Hi, I'm just trying to set up FluxBox over my xdm for the first time and I'm experiencing some problems. So, if there are any people knowledgeable in this matter lurking here (and I believe there are) then please do help me.
What's bugging me now is the inconsistency with my terminal windows. I've set it so that one terminal is launched at fluxbox startup and then I can open more with a hotkey. The problem is, that despite having the exactly same run command and options, they look different...
What I mean:
The top one is launched at startup, the lower one is opened by hotkey. Question: Why the hell the startup one has borders when it shouldn't?
I'll post more questions later I believe. I'm now moving to configuring my login screen...
I couldn't believe my eyes today when I went to smoke my morning cigarette... Due to crazy weather I haven't seen any real snow where I live for the past 2-3 years and that's what I saw today:
It probably won't last long but I'm going to savor every moment of this
Enough! Whenever I'm watching a movie there's starring someone with polish surname and I just can't stand how godawful changed or badly pronounced it becomes by english speakers. I am going to put an end to it among the people of TL.net! If you have some polish friends in USA/UK or wherever, this might help you. If you don't... Well, you never know who you're going to meet in your life and if you feel like learning how to pronounce polish words then this blog is for you.
What this blog is going to cover: - basic reading of polish words (not that hard really, it's our grammar that kills)
What this blog is NOT going to cover: - understanding polish words (you don't have to understand to read correctly)
NOTE: If you can't see the polish letters I write in here, you could try and set your character encoding in the browser to either: Central European ISO-8859-2 or Windows-1250
Part 1 - General Information
Most of you probably believe that polish pronounciation is a tongue killer and reading some words written in our language is all but impossible. You can't be further from the truth. It's easier to learn to read in polish than it is in english because we're using WYSIWYG system with basically just 1 exception (more on this later). Basically, all you need to learn is our alphabet and a couple of other things I'm going to cover here to read polish words or even whole sentences (most likely with bad accent but that's not what it's all about).
So, let's get on with it.
Part 2 - The Alphabet
Here is something I managed to scavenge on YouTube:
There are just 3 mistakes there: - the guy pronounces "ń" wrong as a standalone letter but gets it right in a word - word "późno" is written wrong (póśno) but pronounced right - city name "Kraków" is both written and pronounced wrong
Since we have the basics covered it's time for the next step.
Part 3 - Advanced Polish Writing
Like I mentioned before, polish is WYSIWYG language when it comes to writing/reading. There are however some special letter combinations that change the way you're reading them (just like in english).
So in polish we have the bi-letters: -ci -cz - read just like english "ch" as in "check" -dz -dź -dż - read just like english "g" as in "George" -ch (it's an extended form of h, not c) - read justy like "h" -ni -rz -si -sz - read just like english "sh" as in "shoe" -zi
And tri-letter: -dzi
They're used to soften/prolong etc. certain sounds and may cause some trouble. The most common are "cz", "sz" and "rz" (and they seem to cause the most trouble). "cz" and "sz" are really easy (as you can see above).
"rz" is more of a problem as it can be read in 2 ways: - either as "sz" - soft, always when it appears after the consonat - or as "ż" - hard, when it appears after a vowel or it's on the beginning of a word
Since it's hard (impossible) to write english counterparts for some of the other stuff, I'll just show you a song that uses a lot of them and a transcript from it's text.
Bo chodzi o to by od siebie nie upaść za daleko Jak te dwa łyse kamienie nad rzeką Chodzi o to By pierwsze chciało słuchać Co mu to drugie powiedzieć chce do ucha: Że po mej głowie ? czasem się ich boję - Chodzą słowa nie do powiedzenia... Nie-do-powiedzenia
Dzień dobry Kocham cię Już posmarowałem tobą chleb Dzień dobry Kocham cię Nie chcę cię z oczu stracić więc Jeszcze więcej dzień dobry Kocham cię Podzielimy dziś ten ogień na dwoje Dzień dobry Kocham cię To zapyziałe miasto niech o tym wie
Tu chodzi o to by od siebie nie upaść za daleko Kiedy długo drugie nie widzi pierwszego Bo gdy siedzi człek samemu z czarnymi myślami Człowiek rzuca słuchawkami Rzuca słuchawkami
Bo chodzi o to by od siebie nie upaść za daleko Nawet jeśli czasem między nami wykipi mleko Choćbyś nawet i wieczorem zasypiała zdołowana Chciałbym ci zaśpiewać z rana Móc ci zaśpiewać z rana Kochana...
