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Multiple Pxe boot on DHCP Server
Gary Kulovics last edited by Gary Kulovics
We have PC and Mac were I am working and ever time we want to image a Mac we have to change the Pxe file I was wondering if there s any way to and both files on the dhcp server We are using a Linux box as our dhcp server
Sebastian Roth Senior Developer last edited by
I always booted our Mac Minis with
ipxe.efi. Just try different ones and see which one is working for you…
Wayne Workman last edited by Wayne Workman
Here's an example ISC-DHCP configuration that might work for bios, pc efi, and mac efi. I just copy / pasted from the BIOS and UEFI co-existence article and FOG on a MAC article, but I changed the Mac's boot file to
We have some newer macs at work, one site which needs to still image macs.
I'll try this configuration out there when I can, it'd be nice to throw Deploy Studio and be 100% fog for all imaging needs. Feel free to go ahead and try though, but I have to back burner this until there is time.
option space PXE; option PXE.mtftp-ip code 1 = ip-address; option PXE.mtftp-cport code 2 = unsigned integer 16; option PXE.mtftp-sport code 3 = unsigned integer 16; option PXE.mtftp-tmout code 4 = unsigned integer 8; option PXE.mtftp-delay code 5 = unsigned integer 8; option arch code 93 = unsigned integer 16; # RFC4578 use-host-decl-names on; ddns-update-style interim; ignore client-updates; next-server 10.0.0.3; authoritative; subnet 10.0.0.0 netmask 255.255.255.0 { option subnet-mask 255.255.255.0; range dynamic-bootp 10.0.0.20 10.0.0.254; default-lease-time 21600; max-lease-time 43200; option domain-name-servers 10.0.0.1; option routers 10.0.0.1; class "UEFI-32-1" { match if substring(option vendor-class-identifier, 0, 20) = "PXEClient:Arch:00006"; filename "i386-efi/ipxe.efi"; } class "UEFI-32-2" { match if substring(option vendor-class-identifier, 0, 20) = "PXEClient:Arch:00002"; filename "i386-efi/ipxe.efi"; } class "UEFI-64-1" { match if substring(option vendor-class-identifier, 0, 20) = "PXEClient:Arch:00007"; filename "ipxe.efi"; } class "UEFI-64-2" { match if substring(option vendor-class-identifier, 0, 20) = "PXEClient:Arch:00008"; filename "ipxe.efi"; } class "UEFI-64-3" { match if substring(option vendor-class-identifier, 0, 20) = "PXEClient:Arch:00009"; filename "ipxe.efi"; } class "Legacy" { match if substring(option vendor-class-identifier, 0, 20) = "PXEClient:Arch:00000"; filename "undionly.kkpxe"; } class "Apple-Intel-Netboot" { match if substring (option vendor-class-identifier, 0, 14) = "AAPLBSDPC/i386"; option dhcp-parameter-request-list 1,3,17,43,60; if (option dhcp-message-type = 8) { option vendor-class-identifier "AAPLBSDPC"; if (substring(option vendor-encapsulated-options, 0, 3) = 01:01:01) { # BSDP List option vendor-encapsulated-options 01:01:01:04:02:80:00:07:04:81:00:05:2a:09:0D:81:00:05:2a:08:69:50:58:45:2d:46:4f:47; } elsif (substring(option vendor-encapsulated-options, 0, 3) = 01:01:02) { # BSDP Select option vendor-encapsulated-options 01:01:02:08:04:81:00:05:2a:82:0a:4e:65:74:42:6f:6f:74:30:30:31; filename "boot.efi"; } } } }
@Sebastian-Roth What I read the OP has is actually this contidtion
PC (bois) = undionly.kkpxe
PC (uefi) = ipxe.efi
Mac (uefi) = boot.efi
We know that we can switch between ipxe.efi and unidonly.kpxe no problem. The link you provided is proof of that. What (I see) is an issue is the Mac uefi vs PC uefi boot. We have two different boot kernels based on who is actually requesting dhcp IP. From what I remember there are some bits to the right of the colon in the arch defintion and or the GUID key could be used to select between the efi files. The OP really has a complex dhcp request, beyond telling the Mac to pxe boot.
Depending on the scope of Mac vs PCs the OP could usb boot the Macs with GRUB into the iPXE menu and then not need to switch between the boot files.
Sebastian Roth Senior Developer last edited by
@Gary-Kulovics From what I read between the lines you are using an older version of FOG because the new version does generate a DHCP config file which serves the correct iPXE file according to the client's architecture information send via it DHCP discover request. You can still configure this by hand if you like: https://wiki.fogproject.org/wiki/index.php?title=BIOS_and_UEFI_Co-Existence
@Quazz said:
if you use the fancy ISC-DHCP setup, FOG iPXE will simply show up as a boot option.
It has been some month since I worked with the netboot on Mac but as far as I remember you still need to press ALT key and select netboot or hold down the
@Gary-Kulovics Can you place the Mac and PC and FOG server on the same subnet for a test?
What I want you to do is get a packet capture of the PC PXE booting in efi mode and the Mac PXE booting (with the correct efi files). Then post the pcap files here.
Where I'm going with this is that on some systems they will send the architecture type as part of the dhcp request. The ISC-DHCP can automatically switch between bios/legacy and uefi modes no problem. The idea would be for ISC-DHCP to switch between efi modes based on the booting system type.
Just for an idea of scope how many Mac and PCs do you have in your environment?
To capture what we need place the fog server and Mac on the same subnet and then…
- (note you may need to install tcpdump for your distro if it is not currently installed) Run this command: tcpdump -w macoutput.pcap port 67 or port 68
- PXE Boot the Mac
- When the Mac starts to boot, stop the tcpdump program
- Start the tcpdump command again with tcpdump -w pcefioutput.pcap port 67 or port 68
- PXE boot the uefi PC
- When the PC starts to boot, stop the tcpdump program
If you want to look at these pcap files with wireshark be my guest. What we are looking for is the initial dhcp request and response from your dhcp server. I want to see if the mac includes its hardware type in the dhcp request. If so then we should be able to work out an answer.
Gary Kulovics last edited by
@Tom-Elliott On the PC side I use undionly.kkpxe on legacy mode Have gotten it to work with eufi and Ipxe.efi On the mac side I am using boot.efi and it works fine the problem is that on the DHCP server line 67 I have to change the file from Undionly to boot.efi to boot fog up and for a PC I have to change it back am wondering if there is a way to have both files on the dhcp server and then choice either file when booting from a mac or pc without always having to change Hope this makes sense.
@Tom-Elliott You can bless them, but it's not necessary if you use the fancy ISC-DHCP setup, FOG iPXE will simply show up as a boot option.
Wayne Workman last edited by
Instructions here for ISC-DHCP, because Windows DHCP is limited:
Tom Elliott Senior Developer last edited by
I think Mac uses EFI/UEFI itself.
That said, to get Mac's to PXE/Network boot, I think it needs to be blessed.
Since I don't know about the Macs, please tell me what you need to switch to be able to PXE boot? Is it a legacy(bios)/uefi (undionly.kpxe/ipxe.efi) thing or something else?


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The forum rules are fair and just. *twitch*
so what if I had a shooty tyrants and then used both of my carnifexes for.assault and then I could have the stealers as outflanking support. I might drop the shrikes and beef up the other warrior squads. Lash whips on the warriors makes perfect sense so ill do that.
Should I spore the zoans?
Would 2 units of 15 hormagaunts to support the fexes work?
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Did you know that in most states, you can brew up to 100 gallons of beer or wine per adult in your home, 200 gallons max? So why are you still buying it from the supermarket?
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Necessities That Might Not Come With Your Starter Kit:
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Gadgets You Might Want To Consider:
Although not necessary, you will probably find yourself wanting these time-saving gadgets somewhere down the line, regardless of whether you're making wine or beer.
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How can I configure several host to forward their syslog messages to a central logging server?
rsyslogd supports several transport protocols, which have different benefits and requirements:
User Datagram Protocol (UDP)
This is the traditional protocol, which is standardized by RFC 3195 and used by many systems. It is fast, but messages can get lost in congested networks. By default UDP port 514 is used.
Transmission Control Protocol (TCP)
This is no standardized yet, but implemented by several vendors. Messages normally do not get lost, but this still can occur in certain crash scenarios. Due to network problems or loaded systems the syslog daemon may block and stop processing messages until the problem is resolved. TCP port 10514 is often used.
