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Re: Ulm beefed up ...
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That idea about only shieldless units getting the move bonus is interesting. Did you read Arralen's post about differences of Chain and Plate armors? That explains quite nicely why he did most of the changed he did. Quote:
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I think part of the problem is, however, that Heavy Infatry is thought to be quite useless. Quote:
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<font class="small">Code:</font><hr /><pre> #modname "Improved Ghoul Guardian" By Endoperez #description "Simple enough to save into any .dm file and enable." -- Ghoul Guardian is given the armor of Guardian he was and cost changed: 20->17 gp, 31 -> 35 res. -- Magic resistance changed to 11, to protect them from banishment. #selectmonster 1020 #gcost 17 #rcost 35 #mr 11 #armor "Full Plate of Ulm" #armor "Full Helmet" #end </pre><hr /> I added that to my Ulm Upgrade, also. Quote:
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Re: Ulm beefed up ...
Ulm suggestions:
Better Guardians: For a capital-only unit of a military-focused nation, Guardians are somewhat limited. I suggest reducing their cost to 18 gold and giving them better equipment, not just stuff on the same level as the rest of the Ulmish troops. "Great Halberd of Ulm", maybe? Length 5, attack 1, def 1 and damage 10. And a siege bonus of 2. Obviously, this better weapon would cost more in resources, but that's no big deal for Ulm. Better Smiths: Everyone in this thread seems to want to beef up the Master Smiths with randoms and stuff. A much more elegant solution, IMO, is to have a capital-only class of Grand Master Smiths with the inevitable 3E2F1?. This is roughly in line with other nations, and, whilst it is contrary to Ulmish flavour, it is much neater than messing with the already perfectly-formed Master Smiths. It also makes Ulm a fearsome nation. |
Re: Ulm beefed up ...
Just call those Master Smiths and rename the old ones Apprentices
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Re: Ulm beefed up ...
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That is, I might agree Ulm is at a disadvantage once other nations have deployed powerful magic, if Ulm fails to develop other magic itself (such as from independant mages). However I'd first try approaches which try to stay closest to what I see as Ulm's theme, which is anti-magic rather than more magic, and the game data's other thematic parameters. PvK |
Re: Ulm beefed up ...
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Adding another magic level to Black Priests would certainly be a strong plus for them. I'm not sure they "should", but if one is convinced IF needs a boost, making them E2?1, E1F1?1, or even E2F1?1 would seem ok to me, or even offering several or all varieties at a range of costs. Quote:
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Again though, I don't see a need for Ulm to have better armor than they already have. Ulm HI can be quite strong when it ends up in the right conditions, meaning ample numbers, supporting troops, etc. I don't see it needing to be better at what it already does well. Quote:
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PvK |
Re: Ulm beefed up ...
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*shudder* Minus the random, I think that might be okay for a new nation, or an Ulmish theme that drastically diminished the advantages (armor, drain, forging) that Ulm currently has - earth and fire together are very potent. An example of why I think the random would be way too overpowered: 3E2F1? : a single starshine skullcap, an astral random could crank out crystal coins and starshine skullcaps. Empower once for 30 astral, you can forge rings of sorcery. Then rings of wizardry. Then a blood random can make earth blood stones, and basically all the blood items, etc. And if it was an elemental only random, then you have the first national mage capable of E4, and also tying with Abysia and Marignon for F3 mages, incredibly easy to use national mages for Earth kings and also kings of elemental fire, almost unlimitted Earth Elemental Attacks, cheap blade winds, magma eruptions, etc. It just keeps getting worse and worse. |
Re: Ulm beefed up ...
I think all I'd really like to see with Ulm is the master smith's boosted to E3F1, since that gives them everything they need to deal with most of the situations out there.
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Re: Ulm beefed up ...
E3F1, or E2F2, or E2F1 and 1 elemental would also be fine, imo - your E3F1 might be a little overpowered, since every national mage could do bladewind and whatnot. After all the discussion, I'm leaning a bit towards E2F1 with 1 random, preferably elemental - it keeps the flavor, would give 1/4 of them some significant usefulness (the E3 ones) and a little bit of randomness, and another 1/4 would also be very useful with F2. (With conj-3, earth 2 and/or fire 2 gets boosted by one; an F2 could do phoenix pyre and summon earth power, among other nifty / nasty things.) |
Re: Ulm beefed up ...
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But forgingwise E3 or 1 elemental random would be maybe too good for ulm . Both eleminate the need to forge boots of earth first before starting dwarfen hammer production . With 1 elemental random ulm would out of a sudden be a top clamforger . Hard to improve them without making them instantly a top 5 nation . Most weak considered themes/nations though have no randoms : - Ulm base - RotR - Pan new age - Vanheim helheim (- Mictlan ) |
Re: Ulm beefed up ...
Also note that e3 gives very easy access to cheap petrify, one of the best anti-sc spells out there. (quaranteed paralyse) Then again, that might just do it for ulm http://forum.shrapnelgames.com/images/smilies/happy.gif
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