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Re: The MA Ulm issue.
> Are they -so- unbalanced that you just can't win with them against good players? Certainly not, I've won with them before,
News flash! They were NOT good player, if they lost with Ulm. Unless by "won with them" you mean - I was someone's smith ***** since turn one, and we ganged a real nation. Ulm is helpless to blesses, SCs, tramplers, and even good human infantry supported by priest (on turn 1) If you get a SC to stop them, you sacrifice diversity... and because you need scales, their SC is better anyway. |
Re: The MA Ulm issue.
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The AP swords, even if sometimes unnecessary in troop battles would make them a little more threatening against SCs. Similiar to what Micah mentioned in the Most Useful Research thread about weapons of sharpness, except Ulm's black knights wouldn't need a mage to cast weapons of sharpness. If some feel Dr.P's constructs/summons are "too magical for Ulm" then maybe a high cost/resource national unit. Expanding on the anti-mind attack idea, perhaps an expensive immobile/slow unit that acts like a giant lightning rod or dome (low % based on balance) since they fear magic so much. An Ulm only dome spell with a low research requirement is another idea. |
Re: The MA Ulm issue.
For brevity, I won't mention it if I agree. Yes, I know it makes me look harsh and critical. Sorry. I'm not trying to be antagonistic, although it probably looks that way.
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-->Forging: You do NOT get a permanent forge of the ancients. Your mages don't get +1 in their known paths for forging. They also get 25% off, not 50, which is the forge bonus, IMHO. Oddly, Ulm also has a difficult time get the forge up. Honestly, making it an Ulm national might go a long way to solving ulm's problems. --> The rest of your points are valid, but assume you research construction, which precludes the above mentioned evocation-smiths of doom. Also, they aren't that limited to Ulm. Lightless lanterns aren't THAT expensive. |
Re: Frostmorne27
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Re: Frostmorne27
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The idea of making that spell a national spell for Ulm is interesting. I rely (completely) on forging to keep Ulm competitive (though I only play SP). |
Re: Frostmorne27
http://img215.imageshack.us/img215/5...litebg8.th.jpg
good infantry. Bad infantry-look at ulm. Pangaea's infantry is not the best, but it is solid. 23 resources. 13 gold. 14 defense. Some of Ulm's infantry have defenses of 5 and 7. difference of 4 in mr. Pangaea has more hps. Also MA Pangaea can boost the average morale of their infantry with their priests. Ulm cannot. And with recuperation, pangaea's infantry are much more likely to be useful after 4 or 5 battles and have experience stars that boost morale and stats. Then we could compare the Black Knight to the Centaur Cataphract. The centaur is cheaper, and its recuperation and mr make it the more desirable unit. 32 resources v a whooping 68 resources. 40 gold v 55. 20 hps to 15. 13 mr to 9. Same str, same defense. Knight has 1 more protection, 2 better attack and a bit more punch to its attacks. Knight has 15 morale to 11 for pangaea's. Ulm, the nation of steel, seems to be weak melee v melee. And that should not be. And I will not even compare arcos infantry to ulm's. And Arcos has elephants and good magic. |
Re: Frostmorne27
I was hoping that would be a hoburg. You disappoint me.
As regards to Ulmish forging: Err? You have a 25% discount on forging with an E2 F1 mage. This is in no way, shape, or form equivalent to forge of the ancients, which is twice as effective, and gives +1 in all known paths. However, with a dwarven hammer, and the forge, master smiths can make items for free. This is usefull. Ulm has no particular expansion ability compared to any nation except Agartha (and a few others, I guess). |
Re: Frostmorne27
A couple points with regards to the Pangean comparison...
