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Old March 6th, 2007, 11:05 AM
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SlipperyJim SlipperyJim is offline
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Default Re: New Nation: Ulm Reborn

Okay, I played another quick game with v0.4. Here are some more thoughts:
  • The Penitent is not sacred anymore. (He also doesn't have a weapon, but you knew that.)
  • Stealthy Black Advocates are very cool indeed.
  • Reborn Lords are fantastic thugs. N9E9 bless makes them even better.
  • Bless me? Bless you!
  • The Fortified City is a welcome addition to the capital. Now I can start cranking those lovely Black Templars and Reborn Guardians off of the assembly line in a reasonable period of time.
  • The White Priests don't have any Sorcery magic yet. I'm figuring that this will happen in the new release, but I wanted to make sure you knew about it.

I love your description of the national summons. Mighty angels with the Hammer of Truth is a great fit for the Iron Faith. I also agree with your decision to add Sorcery instead of Fire magic. There's no need to steal Marignon's thunder....

I'm a modding doofus, but I think I can read some of the .dm file:
Code:
#startfort 3
#swampfort 11


Those lines specify that Ulm will get the Fortified City at the capital and a zero-admin Swamp Fort in the swamp, correct? (Lesson for the day: Don't build a castle in the swamp.)

Suggestions for other forts:
  • Farmlands: 30-admin Castle (#41)
  • Forest: 20-admin Forest Castle (#35)
  • Hills: 20-admin Mountain Citadel (#9)
  • Other: 20-admin Motte-and-Bailey (#7)

What I really like about this mod is the abundance of tough choices. The combination of high-resource Ulmish units and strong blessing potential makes the player choose carefully when starting the game. Do I go for good scales and a decent blessing, or do I sacrifice scales for a great blessing? And which blessing(s) do I pick? And what about adding magical diversity? You don't have enough points to do everything you want, so you have to choose very carefully.

Great mod, Sombre! I'm looking forward to the next release!
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Old March 6th, 2007, 12:03 PM

Sombre Sombre is offline
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Default Re: New Nation: Ulm Reborn

That's another very helpful response. I especially appreciate you finding the numbers for the forts - I'll add it in just as you posted (I really suck at forts for my mod nations for some reason - I either forget them or enter the wrong numbers).

The penitent is sacred, disease free, flail armed and just as throwaway and swarmy as ever in v.05. I'm actually a bit suspicious of whether domsummon works the way I thought it did (does the white priest attract more than the black priest?). Maybe something to balance and alter for 0.6?

White Priests get S1 in 0.5

The national summons are a bit odd. They're not super powerful, nor are they that expensive and they don't require researching. They're more like extra units in the regular Ulm lineup that you can get (possibly via alchemy) once you have a gem income. The Sternheld has A3 S1, so he opens up a lot of magical options for Ulm (possibly a bit strong actually). They are sacred undead, so I think I'll put in the doctor's bless fix (so you can bless undead).

In 0.5 there are two priest spells - one healing at H1, one lightning bolt (sort of) at H2 - I'm not sure how balanced they are since you don't need to research them but they didn't seem awesome in testing, just a nice addition.

0.5 will be up tomorrow for sure. For now I've attached a graphic preview (also good for people who are considering trying the mod out). I've gone for a fairly unified graphic feel to the whole mod.
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File Type: bmp 501643-Preview Graphics.bmp (300.1 KB, 352 views)
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