Malakim+

Really interesting ideas here, Deon, well done! Hope Kael takes a look and considers incorporating these into the base mod. Very flavorful.
 
Well, nothing new here.
Units are from Varietas Delectat and various modellers, cottage technique is not unique too.
However they need it IMO.

What about 15 :gold: sum to build a Bedouin Sit on a plot? You should pay some money to buy supplies to start a small settlement in desert I guess. Anyway it will pay for itself in 15 turns. I thought that having "cottage"-like improvements from the start would be too cheap so they should cost something.

If Vehem takes it into FF I won't have problems with modular loading and improvement growth. However if he doesn't I should find a way to fix it then. Any suggestions, Xienwolf? (I've noted that you're very familiar with FFH modular system)
 
the 15 gold cost seems fine to me. it works basically the same as a cottage, starting small but showing its worth as the turns go on. ;)
 
I've updated graphics for melee and mounted lines. Is the choice fine?

Also what do you think of Hashishin/Hashashiyyin as a UU replacement of Assassin?
He would lose +1 poison but would get Mind II (Charm). Also he would require spices/reagents/incense to be trained. I'm searching for appropriate graphics/reskin.
 
Sounds fine to me, the "Mummy Returns" graphics never suited well with me.

If possible, it might be good to do something with the musket men as well, since the Malakim get their hero at the same time (with blasting powder tech), and thus are more likely to be using musketeers than others.

Edit: I didn't think the Malakim were allowed to train assassins.
 
The only way around the modular loading issue is to include the entire Improvements.xml file and place all your new items at the very end. That or me finding the 8+ hours that it will take to integrate and debug the WoC modular control system, which has been on my plans list for almost a full year now. It is a VERY broad change to the SDK though which can easily go wrong, so I keep on putting it off in fear of breaking my code.
 
Sad to hear that it's such a major issue... But still there's a hope that you'll succeed someday :).

JeffSteel: then we can look at this from a new point of view (assassins). A glorious background in the Civilopedia and a charm spell turn them into holy warriors which burn away hidden ulcers on the body of the reality :).

Here's a very simple reskin I've done now of the immortal+musketman unit:
15plaox.png

I think it fits for them.
 
hashisin available at poison sound very very nice. it always bugs me that they have a tech that's 100% useless. definitely go for it, reagents would be fine for a resource prereq, that is if you choose not to add a desert resource "spice" that has been suggested many times already... and is still a good suggestion imho ;)
 
One quick language suggestion: unless "sit" has a meaning of which I'm not aware, I think Bedouin Site is a more appropriate name than Bedouin Sit.

Concerning camels, you could do what they did in the Age of Empire series of games and give camels a bonus against mounted units.
 
speaking of camels, I think they should have everything horsemen have ( 1 first strike, withdrawal chance and bonus vs archers),
but with 2 movement points ( camels are fast, but not quite as fast as horses. also keep in mind that they'll move faster on deserts ) and an additional bonus against mounted ( horses get freaked out by camels, they hate the smell :lol: ) .

for camel archers, the same applies so they would be 2 MP, 1 first strike, immune from first strikes, withdrawal chance and bonus against mounted.

just my 2 cents of course ;)
 
One quick language suggestion: unless "sit" has a meaning of which I'm not aware, I think Bedouin Site is a more appropriate name than Bedouin Sit.

Concerning camels, you could do what they did in the Age of Empire series of games and give camels a bonus against mounted units.

As far as I'm aware, the word sit can be used to show that a meeting or assembly is in session. In this case, I'd assume it's being used to show that a nomad tribe gathering is occuring.
 
As far as I'm aware, the word sit can be used to show that a meeting or assembly is in session. In this case, I'd assume it's being used to show that a nomad tribe gathering is occuring.

Yeah, I think you're right. Using it as a noun isn't that common, I don't think, which is why it struck me as a bit odd, but I guess it works.
 
Well, the "sit" here means "stopping", but I've read another dictionary now and it tells "archeological sit" as an example (where scientists put together their tents and work discovering our past), so this may be a bit inappropriate to a tribe. I think "site" is more understandable and still nice, isn't it?

About camels: they may be slower than horsemen (very understandable) but what if we give them an ability to transport 1 unit? They are more tough than horses and can carry more :).
 
I don't mind having land units transport other units, but the AI cannot understand it so it might not be such a good idea.
 
Does the AI use hawks? (I haven't seen it)


Another important question: which technologies/technology branches do you consider weak/useless in comparison to others (don't tell me about melee overpowered branch :) I mean other than that).
 
Well, the "sit" here means "stopping", but I've read another dictionary now and it tells "archeological sit" as an example (where scientists put together their tents and work discovering our past), so this may be a bit inappropriate to a tribe. I think "site" is more understandable and still nice, isn't it?

About camels: they may be slower than horsemen (very understandable) but what if we give them an ability to transport 1 unit? They are more tough than horses and can carry more :).

I also looked it up and I understand your meaning with "sit." Here's a few possibilities:

Tent --> Camp --> Village
Rest stop --> Camp --> Village
Trading post --> Camp --> Village
Watering hole --> Camp --> Village
Caravanserai --> Camp --> Village
 
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