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Old January 5th, 2005, 01:26 PM
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Default Re: Ulm beefed up ...

Quote:
Sandman said:
Alternative Ulm magic ideas:

I agree too that a 2nd weak mage would be nice for ulm imo .

An Earth 1 apprentice could though forge nothing useful expect boots of earth with a pair of boots of earth on him . So without forge of ancients up he would be only useful as researcher probably .
As you said making him able to cast blade wind on the battlefield is not worthy it as well because every normal ulm smith can do this without empowering and additionaly can do magma eruption as well .

The alchemist is not a bad idea imo . For the purpose of alchemizing you need only 1 alchemist though .
Earth + fire magic lvl 1 you don't need also because you have this on your mastersmiths .
So once you find sages or similiar the alchemist becomes obsolete unfortunately probably as well .
Finally i think it is not possible to give units alchemy bonus by modding commands .


Maybe ulm should get a 2nd mage like a sage with 1 random , could be fully random or a sorcery random or an elemental random .
Ulm as a good research nation is wrong though imo as well .


Ulms main problem is probably that it has nothing against Airnations . At least nothing half cost effective .

Giving ulms smiths though 1 random makes them too powerful because of their cheap forging .

Giving them only 1 higher earth or fire magic is problematic as well , especially the earth magic .
Giving them any other additional magic is unthematic as well .
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