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Question about Ulm and iron faith
Normaly Ulm are not affected by drain on the Magic/Drain scale. To get iron faith you need one step towards drain. Now to the strange part, when selecting iron faith you become affected by it. Why are Ulm with iron faith affected by drain? This means that Ulms best researcher will gain the enormous amount of 3 research points (witn 1 to drain).
/Morkul |
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Re: Question about Ulm and iron faith
Iron Faith doesn't get Smiths, just Black Priests. They have a random magic ability each though, which seems like a pretty good ability, especially since they're Holy (cheap to maintain). Blessed Black Templars could be potent, too, and even unblessed, their holy status makes them 25% cheaper to maintain than Black Knights. I thought the main idea of Ulm, and especially Black Faith, was that you were sacrificing magic ability for heavy metal equipment. So... it makes sense for it to be disadvantaged at magic. Black lanterns can help catch up on research.
I don't mean to claim I know they're balanced or anything - just some ideas that make them seem neat to me from my relatively newb perspective. As for the original question of why the black priests are affected by the drain (or why they wouldn't be) ... I don't know. PvK [ November 06, 2003, 02:45: Message edited by: PvK ] |
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I must say that as of now, I'm not that happy with themes. Many have a big potential, not necessarly in power, but in originality. But as of now, they are either underpowered, or not polished enough, with loopholes found in many places. |
Re: Question about Ulm and iron faith
Yeah, just tried Iron Faith with Drain 3, got 1 RP Black Priests, quitted game ! http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon9.gif
First I don't know if the fact that IF Ulm is affected by drain is a design decision or a bug, in the former case it should be documented (currently the Ulm overview tells it's unaffected..) If it's abug it should be fixed http://forum.shrapnelgames.com/images/icons/icon12.gif , else if it's a design decision, it means that you have to take neutral or magic scales to play IF Ulm (unless you really want NO magic at all... http://forum.shrapnelgames.com/images/icons/shock.gif ). I'm not sure the new units (even if powerful)restore balance for Ulm in that case. Can a dev explain the choice ? |
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Other magicians (from indipendents) get affected vry well as far as I know (from DOM1). So "iron faith" with drain1 looks much better than standard Ulm with drain3, if you take away the smiths... . And why can't you use "golem cult" with magic1 .. apart from having too few points in the race wizard? But than again what you're expecting - you'll have to pay for that golems somehow. Things may be a bit unbalanced, but saying "it sucks" is a bit too much IMHO. A. |
Re: Question about Ulm and iron faith
Because otherwise they would be all too similar to master smiths? And the only difference would be the presence of holy units, and there would no point in taking regular Ulm then? To me it seems very thematic, as iron faith is one step even further away from magic since they now worship iron, and are even less concerned and more conservative about magic.
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Other magicians (from indipendents) get affected vry well as far as I know (from DOM1). So "iron faith" with drain1 looks much better than standard Ulm with drain3, if you take away the smiths... . And why can't you use "golem cult" with magic1 .. apart from having too few points in the race wizard? But than again what you're expecting - you'll have to pay for that golems somehow. Things may be a bit unbalanced, but saying "it sucks" is a bit too much IMHO. A. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Maybe, but the Black Priests are crappy mages, and you have to pay the price of a good priest to get them ..With Drain 1 they only have 2-3 RPs, half of what a Smith get ! http://forum.shrapnelgames.com/images/icons/icon9.gif Additionnally they are only buildable at the capitol, in the early game you can't build much of them because you also need to build fighting commanders.. In the end IF Ulm looks unbalanced to me - or at least worse than standard Ulm, note also that you have to PAY for getting IF theme ! |
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Happy Metalling, Keir |
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Many players stated in other threads that Ulm's speciality lies in heavy infantry... which I entirely disagree. I've always been a fan of the Black Knights, and blessed templars with the right dominion now finally don't suffer Ulm's major weakness: They can survive a few misplaced arbalest bolts.
Magic is for weaklings, have faith! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Question about Ulm and iron faith
I didn't see you quoted the forging ability of black priest.
Try a game with a difficult research setting. take iron faith (of course). god design : 3drain, 1growth, 3prod, 1order, 1misfo, strong dominion. leave research until you find a libray. You'll have stronger armies (as long as you fight in your dominion). For quick games it's a valid startegy, of course in a long term it may be less viable to bet on Iron faith. |
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BTW, does anyone know if the constructs are considered holy units in the golem cult? That would make them very interesting.
