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@Genava55 but þurpą has been reconstructed as village because many other languages that come from Proto-Germanic have been studied and that was the conclusion reached. Gothic is an example of East Germanic languages, which were already unintelligible to West and North Germanic languages by around 200 AD, and for almost all of them the meaning is village, þorp in Old Norse for example. That Gothic is the "earliest Germanic language with significant information" doesn't mean it is the one that kept the original meaning, this would imply that all the others changed, even when they split before the time of the Codex Argenteus.
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In some cases by mistake, for example if you press A and there are more than one player that the nickname starts with that letter, and you did it fast, I have seen it happen a couple times
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Palaiologos started following AlexHerbert
- Today
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Beware that a reconstruction doesn't really determinate its meaning. The meaning is generally deduced from the descending languages inheriting the root. A reconstruction generally means we have no evidence for this word in Proto-Germanic, we are relying on later evidence from descending languages. The Gothic language is well documented from the 4th century AD onwards. That's the earliest Germanic language with significant information. Most of the other Germanic languages are really documented from the 8th century AD only. The usage and meaning of certain words can have changed significantly between two Germanic languages simply because of the time that has passed. For example the word *þurpą became þaurp in Gothic, which means farmland or farmstead, since it is used in the Gothic bible to translate the word agrós. In Old High German, the word became thorp and it seems it is used in the Codex Abrogans (8th century AD) to translate the Latin vicus or villa, not in a large village meaning but more as a farmstead. But in Old Saxon, it seems the word changed its meaning and became used to designate a hamlet or a village.
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Initial AppImages available for testing
fabio replied to hyperion's topic in Game Development & Technical Discussion
It works fine for me. I just had a minor issue, a "Invalid header" warning I reported here: Strangerly it no longer happens. -
Warją could be used for the fortress, it means fortification (also embankment or dam), and it's the root of the German "Wehr", meaning defence.
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Thanks. I made a PR and went with "þurpą" -> "Wīhsą" -> "Burgz". "Haimaz" is also the root of the German "Heim" (which basically means home), that's why I decided against it in the end. "Burgz" is already used for the Germanic fortress, but that's not a problem, since that's the case for some other civs too already. https://gitea.wildfiregames.com/0ad/0ad/pulls/8722
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Maybe wīhsą could be written like that. There’s also þurpą (the root of thorp and German Dorf), and alhs can also mean settlement. I’m not sure what would be the size ordering for all these and haimaz, which sounds too much like home for me, but it apparently did mean village also.
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Yeah, it helps to remember why one banned him in the first place.
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Initial AppImages available for testing
guerringuerrin replied to hyperion's topic in Game Development & Technical Discussion
@diagonalo check this thread. I think this is the right one -
newtoki joined the community
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Initial AppImages available for testing
diagonalo replied to hyperion's topic in Game Development & Technical Discussion
I wasn't aware of that from the title, thanks for clarifying. -
Initial AppImages available for testing
hyperion replied to hyperion's topic in Game Development & Technical Discussion
@diagonalo, this thread is about the AppImage only, anything that isn't related this obviously please take elsewhere where it is in context. -
Initial AppImages available for testing
diagonalo replied to hyperion's topic in Game Development & Technical Discussion
Hi, I and several others including @Arup tried rc2 and rc3 in a handful of games. I don't think much has changed on the user facing part since when I had a first look when I got aware of the branch about half a year ago. Do we know how many of the balancing advisors and "player-testers" if those do exist made TGs in the rcs like there were before the others alphas ? The Germans are quite cool but we noticed some balance issues (1 severe one is fixed now). Unfortunately there likely won't be any changes before release because "strings ought not to be changed" anymore. Even if the last commits I can see do exactly that ... https://gitea.wildfiregames.com/0ad/0ad/issues/8694 The game is otherwise looking stable from what I can tell. I will download rc4 now and I expect it to be similarly stable. -
Initial AppImages available for testing
berndinger replied to hyperion's topic in Game Development & Technical Discussion
Hi, I tried rc3. Just noticed there is a rc4. I will install it now... With rc3, there are now problems, as far i noticed. (I play wiith random gigantic maps) cheers, Bernd -
Initial AppImages available for testing
hyperion replied to hyperion's topic in Game Development & Technical Discussion
A few did but enthusiasm was a bit underwhelming indeed, anyway latest rc is available here https://releases.wildfiregames.com/rc/ -
Initial AppImages available for testing
Genava55 replied to hyperion's topic in Game Development & Technical Discussion
Anyone tried? It should be tested before releasing. -
Haimaz, Wihsa, Burgz Haimaz for home, hamlet, village. Wihsa for village or settlement in general. Burgz for town, stronghold.
