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http://ancientamericas.org/es/collection/search collecion de dibujos de Linda Schele. Linda fue una escolar prolífica mesoamericana quien murió en 1998. Su oficio original fue el de profesora de estudio del arte y ha escrito varios libros los cuales incluyen "Maya Glyphs: The Verbs" (Schele 1982), el libro "Palenque Bodega" (Schele y Mathews 1979), "The Blood of Kings" (Schele y Miller 1986), "A Forest of Kings" (Schele y Freidel 1990), "Maya Cosmos" (Freidel, Schele, y Parker 1993), y "The Code of Kings" (Schele y Mathews 1998). Linda quería que su espiritu de abertura y colaboración continuara después de su muerte, ella y su esposo David estipulaban que FAMSI debería ser la casa central para la publicación y diseminación de sus dibujos por medio del sitio web. Los dibujos originales han sido legados a la Colección Schele en la Biblioteca Benson de la Universidad de Texas.2 points
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@user1 My lobby username is: jegna MrCarlos09 left a game without resigning. commands.txt1 point
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Congratulations on making your first differential. I think it is reasonable to change Hyrcanian cavalry. However I see a disadvantage of the proposed patch. The unit in game currently uses 3 different art models for rank 1, rank 2 and rank 3. In your patch only 1 art model will be used in game. So regardless of whether it is a balance improvement, for me it seems a downgrade from an artistic point of view.1 point
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ok made a patch just like the mod above. https://code.wildfiregames.com/D46741 point
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Hay que ver cómo era realmente, yo ayer estaba coloreando una del clásico tardío.1 point
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I understand if you are playing vs cav, but if its infantry versus infantry you can usually retreat unless you get trapped. Also I see many players are able to fight huge battles and keep their pop at 200 (myself not included). They do this by keeping strong economies through the game, making large numbers of barracks and / or stables, keeping their army in a good location for reinforcements. If a player is constantly sending re-inforcements forward, then they can just retreat the main army until it grows larger than their enemies' one. ,1 point
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commands.txtmetadata.json offending player, @peacegame @user11 point
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There is precious little to conquer anyway, it is rather fun building elaborate fortifications and watching others break them, but that is irrelevant in A25. Its all boom and go, I like to enjoy my games like I would a good meal, not a ten minute stop at the fast food place and then off I go to do something else. There is more to playing than just winning. It would be nice to have a satisfying experience too. Which we did have in A23 and progressively seems to have evaporated with each alpha. I personally feel quite jaded with the whole thing, if I had the opportunity I would have stayed with A23, at least there was more to personally enjoy.1 point
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Un genérico solucionaría esto, ya que estas máscaras eran bastante comunes e icónicas. Tenemos varias fuentes de las que podemos mezclar referencias. Buen trabajo con stella, sería bueno tener +2 diferentes, tal vez podamos dejarlos con props separados para las estructuras.1 point
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Em resumo que prefiro um nome para a civ Mayas (igual aos Gauleses varias tribos e reinos no mesmo povo) do que Yax Mutal ( uma cidade especifica,igual a civ Athenas).1 point
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Te tengo mala noticias con esa imagen de referencias del mascaron, no tan malas pero malas. http://mayaarchaeology.org/2019/12/la-estructura-34-de-el-mirador-no-es-el-templo-de-garra-de-jaguar/ "Sin embargo esta interpretación tiene varios problemas. 1. Uno de ellos es que se basa en una reconstrucción poco ética del mascarón. Toda la parte superior del mismo, de la nariz hacia arriba es totalmente un invento de Terry Routledge, o quizás de Hansen ya que él debió haberlo aconsejado. Cuando Hansen escavó los mascarones de la Estructura 34 esta parte simplemente no estaba presente debido a la erosión. Esto se puede ver en fotos y dibujos. El mascaron oeste es el que está menos erosionado. El dibujo técnico, realizado en el momento de su descubrimiento, demuestra que se encontró faltante de la parte superior (la frente y parte de una orejera) El mascaron este es aún menos completo. Finalmente, ninguno de los dos mascarones de la estructura presentan ciertos rasgos que aparecen en el dibujo artístico"1 point
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What about slow-paced fighting? I'm a fan of seeing units fighting.1 point
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The issue wit fast-paced fighting is you can't micro the battles once they start. It's often the case that you can kill 100 units in merely 30 seconds; you spend 15 minutes booming and walking only to fight for 1 minute, then it's a siege + turtle time. Not being able to control your army in a fight would be a downside, especially when 0AD is more about conquest than city building. It also removes the importance of good reinforcement: if you outnumber your enemies in the first encounter, you can push them back relentlessly and there is nothing they can do. This problem did not exist in A23 because of the lack of ridiculous techs and all units had lower attack values and accuracy. A23 had a reasonable pace of battle that doesn't include an army of 100 perishing against 150 in 20 seconds. @real_tabasco_sauce I would recommend you to try A23 and compare the differences. You will also see your flood of hundreds of archers be defeated by 100 skirmishers + melee.1 point
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Hey @Vasilis Welcome to the forums. You can use the copy paste feature to that effect. Just place a few units select them, hit CTRL + C and then you'll be able to paste them.1 point
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Some people have done for a while you need to pass an extra flag when updating workspaces.sh to make use of it1 point
