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Showing content with the highest reputation on 2023-03-09 in all areas
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Other than the obvious issues with behavior, the biggest challenge is technical. There are two aspects to it. The first one is streaming audio in a way that works on all networks, and as you've seen, the game doesn't even have a reliable way to make sure that everyone is still able to join/host because networks are complicated. In the same ways dedicated servers might help, but it has a money cost. Another thing is performance, pretty sure that's gonna cost you some precious milliseconds that would have decided the issue of the match, and choppy sound isn't particularly great to hear.4 points
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guys its off topic, and there are times when and when not to feed/help a rushed ally, and player skill is taken into that valuation unoffensively. simple as that. The main topic at hand is way more concerning. It is about the design scope of 0ad. I have noticed @Atrik's mod in-game and find it very interesting. In other games they consider such features as autoqueue, % management, and especially quick-start to be "macros" that automate smaller aspects of the game. In some games it is allowed and in others they are not, but it is important for us to decide on a boundary for them in 0ad. In Aoe2 there have been macros that allow for rapid sequential placement of farms and 1-to-1 villager assignment with 1 click and drag, and this is a cheat. I am confident that someone could design a feature that automatically executes the "sniping" micromanagement technique that we have been using in the current meta, and this would be disastrous.3 points
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Today we ran some tests with 0ad while I was connected via VPN, and Helicity was connected via school wifi. We first ran a controlled experiment without the MTU adjustment patch applied. As expected, the maximum outgoing packet size was 1400 data bytes, in fragments of 1400 bytes on wire and 28 bytes on wire, and the problem occurred where Helicity was disconnected after adjusting the number of player slolts to 5 or more. Then I hosted a game with the patch applied that adjusts the MTU to 1392. Helicity connected, and I varied settings in the gamesetup that would normally have caused him to get disconnected. He remained connected. We used cheat codes to create armies of 200 to 400 units and have them fight. It worked well, and Helicity remained connected until we ended the game voluntarily at about 6 minutes. During the test, the maximum outgoing packet size generated by 0ad was 1392 data bytes (1420 bytes on wire), of which there were 133 such packets, and none of which were fragmented.3 points
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I know you all have been waiting a long time for its release. And the time is finally here. The Autisticus map pack. Featuring: MOUNT AUTISTICO (3v4) - A 3v4 map where the team of 3 is surrounded by the team of four . The players in the middle all have faster access to more metal. For balance. Unbalanced maps are something I will probably focus on more because if the game starts to have a lot less players it might be good to have a way for experienced players to put themselves against the newer players. BLOOD BOWL (4v4) - A top vs bottom map that uses modded trees. Baobobs and fruit trees are set with unlimited res for quicker more hassle free gathering. More focus will be put on booming and sending units. Hopefully less objects in the map means better performance too. I got the idea from the BGH maps from Starcraft 1 (RIP blizzard thanks for ruining Warcraft 3). It also has a big pit in the middle because why not. If you find any problems in the maps or have any suggestions let me know. I would like to have these added to the community maps mod IF people like them enough. EDIT: Thanks @Helicity for reporting the errors. I reuploaded the mod with the missing files and fixed the Awkward Iber walls and replaced the map preview. EDIT : Reuploaded version 1.2 EDIT: Newest Version 1.4 is stable and works as its supposed to. Fixed the limited trees / fruit added more fauna in the middle . Added more paths AUTISTICUSMOD.zip AUTISTMOD1.4.zip2 points
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I would advocate for a fix being implemented into the default game in the next update, but I'm not the decider of that. @Stan`what do you prefer? 1. Adjust the default MTU of 0ad to 1392. 2. Add a feature for users to override the MTU in the configuration and/or command line. (Note that without options 1 or 3, user education would still be necessary in order to actually solve the problem.) 3. Ask ENet to adjust the default MTU to 1392. 4. Options 1 and 3. Guard option 1 with a check of the version of ENet or a check of the value of ENET_HOST_DEFAULT_MTU. Undo option 1 when options 3 or 8 are implemented and used widely by the player base. 5. Add logic to 0ad to adjust the MTU of each connection between two peers to the minimum of those two peers. 6. Add logic to ENet to adjust the MTU of each connection between two peers to the minimum of those two peers. 7. Add logic to 0ad to sense a correct MTU. 8. Add logic to ENet to sense a correct MTU. Notice that most or all options can be combined. They are listed roughly in ascending order of time required.2 points
