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February 1st, 2012, 11:22 AM
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Re: Ulm: Order of the Black Rose v0.301b
Quote:
Originally Posted by Squirrelloid
-Even spamming something simple like Enslave Mind or Soul Slay will overcome Ulmish MR, however slowly.
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I don't think this is really realistic. Never mind the "only kill one dude each time" aspect, which kinda matters when their dudes kill dozens of yours at a time with Iron Darts/Blizzard ; but the baseline ulmish dude has MR12 (meaning you're already going to fail 1 times out of 2), and in any big battle it's a given that Ulm will use their battlefield-wide MR boost on top of that. It's not even that hard to research. That's 18 baseline, 19 in dominion. Yeah, you go ahead and Enslave Mind, dude, I'm sure those 3% chance to turn a single guy are going to turn the battle right around.
MR resist spells are just wasted on Rose Ulm, period. Spamming and hoping it sticks works statistically on lone SCs, but it's preposterous to suggest them as a workable solution on armies of 100+ guys at once.
That would be one point where I reckon the mod is a bit OP, TBH. Either give them high nat MR, or give them easy ways to boost normal MR, but compounding the two just shuts down like 80% of offensive sorcery magic.
Also, I find that whole "well, if they're at research level 6 you should have more than that/fight them with tons of high level summons" bit of yours just silly.
Either their level 6 spells are balanced with other level 6 spells, or they're unbalanced. Either their level 3 spells are in line with other level 3 spells, or they're unbalanced. You don't get to make a pair of level 3 spells as good and easier to cast as a level 8 one with the rationale that "no but it's OK because really we'll get it at the same time guys !".
Ulm doesn't have such a particularly horrible research rate either, I don't even know why you seem to be operating on this assumption :
* it's filthy stinking rich from O3/P3 which the latest CBM made even more lucrative than ever. You're probably going to throw G3 in there as well, because why not. Its troops are relatively cheap, superbly cost-efficient and you won't have all that many of them anyway, certainly you don't need many to expand. So Ulm should have little trouble matching Man for architecture - it's trivially easy to have 3 castles either up or in construction by the end of year 1. Most other nations are happy when they get 2, and many also need to have temples in theirs while yours can wait.
* it has a forge bonus to make lightless lanterns by the cartload, and construction is one of their priorities anyhow
* it doesn't need mage slots for expansion and
* it doesn't even need to divert that many mages from research for early or even midgame wars: One mage to drop the MR boost, one to drop the armour boost, maybe one back home to summon steel standards, you're good to go. Can the opposition hope to match or circumvent your force multiplication with just two mages of their own in the field ? At these rex levels ? Not bloody likely.
Hell, in the Heroes of Slight & Tragic game you're in the upper middle of the pack research-wise, gaining faster than the other slowpokes, and you've been stuck with only 2 forts for most of the game ! (not to mention busy conquering one and a half of your neighbours)
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February 1st, 2012, 12:22 PM
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Re: Ulm: Order of the Black Rose v0.301b
(err, MR 14 baseline, not 12, meaning you fail 2/3rds of the time. My mistake.)
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February 1st, 2012, 06:39 PM
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Re: Ulm: Order of the Black Rose v0.301b
Quote:
Originally Posted by Kobal2
Quote:
Originally Posted by Squirrelloid
-Even spamming something simple like Enslave Mind or Soul Slay will overcome Ulmish MR, however slowly.
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I don't think this is really realistic. Never mind the "only kill one dude each time" aspect, which kinda matters when their dudes kill dozens of yours at a time with Iron Darts/Blizzard ; but the baseline ulmish dude has MR12 (meaning you're already going to fail 1 times out of 2), and in any big battle it's a given that Ulm will use their battlefield-wide MR boost on top of that. It's not even that hard to research. That's 18 baseline, 19 in dominion. Yeah, you go ahead and Enslave Mind, dude, I'm sure those 3% chance to turn a single guy are going to turn the battle right around.
