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January 5th, 2005, 09:49 PM
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First Lieutenant
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Join Date: Sep 2004
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Re: Ulm beefed up ...
Possibility could be to change Iron Will to a Nation Specific Spell for Ulm, Change the cost from 1E to 1H (or 2H) and then it would bridge the gap somewhat, however, the AoE on Iron Will is pretty unspectacular (and no way to mod it) however, this would make me sad since I wouldn't be able to use Earth to cover the MR gap for other nations.
To each their own.
I've gone both ways on my feelings of Ulm. I've played it to death and I really enjoy certain aspects, however, it's crippling aspects, requirement to cover your nation's weaknesses with pretender/non-national mages and the speed at which their units become less viable (Abysia/Jotun/Pangaea on the other hand have more long term viability of their troops, as well as blessables, which base Ulm lacks) makes me shie away from base Ulm in lieu of other similar nations (Vanheim for Earth love, Abysia for armored unit love).
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February 22nd, 2005, 05:15 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Ulm beefed up ...
Yes, I agree that it would be a good thematic tweak, SC.
(I'd only quibble that Ulm can do quite well against Ermor even with their current fatigue.)
PvK
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March 19th, 2005, 09:21 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: Ulm beefed up ...
I have released version 1.01 of "Black Steel of Ulm".
Hopefully it will be available through Illwinters website soon.
Code:
README.TXT - Changes in v1.00:
All changes are given in []
-- All units get -1 encumbrance, e.g. Inf has (2) instead of (3)
--
-- All Standard Inf is STR 11 [+1] (fits it's HP 12)
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-- All Black Plate Inf is gold 12 [+2], ATT/DEF 11 [+1], MOR 11 [+1]
-- Black Plate Pikeneer end up with MOR 12 [+1]
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-- General MR is 11 [+2], which works out to 12.5
-- with the inevitable drain 3 ..
-- Knight Commanders are at 12.
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-- The troops wear either "Full Chain of Ulm",
-- "Helmet" and have strat move 2[+1], or
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-- "Full Plate of Ulm", "Black Steel Helmet"
-- and have strat move 1.
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-- "Full Plate of Ulm": prot 17[-1], def -2[+3], enc 4[-1]
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-- "Full Chain of Ulm": prot 14[+0], def -2[+1], enc 2[-1]
-- vs. "standard full chain"
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-- Crossbowmen prec 11 [+1]
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-- Black Knight gcost 50 [-10] rcost 60 [-10]
-- Black Lord gcost 120 [-10] rcost 60 [-10]
-- Knights use swords for melee now.
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-- Master Smith has Fire-1, Earth-2, Elemental-1 [+1] now
-- Base Encumbrance is 3 [-2], MR is 15 [+1]
-- HP 12 [+2], STR 13 [+2] ... they're SMITHES, after all ..
-- Cost 185 gold [+45]
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-- Unit descriptions redone, to give some hints
-- about advantageous usage.
--
--
-- PD changed to build shielded inf and armored commander first,
-- priest and arbalests later.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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March 19th, 2005, 11:17 PM
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National Security Advisor
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Re: Ulm beefed up ...
Nice. I like most of the changes, although:
-- Black Plate Pikeneer end up with MOR 12 [+1]
Does anyone know why Black Plate Pikeneers have +1 morale compared to other infantry of Ulm anyway???
-- "Full Plate of Ulm": prot 17[-1], def -2[+3], enc 4[-1]
-- "Full Chain of Ulm": prot 14[+0], def -2[+1], enc 2[-1]
-- vs. "standard full chain"
Improvements to armor seem unnecessary to me - Ulmish armor is already one of their best points. Improved chainmail is ok, but I don't understand why Ulmish plate is given the +3 defense. If it's based on the realism argument mentioned earlier, then I don't think it makes sense to apply it without applying it to all tailored plate armor of every nation.
-- Master Smith has Fire-1, Earth-2, Elemental-1 [+1] now
I'm not sure I like the added elemental magic. It'll certainly help Ulm a lot, though, since (as you know doubt appreciate) not only does it reduce the need to find indy mages, but it means they can use forge bonus on additional items without empowerment. I do like the other Smith changes.
Did you touch the themes, or just the default theme? I guess you couldn't really handle BF Ulm with your PD change since the PD will apply of BF Ulm as well. I'd like to see Ghoul Guardians improved (higher MR to avoid banishment, reduced cost, mb Ulmish armor), and the Holy Knights get a commander version (too bad that would require a duplicate graphic though).
PvK
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March 20th, 2005, 08:20 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Ulm beefed up ...
I have already made a similar mod, found earlier in this thread, in which I replaced Black Acolyte with Black Paladin, gave Ghoul Guardians better mr and Ulmish armor and gave the base theme few special commanders, foot commander with fighting stats and berserk +1, cowardly arbalestman with high precision, and weak (old) general with ldr 75, standard, move 1/5 or so and low stats.
I also gave Lord Guardian map move of 2 and supply bonus 5 or so.
The idea was to give Ulm better possibilites to use magic items and its national armies.
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March 20th, 2005, 09:20 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Ulm beefed up ...
Arralen, you ought to sneak Endoperez's shields into the mod as well. Those look pretty sweet, and in war, looking good is half the battle 
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March 20th, 2005, 11:45 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: Ulm beefed up ...
Quote:
Saber Cherry said:
Arralen, you ought to sneak Endoperez's shields into the mod as well. Those look pretty sweet, and in war, looking good is half the battle
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They're in ...
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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March 20th, 2005, 01:56 PM
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Private
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Join Date: Mar 2004
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Re: Ulm beefed up ...
Speaking of Black Forest, is there any way currently to modify a theme for a nation (such as its prerequisite scales) directly, as opposed to just editing some of the units? I'm a bit of a n00b at this, i looked through the mod manual but didn't see a command for it so im not even sure if its possible. I'm asking cause it seems to me that a mandatory death 1 scale for a blood nation as any patrolling you do would kill off ur pop, limiting your slave income severely.
__________________
whee
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March 20th, 2005, 02:35 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Ulm beefed up ...
Quote:
godofdun said:
Speaking of Black Forest, is there any way currently to modify a theme for a nation (such as its prerequisite scales) directly, as opposed to just editing some of the units? I'm a bit of a n00b at this, i looked through the mod manual but didn't see a command for it so im not even sure if its possible. I'm asking cause it seems to me that a mandatory death 1 scale for a blood nation as any patrolling you do would kill off ur pop, limiting your slave income severely.
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No, there is no way to change anything in a theme other than editing it's units.
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March 20th, 2005, 02:38 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Ulm beefed up ...
No, that cannot be modded. As a rule, if it isn't in the modding manual, it can't be done.
However, I have made a mod than replaces a nation (I think Abysia) with Black Forest, and a program with which you can change the replaced nation to any land nation. So you can use that mod to replace Ulm with Black Forest. I coudln't put the theme requirements on it.
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