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  #21  
Old February 5th, 2004, 07:18 AM

LordArioch LordArioch is offline
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Default Re: UlmPunk MOD available

Heh, somewhat OT but still funny. Ever seen archers trying to shoot arrows in darkness? They quite literally fire arrows sideways when trying to hit targets in front of themselves.

Note: Maybe the scatter between bow of war shots is independent of prec, and all prec does is target the scatter center. But on further thought from my eye of aiming/bow of war scouts I realize that's not true, so ignore it.
SC, you really ought to try the warbow/eye of aiming scout. Add boots of quickness if you feel really fancy and/or have a lot of water gems.
You also need to give 2 warbows, an eye, and the boots to a nataraja. It's so fun I'm tempted to do it in an actual MP game just to see people's responses.
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  #22  
Old February 5th, 2004, 08:15 AM
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Default Re: UlmPunk MOD available

Quote:
Originally posted by LordArioch:

SC, you really ought to try the warbow/eye of aiming scout. Add boots of quickness if you feel really fancy and/or have a lot of water gems.
You also need to give 2 warbows, an eye, and the boots to a nataraja. It's so fun I'm tempted to do it in an actual MP game just to see people's responses.
1) Warbow only has 7 shots - sounds like it would be a waste of 10 water gems, since I would expect them to use all 7 shots anyway... do you find boots help a lot?

2) Warbow does 10 damage. That means that in a lot of situations (against Ulm, Abysia, Pythium, HC, Knights, Jotun heavies, etc) I would expect it to be worthless... though with a stealthy mage to cast Flaming Arrows, a party of 1 mage and 4 scouts could take virtually any (archerless) provincial defense stealthily...

Hmmm. Warbow and Lifelong Protection (for fodder) would be perfect.
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  #23  
Old February 5th, 2004, 08:17 AM
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Default Re: UlmPunk MOD available

I should mention that Multilaunchers do magic damage, and are obviously supposed to do nonmagical damage... makes them substantially better.
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  #24  
Old February 5th, 2004, 04:16 PM

Bowlingballhead Bowlingballhead is offline
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Default Re: UlmPunk MOD available

Aside from being able to hit ethereal targets - and my own experiences have always suggested that missile attacks hit ethereal targets anyway for some reason - what's the difference between a magic and normal attack? Not that I can change it anyway.

I think you're getting lucky with the multilaunchers. 10 of them will roll over independents, absolutely, but 500 gold worth of anything will generally roll over independents. Then again, you're talking about spread - I think sheer statistical grouping makes them not look so 'wild' - there's just so many arrows, they look like they're together.

I've never seen anything shoot backwards, no matter how bad its aim.

The cost of the priest is because the second they give me the command to do it, I'm going to give iron preachers vastly increased leadership, and lower the leadership of the mages. The priests are supposed to be your only real commanders, I just don't have the tools to code that yet.
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  #25  
Old February 5th, 2004, 07:48 PM
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Default Re: UlmPunk MOD available

Oh, I've seen backwards shooting -- e.g. a blind Marignon mage/priest blithely firing off fire flies NE/SE/NW/SW in a single cast. It does happen. A Cyclops firing Flying Shards may not fire backwards, but also can be hilariously bad at aiming...
Hm. Is it deliberate that the nation appears to have no scouts?
Other random note -- the Unborn hero appears to have no feet; I take it that he's based on a #mounted unit?
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  #26  
Old February 5th, 2004, 07:52 PM

Bowlingballhead Bowlingballhead is offline
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Default Re: UlmPunk MOD available

I can't remove the '#mounted' flag in 2.06, I'm afraid. He should have a foot slot in 2.07. So just think of him as being too big for boots.

He still won't have feet when the 1.1 UlmPunk is posted on IllWinter. I switched the heroes around, but it doesn't matter - they're all #mounted, and there's nothing I can do about it.

As for scouts, they'll have scouts when I think of an appropriate unit for the purpose, really! For now poor Ulm has to suck it up and deal with inexpert intelligence by rolling over the enemy with overwhelming firepower.

Or scaring them. I hear that multilaunchers will send low-morale units running. This I find funny.

[ February 05, 2004, 17:55: Message edited by: Bowlingballhead ]
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  #27  
Old February 6th, 2004, 06:44 PM
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Default Re: UlmPunk MOD available

Version 1.1 is up.
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  #28  
Old February 6th, 2004, 10:07 PM

Bowlingballhead Bowlingballhead is offline
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Default Re: UlmPunk MOD available

Sweeeeeet. Thanks!

I definitely had to far tone down the cost of Silicons. They're good units, but they're not 100 gold good!
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  #29  
Old February 9th, 2004, 01:58 AM

moodgiesanta moodgiesanta is offline
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Default Re: UlmPunk MOD available

I've been getting into this excellent mod, and I think Arachnoids are very cool.

This mod allows for a lot of very cool Gift of Reason situations.

I do have a question, not neccessarily only related to the mod but brought up in my mind because of it: shouldn't mindless units lose their mindless status upon recieving Gift of Reason? Those cool black things that I gift a bunch nd deck out with cool weapons are "mindless", yet are also commanders and have been given reason by the spell.
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  #30  
Old February 9th, 2004, 02:49 AM

Bowlingballhead Bowlingballhead is offline
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Default Re: UlmPunk MOD available

Glad you like it. It's especially pleasing to know that units other than the multilaunchers are being used. Although truthfully, I haven't even tried the Hulks in battle myself! Been experimenting with Silicons.

I kind of figured somebody might Reason a Hulk and try and make a SC out of it. That's one reason why it wears armor.

As for the mindlessness thing... well, I've seen people discuss it occasionally. The best theory I heard is that when you Gift something mindless, you get a robotic, programmed sort of intelligence. It's still not capable of fear, and doesn't have anything for, say, mind burn to attack.
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