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  2. @Emacz was asking me about slinger's shields, this is my answer, which could be interesting for some: Most people who could carry some sort of shield did, even animal hides, but it's a matter of how much stats would change. Besides, units were never as uniform as in a game, one just simplifies the most common ideas on them. Strabo (writing at the time of the game) says: "Although naturally disposed to peace, they bear the reputation of being most excellent slingers, which art they have been proficient in since the time that the Phoenicians possessed the islands. It is said that these were the first who introduced amongst the men [of the Baleares] the custom of wearing tunics with wide borders. They were accustomed to go into battle naked, having a shield covered with goat-skin in their hand, and a javelin hardened by fire at the point, very rarely with an iron tip, and wearing round the head three slings of black rush, hair, or sinew. The long sling they use for hitting at far distances, the short one for near marks, and the middle one for those between. From childhood they were so thoroughly practised in the use of slings, that bread was never distributed to the children till they had won it by the sling." Slingers could use a shield, having one hand mostly free, but that's useful when skirmishing close to the enemy, which is a role already taken by the javelineers (although one does more crush damage, the other pierce). In a simplified game, you want the slingers to do something else: slinging from the longest range. You can always just move the slinger closer for shorter range, but because of that would you want to add some shields in the animations to be that historically accurate? And also the javelin as a secondary weapon? Maybe, but stats shouln't change that much, and you also want to make units as differentiated as possible, not to confuse the player. It's also a matter of looking at the whole equipment: -Slingers: could have carried small shields, but couldn't use much armor (because of how the weapon is operated), slings are the easiest to carry, and munitions you can get easily (less so for lead). -Javelineers: most probably carried small shields, given their shorter range, but they also needed to be mobile because of that, so didn't carry much armor. -Archers: some apparently carried small shields, but coud use more armor, so makes sense to make them a bit slower. Not all javelineers were the same, not all archers were the same, each had what they could afford. -Crossbowmen: not necessarily all used large shields in all situations, but you either simplify and choose some representative units, or will have a plethora of options, most of which won't be convenient to even train.
  3. I could be wrong, but it could be that they garrisoned on buildings that were closer to trees than to farms.
  4. Today
  5. No inconsistencies there, since κώμη doesn't translate preferentially as home and house. 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.
  6. I never seen this before. It might be worth to test it
  7. 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.
  8. 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?
  9. 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.
  10. 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
  11. Tell that to all people who answered that thread
  12. I don't see how this is such a "huge" concern unless we try it.
  13. 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.
  14. 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.
  15. How is the game supposed to know that you don't want those units to go to your chosen rally point?
  16. 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.
  17. 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.
  18. 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
  19. 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.
  20. ¿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.
  21. It's on mod.io, you can download it ingame in the mod menu.
  22. That's because you've set a rally point to wood.
  23. 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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