Dzień dobry Kocham cię Już posmarowałem tobą chleb Dzień dobry Kocham cię Nie chcę cię z oczu stracić więc Jeszcze więcej dzień dobry Kocham cię Podzielimy dziś ten ogień na dwoje Dzień dobry Kocham cię To zapyziałe miasto niech o tym wie Dzień dobry Kocham cię Już posmarowałem tobą chleb Dzień dobry Kocham cię Nie chcę cię z oczu stracić więc Jeszcze więcej Jeszcze więcej Jeszcze więcej DZIEŃ DOBRY Kocham cię Podzielimy dziś ten ogień na dwoje Para-moje Para-twoje Onomatopeiczne Paranormalne Paranoje We Dwoje
Note: it's very hard to translate this text as it's basically a sung poetry so some words are just...
It's about not falling too far away from each other Like this two bald stones near the river It's about First person wanting to hear What the other Wants to say to his/her ear: That in my head, sometimes I'm afraid of them - are words best not spoken... Innuendos.
Good morning I love you I've already smeared you all over the bread Good morning I love you I don't want to lose you from my sight so Even more good morning I love you We're going to split this fire in two today Good morning I love you Let this crappy town know about it
It's about not falling too far from each other When the second doesn't see the first for long Because when people sit alone with dark thoughts People are throwing headphones Throwing headphones
It's about not falling too far from each other Even if sometimes the milk will boil over between us Even if you would fall asleep feeling down in the evening I'd like to sing for you in the morning Could sing for you in the morning Beloved...
Good morning I love you I've already smeared you all over the bread Good morning I love you I don't want to lose you from my sight so Even more good morning I love you We're going to split this fire in two today Good morning I love you Let this crappy town know about it Good morning I love you I've already smeared you all over the bread Good morning I love you I don't want to lose you from my sight so Even more Even more Even more GOOD MORNING I love you We're going to split this fire in two today Para-mine Para-your Onomatopeic Paranormal Paranoias Two of us
I hope it helps. If you have any questions just post them here.
Edit:
Brief summary for english speakers: polish -> english pronounciation
a - like the beginning of "halleluyah" ą - ohm (will be the closest one I can find) cz - check e - check g - Gregory i - finger (always, even if at the end of the word) j - halleluyah ó and u - shorter version of oo (pool) sz - shop w - video y - a bit like very
You can always just speak all of the ą, ć, ś, ń, ź, ż etc. as normal a, c, s... (won't offend anyone) with the exception of ó which is always the same as polish u.
Edit 2:
Part 4 - Exercise
Just got this crazy idea that might make all this knowledge sink in and provide a lot of amusement. Your task is to write an english sentence in polish (write a phonetic transcription for poles).
Sentence: I am trying to write this sentence in a way every pole can read.
I've been randomly cruising the internet the other day and I have found something really worth sharing with you all. This stuff is funny, smart and very real. It's really interesting to see disabled people challenge their own condition and in many cases become more able than any ordinary person.
Here is a very nice speech by one of them, Bill Shannon (some of you probably know him from the Visa commercial or RJD2 video clip "Work it Out").
I'd also like to show you one more thing, that I've seen during my classes but unfortunately I can't find it It was a BBC documentary about a man who was a victim of Thalomide (he was born without arms) and despite that achieved many great things (took part in the olympics, swimming and target shooting; was playing for one of the major teams in AFL; driving his own car; having a family etc. etc.). If anyone would find it, please let me know.
