Zagorath

joined 2 years ago
MODERATOR OF
[–] Zagorath@aussie.zone 2 points 12 hours ago

I'm just hoping the fact that my account is, like...15(?) years old will be a pretty clear sign that I'm over 16.

[–] Zagorath@aussie.zone -3 points 15 hours ago (2 children)

I honestly doubt it. They've got very little to gain from it, and huge risk to reputation if they do it and then get hacked.

[–] Zagorath@aussie.zone 2 points 15 hours ago (3 children)

So the good news is that, despite the legislation saying it should apply to all social media sites, the actual regulation seems to only be being applied to certain designated platforms. Which is actually an excellent approach.

As for how it will work. Still nobody has been very clear. It's likely companies will use profiling to estimate users' age, and many people will simply not need to do anything to keep using it. If you do get detected as underage, facial recognition or uploading photo ID seems likely to be the only option.

Meta will use facial recognition provided by "Yoti" or photo ID.

Tiktok said it would have "a simple appeals process". No further detail.

Google has not given any indication as to whether it will even comply with the ban, but has threatened legal action to determine if it is even lawful.

Snap and Kick say they will comply, but have not yet shared any details about how.

X and Reddit have not given any comment.

All other platforms are, as yet, exempt.

[–] Zagorath@aussie.zone 1 points 18 hours ago

Crossherd #260
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Time: 0:19
🐐crossherd.clevergoat.com 🐐

[–] Zagorath@aussie.zone 1 points 1 day ago

I'll just say: my first RPG was 4e, a bit over a year after I started playing that, 5e came out and I immediately switched.

I've played a bunch of others here and there, but the next relevant one is Pathfinder 1e. I hated it. After my brief experience of that, you could not pay me to play 3.5 or PF1 again.[^1] But I switched to PF2e in 2023 after disliking the direction 5e was moving in (including but not limited to the OGL drama), and I absolutely love it. It feels like it gives me everything 5e was supposed to.

It has vancian spellcasting, which I don't love, but have to admit at least provides more legitimate diversity than 5e's quasi-vancian system. (With true spontaneous casters mixed with true prepared slot casters, and archetype choices that allow a more 5e-style approach, for the cost of an archetype feat.) Apart from spell slots, there isn't much that prevents a party from keeping going forever. Healing is pretty readily accessible, and most other stuff recharges on a 10 minute rest, if not instantly. Outside of spell slots, there isn't really any sense of attrition.

The three-action economy is a genius solution to a number of awkward design problems in 4e and 5e (and, from what I gather, 3.5/pf1). Though as a GM, I tend to be relatively generous in terms of what I count as costing an action, because RAW is a bit onerous at times (one action to get an item out of the bag, then another action to use it? Nah, no thanks. Players have a hard enough time deciding to use expendable items as it is.) 4 degrees of success is excellent and should really be the bare minimum going forward in most RPGs with a "success/fail" mechanic. And while I'm not a fan of the inevitable consequences (large numbers of weak enemies have zero chance against a party, and sandbox type worlds become impossible to run, with challenges needing to be tailored to within 2 or 3 levels of the party to be achievable), or the burden it places upon GMs (a requirement to give out a pretty specific progression of magic items, unless you use a variant rule that does away with a lot of the flavour in order to automate the maths), 2e's maths ends up really tight, and it feels really good when you are designing challenges specifically for your party as it currently stands.

PF2e has a lot of rules for specific things, but to be honest, outside of combat I tend to do it the same way I did in 5e and 4e. As GM I see what the players are trying to do, I decide an appropriate skill and DC, and I have them roll. I rarely bother with more complicated specific rules and subsystems. This is the same reason I genuinely quite liked 4e and never had any time for people who argue things like "it should have been called D&D Tactics" or "it was only a combat game, not a roleplaying game". I want rules to be light outside of combat.

[^1]: you could definitely pay me. But the point stands: I really did not like it and would not easily do it again.

