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May 21st, 2007, 07:27 AM
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BANNED USER
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Join Date: Feb 2007
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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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May 21st, 2007, 07:42 AM
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National Security Advisor
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Location: Oxford, UK
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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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May 27th, 2007, 01:43 AM
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BANNED USER
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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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May 27th, 2007, 03:35 AM
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BANNED USER
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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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May 27th, 2007, 01:52 PM
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National Security Advisor
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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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May 27th, 2007, 03:13 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: Ulm Reborn v.1.2
As previously mentioned the hochhammers have hand slots and seem to constantly pick up trinkets and proceed to get killed.
ps: 4 hochhammers(all with thematic names, obviously) with a few non-hand items lead by the grey shepherd(to bless them) seem to be very good and destroying armies 
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May 30th, 2007, 10:59 AM
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Sergeant
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Location: Northern VA, USA
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Re: Ulm Reborn v.1.2
I swapped out to v1.2 in my current game, and it's just fine.
Oh, I just got the Confessor. He's nice to have, but not super-powerful. The concept is great!
As it happens, I agree with Sombre about the magic. Ulm Reborn simply does not need more magical variety. You already have access to Earth and Astral from your national mages, as well as Fire and Air from your summons. Considering that Ulm Reborn is not supposed to be a mage-heavy nation, that's more than enough magical power for my taste.
---
Shovah32: Check my previous post for a way to remove the Hoch-Hammers' hand slots. Basically, you just have to add:
Code:
#itemslots 13440
... to the Hoch-Hammer's definition in the mod file.
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