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  #131  
Old May 28th, 2005, 09:10 AM

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Default Re: Ulm beefed up ...

IMHO Standard Ulm is pretty sub-par, and the resources v ("real" res bonus, and gems gained via forge bonuses) don't make up for the feeble and absolutely rigid magic of Smiths.
Ulm is *meant* to be played with a RM, and a RM is *not* an optimal choice...

My suggestions for possible solutions :
* Change Smith to either F1E (or even F1E2), + 1 random elem (with corresponding price change)
* Add some "sage" type to Ulm recruitable units - either a standard sage or stg else (for example only elem random ?)
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  #132  
Old May 28th, 2005, 12:56 PM
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Default Re: Ulm beefed up ...

with the first change would be quite an improvement.
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  #133  
Old May 28th, 2005, 07:50 PM
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Default Re: Ulm beefed up ...

Do you understand that you are discussing this in thread about a mod which added random pick on Smiths? On this or a similar mod they also got E1 Apprentices.
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  #134  
Old May 29th, 2005, 04:38 PM

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Default Re: Ulm beefed up ...


I reinvented the wheel!
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  #135  
Old May 31st, 2005, 02:59 PM
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Default Re: Ulm beefed up ...

Quote:
Endoperez said:
On this or a similar mod they also got E1 Apprentices.
I suggested this, but I never got round to making a mod with it. I stand by the principal, though. Ulm could use a cheap 'worker' mage for research and simple forges.
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