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Old March 6th, 2007, 11:05 AM
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SlipperyJim SlipperyJim is offline
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Default Re: New Nation: Ulm Reborn

Okay, I played another quick game with v0.4. Here are some more thoughts:
  • The Penitent is not sacred anymore. (He also doesn't have a weapon, but you knew that.)
  • Stealthy Black Advocates are very cool indeed.
  • Reborn Lords are fantastic thugs. N9E9 bless makes them even better.
  • Bless me? Bless you!
  • The Fortified City is a welcome addition to the capital. Now I can start cranking those lovely Black Templars and Reborn Guardians off of the assembly line in a reasonable period of time.
  • The White Priests don't have any Sorcery magic yet. I'm figuring that this will happen in the new release, but I wanted to make sure you knew about it.

I love your description of the national summons. Mighty angels with the Hammer of Truth is a great fit for the Iron Faith. I also agree with your decision to add Sorcery instead of Fire magic. There's no need to steal Marignon's thunder....

I'm a modding doofus, but I think I can read some of the .dm file:
Code:
#startfort 3
#swampfort 11


Those lines specify that Ulm will get the Fortified City at the capital and a zero-admin Swamp Fort in the swamp, correct? (Lesson for the day: Don't build a castle in the swamp.)

Suggestions for other forts:
  • Farmlands: 30-admin Castle (#41)
  • Forest: 20-admin Forest Castle (#35)
  • Hills: 20-admin Mountain Citadel (#9)
  • Other: 20-admin Motte-and-Bailey (#7)

What I really like about this mod is the abundance of tough choices. The combination of high-resource Ulmish units and strong blessing potential makes the player choose carefully when starting the game. Do I go for good scales and a decent blessing, or do I sacrifice scales for a great blessing? And which blessing(s) do I pick? And what about adding magical diversity? You don't have enough points to do everything you want, so you have to choose very carefully.

Great mod, Sombre! I'm looking forward to the next release!
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