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Baldur's Gate: Dark Alliance II

Baldur's Gate: Dark Alliance II is a 2004 hack and slash action role-playing game for PlayStation 2 and Xbox developed by Black Isle Studios and published by Interplay Entertainment, with distribution handled by Vivendi Universal Games in North America and Avalon Interactive/Acclaim Entertainment in Europe. It is the sequel to the 2001 game Baldur's Gate: Dark Alliance.

The game is set in the Forgotten Realms campaign setting of Dungeons & Dragons, and the gameplay is based on the rules of Dungeons & Dragons 3rd Edition, which were released in 2000. Dark Alliance II is a direct sequel to the original Dark Alliance game, with the story following five adventurers attempting to save Baldur's Gate from a growing evil, and ascertain the fate of the protagonists from the first game.

Dark Alliance II was well received on both platforms, although many critics felt it was not much of an advancement on the first game. A sequel was planned, but was cancelled early in development due to legal problems and the closure of Black Isle Studios after Interplay went bankrupt. The use of the Dark Alliance game engine led to a lawsuit filed by the engine's creators, Snowblind Studios, against publishers Interplay, which alleged the engine had been used in the game without Snowblind's permission.

Gameplay

Baldur's Gate: Dark Alliance II is a real-time hack and slash action role-playing game presented in a 3D perspective, with a rotatable isometric three-quarter top-down view.

At the beginning of the game, character stats are preset, with the player able to choose from five race/class combinations; a human barbarian (Dorn Redbear), a drow monk (Vhaidra Uoswiir), a moon-elf necromancer (Ysuran Auondril), a dwarven rogue (Borador Goldhand) or a human cleric (Allessia Faithhammer). The player can customize their character's stats through gaining experience points from defeating enemies. Every time the character increases in level, points are awarded corresponding to that level; i.e. if a character increases to level twelve, the player will gain twelve experience points to spend on the character's spells and feats. For every four levels which the character increases, the player is given one ability point to spend on one of the six core attributes (strength, intelligence, wisdom, dexterity, constitution, charisma).

Each of the five characters have their own unique fighting style and their own specific set of spells and feats. Gameplay strategy is thus different for each character. Dorn is a Barbarian, and his feats tend to focus on increasing his brute strength and ability to resist damage, as well as granting him powerful abilities to aid in melee combat, such as the ability to wield two-handed weapons in each hand. Vhaidra relies on unarmed combat, so her feats tend to focus on increasing her speed and combos, as well as granting her close-range abilities, such as pushing enemies away from her. As Ysuran is a necromancer, his feats tend to focus on increasing the power of his magic and granting him new spells, such as the ability to use shadow magic. Borador tends more towards archery, but is also capable of melee combat. His spells tend to focus on allowing him to use a shield offensively, and granting him the ability to set traps for enemies and disarm traps intended for the player. Allessia is a cleric and has access to many healing and defensive spells. She can also use melee combat. Later in the game she gains the ability to reanimate the dead, and have them fight alongside her.

Gameplay is semi-linear; most of the main quests can be performed in different orders, but only from within a group of given quests. For example, in Act I, the player can choose to tackle a series of kidnappings or investigate a spate of murders, but no other main quests are made available until both quests are complete. There are also optional side-quests, which do not have to be completed. There are more NPCs than in the first game, and the player can interact with many of them. Depending on which character the player is using, these NPCs may or may not provide information and assistance. Weapons, armor and items are only available for purchase from one location throughout the game, a shop in Baldur's Gate, although the stock changes at the commencement of each act, with the weapons increasing in expense and power. The HUD features the option to use either a transparent map that covers most of the screen, or a mini-map, with the player also given the option to turn the map off entirely.

The game also features cooperative gameplay with another player. Both players share the same screen, and are thus limited in how far they can move away from one another. In co-op mode, both players get 50% of the experience for each kill, no matter which player makes the kill. Additionally, unlike in the original game, all treasure is shared 50/50 between both players, irrespective of which player collects it.

