segunda-feira, 24 de fevereiro de 2020

Battle Of Edgehill 1642 - Part 1 Set Up


Another big favourite here at YG is the English Civil War and it's hard to believe that it is over 3 years since this lot last saw the light of day !

Edgehill is of course the first major action in the ECW and many who saw action that day would be getting their first taste of battle. I have decided to break this up into two reports, this the first on will cover the set up and orders of battle whilst the follow up will cover the refight itself.

Information on the Battle is avaliable from a multitude of sources so I don't intend to harp on about the build up but instead give you a wargamers view of setting up the clash.

Parliament Cavalry on the trot
A Word on Rules and the like

Like most periods we are a little off piste when it comes to rules, for the ECW we use a modified version of Forlorn Hope. I "modernised" the basics over 10 years ago and they have worked well ever since.

The figure ratio for the game is approximately 33:1 and that has worked perfectly for this particular battle in terms of figures avaliable and the 12 x 6 table here. One good thing carried over from the original set is that each Infantry unit has a set number of figures and rather than individually counting Pike numbers and Shot numbers the unit is given a ratio of Pike to Musket.

Figures are 28mm from a collection of manufacturers including Perrys, Bicorne, Warlord and Renegade.

Royalist Foot Advancing early in the Battle
Table Set Up and Terrain 

For this I have used the medium of video ! How modern of me. For some reason the sound didn't work on the footage so I have gone for some snazzy subtitles in stead.

I managed to locate a number of maps of the Battle all of which differed in some way. The troop set up seems to be pretty constant but some maps show enclosures, a brook, small woods etc it's difficult to tell what was present on the day and what is a modern interpretation.

However I don't recall reading of the terrain having any massive affect on the Battle so I chose to leave the table relatively sparse and just the the armies get on with it.


Orders of Battle

There is a very good OOB at the link below,

http://bcw-project.org/military/english-civil-war/edgehill-campaign/order-of-battle

So the list below is my interpretation of that for the game with the following notes,

1. Forlorn Hope rules have army lists for each year of the war in each theatre, these generate troop morale classes, pike:shot ratios etc by rolling dice, this is how the factors have been determined. So for this stage of the war there are no Veteran Infantry.

2. We rolled particularly well for Ruperts Cavalry but if you don't I would suggest for realisms sake that if you have a "name" unit in a brigade, roll up the entire brigade and allocate the best rolled factor to the best unit.

3. I was unable to find any break down of the total numbers (on the orbat above) other than Rupert having around 1700 Cavalry vs 1300 to his fore. Therefore I have had to estimate the size of the infantry units dividing the numbers present by 33 and then filling up the numbers required in each area with the units in our collection. Our rules need Infantry units at least 16 figures and Cavalry of at least 6, so the eagle eyed will notice the odd unit missing in name from our game, however the men of that unit have been spread across that particular command.

4. Forlorn Hope has a sub morale class of Elite, this can be tagged to any units basic morale and reflects an over confidence not necessarily linked to ability.

Prince Rupert, Standard Bearer and of course his dog "Boy"
The Royalist Army

C in C King Charles LV1
General of Foot Sir Jacob Astley LV2
General of Horse Prince Rupert LV3 (may not use LV to stop pursuits)

Prince Maurice Brig of Horse LV2
Ruperts Horse - Veteran Elite Gallopers - 12 Figures
Kings Lifeguard - Raw Elite Gallopers - 12 Figures
Maurices Horse - Veteran Elite Gallopers - 9 Figures
Prince of Wales Horse - Raw Gallopers - 9 Figures

Lord Byrons Brig of Horse LV1
Lord Byrons Horse - Trained Elite Gallopers - 9 Figures

Ruperts Cavalry 
Charles Gerrard Brig of Foot LV1
Gerrards Foot - Raw - 1 : 1 - 26 Figures
Dyves Foot - Trained - 1 : 1 - 20 Figures
Duttons Foot - Trained - 1 : 1 - 16 Figures
Medium Gun - Trained Crew

Col Fieldings Brig of Foot LV1
Fieldings Foot - Raw - 1 : 1 - 24 Figures
Lunsfords Foot - Trained - 1 : 1 - 20 Figures
Bolles Foot - Raw - 1 : 1 - 16 Figures
Medium Gun - Trained Crew

Royalist Foot 
Wentworths Brig of Foot LV1 
Gilbert Gerrards Foot - Trained - 1 : 1 - 24 Figures
Salusburys Foot - Raw - 2 : 3 - 20 Figures
Molyneuxs Foot - Trained - 1 : 1 - 16 Figures
Medium Gun  - Raw Crew

