Malakim+ Rerelease

Throw in some whirling dervishes for their flavor assassin unit.
 
Throw in some whirling dervishes for their flavor assassin unit.

That could be interesting... Actually found some unit art that could fit it, also. I'm just not too sure about adding an assassin... The Malakim are meant to follow the Empyrean, after all. Seems kind of off for them. If I were to add one, it would either be for their worldspell when following Esus, or would lack invisibility... Would have to compensate for that somehow, though.
 
That could be interesting... Actually found some unit art that could fit it, also. I'm just not too sure about adding an assassin... The Malakim are meant to follow the Empyrean, after all. Seems kind of off for them. If I were to add one, it would either be for their worldspell when following Esus, or would lack invisibility... Would have to compensate for that somehow, though.


Well go with what Xienwolf said, if the Malakim player doesn't go with Empyrean, their worldspell would spawn assassin units.
 
If I were to add an assassin UU, I think I'd use this model by Mr. Underhill, with his permission of course. Was meant as an archer replacement, but I think it would fit as a desert assassin.. What do you think? Most likely have to use the lighter skinned version for it to fit in with the other units.

6acleg
 
Seems cool, could you use the animation from the svart assassin? (I think thats the one that has twirling)
 
umh, I don't think the uploaded file is properly zipped.

it goes malakimplus->Assets->XML+Modules, and the modules folder is empty.

I guess it should be Assets->Modules->malakimplus->XML

edit: can't seem to make it work properly. if I overwrite the tech and unit infos in FF 043 with the one in this archive, it does seem to work ( i.e. the new improvements appear in the civilopedia ) , but it seems like it's missing text files. all the new stuff is listed as TXT_something , and the desert people tech ( txt_desert_people actually :D ) doesn't have a picture and shows a purple square. :\
 
[to_xp]Gekko;7533279 said:
umh, I don't think the uploaded file is properly zipped.

it goes malakimplus->Assets->XML+Modules, and the modules folder is empty.

I guess it should be Assets->Modules->malakimplus->XML

edit: can't seem to make it work properly. if I overwrite the tech and unit infos in FF 043 with the one in this archive, it does seem to work ( i.e. the new improvements appear in the civilopedia ) , but it seems like it's missing text files. all the new stuff is listed as TXT_something , and the desert people tech ( txt_desert_people actually :D ) doesn't have a picture and shows a purple square. :\

Hmm.. The modules folder should not be empty, I'll check. It does have the correct format at least though, as it couldn't be entirely modular... Had to have the entire file for both technologies and improvements, so the just copy both folders into your assets folder.

Edit: Yep, somehow managed to leave the modules folder blank. I'd fix it now, but I'm in the process of adding an Assassin UU... Decided to only allow invisibility in deserts, trying to do that right now. The model is a Chakram thrower by Mr. Underhill.... Got it working with Korrina's animations, so he spins with the chakra in hand. Works pretty well. :D Basic idea is that while Varn wouldn't assassinate foreign leaders, he has no problem picking off targets as a form of defense.
 
ah, that's great, can't wait to use desert hashishinz. maybe we'll need a "hemp" resource for them :lol:

looking forward to the new version ;)
 
Egggggcellent, now I just have to convince you to include Assassin's Mountain with the Old Man of the Mountain...:drool:
 
New version is uploaded, includes the Dervish unit, unique assassin for the Malakim. Uses the Chakra thrower model by Mr. Underhill, and the animations from Korrina. At first I was a little leery of including an assassin, but decided that a unit primarily meant to be used in defense isn't that far a stretch... Think of it as a local hunter, intimately familiar with the shifting desert sands, protecting his homeland. ;)

Rather than 5/3 +1 poison, 2 :move:, and 120 :hammers:, the Dervish is 5/4 +1 fire, 1 :move:, 150 :hammers:, and is only invisible while in desert. I added the extra defense to allow for some use outside of the desert, although he should still be easy to kill off. The reduced movement is to emphasize the defensive use, and combines well with Dunespeak... Keep him in the desert, and he has 2 movement. Changed the poison to fire as it's the closest thing to sun damage... Might change that one back. I'll update the first post in a few hours with a screenshot... Need sleep for now.

Edit: Forgot to mention, currently does not upgrade to a shadow, not sure if I'll add one or not. May end up boosting the strength on the Dervish and making him upgrade only instead... possibly from a Lightbringer, make them actually useful.
 
At first I was a little leery of including an assassin, but decided that a unit primarily meant to be used in defense isn't that far a stretch...

If you want to do some more python - and I certainly wouldn't :) - you might have him kidnap his victims and take them outside Malakim territory. He attacks and the unit disappears and pops-up on the other side of the nearest border.

I think you've have to do some plot searching in addition to cloning then killing the unit.
 
New version is uploaded, includes the Dervish unit, unique assassin for the Malakim. Uses the Chakra thrower model by Mr. Underhill, and the animations from Korrina. At first I was a little leery of including an assassin, but decided that a unit primarily meant to be used in defense isn't that far a stretch... Think of it as a local hunter, intimately familiar with the shifting desert sands, protecting his homeland. ;)

Rather than 5/3 +1 poison, 2 :move:, and 120 :hammers:, the Dervish is 5/4 +1 fire, 1 :move:, 150 :hammers:, and is only invisible while in desert. I added the extra defense to allow for some use outside of the desert, although he should still be easy to kill off. The reduced movement is to emphasize the defensive use, and combines well with Dunespeak... Keep him in the desert, and he has 2 movement. Changed the poison to fire as it's the closest thing to sun damage... Might change that one back. I'll update the first post in a few hours with a screenshot... Need sleep for now.

Edit: Forgot to mention, currently does not upgrade to a shadow, not sure if I'll add one or not. May end up boosting the strength on the Dervish and making him upgrade only instead... possibly from a Lightbringer, make them actually useful.

I just tried out the Dervish via WorldBuilder and I love the new animations. It almost makes me feel like my model is just a little too plain for them.
I might go back and make a more advanced model to do it more justice. Thanks for the publicity, by the way. :D
 
Heh, you're more than welcome, I always want to give credit where it's due. The model just jumped out at me when deadliver suggested a 'whirling dervish' unit, and I think it works perfect with the animation... Was actually the hardest part, trying to remember who the hell spun like that lol.
 
If you want to do some more python - and I certainly wouldn't :) - you might have him kidnap his victims and take them outside Malakim territory. He attacks and the unit disappears and pops-up on the other side of the nearest border.

I think you've have to do some plot searching in addition to cloning then killing the unit.

That would be amazing, but I have nowhere near the ability ;). Also, one thing I forgot to mention is that I moved the Desert People tech. Was on top of The Gift because I read it was going to be removed, but since it wasn't, I moved it up a few notches. Fits perfect. :D

First post updated with a screenshot of the unit.
 
Heh heh patch time is always interesting when the FF team is involved
 
Hmm... I gave the Dervish a unique promotion with the same name, that enabled the promotion Desert Stealth... However, it now doesn't require the Dervish promotion and is giving it to all recon units. Thinking something did in fact change lol.

Edit: Fixed. Damn modular loading.... Can't make a prereq promotion and keep it modular. One more full file to be included now... Updated version up.
 
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