Like I promised earlier. I'm going to go deeper into the fine art of deck-building in L5R CCG. It is the key skill one needs to acquire to be successful at this game. It's not like MtG, where you can just copy/paste the deck from the net, spend a lot of cash and start owning. You need a deep, working knowledge of the game mechanics, timings and card pool to be at least a bit efficient.
Although it has been written by an experienced player, and with good intentions, any veteran can tell you that in the long run, this deck is seriously flawed. Nevertheless it has some interesting insight on some of the card mechanics and it's still worth reading.
In this blog, I will try to show you how to build an effective and easy to play Crab Clan military deck.
Starting Out
You can look up all the cards mentioned at http://l5rsearch.com/ so you can see right away what I am talking about. First of all, I must tell you about the keywords. This are some pretty important things, as many cards trigger off certain keywords and can therefore be used only with proper deck setup. Main keyword we will be using in this deck are: - Samurai: for our military actions - Hero: which gives us access to some more advanced military actions/reactions and which only a few decks can use
Now the most important card choice.
Stronghold
For this deck, we're going to opt for Shattered Peaks Castle. It is pretty strong, as it provides the deck with meta to bowing actions and (what's the most important) it can be used while bowed, which means that unlike with other clan/stronghold choices, we won't need to decide between economy and battle actions. We can use it to produce gold and still use its ability, awesome.
Dynasty
Our play-on-the-table cards. As we are building the military deck, we will have to take several things into consideration:
- speed: how fast our strength will develop. Should we go for a swarm-type deck, with a lot of cheap but weak personalities, or a hard-hitting big guys which are rather expensive and thus slow us down. - economy: must adjust it so that we can spew out more peeps, give them attachements and still have money for certain battle actions. - meta/bonuses: we can use some of the Dynasty side cards to meta against certain deck types and give us various bonuses, their number must be reasonable as to not slow us down.
Having considered this, we should include: - speed: we'll go for the middleground leaning towards big guys here, as most of the Hero personalities go into the standard/high costs. - economy: as we have pretty expensive personalities, we won't be using a lot of attachments, also, using Heroes opens some interesting extra options for us. I'll discuss this later. - meta: there are 3 deck types that can pose a threat to us: 1. honor - this is always a threat to military decks, it's a race - will we destroy them before they reach the critical point? 2. dishonor - this type of control decks can unleash a world of hurt, it's also a race and it's very much disfavorable for us, as the dishonor threshold is lower than honor victory and dishonor can (and will) slow your economy down (your personalities will be more expensive if you drop down enough). There isn't much meta against this, fortunately Hero personalities have high personal honor, which can help a lot. 3. swarm/blitz - basically, military decks that are faster than us. Can't let them get too much advantage early on as our deck starts to shine mid/late game.
Let's start with meta/bonuses, as this will be really small part of our deck:
The War of Dark Fire: This event negates all honor gains from when it shows up, until the beginning of our next turn for one player. It can buy us 1-2 extra turns against honor decks, and that's all we really need.
Imperial Census: This event bows all cheap personalities and keeps them bowed for a while. It stops swarm/blitz cold and many honor/dishonor decks also use a lot of cheap personalities so it helps against them too.
Farmlands: This region creates a 1F follower each turn (have to pay for that) which we can attach to our personality. It might not seem like much, but trust me, it's invaluable as most actions that hurt us must target personalities without attachments.
Private Shrine: Force pump is nice. Always.
Now on to the economy:
Chugo Seido: This holding not only produces gold, but we can sacrifice it during a battle to redirect enemy action to different of our personalities. It can mess a lot with enemy battleplan and helps us keep our key personalities alive.
Traveling Peddler: In this edition card draw is very limited and anything that helps with that is priceless, that's our thing.
