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  #111  
Old September 8th, 2007, 11:31 PM

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

You're probably right. I just never read the modding manual, though I've read the gameplay manual many times.
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  #112  
Old September 8th, 2007, 11:37 PM

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Default Re: New Nation: Ulm Reborn

Well take a look at MA Ulm's Black Knight. Enc 5.
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  #113  
Old September 9th, 2007, 01:04 AM

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Default Re: New Nation: Ulm Reborn

That's what I get for playing Atlantis and Agartha and zero cavalry factions. Thank you for clearing that up for me, it makes sense now.
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  #114  
Old March 2nd, 2008, 08:36 AM

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Default Re: New Nation: Ulm Reborn

I'm looking to update this very soon for 3.14 so there's a window here where any suggestions from you guys would be greatly appreciated. Anything you say that doesn't require lots of content work by me has a great chance of being implemented.

So far I'm thinking some sort of combo buff spell will be added, hoch hammers will get a onebattlespell of some sort (possibly an anti undead/demon one), they might get an aoe holy effect on their hammer too. I guess I could throw in some sort of new hero too, since they only have 2 right now.

So, ideas?
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  #115  
Old March 6th, 2008, 11:34 PM

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

What about "The Voice of Aufklarung" ? Some sort of flying priest/warrior to complement the existing summons.

And maybe "The Host of Aufklarung" to make summoning Sternhelds cheaper as a reward for getting to Conj 9.

Should say I am playing this nation in MP .... and enjoying it very much.
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  #116  
Old March 7th, 2008, 07:28 AM

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Default Re: New Nation: Ulm Reborn

A mass sternkind summon makes sense, I'll add one.

In the next version, coming soon, they get quite a few changes based on the basegame MA/LA Ulm changes. Nothing radical, but still interesting.
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  #117  
Old March 7th, 2008, 09:36 PM

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Default Re: New Nation: Ulm Reborn

UPDATE TO 1.5 for 3.15 basegame

This update doesn't add much in the way of content, it just brings Ulm Reborn up to date with 3.15 and the changes made to regular MA and LA Ulm. I think 1.6 might not be far away if people come to the thread with suggestions. It's basically a finished nation though.

-- Several changes to descriptions and flavour, based on 3.15 update to MA and LA Ulm

-- Checked for conflicts against CBM1.21, LA Jomon Broken

-- White Priests no longer attract penitent

-- Black Priests given more chance of E2, differentiated from regular Ulm Black Priests a bit, no forgebonus here

-- Neugeboren Lord and troops stats tweaked, given new White Halberd weapon, a counterpart to the new Guardians of MA Ulm

-- Forgebonus of white priests up to 15, same as black priests of LA Ulm

-- Hoch-Hammer leadership reduced

-- Production bonus in all forts reduced to 20%

-- Stern/Sturmheld get better mr

-- Sturmheld only summonable by H4, ie prophet

-- An extra gem for 4 gems standard LA starting income

-- Sternkind get plate cuirass armour

-- Added new Host of the Aufklarung mass Sternkind summon

-- Changed White Hammer into more of a holy weapon

-- Reduced black zwei gcost to 14
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  #118  
Old March 16th, 2008, 08:50 PM

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Default Re: New Nation: Ulm Reborn

Apologies for my complete failure to get feedback to you before Sombre.

Right, so basically I reckon feedback on these mods can be split into thematic comments and suggestions, and balance stuff. Now, thematically I think the mod is awesome, and essentially complete for me. I had actually no new ideas for units or spells, and everything seems very much in its place, and cool.

Balancewise I had several thoughts. I couldn't work out how to use the Sternkind with their really low protection, and with neither Legions of Steel nor an E9 bless boosting their protection. Looks like you've fixed that. I also wished Black Priests had more of a possibility of getting E2, so that the nation had at least _some_ battle mages outside of the magic-duel-vulnerable white priests. Fixed as well!

Finally I was concerned that the penitent might be just too powerful, since I stormed to victory with them in Marmoset. However, I reviewed the stats, and I think you've made them as weak as is thematically possible. Also I know fine control of their numbers is impossible. I think perhaps the reason I was so successful with them was that I never encountered an opponent who really focussed on countering them. The sole exception was Digress as the Skaven, who caused an unreasonable amount of damage considering my vast numerical superiority. I think if anyone else had concentrated some serious evocation on the penitents they would have been toast. So the conclusion of that waffle is that, although they are undoubtedly one of the key strengths of the nation, I don't think they're overpowered.

So yeah, everything is good!
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  #119  
Old March 16th, 2008, 09:12 PM

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Default Re: New Nation: Ulm Reborn

Penitent numbers are down slightly due to the white priests not autospawning one a turn. Not a major factor, but does reduce the hordes somewhat. In order to make best use of them you need a bless that doesn't suit your other sacreds (like fire 9 or blood 9 or whatever), high dominion and a focus on spells that keep them alive, like arrow fend. They don't have very strong synergy with anything else UR is doing, so it's hard for them to be overpowered I think. They are nice for free though ;]
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  #120  
Old March 16th, 2008, 09:25 PM

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Default Re: New Nation: Ulm Reborn

With an S9E9F4 bless (which I took in Marmoset) the Penitents are extremely effective, as are all the other sacreds. I was pretty pleased with that combo actually!

But yes, I agree that they're not overpowered against an enemy who focusses on tactics which are effective against them.
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