Quote:
Arralen said:
Thought about the MR, too. I'm not quite shure, though - if it works out gameplay-wise, or mod-wise.
Will check if you can change the MR without re-doing all stats.
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I like the idea of your mod so far

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I also like Vicious Love's suggestion with better Mr .
You just need to add this line afaik :#mr <magic resistance>
So just upping Mr from 9 to 11 or 12 for all ulm units and copy/paste into the mod.dm . Should not need longer then 2 minutes

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9 MR is really low imo . The base penetration roll is 11 + diceroll iirc . So all mr-negate spells should have about 70% success rate at least vs. ulm .
This is especially nasty with charm/enslave mind .
So half of your opponents could just stop your battleline midgame by charming away your troops and you can't do much against .
I have some suggestions for the ulm master smith :
Make him cost 180-200 because he has now very good skills + a forgeboni .
Give him though a lower encumberance . He is a smith so he should not get exhausted quickly . A base encumberance of 2 or 3 is ok imo .
All in all in the current stage your mod imo is already very good and makes ulm just what it should be : Playable in mp . Now it is at least a midclass nation and not together with tien chi among the 2 worst nations .