Reliable Event Logging Protocol (RELP)
This is a rsyslog specific protocol, which is more reliable than TCP and prevents message loss. It still has the drawback that it can block the syslog daemon. Often used TCP ports include 2514 and 20514. The package rsyslog-relp must be installed.
Since UCS-4.1-4 Erratum 353 this can be configured thru several UCR variables.
On the receiving hosts one (or more) protocols must be enabled. This is done by specifying the port to open:
ucr set syslog/input/udp=514
ucr set syslog/input/tcp=10514
ucr set syslog/input/relp=2514
Afterwards the rsyslog daemon and the firewall must be restarted to activate the new configuration:
/etc/init.d/rsyslog restart
/etc/init.d/univention-firewall restart
On the sending hosts the receiving host and protocol must be named:
ucr set email@example.com
ucr set syslog/remote=@@master.domain.tld:10514
ucr set syslog/remote=:omrelp:master.domain.tld:2514
Afterwards the rsyslog daemon must be restarted to activate the new configuration:
/etc/init.d/rsyslog restart
/etc/init.d/univention-firewall restart
Advanced Options
By default rsyslog forwards all messages to the remote host. On a busy network this can create too many messages. Therefore the so-called selector can be adjusted to only sent a subset of all messages to the remote server. This can be configured through the UCR variable syslog/remote/selector, which defaults to ***.***. For example
ucr set syslog/remote/selector='mail,auth,authpriv.none;*.warn'
would filter out all messages from the facilities mail, auth, and authpiv and would further restrict the messages to those of severity warn and above (err, crit, alert, emerg). Messages of priority debug, info, and notice would not get forwarded. See man 5 rsyslog.conf for details on Selectors.
If TCP or RELP are used and the receiving server cannot be reached, the sending rsyslog daemon may block. It is possible to configure one (or more) fallback servers, which would then be contacted. This is done through the UCR variable syslog/remote/fallback, which takes a space separated list of servers similar to syslog/remote. For example
ucr set syslog/remote/fallback='@@backup01.domain.rtld:10514 @@backup02.domain.tld:10514 /var/log/fallback'
would try the master first, then the two backups through TCP and finally would fall back to writing the message into a local file if none of the servers can be reached.
By default messages are forwarded unencrypted! Especially messages from the facilities auth and authpriv may contain sensitive information. rsyslog can be configured to transmit messages encrypted - they are still stored unencrypted in the log files. This only works with TCP, not with UDP and RELP.
This setup is compatible with RFC 5425, which uses TCP port 6514. The package rsyslog-gnutls (currently only available in the unmaintained section of the UCS software repository) must be installed on both sending and receiving systems. The host certificates are used for authentication, so this procedure works on UCS systems out-of-the-box. For other systems certificates can be created on the UCS DC Master using the univention-certificate command - the exact details are out of scope for this article.
On the receiving host create a configuration fragment file in the directory /etc/rsyslog.d/, for example /etc/rsyslog.d/tlsin.conf:
# make gtls driver the default
$DefaultNetstreamDriver gtls
# certificate files
$DefaultNetstreamDriverCAFile /etc/univention/ssl/ucsCA/CAcert.pem
$DefaultNetstreamDriverCertFile /etc/univention/ssl/master.domain.tld/cert.pem
$DefaultNetstreamDriverKeyFile /etc/univention/ssl/master.domain.tld/private.key
$ModLoad imtcp # load TCP listener
$InputTCPServerStreamDriverMode 1 # run driver in TLS-only mode
# Verify the certificate of the sender:
$InputTCPServerStreamDriverAuthMode x509/name
$InputTCPServerStreamDriverPermittedPeer *.domain.tld
# Alternative: do NOT verify client certificate
#$InputTCPServerStreamDriverAuthMode anon
$InputTCPServerRun 6514 # finally start up listener at port 6514
As setting up TLS is incompatible with unencrypted TCP, the UCR variable syslog/remote/tcp must be unset; otherwise the encrypted messages will not be decrypted! TCP port 6514 needs to be opened in the firewall by setting the following UCR variables:
ucr set security/packetfilter/package/rsyslog/tcp/6514/all{=ACCEPT,/en=syslog}
On all sending hosts create a configuration fragment file in the directory /etc/rsyslog.d/, for example /etc/rsyslog.d/tlsout.conf:
# certificate files
$DefaultNetstreamDriverCAFile /etc/univention/ssl/ucsCA/CAcert.pem
$DefaultNetstreamDriverCertFile /etc/univention/ssl/client.domain.tld/cert.pem
$DefaultNetstreamDriverKeyFile /etc/univention/ssl/client.domain.tld/private.key
# set up the action
$DefaultNetstreamDriver gtls # use gtls netstream driver
$ActionSendStreamDriverMode 1 # require TLS for the connection
# Verify the certificate of the receiver:
$ActionSendStreamDriverAuthMode x509/name
$ActionSendStreamDriverPermittedPeer master.domain.tld
# Alternatively: do NOT verify server certificate
#$ActionSendStreamDriverAuthMode anon
The receiving server can be configured normally through the UCR variable syslog/remote, but it is advisable to change the so-called framing-mode to octet-based, e.g.
ucr set syslog/remote=@@(o)master.domain.tld
Note: Make sure to change all referenced to *.domain.tld to match your domain!
Older UCS releases
For UCS systems before UCS-4.1-4 rsyslog must be configured manually. This can be easily done by adding the following configuration file fragment on the receiving server in a new file located in the directory /etc/rsyslog.d/, for example /etc/rsyslog.d/remote.conf:
$ModLoad imudp
$UDPServerRun 514
The firewall must be opened to allow access to UDP port 514, which can be done through two UCR variables:
ucr set security/packetfilter/package/rsyslog/udp/514/all{=ACCEPT,/en=syslog}
Afterwards rsyslogd and the firewall have to be restarted to activate the new configuration:
/etc/init.d/rsyslog restart
/etc/init.d/univention-firewall restart
For all other systems, which should forward their messages to that server, create the following new configuration file fragment in a new file located in the directory /etc/rsyslog.d/, for example /etc/rsyslogd.d/remotelog.conf:
*.* @master.domain.tld
Replace master.domain.tld with the fully qualified name of the host the messages should be forwarded to. Afterward restart the rsyslogd:
/etc/init.d/rsyslog restart


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text: Enforcement of foreign judgments in the UAE - A new dawn? Litigation Update Share this 8 MAR 2016 By: Henry Quinlan Adam Vause Charlotte Leith What has happened? In a recent decision, the DIFC Court of Appeal has handed down a judgment that has the potential to alter the enforcement landscape in the UAE significantly. The DIFC Court of Appeal has ruled that parties may enforce foreign judgments in the DIFC Courts (even in circumstances where the judgment debtor has no presence or assets in, or connection with, the DIFC), and may then take the resulting DIFC Court judgment to the Dubai Courts for enforcement. The Court of Appeal's landmark ruling overturns the first instance judgment in DNB Bank ASA v Gulf Eyadah Corporation and Gulf Navigation Holdings PJSC. The lower Court had determined that,although the DIFC Courts had jurisdiction to enforce and recognise foreign judgments within the DIFC, it did not have the power to refer those recognised foreign judgments to the "onshore" Dubai Courts for execution against assets located in Dubai (but outside the DIFC). Why is this important? The judgment appears likely to make the enforcement of foreign court judgments in the UAE a quicker and less hazardous process than has been the case until now. Historically, the UAE has been a challenging place in which to enforce foreign court judgments. This is principally because: a) in the absence of an international treaty between the UAE and another country for the mutual recognition and enforcement of court judgments, the UAE courts invariably refuse to enforce foreign court judgments; and b) even if a treaty does exist, the ability of a party to challenge that judgment all the way to the Dubai Court of Cassation can typically lead to a long-winded, expensive and unpredictable enforcement process. While the UAE has entered into standalone mutual enforcement treaties with a number of countries, including (among others) France, India and China, there are some notable exceptions where no treaty exists e.g. the USA, England, Germany and Russia. However, under DIFC Law, the DIFC Courts are required to recognise and enforce final and binding foreign court judgments regardless of whether the UAE has a treaty in place with the relevant country or not. Significantly, once a foreign court judgment has been recognised by the DIFC Court, it then effectively becomes a DIFC Court judgment - and under Dubai law, DIFC Court judgments are automatically enforceable in the onshore courts of Dubai via the (now well-trodden) mutual enforcement mechanism which exists between the two court systems. Comment The judgment represents an important departure from the previous position under which it was difficult (and often impossible) to enforce a foreign judgment in Dubai. The Court of Appeal's ruling also highlights the increasingly important role of the DIFC Courts as a "conduit jurisdiction" for the enforcement of foreign arbitral awards, and court judgments and orders against parties based in Dubai (but outside the DIFC financial free zone). Those currently (or likely to be) involved in foreign litigation against individuals or companies located in "onshore" Dubai (i.e. outside the DIFC) should certainly take heed of this important judgment. The case in brief DNB Bank ASA sought to enforce an English High Court judgment in Dubai via the DIFC Courts, which required Gulf Eyadh Corporation and Gulf Navigation Holding PJSC to pay USD 8.7 million in damages (plus costs). Gulf Eyadh Corporation and Gulf Navigation Holding PJSC are located in onshore UAE and have no connection whatsoever with the DIFC. The DIFC Court of First Instance held that, whilst the foreign judgment could be recognised and enforced within the DIFC (only), the Court did not hold the power under the relevant DIFC Law to refer that recognised foreign judgment to the onshore Dubai Courts for execution. DNB Bank appealed this decision, on the grounds that the DIFC Courts should consider their decision to recognise and enforce a foreign judgment as an "independent local judgment" (i.e. a judgment issued by the DIFC Courts in their own jurisdictional capacity) which is capable of being taken onshore for enforcement. The Court of Appeal agreed with this submission and found that, as the effect of a decision to recognise and enforce the foreign judgment was to render a DIFC Court judgment in the same terms as the foreign judgment, it was possible for that judgment to be taken onshore for enforcement in the usual way.