Counting House: Similar to Peddler, but only works if we have less provinces left than the enemy. Useful against other military decks.
Iron Mine: Our standard 2 for 3 holding (costs 2 gold, gives 3 gold).
Seiden Sanzo: Gives 3 gold for Hero personalities, also has an action that boosts one of our peeps for one turn (and then he'll die), you can use it to bust provinces early on or to swing battles in your favor later in the game.
Barley Farm: It would be a typical 2 for 2 holding if not it's special ability. You can either use it to produce 2 gold or use it twice to produce 1 gold. More than often you'll find its 1 gold production priceless.
Diamond Mine: The heavy duty gold producing holding. It costs 6 gold but produces 5. Very useful with our expensive personalities and attachments.
Now the core of the deck. Personalities.
Hida Kuon (Experienced 6): Our clan champion. In previous edition he was way to expensive to be useful. Right now he is just scary. 12 Force, negates enemy action if he's alone, can move himself or others to or from battlefields with a straightening effect. Also a Hero. The one man army.
Hiruma Aki (Experienced): Our big berserker that kills enemy followers. Very good overall.
Hida Hachimoto: 6 gold for 6F Hero personalit that's very hard to take down in duels. Solid.
Hida Tatsuma: Technically a 6 gold for 8F Hero. Can't go wrong with this one.
Hida Masatari: Another Hero. Not as strong as the others, but battle resolution does not bow him which is priceless against other military decks (most of the matchups).
Hida Kaoru: The cheapest Hero we get. Good statline but nothing special, just to speed things up. (Imperial Census hurts her)
Hiruma Gohachiro: Solid stats. Negates another of your personalitie's destruction.
Hida Eijiko: Solid stats. Can straighten your peeps during a battle. Very nice.
Hida Togeriso: Seems weak, but the ability to look at the cards your enemy has in his hand + force pump make him an invaluable addition to any Crab deck.
This concludes the Dynasty deck choice.
Fate
Now this part is a bit more tricky. Since it's the beginning of a new edition, our personality/holding pool is rather small, so some of the choices made in the previous section were pretty forced. However, when it comes to the Fate deck, the situation is quite the opposite. Not only you have a pretty large card pool to choose from, it is also often way more important, as this cards you hold in your hand and it's the main source of surprise during the game. The enemy can clearly see what you have on your table, and can act according to that. But he has to guess (basing on your play-on-the-table-cards) what you can possibly have in your hand and it can change everything.
Again we stand in front of a dillema, which cards to use, since they can serve many purposes. Do we want more meta against enemies or something that can aid us directly or indirectly. The card cycling is very important, we need to adjust our hand to the speed with which we draw/deplete it.
Let's start with thinking about what could we use, basing on what we have so far. To summarize: - we are running a military deck (the most important factor) - all of our personalities are Samurai - more than half of our personalities are Hero - our personalities have pretty high Force average
According to this information, we can go with:
1. Attachments This is quite an important factor in any military deck. This cards are used to enhance our personalities in play in a variety of ways. We should balance those against our economy, card draw and overall hand quality. If we put too many, without the way of putting them into play, we're just cluttering our hand (which of course, has a limited size). If we put too few, our personalities may end up way behind enemy ones. Since our personalities are pretty expensive and the best attachments can get quite expensive too, we'll settle for 8 of them, 1/5th of our Fate deck.
Heavenly Ono of the Crab: Our clan weapon. It costs 4 gold, gives our personality +3F and has an ability that can increase or decrease province strength. Very good item overall, nice stat bonuses and ability that is useful both during attack and defence.
Armor of the Ryu: 4 gold, +3F, personality gains cavalry trait and gets an action that can move it to or from the battlefield. Pity it's unique because this card awesomeness just can't be described.
