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  #1  
Old April 26th, 2007, 10:47 PM

Xietor Xietor is offline
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Default 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.
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Old April 27th, 2007, 12:03 AM

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Default 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."
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Old April 27th, 2007, 01:11 AM

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Default 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?
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Old April 27th, 2007, 03:08 PM

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Default 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.
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Old April 27th, 2007, 05:09 PM

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Default 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).
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Old April 27th, 2007, 08:34 PM

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Default 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.
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Old April 28th, 2007, 10:20 PM

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Default Re: [Mod] MA Ulm : \"Black Steel of Ulm\"

Ulm does not get crossbows as a unit, and i prefer the arbalest in the pd.

I would not mind playing anyone against using the ulm mod, but i likely would require them to agree not to use more than 1 duke summoning at a time.

That is the only unbalanced abuse issue i can see. if someone took strong scales and had several dukes summoning at the same time.

Duke's training grounds, part of ulm's keep, where a duke can enter to train new troops. Ulm has a ridiculous resource cost for its troops, so allowing them a few troops per turn is not unbalancing.

Look how many vans you can get a turn at their resource cost, and see how many black knights you can get at their resource cost. and the van is a far superior unit.
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