MR resist spells are just wasted on Rose Ulm, period. Spamming and hoping it sticks works statistically on lone SCs, but it's preposterous to suggest them as a workable solution on armies of 100+ guys at once.
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Enslave mind has the useful aspect of then making Ulm kill their own unit, or it getting to do damage to them.
And if you hand out some penetration gear, your success rate will go up noticeably. Also, communion masters will have enhanced penetration. Its not an ideal counter, but when their army is only 80 strong even slipping 10 enslave minds through over the course of a battle is a substantial hit. Would not be the first thing i tried.
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That would be one point where I reckon the mod is a bit OP, TBH. Either give them high nat MR, or give them easy ways to boost normal MR, but compounding the two just shuts down like 80% of offensive sorcery magic.
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Because all the other magic i suggested that didn't involve MR is useless, clearly.
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Also, I find that whole "well, if they're at research level 6 you should have more than that/fight them with tons of high level summons" bit of yours just silly.
Either their level 6 spells are balanced with other level 6 spells, or they're unbalanced. Either their level 3 spells are in line with other level 3 spells, or they're unbalanced. You don't get to make a pair of level 3 spells as good and easier to cast as a level 8 one with the rationale that "no but it's OK because really we'll get it at the same time guys !".
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Their spells are balanced *for Ulm* at level 6. Ulm is going to have Drain scales. (If nothing else, their capital is going to be at Dr3 no matter what they do, because they have a capital site which increases Drain). Their best research mage provides *5RP* per turn, and their 5RP option outside the capital isn't even sacred. Pythium can *double* that before considering scales, and *all* its mages are sacred.
And then you have to consider that, outside the capital, to get a iron blizzard caster they have to hire a 3RP Black Priest instead of a Smith.
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Ulm doesn't have such a particularly horrible research rate either, I don't even know why you seem to be operating on this assumption :
* it's filthy stinking rich from O3/P3 which the latest CBM made even more lucrative than ever. You're probably going to throw G3 in there as well, because why not. Its troops are relatively cheap, superbly cost-efficient and you won't have all that many of them anyway, certainly you don't need many to expand. So Ulm should have little trouble matching Man for architecture - it's trivially easy to have 3 castles either up or in construction by the end of year 1. Most other nations are happy when they get 2, and many also need to have temples in theirs while yours can wait.
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There's no reason Pythium can't run as scales either. If you aren't running scales as Pythium, you should be getting other benefits to compensate - benefits you chose over having those scales.
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* it has a forge bonus to make lightless lanterns by the cartload, and construction is one of their priorities anyhow
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....And pythium can make lanterns and owl quills. I might note that MA Ulm has no native F income, and rarely gets better than F1 to enable site searching.
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* it doesn't need mage slots for expansion and
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No one does?
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* it doesn't even need to divert that many mages from research for early or even midgame wars: One mage to drop the MR boost, one to drop the armour boost, maybe one back home to summon steel standards, you're good to go. Can the opposition hope to match or circumvent your force multiplication with just two mages of their own in the field ? At these rex levels ? Not bloody likely.
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Fog Warriors would go a long way.
Heck, a pile of crossbows would go a long way.
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Hell, in the Heroes of Slight & Tragic game you're in the upper middle of the pack research-wise, gaining faster than the other slowpokes, and you've been stuck with only 2 forts for most of the game ! (not to mention busy conquering one and a half of your neighbours)
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Yeah, I don't understand that at all. Its inconceivable to me that I'm not trailing in research. I think the explanation is more in what everyone else is not doing, and less in what I'm doing. I've even had to commit substantial mage forces to combat. So something is weird in that game, and it has nothing to do with Ulm having a stellar research rate. (Seriously, i'm not even to Const 6 yet!)
Anyway, I would reasonably expect Pythium to have double Ulm's RP at *every stage of the game* given both positions are about equal otherwise.
