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  #1  
Old April 18th, 2007, 09:21 AM

VedalkenBear VedalkenBear is offline
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Default Re: LA Nation: Ulm Reborn - UPDATE v.085

Haven't tried this one yet. I'll look into it and then report.
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  #2  
Old April 18th, 2007, 09:48 AM
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Default Re: LA Nation: Ulm Reborn - UPDATE v.085

I like the mod though, I don't overly like the summons, but I think thats just me, I'm not a huge fan of fliers, I think the most important thing that you accomplished is that it's balanced with the standard nations and thats really important, but I love the um, Penitents I noticed with Flagrents for marignon are just anoying to produce because their holy and the most you can get is ten a turn while the Penitents just come flocking to you! it's great! I love it!
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  #3  
Old May 7th, 2007, 02:33 PM
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Default Re: Ulm Reborn v.1.1 new patch compatible FIXED

Excellent! I was playing an Ulm Reborn game when I upgraded to Dom 3 3.08, and all of a sudden I noticed my White Acolytes getting extra magic. I was planning to post a bug report on this thread ... and you beat me to it!

I can't wait to fire up a new game with v1.1. Ulm Reborn is really a quality mod. Each commander (especially each of the priests) has a distinct purpose. Each unit has a place in the army. And it's really fun to play!

Thanks for a great mod, Sombre!
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Old May 7th, 2007, 11:45 PM

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

You're welcome, thanks for the feedback.

I'm playing as Ulm Reborn in a duel against llamaneast right now - he's using Vaettihiem. So far we've only had a couple of clashes but the reborn guard were looking solid against the trolls. Be interesting to see how it plays out.
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Old May 8th, 2007, 02:00 PM
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Default Re: Ulm Reborn v.1.1 new patch compatible FIXED

Whee! The faithful warriors of Ulm are smiting the heck out of the unbelievers!

I'm running a new game on Edi's fixed Parganos map (thanks Edi!) and 9 AI opponents. Indies are set to 9, and site frequency is set to 75%. Those are my usual settings for every game I play....

My pretender is an imprisoned F9N4 Red Dragon with 5 candles' of dominion strength. Scales are Order 1, Productivity 3 (of course), Cold 1, Luck 3, and Drain 3. I think that's all correct, but I could be off by a point or two, because I'm doing it from memory.

So, um, thoughts:
Hoch-Hammers make great prophets. 'Nuff said.
F9N4-blessed Black Templars tear through Shades without even slowing down.
Those li'l White Acolytes are GREAT for research. Just stockpile them one-at-a-time, and pretty soon you can have a regular research academy.
That said, Ulm Reborn still isn't the research king. It really pays to focus your research and beeline toward your goal. I'm about to hit Conjuration 5 to unlock the last of my lovely angels.
Speaking of angels, I got one as a multihero! Yay!

This mod rocks. Ulm Reborn is as much fun to play as any of the "stock" races in Dom3, and that's quite a compliment. Thanks again, Sombre!

(PS: Any chance of some more pretender choices in a later version?)
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  #6  
Old May 10th, 2007, 10:24 AM
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Default Re: Ulm Reborn v.1.1 new patch compatible FIXED

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.

Of course, I don't want to give him anything other than his White Hammer. And that actually was a problem for me when I blindly sent my Hoch-Hammer prophet into an Arena death-match. I didn't want the Trident, but I figured it was a good way to get some major XP for my mobile artillery. Unfortunately, Mikael's first duel was against a Lich pretender. His mighty White Hammer made short work of the Lich (silly AI), and he progressed to the next stage. Unfortunately, the Lich was carrying a Rune Smasher, which Mikael foolishly grabbed. Then he tried to fight his next duel with the stupid Rune Smasher ... and without his White Hammer. Needless to say, poor Mikael met a hideous fate at the hands of a skelly-spamming Wight Mage.

If it hadn't been the AI's pretender with that Rune Smasher, I would feel like I got suckered. Even so, I just recruited another Hoch-Hammer, waited six turns, and prophetized the New Guy. No big loss....

Oh, I also got Van Duk, the Reborn Noble. That guy is nice. Very thuggable. He's been carrying around a Flambeau for a while, and that was pretty cool. My Garnet Sorceress is about to give him a Hell Sword, and we'll see how he does with that.
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Old May 15th, 2007, 11:14 AM
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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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  #8  
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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  #9  
Old August 3rd, 2007, 03:13 PM

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Default Re: Ulm Reborn v.1.3 FINAL (fixed for linuxheads)

Attaching a new preview image.

Next version will be up relatively soon, but will be a /very/ minor update.
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File Type: png 540895-Ulm Reborn national preview.png (45.5 KB, 279 views)
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  #10  
Old December 13th, 2008, 06:38 AM

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Default Re: Ulm Reborn v.1.5 READY TO GO

Just wanted to say that after my first SP game with these guys that THEY ROCK!!!11 I actually took an E9S9 bless as well, and found that the computer had major issues damaging the Anchorites at all. One thing I noticed was that Iron darts/blizzard seemed much more effective with this Ulm than the others. I actually get annoyed with freespawn, so I tried to avoid having a bunch of penitents running around. The only tiny gripe I had was the attack sprite for the Anchorite looked a little wrong, like he had some sort of cape between his arm and body on the back side.
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