![]() |
Re: Help, I suck with Ulm!
Quote:
Quote:
|
Re: Help, I suck with Ulm!
Quote:
Given decent troops, seems like Thunderward might keep them alive long enough to kill the caster of Wrathful Skies. Caster dies, the spell dies, right? If the caster brings troops (which Wrathing commanders may not), again, Thunderward allows even militia to have a chance at surviving long enough to inflict some casualties. However - barring a nice indie site, Ulm isn't going to get Air mages. Kind of a shame, given their Earth magic strengths, that there isn't an Earth based spell for avoiding / reducing lightning damage - after all, that heavy iron / steel armor should, with magic, act as lightning rods. http://forum.shrapnelgames.com/images/icons/icon12.gif Really - Earth seems like the perfect area of magic to get lightning resistance as a mass spell, while Air, I can see it giving individual lightning resistance, but for the entire army? Air magic should want to _maximize_ the effects of lightning and storms, not avoid it. |
Re: Help, I suck with Ulm!
Schmoe--
I'm the one playing Ulm in our game, not SlyFrog. No, I wouldn't complain about being weak, but I'm not exactly sure if I'm the strongest. Abyssia seems pretty scary to me. Man is pretty powerful, too! SlyFrog-- I've refined my Ulm strategy a bit since we started that game (in which you were Jotunheim), but it's mostly still the same. I make no claims to being an expert at this game (of course), but I think I can give some advice on Ulm. Here is my strategy: Rainbow pretender (for searching, forging all those cool items the smiths can't). I took the Great Enchantress to get astral income, so I can more easily make clams to get more astral to have item-forging flexibility. Scales: Order 2, Production 3, Misfortune 2, Drain 3. This means I have a -ton- of cash, especially in the beginning. As Ulm, you can hire every mercenary available and just crush anything close to you in the beginning. Ulm has got to be the strongest faction early on. Castle: Fortified city. I know people would doubt that choice since they're so expensive, but with this combo, you get the best production possible in the game. Making black plates even relatively early on is no problem. Crank those suckers out. And with all your money, making another city isn't too terribly hard. Although you could always go with the Castle and make another one earlier on. Commanders: I forge items like mad and equip all my commanders (including even some items for my priests). I love those barbarian commanders, they're cheap and they kick *** once properly equipped. Magic: Independent mages are important, but those smiths can lay some serious smack down just by themselves. Blade wind, magma bolts.. Also the unit pumping spells like legions of steel and strength of giants can really help. Suddenly your units all have 14 str and 23-27 protection. I'm not sure how all of this will work in the late game, but it seems to do great from the beginning to the midgame. |
Re: Help, I suck with Ulm!
Quote:
Quote:
Quote:
Quote:
The primary thing to remember as Ulm is that you should not meddle in the affairs of wizards, for you are flammable and conduct electricity. |
Re: Help, I suck with Ulm!
I don't play Ulm, but I play Last of Tuatha quite often, so I might shed some light on the issue from a different perspective. There seem to be several shortcomings in your strategy ...
</font>
Hope this is helpful. A. |
Re: Help, I suck with Ulm!
Quote:
It was an interesting game I'll give it that. Too bad I got dog piled. BTW, I think that Daoine Sidhe are one of the best if not the best price/performance holy troops in the game. If they were not capital only they would be real terrors. [ July 02, 2004, 06:52: Message edited by: Huzurdaddi ] |
Re: Help, I suck with Ulm!
The key to winning with Ulm is keeping a steady supply of Kässpätzle and Schupfnudeln. Honestly.
Personally, I prefer large amounts of contructs (Mechanical Men, Crusher, etc) backed up by blade-wind casting mages. Add to that some cavalry and you're good. And forge as many items as possible. Then, of course, I'm not exactly an expert in Dom2. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Help, I suck with Ulm!
|
Re: Help, I suck with Ulm!
Yep. You can almost see the school I went to on the starting section of that map. http://forum.shrapnelgames.com/images/icons/icon12.gif
|
Re: Help, I suck with Ulm!
I think a heavy-duty combat Pretender helps Ulm. Obviously it helps in the early game in taking territory. But it also helps in the mid-game, because it may deter people from attacking you at a time when your national troops are not so scary. Hopefully this gets you over the hump to the point when you can summon some nice commanders to put your nifty items on. Note that it you can get an Earth/Astral mage then you can make Golems to fight for you, and skip the Conjuration school. Also, if you can get any sort of non-Earth/Fire gem income going at all then Forge of the Ancients is your friend, since it will open up lower-level items from all magic paths. Best pump a ton of Earth gems into it if you want it to Last at all, however.
With that said, it does seem to me that base Ulm is a bit lacking. It's good at forging weak Earth and Fire items. And its troops have high protection. Those are the only tricks it has, and they aren't all that good. What I think would be cool is if Ulm had some (expensive) national spells that let them make heavy weapon constructs, things like Ballistas or Catapults or Cannons. [ July 02, 2004, 14:19: Message edited by: Vynd ] |
All times are GMT -4. The time now is 08:33 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.