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April 22nd, 2007, 03:58 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Dud nations
I think that Ulm should have to research as much as any other race. I just think this research should be mostly confined to Construction, and that they should have access to magic weapons and armor that other races don't get-especially ME Ulm.
don't have a big problem if they get a few national Evocation spells that their smiths can use, though, because that's reasonably thematic.
They definitely *should* have a lot of access to black steel armour, though, with all the benefits that entails.
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April 22nd, 2007, 04:11 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Dud nations
I thought of 2 theme-based abilities for endoperez' Warlords:
Battleshout: a unique battle cry that puts the blood lust in fighting men. plus 2 morale to all friendly units.
Demoralizing shout: -2 morale to any unit within 10 spaces of the warlord.
it may be better to put the demoralizing shout on a different commander, as you do not want the warlord overpowered.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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April 22nd, 2007, 04:17 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Dud nations
Honey,
Why should a race that disdains magic have to research as much as any other race? In fact, as a price for the improved troops, and a beefed up construction tree, I would like to see Ulm's access to many spells removed, certainly any global magic using either death or astral magic, including dispel.
I think Ulm should get a much reduced research tree since they disdain magic, and be a race that relies on steel, forged items, and thug commanders. But you cannot have a good thug with a mr of 9(8 in a hostile dom having magic scale).
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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April 22nd, 2007, 04:26 PM
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General
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Join Date: Oct 2006
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Re: Dud nations
I have no problem with limiting Ulm's access to spells and increasing greatly their access to magic items, other appropriate spells, and holy magic. Maybe throw in the ability that any spell they have researched and could actually cast, they get a very hefty MR bonus against, in addition to being able to cast it.
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You've sailed off the edge of the map--here there be badgers!
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April 22nd, 2007, 04:28 PM
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Major
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Join Date: Nov 2003
Location: Finland
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Re: Dud nations
Ulm's limitations on magic comes from their lack of mages being able to cast the spells. There is no reason to give them a different research tree.
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Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
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April 22nd, 2007, 04:48 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Dud nations
they are not limited if they take an alchemist pretender like the manual suggests. If they do that, it is only a matter of time until the alchemist finds the gems with which to cast most magical spells.
especially global spells, limited mages does not hinder a pretender from having strong astral or death magic, and casting global spells that are highly magical. As they arose from the cinders of ermor(that is their description), I cannot imagine they are fond of death magic or the undead.
of course, not having bane lord thugs, no real access to gift of reason, they would need a commander, like endoperez warlord, with some mr or special construction items to enhance mr, to have a prayer as an effective thug.
I can just see a warlord with a fire brand fighting ermor and getting smited 3 times a turn by its priests with an 8 or 9 mr. Yeah the lead shield sucks, i know all about it. But of course id give him that over nothing.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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April 22nd, 2007, 05:14 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Dud nations
If you give Ulm lots of religious stuff they become just like Marignon. Their primary difference is that they lack the crazy religious crap, at least in the middle era.
-- edit: I said Ermor instead of Ulm. Sorry, was typing fast. --
How's about this for spells? It's from Vision of Escaflowne (an anime):
Construct Prognostication Engine, The Mage Smiths of Ulm have little patience for numerology or for squiting at specks in the celestial firmament. They construct prognostication engines, great steal contraptions driven by clockwork and magic, to perform such tasks for them.
Const 3, EEE, 15 gems, gives an immobile, drain-immune, inanimate astral-2 mage with a +2 research bonus, immunity to drain dominion and the ability to avert bad events.
Also - I hesitate to suggest this because I'm not sure if it's moddable, but how about a national spell that triggers a resource increasing event? This would prevent Ulm from going on a rampage early but would boost your production enough to let you stay competitive with summoned armies in the mid game, I would think.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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