[–] Zagorath@aussie.zone 8 points 1 day ago

Someone pointed out in the replies that the Goths were not in aoe1. Petersen replied:

my bad. The Goths were NOT in Age 1. Oops.

 

Link to full thread

TranscriptionTweet by Sandy Petersen @SandyofCthulhu:

One of the most fun civs for me to work in for Age of Empires: The Rise of Rome were the Palmyrans. They were also pretty obscure. I needed three civilizations to face off against Rome. For Rome's early days, I had the Macedonians (Epirus, for instance). For middle Rome I had Carthage. And for late Rome, I had to kind of go looking for a bad guy. I guess I could have had Huns or Goths, but Goths were already in the game, and Huns were soooo late that Rome was already Christian.

But I knew history, and I knew about the short-lived empire of Palmyra, and it's famous sexy queen Zenobia. How do I know she was sexy? Because historic movies & TV series have taught me that EVERY ancient queen was sexy. It's the rule.

Anyway Palmyra built itself initially on trade from Rome, but then it decided it deserved its own kingdom, and spread out. Though the major part of the Palmyran threat was only 50 years or so, it was a real menace to Rome. How do we know? The Romans said so. And they would know. Palmyra stood a sizable chance of taking down the eastern Roman Empire and actually did seize Egypt. If she could also get Anatolia, she'd control the vast majority of Roman wealth. If Zenobia's plan worked out, she would rule a more powerful nation than Rome and could dictate whatever terms she pleased. Fortunately for Rome, they saw the threat and Aurelian managed to crush Palmyra, capture Zenobia, and save the day.

Zenobia might well have won if she'd gotten more Persian support, or if Rome had been then ruled by someone like Commodus, Michael Ringas, or Elagabalus. Sadly, it was Aurelian, who was competent. Maybe she should have assassinated him. After all, when Aurelian DID die, his widow took over, and didn't do a great job of it. Finally the senate chose an elderly senator for the job. So yeah, bad luck for Zenobia.

Anyway, on to the Palmyran civilization for Rise of Rome!

1/

Text of other partsBecause Carthage and Macedonia were both heavy military civs, I decided to have Palmyra be an interesting economy civ.

I started right out with giving them super-villagers. They had protective armor and worked 20% faster. However, I made their villagers cost 75 food instead of 50. This I felt would make Palmyra really interesting, because it totally changes the early game. So from the get-go you're focused on keeping track of what's going on. You can't just run on automatic.

I say that I gave them 20% extra work speed, and I did, but it wasn't that simple. You see, villagers do more than just gather stuff. They gather stuff. Then they walk to their drop site and dump it off, then they walk back to the gather point, path around their co-workers, and finally start working again. There's delay in all this, and I couldn't really avoid it. So in order to give them the +20% promised, I actually gave them extra, so that needing to walk around wouldn't reduce it too much. I'm told that in fact it ended up being something like 40-45% faster for most tasks, and about 33% faster for woodcutters and fishermen.

But another reason for this is I kept upgrading the work rate for the Palmyrans so they could keep up but left the description the same, still saying they got +20%. I didn't get called on it so ...

Now you start with 200 food in Age of Empires, and I didn't change this. This means that a normal civ can queue up 4 villagers immediately, while you can only do 2 (with 2/3 of a villager's food cost left over). So you need to get your dudes working as fast as possible! This was changed in the Definitive Edition to give Palmyra +75 food so you could dawdle around a little more. Wimps. Or maybe this was smart, because I'm told they actually also nerfed the villager work rate to a flat 25% instead of what I'd done. So the villagers were lazier and you had more food to pay for them. Well, as always, making the game more vanilla DOES make it better balanced. But not necessarily more fun.

/2


Palmyrans were famously rich, so I had two gold boosts for them. First, when you pay Tribute in Age of Empires, it gets taxed. Not for Palmyra. They get the full amount, which makes them the right guy to send money to. They also get more gold from their trade carts & ships. I think I originally had double the gold, but now it's been nerfed.

