| 
 | 
     
    
    
    
     
    
    
    
 
    
    
 
    
     
    
    
    
     
    
    
    
     
    
    
    
 
    
    
 
    
    
 | 
       | 
      
 
 
	
		  | 
	
	 | 
 
 
		
	
	
	
		
	
	
	
		
		
		
			
			 
			
				August 3rd, 2007, 03:13 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				BANNED USER 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Feb 2007 
					
					
					
						Posts: 5,463
					 
					 
	Thanks: 165 
	
		
			
				Thanked 324 Times in 190 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Ulm Reborn v.1.3 FINAL (fixed for linuxheads)
			 
             
			
		
		
		
		Attaching a new preview image. 
 
Next version will be up relatively soon, but will be a /very/ minor update. 
		
	
		
		
			
		
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				August 5th, 2007, 03:20 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				BANNED USER 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Feb 2007 
					
					
					
						Posts: 5,463
					 
					 
	Thanks: 165 
	
		
			
				Thanked 324 Times in 190 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: New Nation: Ulm Reborn
			 
             
			
		
		
		
		Updated to 1.4 check the first post for download and details. 
 
This was a pretty minor update. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				August 5th, 2007, 10:38 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				First Lieutenant 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Jan 2007 
					Location: Tampa, FL 
					
					
						Posts: 687
					 
					 
	Thanks: 0 
	
		
			Thanked 1 Time in 1 Post
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: New Nation: Ulm Reborn
			 
             
			
		
		
		
		Just read through the post, looks to be very interesting and will be giving it a shot soon. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				August 12th, 2007, 07:01 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				Private 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Aug 2005 
					
					
					
						Posts: 23
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: New Nation: Ulm Reborn
			 
             
			
		
		
		
		Anyone else getting "Något gick fel! kv: bad mt0"? 
Quick info: Patch 3.08, Vista Business x64, "Dom3_Faerun_466_NoSpecials". I have had Dominions 3 installed for 3 months without any problems. I have also cleaned out my mod folder and inserted fresh copies of each of my current mods.
 
Three mods are loaded; heroes1_7b.dm (version 1.07), mytheology.dm (version 2.03) and Ulm Reborn.dm (version 1.04). I won't have time to start a new game for a few days but I will try to play with this mod as the only thing loaded as soon as I can.
 
The only mention of "bad mt0" on these forums are in the   Dominions II Bug Thread (Page 50, post #292223) but that poster gets "roh" instead of my "kv".
 
Description: Sometimes when a turn ends I get a "Något gick fel! kv: bad mt0" during the "Loading Mod" phase of the new turn .
 
As soon as the bug appears I have to make sure none of my units fights in a battle or researches a new spell level or the crash will continue to happen. 
 
Have anyone else encountered this or is it caused by the mix of mods? I can upload a copy of my saved games tomorrow.  
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				August 13th, 2007, 10:52 AM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				BANNED USER 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Feb 2007 
					
					
					
						Posts: 5,463
					 
					 
	Thanks: 165 
	
		
			
				Thanked 324 Times in 190 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: New Nation: Ulm Reborn
			 
             
			
		
		
		
		Sounds like an id conflict between the mods. 
 
I know that Ulm Reborn CBM version is conflict free with the other LA CBM nations, Conceptual Balance Mod and worthy heroes. 
 
As for this version, I didn't really aim to avoid conflict with other mods. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				August 23rd, 2007, 01:27 PM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Major 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Apr 2004 
					Location: La La Land (California, USA) 
					
					
						Posts: 1,244
					 
					 
	Thanks: 0 
	
		
			
				Thanked 30 Times in 11 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: New Nation: Ulm Reborn
			 
             
			
		
		
		
		I'm the Ulm Reborn player in NeoXekinima.  I love the mod, but there are a few 
things I would slightly change, not so much for balance, but for flavor. 
 
