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March 4th, 2007, 05:54 AM
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BANNED USER
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Join Date: Feb 2007
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Re: New Nation: Ulm Reborn
Ok after some thinking,... the white priests are getting one astral each. This is primarily to allow them to cast thew two national summons,..
One summons 5 Sternkind - These are sort of ulmish angels. They can fly, have hammers and are sacred. They whomp a fair bit of ***, but cost astral pearls, which ulm reborn doesn't have in abundance. They can only be cast by white priests (req S1 H3).
The other summons one Sternheld commander unit - A more powerful sternkind that could be a good thug. On top of that it has A1 F1. Both units have tasty holy hammers.
I've also given level 1 ulm priests the spell healing light for free and level 2 priests will get a form of wind guide to make those crossbows more useful - hopefully i can get it to be neagted by anything but low MR, similar to the LA Ulm national spell for E3 (i forget the name).
I'm also working on a grand hochmeister leader (possibly hero) but I'm having a lot of trouble getting the templar graphic extracted so I can modify it. I made one that looked pretty good but it was sized wrong becuase I have to do that mostly by eye.
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March 4th, 2007, 09:23 AM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: New Nation: Ulm Reborn
Is there a reason pentients only have fists in the most current version?
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March 4th, 2007, 12:48 PM
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Re: New Nation: Ulm Reborn
Probably because I forgot to give them a weapon. It seems like I'm doomed to miss countless little errors with releases of this nation. Probably because I haven't had time to playtest them much at all.
-sigh-
New version will be up tomorrow or the day after. In the meantime I suggest going into the dm file and giving them a flail.
The new version will feature the badass Hochhammer leader, who carries an incredibly powerful divine hammer and has what I think are the best graphics I've done so far. He'll be expensive and have zero magic/priest powers, but he'll make a scary thug commander and have some other nice abilities. I'm tempted to make him a hero, but I want to show off the graphic in the main lineup and I know Ulm Reborn doesn't really like to take luck domain.
After that release I'm going back to work on all 3 released mods at once; I want to get them all to a 'final' version. That means lots of actually playing the game and enjoying other people's mods too (updating modlist in the process).
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March 4th, 2007, 01:44 PM
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Brigadier General
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Re: New Nation: Ulm Reborn
Sounds good, sombre.
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March 5th, 2007, 01:38 PM
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Sergeant
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Location: Northern VA, USA
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Re: New Nation: Ulm Reborn
Looks good, Sombre. I'll try it out this evening and send you some more feedback.
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March 6th, 2007, 06:14 AM
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BANNED USER
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Re: New Nation: Ulm Reborn
Release tomorrow probably. You get national summon troops (sternkind) and national summon leader (sternheld) with new graphics, as well as the hochhammer.
I've run into a lot of bugs ith modding commands trying to get this stuff working. Contrary to what I was expecting, this has turned out to be the hardest nation to mod so far.
For example - Copyspell doesn't work, aoe on weapons doesn't work, secondaryeffectalways doesn't seem to work properly,.. etc.
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March 6th, 2007, 11:05 AM
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Sergeant
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Re: New Nation: Ulm Reborn
Okay, I played another quick game with v0.4. Here are some more thoughts: - The Penitent is not sacred anymore. (He also doesn't have a weapon, but you knew that.)
- Stealthy Black Advocates are very cool indeed.
- Reborn Lords are fantastic thugs. N9E9 bless makes them even better.
- Bless me? Bless you!
- The Fortified City is a welcome addition to the capital. Now I can start cranking those lovely Black Templars and Reborn Guardians off of the assembly line in a reasonable period of time.
- The White Priests don't have any Sorcery magic yet. I'm figuring that this will happen in the new release, but I wanted to make sure you knew about it.
I love your description of the national summons. Mighty angels with the Hammer of Truth is a great fit for the Iron Faith. I also agree with your decision to add Sorcery instead of Fire magic. There's no need to steal Marignon's thunder....
I'm a modding doofus, but I think I can read some of the .dm file:
Code:
#startfort 3
#swampfort 11
Those lines specify that Ulm will get the Fortified City at the capital and a zero-admin Swamp Fort in the swamp, correct? (Lesson for the day: Don't build a castle in the swamp.)
Suggestions for other forts: - Farmlands: 30-admin Castle (#41)
- Forest: 20-admin Forest Castle (#35)
- Hills: 20-admin Mountain Citadel (#9)
- Other: 20-admin Motte-and-Bailey (#7)
What I really like about this mod is the abundance of tough choices. The combination of high-resource Ulmish units and strong blessing potential makes the player choose carefully when starting the game. Do I go for good scales and a decent blessing, or do I sacrifice scales for a great blessing? And which blessing(s) do I pick? And what about adding magical diversity? You don't have enough points to do everything you want, so you have to choose very carefully.
Great mod, Sombre! I'm looking forward to the next release! 
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March 7th, 2007, 10:39 AM
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BANNED USER
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Re: New Nation: Ulm Reborn
0.5 is up. I think the national summons might not be balanced and the hoch hammer might need to be cheaper and less of a killing machine. I had 4 of them in one squad last game and they racked up a crapload of kills.
0.6 will be balancing changes, maybe add a national hero or two. I might add a penitent farming 'Black Shepherd' commander, or he might be one of the aformentioned national heroes. If you think the nation could really do with something or needs a balancing change please do chime in.
Happy blessings and may the Aufklarung reward ye.
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March 8th, 2007, 01:55 PM
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BANNED USER
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Re: New Nation: Ulm Reborn
I'm sticking up v0.6 earlier than anticipated because I found various bugs in playtesting that were pissing me off. I'm hoping there should be less of a tide of penitent in this version, because I've figured out that domsummon didn't work the way I thought it did. In v0.5 you could amass a silly number of them.
Also added a penitent spawning national hero 'The Grey Shepherd'.
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March 8th, 2007, 02:01 PM
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Sergeant
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Re: New Nation: Ulm Reborn
Quote:
Sombre said:
I'm sticking up v0.6 earlier than anticipated because I found various bugs in playtesting that were pissing me off....
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The attachment for the first post is still v0.6. 
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