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Jake Nielsen
DOE Conquest Rule Book (DOEC)
August 08, 2010, 10:55:31 AM »
Dark Omen Expanded Conquest
Rule Book
The players all start with 3 Lands and one land hold the Capital. Each land yield a standard of 100 gold per turn and a capitol yields 500 gold per turn. All unclaimed lands are in the hands of local lords, barbarians, undead lords, goblins and any other strong enough to control a land. The player either has to conquer the lands by use of military force or buy the loyalty of the local leader if possible, as ofcourse only a local leader of the same race can join an empire.
A random roll will decide which battlefield must be used in the battle depending on what kind of land it is such as plains, mountains or forrest. The strength of the local leaders and difficulty to conquer them will increase as the empires get stronger, starting at 3000gc armies. Only lands with a link to a nations capitol will remain loyal, if the connection to a far away land is lost then the land is lost.
There are 3 types of land in which determined the kind of battlefield use when fighting in the land, plains, mountain and forrest.
Cities may be build on plains and in forrests, in mountains mines may be build, they will make the land yield 250 gold per turn. However a nation may only have as many armies as it has lands with farmland. A land may contain all 3 improvements and a fort. A Capitol automatically has a farmland and thus allows for 1 army.
Forts may also be constructed both in land with cities/mines and without. Unlike cities/mines they cost an upkeep each turn that comes out of the players earnings. The better the fort the better defensive map but also the higher upkeep. A capitol is automatically a castle.
Building a road in a friendly land will double the movement of friendly units who pass into the land and increase the tax. One improvement may be build or started per turn per land.
Undead (Chaos and Vampires) ofcourse dont need cities but they need to build towers instead of cities and mana vortex instead of farmland, they still need to build mines as request for some units.
Wood Elves cannot build mines.
: A good way to bring an area under firm control, a city will belong to its founder and will try to resist an enemy invasion. When a city is conquered by an enemy and there was no army to defend it there is a 25% chance of a revolt, the first turn if the invader is of the same race, if its a different race which would result in the destruction of the city it will has a 75% chance of revolt. If the revolt defeats the invader then it may return to its prior owner. If the land has been cut off from its proir owner then it will declare its independence and become unclaimed once more. Cities also increase the tax collected from a land.
Cities may be build on plains and in forrest.
: An army moves only 1 land per turn but with a road build an army may move 2 lands per turn in friendly lands.
An army may not use enemy roads as they are not safe. A road will also help to generate trade and increase the tax collected. Roads may be build on all types of land. A road will allow "move-attack" moves into unroaded lands, as the road will deliver the army to the border of the unroaded land, the army is able to move into the unroaded lands in one turn.
: Farmland provides support for a nations armies and the player has to pay for the supplies generated there.
Each farmland will provide support for 1 army, no matter the size of the army. The peasants who work the farmland are less concerned with who rules them as they are poor and just try to say alive thru a brutal world that will never change their standing in life. Gobliniod and Humaniod may capture Farmland from eachother. Farmland may be build in any type of land, ofcourse in mountains its not farmland exactly but a sheep herd and in forrests it can be a orchards, but the common term is farmland.
: In mountains where the land is too rugid for cities, mines may be build. Mines will generate valuable resources for the nation and will generate the same gold as a city. Mines can be captured by any race, altho the player can decide to flood the mine as the enemy enters the land and it is destroyed. Mines may only be build in mountains, Dwarves and Chaos Dwarves can only build Mines and no cities but may build mines in forrests aswel as mountains. If a mine is flooded by the enemy a dwarf player can open the mine back up at half the normal cost of a mine. Dwarf mines also resist enemy invasion just like cities does but with a 35% chance of a revolt and 50% chance if the invader is Gobliniod. Undead may capture a mine but not build them.
: The undead race does not need cities for its population, it does require strong magic to keep their armies and lands togeather, so they must build Towers of dark magic to extend their power. The Tower is also a place of research and experiments and generates gold like a city. Towers may be build on any type of land, but only by the undead race.
When captured by a none-undead the tower is destroyed by there is a 25% chance that the dark mages will try to drive the invader, just like the revolt of a city.
Mana Vortex
: In order to fuel the Towers of dark magic the undead must construct Mana Vortex'. They are a whirlwind of dark and foul magic that fuels the undead and enhances chaos. A mana vortex can be build on any type of land. When captured by a none-undead it is destroyed utterly as any other view it as an abomonation.
: A keep will provide the nation with a strong defensive position in battle. Building a Keep will give the defender an advantage in form of providing a defensive map in any battle in the land its defending. If a land has a keep and a city it increases the chance of a revolt in case of invasion by 15%.
: A Castle is the best defense a nation can have. It will provide the player with the best defensible maps in the game, several armies may be needed to get a defending army out. If a land has a castle and a city it increases the chance of a revolt in case of invasion by 25%.
Price list----------------cost--------------build time--------Upkeep-------Income
Cities/Mines/Tower-----1000 gold----------1 turn----------------------------300 gold
Road-------------------200 gold-----------1 turn-----------------------------50 gold
Farmland/Mana Vortex--500 gold-----------1 turn-------------100 gold
Keep-------------------900 gold-----------1 turn-------------300 gold
Castle-----------------1500 gold----------2 turns------------500 gold
Diplomacy is an important aspect to any successful empire, alliances, war and trade can strengthen an empire beyond its rivals. Diplomacy is also sadly a fragile thing, today's allies can potentially be tomorrows enemies. Military power goes hand in hand with diplomatic power.
Lands may be ceded and money paid to other players as to how the negotiations develop. A land may only be ceded once per 5 turns tho.
State of War
A state of war has to be declared one turn in advance however a few exception does exist as listed below.
If a nation does not officially declare war then that nation is a rouge nation and thus cannot make new alliances for 6 turns, it can keep its current alliances but they may be broken with no warning by the allied nation. No nation needs to declare war on a rouge nation, however when the 6 turns are over then a nation attacking a rouge nation must stop or declare war 1 turn before the rouge nation regains normal status. The only war to avoid rouge nation status is to return the captured land (if there is any) and pay war reparations of 5000 gold to the victim nation.
Racial enemies need to declaration of war, not that they have to attack and are allowed peace but the peace can be broken outright with no repercussions.
Racial Enemies
Dwarves and Chaos Dwarves
Dwarves and Orcs/Goblins
Elves and Dark Elves
Brettonia and Vampires
All nations start with an automatic peace. If war has broken out and both parties then later agrees to a peace treaty, it will start imimdiatly after being agreed. The first 3 turns of the peace acts as a cease fire and in them 3 turns the war can be resumed at any time with a simple note of a cancled cease fire. So remember your not safe until 3 turns after the peace has broken out. Nations at peace may not move units across eachothers lands only allies may do that.
