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				February 1st, 2004, 01:53 AM
			
			
			
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				 Re: ulm help 
 
	Well, without trying to give a long analysis of how to expand and play well, I can give you one tip that helped me a lot.Quote: 
	
		| Originally posted by condors: i just got the game did very well on the walkthru (very helpfull). I tried several times to play the Ulm as i like the description. I tried twice with a combat pretender then tried a rainbow pretender(which i did a little better with). I play against 5 easy AI. When my path crosses with any AI i seem to go downhill and its only a matter of time before its all over.
 
 Any pretender suggestions? and why, in my 3 tries i like the great sage the best let me know the error of my ways.
 
 Are xbows knights and infantry enough to get the job done or am i lacking something?
 
 i know i should probally be making my commanders things and would welcome suggestions.
 
 Spell reasearch any tips on things to aim for?
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 I assume you mean that you are playing vs. 5 AIs on the Aran map. I tried the same thing at first and, depending on how the enemies were placed, even on easy AI it can be very tough.
 
 What I did is reduce the it to 3 AI opponents and was selective about my starting position (e.g. I started over if I was placed very near an enemy, in the center, or locked square into a corner). This actually ended-up making the game too easy but I learned a lot.
 
 Then I started raising the number of enemies as I got better.
 
 Suffice it to say that there are a lot of approaches to winning but understanding the complex underlying dynamics of the game is needed eventually to be able to win consistantly in a situation where you start with many enemies close.
 
 So, reading the FAQ at the top of the page and checking out Sunray's site and reading that stuff, along with practice will do a lot more for you than a few Ulm tips I think
  
 [ January 31, 2004, 23:56: Message edited by: diamondspider ]
			
			
			
			
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				February 1st, 2004, 02:07 AM
			
			
			
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				 Re: ulm help 
 
	I like the sage also.  Cheap (only 35 points), and new magic paths are only 10 points.  That's not what's causing you problems.Quote: 
	
		| Originally posted by condors: Any pretender suggestions? and why, in my 3 tries i like the great sage the best let me know the error of my ways.
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	Be sure to make a wizard/mage/spellcaster of some kind and send him along with your army.  My basic starting army is the commander that you get for free, then I recruit the unit with the highest 'holy' value and make him my prophet.  I send the army out with the commander, prophet, pretender, and the grunts...making sure to order my leaders to 'stay behind troops'.  After I capture a few provinces, my pretender is usually searching for magic sites, but by this time I've recruited a spellcaster to replace him.Quote: 
	
		| Are xbows knights and infantry enough to get the job done or am i lacking something? |  
 Follow Diamondspider's advice about lowering the number of opponents.  I started with 2 easy AI on Aran map.
 
 
 
	This is one of the most confusing areas for a beginner.  What spells to go for?  There are many choices.  A safe bet is to research Evocation up to 4 (assuming your sage/pretender has Earth 3, you can have him cast blade wind in battle).  Evocation gives a decent number of battlefield spells right from the start.Quote: 
	
		| Spell reasearch any tips on things to aim for? |  |  
	
		
	
	
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				February 1st, 2004, 03:10 AM
			
			
			
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				 Re: ulm help 
 
	Don't bother with making a holy 2 commander your prophet, unless you also want the boost to stats to help him in combat, as any commander is brought up to holy-3 or has one added to their priest ability, whichever is higher.Quote: 
	
		| Originally posted by Targa: My basic starting army is the commander that you get for free, then I recruit the unit with the highest 'holy' value and make him my prophet.
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				February 1st, 2004, 07:51 AM
			
			
			
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				 Re: ulm help 
 Ulm....vs some easy AI? here is my suggestion.
 5 AI is too much on the ARAN for newbie. reduce it.
 
 All pretender is acceptable. If you want a easy start, choose a dragon. Dragons can razed almost everything on a indy.3 map. But, if your dragon get some serious wound, back to your provinces.
 
 Make the start-commander your prophet, Ulm havnt priestly 3+ commander.
 
 Clear indys near your capital to increase resource income.
 Choose the 80point Admin.50 Castle if you want rebuild Black Order(they are faster and do well against easy ai), and choose admin.40 if you prefer to use a general army--mixed shield/pikeman.
 
				__________________There are times when destiny calls forth a people and demands an action. Now is the time. We are the people. This is our action. Charge! - Sun hou-zi, Nobel of T'ien C'hi
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				February 1st, 2004, 08:42 AM
			
			
			
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				 Re: ulm help 
 Some simple magic advice. Research Construction so you can make Earth Boots, Conjuration for Summon Earth Power, then equip these boots on a Master Smiths, and have them cast Summon Earth Power and then Blade Wind as much as they can. 
 If you use the Sage, don't bring him into combat since he dies easily and will lose lots of magic if that happens.
 
				__________________Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
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				February 1st, 2004, 12:41 PM
			
			
			
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				 Re: ulm help 
 
	Don't bother with making a holy 2 commander your prophet, unless you also want the boost to stats to help him in combat, as any commander is brought up to holy-3 or has one added to their priest ability, whichever is higher.Quote: 
	
		| Originally posted by Graeme Dice: 
 quote:Originally posted by Targa:
 My basic starting army is the commander that you get for free, then I recruit the unit with the highest 'holy' value and make him my prophet.
 |  Prophets also get a significant boost in fighting ability as well as permanent blessing (the effect of blessing depend's on your God's starting magic).
 
 That is why I like a Black Lord prophet with default Ulm.  Black Lords have unsurpassed protection (among normal units), good defense skill (because they are mounted and don't take penalties for armor) and some strong attacks.  As a prophet they get even more attack and defense skill, extra hp in friendly dominion and permanent blessing (gods of Ulm usually have earth, which provides reinvigoration if you have 4+, very nice on a Black Lord).
 
 It's good to forge him some cheap items, too.  Sword of Sharpness is a nice improvement over his basic sword (go with the 1-handed Version so he doesn't have to give up his shield), and requires no research.  Later on with more Construction research there are lots of things you can forge.
 
 Then give him five or so Black Knights with orders set to "Guard Commander", and put them all on a flank giving the prophet orders to "Attack rear" or "Attack archers".  Unless you're fighting undead, then you may want to have him banish instead.  Combine this with infantry in the middle.
 
 In my opinion Ulm benefits more from archers than from crossbows.  Crossbows have too much of a friendly fire risk.  So find an independent province that has archers, preferably with good population (at least 8000) and at least 2 provinces away from your capitol, and build a fort there.  Any commander can build a fort if you have enough gold, but it takes several turns depending on the fort type you chose for your God.
				__________________People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
 Pigs, on the other hand, are not bothered, or at least they don't complain.
 -- Dominions II spell manual
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				February 1st, 2004, 09:24 PM
			
			
			
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				 Re: ulm help 
 All Ulmish magic item forgers should be given a Dwarven Hammer item, which halves the gem cost.
 As Ulm, I tend to go easy on the crossbows, and heavy on the heavy infantry, mixing in some cheap independent cannon fodder infantry and short bows (which do less friendly fire damage to armored men than arbalests do!).
 
 PvK
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