Ronin Brotherhood: Quite expensive follower. It costs 7 gold, which is as much as a personality, but it has 4F which is standard strength for our personalities and 3(!) battle actions which is damn high. 2 of those actions are killing actions while the 3rd one lets our unit leave the battle if needed. One of the best (if not the best) followers out there. Most people think that the best is Taoist Archer (most commonly used) with its 8 gold cost, 5F, 1 killing action and self-replenishing effect (you draw a card when you put them into play), but I think that RB is way more versatile (and 2 kills instead of 1 can be significant).
Imperial Elite Guard: 7 gold, 4F and an action that says "destroy" somewhere along it's text. Solid card. Unlike two of the above, its killing action does not look at targets strength and attachments but just attachments.
Now that we're done with expensive stuff, let's focus on the cards that are free (at least most of them) and affect battles (nothing else really concerns us) instantly. We will need some movement. Many people playing L5R downgrade the role of mobility (especially in the US) but the truth is that movement was, is and (hopefully) will be king in this game. Some people think that if you put enough killing actions into your deck, you don't need to move. They can't be more wrong. Try to play the same deck with and without movement actions, you'll be surprised how many times you'd catch yourself thinking "if only I could move this dude, just once". We will need some actions that get rid of enemy during the battle (there are 3 kinds: kill - obviously the best, bow - leaves enemy at the battle but cuts the number of actions he can perform drastically, send home - gets rid of the enemy but without doing any real harm. You can't play any actions during the battle, if you have no units there, unless they bring them there.). And some actions that help you survive enemy trying to do the above (Crab excell at that).
Let's go with movement first:
Unpredictable Strategy: When they first released this card, I could not believe my own eyes. It's pure awesome, made of win etc. etc. It lets you switch two unit locations with a straightening effect. It not only lets you swap places of your units (switching bowed unit in battle with stronger one at home and straightening them both) but also enemy units (switching his powerful military unit for a lowly courtier sitting cowardly at home). It has countless uses during a battle.
Unwavering Assault: Yes, it's downside is it costs gold, but it's so good that it's worth it. It lets you move your samurai from home to a battle and straighten his unit. It also lets you move into battles where enemy has no units (very rare stuff).
Relief: It's like US but without straightening and does not work on enemy. It works on multiple targets however. Not a particularly strong card, but definitely one that can suprise your opponent and swing a battle into your favor (it did for me on many occasions).
Defensive Screen: Leave one of your units in the battle and retreat with the rest. Right now the only way to save mass units from slaughter in a battle gone bad and thus save the game. Gamebreaking at times.
Now stuff that hurts:
Rout: Again, action that costs gold. But it's pure awesome, it gets rid of the enemy and destroys one of his attachments. Very strong.
Justly Earned Victory: Gamebreaker. It has 2 actions: 1 allows you to send enemy unit home, the other one negates all current force bonuses and penalites on units at the battle. It destroys swarm decks (which rely on blanket force bonuses in majority) and helps you get around defensive force reduction of some decks.
Stuff that helps:
Will: Lets you buy again your dead samurai during a battle at a discount price. You killed my huge dude? No problem, he's back and right in the thick of it!
Unexpected Arrival: The same as above in most parts, except you don't buy a dead dude, but the guy you didn't buy yet (waiting at a province, normally you buy peeps after the attack phase, this card lets you buy them directly into battle). Gamebreaker.
A Legion of One: Gives your peep a force boost depending on the number of enemy units opposing him and negates movement if he's a hero. Owns swarm decks. Pretty useful overall.
Insight: Lets you look at the top 3 cards and immediately play one if it's a battle action. Lets you dig through your Fate deck faster.
Meta:
Setting Sun Strike: If they bow your guy, he gets a force boost and straightens. Very cool. Works only on Heroes.
Strength of the Bamboo: If they kill your guy, he doesn't die and gets a force boost. Uber cool. Works only on Heroes.
The Height of Courage: Minor force boost or movement negation. Priceless.
Incredible Resilience: Bow enemy personality if they try to do something bad to you. Very strong, unfortunately unique.