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2 points
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@Norse_Harold Did great analysis. I remember some players were complaining not able to join my hosted games. I noticed that while using VPN, it made troubles while using VPN in and protocol was set to WireGuard I changed to OpenVPN and haven't heard any complains after. I'm assuming it confirms issue is related to that response on github link which posted by @hyperion I can help you with testing if someones describes me what to do. Please have patience I'm smart but not as much as you guys.2 points
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2 points
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Meh. I am not a fan of scripts that automate the game as it provides an unfair advantage. The advantage here is de minimis, but I just dislike the concept. There was a player a few alphas ago who had a script that did all eco for him (made women, built storehouses, houses, built farms, directed units to all res, barracks, etc.). So all he did was micro rushes against players that were trying to do eco and defend rush at the same time.2 points
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ProGUI Is a fork of @Langbart 's BoonGUI with in mind game-play improvemt. -List idle units and buildings (first two rows on left), fast select. -Visualize productions and army composition (two smaller rows below). Additional useful features/hotkeys to master your boom. https://gitlab.com/4trik/proGUI Quickly install with Pyromod (V0.0.26) proGUI-3f6fdb1bfc90de18af423ba22168fb2f050bbe9e.pyromod Edit: Maintained version with @rossenburg: https://gitlab.com/4trik/proGUI1 point
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Thanks for testing @Helicity. I see what the problem is, I am fixing it now. You're right about the Iberian walls i should definitely change that.1 point
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Hi @Autisticus Nice ideas! I really like your blood bowl map, sadly I've run into these errors: The trees failed to generate. Perhaps these errors are related to the trees? Also the Iberian wall placements are slightly awkward. If the walls were more circular, there would be more area to farm in. Currently the walls have little effect because there are two big breaches where enemy units can enter.1 point
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Today, HerkEule is on the list. However, the situation was quite strange: initially I joined him successfully and instantly without lag, but after one minute, I began to lose connection. After I tried to rejoin, the loading map page appeared. Presumably, HerkEule didn't change his network settings so the MTU value wouldn't have changed, or at least neither I nor him were aware of a change in MTU. In addition, all problematic hosts except Norse Harold are German. In fact, MarcAurel is the only German host who doesn't throw errors, although he does have stability issues. Furthermore, I was able to join all of these hosts using my father's computer on a home network. When I use the school network, all sorts of problems occur. I hope these new observations can provide some clues. Do you think the MTU patch can be implemented into the default game in the next update? @Norse_Harold1 point
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that is a very simplistic and pre-conclusive statement. Please consider the following differences between buildings and units: lower overall damage output no volleys enemies do not shoot back at the tower (unless its slingers/melee) There are many cases where you would want enemies to die sooner rather than later. A rush, where you want to kill 1 cav unit rather than none. Slingers attacking your tower and you want to kill some rather than none. Perhaps an army you want to weaken before you fight it. The main takeaway I can forsee is that building arrows would have a greater immediate effect than before.1 point
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@chrstgtr we tested it just now and we encountered that it currently kills the units in the order that they entered the range of the tower, first to last. He is working on a way to make it update so that it prefers the closer unit.1 point
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Sure. But that doesn't mean someone using a program against an opposing player without consent isn't cheating. I'm just trying to say the community as a whole should determine what is and is not appropriate when it comes to automating gameplay. Again, no one is trying to say that @Atrik or @Mentula are cheaters or that the particular mod in question actually is a true cheat. This thread is so off the rails. @Atrik came trying to help other people and we got this mess. Welcome to forums.1 point