Nations can ally with eachother and can declare war togeather against an enemy. If a nations ally is attacked the ally may declare war on the aggressor with out warning, tho it is not required should the ally not wish to, an aggressor can also declare war on an allied of their enemy after 3 turns of war and if the alliance still excist. Allies can move units across eachothers lands and use roads on an allies lands aswell. Alliances has to be ended 1 turn in advance and then war may only be declared war after that, so if you wish war on your ally it takes 2 turns unless you simply attack and become a rouge nation. If allowed by their ally an allied nation can use friendly forts.
Protection Pact
This is a purely defensive alliance between just 2 nations, if one of the two allies are attack the other allied automaticly declares war on the aggressor. They can move units in allied lands and use roads. Allies in a pact can automaticly use friendly forts and also build forts and roads in friendly lands.
Rules of War
* Hit and runs by mages, cavalry and archers are not allowed for more than 3 cycles, any of these regiments left alone have the option to surrender, meaning that the enemy will pursue them into retreating without killing them, if the enemy attacks them while tryn to surrender then the enemy break the ROW.
* Regiments who are in retreat may only be pursued until they raise the white flag, after which they are to be allowed to flee.
* A minimum of 3 regiments must be fielded, in any battle.
*One exception! When fighting for a Capitol/Multi Attack/Racial Enemies then no units are safe to retreat, units with white flag can be attacked, without breaking the ROW
Rogue Nation
A rogue nation is a nation that has broken the rules of war and for 6 turns for them 6 turns any nation is free to attack the rouge nation and the rogue nation may not make new alliances nor move in allready allied lands. Any ally may cancel the alliance with no warning. Further more there is a 50% chance of a revolt breaking out in any of the rogue nations cities, in cities where the revolt defeats the army or had no army to defeat they will sit and block all tax income, until the revolt has been quelled. If a nation becomes a rogue nation for a 2nd time the chance is 75% and a 3rd time is a revolt in all cities.
War and Conquest
When war breaks out there are different way of doing it and different results and strategies to consider. Are you attaking to achieve conquest, pillage or a raid.
When a multiple battle is ordered it has to be carried out even if first battle goes bad.
The army that is being attacked may not buy new regiments only buy new troops for the surviving regiments in between these 2 or more battles. Regiments fleeing with white flag are not protected by the ROW they may be attacked and exterminated.
The attacking armies will split after the battle the 2nd army will occupy the new land and the 1st army will return to its original territory. 2 allied players can also make a double attack with one army from each player, if this is the case then the 2nd army will be the one to capture the territory.
Conquest means you intent to conquer and hold the land you win in the war to expand your empire when unclaimed land is attacked its a conquest much like the Romans did when they captured and colonized new land. Roads, forts, farmland and mines may be captured by any race who use them. Cities may only be conquered if they belong to the same race as listed below, ofcz dwarves would never conquer and want to rule over a goblin city. So if the city doesn't belong to the same race as the conqueror then it is burnt to the ground automatically. Undead who builds towers and mana vortex cannot capture any cities or farmland unless they attack another undead.
Despite not being gobliniod chaos dwarves and dark elves who both has a fondness of slaves are able to enslave captured gobliniod cities antho gobliniods cannot capture their cities.
Races and Conquest
Humaniod: Dwarf, Brettonia, Kislev, The Empire, Wood Elves
Gobliniod (& Evil Humaniod): Orcs, Goblins, Ogres, (Chaos Dwarfs, Dark Elves)
Undead: Vampires, Chaos
If an army is defending a fort, the attacker can lay siege. That will mean that all tax from the sieged land is lost. The army under siege cannot leave without attacking the enemy on a normal map. The besieging army can leave at any time ot decide to attack the defender at anytime. Every 2 turns the siege last's the defender has to sell one regiment as it falls to hunger or in case of undead lack of magical power to sustain it.
If a capitol falls under siege no regiments are lost no matter the lenght of time, but no tax is collected from anywhere in the nation, only the automatic 500 from the capitol itself is collected. It is only possible to lay siege if only 1 enemy army is defending, if facing a multi-defense then the other armies will have to be defeated in order to lay siege. ONLY the last of the defending armies may use the fort as defense.
A pillage attack is much the same as the vikings where famous for, an attack aimed at stealing, burning, destroying, and murdering anyone who gets in the way. No land is captured in this way but it can be devastating to an enemy and an easy war to attracts attention even if only attacking with a small force. To pillage a land that has buildings will earn money for the attacker. If an enemy army is planning to pillage a land a militia army of the 3 lowest class regiments may be called up and used. Road is the only improvement to survive
A militia doesn't cost anything but will also disappear after one use standard is an 3k gc army. All improvements are lost if the pillage is successful. A Capitol is not lost but the tax is lost for 2 turn.
Improvement pillaged-----------Earnings
City/Mine/Tower---------------3000 gold
Farmland/Mana Vortex---------1000 gold
Road---------------------------500 gold
Keep--------------------------2000 gold
Castle-------------------------2500 gold
Capitol------------------------5000 gold
A raid is a kind of scouting patrol, an army enters an enemy land to attack an army there and fights the army but after the battle the attacking army will retreat to its original land. If the army enters a land with no enemy army then it still retreats but just with no fight. Very useful to slow down an enemy without having to comence an invasion but rather to just hassle an enemy.
If one of your armies is placed in a land bordering to an enemy land and has not moved and an enemy army attacks your land, it is possible to order a counter-attack. Meaning that if you succesfully defend your land you may advance into the enemy land an capture it. If the enemy has moved a new army into the land in which is counter-attacked that army must be defeated by your countering army to capture the land.
Defensive Attack
This type of battle is only possible if you have 2-3 lands connected with road. If enemies attack your lands and you have less armies that the attacker then dont worry, since its your land you may use the roads and use the 2 movement the road offers and make 2 defensive attacks along the road. If the land your army is in is attacked it may be as many as 3 battles, but they are in different lands and are not multi battles.
A Skirmish is what happens when 2 nations enter the same unclaimed land, but are not at war. The 2 armies will fight eachother and the winner will then have to fight the local army but it will work like a multi battle, so the rule about dead regiments will apply as explained in the multi-battle section. Despite being involved in armed combat, the result is not a war, consider it more like a border dispute.
Buy Land
When a land is unclaimed then the player may buy the loyalty of the local leader instead of conquering it.
It is not always a safe deal tho as some of the locals will resist being conquered and thus not give up without a fight despite what the local leader promises. A revolt will consist of a 3000gc army of a random nation.
Land Cost---------------Chance of Revolt
250 gold------------------------75%
500 gold------------------------50%
750 gold------------------------25%
1000 gold-----------------------2%
Revolt & Militia
A revolt can occur from a number of reason, Rouge nation status, capture of an unprotected city and a miltia is the army that protects an unclaimed land. A revolt or militia is a 3000 gc army. A weak army by many standards it can cause problems for player armies of 3000 and 5000 if not taken serious. When its a revolt army then it belongs it its own nation.
A militia army in an unclaimed land however has its nation drawn randomly by the GM. The owner of the revolt army will control it in battle, a militia army is controlled by the GM, both armies only live to fight that one battle. Same rules apply in the making of these armies however.
No Racial items
No mages
All units must be basic units from its own nation.
1 advanced unit
1 Upgrade Item
Every turn the players collect tax from their lands and improvements. Some improvements cost upkeep and is taken from the tax funds. If a player is at war he can collect a war tax but only once per 3 turns and it takes a whole turn with no army movement as the army is used to help collect the tax. Collecting a war tax every land yields double that turn.
Collecting a war tax also presents a 30% chance of a revolt in the furthest away city from the capitol.
Type---------------------------------Gold Tax per turn
Land--------------------------------------100 gold
Road--------------------------------------50 gold
City/mine/tower---------------------------300 gold
GM and Editing
Game Master
The GM runs all the random aspects of the game such as battlefields and revolts rolls and discuss and implement balancing adjustments.
The GM is also control all NPC armies such as some revolts and militia armies. Sometimes the GM will also be a player and then an assistant GM is needed to do NPC battles against the GM's nation.
All players need to be familiar with WH32Edit, it will be used to add gold to an army at the Army Re-fit order.
The exact way that will be used to add gold to an army as the goldchest's dont sell for the gold they are named after.
So far i figure to use items that then must be sold as the safest way.
To add money to an army WH32 is needed, Horn of Urguk is added for each 300 gold you want to add to an army gold.
All the Horns must the be sold, min gold that can be added is therefor 300 gold.
To withdraw money from an army the army must buy the Horn (and) other items so match the gold wanted to be withdrawn from the army and then have the Horn and other items simply removed with WH32.
