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Lion.Kanzen

Balancing Advisors
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Everything posted by Lion.Kanzen

  1. http://anglosaxonfragments.wordpress.com/2013/11/04/eagles-snakes-romans-and-anglo-saxons/ Source text: New on the Portable Antiquities Scheme database last week was this highly stylised Anglo-Saxon eagle and snake mount from Dean and Shelton in Bedfordshire, probably dating to the later 6th century AD. Its significant not only for its beauty, but because, to my knowledge, only about five similar objects have previously been found in England (see below). Little animal plaques like this are generally found on shields, though the Portable Antiquities Scheme record raises the possibility that this one may have been for a belt. In a bizarre coincidence, the publication of this find on the Portable Antiquities Scheme coincided, almost to the day, with the Museum of London announcing an astounding new Romano-British sculpture of precisely the same subject: an eagle clutching a snake. The eagle clutching/devouring a snake motif was common in the Roman world. The quality of the statue is indeed remarkable, but its artistic merits are not the subject of this blog. My real interest lies in its relationship with the above Anglo-Saxon mount. These new finds, taken together, weaken the cultural disparity we usually perceive between barbaric Anglo-Saxons and civilized Romans. They provide a rare opportunity to make a direct comparison. Of course, cultural continuity cannot be presumed purely on the basis of a common motif. Symbolic meanings adapt depending on context. So a statue of an eagle from a Roman mausoleum in Londinium would naturally have different meanings to a decorative mount for an Anglo-Saxon shield created 400 years later. Nevertheless, aspects of this symbol were probably shared. Whether or not the Anglo-Saxons of the sixth century AD used this icon in full knowledge of its classical ancestry is an important question. The question as to whether Anglo-Saxons even drew a fundamental distinction between their own culture and that of the late Roman Empire is even more crucial. Weve probably heard enough about how, in the Roman world, eagles represented all that was aggressive, triumphant, honourable and good in the world, and how snakes represented the lowly, slithery, weak and vanquished. Rather than talk about Romano-British statuary, of which I know very little indeed, Id like take this opportunity to offer a few words on the symbolism of snakes in the early medieval world, to show that the this new mount does not necessarily provide a direct transposition of Roman symbolism, but a syncretic transformation of it, surely holding some of the old connotations, but having picked up many new ones too. Eagles and snakes have a lengthy history in early medieval north-western European iconography. Contemporary eagle mounts like this one are known from Scandinavia, including contemporary examples from Skørping and Jelling in Denmark (Ørsnes 1966, figs.160 and 161), though both lack snakes. Other mounts like this are known from England. Theres a couple from Eastry in Kent, both of which are probably holding snakes, though the ornament is quite devolved (Dickinson, Fern and Richardson 2011, p.34, fig.33). Theres another matching pair from Eriswell, Suffolk (104,232, Dickinson 2005, 134, fig.12c and e). The closest parallel comes from Sutton Hoo (018,868, Dickinson 2005, p.119, fig.4d), which holds a figure-of-eight snake, very similar to this one. Theres another figure-of-eight snake cunningly disguised on the head-plate of this cruciform brooch fragment from the Portable Antiquities Scheme (LIN-58EC66, below). Look closely and Im pretty sure you can just make out an eye at the top. One of the earliest examples of Germanic art, the Gallehus horns (now lost, probably from the early 5th century AD) featured quite a few snakes. Both snakes and birds decorate the helmet plates on the helm from Mound 1, Vendel, Sweden (for a picture, see here). Here, the snakes are trampled by the warriors horse, while birds soar overhead, apparently accompanying the rider in his triumph, in scene potentially analogous with eagle clutching a snake. Birds clutching snakes, however, seem to be restricted to those few mounts described above. Potentially, they were a strictly Anglo-Saxon phenomenon. Though their symbolism was probably linked to this wider world of sinuous symbols, these little mounts testify to at least a thread of continuity between the Roman and Anglo-Saxon worlds. -------------- The Dragon is good option too, we can have both. One as banner and other as emblem.
