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Showing content with the highest reputation on 2014-12-24 in Posts

  1. Well that is not an apology for your behaviour that went against the ToS/ToU. I gave you a chance to be unbanned but it seems you don't want to be.
    2 points
  2. This is similar to my Gaulish buildings topic, but this is more detailed. Hi, so once again I come with suggestions for the Gauls, as I still feel they are one of the less detailed civs. Units Currently, they have the cavalry skirmisher, spearman, slinger, foot skirmisher, cavalry swordsman, elite longswordsman and cavalry elite spearman. I was wondering if perhaps one more unit (although this may affect the balance negatively) could be added, swordsman (I think it was Bataroas in EB). Basically, he'd be the same as the spearman, but has a short Gallic sword (this may be unnecessary as there is already a cavalry swordsman). Another thing is for the spearman and cavalry swordsman. When leveling up, they go from clothing, colourful clothes, chainmail. The Gauls actually had a type of Linothorax and they had leather armour, which could both be used for stage 2. Gallic Linothorax. http://leuki.pagesperso-orange.fr/vaevictis.html These re-enactors use both Gallic linothorax and Leather armour. 4 types of Gallic Leather Cuirasses, this image is from the research from Total War Rome 2. Buildings In the other topic http://www.wildfiregames.com/forum/index.php?showtopic=19377 Gaulish Buildings, I already posted pictures on the types of buildings, but with less detail. Most of the following images are from animated reconstructions of the Celtic village near Bundenbach and animated reconstructions of the Hallstatt town Heuneburg. These are from more eastern Gaul, and a different era, but still Gaul nonetheless. Their buildings wouldn't become less advanced. An animated picture of Heuneburg, notice how most of the house have a similar pattern; long, single story but with a sharp, tall roof varying between wood shingles/thatch. Another animation of Heuneburg (this time a different animator) but still similar, the houses also follow that pattern I spoke about. The walls were exclusive to this area, they were made of mud bricks. So adding this type of wall wouldn't be that accurate. House and storehouse respectively in the village reconstruction near Bundenbach. Drawing of what Bibracte might've looked like. Besides that, currently the walls are fine (they look like the Kelheim type gallic wall) but it's a bit annoying that the fences on top look so crude, Celts were great carpenters and there's no reason they wouldn't be able to make a nice fence. The Civic center currently looks smaller than that of most of the other civs. The Barracks and blacksmith are fine. That's all I can think of now, I may add more.
    1 point
  3. I can give you some tips regarding the early game play, which is the most important part. Try to make at least five ranged cavalry as quick as possible. The reason why is: -You have chicken, which is a huntable animal, that spawns right away near your town center. -Cavalry have a large bonus when hunting -Cavalry can scout land the fastest. -Cavalry can also defend you in case of an attack. On most maps, there will be animals which you can hunt. If you can get at least 500 food from hunting alone, that could save you the wood you need for farming and allow you to either advance to the town phase quicker or build more cavalry to raid your opponent. Tips when hunting: -Most animals run opposite the direction they are being attacked. So when hunting an animal, hunt it so that the animal is between your civic center and your cavalry. This will force the animal to run towards your civic center, and that will decrease drop off time. -If hunting an elephant, attack it once so that it follows your cavalry. Then, flee to your civic center to finish it off. Try to scout and lure as many elephants as you can. Each elephant has 800 food, and three should keep you away from having to build farms for quite a while. -You might want to build your farmstead close to where your hunt as died to decrease drop off time. But you can be the judge of that. Tips when raiding: -Make sure you keep your cavalry in a group. I believe around 7 should be more that enough to kill a female villager. -Always aim for the weakest unit, in this case the female villager. -Do not engage for too long. If your opponent starts to move all their military units to you, then flee and attack a different part of their economy. The point of raiding is to keep your opponent on their toes, and prevent them from raiding you. Tips when defending: -Make sure you try to finish all the resources near your civic center before moving out to the edges of your territory. -A building an outpost at the boundary, close to your wood line will give you enough time to move your units out of the way before they arrive. -Divide your wood gatherers in two different camps. That way, if one of your wood lines are being attacked, then you are still getting wood elsewhere. -Build your buildings on the boundaries, and try to create some kind of wall with them (Unless your Ptolemies, because that could hurt you). Use tree lines or cliffs to your advantage if you can. If you take all of these together, you should be set for a good village phase. There are more specific build orders, but it depends on the civ.
