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				March 24th, 2005, 03:35 PM
			
			
			
		  
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				BF Ulm mod announced
	
			 
             
			
		
		
		
		Pursuant to the conversation I've had with Cherry in another thread, I'm going to try to add 'blood count summonability' to BF Ulm.  I propose to do this with the following: 
 
Illuminated One S -> B 
Cost: 80 -> 65 
 
Member of the Second Tier SSB -> DBB 
Cost: 160 -> 140 
 
Wolfherd -> Illuminatus 
Cost: 200 
Non-combat Mage Stats 
Magic: DDBBB? 
 
This should take me all of an hour or two.  If someone would like to make me icons for the Illuminatus similar to the other two mages, I would appreciate it.  It will use the Wolfherd icons otherwise. 
 
I plan to give the Wolf-summoning ability to the Ranger Captain.  Does anyone know if this is possible, and if so the command used? 
 
Comments appreciated. 
		
	
		
		
		
		
		
		
			
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				March 24th, 2005, 03:46 PM
			
			
			
		  
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				Re: BF Ulm mod announced
			 
             
			
		
		
		
		
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				Scott Hebert said: 
I plan to give the Wolf-summoning ability to the Ranger Captain.  Does anyone know if this is possible, and if so the command used? 
			
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 If its not possible, you could probably just turn the wolfherd into the ranger captain, and then the ranger captain into the illuminatus.
 
Looks cool.  Another  good blood nation would be fun     And being able to cast your national spell with national mages is definitely a good thing...  
		
	
		
		
		
		
		
		
			
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				March 24th, 2005, 04:13 PM
			
			
			
		  
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				Re: BF Ulm mod announced
			 
             
			
		
		
		
		I could turn the ranger captain into the Illuminatus, and the Wolfherd into the Ranger Captain, but then the Ranger Captain would be capital-only, and the Illuminatus would not be. 
 
As it is, I simply need to turn the banner into a .tga file, and I'm done.  Ranger Captain Wolf summoning not implemented (yet), but that's a minor point. 
 
Starting commanders are Commander of Ulm (BF), and a Ranger Captain now.  As this probably changes it for all versions of Ulm, I would recommend only having this mod active while playing BF Ulm. 
		
	
		
		
		
		
		
		
			
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				March 24th, 2005, 04:19 PM
			
			
			
		  
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				Re: BF Ulm mod announced
			 
             
			
		
		
		
		Posting of mod delayed until USB drive can be found to move mod onto internet-capable computer. 
		
	
		
		
		
		
		
		
			
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				March 24th, 2005, 04:34 PM
			
			
			
		  
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				Re: BF Ulm mod announced
			 
             
			
		
		
		
		WHOA. Another blood nation. So long as death dominion does not hurt too much ( and it does not in the base game ) then this is going to be a very good nation. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				March 24th, 2005, 04:41 PM
			
			
			
		  
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				Re: BF Ulm mod announced
			 
             
			
		
		
		
		BF Ulm has always been a Blood nation.  Now, it's a real Blood nation.   
As stated before, I play under Zen's mod normally, where Death does tend to sting.
 
I do not balance such mods, though, on Zen's or anyone else's mod.  
		
	
		
		
		
		
		
		
			
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				March 25th, 2005, 05:10 PM
			
			
			
		  
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				Re: BF Ulm mod announced
			 
             
			
		
		
		
		This is an alternate solution that changes fewer things but can only be added as a mod that replaces a nation. So if you want to play Ulm but don't want your opponents to know that you are playing Black Forest, this is useless. 
 
Solution: 
Black Forest starts with Vampire Count instead of Wolfherd.  
 
#startcom "Vampire Count" 
 
I chose to replace starting commander instead of starting scout (Wolfherd) because Count can scout, but you can't use it as both a Thug/Combatant and conquer another province with your normal armies. 
 
Attached my Nation Replacement mod of the Black Forest, with this change applied and the starting units changed to Thralls to balance the change a little. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
		
            
                  
				
                    
                        Last edited by Endoperez; August 13th, 2008 at 11:31 AM..
                    
                    
				
			
		
		
	
		
		
	
	
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				March 25th, 2005, 05:30 PM
			
			
			
		  
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				Re: BF Ulm mod announced
			 
             
			
		
		
		
		One small problem with this change, Endo. 
 
A Vampire Count, without Empowerment, cannot summon a Vampire Count OR forge a Blood-enhancing item. 
 
Small problem, I say. Nothing major, and this is certainly better than the current state of affairs. 
		
	
		
		
		
		
		
		
			
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				March 25th, 2005, 05:35 PM
			
			
			
		  
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				Re: BF Ulm mod announced
			 
             
			
		
		
		
		I know that. However, Blood Slaves are cheap. Empowerment takes 45 slaves, which is maybe 10 succeeded hunts in 10k+ population provinces. And Construction 2 gives you Skull Staves. 
 
This only works if Counts are BBDD and Sanguine Heritage is BBBDDD. I'm not sure anymore. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				March 25th, 2005, 05:42 PM
			
			
			
		  
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				Re: BF Ulm mod announced
			 
             
			
		
		
		
		It is.  However, it's Construction-4 for Skull Staves, isn't it? 
 
And, really, with base BF Ulm's 'issues' with Blood Hunting, 45 slaves to get to Blood-3, plus another 44 for the Count, is really expensive, especially when you take into consideration the death scale. 
		
	
		
		
		
		
		
		
			
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