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February 5th, 2004, 12:27 AM
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Corporal
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Join Date: Dec 2003
Posts: 98
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Re: UlmPunk MOD available
If you can 'aim' 6 at once, that's bad. I definitely think that deserves a fix. I assume that if I knock it up to 2, only one at a time will be affected.
Once I do that, though, I feel pretty safe with the multilauncher. It's true that they beg for things like Aim, Wind Guide, and Flaming Arrows, but if I remove all effective combos from my nation I'll disembowel it. Everybody has something that works pretty well - and even with those aim spells, their precision will never get higher than 11! That's not very good. They'll still miss tremendously - whereas if you cast those spells on regular archers, they'd be nearly gauranteed to hit. Of course, as things stand a single fireball and it's good-bye multilaunchers, but I think it's more important to limit Aim.
You really may just be right about the mongrels, though. I'm giving that one a lot of thought.
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February 5th, 2004, 12:51 AM
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Sergeant
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Join Date: Sep 2003
Location: Austin, TX
Posts: 262
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Re: UlmPunk MOD available
Aim affects one space of units, and at size 1 6 fit in a space. Size 2 only fits in 3, which is much more reasonable, so that'll probably make them alot more reasonable. 
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February 5th, 2004, 05:53 AM
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Corporal
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Join Date: Dec 2003
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Re: UlmPunk MOD available
I have submitted an updated Version of UlmPunk to the Illwinter board. I have no idea how long it takes them to process, or if they're even awake in Sweden. Or if they'll post any notification when the old one is replaced. But it's all done, seems to work on my end, and has been sent to them.
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February 5th, 2004, 06:41 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: UlmPunk MOD available
Playing around a bit with the mod - I had never used a Warbow before - I was shocked at how potent multilaunchers are! I thought that they'd be shooting backwards, like Abysian Demonbreds, but a cluster of 10 destroyed whatever puny indies I attacked with no problems. That was without Aim. I really do not understand this - the spread was very small, even though the precision is 6! It's as though spell and arrow precision are calculated differently...
A question, though. Why is the priest so **** expensive? At 70 gold, he's no better than indy priests, and thus worthless in the long run... or am I missing something?
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February 5th, 2004, 07:18 AM
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Sergeant
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Join Date: Sep 2003
Location: Austin, TX
Posts: 262
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Re: UlmPunk MOD available
Heh, somewhat OT but still funny. Ever seen archers trying to shoot arrows in darkness? They quite literally fire arrows sideways when trying to hit targets in front of themselves.
Note: Maybe the scatter between bow of war shots is independent of prec, and all prec does is target the scatter center. But on further thought from my eye of aiming/bow of war scouts I realize that's not true, so ignore it.
SC, you really ought to try the warbow/eye of aiming scout. Add boots of quickness if you feel really fancy and/or have a lot of water gems.
You also need to give 2 warbows, an eye, and the boots to a nataraja. It's so fun I'm tempted to do it in an actual MP game just to see people's responses. 
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February 5th, 2004, 08:15 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: UlmPunk MOD available
Quote:
Originally posted by LordArioch:
SC, you really ought to try the warbow/eye of aiming scout. Add boots of quickness if you feel really fancy and/or have a lot of water gems.
You also need to give 2 warbows, an eye, and the boots to a nataraja. It's so fun I'm tempted to do it in an actual MP game just to see people's responses.
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1) Warbow only has 7 shots - sounds like it would be a waste of 10 water gems, since I would expect them to use all 7 shots anyway... do you find boots help a lot?
2) Warbow does 10 damage. That means that in a lot of situations (against Ulm, Abysia, Pythium, HC, Knights, Jotun heavies, etc) I would expect it to be worthless... though with a stealthy mage to cast Flaming Arrows, a party of 1 mage and 4 scouts could take virtually any (archerless) provincial defense stealthily...
Hmmm. Warbow and Lifelong Protection (for fodder) would be perfect.
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February 5th, 2004, 08:17 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: UlmPunk MOD available
I should mention that Multilaunchers do magic damage, and are obviously supposed to do nonmagical damage... makes them substantially better.
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