That concludes the card choice. The exact number of each card you should put into the deck can be seen in the spoiler. As you probably noticed, this deck is pretty reaction heavy, despite that it plays very nice and smooth and covers many aspects of this game. Also I think it's pretty fun being themed towards some tough one man army guys that are incredibly hard to hurt, the heavy duty war machines if you like.
Hope you enjoyed this little explanation. Please do let me know if I can correct/enhance it in any way. All insight appreciated.
We are at the beginnig of a new era in L5R CCG. The dawn of a new edition. It is an excellent opportunity for everyone to jump in and start out their adventure with the best card game out there and this little blog entry is just to show you why it is the best.
The Background
I know that many people do care about that, and trust me, L5R has very detailed and deep backround. It has been around for the past 14 years, both in the form of a Collectible Card Game and Role Playing Game. The setting is fantasy asia (I know that samurai, clans and most of the visual effects resemble Japan, but there is a lot of elements taken from China and Mongolia) with great clans battling with huge armies, treacherous diplomacy and spells. There is something for everyone.
The Complexity
Don't get me wrong, but this game can be VERY hard to grasp. After a couple games everyone should get ahold of the rules, but fully understanding and utilizing them is another matter. Let me quote a fragment from an article by Nina Illingworth, which appeared on several L5R related websites:
1) L5R is one of the most complicated collectable card games ever created. It takes not only a keen understanding of your own deck but also an incredible catalogue of memorized terminology to compete successfully in this game. Though there are a few individuals out there with the necessary recall skills to play L5R in a very short period of time the only way most of us can develop said catalogue is by playing lots and lots of games until we remember. Even then it’s hard to learn anything when you’re being utterly dominated in test games and one can quickly lose motivation to learn when losing all the time.
2) Most new players to L5R choose their first deck for purely subjective (storyline) reasons with little or no understanding of mechanics. I can’t count the number of times a new player has asked me to help him build a Crab deck because “Kisada/Kuon/Whoeever is a bad*ss!” While this is not a “problem” per se, it does often tie a new player to a deck that doesn’t match his natural play style or current skill level. Additionally it tends to limit the beginner’s scope of vision to one deck at a time when she SHOULD be playing as many different decks as possible to promote a better overall foundation on which to build her understanding of the game.
3) Its almost impossible to learn to play this game through online resources and the rulebook alone. You basically NEED someone else to help you go through the early stages of both play and deck building. This can be a limiting factor if the other players in your group are also beginners or you simply lack other skilled card players to test with.
4) While it’s very easy to find decks online the vast majority of them do not come with enough instructional information to make them accessible to even a moderately experienced L5R player. While it’s impossible to cover every situation in a deck list or tournament report a basic discussion of overall pacing and the use of key cards in the deck is hardly too much to ask for. Yet most decks simply list 80 cards and a stronghold plus a snippet of action from a key turn in a tournament game.
Sounds familiar? Easy to learn - hard to master...
You are playing with 2 decks, each consisting of at least 40 cards. There are 4 different winning conditions, 10 factions and very large card database.
The Competition
So far, we have a difficult multiplayer game with great background. Now we'll get to the flesh and bones of it, it's where it really shines and makes it worth playing - the competition. L5R scene is pretty large worldwide and AEG (the developer) makes use of it. There are several large tournaments being played every year throughout the world. Most of them have valuable rewards and in addition story prizes, which are usually the most important reward for all the winning players. Story prizes influence the game itself, by making a certain choice, you change the cards that will be printed in the near future (sometimes you even get to design the card by your own). The most prestigious tournaments have ~50-100 attendants at the local level, so the competition is pretty hard. You can't count on luck (although it always helps), most people that win this tournaments have taken top spots/won them for years (which doesn't mean you can't beat them, it happens even for the newcomers, but it's not an easy task).
I will update this blog later, with basic skills you need to acquire to start owning and some info on the gameplay itself.
