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March 19th, 2005, 11:17 PM
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Re: Ulm beefed up ...
Nice. I like most of the changes, although:
-- Black Plate Pikeneer end up with MOR 12 [+1]
Does anyone know why Black Plate Pikeneers have +1 morale compared to other infantry of Ulm anyway???
-- "Full Plate of Ulm": prot 17[-1], def -2[+3], enc 4[-1]
-- "Full Chain of Ulm": prot 14[+0], def -2[+1], enc 2[-1]
-- vs. "standard full chain"
Improvements to armor seem unnecessary to me - Ulmish armor is already one of their best points. Improved chainmail is ok, but I don't understand why Ulmish plate is given the +3 defense. If it's based on the realism argument mentioned earlier, then I don't think it makes sense to apply it without applying it to all tailored plate armor of every nation.
-- Master Smith has Fire-1, Earth-2, Elemental-1 [+1] now
I'm not sure I like the added elemental magic. It'll certainly help Ulm a lot, though, since (as you know doubt appreciate) not only does it reduce the need to find indy mages, but it means they can use forge bonus on additional items without empowerment. I do like the other Smith changes.
Did you touch the themes, or just the default theme? I guess you couldn't really handle BF Ulm with your PD change since the PD will apply of BF Ulm as well. I'd like to see Ghoul Guardians improved (higher MR to avoid banishment, reduced cost, mb Ulmish armor), and the Holy Knights get a commander version (too bad that would require a duplicate graphic though).
PvK
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March 20th, 2005, 08:20 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Ulm beefed up ...
I have already made a similar mod, found earlier in this thread, in which I replaced Black Acolyte with Black Paladin, gave Ghoul Guardians better mr and Ulmish armor and gave the base theme few special commanders, foot commander with fighting stats and berserk +1, cowardly arbalestman with high precision, and weak (old) general with ldr 75, standard, move 1/5 or so and low stats.
I also gave Lord Guardian map move of 2 and supply bonus 5 or so.
The idea was to give Ulm better possibilites to use magic items and its national armies.
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March 20th, 2005, 09:20 AM
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Major General
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Re: Ulm beefed up ...
Arralen, you ought to sneak Endoperez's shields into the mod as well. Those look pretty sweet, and in war, looking good is half the battle 
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March 20th, 2005, 11:45 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: Ulm beefed up ...
Quote:
Saber Cherry said:
Arralen, you ought to sneak Endoperez's shields into the mod as well. Those look pretty sweet, and in war, looking good is half the battle
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They're in ...
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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March 20th, 2005, 01:56 PM
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Re: Ulm beefed up ...
Speaking of Black Forest, is there any way currently to modify a theme for a nation (such as its prerequisite scales) directly, as opposed to just editing some of the units? I'm a bit of a n00b at this, i looked through the mod manual but didn't see a command for it so im not even sure if its possible. I'm asking cause it seems to me that a mandatory death 1 scale for a blood nation as any patrolling you do would kill off ur pop, limiting your slave income severely.
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whee
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March 20th, 2005, 02:35 PM
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Lieutenant General
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Re: Ulm beefed up ...
Quote:
godofdun said:
Speaking of Black Forest, is there any way currently to modify a theme for a nation (such as its prerequisite scales) directly, as opposed to just editing some of the units? I'm a bit of a n00b at this, i looked through the mod manual but didn't see a command for it so im not even sure if its possible. I'm asking cause it seems to me that a mandatory death 1 scale for a blood nation as any patrolling you do would kill off ur pop, limiting your slave income severely.
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No, there is no way to change anything in a theme other than editing it's units.
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March 20th, 2005, 02:38 PM
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National Security Advisor
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Re: Ulm beefed up ...
No, that cannot be modded. As a rule, if it isn't in the modding manual, it can't be done.
However, I have made a mod than replaces a nation (I think Abysia) with Black Forest, and a program with which you can change the replaced nation to any land nation. So you can use that mod to replace Ulm with Black Forest. I coudln't put the theme requirements on it.
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March 20th, 2005, 02:43 PM
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Re: Ulm beefed up ...
wow, nice haha, yeah i figured that was a long shot. Anyway, where can i get this shiny sounding mod of yours? It doesn't list a website for u in your profile, and im really excited by a more "vampire" themed blood nation  .
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March 20th, 2005, 03:06 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Ulm beefed up ...
Right now, it is an attachment. I will probably make a new version of the National Replacement series, add Mictlan and Atlantis (although neither can be used without major changes to how they play out, namely dominion spreading without blood sacrifice and auto-spawning hybrids) and fix some bugs that seem to plague that oh-so-simple Mod Converter.
EDIT: You won't get any national heroes, and will get the fortress resource bonus base Ulm gets. I don't know if you should receive the latter or not, but it can't be modded so it won't change.
Last edited by Endoperez; August 13th, 2008 at 11:31 AM..
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March 20th, 2005, 08:41 PM
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Re: Ulm beefed up ...
sweet, thx, i'll definately have fun tinkering with that 
__________________
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