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Genava55

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Posts posted by Genava55

  1. @jorellaf Oh thank you very much for your useful insights and suggestions. I really appreciate.

    Quote

    Deinol Jaones follows Gallo-Brittonic, rather than P/Q- or Insular/Continental Celtic division, which is useful since both factions would belong to the same overall dialect continuum, meaning the same names could be plausibly used for either, unless we want very specific regionalism.

    That's exactly what I follow. I rely on Xavier Delamarre dictionary. Delamarre is mostly doing the same than Jaones. Obviously there should be some difference between ancient British/Brytonic and Gaulish, but the former is lesser known so relying on Gaulish is good enough. If we can know the difference, it is interesting to put forward. If not, Gaulish is acceptable.

    19 hours ago, jorellaf said:

    Matasović and the UoWales lexicon give the PCelt. (Proto-Celtic) word *tegos- (house) with -s stem, so nom.sg. *tegos, and would give GallBrit. (Gallo-Brittonic) *tigos, with e>i, (see OW (Old Welsh) tig, making GallBritt. g>∅, difficult to justify, especially as it is only according to Wikipedia, and poorly-sourced), though with the attested Lat. (Latin) attegia-hut in Juvenal, from where the suggested tegia comes from, the e>i might be overzealous. Matasović gives *ad-teg-yâ as derivation, which would ultimately come from the same *tegos. Matasović is unsure about *tîg-s, so perhaps Tegos is the better choice, or we use the two different ablauts for the two different factions.

    Tig- or teg- seem to be both attested, notably in Tigorix, Ciuotegetis and Tegonius. Delamarre suggests tegia because there are several old toponyms based on this root (Attegia, Ategiola, Adteia) and the surviving teza/tedza in some North-Italian dialects. Although it could be a general deformation due to Latin. He did mention *tegos- for the Insular languages. For me, your suggestion tegos is fine.

    19 hours ago, jorellaf said:

    Couldn't find the lemma for *lissos.

    Old Irish less 'courtyard', Welsh llys 'court, courtyard, palace', old Breton lis and middle Breton les for 'court, courtyard'. In Belgium, Lestines>Estines from a possible Listinas. It seems to designate a place of power.

    19 hours ago, jorellaf said:

    I like Tigernotreba, but since not all Gauls had a singular ruler, and both Matasović and Dottin give *treba- as 'settlement' or a variant thereof (though UoWales gives 'home'), I propose a different compound, either 'heart of the town' or 'heart of the people/tribe', or with 'seat' instead of 'heart'.

    Well I am not very fond of Tigernotreba either. I made up this word because I wanted to differentiate the Britons from the Gauls on a few buildings. Tigern- is more common in the British Isles, I started from this, that's why. So your idea has my preference. Cridio(n)towtâs is interesting and catchy.

    19 hours ago, jorellaf said:

    I like Coriosedlon, though I'm not sure the way barracks exist in the game is that exact to praesidium, or 'seat of the warriors'

    Praesidium is basically a military outpost. In Latin, we have castrum, but the etymology is quite complex and difficult to mimic for a Celtic language. The word barrack comes from Old French and Old Spanish, barraca. Probably from barrum, clay/mud. Not useful in our case. So I found praesidium as an interesting case where the concept of seat is used in a military context for a building. Anyway the concept of "barracks" doesn't exist in ancient Celtic societies. This is a constraint from the gameplay, not from the historical evidences.

    19 hours ago, jorellaf said:

    I propose instead 'house of the warriors', so T(e/i)go(s)corion from GallBritt. *t(e/i)gos- and *corio- (see above), with nom.sg. t(e/i)gos and gen.pl. corion.

    I really dislike anything with 'house of' because this is inheriting a concept from English and other Germanic languages where the house is a wide and flexible concept. I am not sure that the Greek language is using the word στέγω (stégō) the same way English is using the word house.

    While Coriossedens(es) is attested by an inscription found in Gard  (France) related to a people and coriiosed- is attested on Lezoux plate.

      

    19 hours ago, jorellaf said:

    Rotary Mill


    The rotary mill has been removed because it is not historical accurate. There is indeed a manual rotary mill found in Gallic context, but the oldest evidences are suggesting North-Eastern Iberian context as the origin.

