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April 15th, 2007, 10:38 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: New Nation: Ulm Reborn
Yeah thematically it's still being a replacement. I mean playing with Ulm Reborn and Ulm at the same time doesn't make much sense 'story wise'. But in terms of gameplay and compatbility with other mods and for playtesting purposes it's much better to have it as a seperate nation. You avoid having the national summons and spells from the old Ulm, for instance.
In the end, you still have the choice of using Ulm Reborn instead of Ulm. It's just not automatic.
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April 15th, 2007, 11:06 PM
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Sergeant
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Join Date: Jan 2007
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Re: New Nation: Ulm Reborn
Oh, I understand they'll both be playable. I just like Ulm Reborn instead of New Ulm. Like I said, it's just symantics. 
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April 15th, 2007, 11:11 PM
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BANNED USER
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Join Date: Feb 2007
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Re: New Nation: Ulm Reborn
Semantics, yar. Well they'll actually be called 'New Ulm, Iron Faith Reborn' in much the same way the Jomon Broken is called 'New Jomon, Broken Swords'.
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April 15th, 2007, 11:40 PM
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Sergeant
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Join Date: Jan 2007
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Re: New Nation: Ulm Reborn
Ahh...best of both worlds. Let's totally ignore the last three posts. *Walks away non-chalantly whistling*
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April 16th, 2007, 12:35 AM
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BANNED USER
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Join Date: Feb 2007
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Re: New Nation: Ulm Reborn
Heh. Well don't ignore this post, because it's telling you that the new version 0.8 is attached (or will be in 3 minutes or so).
It includes balancing changes, graphical tidying up of a couple of units (notably the geboren) and a new national summon, the Sturmheld, who is A3F2. The Sternheld is now A2S2. The Sturmheld is also a multihero, giving you a little bit more variety.
And most importantly the nation is no longer a replacement, but stands on its own. That means you'll have to make new games to play it.
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April 16th, 2007, 12:37 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: New Nation: Ulm Reborn
God damnit.
I somehow managed to lose the pikemen in this new version. Or maybe I forgot to ever make them recruitable? Regardless, version 0.85 is attached and sorts this out. It also temporarily gets rid of 'reward the faithful' because it wasn't working properly and my white priests keep spamming it instead of casting blade wind and smite. Pretty annoying.
So yeah, attached to the first post is 0.85. Don't bother getting it if you don't care about missing pikemen and a dodgy healing spell staying in ;]
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