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About strictly national themes, I don't think Serpent Cult and Miasma are underpowered (well, about the former, it may look so when you compare it to the overpowered regular Pythium). Blood of Humans and Iron Faith certainly are. Anyway let's wait for a couple more weeks before forging opinions. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Question about Ulm and iron faith
sure, and I think the MP frequency of these themes will be a good indicator on how they are balanced (or not). Because MP is a very competitive environment, where people make tests before playing.
I was a bit cooled down on theme, after having tried Blood of Human Desert Tombs, and then Serpent Cult. Serpent Cult is not that bad, but compared to regular Pythium dont stand in power. If themes are only there for SP, because they are underpowered, then it would be a pity. |
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I don't think the bless bonus would meant much to a crusher (besides regeneration, which I doubt would be allowed). Possible astral would be good, for the extra MR, but that's about it.
Now, if the the HT bonus is similar to the one found in pretender and prophets, then it would be too strong IMHO. Quote:
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Re: Question about Ulm and iron faith
Keir -- Agreed. Worse magic (through worse research) + fast, powerful sacred units => emphasize might even more.
The Templars are the high point of Iron Faith, so they should be exploited to the max with berserk or flaming weapons or reinvigoration or whatever-have-you. |
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Besides why not have a PBEM where each nation has to take a theme? A non-standard nation matchup or whatever you want to call it. Not every MP game has to be an open format http://forum.shrapnelgames.com/images/icons/icon7.gif Anyway, there's always idiots like me who prefer to use the themes for 'personal' reasons, even if it would appear to be a disadvantage http://forum.shrapnelgames.com/images/icons/icon12.gif |
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Actually, I tried Iron Faith and didn't have any problems. I picked an Alchemist with Earth 4, Fire 4, and built a horde of Black Templars. Using my alchy for research allowed me to get some decent equipment for my prophet-priest, who led my Templars in battle. Seemed worth it to me, especially in a game environment that seems to be more undead-heavy than the first one. I notice that most huge armies (i.e. those sporting undead) turn out to be of little substance once the mass banishes kick in.
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Re: Question about Ulm and iron faith
I still think people are missing the point of the IF theme. To play IF your pretender needs to have really good magic and is going to sit at home for awhile until you get construction level 4. Once you get that turn the pretender into a summoner and have you priest start making research bonus items. While that happening your blessed Knight Templars are going to have insane buffs and be wiping the competition. Playing IF right you should not fear high magic nations and nobody can touch you Knight Templars.
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PvK |
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Re: Question about Ulm and iron faith
Hiya'll,
There seem to be to parallel discussions going on in this thread. One in which people discuss in abstract the relative power (or lack of) of themes and express concern at on the weakness of IF and another in which people discuss the concrete nature of IF and how to make it work. Reading the Posts of those involved in the general discussion you could almost wonder if they have read the specifics provided by people - as these, to me, condradict the general statements being made yet have not been addressed in any detail. Nahntanaj spells it out very nicely. High magic pretender does research, provides bless effects, extra long term power, and the abilty to find all sorts of wonderful indie mages if you do it right, Templers conquer indie's and bingo you are away. What comes next is really hard to say and in my MP experiance a big empire tends to find alot of alternate magical options along with some good alternate troop/summoning options. Sure the Templers are vunerable to enemy magic as the game goes on - thats why you rely on them early and just use them later if you get my point. PDF how can you say no magic? The pretender provides a heap of magic from the get go due to bless effects, high research capability (friend uses the sage), high magic capability, ability to summon mages, and ability to find indie mages. I consider drain 3 to be a perfectly decent approach for many, many races. I have never failed to find sages for research in MP - most games I get two sites - and they research fine under drain. Sages are one of the most important randoms in the game - and quite commen. The point about themes in the abstract is that there are certain approaches to playing a race which simply become stronger by using the theme. Niefelheim for Jotun is an obvious example of this and yet is still coping some criticism as being weak!? While Tomb's for Ctis may be weak in terms of general Ctis game play I have always found Ctis general gameplay to be weak so hardly worth pursing. So I consider the Tomb and Miasma options to be the ones worth exploring for Ctis. For how I have previously enjoyed playing Ctis I would be insane to choose the normal option instead of Tombs. I do not have any capability of providing an accurate measure of how weak or strong a particular theme is in abstract from the details of how its is to be played. As people are only just begining to figure out a fraction of the possible approaches to playing Dom II I am unconvinced by most of the abstract discussion. For