    • Thanks 1
  2. 6 minutes ago, jorellaf said:

    I speak some Welsh, know plenty of the grammar of both Brittonic and Goidelic languages, speak a Romance language, and a tiny bit of Latin (useful if you accept Italo-Celtic :laugh:). Not all that much, but it could be useful for a couple of things I feel.

    Well I am trying to introduce Gaulish instead of the modern Celtic language in the name of the units and of the buildings. I have a dictionary for Gaulish, but obviously some words needed for the buildings are not attested so I made-up some words with different roots. I am not confident with Indo-European grammar, so this is why I asked.

  3. 1 hour ago, jorellaf said:

    Position: Historian, linguistics consultant, text editor (not in the list of openings, but I have seen a few things that could be very much improved)

    Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes

    Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes

    Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Yes

    Name: jorellaf

    Email: contact jorellaf com

    Location: Europe

    Availability: 1-4, depending on the week

    Age: Mid-20s

    Occupation: PhD researcher in archaeology

    Skills and Experience: PhD in archaeology, in-prep papers in ancient history, work in other historical mods, intermediate Ancient Greek, some Welsh, programming in various languages, from Python to C++.

    Motivation: I have had an interest in ancient history for a long time

    Personality: Affable but also hot-tempered judgemental nitpicking perfectionist with a sense of humour.

    Short Essay: Can't remember when I first heard of 0 A.D., but I've played on and off since around 2016-2017. Wanted to work on such a nice open-source project, and contribute my own knowledge to help out wherever I can, especially when it comes to improving things. I like to point out issues and help correct them, which also drives me to do research whenever I feel something is not right. I try not to be an eternal downer, and like to construct rather than destruct (not a word probably). I'm a friendly person, I swear! ;)

    Interests and Hobbies: Ancient history, archaeology, illustration, drawing, folk and ancient music (beginner, can't play instruments properly worth a crap), aviation, historical linguistics, Celtic languages.

    Staff: Nyet.

    Community: RTW Discord, Total War Centre, Total War org, not very active normally unless I'm helping out.

    Favorite Game: Currently: Rome: Total War with RTR? All time: perhaps RTW with EB? Hegemony I and/or III? EU3 with MEIOU? Hard to say really.

    Work Examples: See, e.g. here, here, also made the faction logo, though trying to rework it for another illustration cause it's kinda crap. Working on the RTR8 team (made the game launcher too).

    Hi, welcome aboard.

    I am currently participating in Europa Barbarorum II mod and a bit in Crossing the Rubicon (Bannerlord) mostly for Celtic archaeology. What are your skill with language and more particularly Celtic language?

    Personally I am not contributing to the models and the scripts here. I am not enough familiar with javascript, I am mostly working with python and SQL for GIS and other spatial databases. And learning java and javascript do not fit in my schedule for the moment.

  4. 15 hours ago, DanW58 said:

    Well, the new stack is in the future;  this shader is now, and it doesn't just make frequent improvements;  it also makes a big general improvement in the lighting of all scenes, from an arcadish, too much ambient light, half way between 3D and cartoon, and scenes that look more realistic, more colorful.  You can't say that darkening saturated terrains and applying ambient occlusions with correct gains amounts to just "often beneficial".  You also seem to be looking for reasons NOT to adopt the shader, and ignoring any reasons to adopt it.  But in so doing you know you hurt me, and then you have to consider what might happen if I leave.  I have many years of experience in graphics, and not just years of doing what everybody else does, but years of pioneering work.  I've alredy corrected many small mistakes and a big one in the current shader, namely that shadows were being applied to specular reflections.  The version of the shader you are testing doesn't have that fix.  The version you have doesn't have ambient mapping with specular occlusion;  I offered you to test it but you didn't care.  It seems to me I'm being subtly attacked from all sides here.  First I tried to contribute a nice code cleanup of the VectorXD and FixedVectorXD classes, hiding away public members, etc.  Wraitii rejected my patch on the basis of taste;  he doesn't like get() and set() functions.  Now I come up with great improvements to your shaders, and you just look for any absurd fears and excuses to reject my work.

    Though, to your credit, this is the story of my entire life.

