|
|
|
 |

March 24th, 2005, 04:19 PM
|
Second Lieutenant
|
|
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: BF Ulm mod announced
Posting of mod delayed until USB drive can be found to move mod onto internet-capable computer.
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
|

March 24th, 2005, 04:34 PM
|
First Lieutenant
|
|
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
|
|
Re: BF Ulm mod announced
WHOA. Another blood nation. So long as death dominion does not hurt too much ( and it does not in the base game ) then this is going to be a very good nation.
|

March 24th, 2005, 04:41 PM
|
Second Lieutenant
|
|
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: BF Ulm mod announced
BF Ulm has always been a Blood nation. Now, it's a real Blood nation.
As stated before, I play under Zen's mod normally, where Death does tend to sting.
I do not balance such mods, though, on Zen's or anyone else's mod.
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
|

March 25th, 2005, 05:10 PM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: BF Ulm mod announced
This is an alternate solution that changes fewer things but can only be added as a mod that replaces a nation. So if you want to play Ulm but don't want your opponents to know that you are playing Black Forest, this is useless.
Solution:
Black Forest starts with Vampire Count instead of Wolfherd.
#startcom "Vampire Count"
I chose to replace starting commander instead of starting scout (Wolfherd) because Count can scout, but you can't use it as both a Thug/Combatant and conquer another province with your normal armies.
Attached my Nation Replacement mod of the Black Forest, with this change applied and the starting units changed to Thralls to balance the change a little.
Last edited by Endoperez; August 13th, 2008 at 11:31 AM..
|

March 25th, 2005, 05:30 PM
|
Second Lieutenant
|
|
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: BF Ulm mod announced
One small problem with this change, Endo.
A Vampire Count, without Empowerment, cannot summon a Vampire Count OR forge a Blood-enhancing item.
Small problem, I say. Nothing major, and this is certainly better than the current state of affairs.
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
|

March 25th, 2005, 05:35 PM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: BF Ulm mod announced
I know that. However, Blood Slaves are cheap. Empowerment takes 45 slaves, which is maybe 10 succeeded hunts in 10k+ population provinces. And Construction 2 gives you Skull Staves.
This only works if Counts are BBDD and Sanguine Heritage is BBBDDD. I'm not sure anymore.
|

March 25th, 2005, 05:42 PM
|
Second Lieutenant
|
|
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: BF Ulm mod announced
It is. However, it's Construction-4 for Skull Staves, isn't it?
And, really, with base BF Ulm's 'issues' with Blood Hunting, 45 slaves to get to Blood-3, plus another 44 for the Count, is really expensive, especially when you take into consideration the death scale.
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|