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  #1  
Old March 9th, 2007, 01:25 PM
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SlipperyJim SlipperyJim is offline
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Default Re: New Nation: Ulm Reborn

I'm not calling it overpowered. Please don't think that!

Ulm Reborn v0.6 is powerful. It combines traditional Ulmish strength with some powerful priests and sacred units. Several of the recruitable commanders are very thuggy. Free Penitents can be very nice -- even though they're not great units -- because they're free. The additional Holy spells are just icing on the cake.

Then again, Ulm still has its limitations:
  • Lack of magic flexibility. The White Priests are strong in Earth magic with a smattering of Astral. The Sternheld can use Air magic. And ... um ... that's it. Any other magic schools will have to come from the pretender and/or independents.
  • Resource-heavy units. Those Reborn Guardians and Black Templars are really nice, but you can only crank out so many of them per turn.
  • The best units are capitol-only.
  • The almost-mandatory Drain dominion (to give you enough points for other cool stuff) will seriously hinder your magic research. No easy access to research boosters (especially Skull Mentors) will make your research even slower.
  • Unless you're making an all-cavalry army (and how many resources would that need?), you'll be limited to a strategic move of one. All of that armour makes Ulm slow....

So, yeah, please take my posts as compliments. I really like Ulm Reborn, and I'm only trying to help. If I'm annoying you, please feel free to ignore me.
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Old March 9th, 2007, 01:53 PM

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Default Re: New Nation: Ulm Reborn

No your responses have been very helpful. Far from annoying. In fact I'd like more people to chime in with opinions on mods, even if it's to say "This is horribly overpowered" or "This unit is thematically dodgy and not worth the gold". There's a perception that mod nations are all hugely overpowered and I think it's generally better to be cautious - after all if most people just use them for single player they probably wouldn't mind an extra bit of challenge.

Re: Drain. White priests are drain immune (I hope) which makes the drain scale less of a,.. well,.. a drain. Plus magic research isn't as important with UR as sheer priest and troops power. At least until late in the game.

One thing Ulm Reborn does do as advertised is crack unbeliever skulls. For a human nation they have really, really heavy guys, including thuggy commanders. There's nothing they like better than just slugging it out and slowly grinding through enemy territory. Free penitent (although they cost a lot of upkeep for spawns) and very survivable troops means once the juggernaut starts moving it's very hard to stop.
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Old March 10th, 2007, 01:45 AM

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Default Re: New Nation: Ulm Reborn


I like this mod, a lot Sombre. I don't really have anything to add or suggest to make it better. And I do like all the penitents, personally. Making more appear the stronger your dominion seems to fit as well. The stronger your god, the greater the pull to attract those who are fanatical for your cause.

Hoch-hammers are great too. Maybe make their hammer a one hit wonder, kinda like a lance maybe.

That's pretty much it. Keep up the good work.
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Old March 10th, 2007, 02:26 AM

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Default Re: New Nation: Ulm Reborn

Thanks :]

Check out vaettihiem and Avernum if you have time. They'll get new versions fairly soon (minor update to vaetti, national summons for Avernum).
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