The min gold to withdraw is 400 gold. A max of 3000 may be added to an army and before getting a new 3000 it must have seen one battle.
Last Edit: September 15, 2010, 07:23:14 PM by Flak
"There is only one way out of hell, thats through it" -- General Patton
"Just because a mage wears the Black Robes, does not make him evil." -- Raislin Magere
"Evil Turns upon it self" -- Paladine
Super Moderator
Posts: 1463
Jake Nielsen
Re: DOE Conquest Rule Book (DOEC)
Reply #1 on:
August 08, 2010, 11:37:13 AM »
Dark Omen conquest is turn based, very much like Axis and Allies in certain ways.
Orders follow the same principal every turn. The GM will state when the different orders can be made and will carry them out on the map. So far i figure that the 6 orders can be finished in 3 days but the speed of the game is completely up to the players and their availability.
*1st Dipomacy/Collect Tax
*2nd Moves/Attack/Build Improvements
*3rd Battles
*4th Post battle army Restoration
*5th Refit unmoved armies
*6th Create new armies
An example
Day 1
: players make diplomacy statements. Diplomacy can ofcz be discussed at any time, the rule is that when a turn starts then agreed alliances and declarations of war has to be made official. The player should not state his moves until all diplomacy has been finalized as the moves could have en effect on the diplomacy.
Moves/Attacks are stated and players get ready to fight. That means make it clear to yourself who you are going to fight, who has attacked you or who exactly are you attacking. The Host is picked at random by the GM. Every player must state the moves, if a player fails to make a move, then all his armies will stay at their current location. As the moves are stated the GM will tell the players what battlefields they are to fight on.
Day 2-3
All battles must be resolved and battle reports must be stated, retreat also stated. The last 3 orders are inactive orders so they will be carried out by the player after the battles. As the orders do not have any effect on other players. Re-fitting armies and fielding new armies has to be stated.
1. Diplomacy/Tax Order
Flak Vampire Nation declares alliance with Bembelimen Goblin Nation
Flak Vampire Nation declares War on Olly Orc Nation
Flak collects 500 gold in tax
2. Moves/Attacks/Build
Flak builds a road in land F-11
Flak Vampire Nation Moves
UV2 moves from P-16 to P-17, move
UV3 attacks from M-22 to M-33, Battle vs GO1
GM post's: UV3 vs GO1 Axebite Pass
3. Battles
Flak post's: UV3 captures M-33 from GO1, army restored
Olly post's: UV3 captures M-33 from GO1, GO1 retreats to P-34, army restored
If olly lost his army: UV3 captures M-33 from GO1, GO1 disbanded
4. Post battle army Restoration
This just mean what you do in the army book right after the battle
5+6. Re-fitting and new armies
Flak Vampire Nation
UV1 re-fitted
UV2 has been created in F-3
1* Diplomacy and Collect Tax
Any diplomatic changes must be stated at this point to be official.
All tax is collected and counted, the player has to count himself and keep an count of spending and upkeep.
If a player is out of gold and has unpaid upkeep, he is forced to sell an improvement at the same rate as the pillage earnings.
2*Movement and Attack
Movement orders are posted and made official before the deadline, if a player fails to move any armies before the deadline then they will hold their ground. All moves are simultaneous. If 2 armies are both attacking towards eachother a counter-attack will be the result (look below). If an army is moving along a border either to attack an army or to move away and is attacked before it can finish its move then the army will have to fight the attacker before it can complete its move. If 2 armies are in the same territory in the same move round then they will engage in battle.
Retreat is also possible, an army that is not making an attack move and is attacked before it can complete a move, is able to retreat from the advancing army. A retreat order will have to be declared and the army can retreat altho not without cost. To secure its safe retreat the army has to leave behind a rearguard to be sure they are not being pursued. The retreating army is forced to sell 1 regiment and may not restore this regiment until after it has been in battle again.
When moving in a nations own and allies lands with a road then an army has a movement of 2, when entering hostile or neutral lands or land without road then an army has 1 move. Move over corners are not allowed a territory need a flat piece of border to be cross able.
Each player is allowed to change his moves once per turn, but it is recommended that that it does not become a regularity
A territory may only hold 1 army at the time, although armies may pass through an occupied territory.
2* Building Improvements
When ordering an improvement to be build the player must have the gold to build in in hand before ordering it.
The counter will then start for the improvements that takes more than one turn to build. Building that are finished in one turn are finished instantly and added to the map when the battle order starts.
3* Battle
At this stage in the turn the battles that are required must be fought. An army cannot retreat if its land is attacked. It is up to the player however if he wishes to field his whole army or only the required 4 regiments for the battle.
Battles will then decide the outcome of the moves, if an army is defeated but not routed then it may retreat and choose its own land to retreat to. If an army is routed means that it is either left with no survivors or that it is down to under 4 surviving regiments, in this case the army is disbanded. a new army may be created in the capitol or acting capitol. The army will not be created until the end of next turn. The advancing army can also retreat back to where it attacked from if the attack fails. If an army is down to under 4 it has to be disbanded and a new created the same way.
The battlefield will be at random, however the terrain will influence which battlefields it can be. The GM(s) will make a random draw to see which battlefield it will be.
4* Post Battle Army Restoration
This order is closely related to the battle order, this is when the player after a battle replaces the loses endured in the battle. Make note here, it is only possible to buy troops back to existing regiments and to ONLY buy back regiments that was in the army originally. No new regiments may be introduced. Also only the Upgrade items may be added to the army again although only if lost in the battle. New items may be fitted, 5 being the max. If an item that the army already has is captured from the enemy then it has to be sold, double items may not be saved. However it is perfectly fine to have more than 5 items as long as only 5 are used.
As a sub category to Army Restore is Army Refill which is what you is done when fighting a double-attack when no regiments may be purchases and only surviving regiments may have their ranks refilled. Only upgrade items may be purchased in an army refill. One exception is for Undead, due to their high losses of regiments that will not retreat or that dies upon retreat (Skeletons/Wraiths/Wights), it is permitted that they raise all basic regiments back to life and 1 advanced after each battle, zombie's may replace regiments that are lost beyond that.
Ogre's also may restore basic regiments as their regiments are smaller and easier to lose if routed.
5* Re-Fit Unmoved Armies
The only way to alter an armies regiments and get new regiments added be in a land with a road linking to a city or capitol and let it wait for a whole turn. At this point in the turn the army editor can be opened and new regiments added to the army. Good for when a victorious army returns from battle with extra cash. The army however may only re-fit if it is not attacked by enemy forces, it needs 1 turn of no action at all even defensive battles.
Racial items can also be re-acquired here if they have been lost.
In addition to this an army may also reform. Reform means that an army that in most cases will have suffered defeat may retreat to a depot and Reform itself back to a fresh army. An army that does this will lose all its XP but it is allowed to use its new gold to buy the Items that it was in possession of prior to the Reform but now it will cost gold to get them.
This includes all items, even from other races or extra free items that was used by the army.
A another and perhaps better way to do it is to add money to an army and that way retain its XP in the old units, new units and items may be purchased, just as if the army was new. Minimum 250 gold can be added to an army and max 3000 per Re-Fit and an army must have seen one battle between being Re-Fittet.
6* Field New Armies
At this stage the last before the new turn. New Armies are made with the gold spend by the player 3000/5000/7000 and both Racial and Free items can be purchased. New armies are ordered build in the cities that the player choses.
A nation can only field as many armies as it has farmland/vortex and can max have 9 armies.
Last Edit: August 23, 2010, 08:26:10 PM by Flak
"There is only one way out of hell, thats through it" -- General Patton
"Just because a mage wears the Black Robes, does not make him evil." -- Raislin Magere
"Evil Turns upon it self" -- Paladine
Super Moderator
Posts: 1463
Jake Nielsen
Re: DOE Conquest Rule Book (DOEC)
Reply #2 on:
August 08, 2010, 02:33:27 PM »
Army Creation
There are 3 races and 12 nations in DOEC to pick from based on Grend's DOE ruleset. Some stats has been adjusted and prizes have generally been lower a little. Some nations had too few regiments to fill the conquest requirements so some have been added, a 1 or 2 that wasnt suitable for conquest have been removed, but there are only a few adjustments, the biggest are that all units may carry items, only 2 units now start with items and they cant be unpicked. All artillery is stationary again and steam tank has its real properties again. Look carefully at the nations before picking and make sure you understand all their properties.