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http://research.famsi.org/spanish/montgomery_es.html John Montgomery, es ampliamente reconocido entre los estudiosos como un líder ilustrador en el Arte PreColombino, Profesional graduado en la Historia del Arte. Ha sido un aficionado durante toda su vida a la civilización PreColombina, empezó su educación superior a la edad de 37 años, graduándose con summa cum laude con B.A. del Colegio de Finas Artes, de la Universidad de New México, y se obteniendo una maestría en historia del arte PreColombino en 1995. Hasta su inoportuno fallecimiento, octubre 13th, 2005, John asistió a la Universidad de New México como candidato de un Doctorado y enseñaba varios cursos de Historia del Arte en el Instituto Politécnico del Suroeste Indio en Albuquerque. http://www.famsi.org/spanish/research/montgomery/jmontgomery.jpg John Montgomery en Nimli Punit. Un especialista en la escritura de jeroglíficos Maya, John ha dirigido investigaciones importantes sobre firmas de artistas en jeroglíficos y la "mano" o el estilo artístico de escultores y escritores. Aunque se especializó en la civilización de la antigua cultura Maya, el interés erudito del Sr. Montgomery abarcó una variedad de tópicos incluyendo: Arqueología, Etnohistoria, temas de formación de estado y declinación, y Ecología del bosque tropical. Participó desde 1987, en los Seminarios de Jeroglíficos Avanzados anuales de la Universidad de Texas en Austín. Cada publicación importante sobre escritura Maya ha caracterizado sus dibujos, incluyendo: Breaking the Maya Code por Michael Coe (Thames y Hudson, 1992) The Code of Kings por Linda Schele y Peter Mathews (Scribner Press) Stories in Red and Black por Elizabeth Boone (Universidad de Texas Press) Varios volúmenes por Linda Schele y otros (William Morrow y Scribner, 1990-1998) Originario de Santa Mónica, California, el Sr. Montgomery vivió en el área Maya de 1974 a 1981 donde trabajó como guía turística en las ruinas de Tikal, Guatemala, y varios sitios remotos arqueológicos de América Central. Su esposa e hijos son descendientes de las tierras altas Maya, y sus viajes a México y Guatemala sirvieron como base para muchos acuerdos profesionales de habla Hispana. El Sr. Montgomery continuó hasta su enfermedad viajando y registrando esculturas. Esto le ofreció la oportunidad de observar el sitio, y captar la esencia y visión del artista Maya con su habilidad artística y especial sensibilidad. El vibrante acercamiento de John a la vida, su actitud conforme y amistosa, y sus extraordinarios talentos han sido un regalo a todos los que lo conocieron. Gracias, John, tu espíritu se mantendrá vivo en tus obras de arte.1 point
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https://es.wikipedia.org/wiki/Izapa @Lopess this from late preclassic-early classic. is under CC 3.01 point
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estoy investigando ese periodo es difícil encontrar algo. tiene que ser entre preclásico tardío y clásico temprano.1 point
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Buenas imágenes de referencia, creo que las Stellas merecen un poco de cariño con una textura más nítida igualmente de la época como las que vemos aquí.1 point
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commands.txtPatricius_Maximus42 left a rated game without resigning.1 point
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el mirador Glifos / glyphs. https://www.researchgate.net/figure/Figura-2-Segmento-2-del-friso-de-Balamku-Dibujo-de-Daniel-Salazar_fig2_3114489411 point
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i'm not talking about fighting, I am talking about how fast you could boom with these units. One of the biggest strengths of ptol is how early you can get p3 and launch a full scale attack (with upgrades, seige). 35f 35w and 6 seconds would take it to a new level (this costs 20 more res than a woman and trains 2 seconds faster). Then, you have to factor in the 220 pop space. It's just inadvisable to do this. Better to increase their dps to match slingers. The only way I could see this being a little balanced is as a p3 unique tech To be honest I like the fast paced fighting, but to each their own.1 point
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In the interest of transparency, the Wildfire Games team would like to report on its finances as of 2020-01-01. In 2019, 0 A.D. had funds in two places: A legacy account on Flattr, a Sweden-based microdonation provider. Funds earmarked for the project and held in trust by US-based non-profit organization Software in the Public Interest, Inc. (hereafter “SPI”); Flattr Legacy Account In the beginning of 2019, we had 865.28 EUR as well as approximately 2 USD in our Flattr account. At our request, SPI helped us withdraw the portion of funds that were in EUR in 2019-02. This portion of the Flattr funds is now part of the SPI earmark for 0 A.D. (see below). Only the latter portion, that was in USD, remained on Flattr. Since sums under 10 USD cannot be withdrawn from Flattr, and the balance is not likely to reach that threshold anytime soon, the Treasury Committee decided to delete the account and let Flattr take the remaining funds. This completes the consolidation of 0 A.D.'s assets and prevents problems down the road. The Flattr legacy account is now closed. SPI Earmark for 0 A.D. As of 2020-01-01, the 0 A.D. earmark is USD 34,970.84 USD (Source: SPI Treasurer’s Report). This grand total includes the Flattr funds, which made up about a quarter of the income for 2019 (926.61 USD out of 4384.99 USD). Taken together, this represents a small increase in 0 A.D.'s assets from previous years, and shows that the project's finances have been stable over time. Concluding Remarks The 0 A.D. project finances are managed by the Treasury Committee: Erik (“feneur”) and Aviv (“Jeru”). We need you! We invite members of the 0 A.D. community to volunteer on the committee and help us put the funds to good use. We also welcome your questions, comments and suggestions.1 point
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HI! karl2011 quit a game without resignmetadata.jsoncommands.txt1 point
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Not sure if it should have furnace. I think metal artifacts were not very common among Mayans, and the first ones date from classical period. Perhaps one of civ bonuses could be that they not use metal resource. But this type of gameplay might be hard to balance.1 point