    But this may just be the end of it.  I frankly can't take it anymore and my health is not getting better.  But really, other than for Elon Musk, I think this world belongs to @#$%s.  All they care about is their bloody who's who, who is supposed to brown nose to whom, and such garbage.  And they all hate perfectionists, AND gang up on them.  They all agree behind the scenes, this guy is a perfectionist;  let's get rid of him.

     

     

    Personally I found your insights interesting. The only thing is that it is really different from what is done currently, from a visual perspective. So it has huge impacts. This is why other people are prudent and skeptical. I am absolutely not competent to give any opinion on this matter, but I really like the final render of your shader. As Nescio said, try to argue differently and to explain your point of view. I understand your frustration but going in a personal and political argument is not helping you.

     

    • Like 1
  5. Welcome!

    8 hours ago, Anamuraalententa said:

    I see there are many civilizations that are very similar, like many roman ones, I wonder about this decision.

    Many Roman factions? I think you are confusing the Hellenistic factions with the only Roman faction in the game.

    There are two Greek cities as factions: Sparta and Athens.

    There are three Hellenistic kingdoms related to the conquest of Alexander the Great: the Macedonian Kingdom (i.e. the homeland of Alexander), the Ptolemaic Kingdom (Egypt under the rule of a Hellenistic dynasty) and the Seleucid Empire (Persia and Anatolia under the rule of a Hellenistic dynasty).

    The two Hellenistic dynasties in Egypt and Persia are due to the break-up of the Macedonian Empire following Alexander's death. I suggest you to check wikipedia's article about the Diadochi (aka the successors):

    https://en.wikipedia.org/wiki/Diadochi

  6. 3 hours ago, wowgetoffyourcellphone said:

    The most relevant real time information for most players is: What is this unit or building good at doing? What is its role? Number crunching every stat in real time satisfies a small minority of players, when most players just need to know which units to use against these other units because unit types have roles.

    Like AoE2 telling you which unit counter what?

    2 hours ago, badosu said:

    I think the stat itself is not as important as knowing whether the opponent has upgrades or not. In real life that would be akin to opponent having a well-maintained equipment and noticeable visually. I'm not advocating for cramming stats in the interface, just a representation of most important modifiers.

    Personally I am not against your proposal, but the game doesn't include at the moment any visual changes for blacksmith upgrades for example.

    -----------

    Maybe the compromise should be a stat visualizer option enabled only for debugging and testing, something modders could activate. I really want to stress the necessity to keep flexibility for the future and people could have different needs.

  7. 28 minutes ago, borg- said:

    Generally free values do not work very well for balancing. Having a population of cost 0 is a huge advantage against any player with a civilization that does not have mercenaries, and the situation only gets worse in team games. Another example would be a nomad or deathmatch game, where you can have a clear advantage over your opponent. Putting a number limit on mercenaries that can be trained doesn't seem like a good solution either.

    Increasing cost and increasing recruitment/training duration could solve the issue. 

    For example, above 10 mercenaries, the cost increases exponentially (+10% metal cumulative). It could also decrease by their death or simply with a cooldown. 

  8. The brutal massacre of the Iberian town of La Hoya

    https://historia.nationalgeographic.com.es/a/brutal-masacre-poblado-iberico-hoya_15725

    https://translate.google.com/translate?hl=&sl=es&tl=en&u=https%3A%2F%2Fhistoria.nationalgeographic.com.es%2Fa%2Fbrutal-masacre-poblado-iberico-hoya_15725&sandbox=1

    A study carried out by Spanish and British researchers on the discovered human remains of the inhabitants of this Iberian site located in Álava sheds new light on how they died: brutally murdered.

    An atrocious attack on an Iron Age city in northern Spain in the mid-4th or late 3rd century BC left more than a dozen corpses of men, women, and children strewn in the streets as the city burned. The injuries inflicted on the people who died there were horrible. One individual was beheaded, two had their arms severed and nearly half of the remains showed signs of mutilation, archaeologists studying the area have recently discovered. Now, a new study of the victims' bones, the first detailed investigation of their injuries, led by researcher Teresa Fernández-Crespo, of the University of Oxford, and published by the journal Antiquity, suggests they were killed by a neighboring community during a calculated takeover or act of revenge.

    https://en.wikipedia.org/wiki/La_Hoya,_Alava

    image.png.d17d0fad3291b41dba25a833947234f1.png

     

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