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View Poll Results: Do you think that MA Ulm is underpowered?
Yes 52 85.25%
No 9 14.75%
Voters: 61. You may not vote on this poll

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  #1  
Old September 21st, 2007, 10:28 PM

Valandil Valandil is offline
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Default Re: Frostmorne27

I was hoping that would be a hoburg. You disappoint me.

As regards to Ulmish forging:
Err? You have a 25% discount on forging with an E2 F1 mage. This is in no way, shape, or form equivalent to forge of the ancients, which is twice as effective, and gives +1 in all known paths.

However, with a dwarven hammer, and the forge, master smiths can make items for free. This is usefull.

Ulm has no particular expansion ability compared to any nation except Agartha (and a few others, I guess).
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  #2  
Old September 22nd, 2007, 12:16 AM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Re: Frostmorne27

A couple points with regards to the Pangean comparison...

'difference of 4 in MR'
Although it requires research in Thau 5, Ulm gets the amazingly inexpensive "Tempering the Will", providing all your units +4 MR. Because of its low fatigue, you can cast it even with a level 2 earth mage, even if you don't research conjuration or construction ... though that is a bit unlikely.

And while Thau 5 is a bit pricey, at a aggregate cost of 620, it can fit in your research budget easily, later on.

The defense hurts... but Ulm can get Tower Shields. While they're fairly easy to bypass in melee...

Shield (Pan) 4 parry
Tower Shield (Ulm) 7 parry

attacker generally rolls DRN+6
At the start of a battle, before melee causes fatigue...
Pan: 10+DRN (Diff of 4, or 18%)
Ulm: 16+DRN (Diff of 10, or 3%) CORRECTION EDIT

I am curious what spells these missile hit mathematics apply to. Blade of wind certainly, possibly even fire spells... Page 77 certainly implies that many fire spells count as missile weapons, though I don't know about splash damage. Can a shield parry lightning?

Anyways, before you even factor protection into the equation, you're getting hit only half as much, even by crossbows.

The cost for Infantry of Ulm (not Black Plate)? 10, 26. The lack of recuperation is notable, but where as the hoplite has a dinky little spear (dam3), Ulm has access to various weapons. The one I'm looking at has a hammer, with 7 damage.
Attack, Prot
Pan/Ulm 14+DRN versus 17+DRN
Ulm/Pan 18+DRN versus 15(body)+DRN

This is balanced by the variety of factors the Satyr Hoplite has in its advantage, such as defence and recuperation. And while the encumberance is equal (8) with these two units, fatigue decreases defense twice as fast as attack, which works in Ulm's favor in this matchup. In this particular matchup with the shield we get a defense of 11, which while inferior isn't as dramatically ineffective as a defense of five, especially while facing an attack of 11.

A small correction to Valandil. According to what I've read off of the forum, there is no free forging. The minimum is 10% cost.

I don't have enough Ulm or Pangaea experience to say who has the better infantry, but it isn't quite as one sided as you make it seem.

MA Pangaea generally has much inferior weaponry for a similar cost. I mean, EA Agartha uses spears... And we know what a super power their strong and hearty Pale Ones are. The War Minotaur is another story and price range, but spears really are of little comparison to the advantages of hammers and morningstars. Can someone refresh me as to what flails and morningstars, have as a special ability? I've forgotten.

EDIT:
Quote:
--> True. You can hold the enemy up for several turns. And... Oh crap. You can blade wind, if you forewnet construction, got conjuration 2, AND evocation 4. Not impossible, but arrow fend makes this totally useless. Also, BW is crap against anything with prot over 15, and weak vs. 12-15. You really need better stuff. Like Magma eruption, except that its even harder to get.
Really, you don't need conjuration 2 for Blade Wind or Magma Eruption. You don't have a heck of a lot to spend gems on other then forging. At a measly 30 fatigue, you can spend a single gem on it. With Blade Wind, you can boost your path temporarily with one gem. Not economical in the long run, but in the short term, Blade Wind and Magma Eruption are viable even without booster magic or items. In fact, you can think of one pair of earth boots as being equal to 7 Magma Eruptions.

It's even more costly, but you also have access to fire three spells with a gem cost of 2 or less in combat. Pheonix Power can be cast with a spare gem, taking you up to two, and thereafter, you can cast 22 damage, ap flame bolts for hardened targets with Evo 1. Very late game, after you've capped construction, you can cast Pillar of Fire for 20 fatigue (f2) at Evo 8. 34 Armor piercing damage will threaten even a cyclops pretender.

As no one expects to need magic resistance against Ulm, you may even be able to pull of something with Hydrophobia, also an extremely inconvenient Thau 8. It's also more effective in a hostile empire with positive magic scales for a penalty to MR.

More practically speaking, Rage and Prison of Fire are also along the research path to Tempering the Will. They aren't world shattering, but they are effectively research free, unless you're ignoring Tempering the Will.