There are 3 types of units in DOEC and they are used to distinguish which units can be used at certain times in the game. Only 1 of the type Elites may be used in any army. The number displayed next to the unit name is the max allowed of the regiment in an army. 1 of the elites is a hero with a guard and you only pay for the hero initially and the guards has to be paid for after. Goblins doesnt have 15 and auto deploy as deployment is important, hey have 10 but their regular goblins are lvl 2 and their shaman lvl 3, this worked well in conquest before, if it fails here maybe the rules will be reverted.
The 3 Races
Humaniod: Brettonia, The Empire, Kislev, Dwarves and Wood Elves
Gobliniod & Evil Humaniod: Night Goblins, Orcs & Goblins, Ogres, Chaos Dwarves and Dark Elves
Undead & Chaos: Chaos and Vampire Counts
The Items are divided into 4 categories and a subcategory. The 4 categories are one to each race and one neutral category. Racial and neutral items can only be brought at army creation. The major difference is that only 1 item may be taken from the Neutral category per army for free, each additional Neutral Item added to an army will lower the army's total regiment count by 1 per item, example: an army with 3 Neutral Items will only be allowed to field 8 regiments. Goblins are allowed 2 Neutral Items before it costs a regiment.
The subcategory contains some of the weaker items, the items in this Upgrade category can be brought at any time during army restoration.
An army can only have 5 items however potion of strength, Enchanted Shield and hart of woe do not count in the 5 item rules.
Racial Items
Humaniod: Runefang, Banner of Arcane Warding, Book of Ashur, Stormsword
Gobliniod: Mork's War Banner, Wand of Jet, Staff of Osiris
Undead: Skabskrath, Dragonhelm, Heart of Woe, Banner of Wrath
Neutral: Hellfire Sword, Stormsword, Spelleater Shield, Banner of Defiance, Shield of Ptolos
Upgrade Items: Potion of Strength, Enchanted Shield, Grudgebringer Sword and (for undead Heart of Woe)
New Item Cost
Grungebringer Sword 400 Runefang 250 Hellfire Sword 500 Stormsword 500 Sword of Skabskath 600
Spelleater Shield 400 Enchanted Shield 100 Dragonhelm 100 Shield of Ptolos 500
Banner of Arcane Warding 500 Banner of Wrath 650 Banner of Defiance 300 Morks War Banner 600
Hart of Woe 150 Potion of Strength 150
Staff of Osiris 600 Wand of Jet 300 Book of Ashur 400
Horn of Urguk 400 (used as a bartering item only)
Basic Units Advanced Units Elite Units
Men-at-Arms-----------5 Field Trebuchet------------2 Damsel------------------1
Peasant Archers--------3 Knights of the Realm-------3 Duke with Grails----------1
Mounted Yeomen-------3 Grail Knights---------------2
The Green Knight-----------3
The Empire
Peasant Militia----------5 Imperial Greatswords--------3 Imperial Steam Tank-----1
Imperial Halbardiers-----4 Flagellants-----------------3 Bright Wizard------------1
Imperial Bowmen--------3 Knightly Order--------------3 Count with G.Swords----1
Imperial Cannon--------3 Imperial Mortar-------------1
Serf Levy--------------5 Gospodar Guards------------3 Ice Witch----------------1
Kossars----------------3 Steppe Horsemen-----------3 Boyar with Kossars-------1
Hunting Dogs-----------4 Winged Lancer--------------2
Kislev Bombard---------3
Wood Elves
Glade Guards-----------5 Dryads----------------------2 Spellsinger-----------------1
Glade Archers----------2 The Wild Hunt----------------3 Highborn with Guard--------1
Waywatchers----------3 Wardancers------------------3
Dwarf Warriors---------5 Ironbreakers------------------3 Dwarf Lord with Guard-----1
Thunderers------------3 Slayers-----------------------2 Runelord-------------------1
Runners----------------4 Slayers with d/seeker---------2
Bolt Thrower-----------3 Cannon-----------------------3
Grudge Thrower---------------1
Orcs & Goblins
Night Goblins-----------6 Black Orcs--------------------3 Orc Shaman----------------1
Orc Boyz---------------5 Boar Boyz--------------------3 Warboss & Boar Boyz--------1
Savage Orcs-----------5 Mountain Troll-----------------2
Orc Arrer Boyz----------3 Rock Lobber-------------------1
Goblin Bolt Thrower-----3
Night Goblins
Night Goblins-----------5 Night Goblins w Fanatic--------3 Shaman on Spider-----------1
Night Goblin Archers----4 River Trolls--------------------3 Goblin Cheif w Horde---------1
Goblin Bolt Thrower-----4 Squig Hoppers-----------------3
Goblins w. Fanatics-----4
Goblin Fighters---------5 Ogre Rinox Riders---------------2 Butcher---------------------1
Ogre Bulls--------------5 River Trolls----------------------3 Ogre King with Trolls---------1
Leadbelchers-----------3 Hunter with Wolves------------2
Chaos Dwarves
Goblin S. Warband------5 Blunderblussiers-----------------3 Sorcerer of Hashut------------1
Goblin S. Archers-------4 Immortals-----------------------3 Chaos Lord with Guard--------1
Chaos Dwarves--------4 Bull Centaurs--------------------2
Dark Elves
Druchii Warriors-------4 Black Guard----------------------3 Sorcerer-----------------------1
Druchii Crossbows-----3 Dark Riders----------------------3 Dreadlord with Guard-----------1
Repeater Bolt Thr.-----3 Cold One Knights-----------------2
Reaver Bolt Thr.-------3 War Hydra-----------------------2
Chaos Warriors--------5 Chosen Warriors-----------------3 Chaos Mage-----------1
Bloodletter------------4 Marauder Horsemen--------------3 Chaos Master with Mercs-1
Troll------------------4 Chaos Knights-------------------2
Chaos Hounds---------5 Chosen Knights------------------2
Vampire Counts
Zombie Horde--------6 Grave Guard---------------------3 Vampire Count w Skellies------1
Ghouls---------------5 Spirit Host-----------------------3 Necromancer-----------------1
Skeleton Warriors----5 Black Knights---------------------3
Dire Wolves----------5 Banshee------------------------2
Zombie Cannon-------4
Army Files
The latest can be found in the Battleground topic
You also need all the Graphics files from Dark Omen Expanded installed
Last Edit: September 08, 2010, 11:15:00 PM by Flak
"There is only one way out of hell, thats through it" -- General Patton
"Just because a mage wears the Black Robes, does not make him evil." -- Raislin Magere
"Evil Turns upon it self" -- Paladine
Super Moderator
Posts: 1463
Jake Nielsen
Re: DOE Conquest Rule Book (DOEC)
Reply #3 on:
August 08, 2010, 06:14:22 PM »
Battlefields & Terrain
The territories in DO Conquest contain different types of land. The land determines the battlefield. The land are in the following categories: Forrest's, Mountains, Plains and Forts. The GM(s) will make a dice roll or possibly a draw at every battle so that every battlefield is different and that prevents a defensive army being too specific to fight. FOrts play a vital part as they are harder to capture and are also where new units are created. If a capitol is captured the nation will have to choose a new acting capitol at one of the depot's. The new capitol will not count as a capitol in the terms of improvements.
Goblins have a special rule to add to their chance, goblins can ambush a garrison army, a dice draw is made in the same way as a normal battle, this means that when an army is defending a capitol against a goblin army, the goblins has a 50-50 chance get to ambush the army and start inside the capitol forcing the occupants to re-capture the capitol. Also when fighting goblins the map Bogenhafen Xtreme is in the draw, with the defending around the church, same applies for Trading Post with goblins up the hill.
Every territory has a letter and name ID, like F-18, M-42
Letter: Terrain type
Number: Territory number
Terrain Types
1: Forrest
2: Mountains
3: Plains
4: Capitol
Great Forrest at Night
Forrest Before Kislev
Loren Forrest the Shine
Loren Forrest the Clearing
Road to Bogenhafen
Goblin Camp
Axebite Pass
Return to Axebite Pass
Drakenhoff Castle
Troll Land (hills)
Northern Waste
Basin of Frozen Blood
Town of the dead
Border Countries
Grissburg Town
The Empire
Great Forrest
The Black Pyramid
Bretonian River
Road to Moussillon
Blighted Towers
Loren Lake
Trading Post
Helmgart Keep
Road to Kislev
For Goblins both forts include
Bogenhafen Extreme
Last Edit: September 04, 2010, 08:37:09 PM by Flak
"There is only one way out of hell, thats through it" -- General Patton
"Just because a mage wears the Black Robes, does not make him evil." -- Raislin Magere
"Evil Turns upon it self" -- Paladine
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Guesthouse Sitio Imbassai review.
