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Not really, Robert Beekes in his Etymological Dictionary of Greek (2010) states that this interpretation "has now been abandoned, because such lengthened grade formations cannot be accounted for in PIE terms. Thus, the word remains unexplained". Besides, κώμη doesn't translate preferentially as home and house, so no inconsistencies there. Not my point, but that þurpą not meaning village could have been, although I don’t think much can be said about that, since it only appears once. Then you say (or repeat) that, because Lehmann point rests entierly on his incorrect ordering of ON and OE, and, again, from the ON incorrect meaning he states. Not true (if you keep referring to it as a single farm), þurpą appears only once in Gothic, and, yet again, ON states the opposite, why dismiss my ON dictionary quote?: So, your whole argument seems to rest on two quite weak points: 1. For Gothic, þaurp appears only once, thus not much can be really concluded. Haimaz appears multiple times as village and at least once as country, and wīhsą at least 6 times as village and at least 4 times as country. The country/countryside/farmlands discussion is totally irrelevant and not even the point (for a change). It’s not about farmland/country, but about how rural they are with respect to villages. I don’t care about wīhsą, the point is that you can’t rely just on Gothic, otherwise wīhsą would seem even more rural than haimaz, according to your own criteria and opposite of your own proposal. 2. The next attested instance of a þurpą cognate is in 725 OE, meaning village. Later on in OE and OHG it kept being used for “hamlet, village, farm, or estate”. For OHG, any spurious dictionary shift right in the 8th century cannot be just extrapolated back a thousand years supposedly unchanged. Heim being an older ending doesn’t mean it didn’t also mean all the other things every source states it meant, nor does it imply that the ancestor of dorf was an individual farm because it wasn’t used earlier as a place ending, as the multiple sources I’ve mentioned previously clearly state (just quoted one yet again explicitly stating how it was originally applied, and its etymological sense). Thus, sources show that haimaz was used in many different ways, while þurpą and wīhsą were more similar between them. And it’s clear already that Germanic hamlets were a bunch of cottages, farmsteads, estates, whatever one wants to call them, nitpicking on this point is a useless byzantine discussion. Those who put together the Proto-Germanic dictionary knew their sources, including (especially) the Gothic Bible, and heim/dorf/whatever endings. You have to explain why you think they didn’t.
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I never seen this before. It might be worth to test it
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Nalimmobe joined the community
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That's what I do, and some of my farmers ended chopping wood. @wowgetoffyourcellphone, I don't think it's because of the rally point, because most of my farmers continued farming, while just some ended chopping wood, and had to put them on farms again. Seems something weird is going on.
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You could do that although from a practical point of view I think it makes a littler less sense. If you research a technology, wont every unit that does that particular chore want to use the newest technology? Or you could do each phase (as game progress) soldiers gather rate reduces. I think this might be a little more practical, as they become more accustomed to fighting their will to work as laborers decreases?
- Today
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Use the "End Alarm" button / hotkey (if it exists). It will make garrisoned Civilians go back to the work they did previously. Dunno if it works on Citizen Soldiers. In any case, killed cattle should count toward your maximum cattle until they are fully eaten up. Tbh I find it rather annoying as it mostly just adds a tiny detail you need to consider to optimize your BO, while adding little depth otherwise.
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Forbidden thread!! I’d love to see what’s inside Wasn’t there rot in A23? I think I remember seeing it in some earlier version. I imagine the balance team must have some explanation. Same for the capturing siege feature From my POV, it would make sense to reintroduce rotting
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Tell that to all people who answered that thread
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I don't see how this is such a "huge" concern unless we try it.
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IIRC we didn't not add rotting and fattening because the balance was a huge concern. Initially I had both, and you add to keep your sheep next to the corral aura so they would produce more food.
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Well, I don't know exactly how the code works, but when workers are done building, they keep building other stuff, when the are done cutting a tree, they keep cutting other trees... can't tasks also be kept when garrisoned? After all, their HP is kept, so there's some sort of memory going on... EDIT: what I mean is, tasks at the time of sounding an alarm should override rally points. Or at least for that to be an option.
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How is the game supposed to know that you don't want those units to go to your chosen rally point?
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Agreed. I may introduce a Pull Request for it and get rotting into r29. It adds another interesting dimension to raiding and honestly, it's a pretty much expected feature for those familiar with RTS.
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That animals currently do not rot has some strange implications, especially regarding Corrals. You can simply kill a couple of your own animals to bypass the maximum number of cattle, and enemy raids killing your cattle does not actually hurt your economy much because they do not rot.
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Creo que é o mesmo vínculo; Estou aprovando a Semana Santa para atualizar e corrigir vários erros e coisas que caíram no final das primeiras Cívs. --- vers 0 a.d. 0.28 https://github.com/wltonlopes/Endovelico
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I see, but I don't see that as a desirable feature. My rally point is supposed to be for the units created from then on, not for the ones already having a given task and just garrisoning because of an alert. It adds unnecessary micro to rearrange things as they were before the alert.
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¿Dónde puedo descargar la última versión del mod? Descargue una versión con un enlace de páginas anteriores de este foro pero no me deja activarlo y jugarlo, me encantaría probar los nuevos modelos para hasmoneos y civilizaciones americanas.
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It's on mod.io, you can download it ingame in the mod menu.
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That's because you've set a rally point to wood.
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Hey, Very Nice Game, but when i play in Huge Maps with very hard difficult after 2 hours in game having heroic victory defending against an AI realy wanting to destroy you and in very hard moment starting to win and even dealing with more 2 other factions to win all the game the game start to have errors with lack of memory and after the game crash. I was playing with Atens and was very nice to inprove the base hoplites in barracks to be improved a champions, but I missed the option of having archers on top of the walls firing. I don't know why they removed that; they could have taken 50% less damage from projectiles. In game you just start to win when you stabelish a economy in market and reaching a population close to 1000. That was my experience, thanks for read.
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Qual link do mod atualizado??
- Yesterday
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What's the version of 0ad she's using? Are you 100% sure it's r28? Can you confirm that it worked with the same internet connection before? What's the name of the internet service provider? If you can test, does it work when using another internet service provider? When running "certmgr.msc" and selecting "Trusted Root Certification Authorities" -> "Certificates" in the left pane, does the list of certificates contain one or more containing "ISRG"?
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I don't think I got like any upgrades for them, so that would make sense. Should I start a forum in the art forum section to see if anybody would want to help with the art?
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