I realize both these bonuses are only good if you are playing a team game, but most of our games WERE team games by this time, and we assumed lots of other players were in the same boat. My apologies if we were wrong.

I had added Camels to the game for Rise of Rome, and Palmyra, based out of Syria, was an obvious choice for a camel bonus, so I made theirs 25% faster. They could strike in and out of your town quickly, and the high gold cost of camels wasn't as big a deal for Palmyra. This was their only military bonus - my logic was that they had such an interesting economy, balancing super villagers with regard to cost & work rate, they wouldn't need a lot of other nit picky things to worry about.

It did work though. Palmyrans were probably the most popular civ in Rise of Rome, and I think it's because of their weird economy. Also they were the only civ that specifically had a camel rider bonus. So I feel they were a complete and utter success.

/end

[–] Zagorath@aussie.zone 3 points 1 day ago

Crossherd #259
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Time: 0:31
crossherd.clevergoat.com 🐐

Got thrown off by the clue to 5 across. The first half of the clue would have led me to the correct result, but the second half confused me and I deleted what I had written until getting through the rest of the puzzle.

[–] Zagorath@aussie.zone 3 points 1 day ago

Dayum. Nice one!

[–] Zagorath@aussie.zone 1 points 1 day ago

To be very clear: the case study I provided is on an exceptionally steep hill. Very few people need to climb something this steep, ever. The 350 W you get from a currently-legal ebike plus a lazy casual amount from the legs (I'm seeing varying numbers, but every number I'm seeing suggests that even a slow walk on foot uses significantly more than 100 W). And on a non-cargo bike, the sorts of normal hills many people climb every day on their daily commute can easily be climbed at a good pace at 350 W. Heck, at 300 W, even.

It's not about investment, it's about ensuring the power numbers stay low enough to reduce the potential for abuse. It's got nothing to do with purity, and nor did anything I say provide even the vaguest implication that "purity" has anything to do with it. If it was about purity, I wouldn't be starting from the standpoint of assuming 70% of the power is coming from the motor, or using 100 W as my presumptive minimum even when climbing. I wouldn't have provided the evidence with data for why even for people who don't want to put in a lot of effort don't actually need that much power, and explained how the fact that my rides do contain more power are precisely because they're an outlier.

 

The statement from the Infrastructure and Transport Ministers' meeting: https://www.infrastructure.gov.au/sites/default/files/documents/itmm-communique-21-november-2025.pdf

The same statement from WeRide on Facebook: https://www.facebook.com/werideaustralia/posts/pfbid0KpgL2Xxi54XVQNk557nVm9SXCFwVvtu6VtW7GbMSDcCRkwYKh2imTuAFSRfAni65l

The statement in text:We celebrate reinstatement of e-bike standard

In a welcome announcement celebrated by bicycle riders and the industry this afternoon, the Australian Infrastructure and Transport Ministers have announced the reinstatement of the internationally accepted standard for e-bikes.

The announcement came in the Ministerial Communique this afternoon and states,

‘Ministers agreed to work towards a regulatory framework for e-mobility devices to ensure safe and consistent supply and use of these devices in the Australian market, while still promoting mobility and innovation.’

A framework is still being developed, however in the interim, the Communique says,

‘To supplement this (new framework), and to assist importers, the Commonwealth will reinstate the EN-15194 standard and meet with relevant stakeholders to ensure the use of this standard is well understood and supported.’

We Ride Australia and Bicycle Industries Australia could not be happier that this global standard has been reinstated after it was deleted from the import framework governing e-bikes in 2021.

This announcement responds directly to the advocacy of calls from Bicycle Industries Austra, We Ride Australia and Australian bicycle organisations which has been determinant in achieving this outcome. We look forward to continuing to assist Governments at all levels as they work to establish a robust national framework to stop unsafe product reaching Australian consumers.

