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  1. Translated by Google and me. Someone discovers that becomes greater when you start to forget things. Months ago, a user show me '0 AD', a game clearly inspired by 'Age of Empires II' to part with the advantage of being free and open-source. What is not remembered is that he had already talked about here in the distant May 2011 !, when it was still in its alpha 5. For you yourselves to the idea, currently in its alpha 19 and its development team, Wildfire Games, still has a long way to go. But this is already taking shape and what needs can take hours and hours in their skirmishes recalling an era of glory in the RTS. Should be noted, in turn, to '0 A.D.' he left at the beginning, in the early twenty-first century, as mod 'Age of Empires II: The Age of Kings', although its creators took the wise decision to try take on their own, much more creative freedom. One thing is certain: anyone on a pedestal the series of Ensemble Studios will feel at home in '0 AD'. His alpha 19, on the other hand, takes exactly two months available from their official website, version implemented, among other enhancements and bug fixes, a way of "ceasefire" that there is a non-aggression pact for a while default at the start of the games, or to perform a coordinated attack (either with a human or AI), to name a few. This is better than a tribute, it is serious Check first thing that catches the attention of '0 AD' it is the care you are entire product. And more so it is considering it is an alpha, a version far from complete. True, it has a section that is not accessible at the moment, as the Campaign, where Wildfire Games promises to revive historical and legendary in this RTS missions, but that's a "peccata minuta" to know that, first, we have twelve civilizations. Twelve! Civilizations, for which interest you to know are: Athenians cradle of Western civilization and the birthplace of democracy Britons: Celtic tribes of the British Isles Carthaginians: a formidable force in the western Mediterranean Spartan: a decisive military power around 650 BC Gauls: Celtic tribes of continental Europe Macedonians: ancient Greek kingdom in the northeast of the Greek mainland Mauryans, one of the largest and most populous empires in ancient times Persians pioneers in building empires in the ancient world Ptolemies: the last dynasty of ancient Egypt Romans, one of the greatest empires of the ancient world Seleucids: the Greco-Macedonian dynasty Iberians: a people of mysterious origins and language inevitable differences between each civilization, as happened to other deliveries of 'Age of Empires', the changes are not made so obvious until we move to the second age, the unlocked in most cases special units and buildings. 0 AD, a strategy game in the spirit of 90's Wildfire Games is putting a lot of effort to '0 AD' and it is commendable that care is as vital as its soundtrack aspects, and that we speak, we insist, an alpha. Graphically it can't compete with the greats of the genre, but it's obvious: his team is more limited and very excited to put it, are not Blizzard with 'StarCraft' saga. We are also talking, in any case, a game with a 3D engine that allows us to zoom the camera and rotate it at will, something that can not be said of the classic "Age of Empires II '(which also lacks) . But that is not important when we put the mouse. The mouse and keyboard, rather. Because it plays like an RTS. All basic commands saga remain Ensemble Studios: create buildings queued patrol orders to protect objectives, render, switch between formations and so much more. the AI does goofs ( I think he means pathfinder) in certain situations, as the villagers are blocked in heavy movement in small spaces, but it is, without doubt, a more than worthy work. Also, I liked the proposal to '0 A.D.' by limiting the field construction ( territory) space that gives us the main building. You can not increase the radius and 'The Settlers', but we have other ways to increase our land by creating more bases or special buildings of some civilizations. That or capture certain buildings rivals. Because we can not only destroy, but is also the possibility that they are ours. Wildfire Games is progressing properly Wildfire Games is putting a lot of effort to '0 AD' and it is commendable that care is as vital as its soundtrack aspects, and that we speak, we insist, an alpha. Graphically it can not compete with the greats of the genre, but it's obvious: his team is more limited and very excited to put it, are not Blizzard with 'StarCraft' saga. This change of mentality that prevents us before we plant the enemy base to build positions or the like watchtowers, there is the fact that between each tower must have a separation of about 60 meters. This is not like, of course, those who bet on a style turtle strategy games. But just encouraged to be more intense battles. Moreover, it is noteworthy that not only the villagers can build buildings. In fact, the villagers can not build all types of buildings, but are curiously some of the most basic soldiers. Of course, construction can start a soldier and the last ten villagers at once. There are things that never change. But it awkward a bit at first. '0 A.D.' It is also very flexible and its control is very convenient, especially when we apply appropriate improvements of every age. For example, when creating production queues for five units out of stroke. Or advise us how many resources we have left for something, instead of simply displaying what should be total. It is also the added incentive that the units can gain seniority, so the ones that survive and defeat more enemies will end up being more powerful. Here the trick is to bring healing and protection. In short, any follower of 'Age of Empires' will feel at home, and this is the best compliment that you can take. That, or he eats Alpha 19 other RTS allegedly went on sale being completed. And it's free, dammit! source : vidaextra written by Jarkendia http://t.vidaextra.com/analisis/0-a-d-preview
    4 points
  2. You will now all see the emoticons.
    4 points
  3. https://community.invisionpower.com/blogs/entry/9737-ips-community-suite-41-preview-available/ says: So it probably should be possible to download something like 'retina emoticons pack' somewhere on the IPS site and upload it using the 'emoticon manager in the ACP'
    1 point
  4. About the Persians.. I just realized something interesting. When you select the hero Cyrus, (I haven't tried it out with the other heroes) you can spawn Immortals from him like a mobile military production facility.