Belasyse Brig of Foot LV1 
Belasyse Foot - Raw - 1 : 1 - 26 Figures
Blagges Foot - Trained - 3 : 2 - 20 Figures
Pennymans Foot - Trained - 1 : 1 - 20 Figures
Medium Gun - Raw Crew

Nicholas Byron Brig of Foot LV2
Kings Lifeguard - Trained - 1 : 1 - 30 Figures
Lord Generals Foot - Trained - 1 : 2 - 20 Figures
Beaumonts Foot - Trained - 1 : 1 - 16 Figures

Royalist left wing
Gen Wilmot Brig of Horse LV2 
Wilmots Horse - Raw Gallopers - 9 Figures
Grandisons Horse - Veteran Elite Gallopers - 9 Figures

Lord Digby Brig of Horse LV1 
Lord Digbys Horse - Raw Elite Gallopers - 9 Figures
Ashtons Horse - Raw Elite Gallopers - 6 Figures

Independent 
Gentleman Pensioners - Veteran Elite Trotters (Cuirass) - 9 Figures (must remain within 8" of the King and protect his personage)
Legges Firelocks - Trained Skirmishers - 9 Figures
Blue Dragoons - Trained (left flank)
Red Dragoons - Trained (right flank)


Forces of Parliament
The Parliamentary Army

C in C Earl of Essex LV 2
Earl of Bedford - Gen of Horse LV1
Sir John Merrick  - Gen of Foot LV2

Balfours Brig of Horse LV1
Lord Generals Horse - Raw Trotters - 9 Figures
Balfours Horse - Raw Trotters (F) - 9 Figures
Fieldings Horse - Raw Trotters (F) - 9 Figures
Brownes Dragoons - Raw Trotters (F) - 6 Figures

Parliament right wing
Sir John Meldrum Brig of Foot LV1 
Meldrums Foot - Trained - 2:1 - 20 Figures
Saye and Seles Foot - Raw - 2:1 - 20 Figures
Constables Foot - Raw - 1:1 - 20 Figures
Fairfaxs Foot - Trained - 1:1 - 20 Figures
Robartes Foot - Trained  - 1:1 - 20 Figures
Medium Gun - Raw Crew

Essex Brig of Foot LV1 
Essex Foot - Trained  - 3:2 - 26 Figures
Chomleys Foot - Raw - 2:1 - 24 Figures
Mandevilles Foot - Raw - 2:1 - 24 Figures
Whartons Foot - Raw  - 2:1 - 24 Figures
2 × Medium Gun - Raw Crews

Parliament Foot and Stapletons Cuirass 
Ballards Brig of Foot LV1 
Lord Generals Foot - Raw - 3:2 - 32 Figures
Brookes Foot - Raw - 2:1 - 24 Figures
Ballards Foot - Trained - 2:1 - Trained
Holles Foot - Raw - 1:1 - 20 Figures
Medium Gun  - Raw Crew

Stapletons Brig of Horse LV1 
Lord Generals Lifeguard (Cuirass) - Trained - Trotters (F) - 6 Figures
Stapleton Cuirass - Trained - Trotters (F) - 6 Figures

Ramseys Cavalry 
Sir James Ramseys Brig of Horse LV1 
Drapers Horse - Raw - Trotters (F) - 6 Figures
Balfours Horse - Trained - Trotters (F) - 6 Figures
Bedfords Horse - Raw - Trotters - 6 Figures
Mordaunts Horse - Trained - Trotters - 6 Figures
Peterborough Horse - Trained  - Trotters  - 6 Figures

Independent 
Yellow Dragoons - Raw - 9 Figures (right wing)
Red Dragoons - Raw - 9 Figures (left wing)

The Yellow Dragoons 
So that's our set up, I'll post up a battle report next week.

domingo, 23 de fevereiro de 2020

Results Of MSSA's 10Th Annual Online Championships For High Schools

Northcliff High School grabbed the 'lion's share' of titles at MSSA's 10th Annual Online Championships for High Schools.
Mind Sports South Africa (MSSA) held its 10th Annual Online Championships for High Schools on 8 February 2020.

Teams from aroundd the country gathered at schools, or at previously approved locations, to fight for glory and honour.

Judging by the winners  of each gamee title, it is becoming clear that certain schools are beginning to take ownership of the title. The schools are blessed with hard-working and dedicated educators who give up their own time to ensure the success of the school and the learner.

