happy with this idea, but I can't also say it revolts me.  Maybe it'd be better to reserve it to later era?
And what do you mean by weak priest? That genie nobility are costly as hell?
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April 8th, 2008, 12:32 PM
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Lieutenant General
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Re: Djinnibad - Nomads and Genies
yeah but not much good as priest really  , so very expensive as as priests
what is wrong with scimitars on troops.. my scimitars at least are just swords really..
I agree that on camels they might be less usefull.. no idea what the troops on camals actually used though.
If it was your comment on the wrist movement it has been noted and will be adjusted ... when I feel like doing the efriti again.
BTW magic is less available i later ages so I'd figure less carpets then..
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April 8th, 2008, 01:02 PM
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Lieutenant General
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Re: Djinnibad - Nomads and Genies
can anyone tell me why this (I admit incomplete) mod doesnt'work yet.. plz explain so I get more insight in the modding stuff
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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.
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April 8th, 2008, 02:13 PM
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National Security Advisor
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Join Date: Sep 2003
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Re: Djinnibad - Nomads and Genies
I don't see any major mistakes there, and I can't test it ATM.
I have much more free time now, so I'll check out if I can whip some base unit sprites up. What would you like for looks? Would something similar to Nomads of Master of Magic be all right, should the clothes have spesific color, etc?
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April 8th, 2008, 02:32 PM
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Lieutenant General
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Re: Djinnibad - Nomads and Genies
no need to test... I didn't scroll down in the list so I could start... there where a ****load of typo's however so it's not use downloading it either..
The master of magic look is as far as I remember quite nice.. I'm thinking white for nomad and black for the whirling dervish.
When I do a turn it quits and says.. no holiness (attached a new zip)
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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.
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April 8th, 2008, 03:53 PM
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Major
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Join Date: Mar 2008
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Re: Djinnibad - Nomads and Genies
Yes, I liked MoM Nomads, too. 
On No Holyness - it's certainly so!  see Marid Grand Wazir - he now gets Holy magic 2, but no holy attribute!
As for scimitars - they cost resources, man!  (And from troopers point of view, they cost money which commoners can't really afford. Would YOU buy a sniper rifle for self defence - or settle for shotgun?  The difference isn't exactly that, but close enough...) So you either have less troops without real effect on quality, or get some more of these - & in the case of cavalry, even better ones! Besides, as I've said, actual early Arabian armies did use spears & light lances and didn't use scimitars as main weapons (actually, iirc they got these weapons later from Persians...  ). Elite melee troops certainly will use some kind of sword & scimitars are, after all, thematic, so I say it's better to keep such to them (&, by the way, camel riders mostly used bows & sometimes light lances).
On wrist movement it wasn't me... but the picture actually seems familiar, I just can't quite place it... & whoever said this said a sensible thing in any case, I am just not ready to offer my own variant of picture... 
Well, flying scouts are very useful beasts... & in early era I think Djinnibad will be quite powerful already. 
BTW, it's possibly better to change title of Efreet rulers, as Sultan title appeared later. They may also be Sheikh or Emir/Amir, or if we want to make them sound grander, Kalif (though the latter title has religious significance & so should probably be reserved for more powerful priests).
OT question - in my mod I currently found that the game just doesn't want to recognize 2 last descriptions. Could somebody say what can cause such effect? The mod itself is at (last post):
http://www.shrapnelcommunity.com/thr...r=&postmarker=
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April 8th, 2008, 03:59 PM
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Lieutenant General
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Re: Djinnibad - Nomads and Genies
the swords are a status symbol.. so they all have one 
It's not about arabian armies (I guess that would be MA) but about desert-dwellers with swords
No Sultan is after Emir as far as I read  and Emir has a more religeous tone to it (same as Kalif) as far as translation goes (wiki info only though)
__________________
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.
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April 8th, 2008, 04:35 PM
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Sergeant
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Re: Djinnibad - Nomads and Genies
No human troops yet? the genies look interesting, and a bit powerful! :O
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April 8th, 2008, 10:30 PM
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Major General
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Re: Djinnibad - Nomads and Genies
Ooh, folkloric jinn!
Remember that jinn:
1) Are made of "subtle" (smokeless) fire.
2) Eat dust, so don't need supplies.
3) Are both ethereal and have glamour. They probably shouldn't fly, though.
4) Some of them are specifically mounted.
In Arabic folklore, Solomon is generally said to have led an army of Jinn, and that's where most of their military attributes come from.
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