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Please read before playing Nomads
#1
Please read before playing Nomads:
Until further notice, please don't play the Nomads—or if you do, expect odd things to happen and don’t complain ?. I’m fine either way. We're using them as our guinea pig to test what we can and can’t change without diving into the code.
We chose the Nomads because they’re rarely played. My game designer and I worked on them last night and began forming some initial ideas. Here are the changes we’re starting with (these aren’t set in stone), along with my reasoning behind them:

Nomads - Proposed Changes

Remove:
  • Devote
  • Trick of Trade
  • Archers
  • Access to siege equipment (they won't receive it like kingdoms with Siege Engineering)
Add:
  • Mastery in Plains
  • Ruthless
  • Hidden Capital
  • Siege Engineering
  • Saurus as a companion

Spells (to be added or modified):
We're exploring the possibility of changing their element from wind to sand—or at the very least, rewriting the spell descriptions.
  • Add Fire Elemental
  • Add/rename Wall of Fire to Haboob
  • Modify Spell 778 (Protection from Regional Effect): Available at Level 3 — this will become a new thematic spell for all military kingdoms.
Troop Modifications:
  • Nomad troops will deal significantly more damage in Long and Short Range phases.
  • Charge phase will be balanced.
  • They will be weaker in melee, taking more damage from physical assaults on population centers.

The Nomads of the Burning Wind
Roaming the scorched plains and unforgiving deserts, the Nomads of the Burning Wind are a ruthless and feared people—warriors bound by ancient bloodlines, strange gods, and a culture of relentless conquest. Descendants of a once-wandering tribe, they have forged a mighty war-machine built not on castles or keeps, but on speed, savagery, and supremacy of will.
Over generations, they have enslaved and trained the towering beasts known as Saurus—once thought to thrive only in the swamps. These massive, reptilian shock troops now march beneath the Nomad banners, adapted to the dry heat of the desert and fiercely loyal to their masters. Their thunderous charge and scaly might break enemy lines, while the Nomads rain death from afar with devastating longbows and hit-and-run tactics. Though capable of holding their own in melee, they prefer to weaken their enemies first, wearing them down with precision and patience.
Their capital is no fixed point on any map, but a ghost-like presence—forever shifting, hidden among sandstorms and caravans. Its location is known only to the inner circle and their priests of the flame and wind. From these roving sanctuaries, they launch ruthless campaigns. Woe to the towns that fail to bend the knee, for the Nomads spare none. Those who do not capitulate are put to the sword or enslaved to serve in the armies that once hunted them.
Often striking from both within and outside a city's walls, their assaults are swift and brutal, collapsing defenses before reinforcements can arrive. The whispers of their tactics alone bring fear—blades in the night, fire at dawn, and always the ever-present hiss of sand in the wind.
Their mages, deeply attuned to the desert's fury, wield spells that command fire, air, and sand itself—turning the battlefield into a blinding storm of destruction. Elemental forces are not tools to them, but sacred weapons, unleashed with divine purpose to crush those who would stand in their way.
The Nomads of the Burning Wind are not simply a kingdom—they are a force of nature, sweeping across Alamaze like the sandstorms they call home.
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#2
https://youtu.be/a6S7QfMghQ8?si=TyXbKvjpNNHN0Q6_
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#3
(05-08-2025, 10:49 PM)uncledarkseid Wrote: https://youtu.be/a6S7QfMghQ8?si=TyXbKvjpNNHN0Q6_

I know the nomad is a loved icon, but it seems a bit blah and mundane. I have had a bizare idea to make them more apealing and unique.  What if they had a special capital pc that was mobile. It would fit with the nomad theme and be a unique feature. It obviously couldnt end in a space with another PC or in water. And it would probably only be able to be destroyed but not captured. I dont know if it is even possible. But if you are going for a major nomad overhaul I figured I would throw in my wacky idea.
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#4
I like that but I can see a difficulty in changing the code to accommodate it. Hidden capital is probably as close to that as the game can get without changing the code.
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#5
My idea for the Nomad was that he can move his capitol at will without cost and it not being the sole order of the king.

I would also give this a special order number in the 900's so that his agents and emissaries can act that turn if he wishes.

But the secret cap thing works too.

Lord Garth
Two time consecutive Runner Up Alamaze Champion
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#6
Brek/John can’t change the hard coding, just manipulate certain movable parts. He can’t add new companions, but maybe tweak the ones we have. It’s extensive like he said, but no where near an overhaul of the game. Hope this helps with ideas on tweaking game.
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