When everyone knows the values (classes / races, leaders) of others or at the end of the game, the values can be updated on this page, which will feed the meta statistics (please avoid revealing your or other player’s values when it may provide strategic information to your opponents).
I want to point out that the Nomads are now available on the Steam Workshop. The Wasteland Expansion features way more content than this mod we play with. This Nomad mod we currently play does only include the Nomads and is considered to be outdated and cannot be updated with the Steam content. The Wasteland Expansion also features the campaign content along with the Royal Tent dwelling and the small addition for the Dragon dwelling.
To play with the Nomads Wasteland Expansion is required.
https://steamcommunity.com/sh...
I think I have 10 icons left to do for all Nomad units. Mostly because of design decisions, some icons will be on hold a little longer due to some more work needed to be done on some units. I have in my relationship a photoshop artist, and if can hide some things on a model through alpha layers on textures the models can move a bit further.
I been considering to give all Nomads with mounted strong will either through racial governance or through ability as "magical mount". In past games Roq and Chieftian had willpower making them immune to enemy control.
I been thinking to give the War Elephant the "Trample the ground" ability which essentially breaks guard on all enemies and make them shaken sometimes. Currently it's unlocked on racial governance tier III.
I'm working on setting up most of the Icons for the main content and there is quite some progress on finishing the various units.
I have not yet decided on some of the Nomad unit models if they are final or not while it may take some time to finish the main unit tree of their respective icons.
So far: Rogue, Archdruid, Dreadnought, Sorcerer and Necromancer is complete icon wise.
I believe I need to figure out some unique ideas for the War Elephant. It's an almost exactly like a Frostling mammoth apart from the "demolisher" ability and "forestry" ability. On ranks its overlap with the killing momentum and crippling wounds which is a little silly which the normal elephant already has.
At least in the main tree, I decided to figure out a new texture for the Roq to more to resemble a previous "shadow magic Roq" even if I'm little limited on models. Let me know what you think?
I will probably not update this "specific" PBEM beta game over the Nomads, as it's may not be necessary as the steam content will feature vastly more content when it's completed.
Coudn't reach your throne this turn but purged the map from the stacks an the road some hexes in front of it. :p
And yes, starting with strong army makes it diffucult to assess the racial t1 and t2 units.
Haha do you have enough mp to get to my throne!?!? I had my math wrong then!
Sure! I guess the point of this game is to test the race, there will be another chance for you to beat me =(
Necromancer goes not unnoticed... So if you research the Deathbringer you will have something to play with.
There is quite a wacky unit in replacement of the Deathbringer that is a good ol' Azrac unit, but dead that has returned..
I remember playing with the Azracs way back on AoW.... I was never a big fan... but I think I like the mod, in general it really feels like a human variant, like what playing with Elves and Dark Elves felt like.
Also, I'm not sure about balancing, I think my worst game is with Necromancer, also having El Lobo next to me doesn't help either haha... Hopefully I will get to see all the units, but the Roc is nice, I guess I haven't really had to push the tier I units because we started with a strong party.
In general, I'm enjoying it... nice mod!
no problem, i got a human unit too in a mission. units are excellent. but not sure about balancing.
I read somewhere that Nomads and Azracs typically were "another set of Humans with a random affinity towards fire" on a forum somewhere.
Yeah, little similar to Humans I guess I'm working little on adding some scimitars and cutlasses later on.
I saw on this beta test that all settlers produce "Human settlers". Which not intended, but bug when the settlers unit sets are still set to Human settlers and builders.
Then of course icons will be fixed eventually. Made an apprentice yesterday.
Hi, there I wanted to share some info about the Nomads racial lineup.
Apart from missing icons on units and abilities. Any thoughts on Nomad racial line up yet?
The intention to have 1+ ranged, 1+ melee strength and 1- to defence is to make them sort of glass cannons but also follow the Nomads traditionally as they were in Shadow magic. The flavour of the Commoner unit the irregular is not to share the same feeling as Tigrans with "throw blades". The intention is to throw swords actually following the base damage of their weapons. To become more clear the flavour text has not changed as well with the icons why it looks like the intention to be a ranged unit.
The Barbarian who is the infantry unit is supposed to be a powerhouse if connected with the racial governance gaining the "round attack". I hope it will not overlap too much with the Berserker unit who also benefits from racial governance.
The Desert archer is what it sounds like, another archer so far with a volley of fire arrows at gold rank. An ordinary archer...
The Spearmen was intended to be irregular from the beginning. I decided to keep him as the pikeman unit and the unique thing with this guy is that he can throw his weapons. Still gaining the base damage on throw spear to benefit from all various things damage put on him.
The Cavalry unit which is the war elephant, who is still "another mammoth unit" so far apart from that he can gain the Trample ability from the racial governance tree. The trample ability is to stomp the ground and make everyone break their guard and potentially become shaken. A nifty ability if used under the right circumstances.
The intention is to remake the Chieftain unit but on a camel instead of a horse. The support role is unique in the racial line up being the only race with mounted support and for the good use, it will be a very specific unit that utilized a more inspiring approach. I believe "healing" might be very strong and I have to figure out a less strong healing ability later.
The Roq unit, the third mounted unit in the racial lineup. This one is not yet any "special" unit in comparison to the Halfling eagle rider or the Elven gryphon. Apart from racial governance where it gains the traditional "Magic Strike" ability from past games. This will make it a more support role by adding random elements to itself or other units.
If anyone yet has reached tier II on the racial governance tree there is an option to add the 8th unit which is the Genie that can be produced from the Great Temple much like the Tame troll on the Goblin tree that also adds the 8th unit. The Genie is a magical origin that can serve a little support role if necessary and I hope it's not too strong as it gains magical mending and healing at the same time.
Hope you enjoy the Nomads so far
Hi, I will not be able to play my turn until Tuesday.
Midsummer Holidays have arrived, I will travel to a cabin with no connection with AOW III universe. I will continue my turn Tuesday evening.
Hi, feel free to join a beta game with the nomads as a race.
This is an invite-only game and I will share password and download link for the mod. Contact me and I will share through Dropbox to your email.
Server Game Name: Nomad Race Beta Test Pbem
Server password: I will give you.
4 players set
Normal game
Mods: Nomad race mod
Max. amount of players 4