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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old April 27th, 2007, 01:11 AM

Xietor Xietor is offline
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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

Xietor Xietor is offline
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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

Xietor Xietor is offline
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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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Old April 28th, 2007, 10:43 PM
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Default Re: [Mod] MA Ulm : \"Black Steel of Ulm\"

Try to build more castles than usual when playing Ulm. Remember that they get 25% more resources from every castle and that almost all their troops only cost 10 gold each. That gives you a lot of gold to build those castles with. Try order 3 and production 3. Build your second castle on turn 3. It really, really helps.
Vanilla Ulm has potential, you just have to play it "Ulm style".

Good luck mate.
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Old April 29th, 2007, 02:41 AM

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

That is very good advice!

Yeah, i build castles, but i do not like building castles that take away from my main castles resources, so i cant build another one on turn 3 heh. Those black knights are hard to mass produce at 75 resources a pop though.
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