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  #1  
Old July 12th, 2012, 02:21 PM

CUnknown CUnknown is offline
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Default Re: Ulmish Drain magic spell

I was a huge MA Ulm fan back several years ago, and I thought they were fine (maybe slightly weak, but fine) when everyone else said they were way too weak. Then came the official changes (adding Iron Faith / Iron Angels and halt heretic ability) and Ulm was perfectly balanced imo.

Then I stopped playing for years.

When I came back I didn't even know about the string of victories for MA Ulm, but as soon as I saw the changes made in CMB 1.92 I couldn't believe how powerful they made Ulm. Even just the extra earth randoms on their smiths and I'm in Ulm heaven. Then I saw they changed the encumbrance on black plates, increased their morale, and I'm like -- woah. Then I see all these awesome special spells for them and it's like -- wtf??

That being said, I agree with Forge of the Ancients being available for them early if several other nations get forge bonuses now and hammers don't exist anymore.

But 1.92 MA Ulm was boosted above most other factions, imo. I'd say they have broken into top tier now. I think the string of victories confirms this. Not that they necessarily -need- to be nerfed (someone's got to be at the top), but they don't necessarily need all the goodies that 1.92 gives them either to be just fine.
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Old July 14th, 2012, 09:13 AM

JonBrave JonBrave is offline
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Default Re: Ulmish Drain magic spell

@Snacktime, & @parone

Since it seems widely agreed that his MA Ulm are currently overpowered, can't you just agree something like he should give 20% of his income away to nowhere, or not to use some of the spells, or not to build the overpowered units? Seems simple to me...
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Old July 14th, 2012, 10:02 AM
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Soyweiser Soyweiser is offline
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Default Re: Ulmish Drain magic spell

Quote:
Originally Posted by JonBrave View Post
@Snacktime, & @parone

Since it seems widely agreed that his MA Ulm are currently overpowered, can't you just agree something like he should give 20% of his income away to nowhere, or not to use some of the spells, or not to build the overpowered units? Seems simple to me...
Sounds overly complicated to me. Just suck it up, try to win as best as you can. Diplo ulm into the ground.

But giving somebody stuff because there might be a future mod version that changes stuff sounds weird.
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I'm acting like a high school girl /\
Bookmark these links:
http://dom3.servegame.com/wiki/
http://wolfsbane.alwaysdata.net/Spells.html
Test stuff, use the debug mod:
http://forum.shrapnelgames.com/showthread.php?t=36453
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