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January 6th, 2005, 10:42 AM
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Lieutenant General
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Re: Ulm beefed up ...
Quote:
Endoperez said:
I still think elemental resistance is very unthematic, but I can't understand why you are adding nature. I thought you were thinking of Rod of Iron/ Elemental Armor, not Resist Elements...
And having both Fire and Nature gives Ulm access to Fever Fetishes, with Forge bonus, with non-restricted, cheap mages. Maybe not the best possible idea, even if they don't start with any income in either.
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Oh i really forgot the fever fetishes .
The reasons for nature i listed in a former post already though :
- supply items
- Better aiming with eagle eye
- Some other smaller buffs , or some swarmers with swarm
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January 6th, 2005, 11:02 AM
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Sergeant
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Re: Ulm beefed up ...
Quote:
I still think elemental resistance is very unthematic
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I think black steel armor should have some small resistance (maybe 25 percent) by default, not only for Ulm, but in general.
Has anyone ever forged the black steel armor for 10 earth gems? It is very bad compared to the armors of other kinds of magic, and it is even worse for ulm as it's only advantage is +1 protection compared to a black knights normal armor. 10 gems for +1 protection? No thanks, but then again, there is no other armor Ulm could forge with its current picks.
Elemental protection is nothing unfitting for earth.
Earth can't burn, and it can't conduct electricity. Maybe one could argue about water...
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January 6th, 2005, 03:19 PM
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National Security Advisor
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Re: Ulm beefed up ...
I have updated my Ulm Upgrade mod. Fixed some bugs, added Warlord graphics (Zweihander+cloak) and added Reinvigoration for Warlord. Also changed some descriptions, but those were slight.
I added #Version tag, and the Version is 0.85.
Last edited by Endoperez; August 13th, 2008 at 11:31 AM..
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January 6th, 2005, 03:58 PM
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Major General
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Re: Ulm beefed up ...
Hm, steel's metal. I was under the impression that metals tend not to be good electrical insulators.
However, it might not be unreasonable for black steel to be perhaps slightly fire resistant (perhaps only Ulm knows how to work with such a metal if so), or very strong for the weight and bulk (perhaps less encumberance, less reduction in AP and defense?) or harder to penetrate (perhaps AP effects reduced).
Perhaps the forgeable black steel items could also be forgeable by Ulm only. 2E mages aren't exactly confined to Ulm right now.
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January 6th, 2005, 04:56 PM
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Sergeant
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Re: Ulm beefed up ...
Quote:
Hm, steel's metal. I was under the impression that metals tend not to be good electrical insulators.
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But it's not plain steel!
It's the famous ulmish black steel(TM) that utilisez so much arcane knowledge in its forging you actually have to pay 10 earth gems to your local master smith to get your own copy of black steel armor
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January 7th, 2005, 12:16 PM
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Lieutenant General
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Re: Ulm beefed up ...
Quote:
Taqwus said:
However, it might not be unreasonable for black steel to be perhaps slightly fire resistant (perhaps only Ulm knows how to work with such a metal if so), or very strong for the weight and bulk (perhaps less encumberance, less reduction in AP and defense?) or harder to penetrate (perhaps AP effects reduced).
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Given that metal also conducts heat and cold very well, I'm not sure that any elemental resistance on it would be appropriate (armies baked in their armor, and they froze in it too). On the other paw, reduced encumbrance and whatnot would be appropriate, for all Ulm's Black Plate troops.
Reducing the encumbrance on that stuff would go a long way towards making Ulm's troops more useful; given the superior metalworking Ulm is considered to have, and the extra strength of the soldiers, they perhaps shouldn't get exhausted so soon.
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January 7th, 2005, 12:44 PM
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Sergeant
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Re: Ulm beefed up ...
My vision of Ulm:
Apprentice Smith
2E
Only a few people of ulm are gifted with magic powers. Those few are sent on a journey to learn the ways of the smithy, traveling with the ulmish legions of steel and searching for places of arcane knowledge.
While they have a long way to go before they can forge items as skillfully as their teachers, they are already immune to drain and have mastered the basics of earth magic.
Master Smith
3E2A2F
Immobile
When the time has come for the apprentice to return to the forges of their origin, they are awarded the title of a Master Smith, those who are capable to bind the elements to their steel. This power comes to a price, however. The master smiths are not allowed to leave their forges, so that the magic will be kept away from the pure land of ulm. While some might not accept this fade, most Smiths embrace their destiny, forging the best equipment for their friends with which they once traveled together.
Hero:
the Legate
2E1F
100% Resistance against everything
no body and hand slots
Might be an assassin
Those smiths who refuse to return to the forges of Ulm are called the exiles, or the fallen. They are sworn enemies of Ulm, and must be eliminated at all cost. If one is found, the council of master smith sends one of their own to return the fallen apprentice, dead or alive. The chosen one is then transformed into a being of pure steel, a man golem who is immun to all magic. He won't rest until the enemies of Ulm are defeated.
Special:
The forges
The laboratories of Ulm are, unlike those of the other nations, no places of contemplation and studying, but rather busy places of apprentices being trained and lots of military equipment being produced.
A mage doing research in an ulmish forge will have his research skill lowered by one. In exchange, each ulmish forge produces one earth gem each turn.
new neutral placement:
Exile conclave
This is a place where those fleeing from the wrath of Ulm have gathered. The original master smith 2E1F (now called Fallen Smith) is recruitable here as well as the rogue apprentice 2E, The master smith still has his forging bonus, but both lost their drain immunity.
I know not everything here is moddable, but this is my vision of making Ulm a nation to be reckoned with, but without loosing it's distinct feeling.
What do you think?
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January 6th, 2005, 05:01 PM
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Second Lieutenant
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Re: Ulm beefed up ...
I can't say that the idea of shock resistance on Ulmish soldiers really appeals. Lightning is effective against most national troops; it's hardly a distinctively Ulmish problem.
If lightning resistance is desperately required, why not make an earth spell that grants it to a small number of troops? Although... that would probably help Vanheim more, with their air mages and dwarves. So, make it a 1-earth spell that only affects one square at a time, which puts it firmly in Ulm's territory.
Combined with my suggestion for a 1-earth apprentice smith, that would really help Ulm at fighting air nations.
And another idea: what about giving Ulm assassins? It may not be thematic, but it would certainly tie in with their forging ability.
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January 6th, 2005, 09:49 PM
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Major
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Re: Ulm beefed up ...
> So, make it a 1-earth spell that only affects one square at a time,
One square at the time... This is so great! This way, all you need to protect
twenty black knights is a measily ten smiths... Well more like fifteen, and then
you would have to get really creative while positioning them.
Anyway, hurray, Ulm is saved!
> which puts it firmly in Ulm's territory.
I understand how one may think so: the spell seems to suck to the point of
beign useless, which would firmly put it into Ulm's territory. But one would
be mistaken. This would be quite an useful spell for a SC that lacks air magic.
Being a new spell, it may even stack with items like the Scutata Volturus. The
only problem is that takes it out of Ulm's territory - not only because it does
not suck, but also because Ulm can't get any SCs worth mentioning.
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January 7th, 2005, 02:15 AM
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General
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Re: Ulm beefed up ...
Quote:
PrinzMegaherz said:
Has anyone ever forged the black steel armor for 10 earth gems?
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I do in the second turn for undead pretenders with Ulm. Other than that I don't tend to use it.
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