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It Will be a little hard to prevent these kind of things as far as there's nothing like anticheat. Most top players that knows coding do have scripts they use for their own advantage and nobody knows cause they never shared or published. It's also a bit hard to say this mod is a cheat because it doesn't really make any prior changes just like autoqueue helping automate certain tasks I agree. But if someone have a cheat and hasn't made it known, nobody will know. that's my point. There are some modifications like reducing prices, faster training, faster units, increasing tower ranges etc that should be considered cheating and luckily these kind of modifications will only result in OSS. Aside that, this mod doesn't really make any difference like doing it manually because you are the one to set which units should be autotrained or something like that. I just checked it recently without paying much attention to it. Imagine @Atrik didn't post it here at all.1 point
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There were a lot of features in that mod... I tried to clean it up today, but it's a lot of work. Lots of useless files. Then you need to update the rest With regards to that feature it's here [Differential] D1271 Give ping hint from lobby in background in gamesetup and in game. (wildfiregames.com) (Severly outdated)1 point
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Is there a way of finding champion idle cvalry or heroes, etc. who do not appear whel looking for idle workers?1 point
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To find out if this is customrating issue you should observe 2 situations: Host of the game have customrating Guest connecting has customrating I only know if you set fixed string and in customrating you will always join with that string to that game. Also make sure you don't use experiemental random numeric setup, which is there only for situation you host game (you cant disconnect). it would generate your random rating every time you connect.1 point
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Fortunately, the old player that had an eco script based it on their own boom, which wasn't very good. Nonetheless, it provided them with a huge unfair advantage. That script may not have been a game ruiner. And this mod may not be a game ruiner. But someone, some where down the line, will create a script where the machines rise up1 point
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I do share. It may not be as much as you want or at the exact time that you want it, but I do. As a general principle, my eco balance in late game is very different from other players because I stockpile res and then try to overwhealm enemies with greater numbers. That often makes me look like I am floating way more res than I actually am. Because of this, it is not uncommon for me to go from 2-3K in res down to 0 in a very, very short period of time. Likewise, I often do not feed "worse" players during boom because it allows an enemy to rush a "worse" player but have the effect of rushing a "better" player. It often isn't as simple as it seems, and just because you ask doesn't mean I can1 point
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1 point
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Yes, playing with a bot isn't fun. QuickStart just manage the first 5 sec, it's not even optimized to make best possible moves. As for my GUI, it's just a empowerment: => instead of clicking in barracks to train units, you can use the panel. It just like a smarter queue. Also I think someone already cited your name @chrstgtr in people that should use Auto-Tribute, this because you always have 10k food and forget to share with an ally who lost all farms.1 point
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1 point
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It's some kind of complex, or ego I guess. We as community should, for begin, talk about importance of well behaving. I hope people understand that it's common sense but also will attract new players which is good for all of us. We should be friendly and help people to improve. I suggested also to open Academy sub-forum. But.... You can start Topic somewhere in Forum, anyways. THis is off topic here. P.S. Come and play us online! There are players that you can play with.1 point
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1 point
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Yep. It could be used as inspiration. Although those references are mostly from the Dacian period. By the way, I was a bit harsh by saying this is ugly. I find the models too generic and too blend. It is unmemorable and unremarkable, it doesn't make a visual impact. But the models by themselves aren't bad.1 point
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Another work in progress re-mapping. This time, it's the Fortress: And here you can see a comparison, where I lightened up the roof texture and added a bit of yellow:1 point
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1 point
