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  #31  
Old March 6th, 2008, 02:37 PM
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Default Re: Halt Heretic - Opinions

Yeah, personally I kinda like picking up nations that are considered underpowered and figuring out how to play them in such a way as to make their strengths shine. I'm not the best player out there and only have a couple wins under my belt, but I've had very strong showings with MA Ulm (tied for second), MA Atlantis (solid second) and Eriu (came out the gate so fast 6 nations ganged up on me in year 2...oops). None of these were newbie games, all of them were large games and I always find it amusing when somebody claims that some nation is unplayable...or that I'm a newbie and don't know what I'm talking about. Use a bit of creativity, know your limitations and have fun with it. Who wants a game where all the nations play the same?
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  #32  
Old March 6th, 2008, 02:44 PM
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Default Re: Halt Heretic - Opinions

I'm all with you Baalz!
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  #33  
Old March 6th, 2008, 03:01 PM

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Default Re: Halt Heretic - Opinions

I think Ulm being redone is responsive to the cries of the mp community. So thanks KO. Not sure anything helps Ulm survive an early elephant rush, but Ulm can and should take an awake pretender sc to deal with this possibility, just as Abysia and other nations are forced to do.

I guess if every nation had an elephant counter then the value of elephants would be reduced.

My minor suggestions:

1. Move Iron Angel to construction, as that is a more likely path for Ulm to traverse-and it is Iron(a construct).

2. Given Ulm's huge weakness to magic, Temper Will is 5 spots down a tree that Ulm does not research. If it cannot be moved to a more friendly research path, like evoc, then would it be amiss to make it available at 4 rather than 5?

Ulm really gets nothing of value at Thaum 4, and the astral races get mind burn at 2 and paralyze at 4, and antimagic at enchanment 4. It really makes it hard on Ulm to have to go to thaum 5 early in the game, when you also need summon earth, constr 4(earth boots, dwarven hammer(2)), blade wind, etc.

And make no mistake Ulm is still fairly helpless against astral races until it gets temper the will. But it really cannot afford to run straight to thaum 5 out of the box.
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  #34  
Old March 6th, 2008, 03:16 PM
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Default Re: Halt Heretic - Opinions

> I think Ulm being redone is responsive to the cries of the mp community.

A bit perhaps. Since I've heard the cries for the last couple of years it has probably affected my view on Ulm. I think I have agreed more or less all the time though. I got some ideas this summer, but have been up to other stuff that felt more interesting, like Serpent Cult, Bogarus and other projects.

Someone mentioned Ulm when I was free a couple of weeks ago, and I got inspired.
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  #35  
Old March 6th, 2008, 03:36 PM

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Default Re: Halt Heretic - Opinions

I'm very excited to take a look at this patch when I get home.

Do the black halberds only work on sacreds then?
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  #36  
Old March 6th, 2008, 03:49 PM
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Default Re: Halt Heretic - Opinions

All this sounds awesome, and I'm pretty curious on Gath.

Hey llamabeast, please check your inbox.
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  #37  
Old March 6th, 2008, 04:14 PM

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Default Re: Halt Heretic - Opinions

Inbox checked. Messages from Dedas: 0.
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  #38  
Old March 6th, 2008, 05:05 PM
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Default Re: Halt Heretic - Opinions

Weird... I sent two messages. I will try to resend.
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  #39  
Old March 6th, 2008, 05:11 PM

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Default Re: Halt Heretic - Opinions

Oh right yeah, sorry, I got those - they were a little while ago. I guess I was just being unresponsive, sorry (well, I knew I would start the game as soon as I had a chance but didn't bother telling you that).
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  #40  
Old March 6th, 2008, 05:26 PM
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Default Re: Halt Heretic - Opinions

Quote:
llamabeast said:
I'm very excited to take a look at this patch when I get home.

Do the black halberds only work on sacreds then?
The special effect (fatigue) should only work on enemy sacreds.
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