Quote:
Originally Posted by Knai
1) That doesn't mix well with the magical black steel equipment. I'd favor something along the lines of Reinvig 1 as a trait for all Ulmish units that use Black Steel armor, as they are already established as hardy in the description.
2) Seems about reasonable, though going under 10 gold is questionable.
3) Unless it was renamed, this makes no sense. Arbalests are essentially defined as crossbows with a high draw weight, that effectively require a cranequin. That shouldn't be faster than a bow or sling, period. Moreover, 3 ranged attacks per troop is arguably excessive, though the low damage mitigates that some. Still, with flaming arrows up this makes Ulm completely ridiculous, even relative to nations with impressive archers (e.g. Man).
4) Is this in addition to what they already had, or instead of it? If it is instead of it, the lack of guaranteed earth is questionable, if it is in addition to what they already had then they are probably too cheap even with the increased cost.
5) This removes the cheap mage-priest entirely.
6) This seems pretty reasonable, applied to Vanilla. CBM changed the spell requirements, so it is already under control.
7) Trimming the price a bit seems like a better way to handle this, particularly as their whole "magical weapons" schtick was given to every Black Steel soldier (which I'd recommend against).
|
1) I feel like Ulm would really benefit from having widely available magical melee mooks. Whether those should be the blacksteel heavy infantry or not is reason for debate but I am adamant that of all the nations that should be showing up with magic weapons, it should be Ulm.
2) The non-blacksteel troops are, in my opinion, too costly to mass (remember that if it takes 3 turns to mass those 10gold units, they are effectively 13+ gold units after you take into account upkeep) and perform too poorly in actual combat. I'm fine with Ulm have well armored chaff but I think it should be priced accordingly.
3) Yes the name does not jive with being a repeating crossbow. Rename it. There are work arounds for the flaming-arrows of doom issue. Specifically, you could make the weapon shoot twice and deal 7 dmg each OR you could give the unit two different crossbow weapons; one which shoots twice for 5 dmg each but does not benefit from flaming arrows and another which only shoots once for 5 dmg but does benefit from flaming arrows.
4) The changes here are instead of anything else they have. They would be an E2F1 + 1.0 AEFS + .1 A + .1 F + .1 S making them a 4.3 path caster in total. This still puts them behind the MA Pythium Theurg, the MA Shinuyama Bakemono Sorcerer, or the MA Jotunheim Skratti in terms of price, power or chassis, to name a few.
5) It's all a question of what you want from those mage-priests. First off, Ulm's troops are cheap gold-wise and expensive resource-wise so they can't spend all that much on troops on any given turn. Spending more on commanders is therefore possible without being exorbitant. Also, I was re-purposing the mage priest as a diversifying caster, base Ulm has it as a mini-thug and iron darts caster, and CMB was using them as a troop buff-caster.
6) Yeah, that's true. I was reluctant to change spell requirements in my mod so I had to do other things to fix it.
7) Unless you are facing jaguar warriors or knights of the chalice, I didn't find the guardians better than their peers by a wide enough margin to warrant using them. They are a move-1, non-sacred, capital-only unit so they have to be something really special for them to ever make an appearance at your front line. And that "specialness" only happens now if you are facing massed sacred troops.