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Sandman said:
After some consideration, here's my Ulm. It doesn't change things that drastically, it just gives them some more magical breathing room, with more efficient research and higher MR elite units.
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I am not sure of all your chances, see comments below.
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New unit:Apprentice Smith
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Why would one ever buy this? It is a bad researcher (3 points), cannot cast any useful battle spells (65 gp for 4-5 Iron Wills/battle is not useful IMO), cannot forge any useful items... Master Smiths are what Ulm has. They are cheap, and moderate researchers when one remembers that you get 120 free points from their drain immunity.
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New starting spell:Iron Will
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Maybe. I haven't used it much, though. Maybe both Legions of Steel and Iron Will?
No! With "low Earth" this would take away Ulm's specialty, drain-immune mages - and Ulm would get nothing out of it! Ulm's Master Smiths already are immune, and Ulm would have to find independents to make this useful. Other nations, OTOH, would be able to make Drain-protected Vanir, Mystics, Sea Kings...
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Unit Change: Better Guardians
I'm toying with the idea of making the Guardian's weapon able to hit ethereal and/or triple damage versus magical creatures. Now that would be cool. But possibly a bit much, as well?
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I agree that some kind of a bonus would be appopriate. Just making it magic weapon able to harm ethereal opponents could do, I think, but extra damage against magical creatures would be very powerfull. I don't know if it would be too much. Is it possible to mod Moon Blade-like extra damage for magical units?
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Unit Change: Better Black Knights
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They already are quite good. Magic resistance increase would do, also, but much beyond that would be bad IMO.
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Unit Change: Better Arbalests
Just an HP increase of one, to bring them into line with other Ulmish regulars.
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This is good also. It's not much, but atleast thematic.
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Site Change: Fire Gem Income
Make the Forges of Ulm give one or two fire gems as well as the earth gem income. Sure, it breaks the 'only 5 gems' rule, but so do Pythium and Mictlan.
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But then, both are known for their high power in ways of magic. Ulm, the nation with as little magic as possible, with higher-than-normal magical resources? Thanks, but no thanks.
You can mod most of these things into Ulm. Apprentice Smiths just needs graphics unless you replace one of Ulm's existing units (maybe one of the Commanders) and drain-immunity is not moddable, but you can give him small research bonus. Magic resistance (or other stats) of existing units are easy to change, and while you might not be able to mod extra damage you can create a new Halberd that will hit magical units. Or use the existing Enchanted Pike, although that wouldn't fit Ulm's magic.