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				March 16th, 2008, 09:41 PM
			
			
			
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				 Re: New Nation: Ulm Reborn 
 Well the astral bless works on all sacreds, but isn't in itself a top flight bless. E9 does nothing for the penitent of course, though is great for other sacreds. So again, you don't quite have the synergy there which would make for an overpowered build. It's something I wanted to avoid, giving free sacreds which would benefit from the same bless as the elites.
 F4 is pretty good for all sacreds though.
 
 If you want a really big army of penitent you need high dom and that coupled with a major bless,.. well UR also likes order3 prod3,.. so something has to give.
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				December 13th, 2008, 06:38 AM
			
			
			
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				 Re: Ulm Reborn v.1.5 READY TO GO 
 Just wanted to say that after my first SP game with these guys that THEY ROCK!!!11  I actually took an E9S9 bless as well, and found that the computer had major issues damaging the Anchorites at all.  One thing I noticed was that Iron darts/blizzard seemed much more effective with this Ulm than the others.  I actually get annoyed with freespawn, so I tried to avoid having a bunch of penitents running around.  The only tiny gripe I had was the attack sprite for the Anchorite looked a little wrong, like he had some sort of cape between his arm and body on the back side. |  
	
		
	
	
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				December 13th, 2008, 07:01 AM
			
			
			
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				 Re: Ulm Reborn v.1.5 READY TO GO 
 That's a KO sprite, not one of mine. It's just the MA Ulm black steel plate hammer guy. |  
	
		
	
	
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				December 13th, 2008, 04:50 PM
			
			
			
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				 Re: Ulm Reborn v.1.5 READY TO GO 
 My bad then. |  
	
		
	
	
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				December 13th, 2008, 06:18 PM
			
			
			
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				 Re: Ulm Reborn v.1.5 READY TO GO 
 Well KO's bad.. unless you made it for KO  
				__________________ 
				Want a blend of fantasy  and sci-fi ? Try the total conversion Dominions 3000  mod  with a new and fully modded solar system map. 
Dragons wanted? Try the Dragons, Magic Incarnate  nation. 
New and different undead nation? Try Souls of Shiar . Including new powerfull holy magic. 
In for a whole new sort of game? Then try my scenario map Gang Wars .
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				June 12th, 2009, 08:22 PM
			
			
			
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				 Re: Ulm Reborn v.1.5 READY TO GO 
 *Casts Thread Necromancy*
 Sombre, I'd be surprised if you continued to update this, given the other projects you have going on, but seeing as how you've been a little more active recently, I thought I'd send a bug-report your way.
 
 BUG
 
 Host of the Aufklarung costs 0 pearls. This means all my white priests can auto-summon Sternkind until the cows come home. Not sure how expensive you intended the spell to be, but it summons what, 30 Sternkind? Messengers costs 13 pearls for 8, so 50 pearls-ish? 8/13 = ~.66 Sternkind per gem, at 30/50 your .60 Sternkind per gem. The price increase would be made up by the mage-turn savings.
 
 (And I thought my current game would be easy when I found the Ultimate Gateway...now I have half price acashic & national summons, and free flying blessables...mwahaha!)
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				June 13th, 2009, 05:56 PM
			
			
			
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				 Re: Ulm Reborn v.1.7 - Updated 13th June 2009 
 I have updated Ulm Reborn to v1.7
 It was refreshing to go back and work on Ulm Reborn a little bit, just making sure everything was working. I played a quick SP game with them and my E9 reborn guard ended up facing hordes of ermor backed by my priests and thugs - it was pretty cool.
 
 Here's the change log. What I bothered to write down anyway.
 
 -- version 1.7
 
 -- TWEAK - Sturmheld and Sternheld now H1 priests
 
 -- TWEAK - White Priests no longer martial leaders
 
 -- FIX - Fixed Host of Aufklarung cost
 
 -- TWEAK - Gave Black Steel Helmet and Black Steel Kite Shield to appropriate commanders
 
 -- TWEAK - Added the CBM Warhorse hoof and used it for cavalry units instead of hoof. I agree with that CBM change and want to unify this vanilla mod and the CBM version
 
 -- TWEAK - Removed armour piercing from spirit Hammers and reduced damage, making them useful almost only against demons and undead, which is fine
 
 -- TWEAK - Removed some of the copystatting
 
 
 
 --- version 1.6
 
 -- FIX - Gave Reborn Lord a helment
 
 -- TWEAK - Increased precision for punish the unjust spell
 
			
			
			
			
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				June 14th, 2009, 01:41 AM
			
			
			
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				 Re: Ulm Reborn v.1.7 - Updated 13th June 2009 
 Thanks for the update, Sombre! I was having a blast with the nation - the cost bug was the only thing I found to complain about, actually. (Well that and not having enough astral pearls in LA to summon my dudes...but that's pretty standard). |  
	
		
	
	
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				June 14th, 2009, 11:01 AM
			
			
			
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				 Re: Ulm Reborn v.1.7 - Updated 13th June 2009 
 Er, sombre.  I hadn't looked at them before now so I don't know for sure what they looked like in previous versions.  But I'm going to go ahead and guess you didn't intend for ulm reborn's recruits to have 10 base encumbrance, which for some reason most of them do.
 Exceptions are the anchorite (0), Black Templar (5), and the neugeboren guard (3).  Commanders are unaffected.
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				June 14th, 2009, 12:24 PM
			
			
			
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				 Re: Ulm Reborn v.1.7 - Updated 13th June 2009 
 Urgh. This is from removing the copystats. Apparently 10 enc is the default, not 3 like I thought. I'll sort it out and reupload in a couple hours (can't right now).
 I'll post here when it's fixed.
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