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@wowgetoffyourcellphone an idea I have for the Royal Tomb, whenever the Thracian player loses a hero in battle they can build a royal tomb. The building would provide a significant bonus.1 point
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I added the tumuli complex from Starosel, with more illustrations. Btw, I mentionned previously the connection with Macedonian tombs which are interesting references we can get inspiration from. By the way guys, I have a great news for you, there is an evidence for wooden columns in Kozi Gramadi. @Duileoga see my message above with the compilation from Kozi Gramadi I don't think it would work for a temple entire in wood but at least it can help to mix stones and wood. It is still important to have mostly visual based on stones. Maybe something like those for the houses?1 point
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I wonder how complete this tumulus is: How much does this look like how it originally did? Looks a lot like the Kurgans of steppe tradition. Though, many cultures had such a tradition.1 point
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Helis/Sboryanovo, capital of the Getae and Hellenistic inspired city: Seuthopolis, Odrysian capital during Seuthes III: Pistiros, an emporion where lived both Greeks and Thracians: Kozi Gramadi, residence of a Thracian prince, 5th-4th century BC. Next to it, there is a sanctuary of the 8th-4th century BC and with a temple dedicated to Zeus and Hera added in the 4th century BC. The sanctuary was built in wood and in masonry, with a foundation made out of stones, and it was active between the 8th to the 6th century BC. Then when the Thracian prince built his residence, the sanctuary was rebuilt, probably in stones. It is unclear how the building was reconstructed and if it retains some elements of the original. Later, probably with the Macedonian influence, a temple dedicated to Zeus and Hera was built. The Thracian Temple Complex at Starosel, with multiple tumuli, nearby Kozi Gramadi.1 point
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As I wrote earlier, I wouldn't be the one deciding and implementing a course of action. user1 can correct rating points. He can also implement other courses of action, as necessary. It depends on whether the user chooses to comply with the rules or requires an escalation in moderation response. That's up to cronelius. or whichever Ramirez brother controls all the duplicate accounts that have allegedly been involved in ratings abuses. It's not "my" rules. The rules were debated and carefully chosen many years before I was even active with Wildfire Games. And, there are many good and logical reasons for the rules. It's "our" rules, and it's a good thing that we have them. Otherwise it would be chaos and many good users would be driven away.1 point
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hi @Yekaterina i understand your point but "farming rating" is like breaking 2 rules he agreed to comply when registering an account in the game. That is - making multiple accounts, and trying to gain ratings by farming from the secondary account. If ratings wasn't that important, i'm not sure it will have been added in the first place so i somehow disagree @Yekaterina. Before making an account we do agree to comply with some rules governing the game (which everyone that has account clearly did), Terms of Service, Terms of Use and Privacy Policy. To maintain fair gaming environment the rating system was introduced to evaluate rookies from pro players. A pro player playing against a rookie to gain point is totally okay so far as the rookie agreed to play. My point is, it might seem okay to some people but as far as he agreed to these rules before creating an account, and intentionally breaking those same rules he agreed to comply with shouldnt be allowed right?1 point
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I'm not going to ignore flagrant rule violations. See lobby rules 7 and 8 7. Not attempt to artificially adjust any user of the service's rating or any of the statistics which impact it. (Examples of this are, but are not limited to: cheating in ranked games, reverse engineering the service, and taking advantage of other users of the service. 8. Not undermine the intended gameplay or purposefully gain unfair advantages in multiplayer matches (for example cheating, using exploits or bugs). When cronelius setup ranked matches between two users that he controlled that was gaining an unfair advantage in multiplayer by rigging the matches. It was also an artificial adjustment of his rating. There are good reasons for the rules. They help to protect the integrity of ranked matches. They also help to quickly identify the minimum age of an account based on the number of ranked matches. Many or most players are not online at the time of the rigged ranked matches, so they don't have an awareness of what's happening in order to identify that some ranked matches were rigged! And, how can you expect players to know this when you're asking me to not even post in this thread with the evidence? Integrity of statistics about the number of (legitimate) ranked matches is important for more than just gauging player skill. It also helps to identify which users have invested more in their accounts than other users. This is useful for identifying main accounts of players and linking player reputation to those names. Please do not ignore players that are boosting their ratings and number of ranked matches by playing rigged games. Please report them as soon as possible. See something, say something. Thank you.1 point
