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Re: Ulm: Order of the Black Rose v0.301b
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MR resist spells are just wasted on Rose Ulm, period. Spamming and hoping it sticks works statistically on lone SCs, but it's preposterous to suggest them as a workable solution on armies of 100+ guys at once. That would be one point where I reckon the mod is a bit OP, TBH. Either give them high nat MR, or give them easy ways to boost normal MR, but compounding the two just shuts down like 80% of offensive sorcery magic. Also, I find that whole "well, if they're at research level 6 you should have more than that/fight them with tons of high level summons" bit of yours just silly. Either their level 6 spells are balanced with other level 6 spells, or they're unbalanced. Either their level 3 spells are in line with other level 3 spells, or they're unbalanced. You don't get to make a pair of level 3 spells as good and easier to cast as a level 8 one with the rationale that "no but it's OK because really we'll get it at the same time guys !". Ulm doesn't have such a particularly horrible research rate either, I don't even know why you seem to be operating on this assumption : * it's filthy stinking rich from O3/P3 which the latest CBM made even more lucrative than ever. You're probably going to throw G3 in there as well, because why not. Its troops are relatively cheap, superbly cost-efficient and you won't have all that many of them anyway, certainly you don't need many to expand. So Ulm should have little trouble matching Man for architecture - it's trivially easy to have 3 castles either up or in construction by the end of year 1. Most other nations are happy when they get 2, and many also need to have temples in theirs while yours can wait. * it has a forge bonus to make lightless lanterns by the cartload, and construction is one of their priorities anyhow * it doesn't need mage slots for expansion and * it doesn't even need to divert that many mages from research for early or even midgame wars: One mage to drop the MR boost, one to drop the armour boost, maybe one back home to summon steel standards, you're good to go. Can the opposition hope to match or circumvent your force multiplication with just two mages of their own in the field ? At these rex levels ? Not bloody likely. Hell, in the Heroes of Slight & Tragic game you're in the upper middle of the pack research-wise, gaining faster than the other slowpokes, and you've been stuck with only 2 forts for most of the game ! (not to mention busy conquering one and a half of your neighbours) |
Re: Ulm: Order of the Black Rose v0.301b
(err, MR 14 baseline, not 12, meaning you fail 2/3rds of the time. My mistake.)
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Re: Ulm: Order of the Black Rose v0.301b
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Alt6+Const6 = 2080 RPs Alt9+nothing else = 4600 Alt9+Const8 = 7420 The system is designed so that it is always much easier to bring several schools up to a medium level than it is to bring any one to 8/9. So Pythium maybe ought to have more research than Ulm, but 3 1/2 times the research? (and that is without the "high conjuration or evocation" part) Quote:
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Mech Men / Statues - earth again. Not Pythium's strong point. Quote:
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Re: Ulm: Order of the Black Rose v0.301b
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Re: Ulm: Order of the Black Rose v0.301b
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And if you hand out some penetration gear, your success rate will go up noticeably. Also, communion masters will have enhanced penetration. Its not an ideal counter, but when their army is only 80 strong even slipping 10 enslave minds through over the course of a battle is a substantial hit. Would not be the first thing i tried. Quote:
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And then you have to consider that, outside the capital, to get a iron blizzard caster they have to hire a 3RP Black Priest instead of a Smith. Quote:
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Heck, a pile of crossbows would go a long way. Quote:
Anyway, I would reasonably expect Pythium to have double Ulm's RP at *every stage of the game* given both positions are about equal otherwise. The only reason i'm not a flattened pancake is because my aggressors found themselves attacked from other sides. I haven't been conquering anyone - i've been defending myself from aggression. Gained a whole 2 provinces relative to what i had initially. And 3 of my provinces have basically zero population thanks to Sylvania (including their capital and another province that had >10k people before). --- Anyway, Ulm's infantry are supposed to be able to be made ridiculously strong. *That's its endgame*. There are *piles* of answers to infantry. |
Re: Ulm: Order of the Black Rose v0.301b
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Also, tower shields work ok. (Thugs or even mages with magic tower shields or other high parry shields in the face of armor destruction would work) |
Re: Ulm: Order of the Black Rose v0.301b
This war was in the early thirties, and my research was highly unulmish for the following reasons:
-I had conquered Acro, large parts of my Domain did not have Drain Scales, and I let my experienced mages research there. I think my research at that time was on quite in the middle of the pack. -I took the special pretender awake, he had like 8 or 9 research points from turn 1, in turn 30ish, these add up to around 300 RP points, or level 3.5 in one school. -Pythium used very large communions to attack Mictlan, talking about 50ish commanders (split over 2-3 armies). I was using geography to ammas my mages only when I needed them. -I found early Air and had a fair amount of air research boosters. |
Re: Ulm: Order of the Black Rose v0.301b
