| 
 | 
     
    
    
    
     
    
    
    
 
    
    
 
    
     
    
    
    
     
    
    
    
     
    
    
    
 
    
    
 
    
    
 | 
       | 
      
 
 
	
	
	
	
	
	
	
	
		  | 
	
	
 
 
		
	
	
	
		
	
	
	
		
		
		
			
			 
			
				December 6th, 2006, 01:01 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				Corporal 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Aug 2006 
					
					
					
						Posts: 82
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Suggestions to the devs: improving ME Ulm
	
			 
             
			
		
		
		
		Middle era Ulm is a difficult nation to play competitively. It has weak priests and weak mages, and since magics end up dominating the game, it has a hard time surviving. Notice also that it has no sacred troops, so no bless strategies. I have never played MP, but from what I gather (and someone please correct me if I'm wrong), Ulm is in the low end of the scale. I'd like to make three suggestions to improve the situation a little - no big changes intended. 
 
1. Raise the chance of an extra magic pick for the smiths to 50%. Those extra picks are sorely needed but at 10%, even with smiths being relatively cheap (140g) they are hard to come by. 
 
2. An additional *crossbow* unit. Ulm has arbalests which have lower precision - and Ulm units already have low precision to boot. The extra damage (14 vs 10) and extra range (45 vs 35) does not compensate for this. One *could* buy sappers, but it does not pay off: you can buy 2 arbalests for 1 sapper, which means that at the end of 6 rounds, the arbalests have fired 4 arrows while the sapper has fired only 3. So what I suggest is an extra crossbow unit, with a cost around 10g (possibly a *little* higher, like 11-12g), but with lower protection, that is, even less fitted for melee - an Ulm specific version of the independent crossbow unit. 
 
3. This is not an Ulm-specific improvement, but it would help Ulm a lot. The Ulm smiths have a builtin forge bonus and with a dwarven hammer this bonus is even larger. So they are well fitted for a construction strategy: build lots of commanders (e.g. black lords, guardians) and deck them with trinkets. They can then serve as mini-mini-thugs in support of your armies. Of course, this is a micromanagement hell to pull off, so please, please, please, could we have a monthly forge command? 
 
Best regards 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				December 6th, 2006, 05:11 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				Corporal 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Oct 2006 
					
					
					
						Posts: 79
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Suggestions to the devs: improving ME Ulm
			 
             
			
		
		
		
		I still say ME Ulm should have national item forges,make them a bit more interesting to say the least. But the final one you ask sounds like something it needs 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				December 6th, 2006, 06:08 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				Sergeant 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Oct 2006 
					Location: Bay Area, CA. USA 
					
					
						Posts: 220
					 
					 
	Thanks: 1 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Suggestions to the devs: improving ME Ulm
			 
             
			
		
		
		
		Or a national spell that perhaps evens out the magic differences. A battlefield wide "anti-magic" or somesuch which would make Ulm troops' martial superiority actually useful. The spell could either lower penetration, cause spells to randomly fail (or small chance to overload/kill the enemy mage), raise cost of spells like a mini drain dominion, or something of that type.  
 
I love Ulm and I play them SP all the time. Don't think I'd MP them, but I'm not very good at MP so I'd probably lose with dual blessed Helheim. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				December 6th, 2006, 06:54 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				National Security Advisor 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Sep 2003 
					Location: Eastern Finland 
					
					
						Posts: 7,110
					 
					 
	Thanks: 145 
	
		
			
				Thanked 153 Times in 101 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Suggestions to the devs: improving ME Ulm
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Stryke11 said: 
Or a national spell that perhaps evens out the magic differences. A battlefield wide "anti-magic" or somesuch which would make Ulm troops' martial superiority actually useful. The spell could either lower penetration, cause spells to randomly fail (or small chance to overload/kill the enemy mage), raise cost of spells like a mini drain dominion, or something of that type.  
 
I love Ulm and I play them SP all the time. Don't think I'd MP them, but I'm not very good at MP so I'd probably lose with dual blessed Helheim.  
			
		 | 
	 
	 
 Ulm does have one national battlefield-wide spell. It's called Tempering the Will. It takes an E3 mage (any Master Smith with one of: Earth Boots, Earth Power, gem),  doesn't cost any gems, and gives +4 MR to any friendly unit that fails an easy magic resistance roll. Thau 5, though. The chance for spell to have an effect is from 18% (MR 10 (drain dominion) - penetrating bonus of 6 for an easy spell and E3 caster) to 24% (MR 9, or neutral dominion) to 30% (MR 8, Magic dominion). With two-three mages casting the spell, most of your army will get +4 magic resistance.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				December 7th, 2006, 12:16 AM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				Sergeant 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Oct 2006 
					Location: Bay Area, CA. USA 
					
					
						Posts: 220
					 
					 
	Thanks: 1 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Suggestions to the devs: improving ME Ulm
			 
             
			
		
		
		
		Whoops, sorry. I should have checked that before I posted. 
 
 
 
 
 
Still think causing an enemy mage's head to explode when they cast a spell (even if only 5% chance or so) would be super cool. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				December 7th, 2006, 03:06 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Corporal 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: May 2004 
					Location: Ohio 
					
					
						Posts: 133
					 
					 
	Thanks: 2 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Suggestions to the devs: improving ME Ulm
			 
             
			
		
		
		
		According to page 86, the penality for penetration with an easy spell is -4, not -6.  Also, the caster wins ties, so unless I'm mistaken the MR 10 value is 24%, the MR 9 is 30% and the MR 8 is 38%.  Not that it makes a very significant difference.  If you have access to any astral, you can forge some penetration items (up to +3 penetration at con 4) for your smiths that would help the process.  With both items you'd be up to 46%/54%/62% respectively. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
 
	
		
	
	
	
	
	
	
	
		
	
		 
		Posting Rules
	 | 
 
	
		
		You may not post new threads 
		You may not post replies 
		You may not post attachments 
		You may not edit your posts 
		 
		
		
		
		
		HTML code is On 
		 
		
	  | 
 
 
	 | 
	
		
	 | 
 
 
     |  
 |