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1 point
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Buenas , estuve trabajando en posibles edificios para Arsácidas ; ( SON BOCETOS , así que serán moldeados en breve ) ALMACÉN; BARRACAS; CENTRO CÍVICO; CASAS; (4 MODELOS) CORRAL; GRANJA (MOLINO DE AGUA); (también haré un molino de viento) MERCADO; PUERTO; HERRERÍA; INSPIRADOS EN; (TODAS SON DIFERENTES ALDEAS , AUNQUE PAREZCAN LA MISMA) Son casas y aldeas datadas en fechas del Imperio Arsácidas (con apenas cambios desde entonces) y por eso las tomé como ejemplo , ahora hace falta añadir elementos persas , arsácidas y alguno helenístico. Disculpen las molestias *1 point
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Since there will be more than one type of cavalry archer for the Parthians, think this should be high time to implement the camel stench aura like in Delenda Est. Suggest that the unarmored cavalry (axeman, skirmisher, archer, and camel archer) can be recruited from the Corral, like the Xiongnu faction, while the cataphracts from the Stable (a City Phase building). The Persian Kardakes hoplite, Persian archer, and camel cataphracts from the Fortress. Had the Parthians actually recruited Roman mercenaries? Thought Rome was one of their traditional enemies. If not, the embassy can hire a Pontic phalangite alongside the Parthohellenic theurophoros swordsman and Hindu war elephants. Expecting at least 7 champions for the Parthian faction. Does the Spanish mean the trader (camel) the same stats as a Maurya elephant? Or there will be elephants as mode of transporting goods? Here is my proposed breakdown (slight modified from @Duileoga's above, and friendly for non-Spanish speakers): City Center Persian spearman Parthian archer Cavalry skirmisher Cavalry spearman? (Town phase) Camel archer? Barracks/Training Ground Persian spearman Eastern hillman (axeman) Parthian archer Corral Cavalry axeman Cavalry spearman? Cavalry skirmisher Cavalry archer Camel archer? Stable Cavalry spearman Cavalry archer Cataphract lancer Cataphract archer Embassy (or swordsman and phalangite go to Barracks in City Phase, elephant in Fortress) Parthohellenic theurophoros swordsman Pontic phalangite Hindu war elephant Fortress Persian Kardakes hoplite Persian archer? Camel cataphract (lancer) Which one of these can be the champion spearman? There's already the Parthohellenic swordsman, so the latter will suffice.1 point
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Como no encontré un edificio modelo para crear un "Centro Cívico Arsácida" , creé uno a raíz de la antigua ciudades de "Hatra" y "Ctesifonte" ;( espero que les parezca interesante y corrijan cualquier error histórico-arquitectónico) ; Las dimensiones respecto a una persona no las puse , pero mi intención sería que tuviera un tamaño similar al "Centro Cívico Romano" . Para darle más vida sería interesante ponerle alguna decoración vegetal , jarrones , alfombras ... Disculpen las molestias.1 point
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They have been replaced in Europa Barbarorum II (I see you took your inspiration from EB1), now the Parthians and the Seleucids have access to: Payadag i Kardakan / Persian Heavy Spearmen These men have been trained and carry uniform equipment, making them more reliable than other eastern infantrymen. Equipped with thureos shields and spears, they provide a strong infantry line, which levied men would not be able to hold against organised opposition. Historically the Hakhamanishiya had always promoted a common education, in theory open to everyone, but only the nobility could truly afford it. All of this resulted in a comprehensive system, which provided future officials and administrators, but was also integral to the preparation for military life. Split in companies of 50 youths, led generally by the noblest of them, they followed a daily routine of exercises and studies. Specifically they were trained to increase their endurance through proper breathing techniques, but also how to resist the cold, heat and rains, to cross streams while keeping their clothing and armour dry, to tend to flocks and how to live outdoors all night, eating wild fruits like pistachios, acorns and pears. Moreover these youths ate and hunted together, while after their exercises they were instructed in the planting of trees, cutting and gathering of wood or roots and the making of weapons, hunting nets and linen clothing. All of this signified a rite of passage, because during this period the youths proved that they could be admitted to the adult part of society. Even ancient authors