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February 1st, 2004, 07:51 AM
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Corporal
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Join Date: Dec 2003
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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.
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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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Major
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Join Date: Nov 2003
Location: Finland
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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.
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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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Sergeant
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Join Date: Oct 2003
Location: Blacksburg, VA, USA
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Re: ulm help
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.
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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. 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.
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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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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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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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February 2nd, 2004, 12:23 AM
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Corporal
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Join Date: Jan 2004
Location: Kennesaw, GA
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Re: ulm help
Iron Faith goes along well with playing Ulm for me. You get considerably better priests and a new powerful knight unit. You suffer more in magic, but . . . you're playing Ulm, which means magic can't be that high on the list. When I had the demo, I played Ulm Iron Faith and mopped up.  Good stuff, that.
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February 2nd, 2004, 12:00 PM
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Sergeant
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Join Date: Dec 2003
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Re: ulm help
A few more tips with Ulm :
- if AIs are giving you trouble, you might try finding some cheap indy troops to buy in bulk and parade along your borders, just so the AI don't all declare war on you, thinking you'll be easy to beat. They just don't seem to understand that your infantry is worth 3 of theirs any day, and they end up ganging up on you almost by accident...
- A rainbow pretender is my favorite choice for Ulm, as you don't really need a SC for early expansion, and you can really use an extra boost in research/site searching and item forging.
- Knights are very expensive and easy to lose. They can be very useful if you use them right, but you might want to save them until you get a little better at the game. You don't really need them as Ulm.
- Ulm's crossbows (arbalest really) have a very slow rate of fire, and can easily kill your own troops. Unless I know I'm going against heavily armored opponents, or ones with lots of hp, I don't build them. Cheap indy archers will serve you much better (The 3 resource shortbows are my favorite, or longbows if I find them). If you can, build a fort in a province where you can recruit them.
- Heavy infantry is what will win your battles. I favor the 24 resources morningstar+shield one against AI, and the 18 resources one against indies at the start. You need enough numbers not to get mobbed, which is why I don't go for the more expensive ones.
- You can do without mages, although the right mage casting the right spell will certainly help.
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February 2nd, 2004, 12:47 PM
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Corporal
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Join Date: Jan 2004
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Re: ulm help
thanks for the tips! I had been going about things very wrong(going mostly with the special troops from my starting place and not building forts just taking the AI's)
I still have 2 things that i can't decide on.
fort type=i was going with the fortifed city for the 50 admin and since there are some troops i can only build in my starting fort i felt this made the best use of it. I have since tried the wizard fort? 2 turns 30 admin i do much better with expansion 2 priests can build a complete new base in 2 turns. I have also tried the castle but so far i am leaning toward the best 2 turn fort.
scales-i normally crank up my production was wondering if i should crank up growth instead as it may be better in the long run if my population keeps getting bigger and bigger. (although i am not sure how the scales exactly work).
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