    1 point
  5. The technical reason for this issue is known and it will be fixed in Alpha 20, which is planned to be released in February.
    1 point
  6. Anglo-Saxon helmets 1.) Sutton Hoo Helmet replica 2.) Shorwell Helmet replica 3.) Pioneer Helmet replica 4.) Coppergate Helmet replica 5.) Benty Grange Helmet replica
    1 point
  7. Player should use caution when suggesting changes just because current alpha play one way or another. Because everyone in alpha 19 go heavy champion does not mean this will be case in alpha 20, using your suggestions or no. Remember that not all gameplay is complete. It is a hope that formation fighting, charging, tramplling, chasing, etc. will change combat with significance. Until thing like these implemented, it is difficult to say that Persians should get to build more than 1 Apadana so that they can train more Immortals. Why not beef them in another way? Like their archers or other ranged unit. In Delenda Est, Immortals have a train limit of 30, but they are traine supremely fast (4 seconds after all research). Not saying this is solution, but it is alternative you don't mention. Just saying there are many way to balance this stuff but until the gameplay complete it should wait. Obvious to me, the team disagree so "balancing" will continue to take up an unnecessary amount of time better spent on adding feature and squashing of the bugs.
    1 point
  8. yeah, the Syracusans could be a very technology-driven faction
    1 point
  9. I would like to see Syracuse as one of the Hellenic factions. Not only were they were a major power at the time (they defeated the Athenian expeditionary force), their use of of innovative (defensive) siege engines such as Claw of Archimedes and the "heat ray" (whatever that was) would introduce a loosely historical and quirky aspect to the game.
    1 point
  10. I created soundfiles of the words to illustrate the pronunciation. I put them in a dropbox folder. Here's what they illustrate: accidō aggrediar (double stops cc gg) aedēs aedificābō (ae vs. long e) agrum colam cōgam restituam incēdam (nasal um and am) ambulābō pugnābō aedificābō cūrābō (long vowels and stress) quid quod (different pronunciations of qu) You know, if you like my soundfiles, maybe I could record the words. But I don't want to put you and others out of a job....
    1 point
  11. I've been reading Sidney Allen again, and I think the diphthong ae should probably be pronounced as a long open-mid vowel [ɛː] (that is, a long version of the vowel quality of short e, contrasting with normal long e). That's probably what it would be in colloquial Latin even as early as the Roman Republic. It certainly changed to [ɛ] in Vulgar Latin, which gave rise to the Romance languages. (The diphthong au would also be pronounced as long open-mid [ɔː], but none of the words have it.) I edited my original post to reflect this. I also changed ɪ and ʊ to i̯ and u̯ before vowels. This represents a semivowel like English y or w. In fast and colloquial speech, the short vowels were probably pronounced this way. I added periods to mark syllable breaks. So, anything between periods or [ˈ] (stress marks) is a separate syllable.
    1 point
  12. 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
  13. i like this idea. even if the buildings are fundamentally the same, it would be a nice little "easter egg" for observant players if there were slight architectural differences to the different Hellenic buildings. perhaps different imagery could be included as well, based on what we know was present in Spartan, Theban, Syracusan, Athenian, and Macedonian structures? very true. personally, i think it should be limited to a specific number, though; a nice round one in fact, if the Ptolemaics and/or Seleucids ever get off the ground, i'd recommend also including the Attalids (though i'm not sure how distinct they would be from the other Macedonian civs). in this way, not only will the major Peloponessian poleis be included, but also all of the major Diadochi states plus Alexander's actual empire. that would also give us an even 15 civs speaking of broad groupings, whenever it gets to that, i think a good feature for civ selection in random maps would be a Random selection which (obviously) picks one civ at random. to get more specific, though, there could also be, for instance, a Hellenic selection (the Poleis and Macedonians) and (possibly) two even more specific ones: Diadochi (to broadly refer to the Macedonians since "Macedonians" themselves are already a specific playable civ) and Poleis (Hellenes besides the Macedonians). there could be a similar one for the Celts and, in the second part, one for the Roman civs and so on
    1 point
  14. personally, i think that, if another Hellenic faction is added, it should be the Syracusans. but since there's already written designs for the Thebans as well, perhaps both can be included. that would modify the civ list to: Achaemenid Persians Athenians Britons Carthaginians Gauls Iberians Republican Romans Spartans Syracusans Thebans Macedonians Mauryan Indians that would put us at an even twelve civs personally, i always like it when there's an even number of factions, so twelve is pretty ideal
    1 point
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