The only reason i'm not a flattened pancake is because my aggressors found themselves attacked from other sides. I haven't been conquering anyone - i've been defending myself from aggression. Gained a whole 2 provinces relative to what i had initially. And 3 of my provinces have basically zero population thanks to Sylvania (including their capital and another province that had >10k people before).
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Anyway, Ulm's infantry are supposed to be able to be made ridiculously strong. *That's its endgame*. There are *piles* of answers to infantry.
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February 2nd, 2012, 04:20 AM
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Re: Ulm: Order of the Black Rose v0.301b
Quote:
Originally Posted by Squirrelloid
Because all the other magic i suggested that didn't involve MR is useless, clearly.
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I did specify sorcery magic, which is the main strength of quite a few nations. If you nix that, you basically screw those nations over by forcing them to play with stuff they're not good at using research that's probably not in their best interest to go for, all other things being equal. IOW you're forcing them to play specifically to counter you instead of what's in their own interest. That's bad balance.
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Their spells are balanced *for Ulm* at level 6. Ulm is going to have Drain scales. (If nothing else, their capital is going to be at Dr3 no matter what they do, because they have a capital site which increases Drain). Their best research mage provides *5RP* per turn, and their 5RP option outside the capital isn't even sacred. Pythium can *double* that before considering scales, and *all* its mages are sacred.
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That's exactly my point.
If you give Ulm level 6 spells that are equivalent in relative power with spells others get at 9 magic (which is over *3* times as many RPs), on the (IMO flawed) assumption that both will get there at the same time, you've basically removed Ulm's research disadvantage, or Pythium's research edge, from the game.
Or to put it another way, you've made Ulm as powerful at one rex level 6 and 2 rex 3s as other nations are at *multiple* level 7+, which nullifies part of the point of being able to race up the research tree in the first place.
Since Ulm not only has that, but also superior troops that'll dominate the early and midgame battlefield, and probably the late game one as well because even typical "screw your army" moves like a Master Enslave with all pen boosters and a communion from hell isn't likely to make such a big dent in a late game Ulmish blob...yeah
I mean, there's already quite the hubhub about vanilla Ulm being top tier or borderline OP in the latest CBMs. And your nation makes CBM vanilla Ulm look like non CBM EA Agartha.
As for other nations' mages being sacred, that only really matters in the very long run. In the shorter run it means having to plop down a 400g temple everywhere (how many turns of slashed mage upkeep does that cover, paid upfront too ?). Since Ulm's big spells come in the short run... yeah.
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And then you have to consider that, outside the capital, to get a iron blizzard caster they have to hire a 3RP Black Priest instead of a Smith.
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So ? To be able to rain as much death as long as a Blizzard spammer can, Pythium has to recruit communicants which have no RP *at all*.
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There's no reason Pythium can't run as scales either. If you aren't running scales as Pythium, you should be getting other benefits to compensate - benefits you chose over having those scales.
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What benefits ? Sacreds ? That's a laugh, considering the kind of tools BR Ulm has to deal with those.
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....And pythium can make lanterns and owl quills. I might note that MA Ulm has no native F income, and rarely gets better than F1 to enable site searching.
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Not as many of them per gem. As for the income, natively Pythium won't have much F either, and Owl Quills come with a severe opportunity cost on A gems.
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Fog Warriors would go a long way.
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Fog Warriors is a level *7* spell. That's 1760 research points (need Thaum 1 too) if they beeline for it. BR Ulm can have its two go-to spells in 400. You said you expected Pythium to have double the research rate ? They'd still only be halfway to FW, with almost nothing to show for it on the field. Yay Phantasmal Army ! Aren't Ghost Wolves just da bomb ?
And what about nations that aren't Pythium ? Or are you balancing against an optimal play by one of the best vanilla nations ? What should, say, Ermor do ? Forego raising skellies entirely and hope to have FW up before your dedicated undead killers (or just the flails) show up ?