BIA General Manager Peter Bourke said,

“This is a sensational outcome for the Australian bicycle industry,
“EN15194 is the leading e-bike standard around the world, and its reinstatement will address the impacts of poor-quality and unsafe imports.”

WeRide’s Stephen Hodge said,

“e-bikes are booming globally,

“They provide healthy, safe and affordable mobility for the more than half of all trips each day that are less than 5km,

“The reinstatement of EN15194 means Australians will have the confidence to know the e-bikes they buy for themselves, and their children are safe and fit for purpose.”

 

Link to full thread.

TranscriptionWhen I managed to convince my bosses to let me do the Rise of Rome expansion for Age of Empires, obviously the Romans needed to be the centerfold and show a lot of skin, so to speak. Now, the Rise of Rome was the best expansion in the entire history of video games (up to that point). We added playable factions, new units, new upgrades, new campaigns. No one had ever done that before. I am really proud of what we did.

So making the Romans. I had two goals. First, I wanted the Romans to FEEL Roman. I wanted the player to feel like Caesar, commanding his legions & auxiliaries to wipe out the puny foes. Second, I wanted the Roman bonuses to be simple, straightforward, and obvious.

Lots of the Age of Empires civ bonuses are subtle, or only become clear after you've played for a while. But I didn't want that for the Romans. I wanted players to immediately start talking up the Romans in forums and elsewhere - to evangelize the Rise of Rome. This meant they couldn't have weird or esoteric advantages. It had to be easy to understand, so a player could just say, "Wow! The Romans get X!" X, of course being awesome.

You have to remember that no one had ever done an expansion like this - we were NOT sanguine about its success. I mean, I felt it would be a hit, but things can always go wrong, and the Homo habilis creatures that dominate MicroSoft's marketing and advertising could easily screw up, with their tiny over-caffeinated brains. ROMA REGNAT 1/

[A screenshot of the game, showing a Roman colosseum]

Text of other partsFamously, the Romans used swordsmen in battle. This was almost unique among pre-gunpowder civilizations. Almost everyone used spears. Of course Romans used spears too, they just threw them before charging into battle. You could make a case that the "real" Roman main weapon was actually the scutum.

But yeah I had to use swordsmen for them. Now Age of Empires swordsmen aren't anyone's favorite. They don't have lots of health. They're not fast. They're not ranged. They ARE cheap at least. When facing hoplites, cavalry, or archers, they get skunked. What could I do? Well, one thing I COULDN'T do was give them extra health. The Choson civilization already had that as a bonus, and I didn't want to copy them.

Well the easiest thing to do is increase their attack. I had the Roman swordsmen attack 50% faster. This is h uge actually. If you understand the Lancaster numbers, it means a Roman swordsman is 2.25x as good as a normal one. Now, this has drawbacks. If you're attacking catapults or archers, it doesn't help a bit. Butt it pays off once you close in.

SALVETE ROMAM

2/


Picture this - you are attacked by Roman swordsmen. Naturally you pump out some archers or hoplites or (if you have them) elephants. But the Romans are caving in your buildings 50% faster. While you are training archers, suddenly your Archery Range crumbles. You try to train cavalry, but you get "housed" as the Roman swordsmen burn out your slums. You send villagers to build new houses and the Romans kill them in record time. Speed has a quality all its own.

Faster killing is at its most effective when used by skilled players, but we figured early adopters of Rise of Rome would be above average.

We have now made swordsmen pretty cool. What's next? Famously the Romans had ballista as a standard battlefield weapon. So yeah a Ballista bonus, and I had the perfect bonus. Just simply give them +1 range. Let's unpack this. If you are attacking enemy ballistas, your ballistas shoot first. Then their ballistas need to roll forward to get in range and shoot back. But now your ballistas in the second rank can still hit the enemy, but their rear-rank ballistas have to maneuver to the sides, since the front row is full of ballistas already. This takes even longer for them to get into action, meanwhile you are hitting them.

