|
|
|
 |

April 26th, 2007, 10:17 PM
|
Second Lieutenant
|
|
Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
|
|
Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
Well, as for myself, it seems a bit on the overpowered side. The magic is still strictly limited, but you're spawning troops so quickly, I'm not exactly sure how you'd ever run out of money with them. It's not like the militia are bad.
And I'm guessing the Duke's knight-summon is a domsummon kind of thing? I took a spin on this with a Dominion-10 Air-4 Virtue, and so I was getting about half a knight a turn/Duke. That's going to add up pretty quickly.
Are the spawns really necessary? I honestly am not entirely sure why you'd need to recruit melee units at all with this mod. Commanders to Summon up other troops and research, get a very-high Dominion pretender to spread the Drain far and wide, and make the most of your Stealthy Preachers, and recruit mainly Sappers for your missile troops.
|

April 26th, 2007, 10:47 PM
|
Lieutenant General
|
|
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
|
|
Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
The "fix" reduced the number of summons from 5 to 3. How are 3 additional slow units a turn over powering Ulm?
I can see where if you had 10 dukes summoning 3 a turn, that could change the balance some. The issue is they are high resource troops. if purchased, they would eat up a good bit of resources to make. But the Dukes are capital only.
Maybe some sort of limit per turn needs to be in place to avoid abuse if you get someone buying a ton of dukes and they all sit around summoning. Just a suggestion, maybe a duke should summon only 2 per turn. I am not sure it is overpowered as it is. Not when you consider Ulm's magical limitations. And Ulm's infantry is very slow. And they have crappy defense, most of mine get afflictions early and often.
Taking away conscription, or limiting it even more, would not take away at all from the mod. The new commanders are cool, and the addition of a magical sword on the knights, the raising of the mr, and the armor changes makes Ulm more competitive. it gives them a fighting chance. I certainly would not bet on them against several other MA races, even with the boost.
Sure they'd own argatha, micitan, and a handful of other races, but not the upper tier races, Ermor, Pythium, Arcos.,
Vanaheim, Maragon, and i still would take my favorite race over them, Pangaea, even though they are magically limited as well.
Ulm still has glaring weaknesses of level 1 priests, limited mages, and resource hog troops. So it is not suddenly a super power race.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
|

April 27th, 2007, 12:03 AM
|
Lieutenant General
|
|
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
|
|
Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
After much thought, I have this thought, if the author deems the present conscription having the potential to unbalance, then the Ulm capital could have a site that the Duke of Ulm could enter to conscript troops.
That way troops could only be summoned at the capital and only by one Duke at a time. As the beer commercials say, "brilliant."
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
|

April 27th, 2007, 01:11 AM
|
Lieutenant General
|
|
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
|
|
Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
My continuing thoughts on an excellent mod:
On the Ulm pd, why were the arbalests removed? The crossbows do fire more often, but they are not as armored and lack the morale of the arbalest. Also, and more of a concern, Ulm does not get crossbowmen.
2nd, with the lower morale militia in the pd, the commander with the standard standing at the rear is too far away too boost morale. Is there any way to get him to "stay behind troops?"
Ulm did gets pikes as its unit after 20, were the improved pikes considered too overpowered for the pd?
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
|

April 27th, 2007, 03:08 PM
|
Lieutenant General
|
|
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
|
|
Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
As i continue to play this mod, i do not think Ulm is overpowered. Those summoned guys run at the 1st scratch, and I think the pd has been weakened.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
|

April 27th, 2007, 05:09 PM
|
Second Lieutenant
|
|
Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
|
|
Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
Well, I dunno. I've always wanted regular crossbows as opposed to Arbalestiers for Ulm (1/3 rounds hurts).
And the militia? I've yet to see them break. Not exactly sure what I'm doing 'right', but maybe it's the Dominion 10 and Temples everywhere (i.e., I'm getting a constant +1 morale from friendly dominion).
|

April 27th, 2007, 08:34 PM
|
Lieutenant General
|
|
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
|
|
Re: [Mod] MA Ulm : \"Black Steel of Ulm\"
I am talking the pd in enemy dominion. The crossbows fire more often, but have lower morale and armor. Ulm also got 11 morale pikemen after 20.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|