Besides, Fog Warriors on its own wouldn't save Pythium. Its legionnaires still won't break 25 armour any time soon with their shortswords while steadily getting mulched themselves. Thunderspam would, but then a) that's even moar research and b) that's a lot more mages out in the field than 2, which slows down research, which hurts them a lot long term.
As for mass crossbows, Ulm has tower shields, indy crossbows are not all that common in the MA, hard to mass unless you plop down castles specifically for them (and don't have sloth), and mapmove 1. Ulm for its part only has to bring a hundred or so Lion Tribe shortbows on "fire archers" to blow them away.
Sacred nations do.
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Yeah, I don't understand that at all. Its inconceivable to me that I'm not trailing in research. I think the explanation is more in what everyone else is not doing, and less in what I'm doing. I've even had to commit substantial mage forces to combat. So something is weird in that game, and it has nothing to do with Ulm having a stellar research rate. (Seriously, i'm not even to Const 6 yet!)
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I didn't say they had a stellar one. But it's not as *OMG horrible*, which you seem to be assuming.
5 RP per castle is about as good as most other nations have it without magic scales, except for those nations that have superb mages to compensate for the fact that their troops are utter crap (Bandar, Shinu anyone ?) and thus need the research edge to even be able to compete because large numbers of their mages will be busy shoring up armies at any given time. You have 5 RP with 120 cool free design points to show for it. And if any of your neighbours is running Magic, it's yowza time for you because you can let his dom into your lands anyway. Don't need temples in your forts, remember ?
As for "they must be doing something wrong", Myconos has been turtling the whole game, is a pretty OK research nation running Magic 1 scales, has never been in a war and still doesn't have twice as much research as you do. With 4 castles to your 2. Red Woods doesn't either with *6*.
Admittedly I've been forcing a handful of their mages to patrol, and killed about 20 of them too. Still, that should tell you something.
I must have said this far too many times already, but you're seriously underestimating Ulm's research, or overestimating that of other nations. Or maybe you're just too used to playing with folks who'll take Magic 3 all day, everyday, I dunno. But then it'd be poor design to balance against that.
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The only reason i'm not a flattened pancake is because my aggressors found themselves attacked from other sides. I haven't been conquering anyone - i've been defending myself from aggression. Gained a whole 2 provinces relative to what i had initially. And 3 of my provinces have basically zero population thanks to Sylvania (including their capital and another province that had >10k people before).
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How do you figure ? You've got twice as much land as any other nation besides me, and I've taken over all of Sylvania's lands plus some of RW's on a transitory basis. Doesn't really matter how many that is above what you had when Sylvania tried to be clever - it's still a large advantage.
As for "I only live because somebody attacked my aggressors", that's what typically happens isn't it ? Not that you weren't holding your own against both Sylvania and Malaz at the same time. You probably would have been proper screwed with the fairies joining the fray, I'll give you that. But handily winning a 2-on-1 is already pretty remarkable in and of itself, no ?
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Anyway, Ulm's infantry are supposed to be able to be made ridiculously strong. *That's its endgame*. There are *piles* of answers to infantry.
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I agree. The problem is that right now it's not its endgame in your nation. It's its early game. It's its rush game, fer pete's sake !
There is not a single MA nation out there that can handle hordes of 25 prot regulars without some *serious* research and mage-time investment. Of those, you've made sure to eliminate quite a few with the super MR, the relief (admittedly the Steel Standards come a little bit later, which gives things like skellyspam a very brief window of opportunity, if a huge cost in mage-turns) and spies that come with barely an opportunity cost.
To be able to match your troops pound for pound, others will need summons, which cost gems and mage turns that will always be in much tighter supply than gold, *and* some good battlefield support to boot.