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DanielViree joined the community
- Yesterday
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Unban players also could be useful for host
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I just won the Coast Range scenario on Very Hard AI Difficulty when I thought I was about to lose because towards the end Petra seems to give up for no reason. I managed to repel a big attack (losing like a third of my territory, which was almost half of all land) and from then on it was a walk in the park... not sure what's the underlying issue, but I feel I should have lost. Open maps are a bit hard to defend with such a low population cap, unlike the Isthmus of Corinth, but I guess I have to be more aggressive. In short, it seems I just have to hold my ground until the AI has an existential crisis.
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@Vantha found out, that the Germans are the last Civilization lacking of Specific names for the three Phases (#4667). Community historians, do you have tips or pull requests on hand?
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@user1@Dunedan(not sure if quote is needed) Ofender: Xmax Reason: after a fail rush end the game without resigning metadata.json commands.txt
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Wow, you sure do love to troll. Those are some pretty funny ways to mess with people, I especially love the spamming houses one and the "enjoying the weather" one. About scouting... AI should need to scout, Petra doesn't.
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Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
It certainly optimal to have historical accuracy and to be able to seize the opportunity to teach history, however the more important thing is to teach game mechanics. Over the course of the discussion we decided it'd be best to focus mostly on imparting the game mechanics while giving it a touch of history. For the other campaigns they will be 10000000% grounded in history. However, I think it's best for the tutorial to focus on teaching the new player how to play and not having the player have to figure out the mechanics of 0 A.D. while also keeping up with a historical narrative. -
Narrative Campaign General Discussion?
Thalatta replied to Lion.Kanzen's topic in Gameplay Discussion
@Vantha@ShadowOfHassen well it seems I was going for historical accuracy when historical ambiguity was decided, which I find suboptimal since it misses the opportunity of teaching history. That's why I was thinking for each scenario to be specific historical events, like Hamilcar gaining control of the gold and silver mines of Sierra Morena, subduing certain Iberian tribes, and expanding to the east, for people to learn more things besides Hasdrubal and the (re)founding of Carthago Nova. At least these things are what I find interesting in historically themed RTS. I agree with not doing “the great commanders a bit of a disservice if you scale them back for a beginners tutorial”, but that's the opposite of what I proposed with the prelude concept (in case a proper Hannibal campaign was also wanted). -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
To me we already had this discussion like 20 different times . Ultimately, we wanted a short tutorial that was stand alone and historically ambiguous. We wanted it short so if campaigns weren’t someone’s cup of tea, they could get in , learn the basics, and then do multiplayer. The historical ambiguity was so that we had freedom to prioritize teaching game mechanics without justifying every little thing. Also the simple fact is that @Vantha has already started on the maps. He’s willing to put in most of the work (unlike me who while I say I’m willing to work honestly is kinda busy /lazy and don’t) so he does get final say. The last thing is honestly those other campaigns should be separate , they could be beginner campaigns or sequels to the tutorial , but I honestly think it does the great commanders a bit of a disservice if you scale them back for a beginners tutorial (face it , Petra has a steep learning curve and it’s need to be set on very easy or sandbox so that beginners aren’t steamrolled. Not very fun for Alexander the Great or Hannibal then I think.)
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