NINJA UPDATE
Gameplay basics and starting tips
Ok now, let's take a closer look at this game. This edition has provided several changes at the core, so even more experienced players are still adjusting.
1. What do you play with
Basically, you start the game with: a) Your Stronghold: This is your most important card, it can't be destroyed or put out of the game. It is what defines you. Your faction, province strength, gold production and starting family honor.
b) 1 or 2 Mulligan holdings: You get 2 of them if you're going second (you have lower starting family honor), but one of them won't work until your second turn. This were introduced in this edition, it basically makes the first turn to look like second turn previously. This holdings provide you with some gold and one of them has 2 actions, you can use each action once per game, they're both the same, let you cycle your cards.
c) 2 decks, Dynasty and Fate. Dynasty deck consists in majority of Personalities and Holdings you can put into play. Also Event and Region cards, but this are not important for this article. The Fate deck consists of actions that are available to you, also attachments (spells, items, followers).
d) 4 provinces. They hold your Dynasty cards, usually for a Dynasty card to enter play, first it has to appear in one of your provinces.
e) 6 Fate cards, which create your initial hand.
2. How do you win
There are 4 types of victory in L5R: a) Military: The most straightforward one. You have to destroy all of your enemy's provinces before you lose yours.
b) Honor: If you reach certain amount of family honor (usually 40) and you start your turn still having it (or more), you win.
c) Dishonor: If you drop your enemy's family honor down to -20 you automatically win.
d) Enlightement: This is by far the hardest one to achieve. You win this way if you manage to put all 5 elemental rings into play by their own text. This basically means that: - you must get the rings in your hand at the right time (they go into your Fate deck) - you must meet each ring's requirements while you have it in your hand (each ring requires something else, from winning a battle, playing enough actions in a single phase, performing enough spells or winning a duel)
3. Creating your first deck
a) First question you should ask yourself is not "Which faction should I choose?", it's "How do I like to play?". If you like to be on top of things, control your enemy, politics etc. then probably military blitz decks aren't for you.
b) Choosing a faction. Every faction can sport a deck that can win using each condition, but some factions excel at some stuff and suck in other areas, thus picking wrong faction for the job will most likely lead to frustration. Just choose 1 victory condition for starters and focus on this.
The factions and their strengths: - Crab: military - Crane: honor/dishonor - Dragon: military/enlightment - Lion: military - Mantis: military - Phoenix: honor/enlightment - Scorpion: dishonor/military - Spider: military - Unicorn: military
As you can see, most of the clans primary strength is military (and military decks are the most common), however, they each look different. Crab are the big guys that are very hard to kill, Dragon are the duelists, Lion uses a lot of tacticians, Mantis have their naval invastions and shooty guys, Spider uses swarms of undead, big demons and other evil stuff etc. etc.
c) Choosing cards for your deck
I will explain this in detail in another blog, as deck construction is a skill of its own in L5R (go to any tournament, and you will rarely see 2 decks that are the same, personally, during my over 10 year experience with this game, I have never seen 2 decks that would be the same. Sure I saw a lot of similar decks, but that's bound to happen).
This small guide is targeted mostly at people new to this forum (but I think even some of the veterans might find parts of it useful). It's just a couple of general guidelines which should help you come up with better formatted posts. This forum has undergone some serious overhauls over the past 5 years I've been around. There has been a lot of improvements and implementations for easier/better posting but somehow many people are reluctant to make use of them. By sacrificing even 30 seconds - 1 minute of your time you can greatly change the appearance of your post and make it much more readable/visible.
Quoting This seems to be the biggest problem for many people. Some of the most common errors include:
Quoting large blocks of text and then commenting only on small part(s) of it: it's not necessary and it's harder to follow if you have to scroll down through a lot of text you read previously just to read a one line answer. Just delete the parts your answer is not referring to or put them in spoiler tags.