The melee capital commanders have too many HPs.  Yes, they are highly trained, 
but 30 hps is giants' territory.  I suggest that the Reborn Lord and the  
Hoch-Hammer get their HPs reduced to 20, to bring them back into 'Holy, blessed 
but still human' range.   
 
To compensate, I would give the Reborn Lord a greatsword (as a mark of him being a  
commander that leaves the line) and one less encumbrance.  As for the Hoch-Hammer,  
he has one serious problem.  He cannot replace either his weapon nor his shield,  
which, combined with his modest magic resistance, makes him a sitting duck for  
Vengeance of the Dead.  I suggest that the hammer is given an area effect that  
works only on undead/demons.  It will not make him too powerful in general but it  
will make him even more of a bane of everything evil.  To compensate for losing 
the HPs, he could also get plus one in defense, or minus one in encumbrance. 
 
Otherwise, this the most enjoyable mod I've ever played.  I also feel that it is  
well balanced, but of course, I'm biased.  At least, not one of my opponents has 
complained, so it must not be that bad ;-) 
		
	
		
		
		
		
		
		
			
				__________________ 
				No good deed goes unpunished...
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				August 23rd, 2007, 02:36 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				BANNED USER 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Feb 2007 
					
					
					
						Posts: 5,463
					 
					 
	Thanks: 165 
	
		
			
				Thanked 324 Times in 190 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: New Nation: Ulm Reborn
			 
             
			
		
		
		
		Hp reduction sounds reasonable, look for it in a later version. No greatsword though - that's the domain of the Reborn Noble hero. 
 
I can't mod the white hammer to have an aoe effect, vs undead or otherwise. Weakness versus vengeance of the dead doesn't sound like a terrible drawback to me - hoch-hammers aren't /that/ expensive unless you've thugged them up with all sorts of gear. 
 
And thanks, I appreciate all feedback and I'm glad you enjoy the mod. Perhaps you'd like to have a crack at writing a short play guide for them? It might encourage other people to give them a try. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				August 23rd, 2007, 05:20 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				Sergeant 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Aug 2007 
					
					
					
						Posts: 203
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: New Nation: Ulm Reborn
			 
             
			
		
		
		
		Greatsword hero picture is one of the best in Dominions.  But Ulm Reborn is very expensive for points, I tried to make a good God with good luck, and could not.  Who will never see the hero? 
 
If you will diminish lord and hammer's hps, you should give them something.  Endurance for hit points?  They are so well traned and their faith so strong they can fight for long time... 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				September 8th, 2007, 09:18 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				Lieutenant Colonel 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: May 2007 
					
					
					
						Posts: 1,355
					 
					 
	Thanks: 0 
	
		
			
				Thanked 5 Times in 4 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: New Nation: Ulm Reborn
			 
             
			
		
		
		
		How come their encumbrance is so low for some of the units? 
 
For instance, the hochmeister has basic encumbrance of five, melee encumbrance of five, spellcasting encumbrance of nineteen. 
 
Basic 5 + Full Plate (5) + Kite Shield (2) = 12 = 5? 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				September 8th, 2007, 10:59 PM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				BANNED USER 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Feb 2007 
					
					
					
						Posts: 5,463
					 
					 
	Thanks: 165 
	
		
			
				Thanked 324 Times in 190 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: New Nation: Ulm Reborn
			 
             
			
		
		
		
		Because he's mounted. The modding manual says that mounted units get high base enc but don't suffer enc from their armour. 
 
I thought that's how all mounted units worked to be honest. Am I wrong? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
 
	
		
	
	
	
	
	
	
	| Thread Tools | 
	
 
	| 
	
	
	
	 | 
	
 
	| Display Modes | 
	
 
	
	
	
	
		  Linear Mode 
		
		
	 
	
	 | 
	
	
 
 
	
		
	
		 
		Posting Rules
	 | 
 
	
		
		You may not post new threads 
		You may not post replies 
		You may not post attachments 
		You may not edit your posts 
		 
		
		
		
		
		HTML code is On 
		 
		
	  | 
 
 
	 | 
	
		
	 | 
 
 
     |  
 |