  2. http://www.wetcanvas.com/forums/archive/index.php/t-585423.html
  3. I get this one. one time for now. WARNING: JavaScript warning: simulation/ai/common-api/shared.js line 324 reference to undefined property this._entities[id] ERROR: JavaScript error: simulation/ai/common-api/shared.js line 324 TypeError: this._entities[id] is undefined ([object Object])@simulation/ai/common-api/shared.js:324 ([object Object])@simulation/ai/common-api/shared.js:171 WARNING: JavaScript warning: simulation/ai/common-api/shared.js line 324 reference to undefined property this._entities[id] ERROR: JavaScript error: simulation/ai/common-api/shared.js line 324 TypeError: this._entities[id] is undefined ([object Object])@simulation/ai/common-api/shared.js:324 ([object Object])@simulation/ai/common-api/shared.js:171 ERROR: CRenderer::EndFrame: GL errors occurred and After destroy a CC. WARNING: JavaScript warning: simulation/ai/common-api/shared.js line 324 reference to undefined property this._entities[id] ERROR: JavaScript error: simulation/ai/common-api/shared.js line 324 TypeError: this._entities[id] is undefined ([object Object])@simulation/ai/common-api/shared.js:324 ([object Object])@simulation/ai/common-api/shared.js:171 WARNING: JavaScript warning: simulation/ai/common-api/shared.js line 324 reference to undefined property this._entities[id] ERROR: JavaScript error: simulation/ai/common-api/shared.js line 324 TypeError: this._entities[id] is undefined ([object Object])@simulation/ai/common-api/shared.js:324 ([object Object])@simulation/ai/common-api/shared.js:171 ERROR: CRenderer::EndFrame: GL errors occurred ERROR: JavaScript error: simulation/ai/aegis/defence-helper.js line 240 TypeError: ent.position() is undefined ([object Object],4580)@simulation/ai/aegis/defence-helper.js:240 ([object Object],4059)@simulation/ai/aegis/defence-helper.js:346 ([object Object],4059)@simulation/ai/aegis/defence-helper.js:281 ([object Object])@simulation/ai/aegis/defence.js:216 ([object Object],[object Object],[object Object])@simulation/ai/aegis/defence.js:27 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1163 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81 ERROR: JavaScript error: simulation/ai/aegis/defence-helper.js line 240 TypeError: ent.position() is undefined ([object Object],4326)@simulation/ai/aegis/defence-helper.js:240 ([object Object],4511)@simulation/ai/aegis/defence-helper.js:346 ([object Object],4511)@simulation/ai/aegis/defence-helper.js:281 ([object Object])@simulation/ai/aegis/defence.js:216 ([object Object],[object Object],[object Object])@simulation/ai/aegis/defence.js:27 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1163 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81 ERROR: JavaScript error: simulation/ai/aegis/defence-helper.js line 240 TypeError: ent.position() is undefined ([object Object],4461)@simulation/ai/aegis/defence-helper.js:240 ([object Object],4512)@simulation/ai/aegis/defence-helper.js:346 ([object Object],4512)@simulation/ai/aegis/defence-helper.js:281 ([object Object])@simulation/ai/aegis/defence.js:216 ([object Object],[object Object],[object Object])@simulation/ai/aegis/defence.js:27 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1163 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81 ERROR: JavaScript error: simulation/ai/aegis/queue.js line 53 TypeError: this.queue[1].isGo is not a function ([object Object])@simulation/ai/aegis/queue.js:53 ([object Object])@simulation/ai/aegis/queue-manager.js:406 ([object Object])@simulation/ai/aegis/aegis.js:184 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81 ERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127 TypeError: elem.getCost is not a function ([object Object])@simulation/ai/aegis/queue-manager.js:127 ([object Object])@simulation/ai/aegis/headquarters.js:462 ([object Object])@simulation/ai/aegis/base-manager.js:748 ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163 ([object Object])@simulation/ai/aegis/base-manager.js:7.
  4. I found this the other day, obviusly not all are historic. As reference ..the golden Eagle i see it into Saxon's banners.
  5. And we are in Alpha, more surprise will come.
  6. For shields metal Boders and the center.
  7. needs be more bigger to separate the tree from each other. That why I was talk about a farm to plant bushes and trees.
  8. Ver y nice. May be tomorrow I'll can start to working in Illustrator the art, you need some render?(3D) I Have some ideas for Saxon. How many civs use rounded wood shield?
  9. Nice, I'llpost in fb. pd: Is official that idle button in the GUI?
  10. I Get this. one. Alpine Valley. 100 max pop. Iberian(me) vs Roman (Aegis) ERROR: JavaScript error: simulation/ai/common-api/shared.js line 320 TypeError: this._entities[id] is undefined ([object Object])@simulation/ai/common-api/shared.js:320 ([object Object])@simulation/ai/common-api/shared.js:167 ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/.xml" ERROR: Failed to load entity template '' RROR: CCacheLoader failed to find archived or source file for: "simulation/templates/.xml" ERROR: Failed to load entity template '' ERROR: CRenderer::EndFrame: GL errors occurred WARNING: JavaScript warning: simulation/ai/common-api/shared.js line 320 reference to undefined property this._entities[id] ERROR: JavaScript error: simulation/ai/common-api/shared.js line 320 TypeError: this._entities[id] is undefined ([object Object])@simulation/ai/common-api/shared.js:320 ([object Object])@simulation/ai/common-api/shared.js:167 ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/.xml" ERROR: Failed to load entity template '' (This one constantly.) ERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 465 TypeError: otherQueue is undefined ([object Object])@simulation/ai/aegis/queue-manager.js:465 ([object Object])@simulation/ai/aegis/aegis.js:184 ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81
  11. Some times I read in Internet the user related us with the franchise Anno # Because 0 A.D have Anno and a number but in other order. http://youtu.be/yYFLhADYd3k As you see the other is a citybuilder
  12. for now the lag isn't good idea. but Berrie Bushes are right.
