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  #1  
Old April 12th, 2008, 08:48 PM
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Default Re: Djinnibad - Nomads and Genies

To Aezeal:
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makes for a very religious nation.
Yes, as I've said previously I'm partial to early Islamic conquests. And they WERE deeply religious! Of course, there should be only one Khalif a time, however, but I don't know how to make it so (like special Prophets of some nations?); also, somewhat later Cordoba rulers iirc also proclaimed themselves Khalifs while secular power of Khalifs waned to be replaced with military commanders & secular rulers, such as later Sultans.
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Personally I'd not use mountainmen, I'm sure they where there but it just makes the nation look like a rag tag of tribes with the corsairs and the nomads and genie offspring. I'd focus a bit more on only nomads (continuity through the era's) and the most general "arab" stuff (which seem to be the ghulam/faram/ghazi.
And I didn't even include Kurds! Probably I will remove Deilemites as well, particularly as I'm not sure how to better represent them.
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Maybe keep some genies (continuity) one of the troop as cap only and the regular efriti/marid as cap only too (--> you wanted elemental sorcerers?) the genie nobility would then be summons
Probably yes, as cap only. We'll need to see how this will play out... And probably add to summons some that calls several genie warriors at once?
Also, I've found in Shah-name a fine event - a daw in onagre's shape who ravaged provinces & lured into traps heroes who tried to capture it! This should probably be a sending spell, either similar to existing Boar or of assassination type...
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I think you are making to many types of priests, just remove the imam and go with the Kadi (both priest 2 seems a bit much) and no level 4 priests (are there many recruitable lvl 4 priests in the game?)
Well, Machaka has some specialized priests with different non-magical abilities. Level 4 priests are read as "Priests: strong" in nation descriptions , though I agree they are rare. Will need to think it up, particularly from the point of view of the balancedness of the whole faction... Possibly Kadi will have to become lesser priest than Imam, though...
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Same on the cavalry btw nomad, ghulam, faris AND Ghazi... maybe one or two to much?
(on this point and the last, maybe try to find a separation for some to fit better in LA? (the most heavily armoured?))
Well, they will, I hope, have different niche uses.. LA will include more infantry & probably no faris (they still wouldn't get real heavy lancers, though).
Quote:
No magic carpets?
Well, YOU were against them in MA! Also, they are probably most thematic for elemental mages. Pekhlevan will certainly ride noble "elephant-like" steeds, and combat-oriented genie nobles will have magical steeds of their own. As for Scout on flying carpet - we'll see how it will look from the balance point of view also.
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All in all I think we mustn't get much more units in an era than regular nations (I see it a lot in Sombre's excellent warhammer nations, but IMHO you won't use most of them, just the most efficient, and having a few around just for flavour is nice but let's not overdo it)
Well, as was already said there are some factions with lots of troops types (early Ermor/later Pythium comes to mind, as well as MA Ulm...). And it's not as we gonna to force players to use all of them! As for Warhammer factions - all their troops aren't often used in tabletop games, too, but in particular circumstances they may shine. And we here can use MORE options to make them different & have various uses then WH players can, especially as they can have uses beyond battlefield per se. I see no problem in this (unless Endoperez will tire from making sprites, that is ).
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The star-gazer and his abilities seem nice but maybe call him Wazir too?
Quite possibly. I don't remember their authentic name. In Persia they were called Mobed & were different from Wazir. No big deal in any case, we can change this anytime.
Quote:
reply on my .dm: yes they probably should get a bit more than leathers indeed, but they don't wear that much and I didn't find anything in vanilla game that seemed suitable and I didn't want a high class armour. Something for the bracers, shoulderpads and belt etc... is there a name for such an outfit?
Well, we can even call up bracers as such... It probably would work but needs to be tried. And if we'll call up "Robes of Sorceress", it should give it's protection without other item's powers. Another probability is to appropriate Skull Neclace. Current modding manual doesn't include probability for making Miscellanous armor, but I don't know whether such attempt will work or not. But good old things most probably would.
Quote:
and your point on the desert garb: do you mean you think the desertgarb should get those penalties too?
NO! I mean that it certainly shouldn't - that's the whole point of it. But to keep balance it most probably should give worse Prot than furs, which are, after all, quite bulky. 7 would be too good without penalties & not thematic with them.
As for commander read as trooper - I don't see. Probably some misprint, try to use Find for whether this number appears another time.
To Endoperez:
Nomad sprites - I better like the lower pair but variant with attack sprite from higher one is also fine.
The sheikh should be mounted, precisely!
Mounted scout should get greyish garb & yes, covered face would be nice touch.
On wielder of 2 scimitars - there should be also version without long robes, for future Corsair!
Camel riders shouldn't have visible armor, they are either mostly caravaneers who have some weapons for self-defense or lighter troops (I'll try to find out whether there were heavier troops on camels, but for now it seems the fantasy of Medieval2's authors...).
And thank you again.
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  #2  
Old April 12th, 2008, 09:32 PM

Aezeal Aezeal is offline
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Default Re: Djinnibad - Nomads and Genies

no more 2806 found.. I'm pretty sure I must be missing some vital line that makes that troop a commander... no clue what though
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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.
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #3  
Old April 13th, 2008, 10:54 AM
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Default Re: Djinnibad - Nomads and Genies

IIRC it should be just addreccom line. At least in my Bogarus splitting this worked OK. Are you using any other mods at the time? They may theoretically include the same number...
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  #4  
Old April 13th, 2008, 11:30 AM

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Default Re: Djinnibad - Nomads and Genies

Uh,.. what basegame level 4 priests are you referring to?

Strong priests means holy 3 priests are recruitable.
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  #5  
Old April 13th, 2008, 11:47 AM

Aezeal Aezeal is offline
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Default Re: Djinnibad - Nomads and Genies

thought so

on the wazir.. no other mods with new nations I just don't get it.

Can anyone else read back to last page and see what is wrong with my Nomad Wazir?
--> I don't know what changed but now the wazir is where he is supposed to be.. all is well.

The nation is getting a long nicely still need more troops but endo does great work on the nomads

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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.
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #6  
Old April 13th, 2008, 04:25 PM
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Default Re: Djinnibad - Nomads and Genies

Yeah, got confused by Dom2 reminisciences...
So now we get 2 priest variants w/ Holy 3 in MA... Maybe make Khalif a multyhero?
As for Wazir confusion - I had self-correcting error too, though of different kind...
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  #7  
Old April 13th, 2008, 05:39 PM

Aezeal Aezeal is offline
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Default Re: Djinnibad - Nomads and Genies

I'd just keep the kalif but remove the other
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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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