'difference of 4 in MR' Although it requires research in Thau 5, Ulm gets the amazingly inexpensive "Tempering the Will", providing all your units +4 MR. Because of its low fatigue, you can cast it even with a level 2 earth mage, even if you don't research conjuration or construction ... though that is a bit unlikely. And while Thau 5 is a bit pricey, at a aggregate cost of 620, it can fit in your research budget easily, later on. The defense hurts... but Ulm can get Tower Shields. While they're fairly easy to bypass in melee... Shield (Pan) 4 parry Tower Shield (Ulm) 7 parry attacker generally rolls DRN+6 At the start of a battle, before melee causes fatigue... Pan: 10+DRN (Diff of 4, or 18%) Ulm: 16+DRN (Diff of 10, or 3%) CORRECTION EDIT I am curious what spells these missile hit mathematics apply to. Blade of wind certainly, possibly even fire spells... Page 77 certainly implies that many fire spells count as missile weapons, though I don't know about splash damage. Can a shield parry lightning? Anyways, before you even factor protection into the equation, you're getting hit only half as much, even by crossbows. The cost for Infantry of Ulm (not Black Plate)? 10, 26. The lack of recuperation is notable, but where as the hoplite has a dinky little spear (dam3), Ulm has access to various weapons. The one I'm looking at has a hammer, with 7 damage. Attack, Prot Pan/Ulm 14+DRN versus 17+DRN Ulm/Pan 18+DRN versus 15(body)+DRN This is balanced by the variety of factors the Satyr Hoplite has in its advantage, such as defence and recuperation. And while the encumberance is equal (8) with these two units, fatigue decreases defense twice as fast as attack, which works in Ulm's favor in this matchup. In this particular matchup with the shield we get a defense of 11, which while inferior isn't as dramatically ineffective as a defense of five, especially while facing an attack of 11. A small correction to Valandil. According to what I've read off of the forum, there is no free forging. The minimum is 10% cost. I don't have enough Ulm or Pangaea experience to say who has the better infantry, but it isn't quite as one sided as you make it seem. MA Pangaea generally has much inferior weaponry for a similar cost. I mean, EA Agartha uses spears... And we know what a super power their strong and hearty Pale Ones are. The War Minotaur is another story and price range, but spears really are of little comparison to the advantages of hammers and morningstars. Can someone refresh me as to what flails and morningstars, have as a special ability? I've forgotten. EDIT: Quote:
It's even more costly, but you also have access to fire three spells with a gem cost of 2 or less in combat. Pheonix Power can be cast with a spare gem, taking you up to two, and thereafter, you can cast 22 damage, ap flame bolts for hardened targets with Evo 1. Very late game, after you've capped construction, you can cast Pillar of Fire for 20 fatigue (f2) at Evo 8. 34 Armor piercing damage will threaten even a cyclops pretender. As no one expects to need magic resistance against Ulm, you may even be able to pull of something with Hydrophobia, also an extremely inconvenient Thau 8. It's also more effective in a hostile empire with positive magic scales for a penalty to MR. More practically speaking, Rage and Prison of Fire are also along the research path to Tempering the Will. They aren't world shattering, but they are effectively research free, unless you're ignoring Tempering the Will. If you ARE going for BladeWind and summon Earth Power (EP first), you'll get Pheonix Power as well, and plenty of fire spells will be opened up along the way. As well, you have Destruction, Strength of Giants, and Legions of Steel readily available. early. Making their fewer attacks that hit much more deadly, and more survivable. Yes, Ulm's magic variety and power still is quite poor. But you do have a few more options available at all stages of the game than just Blade Wind and Magma Eruption. The magical victory still goes to other nations. |
Re: Frostmorne27
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Re: Frostmorne27
I think Ulmish troops need either a few more points of skill, or a slight reduction in blacksteel armor encumbrance/defense penalties, or both. If that isn't enough, maybe a couple more HP and another point of strength.
If they're only going to do one thing well, let them do it *really* well. A national spell that gives a squad of troops/all friendly troops 50% resistance to all elements would be very nice, too. They have Tempering the Will to counter MR-negates spells, but nothing much to deal with Falling Fires/Frost or Orb Lightning (the regular counters to those elements require paths Ulm doesn't get easily). I realize this would basically duplicate Gaea's Blessing, but - Ulm *needs* to be able to counter other people's counter to armor, because they don't really have a Plan B. One way to deal with the morale issue would be to give them commanders with Standard. If Strategoi and Legati Legionarum (if that's the correct plural, been a long time since I took Latin) can lead their men to greater valor, I don't see why Ulmsmen can't learn to command that well too. A way to get enough Nature magic for Relief would be nice too, but might be too big a change to the nation because of all the other applications that nature magic would have. |
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