It is interesting that with the educator moving from SAHETI to Redhill, success has followed the educator, which further re-inforces the belief that without proper management, the team has even greater odds to overcome.

Another encouraging feature is that more provinces saw teams being awarded High School Provincial Colours. With five (5) provinces seeing colours being awarded, it is clear that Gauteng and Western Cape provinces no longer totally dominate esports in South Africa and that there is a more general standard of excellence than ever before.

It should be noted that Provincial High School Colours are awarded immediately to the members of the team who win each and every game that they play in such 10th Annual Online Championships for High Schools.

The members of the teams that have finished in the top three also immediatel qualify for 2020 National Team Trials. It is at such National Team Trials that MSSA shall select its team to attend International Esports Federation's (IESF) 12th World Championships - Eilat.

The winners of MSSA's 10th Annual Online Championships for High Schools are:


TitleTeam nameClubColours
Clash Royale (Male)Dale SpolanderNorthcliff High SchoolGauteng High School Provincial
Clash Royale (Female)Suene du ToitNorthcliff High SchoolGauteng High School Provincial
CounterStrike: GOHBSRedhill High SchoolGauteng High School Provincial
DotA 2Pr0NHSNorthcliff High SchoolGauteng High School Provincial
FIFA'20 (PC)Andreas PhotiouSasolburg High SchoolFree State High School Provincial
FIFA'20 (PS4)Blake GovenderOakhill School
League of LegendsTeam GLCCurro GrantleighKwaZulu Natal High School Provincial
Street Fighter V - MaleTheunis van der MerweHoërskool KlerksdorpNorth West High School Provincial
HearthstoneGray CravenCurro Aurora
PaladinsFiB Dragons JNRMonument Park High SchoolWestern Cape High School Provincial

Also read:

quinta-feira, 20 de fevereiro de 2020

Will There Be A Locke And Key Season 2? - TechRadar

Will there be a Locke and Key season 2?

Coordinate Transforms, Still

Last post was about my attempt at explaining coordinate transforms. Progress has been slow. I've implemented many of the diagrams but I'm still having trouble with the narrative. Last time I said this was my outline:

  1. Show a side scrolling game with some cool camera effects.
  2. Introduce world coordinates vs screen coordinates.
  3. Solve the problem of scrolling: subtract an offset.
  4. Introduce transforms. (may need to be later)
  5. Introduce inverse transforms, for mouse clicks. (may need to be later)
  6. Introduce cameras. More complicated than offsets, but can do more.
  7. Show some cool effects with cameras. (may need to be earlier)
  8. Introduce chaining transforms.
  9. Show some cool effects with chaining.
  10. Demo showing all concepts together.

I've been experimenting with different orders for the topics and now think there are two intertwined "tracks": the concept track introduces mathematical concepts and terminology, and the problem solving track shows solutions to specific gamedev problems. These two tracks are paired up:

Problem solving Concept
scrolling world/screen coordinates, translate transform
following the player cameras, view coordinates
tile grid coordinates scale transform, chaining transforms
mouse clicks inverse transforms
? function composition
? transform matrices

I think in each case I should start with the problem to be solved, then show the immediate solution, then explain the concept behind the solution. The concepts then lead to a reusable solution. Example:

  1. Problem: we want to scroll the screen
  2. Immediate solution: add an offset before drawing
  3. Concept: we're transforming world coordinates to screen coordinates
  4. Reusable solution: a translate transform is a function or object that converts coordinates

The next section is:

  1. Problem: we want to keep the player in the center of the screen
  2. Immediate solution: use the player plus half the screen size as the offset
  3. Concept: a "camera" points at the player, using view coordinates
  4. Reusable solution: a camera object is placed in the world, and we use that to build the translate transform

What order should I present these topics? I'm not sure. I know I want to put scrolling first. If I put mouse clicks second, then it's fairly easy to solve, and there's less motivation to learn inverse transforms. So I might put that later. If I put tile grid coordinates second, then it leads to chaining transforms together, which will be useful for following the player with a camera. Or if I put following the player second, then it leads to view coordinates, which might further motivate chaining transforms.

I think the main problem is that I'm not feeling particularly inspired right now, so I'm working very slowly.

What I Did In 2019

It's time for my annual self review. You can see previous ones from 2015, 2016, 2017, 2018. I didn't have a lot of goals for this year:

  1. Write to my blog instead of only to Twitter or other closed platforms.
  2. Improve my explanations and write new ones.