    1 point
  4. The IPA transcription I have provided is based on the Latin spelling and pronunciation article on Wikipedia, which in turn is based on several books on reconstruction of Classical Latin pronunciation, particularly Sidney Allen's Vox Latina. It's certainly true that relatives of Latin such as Ancient Greek, and its closest descendants, like Italian and Spanish (if they're what you're referring to), didn't have nasalized vowels (Sanskrit and Proto-Germanic did, though). But nasalization in Latin is suggested by the fact that the nasals n and m were lost in certain cases (both in inscriptions and in the Romance languages: cosol for consul; Italian mese and French mois for Latin mensis), final vowels + -m were elided before vowels in poetry, and in the cases where n and m are lost, there's indication that the preceding vowel was lengthened. Loss of nasal with lengthening points to nasalization. This is the reasoning given in Vox Latina. (Another source is Allen and Greenough's Latin Grammar; The Blackwell History of the Latin Language mentions only nasalization of final vowels before -m.) I've been doing some recordings of Latin lately for Wikipedia, and maybe I will try pronouncing the phrases and see if I can see what you mean about emotional expressiveness. Italian has similar stress and is emotionally expressive, so maybe the problem can be worked out.
    1 point
  5. By the way, there should be a technology for the Isis Cult that would allow for improvements in priests, individual units, and such. The Isis Cult was an important way of bringing the cultures together.
    1 point
  6. Only wanna tell that this is very useful , Thanks for taking your time to write this.
    1 point
  7. Hey, I listened to most of the sound files. I'm familiar with Classical Latin pronunciation, so I have some comments. First, the list needs some macrons and IPA transcription: Hello — Avē — [ˈa.we] (final vowel shortened in popular speech)What is it? — Quid est? — [kᶣɪˈdɛst]My lord? — Domine? — [ˈdɔ.mɪ.nɛ]I will walk — Ambulābō — [am.bʊˈlaː.boː]I will fight — Pugnābō — [pʊŋˈnaː.boː]I will build — Aedificābō — [ɛː.dɪ.fɪˈkaː.boː]I will work land — Agrum colam — [ˈa.grũː ˈkɔ.lãː]I will gather together — Cōgam — [ˈkoːgãː]I will herd — Agam — [ˈagãː]I will fish — Piscābor — [pɪsˈkaː.bɔr]I will attack! — Aggrediar! — [agːˈrɛdi̯ar]I will repair — Restituam — [rɛˈstɪ.tu̯ãː]I will hunt — Vēnābor — [weːˈnaː.bɔr]I will heal — Cūrābō — [kuːˈraː.boː]I will march! — Incēdam! — [ɪŋˈkeː.dãː]I will retreat! — Recēdam! — [rɛˈkeː.dãː]Battle cry — Clāmāte! Victrix!! — [klaːˈmaː.tɛ ˈwɪk.trɪks]I will garrison — Praesidium (mē pōnam) — [prɛːˈsɪ.di̯ũː meː ˈpoː.nãː]Now some notes. Latin has a long-short vowel distinction. Long vowels are pronounced longer, even (usually) if they're not stressed. Long i, u, e, and o are also pronounced differently from the short versions: for instance long e is like ey in they; short e is more like e in met. In In the recordings, some of the vowels were short when they should have been long, such as the e in incedam and recedam. I marked the long vowels with macrons in the Latin text above, and with the colon-like symbol in the transcription. The vowel quality difference is also marked by using the correct IPA symbols. The stress of some of the words was incorrect; for instance, curabo and all the words in -abo and -abor are accented on the a. In the IPA transcription, stressed syllables are marked by the apostrophe-like symbol before the stressed syllable (not after, as it would be in an English dictionary). Finally (pun intended), -um and -am at the ends of words are nasalized long vowels. The m is not pronounced; it just indicates that the vowel before it is nasalized The IPA transcription above shows the length with the colon symbol and nasalization with a tilde. Hope this is helpful.
    1 point
  8. Agree, ---- Why Attack the units , may be can Attack units if have units inside( garrison)
    1 point
  9. Something should be done with the rams. They have a tank armor against pierce units, a fact that it's okay with ranged, but they are OP against spearman infantry and cavalry.
    1 point
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