As for the late game, your armies will still rock everyone's favourite summons' faces with weapons of sharpness, battlefield luck, battlefield relief, battlefield berserk, battlefield elemental resists, battlefield enemy-only destruction (only the last one costing gems on a per battle basis, natch, so no hope for your enemies of leveraging your extreme reliance on a single gem type by forcing you to spend lots of them in skirmishes)... *while also having a massive advantage when it comes to SCs* because you can gear yours like it ain't no thang and the Iron Angel is basically designed to make SCs' lives miserable if the recruitable cavalry thugs weren't quite enough for your tastes.
Yeah, I don't see no balance problem there ! 
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Last edited by Kobal2; February 2nd, 2012 at 04:28 AM..
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February 2nd, 2012, 05:16 PM
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Re: Ulm: Order of the Black Rose v0.301b
Well the Hall of fame does tell you something about the strength of Iron Darts spam and thus Ulmish mages in general. Of course some is because you killed a lot of undead but it is still impressive. And with Iron Blizzard it'll get even better.
And I have to agree with above posters that Black Rose Ulm like CBM 1.92 MA Ulm is OP and should be toned down in some areas.
Last edited by GFSnl; February 2nd, 2012 at 05:28 PM..
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February 2nd, 2012, 06:06 PM
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Re: Ulm: Order of the Black Rose v0.301b
Quote:
Originally Posted by GFSnl
Well the Hall of fame does tell you something about the strength of Iron Darts spam and thus Ulmish mages in general. Of course some is because you killed a lot of undead but it is still impressive. And with Iron Blizzard it'll get even better.
And I have to agree with above posters that Black Rose Ulm like CBM 1.92 MA Ulm is OP and should be toned down in some areas.
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Actually, that's mostly Banish spam. Which my mages cast preferentially to Iron Darts (I don't have Iron Blizzard yet).
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February 3rd, 2012, 05:07 AM
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Re: Ulm: Order of the Black Rose v0.301b
As for the other proprietary spells:
- Battlefield relief is fine as is. It shores up a weakness, costs a lot, can only be in one place at once, comes at the same rex as the spell it autocasts. Seems ok to me.
- the battlefield wide elemental resist is OK, that's something forced no-diversity Ulm can certainly do with in the long run, but it should be rex level 9 just like Gaia's Blessing. 6 is just insulting, even more so that it's in Construction and comes in the guise of a really powerful mage with a high forge bonus to boot.
- auto solar brilliance is probably OK as is.
- auto luck must go. There's a reason the Sword of Aurgelmer is an artifact - turn 0 will of the fates is that good. Luck is non-thematic for Ulm anyway, they stand against superstitions like these. Then again, it doesn't seem to be working ATM, so that's moot  (or is the Relic of Steel supposed to be doing something else ? I'm not seeing any effect). You already have access to Will of the Fates normally using matrices on S Smiths or Icons of the Forge anyway.
- auto growing fury is also immensely powerful with the kind of troops Ulm can use it on. It's like getting army of leaded Maenads, but much earlier and also better because you're getting even higher protection out of it and your "Maenads" can actually kill stuff but good. It also doesn't make much thematic sense, if Ulm is supposed to be the logic and reason no-nonsense empire, to rely on frothing madmen. Make it cast fanaticism instead if you really feel like BR Ulm needs to also be preternaturally good vs. morale effects for some reason, and lower it a bit in both research and gemcost. 4 and 10 maybe ?
- the Cursed Icon is really powerful. But then again it does cost a mint and come in late...but then again it's sickeningly powerful and that's without even gearing him. Compare him to an Ember Lord who's much harder to cast, costs one and a half times as much, and doesn't come inbuilt with nearly as much of the good stuff. Or to Cyclops/Asynja, both of whom cost about the same and have almost none of the good stuff. Granted, they will eventually disease themselves and eventually will get some of the bad afflictions from that disease (most of the afflictions won't actually hinder them one bit), but still. To top it all they're in Construction instead of at or near the end of a completely different path, like all the other SC chassises, further cementing BR Ulm as the "I only need to research 2 paths to win" nation.
