![]() |
Re: Ulm Reborn v.1.3 FINAL (fixed for linuxheads)
1 Attachment(s)
Attaching a new preview image.
Next version will be up relatively soon, but will be a /very/ minor update. |
Re: New Nation: Ulm Reborn
Updated to 1.4 check the first post for download and details.
This was a pretty minor update. |
Re: New Nation: Ulm Reborn
Just read through the post, looks to be very interesting and will be giving it a shot soon.
|
Re: New Nation: Ulm Reborn
Anyone else getting "Något gick fel! kv: bad mt0"?
Quick info: Patch 3.08, Vista Business x64, "Dom3_Faerun_466_NoSpecials". I have had Dominions 3 installed for 3 months without any problems. I have also cleaned out my mod folder and inserted fresh copies of each of my current mods. Three mods are loaded; heroes1_7b.dm (version 1.07), mytheology.dm (version 2.03) and Ulm Reborn.dm (version 1.04). I won't have time to start a new game for a few days but I will try to play with this mod as the only thing loaded as soon as I can. The only mention of "bad mt0" on these forums are in the Dominions II Bug Thread (Page 50, post #292223) but that poster gets "roh" instead of my "kv". Description: Sometimes when a turn ends I get a "Något gick fel! kv: bad mt0" during the "Loading Mod" phase of the new turn . As soon as the bug appears I have to make sure none of my units fights in a battle or researches a new spell level or the crash will continue to happen. Have anyone else encountered this or is it caused by the mix of mods? I can upload a copy of my saved games tomorrow. |
Re: New Nation: Ulm Reborn
Sounds like an id conflict between the mods.
I know that Ulm Reborn CBM version is conflict free with the other LA CBM nations, Conceptual Balance Mod and worthy heroes. As for this version, I didn't really aim to avoid conflict with other mods. |
Re: New Nation: Ulm Reborn
I'm the Ulm Reborn player in NeoXekinima. I love the mod, but there are a few
things I would slightly change, not so much for balance, but for flavor. The melee capital commanders have too many HPs. Yes, they are highly trained, but 30 hps is giants' territory. I suggest that the Reborn Lord and the Hoch-Hammer get their HPs reduced to 20, to bring them back into 'Holy, blessed but still human' range. To compensate, I would give the Reborn Lord a greatsword (as a mark of him being a commander that leaves the line) and one less encumbrance. As for the Hoch-Hammer, he has one serious problem. He cannot replace either his weapon nor his shield, which, combined with his modest magic resistance, makes him a sitting duck for Vengeance of the Dead. I suggest that the hammer is given an area effect that works only on undead/demons. It will not make him too powerful in general but it will make him even more of a bane of everything evil. To compensate for losing the HPs, he could also get plus one in defense, or minus one in encumbrance. Otherwise, this the most enjoyable mod I've ever played. I also feel that it is well balanced, but of course, I'm biased. At least, not one of my opponents has complained, so it must not be that bad ;-) |
Re: New Nation: Ulm Reborn
Hp reduction sounds reasonable, look for it in a later version. No greatsword though - that's the domain of the Reborn Noble hero.
I can't mod the white hammer to have an aoe effect, vs undead or otherwise. Weakness versus vengeance of the dead doesn't sound like a terrible drawback to me - hoch-hammers aren't /that/ expensive unless you've thugged them up with all sorts of gear. And thanks, I appreciate all feedback and I'm glad you enjoy the mod. Perhaps you'd like to have a crack at writing a short play guide for them? It might encourage other people to give them a try. |
Re: New Nation: Ulm Reborn
Greatsword hero picture is one of the best in Dominions. But Ulm Reborn is very expensive for points, I tried to make a good God with good luck, and could not. Who will never see the hero?
If you will diminish lord and hammer's hps, you should give them something. Endurance for hit points? They are so well traned and their faith so strong they can fight for long time... |
Re: New Nation: Ulm Reborn
How come their encumbrance is so low for some of the units?
For instance, the hochmeister has basic encumbrance of five, melee encumbrance of five, spellcasting encumbrance of nineteen. Basic 5 + Full Plate (5) + Kite Shield (2) = 12 = 5? |
Re: New Nation: Ulm Reborn
Because he's mounted. The modding manual says that mounted units get high base enc but don't suffer enc from their armour.
I thought that's how all mounted units worked to be honest. Am I wrong? |
All times are GMT -4. The time now is 04:57 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.