The first I can measure by looking at whether I blogged about my projects. I did: 24 blog posts this year. I'm pretty happy with that. The second is harder to evaluate, but I would say I didn't spend nearly as much time on explanations as I had hoped to. I wrote these new explanations, but they were small:

And I worked on these two, but didn't get them to a point I was happy with:

I spent some time improving existing explanations:

Instead of explanations, this year I was more inspired to work on art, learning, and other fun projects:

I also have 15 other projects that weren't for the general public (for clients, or responses to emails, etc.). I generated new logos for my social media presence using a new logo generator I wrote. And I updated my home page with links to lots of projects I hadn't previously linked. I track these projects on Trello.

What else? I'm hanging out on AIMA chat (students who want to contribute to the AIMA textbook open source project), Roguelike Discord, ProcJam Discord, a few Slacks, Twitter, and a few subreddits. I decided to go to non-GDC conferences this year, and went to BangBangCon, FDG, and Roguelike Celebration. I'm pretty happy with how all of this went this year.

For several years I've hoped that the coordinate systems page would become the next big successful project after the Hexagon page and the A* page. I've attempted to write it several times but just haven't been happy with it. I'm now starting to think that maybe it's not going to be the next big success for me. I've also been trying to come up with a good explanation of differential heuristics but can't seem to make much progress. Maybe I won't have any more big successes with tutorials, and should stop looking for that.

What are my goals for 2020? Unfortunately, I don't have any strong goals. After working on big projects in 2018, I ended up working on small projects in 2019. I would like to work on something bigger, but I think my focus will be on learning new things rather than explaining things I already know. I'd like to work on projects that last a month or two rather than a week or two, to really dig into them and learn a topic deeper than I can do in a week. Other than that, I feel kind of aimless right now. I'm ok with that. I'm in a wander-and-explore phase of my life.

Complex But Not Complicated

To me, the best games are the ones with rules that provide a structure for making moves towards victory, then get out of the way and let you play. I don't like games where an encyclopedic knowledge of the rules gives an advantage, and I can't stand games where it's possible to win on a technicality. The advantage should come with the ability to understand the consequences of making a particular play, like thinking several moves ahead in chess.

Twilight Struggle is a good game for that reason. It gives players a relatively simple set of options on their turn, primarily by playing cards for one of two purposes: either to spread their influence on the board, or to enact a more specific game effect that targets a particular location or gives some other in-game advantage. Simple options, but a lot to think about and try to plan for.

In Twilight Struggle, two players vie for control of the world during the Cold War of 1945-1989. The board represents a map of the world, with players placing competing levels on influence in the various countries depicted with an eye towards controlling particular regions. Scoring cards are played at various points in the game, so the goal is to set up your influence to take advantage of the scoring cards you have, but also to anticipate what your opponent is trying to do based on where they are placing their influence.

Another option each turn is to spend cards to progress with the Space Race. Achieving space-based advances does give an advantage, especially to whichever player gets to each milestone first, so (much like in the real world at the time) it's something that can't just be ignored. I'm not sure if it's intentional or not, but in all of our plays we've found the space race to be an annoying distraction due to the amount of time a player needs to spend on it and the random, hard to predict results. I wonder if the military commanders of the time felt the same way?

There is also a Military Operations track which requires both players to engage in roughly the same amount of aggressive military action each turn, an interesting balancing mechanic that slyly represents the sabre-rattling and chest-thumping that often occurs between world powers. However, too much military action will advance the DefCon marker, and if it gets pushed too far nuclear war breaks out and the game immediately ends. This is where the real brilliance of this game lies, and where it perfectly reflects the world it takes place in, as the two players constantly need to look at how far they can push things without going too far.

Like the best strategy games, Twilight Struggle gives you a lot to think about during play, without bogging you down in complicated rules that need to constantly be referred to. The strategy and maneuvering

It's a great game design for what it is trying to do, and you could even argue that it's educational, sparking the imagination about this unique period in world history. Unfortunately the game's presentation is more textbook than Hollywood blockbuster, and the game's graphic design is very...utilitarian, which is what I think has held this game back from gaining a wider spotlight. On the other hand, it has been in print continuously for 15 years, so I suppose it's finding its audience.

Rating 4 (out of 5): It's a 2-player game that takes a while to play so it doesn't come out that often, but we always enjoy it in spite of its somewhat dry presentation.

quarta-feira, 19 de fevereiro de 2020

Crysis 2 Free Download

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quinta-feira, 13 de fevereiro de 2020

Brave Browser the Best privacy-focused product of 2020



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

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