As an aside, why did you feel the need to give all these guys Blood Vengeance/Fear/Awe anyway ? Autocasting the best spells in the game without having to bother with that diversity malarkey wasn't enough, they also had to be able to be awesome high end thugs for good measure  ?
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February 2nd, 2012, 06:45 PM
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Re: Ulm: Order of the Black Rose v0.301b
Quote:
Originally Posted by Kobal2
Fog Warriors is a level *7* spell. That's 1760 research points (need Thaum 1 too) if they beeline for it. BR Ulm can have its two go-to spells in 400. You said you expected Pythium to have double the research rate ? They'd still only be halfway to FW, with almost nothing to show for it on the field. Yay Phantasmal Army ! Aren't Ghost Wolves just da bomb ?
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What exactly do you think it go-to spells are that they can have them in 400RP?
Full army Legions of Steel is a mild improvement over regular legions of steel. And unlike CBM Ulm, BR Ulm has to actually research it and spend gems on it. (Usually 2e per cast, in fact, until they can get conjuration 3). I refuse to believe that paying gems for legion of steel on the full army and at a higher research level is broken.
So, that's 200 of those 400 RPs... Iron Darts for the other 200? Which is ok, i suppose. Its no Iron Blizzard. Its sort of like hiring 10 crossbows.
Neither of those are spells that people were complaining about (except now you), and I really don't think either of them are broken.
Pythium's tower shields basically negate iron darts. So now we just have to deal with cutting through heavy armor on 800 RP. Even lightning bolts (100RP!) will handle that, but we could also forge Spirit Helms and Bows of Lightning, use Thunderstrike (360RP) even with communions (40RP), and so on.
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Yes, Ulm has tower shields. But its troops that actually do damage don't. The stuff people seem to be going to - Guardians, Black Plate Flails - these don't have shields at all. A fire arrows rush would also be pretty devastating against them.
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I might point out that Ulm's antimagic equivalent, in addition to costing an earth gem, also requires an E3H1 mage to cast. It may deserve to move up to Enchantment 4 to be at the same tier as regular antimagic.
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Advantages of CBM Ulm right now:
-2 base encumbrance
-Army-wide Legion of Steel with no research and no gem cost
-Forge of Ulm
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Regarding Heroes specifically:
Its turn 33. I just got my first level 6 research accomplished. Besides that I have level 3 in two paths, and some scattered lower research. That's ~1800RP.
I've had Conj 9 / Construction 8 before turn 33 in a different game. Which is like 7k RPs.
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Anyway, the next version of Ulm BR is going to nerf its PD some, probably quite a bit. It will probably also remove at least one of vanilla Ulm's spells from them entirely (Iron Angels have to go, they're thematically awful).
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February 3rd, 2012, 12:45 AM
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Re: Ulm: Order of the Black Rose v0.301b
Quote:
Originally Posted by Squirrelloid
What exactly do you think it go-to spells are that they can have them in 400RP?
Full army Legions of Steel is a mild improvement over regular legions of steel. And unlike CBM Ulm, BR Ulm has to actually research it and spend gems on it. (Usually 2e per cast, in fact, until they can get conjuration 3). I refuse to believe that paying gems for legion of steel on the full army and at a higher research level is broken.
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It's not a mild improvement, it's a *tremendous* improvement, and it's tremendouser the larger a force you can bring to one battle (like, say, the rush for someone's cap in the first 20 turns). Being able to make an entire army very much like unkillable, with only one mage, this early in the game ? That's messed up.
It would be a great spell for many nations. For Ulm, who has superduper armour to begin with ? It's just obscene.
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So, that's 200 of those 400 RPs... Iron Darts for the other 200? Which is ok, i suppose. Its no Iron Blizzard. Its sort of like hiring 10 crossbows.
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I was actually thinking of the MR one. Lots of good early spells that you'd want to use against manageable numbers of very high prot dudes are MR resist (Enslave Mind, Paralyze, Mind Burn, False Fetters, Sleep Cloud, Dessication & Sailor's Death...), and BR Ulm already has excellent MR so compounding their existing advantages into the "lulz go home" range would be my first choice.