noted the similarities to the Spartan Agoge and especially the Krypteia, however Strabon recorded how these youths were known as Kardaka, because Karda according to him meant manly and warlike spirit. This root word however, actually described those wandering or travelling, denoting the behaviours these youths had to learn. With the shortage of Hellenic mercenaries in the late 4th century BC, the Satrapal administration extended part of this system to young men in their dependencies, in order to develop a larger pool of trained infantry. This very infrastructure later allowed Alexandros Megas to muster and train Asiatikoi in Hellenistic warfare and indeed the practice was kept alive by the Seleukidai, who improved the Kardaka even further by furnishing them thureos shields. Erin-mesh Uriki / Akkadian Elite Infantry These men are the closer order infantry of the Akkadian peoples of Mesopotamia. Many of them wear some armour, helmets and light thorakes, and all carry aspides to go with their long spears. The spears give them good length when defending city walls, fending off cavalry, running down light troops, or challenging sarissa-equipped phalanxes. The Erin-mesh Uriki are drawn from the citizen rolls of Akkadian cities, and were customarily employed as guardians of cities and temples and as emergency militia during wartime. Historically, the heyday of Akkadian arms was well past, although the monuments of Babylon, Uruk, and other places stand as testament to the Akkadians of the power their forefathers once held. The Akkadians were well-accustomed, for many years, to both pitched battle in close order formation and to skirmishes against lighter troops from the Arabian desert to the southwest and the highlands to the east. In the Persian Wars, the Akkadians were marshalled together with the Assyrians and Arameans, and even then carried concave round shields comparable to the aspis, lengthy spears, and variations of the machaira (Hdt. 7.63). Akkadians fought at Gaugamela as well under the satrap Mazaios, but soon after found themselves under Makedonian rule. Six thousand were trained by Macedonian instructors and joined Alexander's army in Bactria as pantodapoi, while others continued to serve, probably in traditional panoplies, in garrison duty roles. Babylonian tablets provide strong evidence that Akkadians continued to play limited, mainly regional military roles. Babylonian troops suffered heavy casualties against Ptolemaic phalangites in defence of their city in 245 BC due to their lighter equipment, but managed to hold a few key sectors of the city. Nezagdar / Iranian Spearmen These men represent the lower ranks of retainers to the Azads and nobles who come to the aid of the Shahanshah. They are not wealthy enough to possess their own horse, but are still able to possess enough equipment to fight as line infantry instead of as skirmishers. Armed with spear and reed shields, they can hold a line against lighter foes, but are not able to hold their own for long against more heavily armed opponents. Most of the men in this unit are dressed in everyday clothes, including cloth jackets, pants and leather boots or shoes. Many wear a Kyrbasia, a hat with flaps which can be tied under the chin, or around the back of the neck of the wearer. Often, the flaps could be used to cover the mouth and nose, useful when in arid conditions, where dust clouds from marching would otherwise make breathing hard. Others wear simple cloth caps. Some of them wear tube and yoke armour corselets, made from leather or hardened linen, sometimes with padding added for extra protection. Their reed shields would be made from long pieces of reed on a leather base, where the reeds were fastened by being pushed through holes made in the leather. In this manner, it was possible to render impressive geometric patterns without the need for any paint or other decoration. They carry spears equipped with a ball-shaped butt, which helps to balance the weapon while fighting. Historically, the armies of ancient Iran consisted of generally mounted noblemen, accompanied by their retinue, and levies from their lands. The more elite warriors were often funded by the nobleman himself: the rest were generally civilians who followed their local noble. Although the most prominent section of an Azad's retinue was the armoured cavalry, a larger portion was made up of less well trained and well equipped men. Those peasants and townsmen who could not afford a war horse, but were wealthy enough to purchase armour and weapons would serve as the line infantry. Men like these would have made up the majority of the armies faced by Alexandros, and still during the age of Parthian, and even Sassanian, hegemony, such men would be the mainstay of the infantry forces in Iranian armies.1 point
