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  #1  
Old May 15th, 2007, 11:14 AM
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SlipperyJim SlipperyJim is offline
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Default Re: Ulm Reborn v.1.1 new patch compatible FIXED

Quote:
SlipperyJim said:
I think I spotted a wee bug in v1.1 ... The Hoch-Hammer has hand slots.

His description says that he won't use anything other than his sacred White Hammer, and previous versions enforced that rule by taking away his hand slots to prevent him from equipping any magic weaponry. However, v1.1 has given the Hoch-Hammer two hand slots, just like a regular Hochmeister, so that I can now outfit him with my choice of magic weaponry and/or shields.
Since Sombre seems to be busy with other mods -- and good for him! -- I went ahead and fixed this bug in my own version of the mod. All you have to do is add the following line:
Code:
#itemslots 13440


... just before the #end of the Hoch-Hammer's definition. I have tested this fix, and it seems to work properly. Now my Hoch-Hammers have head, body, and two miscellaneous slots.

On the same topic, I just noticed that my Reborn Noble hero has three miscellaneous slots in addition to the other standard item slots. Cool! He can wear Precious, a Girdle of Might, and still have room to carry a Cauldron of Broth. Be afraid!

EDIT: Um, it occurred to me that I should clarify something. I do not intend to slight Sombre's work on this mod in any way, and I certainly don't want to steal any of the credit that is rightfully his. I figure he's busy with Arga Dis right now, and he just doesn't have the time to fix such a minor bug. So I figured out how to fix it, and I thought I'd share the fix in case anyone else wants it.

No offense meant, Sombre. Ulm Reborn is a great mod and tremendous fun to play.
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  #2  
Old May 21st, 2007, 05:35 AM

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Default Re: Ulm Reborn v.1.1 new patch compatible FIXED

I was just looking at this mod again last night (playing as it rather than against it). You know, it really is absolutely excellent, I love it. I think it's one of my favourite nations in the game, which is really saying something.

I'm going to try to get Ulm Reborn into the MP games I host (along with Vaettiheim and maybe others once I've looked into them more), ideally by default on the same footing as all the other LA nations (if I can overcome a technical snag), since I think they add a lot of interest to the game.
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  #3  
Old May 21st, 2007, 07:27 AM

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Default Re: Ulm Reborn v.1.1 new patch compatible FIXED

They've really grown on me too. They're probably my favourite mod nation, ahead of the others I've made and Zepath's stuff. Not sure exactly why either.

I have some ideas for minor changes to them - I think the reborn guard are a tad too expensive for example.

Next version will add another national hero, make some changes,... no new units though.
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Old May 21st, 2007, 07:42 AM

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Default Re: Ulm Reborn v.1.1 new patch compatible FIXED

Cool, glad there's a new version coming out.

I've been thinking quite a lot about the balance of Ulm Reborn and Vaettiheim. I think they're well balanced against each other, but compared to the vanilla nations they've both got a major weakness in one area - they have no recruitable-anywhere mages of any strength. I've been looking through all the other LA nations, and I think all of them have a reasonably strong recruitable-anywhere mage capable of some good battle magic. Hmm, wish I had dominions here so I could give some examples. But check out any vanilla nation.

In the early game and on small maps it isn't too important, but I think playing either nation against almost any vanilla nation on a large-ish map you'd ultimately be doomed, because you'd eventually be out-magicked. Ulm Reborn in particular has the problem that your only real mages, the white priests, are not only hard to come by but also very easily killed off by Magic Duel.

I wonder if you could change the mage lineup to be something like:

Archivist: Same as current White Acolyte
White Acolyte: E2 (50%)S
White Priest: As current White Priest

If the white priest had 1 less hp than the white acolyte (as is the case I think with Pythium?), he wouldn't be targeted by magic duel until after any white acolytes with astral, I think.

I'm sorely tempted to suggest giving the White Priest a (FAES) random - that would be great, even if it was just 50%. But they're not meant to be a nation of strong mages I suppose, so that would probably be over the top.

What do you think?
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Old May 27th, 2007, 01:43 AM

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Default Re: Ulm Reborn v.1.1 new patch compatible FIXED

I'm dead set against giving Ulm Reborn any more magic. They are already magically either the equal or superior of regular LA Ulm and they are supposed to be a nation that's all about priests, dominion and great sacred troops/thugs.

In the next version they will have reduced cost for the Reborn Guard and summonables as well as a few other stat tweaks and a new national hero - the Confessor, who is a H2 F2 E2 marignese inquisitor turned black priest.

After that they should basically be a finished product. They're still not a top power nation, but they have some very unique traits.
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Old May 27th, 2007, 03:35 AM

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Default Ulm Reborn v.1.2

I just updated the thread and I noticed that I forgot to fix the very minor bug with the hoch-hammer's hands. I can't be bothered to make a new version just to fix that, so I refer you to the fix posted by slipperyjim if it really bothers you being able to replace the hammer :]

Any way,....

GO GET 1.2. It's on the first post, it's available from a mediafire link and it's pretty much FINAL.
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Old May 27th, 2007, 01:52 PM

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Default Re: Ulm Reborn v.1.2

Fair enough about not giving them any more magic, you're probably right I suppose. I can begin to see it must be very hard to avoid creating overpowered nations - myself I think I'd find it hard to resist keeping on adding cool units. And I agree it is more thematic not to add any more mage power.

Looking forward to having a play with 1.2 when I get a chance (away on holiday for the bank holiday at the mo).
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