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If you give Ulm level 6 spells that are equivalent in relative power with spells others get at 9 magic (which is over *3* times as many RPs), on the (IMO flawed) assumption that both will get there at the same time, you've basically removed Ulm's research disadvantage, or Pythium's research edge, from the game. Or to put it another way, you've made Ulm as powerful at one rex level 6 and 2 rex 3s as other nations are at *multiple* level 7+, which nullifies part of the point of being able to race up the research tree in the first place. Since Ulm not only has that, but also superior troops that'll dominate the early and midgame battlefield, and probably the late game one as well because even typical "screw your army" moves like a Master Enslave with all pen boosters and a communion from hell isn't likely to make such a big dent in a late game Ulmish blob...yeah I mean, there's already quite the hubhub about vanilla Ulm being top tier or borderline OP in the latest CBMs. And your nation makes CBM vanilla Ulm look like non CBM EA Agartha. As for other nations' mages being sacred, that only really matters in the very long run. In the shorter run it means having to plop down a 400g temple everywhere (how many turns of slashed mage upkeep does that cover, paid upfront too ?). Since Ulm's big spells come in the short run... yeah. Quote:
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And what about nations that aren't Pythium ? Or are you balancing against an optimal play by one of the best vanilla nations ? What should, say, Ermor do ? Forego raising skellies entirely and hope to have FW up before your dedicated undead killers (or just the flails) show up ? Besides, Fog Warriors on its own wouldn't save Pythium. Its legionnaires still won't break 25 armour any time soon with their shortswords while steadily getting mulched themselves. Thunderspam would, but then a) that's even moar research and b) that's a lot more mages out in the field than 2, which slows down research, which hurts them a lot long term. As for mass crossbows, Ulm has tower shields, indy crossbows are not all that common in the MA, hard to mass unless you plop down castles specifically for them (and don't have sloth), and mapmove 1. Ulm for its part only has to bring a hundred or so Lion Tribe shortbows on "fire archers" to blow them away. Quote:
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5 RP per castle is about as good as most other nations have it without magic scales, except for those nations that have superb mages to compensate for the fact that their troops are utter crap (Bandar, Shinu anyone ?) and thus need the research edge to even be able to compete because large numbers of their mages will be busy shoring up armies at any given time. You have 5 RP with 120 cool free design points to show for it. And if any of your neighbours is running Magic, it's yowza time for you because you can let his dom into your lands anyway. Don't need temples in your forts, remember ? As for "they must be doing something wrong", Myconos has been turtling the whole game, is a pretty OK research nation running Magic 1 scales, has never been in a war and still doesn't have twice as much research as you do. With 4 castles to your 2. Red Woods doesn't either with *6*. Admittedly I've been forcing a handful of their mages to patrol, and killed about 20 of them too. Still, that should tell you something. I must have said this far too many times already, but you're seriously underestimating Ulm's research, or overestimating that of other nations. Or maybe you're just too used to playing with folks who'll take Magic 3 all day, everyday, I dunno. But then it'd be poor design to balance against that. Quote:
As for "I only live because somebody attacked my aggressors", that's what typically happens isn't it ? Not that you weren't holding your own against both Sylvania and Malaz at the same time. You probably would have been proper screwed with the fairies joining the fray, I'll give you that. But handily winning a 2-on-1 is already pretty remarkable in and of itself, no ? Quote:
There is not a single MA nation out there that can handle hordes of 25 prot regulars without some *serious* research and mage-time investment. Of those, you've made sure to eliminate quite a few with the super MR, the relief (admittedly the Steel Standards come a little bit later, which gives things like skellyspam a very brief window of opportunity, if a huge cost in mage-turns) and spies that come with barely an opportunity cost. To be able to match your troops pound for pound, others will need summons, which cost gems and mage turns that will always be in much tighter supply than gold, *and* some good battlefield support to boot. As for the late game, your armies will still rock everyone's favourite summons' faces with weapons of sharpness, battlefield luck, battlefield relief, battlefield berserk, battlefield elemental resists, battlefield enemy-only destruction (only the last one costing gems on a per battle basis, natch, so no hope for your enemies of leveraging your extreme reliance on a single gem type by forcing you to spend lots of them in skirmishes)... *while also having a massive advantage when it comes to SCs* because you can gear yours like it ain't no thang and the Iron Angel is basically designed to make SCs' lives miserable if the recruitable cavalry thugs weren't quite enough for your tastes. Yeah, I don't see no balance problem there ! :p |
Re: Ulm: Order of the Black Rose v0.301b
Well the Hall of fame does tell you something about the strength of Iron Darts spam and thus Ulmish mages in general. Of course some is because you killed a lot of undead but it is still impressive. And with Iron Blizzard it'll get even better.
http://i.imgur.com/GfUv4.gif And I have to agree with above posters that Black Rose Ulm like CBM 1.92 MA Ulm is OP and should be toned down in some areas. |
Re: Ulm: Order of the Black Rose v0.301b
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