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  #101  
Old August 3rd, 2007, 03:13 PM

Sombre Sombre is offline
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Default Re: Ulm Reborn v.1.3 FINAL (fixed for linuxheads)

Attaching a new preview image.

Next version will be up relatively soon, but will be a /very/ minor update.
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File Type: png 540895-Ulm Reborn national preview.png (45.5 KB, 246 views)
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  #102  
Old August 5th, 2007, 03:20 PM

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Default Re: New Nation: Ulm Reborn

Updated to 1.4 check the first post for download and details.

This was a pretty minor update.
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  #103  
Old August 5th, 2007, 10:38 PM

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Default Re: New Nation: Ulm Reborn

Just read through the post, looks to be very interesting and will be giving it a shot soon.
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  #104  
Old August 12th, 2007, 07:01 PM

Rasit Rasit is offline
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Default Re: New Nation: Ulm Reborn

Anyone else getting "Något gick fel! kv: bad mt0"?

Quick info: Patch 3.08, Vista Business x64, "Dom3_Faerun_466_NoSpecials". I have had Dominions 3 installed for 3 months without any problems. I have also cleaned out my mod folder and inserted fresh copies of each of my current mods.

Three mods are loaded; heroes1_7b.dm (version 1.07), mytheology.dm (version 2.03) and Ulm Reborn.dm (version 1.04). I won't have time to start a new game for a few days but I will try to play with this mod as the only thing loaded as soon as I can.

The only mention of "bad mt0" on these forums are in the Dominions II Bug Thread (Page 50, post #292223) but that poster gets "roh" instead of my "kv".

Description: Sometimes when a turn ends I get a "Något gick fel! kv: bad mt0" during the "Loading Mod" phase of the new turn .

As soon as the bug appears I have to make sure none of my units fights in a battle or researches a new spell level or the crash will continue to happen.

Have anyone else encountered this or is it caused by the mix of mods? I can upload a copy of my saved games tomorrow.
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  #105  
Old August 13th, 2007, 10:52 AM

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Default Re: New Nation: Ulm Reborn

Sounds like an id conflict between the mods.

I know that Ulm Reborn CBM version is conflict free with the other LA CBM nations, Conceptual Balance Mod and worthy heroes.

As for this version, I didn't really aim to avoid conflict with other mods.
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  #106  
Old August 23rd, 2007, 01:27 PM
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Default Re: New Nation: Ulm Reborn

I'm the Ulm Reborn player in NeoXekinima. I love the mod, but there are a few
things I would slightly change, not so much for balance, but for flavor.

The melee capital commanders have too many HPs. Yes, they are highly trained,
but 30 hps is giants' territory. I suggest that the Reborn Lord and the
Hoch-Hammer get their HPs reduced to 20, to bring them back into 'Holy, blessed
but still human' range.

To compensate, I would give the Reborn Lord a greatsword (as a mark of him being a
commander that leaves the line) and one less encumbrance. As for the Hoch-Hammer,
he has one serious problem. He cannot replace either his weapon nor his shield,
which, combined with his modest magic resistance, makes him a sitting duck for
Vengeance of the Dead. I suggest that the hammer is given an area effect that
works only on undead/demons. It will not make him too powerful in general but it
will make him even more of a bane of everything evil. To compensate for losing
the HPs, he could also get plus one in defense, or minus one in encumbrance.

Otherwise, this the most enjoyable mod I've ever played. I also feel that it is
well balanced, but of course, I'm biased. At least, not one of my opponents has
complained, so it must not be that bad ;-)
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  #107  
Old August 23rd, 2007, 02:36 PM

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Default Re: New Nation: Ulm Reborn

Hp reduction sounds reasonable, look for it in a later version. No greatsword though - that's the domain of the Reborn Noble hero.

I can't mod the white hammer to have an aoe effect, vs undead or otherwise. Weakness versus vengeance of the dead doesn't sound like a terrible drawback to me - hoch-hammers aren't /that/ expensive unless you've thugged them up with all sorts of gear.

And thanks, I appreciate all feedback and I'm glad you enjoy the mod. Perhaps you'd like to have a crack at writing a short play guide for them? It might encourage other people to give them a try.
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  #108  
Old August 23rd, 2007, 05:20 PM

Nikolai Nikolai is offline
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Default Re: New Nation: Ulm Reborn

Greatsword hero picture is one of the best in Dominions. But Ulm Reborn is very expensive for points, I tried to make a good God with good luck, and could not. Who will never see the hero?

If you will diminish lord and hammer's hps, you should give them something. Endurance for hit points? They are so well traned and their faith so strong they can fight for long time...
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  #109  
Old September 8th, 2007, 09:18 PM

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Default Re: New Nation: Ulm Reborn

How come their encumbrance is so low for some of the units?

For instance, the hochmeister has basic encumbrance of five, melee encumbrance of five, spellcasting encumbrance of nineteen.

Basic 5 + Full Plate (5) + Kite Shield (2) = 12 = 5?
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  #110  
Old September 8th, 2007, 10:59 PM

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Default Re: New Nation: Ulm Reborn

Because he's mounted. The modding manual says that mounted units get high base enc but don't suffer enc from their armour.

I thought that's how all mounted units worked to be honest. Am I wrong?
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