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  #21  
Old February 13th, 2009, 11:47 PM

chrispedersen chrispedersen is offline
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Default Re: Ulmish Civil Wars - All Ulm all of the time...

Sorry to hear that ... (really sorry after making the mod =))
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  #22  
Old February 13th, 2009, 11:59 PM

quantum_mechani quantum_mechani is offline
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Default Re: Ulmish Civil Wars - All Ulm all of the time...

Quote:
Originally Posted by Dedas View Post
I'm talking about the weapon pike. CBM changes pikes to attack 2 and damage 6 instead of attack 1 and damage 5. LA Ulm pikeneers has pikes making them boringly cost effective over other LA Ulm infantry. But that is just one minor issue have with the current CBM.
I'm sorry to hear that. The pike change is certainly not one I'm particularly attached to- you have certainly presented a convincing argument that something needs to be done, either scaling back the change or adjusting other weapons. I was under the impression most the recent cb changes were pretty uncontroversial, so if you have other issues please bring them up in the cb thread. Even if I don't respond immediately, I always go over the thread carefully before releasing a new version.
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  #23  
Old February 14th, 2009, 12:11 AM

chrispedersen chrispedersen is offline
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Default Re: Ulmish Civil Wars - All Ulm all of the time...

Qm,

I have an idea which I have been thinking about incorporating into my version of cbm; perhaps you'd like to consider it.

Here are three options I have been considering:

1. Make the attack armor negating/armor piercing. I tend more toward the former.
2. Giving pikes a first strike bonus, like the lance.
2. Giving pikes the weapons an add on attack, that is a one time thing, something like what a net gets.

What would make the most sense would be a one time effect that was AoE/AN - but not a lot of damaage.

This would work best against heavily armored targets - just like pikes traditionally were used for.
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  #24  
Old February 14th, 2009, 12:36 AM

quantum_mechani quantum_mechani is offline
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Default Re: Ulmish Civil Wars - All Ulm all of the time...

Quote:
Originally Posted by chrispedersen View Post
Qm,

I have an idea which I have been thinking about incorporating into my version of cbm; perhaps you'd like to consider it.

Here are three options I have been considering:

1. Make the attack armor negating/armor piercing. I tend more toward the former.
2. Giving pikes a first strike bonus, like the lance.
2. Giving pikes the weapons an add on attack, that is a one time thing, something like what a net gets.

What would make the most sense would be a one time effect that was AoE/AN - but not a lot of damaage.

This would work best against heavily armored targets - just like pikes traditionally were used for.
All of those look pretty extreme, I think I'd probably rather leave them as base than something with such a huge impact.

One thing though, all the CB versions are confusing people quite a lot, so I'd appreciate it if you called any tangential mods by some unrelated name (though whatever part of CB you wish to use you are welcome too).
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  #25  
Old February 14th, 2009, 05:37 AM
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KissBlade KissBlade is offline
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Default Re: Ulmish Civil Wars - All Ulm all of the time...

Quote:
Originally Posted by Dedas View Post
I'm talking about the weapon pike. CBM changes pikes to attack 2 and damage 6 instead of attack 1 and damage 5. LA Ulm pikeneers has pikes making them boringly cost effective over other LA Ulm infantry. But that is just one minor issue have with the current CBM.
You'd make pikemen's over rangers, shields and zweihanders...? Really...?
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  #26  
Old February 14th, 2009, 12:07 PM

chrispedersen chrispedersen is offline
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Default Re: Ulmish Civil Wars - All Ulm all of the time...

C'mon Kiss - Join the game
Kitchen Stadium. We really need one more...
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  #27  
Old February 14th, 2009, 03:05 PM

Lavaere Lavaere is offline
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Default Re: Ulmish Civil Wars - All Ulm all of the time...

had a little test and we don't get the Ulm vamp spell. was that intended
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  #28  
Old February 14th, 2009, 03:25 PM

chrispedersen chrispedersen is offline
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Default Re: Ulmish Civil Wars - All Ulm all of the time...

Nope it was not intended = )
I had to create the whole nations manually, so I will fix that before we start the game.

Also, does anyone know if LA ulm has a production bonus and if so how much>?
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  #29  
Old February 15th, 2009, 03:43 PM

chrispedersen chrispedersen is offline
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Default Re: Ulmish Civil Wars - All Ulm all of the time...

Ok, the spell sanguine heritage has been copied for each nation, with someone along the name of ...

BlackChris' Taking
Prince Lavere's Taking.

Please give it a try. Also - if you could try a practice setup where you take another count's capitol - I want to see if you can build ghouls, templars etc., ie., if I have to make the magic sites unique.

I hope not, but I"m not sure.
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  #30  
Old February 15th, 2009, 04:40 PM

Lavaere Lavaere is offline
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Default Re: Ulmish Civil Wars - All Ulm all of the time...

No need to practice for that, I wasn't able to use them in the game I played before
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