each theme/bess option the question is how you can most consistently follow this approach in a whole game strategy. The most important thing is to have an explosive start (though you don't always have to explode province wise) as how you transition to the middle game is dependent on your start. After that it becomes more useful to look at abstracts as its hard to now how things will develop but that very uncertainty is what makes nailing the start so important. Another important point is that the best race for any individual is not necessarily the best race in abstract. For multi-player I strongly recommmend people to take races which they enjoy the style of play of and feel comfortable with ahead of simply hunting for the most powerful. People play differing strategies with varying capability. Part of optimizing for MP is finding out how you play best. The main stream idea of what is best is important - but don't give it to much weight. Often the difference between the more powerful and less powerful races are less than the luck of the start thus the importance of speed to counter a poor starting position is what shapes alot of mutli-player possiblities: "I could take a slow race that will be amazing if things go right or I could take a fast race that can adapt? How many months am I hoping to be playing this game for . . . think I'll choose the fast one." This sort of logic allows for many long term weaknesses such as those of Templers. I have won with Death 3 using Abysia in Dom I and my core was hammered by the end of the game due to blood hunting and the death dominion. My race had no long term survivability but won due to focus - themes provide possibilites for increasing focus. Hope that this is of some use. cheers Keir |
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PvK </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You're right, mistake from my part http://forum.shrapnelgames.com/images/icons/icon9.gif Sorry ! But it doesn't still make IF much appealing http://forum.shrapnelgames.com/images/icons/tongue.gif |
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Abysia has always needed a cheap mage, even since Dom I. Apprentice Warlocks help, but the new Humanbred Apprentice would be even cheaper. An interesting alternative would be Blood-1 Fire-1 for 90-100: Humanbred Diabolist or something like that. BoH loses the Demonbred which is normal Abysia's only mage to combine Blood with Fire (except for Fire-random Warlocks, Ba'al Chozron (if he's still around and BoH can get him) and possibly the pretender). It seems clear that BoH needs something to offset its disadvantages. I think a cheap mage could be just the thing. As for Iron Faith - if you aren't using Templars extensively, why are you playing IF at all? I don't think it's unreasonable for Black Priests to get drain immunity, though. (And the Master Alchemist, too - he's basically a pretender Master Smith, IIRC). Being too far behind in research will negate a lot of other advantages. Themes in general: yes, they should have tradeoffs. But they shouldn't be obviously stronger or weaker - the point of tradeoffs is that all options should have some advantages and some disadvantages. High point costing themes that provide a wider array of units (Desert Tombs), cheap themes that add some units but delete others (Iron Faith, Miasma), or the generic themes that don't cost many points but generally have minor effects. |
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The only thing that I was saying was that I'd hate to the distinctive flavour of the theme lost in the process of balancing, and that if such risk exists I would prefer everything to stay the way it is. |
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Chris : I thought of your suggestion too, but to me it seems that IW take great care in not giving Abysia a blood mage recruitable everywhere (even the warlock apprentice, which I thought was not restricted to capital is restricted). So I'm very dubious that, if they tweak BoH theme, they will add a human blood mage with no location restriction.
But I like the idea personally... |
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It's funny to see that in one thread people says : "AI is to bad, the game is to easy".
And here : "we want powerful themes, bring us the mighty-magic back". Ulm can be considered as an iron-only nation. If you care about background etc.. play it (in SP only if you want). If not, don't playt with the theme. Leave it untouched, forget about it. I wonder if there is an opposite theme for another nation (understand : 90% magic 10% unit). |
Re: Question about Ulm and iron faith
One easy thing that could be done for Iron Faith is changing the pre-researched spell. Legions of Steel requires earth-3, so it's of limited use to Ulm/standard early - which is a bit irritating -, it's even worse when you pick Iron Faith: without items, 7 out of 8 black priests will never be able to cast it.
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With IF I was able to cast LoS without doing any research
pretender : 4Fire 6earth |
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<--> respectful attitude towards game designer And, if they think, from their point of view that the game is unbalanced they can request a mod tool. <-->constructive attitude from gamers We should all reminds that is is only a game. And please, be tolerant with my english which don't allow me to say what I want to say in a more precise way. |
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<--> respectful attitude towards game designer </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">sure, but dont you think that options should be balanced? And balanced dont mean equal or not fun. Just balanced. Quote:
I care for single player, so please care for multiplayer too. Quote:
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