Faction: Kedari (Arabian Nights-based)

It's not easy creating an entire faction or era. Post your work and collaborate in this forum.

Moderator: Forum Moderators

Post Reply
User avatar
Temuchin Khan
Posts: 1845
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Post by Temuchin Khan »

More
Attachments
Ragel.cfg
(618 Bytes) Downloaded 356 times
Salik.cfg
(653 Bytes) Downloaded 354 times
Sheik.cfg
(545 Bytes) Downloaded 355 times
User avatar
Temuchin Khan
Posts: 1845
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Post by Temuchin Khan »

The end.
Attachments
Spahi.cfg
(578 Bytes) Downloaded 327 times
Sultan.cfg
(471 Bytes) Downloaded 345 times
User avatar
Temuchin Khan
Posts: 1845
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Post by Temuchin Khan »

Sorry for doing this the long, slow way, but I don't think I have the right software for compressing the files, and I'm not sure I'd know how to use it anyway. I am computer semi-literate, not computer literate.

Anyway, I didn't give a spear attack to any units of the horseman line, but I would have no objections if someone thought they should be added.

Also, bear in mind that these are meant as preliminary stats only. They may be overpowered or underpowered or just about right, I'm not sure. That can all be hashed out. The important thing is, we have something to work with.
User avatar
Temuchin Khan
Posts: 1845
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Post by Temuchin Khan »

Oh yeah, the resistances and terrain modifiers.

If I remember rightly, the resistances and defense modifiers should be inverted, so I've done that.
Attachments
Kedarimodifiers.cfg
(2.76 KiB) Downloaded 449 times
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin »

Here's the updated version of the files. I didn't change any stats, but I fixed all of the WML and stuff. Also, note that I changed the names of the movement types from "kefoot", "kehorse", etc, to "kedarifoot", "kedarihorse", etc, to fit better with other movement types.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
User avatar
Temuchin Khan
Posts: 1845
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Post by Temuchin Khan »

turin wrote:Here's the updated version of the files.
It seems to have been misplaced.
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin »

More likely I forgot to attach it. :oops:
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
krak
Posts: 9
Joined: July 26th, 2005, 2:50 pm

Post by krak »

Can Kedari winter defence be at least %10?
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin »

Sounds good to me. Kedari will have 10% in snow in next version.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
Flametrooper
Posts: 984
Joined: February 21st, 2006, 11:02 pm
Location: 0x466C616D65

Post by Flametrooper »

I like it!
Wesnoth is in real need of variety in unit "nationalities": They all seem to Medival Western Europe or something. An MP faction, or a campaign, featuring them would be a appreciated.
Let me know if I can help in any way(except for art, I suck at art).
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin »

Flametrooper wrote:I like it!
Wesnoth is in real need of variety in unit "nationalities": They all seem to Medival Western Europe or something. An MP faction, or a campaign, featuring them would be a appreciated.
Good! How about you try out the Imperial Era?
Flametrooper wrote:Let me know if I can help in any way(except for art, I suck at art).
Suggestions about balancing, etc, are more than welcome.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
Flametrooper
Posts: 984
Joined: February 21st, 2006, 11:02 pm
Location: 0x466C616D65

Post by Flametrooper »

My very first look told me that the Salik and everything it advances to is underpowered. Also, in the Muslim religions the Dervishes were actually more like mystics, who didn't really belong to a priestly order.
Therefore, here is my proposed Priest line:

Salik(heals)->Murshid(cures)->Caliph(cures+leads)
Salik(heals)->Dervish(heals/stronger Magic)->Master Dervish(heals+Fire Magic option)

Just a thought...
Deadonis
Posts: 1
Joined: March 4th, 2006, 9:38 pm

Post by Deadonis »

For dervish or murshid they can have ability to convert units to ragel and every humanoid unit can differ from this man. Like;

Ragel->Light footman
Ragel->Salik
Ragel->Camel rider
Ragel->Desert rider
Ragel->Hashishan

Recruiting a dervish should be enabled in first recruitment, default is only ragel.

Another suggestion is lowering power of Ifrit line.

Taki faction has musketeer unit, may be a new janissary unit can have a rifle.
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin »

:( Sorry everyone for not getting to these Kedari changes quicker. I probably won't have time to do it in the near future either. So, here's my proposal:

Get an SVN repository set up for the Imperial Era.

Then, we could give SVN access to me, Disto, Ranger M, Temuchin Khan, Unsung, and various other people. That would allow work to progress much faster. My position would then be, in effect, release manager - I decide when it is time to release, and I put the new release on the server.

Opinions? Suggestions about where to set up such a repository?

[edit]
I went ahead and registered at csie.org, and am currently uploading the files. If we want to change, we can. Those interested in SVN access can PM me and I'll set it up for them once I figure out how.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
User avatar
Temuchin Khan
Posts: 1845
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Post by Temuchin Khan »

It was suggested quite a few months ago, perhaps in a different thread, that the Kedari should be split into two factions. Well, today, for some reason, I remembered that suggestion and was struck by the fact that the assassin line, with a bit of tweaking, could be the seed of a very interesting faction.

This is what the Kedari would look like:

Code: Select all

Desert Footman -> Desert Ambusher -> Desert Pursuer -- same as existing Light Footman line
               -> Eunuch Guardian -> Eunuch Warder -- same as existing eunuch line

Desert Raider -> Spahi -> Ghazi -- same as existing Desert Raider line
              -> Sheik -> Sultan -- same as proposed sheik line

Camel Rider -> Cameleer -> Camel Warrior -- same as existing Camel Raider line

Salik -> Dervish -> Murshid -- same as existing Salik line
New art would be needed for only two units: the sheik and the sultan

As for the other faction, I thought they could be called the Nizari:

Code: Select all

Desert Raider -> Spahi -> Ghazi -- same as existing Desert Raider line
              -> Sheik -> Sultan

Guardsman -> Defender -> Nasir -- has steadfast, good in mountains

Hashishan -- poisoner, same as existing Hashishan (but uses art of existing Ragel?)
          -> Hashishan Mahir -> Hashishan Mawlana -- gains nightstalk at lvl 2
                             -> Imam of Alamut -- loses nightstalk, gains leadership

Ifrit -> Genie -> Djinn -- same as existing Ifrit line
More new art would be needed for the Nizari, but only for three of the units: the guardsman, the defender, and the nasir. The Hashishan could use the same art as the existing Ragel (though his clothes would have to be darkened from grey to black), the Hashishan Mahir could use the same art as the current Hashishan, and the Hashishan Mawlana could use the same art as the existing Nizari Ismaili.

Both factions would have an identical horseman line, and so both factions fould use the same art for their horseman lines. Besides, I think it could be very interesting to see two factions that are in some ways similar but in other ways entirely different except for their skill in the desert.

In all, this split could be accomplished by gaining new art for only three new units -- or at most five, if we want to complete the sheik and the sultan.

What do people think?

EDIT: I dropped the level 2 Nizari Imam. The Nizari would be powerful enough as outlined, so adding leadership at a leter level would perhaps be better for balance.

Also, I decided the Ragel art could be adjusted and reused for the level 1 Hashishan, further reducing the amount of new art that would be necessary to pull this off. For that reason, I have dropped the Ragel unit from both factions. Besides, I see no problem with giving these factions a small number of units -- these are supposed to be desert tribes, after all, and not organized states.
Post Reply