Quoting images/videos: just like with the example above, it's a pain in the ass to scroll down 2 full screens just to read one line or see one picture. Spoiler tags are your best friend here. If someone will know what you're quoting it's gonna be easier for him, and if he won't know that, he'll just look up the spoilers and get a clue.
Multiple quoting: you really don't have to quote all the 15 people the guy you want to answer to already quoted. Just quote his last post and delete all the quotes in his post. It's only fine to leave them if there aren't many/long quotes within the post you're quoting.
Just quoting (or quoting and answering with QFT, This, etc.): Why the hell are you even making a post if it's not adding anything relevant to the discussion? Post count isn't THAT important and it only makes the thread harder to follow.
I'll leave it at that for now.
Formatting Text formatting is rather simple here and learning to use even the basic functions can greatly enhance the posts. Don't be affraid to experiment with the buttons above the edition window, you can always edit your post later on. First thing you should do is reading this and familiarizing yourself with the code. Some of the most common mistakes (not including ALL CAPS and stuff since it's been covered many times before):
Not closing the tags: consider it like writing in xhtml instead of old html code. Not closing tags is fatal error that can screw up your entire post.
Using wrong formatting: you should remember at all times that using colours for example is a risky thing, it's usually not really needed anyway and it can get you into a lot of trouble. If you can't decide if you should colour a part of your post or not - don't. Also, putting large parts of text in bold/underlined/streaked can make your post harder to read.
Creating large blocks of raw text: it makes it hard to read. Try to separate the sections of your post for easier reading/quoting whotsoever. You can use bold/underlined text, indentations, empty lines, whatever suits your needs.
Punctuation: learn it, use it, make all our lives easier. It's that simple.
Using tags: you can make long things short (and thus more readable) by using tags. The most important here would be spoiler, quote and url ones. Try to use them if you'll be putting large images/blocks of text/links in your post.
Summary Always think twice before submitting your post. Ask yourself if you could make it better and do so if you can spare a moment.
I hope this guide will help some of you. Thanks for reading.
Yesterday was a totally horrible day for me. I've recieved a series of phonecalls informing me of really terrible things. It resulted in me getting wasted and eventually passing out. Right now I've just come back from the funeral and I don't feel any better First I'd like to apologize for my friend who used the fact that I was so drunk and posted a blog on this site using my account (here it is) and I'd like to thank the mods for closing it.
Now back to what exactly happened yesterday, which ensured me that life is not fair, led to emotional breakdown (and usually I'm a pretty stoic guy and don't react to such things emotionally) and heavy drinking later on. Over the timespan of one hour I've been informed that: 1. My wife's grandfather has died. I didn't know him for long but you seldom meet old people who are so joyful and full of life and I absolutely loved the guy. 2. My friend has died from a disease that wasn't supposed to be lethal (meningitis). A month ago she celebrated her 24th birthday. 3. Another of the friends I know has been diagnosed with uncurable cancer. She is only 19. 4. My friend had a car accident (he was a passenger) and will spend at least 3 months in the hospital before they'll let him out...
Four horrible things to learn in such a short notice has literally make my heart break and my mind go numb I just wish the days like that won't happen to any of you.
Apart from 99% of tha mainstream music nowadays being absolute crap, there definitely are some pearls in the ocean. I'm having big problems finding anything worth listening to the couple past years, here are some things that have sparked hope in my music loving heart.
1. Justice
This guys just rawk! (that is if you like electronica) They're pretty new(created 2003, debut album in 2007)but let us hope they continue to create amazing things:
2. Mute Math
They're also pretty new (2003) but they definitely know their shit.
3. The Raconteurs
Jack White doesn't really need any more explanation, but this band (especially after seeing them live) is like the fulfillment of my dreams of good music come back. Imagine all the oldschool bands that became great. Now imagine that they actually know how to play. That's The Raconteurs.
4. Kanye West Audiofeels and K8
I've changed my mind on Kanye. Instead decided to put in Audiofeels and Kate since they've got a lot of talent.