Iron Darts is neat and all, but you need a critical mass of Iron Priests to really exploit it, and if you're hiring priests and sending them on the field they're not Smiths researching and getting randoms. Also, friendly fire - silly to have unkillable dudes and kill them your own darn self
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I might point out that Ulm's antimagic equivalent, in addition to costing an earth gem, also requires an E3H1 mage to cast. It may deserve to move up to Enchantment 4 to be at the same tier as regular antimagic.
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Remove it entirely. I'm serious.
I don't know what (besides theme, I guess) justifies BR Ulm getting its own copy of that spell. It already has high MR, so unlike vanilla Ulm doesn't need it to shore up a weakness. If it wants antimagic, it can get diversity like every other kid in the class. Plenty of nations out there would beg for some easy to cast proprietary spell to boost their own advantages, but they don't get 'em do they ? Niefel doesn't have a cold Mass Regen, Tien Chi doesn't have a path 2 flaming arrows, Lanka doesn't have a holy antimagic.
The same goes for battlefield-wide Destruction or improved Legions of Steel. There are already spells out there, and you can already cast them. Why should BR Ulm get easier, better, exponentially more cost-effective variants ? What justifies it ?
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Pythium's tower shields basically negate iron darts. So now we just have to deal with cutting through heavy armor on 800 RP. Even lightning bolts (100RP!) will handle that, but we could also forge Spirit Helms and Bows of Lightning, use Thunderstrike (360RP) even with communions (40RP), and so on.
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Aaaand here's what I'm talking about. You're using one mage/turn going along with the main army. You're expecting others to use dozens to retort. You think that's just dandy. WHY ?!
Granted, some sacred nations are also able to force this kind of early lopsided investments, but then *they* can't play killer scales at the same time !
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Yes, Ulm has tower shields. But its troops that actually do damage don't. The stuff people seem to be going to - Guardians, Black Plate Flails - these don't have shields at all. A fire arrows rush would also be pretty devastating against them.
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Yes, but if you're expecting crossbows you're evidently going to bring a couple dozen shields and protect the whole army with them because there's no "fire at the dangerous ones dammit" order. "Anyone who can't script around archers sucks. Seriously." -- Squirreloid, 12/15/2011
Fire Arrows ? It's 8AP damage. With 25 armour that's still only 8 vs. 13. Might work over a looong time I guess.
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February 3rd, 2012, 01:47 PM
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Re: Ulm: Order of the Black Rose v0.301b
[quote=Squirrelloid;794117]
Quote:
Originally Posted by Kobal2
Full army Legions of Steel is a mild improvement over regular legions of steel. And unlike CBM Ulm, BR Ulm has to actually research it and spend gems on it. (Usually 2e per cast, in fact, until they can get conjuration 3). I refuse to believe that paying gems for legion of steel on the full army and at a higher research level is broken.
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Okay, that's definitely not true. Legions of Steel is an incredibly powerful spell already for heavily armored troops...except it's next to impossible to use. The casting AI just refuses to cast it on armored troops, instead casting it on armorless mages who don't even benefit, archers, etc. The only way I've gotten it to work is 1) putting the casting mages right in the middle of the troops they're supposed to buff, and 2) not having any other mages/archers within range. This hugely limits your army deployment and leaves your mages vulnerable to random arrows, spells, etc.
A battlefield wide version is ridiculously better, though not as ridiculously better as the current CBM version.
That said, I like the theme of Ulm having an unstoppable wave of steel. I think a more thematic nerf might be to really cut back on Ulm's battlefield magic. Ulm is supposed to ban magic outside the forge and religion right? So make it that Master Smiths can't cast in battle, using a second shape that has no magic. That way, Ulmish troops are ridiculous, but have to depend on their forged relics, cap only priest smiths, and the weak black priests for battlefield magic.
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