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Old January 4th, 2005, 09:12 PM
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Default Re: Ulm beefed up ...

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Endoperez said:
... I don't see water and/or air fitting with Ulm, much less any sorceries. And third pick of water would make them quite different, also... Maybe E2D2 for the Smiths? Also, what do you think about IF's Black Priests, should they get another (non-random) pick?

An E2D2 Smith... sounds good for a Diabolical Ulm theme mod.

Adding another magic level to Black Priests would certainly be a strong plus for them. I'm not sure they "should", but if one is convinced IF needs a boost, making them E2?1, E1F1?1, or even E2F1?1 would seem ok to me, or even offering several or all varieties at a range of costs.
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* I don't think strat-move-2 heavy infantry for Ulm makes sense, unless maybe you add a lighter infantry type, or give it only to the chainmail/shieldless types.

I could see it with their crossbowmen as well.

I agree.
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Faster (map-move wise) units would help Ulm much.

Yes, and they do when I play them - I use both national troops and independents, to complement each other in various ways. For move-2 armies, for light archers to safely support the heavy infantry, etc.
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That idea about only shieldless units getting the move bonus is interesting. Did you read Arralen's post about differences of Chain and Plate armors? That explains quite nicely why he did most of the changed he did.

No I hadn't - let's see... ah ok. Yes, that's an interesting post. If reinterpreting the way armor values are assessed, though, I'd want to see similar adjustments for everyone, not just Ulm, which is of course a big task.

Again though, I don't see a need for Ulm to have better armor than they already have. Ulm HI can be quite strong when it ends up in the right conditions, meaning ample numbers, supporting troops, etc. I don't see it needing to be better at what it already does well.

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I am not sure about the cost, but Caelum's Temple Guards were quite awesome in Dominions:PPP when they weren't limited to citadel... They have protection of 24 in Cold 3, low encumberance and good skills, and are sacred to boot! Back then blessing was just straight Str/Att/Mrl bonus, undepended on pretender. I still have to try out high Water/med Earth blessing with Caelum, but it could work...
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Ok, though those are blessed troops, and not as easy to produce as Ulm infantry. I wonder what blessing they require to be able to defeat a large block of Ulm HI of the same gold cost.

I think part of the problem is, however, that Heavy Infatry is thought to be quite useless.

Call me Ulmish, but that seems incorrect to me.
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* +1 strength seems thematic with Ulmites' large size and use of heavy equipment.
* I do like the idea of adding MR to Ulm.
* I would like to see Drain scale add +1 MR per level, and maybe +1 morale/level to Ulm. Can't mod those, though.

I agree to almost everything here, except the morale bonus for drain. Maybe +1 bonus at Drain-2, but not per scale. That would give all Ulmish units +4 to morale in friendly dominion!

Well I was thinking that some people think Ulm is seriously disadvantaged, and that a frequent complaint is low morale, so it would be a thematic way to address those issues.
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I would like to see Ghoul Guardians improved by adding Full Plate of Ulm (and resource cost to match), and perhaps increasing MR and dropping gold cost and/or making the sacred.

One improvement ordered!
Code:

#modname "Improved Ghoul Guardian"
By Endoperez
#description "Simple enough to save into any .dm file and enable."
-- Ghoul Guardian is given the armor of Guardian he was and cost changed: 20->17 gp, 31 -> 35 res.
-- Magic resistance changed to 11, to protect them from banishment.

#selectmonster 1020
#gcost 17
#rcost 35
#mr 11
#armor "Full Plate of Ulm"
#armor "Full Helmet"
#end


I added that to my Ulm Upgrade, also.

Cool, thanks!
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Iron Faith I would like to have a Black Templar Commander unit.

Already done. Check my Version of the Ulm Upgrade mod. I added the new mod with Ghoul Guardian improvements to this post. EDIT: it had a bug. Fixed.
Ok, I will have to check that out.

PvK
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