My example is ballista vs. ballista, but it applies to any range combat. That +1 range really makes more of a difference than one might think. One feature is that usually the first time you realize the Romans are in town comes when a bunch of bolts hits your woodcutters from off-screen.

Having good ballistas is also synergistic for the Romans. One of the main cheap counters to swordsmen is archers, and ballistas devastate archers. So fielding a swordsman/ballista army is a good combo, and you look pretty damn ROMAN as you order them forward. Of course there are plenty of units that can kill ballistas but the swordsman horde should be a comfort.

ROMA VINCIT

/3


I felt I had a solid military for Rome. But I needed a good economic bonus. Many economic bonuses in Age of Empires were picky or just focused on a single resource. The Yamato's only econ bonus was in fishing, which obviously sucked on all-land maps.

Rome needed an easy to understand bonus that helped everything. My first idea was to give them an instant resource reward each time they Aged up. This not only would give them an incentive to advance, but provide immediate funds for an army. It didn't seem "Roman" enough though. Anywhere there's one of the great unused bonuses from Age of Empires.

What I ended up doing is having ALL their buildings (except walls) cost 10% less. This meant they could build houses a little sooner. They could lay down mills sooner. They could build town centers cheaper. It also helpes their military by making barracks and siege workshops cheaper. Not much - a Roman storage pit costs 315 instead of 350. But that's enough wood for part of a house.

Also, this cheap building thing lasts forever. It's ALWAYS good. My theoretical "extra Aging resources" would wear off, but the cheap buildings are helping you even in the late game. I mean it's always nice to build a barracks near the enemy town 10% sooner, right?

I decided the Romans needed a defensive boost too, based on their famous ability to defend their camps. Something to give them time to put together their longsword/ballista army. I went with towers, and had them cost only 90 stone instead of 150. I realize this is a huge bonus, but I needed a huge bonus to entice the Romans into building towers, since they're fundamentally an attack civ. This would let them rely on defenses early on, risking an enemy rush, so they could attack with a zillion troops in Iron Age.

The goal was for Roman towers to be up before anyone else's, hopefully before the Shang come raiding with their crappy cavalry. An unexpected use was that you could build towers in an enemy town cheap, but I didn't think of that while designing the bonus.

Towers are also a mobile, flexible defense, & that seemed Roman.

ODIMUS ROMAM

/4


Did I succeed? Yes and no. The Romans were fun, and got played a lot. They didn't dominate the game as I'd expected. Usually when I saw people talking about Rise of Rome online, they talked up the Palmyrans or Carthage, possibly because they had whack econ bonuses that required lots of discussion. Plus they had weird units (camels & elephants).

The Romans became the "good quiet kid" who sits on the edge of the class and gets ignored. Everyone likes him kinda, but no one LOVES him. Oh well. They were still the hero of the campaign and I'll forever stand by the fact they are fun & easy to play. That might be why they weren't discussed so much - they are so straightforward no one needed to whine online.

ROMA EST MAXIMA

/end

 

S: AoE2:DE, SC:R, C&C:R, AoM:R, SH:C:DE. A: AoE:DE. B: AoE2:HD, AoE3:DE, SH:DE, AoM:EE, Homeworld:R. C: SH:L: Steam, SH2: Steam, SH:HD, SH:C:HD. D: Halo Wars: DE, WC: Remastered. WC3: Reforged

In the comments of the video he also mentions Rome Remastered and Dune 2000 - C and B tier

 
21
Try again (lemmy.dbzer0.com)
 
 

cross-posted from: https://lemmy.world/post/38543612

This little database has historical events, battles, names, and population totals, because those things are the boring research questions you need to answer for Vampire campaigns and similar.

The database is in plain-text, so you can edit it with notepad or vim. But it's also a relational database. Make of that what you will.

Right now it mostly focuses on Belgrade.

PRs very welcome.

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