From Salvador Airport to guesthouse Sitio Imbassai it is approximately 65 km. There are no official bus services to Imbassai available on the airport. Espresso Linha Verde is a bus service that can be used but departs from the Terminal Rodoviaria / main bus station in the city of Salvador, which is 15 km in the opposite direction. However, there are unofficial services to Praia do Forte with the use of private Vans. We used this services several times for transport to and fro Imbassai – Praia do Forte. Renting a car is the easiest way, or, arrange to be picked up by Jan, the guesthouse owner, he assured us that the house was already clean, they even got the best pest control services as we are not used to the same kind of bugs, also they had the electricity and water checked.
Sitio Imbassai offers a number of chalets to rent and also rooms in the main building. We used an upstairs room and enjoyed it. Decently equiped and with daily cleaning service. We slept with windows open at all times and we loved it. To smell tropical perfumes that drifted through the garden was a blessing to us. A building wide veranda with hammock, table and seating was really enjoyable. Downstairs is the breakfast space with full view on a beautiful garden. Simple but good breakfast is served from half past seven till approximately nine o clock. A five hectare terrain surrounds the pousada. The atmosphere is genuine tranquil and relaxed, a real treat for the guests. Nature is beautiful there. The Imbassai beach is at 3 kms away. We enjoyed the little journey from this pousada to the beach and back. Sometimes we walked and occasionally we made use of the motor taxi system. For a modest amount of money does Jan drive you to places in the neigbourhood.
The room price per night was R$ 90, breakfast included, indeed reasonable.
This stay caused us thinking back to the peace and quiet of this genuin and beautiful area many times. It is a place to return to.
Visit the Sitio Imabassai website via this link. A wealth of information to explore is waiting for you.


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Unsook Park's Acupuncture
Unsook Park's Acupuncture
Unsook Park's Acupuncture is New Hyde Park's premier acupuncture practice. With over 25 years of experience, licensed acupuncturist Unsook Park specializes in natural medical care and drug-free healing, serving as New York's top choice for Korean acupuncture and Chinese herbology. Regardless of whether you've sought out medical acupuncture before or not, Unsook Park's Acupuncture will answer all of your questions and show you what acupuncture can do for your body and mind.
Experiencing back pain? Unsook Park's Acupuncture can help. Utilizing the world's oldest treatments for chronic pain, Unsook Park combines ancient Chinese practices with her own expertise to provide a safe solution for disease and illness. Certified by the state of New York and a graduate of Dong Guk University of Oriental Medicine in South Korea, Unsook Park has nearly 3 decades of experience in clinical practice and teaching, proving her to be a qualified and highly-trained practitioner of acupuncture.
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Ready to experience the benefits of acupuncture? Contact Unsook Park's Acupunture today and schedule your first appointment by calling (516) 858-0553. To find out what acupuncture is, how it works and why you should choose Unsook Park over other practitioners, visit her online for more information.


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Brushing baby's teeth
I fed J to sleep for months, there was no way I was waking him back up for a tooth brushing! His got done after the bath, and then he had a feed, not ideal I realise, but the best I could do.0
What spikey said!0
I use a baby electric brush in the morning and after his bath.0
A doesn't really let us brush her (2) teeth, but she will chew on a brush herself which I figure is good enough for now. I let her chomp on it at nappy changes and then after her evening feed as her bath is running.
I don't use any toothpaste for her though, should I be?0
Thanks everyone. Will go with between bath and bottle. His sleep is bad enough without me waking him up!
Nenas - my HV said a tiny bit of toothpaste but she is not the greatest source of information so I wouldn't take that as gospel!0
Nenas we were told to use a smear of toothpaste by the dentist who visited the childrens' centre. Must be at least 1000ppm of fluoride. She said the minty ones are best as kids tend to try and eat the strawberry ones. But only a smear, not a pea-sized amount.
H scrubs A's teeth quickly and then lets him hold it, A likes to chew on it but the dentist said that was all good and just gets them used to the idea.0
We've always used a smear of toothpaste, either normal colgate or age appropriate ones. S wants to brush herself, like her sister, so we let her chew it a bit then ensure her actual teeth get a quick, proper brush after het night milk. She's not too happy about it, but she will be in the future!0


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Amy Schumer Kicks Off 2016 With a New Boyfriend
Entertainment| |
Comedian Amy Schumer is currently dating furniture designer Ben Hanisch.
The 34-year-old funnywoman memorialised some of bizarre moments she experienced as a single woman in her hit 2015 film Trainwreck, but cracking jokes about being in the dating game may prove to be past date material for the star, with Schumer debuting her new beau on Twitter Tuesday January 5.
The actress shared a picture of herself standing with boyfriend Hanisch and two of her relatives outside the White House in Washington D.C., captioning the image with: "Fam and man at the whitehizzy." The group visited the White House to attend President Barack Obama's press conference on gun control, a matter she has campaigned for in the past.
Fam and man at the whitehizzy pic.twitter.com/L27nIZsgpb
— Amy Schumer (@amyschumer) January 5, 2016
Hanisch also took to Instagram to profess his love for the star, sharing a picture of them snuggling together before a gorgeous body of water with mountains in the background.
"Sometimes in life you get extremely lucky, and the smartest, funniest, most beautiful woman comes along when you least expect it," he wrote in the image caption. "Here's to what adventures 2016 brings!"
Schumer couldn't help but remark on the sweet post Hanisch made, joking in the comments section: "I'm pregnant. I didn't know how else to tell you."
It's claimed Schumer and Hanisch couldn't be more delighted with their new relationship.
"Amy is so, so happy," a source told People magazine. "She calls him her boyfriend and says he constantly tells her how pretty, sexy and perfect she is. She feels like she hit the jackpot."


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Brian Williams, the man who was suspended from MSNBC for making up fake news reports, stated on a broadcast last night that he considers it his job to fear-monger on topics such as North Korea.
"Our job tonight actually is to scare people to death on this subject so the talk isn't as free as it is about a preemptive or a surgical military strike." Williams bizarrely claimed during a discussion about North Korea's saber rattling and President Trump's response.
"You know that part of the world. The population centers, Andrea and the General [Barry McCaffrey] have talked about, South Korea, the Japanese, and so on and so on," Williams added.
Andrea Mitchell claimed that Trump's message that more threats from North Korea will be met with fire and fury "could have been a signal to Beijing as well."
"Listen up, take this seriously.' It could have been President Trump sending signals in a number of directions." Mitchell added.
Mitchell argued that "a surgical strike, it's simply not possible."
"If you saw a missile on a launch pad, which we are not likely to see with as much lead time because now they're using solid state fuel, they're using mobile launchers and they on underground rails and hidden targets, but if you did see it ready to launch and had intelligence and maybe you could take something out, and then still risk the retaliatory artillery strike, the (unintelligible) wipe out through conventional weapons most of Seoul, 25 million people, 28,000 American troops, 100,000 American civilians," Mitchell told viewers.
The networks spent all day suggesting that Trump's rhetoric is more dangerous than North Korean threats:
State Department spokesperson Heather Nauert responded to the criticism Wednesday, stating "The United States is on the same page."
"Whether it's the White House, the State Department, the Department of Defense, we are speaking with one voice and the world is in fact speaking with one voice. And we saw that as it came out of the U.N. Security Council with the resolution that passed less than a week ago." Nauert added.
Nauert echoed Secretary of State Rex Tillerson's comments that Trump's "fire and fury" warning is the only effective way to speak to North Korea's psychopathic leader Kim Jong-un.
The Emergency Election Sale is now live! Get 30% to 60% off our most popular products today!


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AI_ROBOT@STSP is a national innovation makerspace which is setting up with DIY equipment and fabrication studios such as TechShop, and it aims at creating a smart robot education training space. On May 26, 2018, from 1:30 to 5:00 pm, it held the third "IoT x Maker Internet of Things Community Exchange Forum" and invited IoT experts from different backgrounds, including Felix Lin, the founder of Attic Education; Chen Chiung-Liang , the teacher of Aletheia University, and famous maker-Ke and so on. Anderson Zheng, the business development manager of QNAP, was…Read More
Tag: Fishackathon
QNAP Livecast to Invite 2018 Fishackathon Taiwan Winning Team to share the experience in this compitition
Most people imagine that the Internet of Things is mostly confined to smart homes. However, its wide range of applications can be extended to the marine and fish conservation. For instance, Fishackathon, which was initiated by the U.S. Department of State, is dedicated to solving marine resource problems with technology. At 3pm on March 28, nearly one hour of live broadcasts by QNAP invited Lai Chien-Hung, who was the winners of Fishackathon, to share his experience in this competition. Before the competition, the organizer will list the major water resources…Read More
QNAP demonstrates the water monitoring system of 2018 Fishackathon in Dahu Park.