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Importantes líderes del Imperio Parto (Para la "IA"); Nombre Fecha Original(enpahlavi) 1. (Arsaces I ) (247 BC -217 BC) (Aršak) 2. (Tiridates I ) (246 BC-217 BC ) (Tīridāt) 3. (Phraates I ) (176 BC -171 BC) (Frahāt) 4. (Mithridates I )"the Great" (171 BC -132 BC) (Mihrdāt) 5. (Artabanus I) (127 BC -124 BC) (Ardawān) 6. ( Gotarzes I ) (91 BC-87/80 BC) (Gōdarz) 7. (Orodes I ) (80 BC-75 BC) (Wērōd) 8. (Surena )"General" (84 BC - 52 BC) (Rustaham Sūrēn) https://en.wikipedia.org/wiki/List_of_Parthian_kings https://en.wikipedia.org/wiki/Tiridates_I_of_Parthia https://en.wikipedia.org/wiki/Surena https://es.wikipedia.org/wiki/Surena1 point
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Estructuras ; Edificios comunes (15); 1.Centro cívico;------------------(šahryān ābag )-/Literalmente "La casa del governador"/ 2.casas;----------------------------(Kadag) 3.Almacén;------------------------(Hamābēr) 4.Alquería;------------------------(āsyab)-/Literalmente es un "Molino de agua con noria"/ 5.Corral;---------------------------(Pahast )-/Literalmente es un "Aprisco"/ 6.Torre de defensa ;-------------(Burg ) 7.Cuartel;-------------------------(Zay ābag)-/Literalmente "Casa de las armas"/ 8.Herrería;------------------------(āhangar ābag)-/Literalmente "Casa del Herrero"/ 9.Templo;-------------------------(Hēbedestān) 10.Muralla;-----------------------(Dēwār) 11.Huerto;------------------------(ābādanīh) 12.Mercado;----------------------(wāzār) 13.Puerto;------------------------(Kaštig ābag)-/Literalmente " Casa de Navíos"/ 14.Fortaleza;---------------------(Drubušt ) 15.Torreta de defensa;---------(Gišnag burg) Edificios especiales (5) 1.Maravilla ;/palacio de Ctesifonte/;-----------------------( Tisifōn darbās) 2.Mercado ruta de la seda;-----------------------------------(Caravasar ) 3.Embajada;----------------------------------------------------(Bayaspānīh) 4.Establos;------------------------------------------------------(āxwarr) 5.Palacio;--------------------------------------------------------(Darbās) fuente; http://www.rabbinics.org/pahlavi/MacKenzie-PahlDict.pdf1 point
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Buenas ;Les traigo vocabulario ;(idioma arsácida) (tiene varios fallos , pero espero que sirva como base orientativa) Unidades ;(28) Infantería ;(4) (Reclutados en ;"cuarteles") 1.Lancero;-------------------------------------------------(Nizagan-î Eranshahr) 2.Arquero;-------------------------------------------------(Shivatîr-î Dêhbêd) 3.Hondero;------------------------------------------------(Shûbân-î Fradâkhshânâ) 4.Escaramuzador con hacha;----------------------------(Kôfyârên-î Verkhânâ) (Reclutados en ;"cuarteles "y "centro urbano") 1.Lancero;-------------------------------------------------(Nizagan-î Eranshahr) 2.Arquero;-------------------------------------------------(Shivatîr-î Dêhbêd) Infantería de élite (mercenaria) ;(2) (Reclutados en ;"Embajada ") 1.Tureóforo griego ;-------------------------------------(Parthohellenikoi Thureophoroi) 2.Infanteria romana;------------------------------------(Nizagan-î āyīg ) Caballería;(4) (Reclutados en ;" establos") 1.Caballería ligera (con hacha , espada...);----------(Asabaran-î Pahlavânîg) 2.Arquero a caballo;------------------------------------(Shivatîr-î Pahlavânîg) 3.Escaramuzador a caballo;----------------------------(Asabaran-î Hauravatish) 4.Dromedario arquero;---------------------------------(Uštaran-e Shivatîr ) (Reclutados en ;" establos"y "centro urbano") 1.Caballería ligera (con hacha , espada...);-----------(Asabaran-î Pahlavânîg) Caballería de élite;(4) (Reclutados en ;"fortaleza ") 1.Catafracto (con lanza);--------------------------------(Pahlavân-î Grivpanvâr) 2.Arquero catafracto ;-----------------------------------(Shivatîr-î Zrêhbârân ) 3.Dromedario catafracto con lanza;-------------------(Uštaran-e Zrêhbârân) 4.Comandante catafracto;------------------------------(Pushtîghbânê Shâhigân-î Pahlavânîg) Caballería mercenaria (no de élite);(2) (Reclutados en ;"Embajada ") 1.Caballería persa ligera (con lanza);----------------------------(Asbaran-î pārsīg ) 2.Caballería árbe ligera (con espada , hacha...);---------------( Asbaran-î Tāzīg ) Civiles;(4) (Reclutados en ;" centro urbano") 1. Mujer;-----------------------------------------------------------(Bānūg ) (Reclutados en ;"Mercado ") 2. Comerciante;---------------------------------------------------(Wāzāragān ) (Reclutados en ;"Templo ") 3. Sacerdote;------------------------------------------------------( āsrôn) (Reclutados en ;" Centro urbano") 4.Dromedario logístico(como el elefante Maurya);---------(Uštaran-e peškār ) Armas de asedio;(1) (Reclutados en ;" fortaleza") 1.Ariete;-----------------------------------------------------------(warzān) Arma de asedio (mercenaria);(1) (Reclutados en ;"embajada ") 1.Elefante maurya (indio) ;-------------------------------------(Pīlban hindūg ) Navíos ;(3) (Reclutados en ;" Puerto") 1.Balsa pesquera;----------------------------------------------(Makôg ) 2.Navío mercante;---------------------------------------------(Kaštig-īh) 3.Navío militar ;------------------------------------------------(Kaštig ardīkkar ) Héroes ;(3) (Reclutados en ;"Palacio") 1."Mitrídates" primero de Partia ;------------------(Mihrdāt) 2."Tirídates" primero de Partia ;---------------------(Tīridāt) 3."Arsaces" primero de Partia ;----------------------(Aršak)1 point
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