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  #1  
Old October 11th, 2006, 02:10 PM
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Default Mod idea: Reborn Iron Faith

Hello

I have been tinkering with bringing back Iron Faith Ulm without the Black Fores elements, and with some new stuff. So far my ideas include:

- All the middle age Ulmish units
We know the drill.
- Black Templars & Hochmeisters
This drill is also a familiar one.
- Templar Guardians
Oh...what's this? Clad in best Ulmish black steel armor covered with silver, scribled with sacred symbols and anointed in holy oils, these holy tinned meats posses 25% fire and lightning resistance and above-ulmish MR. Their magic Halberds do extra damage to demons.
- Templar Lord
A Templar Guardian commander, 1 Holy.
- Iron Priests (1 Earth 100%WESA 2 Holy, Inquisitor, Forgebonus)
Slightly boosted up
- Iron High Priest (1 Earth 1 Astral 110%WESA 2 Holy, Inquistor, Forgebonus, starts Old)
The first and most skilled of Iron Priests, the Iron High Priests supervise the kingdom. They study magics of the forge and magics of the Spheres.
- Battle Chaplain
2 Holy commander with full black steel armor and a Maul, these commander represent the will of the Ulmish God on the battlefield because the Iron Priests tend to be too busy to inquisitorize/forge/preach/study.

They don't get smiths.


What do you think?
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  #2  
Old October 11th, 2006, 06:20 PM
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Default Re: Mod idea: Reborn Iron Faith

Not sure. It's a simple mod, so it should be easily done. You just need to find suitable graphics for Templar Guardian and Templar Lord. I suggest Eternal Knights or whatever the ethereal knights recruitable from the Tower of Nexus are called. They're usually never seen without etherealness.

I'd also use just Templar, Knight Templar or Templar Knight, OR Temple Guardian, as a name for what you call Templar Guardian.Just a matter of taste.
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Old October 12th, 2006, 03:02 AM
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Default Re: Mod idea: Reborn Iron Faith

But I like TG because it creates allusions to the old military order of Ulmish Guardians who were saved from starving under a siege by a miracle... They're expensive both resource and gold wise but they are sacred.

They're also capital only, as are IHP's.

You don't think this is off-balance or anything?

And yes, the only problem is finding the graphics. I'd thought of just using a silvery Guardian for TG's, an Iron Priest with longer beard for IHP's and modified Lord Guardian graph for Battle Chaplain.

But alas, my graphic editing skills don't even go that far.
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Old October 12th, 2006, 03:38 AM
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Default Re: Mod idea: Reborn Iron Faith

Hmm... I thought that the Temple Guardians would be mounted knights, but it seems I was mistaken.

I don't know about balance, but as I said, try it. Just use something rarely used for nations and rarely found elsewhere for the graphics. Perhaps the Iron Order mages? They have grey robes IIRC.
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Old October 12th, 2006, 03:48 AM
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Default Re: Mod idea: Reborn Iron Faith

Hmmmm, that's a good idea. Thanks.
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Old October 12th, 2006, 06:13 AM

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Default Re: Mod idea: Reborn Iron Faith

Still waiting for my full game, but I like the idea of this mod. I always liked Iron Faith, so any way to bring it back is welcome.
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Old January 12th, 2007, 03:10 AM

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Default Re: Mod idea: Reborn Iron Faith

Great idea! I think it'd be most useful to make it MA, seeing as how MA Ulm is widely seen as being too weak. Some stronger priests and a few sacred units would go a long way toward making MA Ulm more effective.
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Old January 12th, 2007, 03:51 AM
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Default Re: Mod idea: Reborn Iron Faith

I agree it's a good idea. It would be a good nation to choose the Forge Lord as a Pretender for. I wonder if anyone's thought of having a summoned smith in a Nation's summoning repertoire? Maybe one of Hephaeastus' golden robots.
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Old January 12th, 2007, 01:34 PM
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Default Re: Mod idea: Reborn Iron Faith

I was thinking about this same idea, except without adding much. Good idea!
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Old January 12th, 2007, 02:17 PM
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Default Re: Mod idea: Reborn Iron Faith

Just a stray thought but there is a map command to force one of the old special faiths. Has anyone tested to see what the result of that is? Some of the map commands say "no effect in Dom3" or something like that, but this one didnt.
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