In 2018 Fishackathon, QNAP cooperated with Lai Chien-Hung to organize the "Ocean Fox" team to participate this competition. With the monitoring system "Formosan salmon submarine sampling system", they won the appraisal and the championship.This system not only create solutions to challenges facing the world's oceans and fisheries, but also succeeded in attracting media attention of TVBS. Recently, team was invited by TVBS to demonstrate this system in Dahu Park. Tim, one of the team member, explained how QBoat Sunny work in this system. It can be regarded as a data…Read More
QNAP and Ocean Fox win the 2018 Fishackathon Championship!
Fishackathon was first organized by the US Secretary's Office of Global Partnerships in 2014, and it inspired the creation of digital solutions to address sustainable fisheries challenges.Overfishing and other serious problems harm marine environments and can devastate already-struggling, small-scale fishing marketplaces and communities, many of them in developing countries. Protections exist, but actual enforcement faces major obstacles.To combat this, Fishackathon brings together thousands of concerned designers, developers, and subject matter experts for a weekend to build practical tech solutions to endemic problems defined by the world's most respected fisheries experts….Read More


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Peace First is focused on creating and supporting a movement of young people to counteract the rising culture of violence, intolerance, and hatred that plagues too many communities. With the goal of true culture change top of mind, we aim to have at least 100,000 young people engaged with peacemaking work within the next two years.
A key element of our strategic plan is to build out our team of talented professionals. To that end, we are seeking individuals who are excited about working in an entrepreneurial, start-up-type environment where there is an immediate opportunity to have tangible impact on organizational direction and achievement.
Current Openings:
None at the moment. Check back soon.


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Our Huawei Ascend G 300 glass repair service will replace your broken display with a brand new functioning one. We offer a Walk-In or Mail-In service to get your Huawei Ascend G 300 repaired.
Faults include: cracked glass, and even if the glass is coming away from the unit this can all be repaired.
We will remove your damaged display and install a brand new display. After we have made our final checks your handset will be ready for collection.
Quality is important to us which is why we only use OEM displays with our Ascend G 300 screen repairs.
We know how rubbish it is when your phone isn't working properly. This is why for a small £10 fee we can carry out your iPhone or smartphone repair while you wait (usually 15-30 mins) in London . It's simple, fast and convenient and our customers love it.
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Put down your babies! You deserve a night out, for once, and America's most beloved, "parentally incorrect" comedy show is coming to our town to save you. Join Shayna Ferm and Tracey Tee for a raucous evening swaddled in music, games, prizes, wine and validation that's guaranteed to make you laugh your C-section scar open.
The Pump and Dump Show is an irreverent, one-of-a-kind, interactive production designed as the ultimate respite for beleaguered parents everywhere. This event is the perfect reason to gather your #BREEDER friends, celebrate a mom-to-be or treat an exhausted girlfriend to her first night out postpartum. Escape the house for an evening of laughter and commiseration so you can go back home and crush it as a mom.
Shayna and Tracey are currently on their 2017 Band of Mothers Tour, spreading mom karma, high fives and ass slaps coast to coast in 18 cities this Winter/Spring. They've been featured in Parents Magazine, on Scary Mommy, Daily Mail, Huffpost Parents, Popsugar Moms, TheBump.com, Baby Rabies and The Jenny McCarthy Show.
My friend and I are so excited to have this Comedy Show on our calendar, NOW. Be sure to buy your tickets! But first, enter below to WIN a pair of tickets for FREE! Contest is open April 3-7, 2017.
Disclaimer: In exchange for this post, Punch Line has given me two complimentary tickets to experience this show first-hand. My friend and I are SO SO SO excited! All opinions are my own. I received no monetary compensation for this post.


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Windup 3.0 will be a web application. It can still be used as command line application, but on top of that, you can deploy Windup to a JBoss WildFly (or EAP) and scan your applications from a nice web UI.
Look at Windup Migration Platform and try migrating your application to the newest Java EE.
From the developers perspective, the frontend stack is Angular 2, TypeScript, ReactJS, Keycloak for security, and few other libraries. It's a bit pain for me to learn the new paradigm and to leave the very comfortable Java ecosystem, but on the other hand, looks like all the JavaScript-centered craziness is going to stay around for a couple of decades and eventually settle down, so why not embrace it (thinking, "Banzaaaii!!" )
Look at GitHub - windup/windup-web: Windup as a Web Service if interested in code.


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Plantation shutters, also known as Plantation blinds, are built-in interior window treatments. They add style and elegance to any home or office space, while providing control over the amount of sunlight and air that can enter a room. Unlike traditional blinds, these particular types of window shutters cannot be lifted up and down. Instead, you must tilt them upward or downward to adjust light and air flow. This makes them ideal for warmer climates, as the shutters can be tilted to allow air to flow freely, without allowing sunlight in the room. If you're thinking about getting plantation shutters for your home or office, it is important to understand the difference between two major options. You could get Louverwood Poly plantation shutters, or classic wood plantation shutters. Both types have their advantages and disadvantages.
Louverwood Poly plantation shutters are made from synthetic materials, which sets them apart from wood shutters. While high quality wood is durable, the man-made material that is used to make Louverwood Poly plantation shutters is even more so, as it is water resistant and flame retardant. Additionally, Louverwood Poly plantation shutters are up to three times more efficient at insulating your home or office than wooden shutters. All quality interior window shutters can help you save on your home's energy bills, but Louverwood poly shutters will do so even more efficiently. Their efficient insulation makes them a perfect choice for homes in climates with high humidity and intense heat. While they are made from synthetic materials, there are many options for their color and finish, so they can even be made to look like classic wood shutters, if you're unhappy with the idea of synthetic material.
Classic plantation shutters are made of wood. While they are not flame retardant and water resistant like interior shutters made from synthetic materials, there is nothing quite like the beauty of accenting your home with natural wood. The profiles of classic plantation shutters are slightly smaller than the poly variety, so they can fit in more unique window spaces. You'll also have more options with the dimensions of the actual slats in classic shutters, as they come in many different sizes. As with synthetic plantation shutters, you can customize the classic variety to meet your style choices. Any paint or stain can be used on classic plantation shutters, and they can be mounted with any frame or hanging strip.
When it comes to interior shutters for windows, all types and varieties will serve your home well by insulating your living or working space and giving you total control over how much light comes into the room. However, different types do serve different purposes, and plantation shades can be an excellent choice for homes in hot climates. Once you decide that plantation shades will be the perfect interior house shutters for your lifestyle, you'll have to choose which material is most appropriate for your needs and style. Despite some differences, both types adequately offer insulation, shade and style to any space.


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- Discounts valid from 5 days prior to 5 days after event
Free tickets for event organizers
AIR FRANCE KLM Global Meetings & Events is the travel solution for your event. The program offers special benefits for event organizers: after registering your event in just a few clicks, you can earn free tickets with AIR FRANCE KLM's reward program and get access to promotion material for your website.
Discounts & benefits for event attendees
Registering your event with AIR FRANCE KLM Global Meetings & Events also enables your event attendees to receive benefits. These include attractive discounts of up to 15% on a wide range of public fares with AIR FRANCE, KLM and their partner airlines with an AIR FRANCE or KLM flight number. Discounts are valid for a period of 5 days before and after the event. Attendees will also earn miles with Flying Blue, AIR FRANCE KLM's frequent flyer program.
For more information or to register your event, please visit www.globalmeetings.airfranceklm.com or contact [email protected].
Additional information:
- Minimum of 10 participants with a return flight.
- Individual travel (max. 8 passengers in 1 booking).
- Registration up to 2 months before the event date.
- Discounted fares valid starting 5 days before to 5 days after the event.
- Booking tool link, AIR FRANCE KLM Global Meetings & Events logo and official carriers logo are to be included on the event website and event publications.
- The organizer will receive a communication kit including a link with an event ID code.
- The program is for individual passengers. Groups will be handled via the regular group desk.