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April 12th, 2008, 06:37 PM
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Lieutenant General
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Re: Djinnibad - Nomads and Genies
#newmonster 2806
#spr1 "Nomads and genies/2806_Nomad_Wazir_1.tga"
#spr2 "Nomads and genies/2806_Nomad_Wazir_2.tga"
#name "Nomad Wazir"
#descr "The Wazir are the advisers and magicians of the nomad sheiks. They mostly divine their wise advices from the stars but also have knowledge in other paths which they learned from their genie overlords."
#hp 10
#size 2
#ressize 2
#prot 0
#mor 12
#mr 14
#enc 3
#str 10
#att 9
#def 9
#prec 10
#mapmove 2
#ap 10
#gcost 100
#rcost 1
#armor "Desert Garb"
#weapon 7 -- Quarterstaff
#poorleader
#nomagicleader
#noundeadleader
#itemslots 15494 -- two hands, one head, one body, one feet, two misc
#magicskill 4 2
#custommagic 9600 50
#fireres 20
#wastesurvival
#end
#end
#addreccom 2806
why does it show up as a trooper and not as commander?
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April 19th, 2008, 12:15 PM
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Lieutenant General
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Re: Djinnibad - Nomads and Genies
The Dervish are a tribe of nomads that live deep in the desert, they are raiders and thus have only live to fight and do not "waste" time herding animals or learning crafts. Every male dervish wields two scimitars and is highly skilled in the two-handed fighting techniques. Dervish are proud and brave, they have learned they are the greatest fighters and that their swordsmanship can overcome everything and thus are not likely to rout in battle."
my dervish description so far
Maybe the hashashins should be decendants from this tribe (I know they really wheren't but now they are) I sort of had that fremen tribe from the dune series in mind which turns up in one of the later books.
__________________
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New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
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April 19th, 2008, 01:00 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Djinnibad - Nomads and Genies
#newmonster 2809
#spr1 "Nomads and genies/2809_dervish_1.tga"
#spr2 "Nomads and genies/2809_dervish_2.tga"
#name "Whirling Dervish"
#descr "The Dervish are a tribe of nomads that live deep in the desert, they are raiders and thus have only live to fight and do not 'waste' time herding animals or learning crafts. Every male dervish wields two scimitars and is highly skilled in the two-handed fighting techniques. Dervish are proud and brave, they have learned they are the greatest fighters and that their swordsmanship can overcome everything and thus are not likely to rout in battle."
#hp 13
#size 2
#ressize 2
#prot 0
#mor 15
#mr 12
#enc 2
#str 12
#att 14
#def 14
#prec 12
#mapmove 2
#ap 15
#gcost 13
#rcost 0
#armor "Dervish Turban"
#armor "Dervish Desert Garb"
#weapon 800 -- Scimitar
#weapon 800 -- Scimitar
#wastesurvival
#pillagebonus 1
#ambidextrous 4
#stealthy 0
#end
#newmonster 2810
#spr1 "Nomads and genies/2809_dervish_1.tga"
#spr2 "Nomads and genies/2809_dervish_2.tga"
#name "Whirling Dervish"
#descr "The Dervish are a tribe of nomads that live deep in the desert, they are raiders and thus have only live to fight and do not 'waste' time herding animals or learning crafts. Every male dervish wields two scimitars and is highly skilled in the two-handed fighting techniques. Dervish are proud and brave, they have learned they are the greatest fighters and that their swordsmanship can overcome everything and thus are not likely to rout in battle. The dervish raiders are usually led by their own sheiks who are always the most proficient warriors fo the tribe."
#hp 18
#size 2
#ressize 2
#prot 0
#mor 20
#mr 12
#enc 2
#str 13
#att 16
#def 16
#prec 13
#mapmove 2
#ap 15
#gcost 50
#rcost 0
#armor "Dervish Turban"
#armor "Dervish Desert Garb"
#weapon 800 -- Scimitar
#weapon 800 -- Scimitar
#wastesurvival
#pillagebonus 5
#ambidextrous 8
#stealthy 5
#okleader
#poormagicleader
#noundeadleader
#end
The stats for dervish and dervish sheik
(so far using the same pic for both)
__________________
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April 19th, 2008, 03:51 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
I would make your Dervish a mixed blood offspring from genies and humans - this would explain their superhuman abilities.. 
As for Arakis Freemen they were much more than pure raiders... Actually they were very technologically advanced - something like modern Iran, probably, which even has a special holyday devoted to nuclear science and technology... 
To Endoperez:
Thanks, I appreciate your workings. It's just that this one position looks wrong to me. I'll probably try to make alternative one based on this if I'll have time tomorrow. It'll probably look bad but could give you an idea...
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April 19th, 2008, 04:22 PM
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Lieutenant General
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Re: Djinnibad - Nomads and Genies
no I meant the fremen who lived deep in the desert and where muádib hid during the reign of his sister.. of course also technologically advanced but the story was something of being outcast for some reason or anothers
__________________
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 19th, 2008, 06:03 PM
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Lieutenant General
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Re: Djinnibad - Nomads and Genies
I lowered the AP to 13.. the rest of their stats are just like barbs except the weaponskills so not that superhuman imho..
I'm doubting the gold cost of everything in the nation a bit.. barbs are 13 gc and these 13 gc dervish are obviously better.. but.. like a sacred jag warrior is MUCH better for it's coin, being sacred and having 2 forms.
__________________
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 19th, 2008, 06:18 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Djinnibad - Nomads and Genies
Endo about the descriptions.. You'll just have to look at them all once we've got a somewhat final version and then you can just change everything you want and send it back to me for the upload.
And one thing... how can we think of doing a desert nation and NOT use sandworms (and/or sandworm riders)? It's almost criminal!
a huge mouth in the ground (think: dune 2 game), flying could pose as burrowing and trample as swallowing....
please give this serious thought because it will be very hard for me to ignore this.
IT would be a high level summon with few item slots (in case of GoR) huge HP, regen, weakness to shock, immunity to heat. average MR. Largest size the game allows (can you go above 6)?, with largest sprites.
__________________
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 26th, 2008, 05:37 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Djinnibad - Nomads and Genies
Please have a look at the nation as it is now. For easier looking into sandworms they are also available as a recruit (and not too expensive yet) but obviously that is not what they will be in the end
Let me know what you think about the way I used sprites for teh sandworm and about their balance. (it's a 35 earth gem summon.. that isn't cheap IMHO and not easy to cast)
__________________
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 26th, 2008, 06:00 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Djinnibad - Nomads and Genies
I'm otherwise occupied for a while. I might throw together cavalry sprite or two, but don't expect major progress for a week or two.
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April 26th, 2008, 08:08 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Thanked 39 Times in 31 Posts
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Re: Djinnibad - Nomads and Genies
I understand, it's not like I'm paying you  everything you can do is welcomed but no pressure
__________________
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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