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April 27th, 2007, 03:08 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
As i continue to play this mod, i do not think Ulm is overpowered. Those summoned guys run at the 1st scratch, and I think the pd has been weakened.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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April 27th, 2007, 05:09 PM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
Well, I dunno. I've always wanted regular crossbows as opposed to Arbalestiers for Ulm (1/3 rounds hurts).
And the militia? I've yet to see them break. Not exactly sure what I'm doing 'right', but maybe it's the Dominion 10 and Temples everywhere (i.e., I'm getting a constant +1 morale from friendly dominion).
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April 27th, 2007, 08:34 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
I am talking the pd in enemy dominion. The crossbows fire more often, but have lower morale and armor. Ulm also got 11 morale pikemen after 20.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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April 28th, 2007, 10:20 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
Ulm does not get crossbows as a unit, and i prefer the arbalest in the pd.
I would not mind playing anyone against using the ulm mod, but i likely would require them to agree not to use more than 1 duke summoning at a time.
That is the only unbalanced abuse issue i can see. if someone took strong scales and had several dukes summoning at the same time.
Duke's training grounds, part of ulm's keep, where a duke can enter to train new troops. Ulm has a ridiculous resource cost for its troops, so allowing them a few troops per turn is not unbalancing.
Look how many vans you can get a turn at their resource cost, and see how many black knights you can get at their resource cost. and the van is a far superior unit.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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April 28th, 2007, 10:43 PM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
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Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
Try to build more castles than usual when playing Ulm. Remember that they get 25% more resources from every castle and that almost all their troops only cost 10 gold each. That gives you a lot of gold to build those castles with. Try order 3 and production 3. Build your second castle on turn 3. It really, really helps.
Vanilla Ulm has potential, you just have to play it "Ulm style".
Good luck mate.
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April 29th, 2007, 02:41 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
That is very good advice!
Yeah, i build castles, but i do not like building castles that take away from my main castles resources, so i cant build another one on turn 3 heh. Those black knights are hard to mass produce at 75 resources a pop though.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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April 29th, 2007, 04:25 AM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
Er, just recruit Dukes. There's your Black Knights right there.
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