  13. siempre tarda bastante en zip allí está la carpeta que sirve para modificar todo lo básico. Desde arte , sonido, simulación, Ai.Foro en español, aún no somos muchos como para hacerlo. Aquí hay gente de todo el mundo.
  14. I like that, all maps can be uniques, you can discover something different, like treasures, coves to create a mining.(snap a mine) in one specific side of the mountain or hill.
  15. I think is part to give the player more visual and gaming experience, discover new RTS, but start with same concept from classics but evolve with strategic map. Strategic environments, and a Strategic machanics. Even I thinking in use river to mining.
  16. Hmm I don't know Kingdom of Heaven? XDWe need put a Water resource in most maps. Wells, waterfall, we need waterfall. That be good for nomad mode.
  17. what you think about attached buildings?I think is best solución to upgrade a existent building. Example Terran Civ in Starcraft many buildings have one to gets one kind bonus or units. We can have a Advanced Farmstead with a water mill. Or storehouse with attached Mine or Lumbercamp or logg camp.
  18. yeah is unrealistic. Michael speak about that some time ago before the Alpha 14.
  19. yeah, thst why open this one. And the Stan art topic. Now Wraitii suggestion in an other bonus from water source. Now we need aquaedutcs and other water forms.
  20. Irrigation sounds very interesting. Sourcing water resources? Obviusly not a stockpile resource a bonus for farming.
  21. I open this topic. With Wikipedia article. Mining in Europe has a very long history. Examples include the silver mines of Laurium, which helped support the Greek city state of Athens. However, it is the Romans who developed large scale mining methods, especially the use of large volumes of water brought to the minehead by numerous aqueducts. The water was used for a variety of purposes, including removing overburden and rock debris, called hydraulic mining, as well as washing comminuted, or crushed, ores and driving simple machinery. The Romans used hydraulic mining methods on a large scale to prospect for the veins of ore, especially a now obsolete form of mining known as hushing. It involved building numerous aqueducts to supply water to the minehead where it was stored in large reservoirs and tanks. When a full tank was opened, the wave of water sluiced away the overburden to expose the bedrock underneath and any gold veins. The rock was then attacked by fire-setting to heat the rock, which would be quenched with a stream of water. The thermal shock cracked the rock, enabling it to be removed, aided by further streams of water from the overhead tanks. The Roman miners used similar methods to work cassiterite deposits in Cornwall and lead ore in the Pennines. The methods had been developed by the Romans in Spain in 25 AD to exploit large alluvial gold deposits, the largest site being at Las Medulas, where seven long aqueducts were built to tap local rivers and to sluice the deposits. Spain was one of the most important mining regions, but all regions of the Roman Empire were exploited. In Great Britain the natives had mined minerals for millennia,[6] but when the Romans came, the scale of the operations changed dramatically. The Romans needed what Britain possessed, especially gold, silver, tin, and lead. Roman techniques were not limited to surface mining. They followed the ore veins underground once opencast mining was no longer feasible. At Dolaucothi they stoped out the veins, and drove adits through barren rock to drain the stopes. The same adits were also used to ventilate the workings, especially important when fire-setting was used. At other parts of the site, they penetrated the water table and dewatered the mines using several kinds of machine, especially reverse overshot water-wheels. These were used extensively in the copper mines at Rio Tinto in Spain, where one sequence comprised 16 such wheels arranged in pairs, and lifting water about 80 feet (24 m). They were worked as treadmills with miners standing on the top slats. Many examples of such devices have been found in old Roman mines and some examples are now preserved in the British Museum and the National Museum of Wales.[7] The poin of this is give new whole form to extract metal and stone may be to the game, how you know Stanilas started to create eye candy buildings( and props)that give new proprieties or not to the gameplay. And if we had a building to garrison miners to work " under the ground" and give some bonus. That can be more faster minig or more amount of metal but more slower mining. But what the advantages of this? Less units in map moving around because they are garrison in this building. Can work like farms but with non visible units or may be an animation( a single one loop). Best management(micro) of this like your farming you focus in war more than extracting minerals and resources.(advanced phase) one per scenario to give some player fighting for great resource space.
  22. Good points. The first is very interesting.
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