If you ARE going for BladeWind and summon Earth Power (EP first), you'll get Pheonix Power as well, and plenty of fire spells will be opened up along the way.

As well, you have Destruction, Strength of Giants, and Legions of Steel readily available. early. Making their fewer attacks that hit much more deadly, and more survivable.

Yes, Ulm's magic variety and power still is quite poor. But you do have a few more options available at all stages of the game than just Blade Wind and Magma Eruption. The magical victory still goes to other nations.
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  #3  
Old September 22nd, 2007, 12:49 AM

Chris_Byler Chris_Byler is offline
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Default Re: Frostmorne27

I think Ulmish troops need either a few more points of skill, or a slight reduction in blacksteel armor encumbrance/defense penalties, or both. If that isn't enough, maybe a couple more HP and another point of strength.

If they're only going to do one thing well, let them do it *really* well.

A national spell that gives a squad of troops/all friendly troops 50% resistance to all elements would be very nice, too. They have Tempering the Will to counter MR-negates spells, but nothing much to deal with Falling Fires/Frost or Orb Lightning (the regular counters to those elements require paths Ulm doesn't get easily). I realize this would basically duplicate Gaea's Blessing, but - Ulm *needs* to be able to counter other people's counter to armor, because they don't really have a Plan B.

One way to deal with the morale issue would be to give them commanders with Standard. If Strategoi and Legati Legionarum (if that's the correct plural, been a long time since I took Latin) can lead their men to greater valor, I don't see why Ulmsmen can't learn to command that well too.

A way to get enough Nature magic for Relief would be nice too, but might be too big a change to the nation because of all the other applications that nature magic would have.
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Old September 22nd, 2007, 01:11 AM
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Default Resources

For me the problem would be solved by rasing the castle resource bonus from 25% to say 75%.

My complaint is not the MR or the slowness, I see that as central to the theme. My problem is I cannot crank out enough troops to keep up early game.

Should be pretty easy to mod, I might do that.
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Old September 22nd, 2007, 01:23 AM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Re: Resources

Oh... and before I forget...

While Arbalests open Ulm up to friendly fire, I'm not aware of the game taking any special considerations into account. That is, Tower Shields should be just as effective against friendly fire as hostile fire, with maybe only an 3% hit rate at the outset, climbing as high as 14% with 99 fatigue. If you recruit shielded infantry, you shouldn't really need worry about friendly fire so much as wasted ammo.
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Old September 22nd, 2007, 01:23 AM

Sombre Sombre is offline
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Default Re: Frostmorne27

You know it's sort of like putting a band aid on a festering axe wound, but Ulm could simply have their resource bonus in forts increased. It's currently 25% I believe. If it was 50% they would at least be able to produce their troops in bulk and some people might be tempted away from prod 3.
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Old September 22nd, 2007, 01:26 AM
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Default Re: Frostmorne27

Quote:
Sombre said:
You know it's sort of like putting a band aid on a festering axe wound, but Ulm could simply have their resource bonus in forts increased. It's currently 25% I believe. If it was 50% they would at least be able to produce their troops in bulk and some people might be tempted away from prod 3.
Hey I just said that!
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Old September 22nd, 2007, 01:32 AM

Sombre Sombre is offline
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Default Re: Frostmorne27

Yeah, sorry, I didn't see :]

It's very easy to mod, if anyone wanted to test it out.

You just need to #selectnation (MA Ulm's number) then #castleprod 50 or 75 or whatever. Then #end :]


Just as a sidenote: Arbalests aren't the best missile weapons in the game. They're worse than crossbows imo. And Ulm's arbalests cost a load of resources, making them far harder to mass than say Marig's crossbows.
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Old September 22nd, 2007, 01:42 AM

Xietor Xietor is offline
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Default Re: Frostmorne27

the only bad thing about cranking 300 Ulm Infantry and an army of Black knights. Then a mage teleports in with a runesmasher, eye void, spell focus and casts master enslave and that person owns your army.

Yeah you can cast tempering the will if you have the luxury of going to thau. 5. That raises the mr from 9 to? I had commanders with 24 mr get enslaved in alpaca. heh. what chance does mr 9 have?

Of course you may get your commanders mind hunted, and be stuck with no one to cast tempering the will. Then it is pretty much automatic enslavement.

Maybe master enslave needs toned down a bit. But that is for a different thread. It is potent now though, and Ulm is last in being able to defend against it.
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Old September 22nd, 2007, 12:31 AM

Panpiper Panpiper is offline
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Default Re: Frostmorne27

Quote:
Valandil said:
However, with a dwarven hammer, and the forge, master smiths can make items for free. This is usefull.
Er... With the Forge of the Ancients cast and no other equipment in hand, my master smith makes a Cloak of Invulnerability for 30 earth gems. If he equips a dwarven hammer, it costs him 20 gems. If I give him the Hammer of the Forge Lord, it cost him 10 gems. In no case is it free. The bonuses stack, but it is not purely additive.
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