A new feature in Dark Alliance II gives players the ability to create custom weapons and armor. Players can improve items by using runestones and gems. To increase the strength of an item, at least one runestone must be used. Gems are optional, although adding gems increases the strength further and enhances certain of the items' attributes. The player cannot place more gems on an item than runestones; if the player wishes to place four gems, they must have a minimum of four runestones attached. Each item can have two different types of gem attached at any one time, in addition to the required runestones. There are several different kinds of gem and each has a different effect on different types of item. For example, a pearl attached to a piece of armor gives +1 additional treasure drop, attached to a weapon gives +1 "Improved Critical", and attached to a trinket gives +1 Wisdom.

The game contains four difficulty levels; "Easy", "Normal", "Hard" and "Extreme". Extreme is unlocked once the player has completed any of the other three levels. Extreme mode takes the form of a New Game Plus, and can only be played by importing a saved character from another game. The game also contains two secret characters; Drizzt Do'Urden and Artemis Entreri. Drizzt becomes available to use in the main game upon beating any difficulty level. Artemis is unlocked upon defeating Extreme.

Setting and characters
While the original game focused on three areas in the Sword Coast and Western Heartlands regions of the Faerûnian continent, the second game is predominately based in and around the city of Baldur's Gate itself.

The game features five main playable characters; Dorn Redbear, Ysuran Aundril, Borador Goldhand, Vhaidra Uoswiir and Allessia Faithhammer, each of whom has come to Baldur's Gate for different reasons. Dorn seeks fame and glory. Vhaidra has come looking for vengeance against those who have attempted to destroy her family. Ysuran is suffering from amnesia and has come in the hope of finding clues to his past. Borador comes for wealth, in order to release his clan from its debt to the drow. Allessia comes to spread the word of Helm and advance to become a high-ranking priest.

Story
The game begins by revealing that after jumping through the portal at the top of the Onyx Tower, Vahn, Kromlech and Adrianna are taken prisoner by the vampire Mordoc SeLanmere.

Meanwhile, outside Baldur's Gate, Dorn, Vhaidra, Ysuran, Borador and Allessia meet on the Trade Way, and learn that since the collapse of Xantam's Guild, the route has become increasingly dangerous due to the rise of the Red Fang Marauders, a goblin army who prey on travelers. After infiltrating a nearby Marauders cave, and freeing the caravan guard Randalla, the heroes head to Wayfork Village, a nearby fiefdom. There, they rescue the village from the Marauders and kill their hobgoblin leader, Harnak.

Upon entering Baldur's Gate, Randalla hires them to investigate a series of murders in the city. At Bloodmire Manor, they learn that Luvia Bloodmire has been combining the body parts of various creatures in an attempt to make a new species, and has been giving her creations to Lady Aragozia Firewind. Her first creation, Argesh, has set up the Hands of Glory, a thieves' guild faction of the Marauders. The heroes kill Argesh, crippling the Hands of Glory, and infiltrate the main base of the Marauders. There, they defeat but do not kill the Red Queen, leader of the Marauders. They follow her to Lady Arogazia's manor, and learn that Arogazia is a member of the Zhentarim, a criminal network intent on ruling Faerûn. She has been using the Marauders in an effort to bring back the Onyx Tower. Along with her associate Kharne (a former member of Xantham's Guild, presumed killed in the first game), Arogazia escapes from the heroes, revealing herself as the polymorphed form of the red Dragon, Aizagora.

Impressed with their efforts, Jherek, a member of the Harpers, requests that the heroes find four elemental objects. Meanwhile, the Zhentarim are also trying to attain the objects to reactivate the Onyx Tower. During their journey, the heroes encounter Sleyvas, the humanoid lizard who betrayed the protagonists at the end of Dark Alliance. He too is working for the Zhentarim, and the heroes kill him. After finding the four objects, each of the heroes pursues their own personal quest.

After killing the dragon Baragoth, the druid inside Dorn is awakened. Ysuran realizes his horrific past and his hate crimes against humans, determining not to worry about the past, but instead build a good name for himself in the future. Borador frees Gandam's Hold and reclaims the Goblinbreaker name for his clan, who begin working on new forges to free themselves from their debt to fey folk. Vhaidra travels to Cloud Peaks and gets her revenge on a murderous black elf who assisted in the fall of her family's house. Allessia frees the Church of Helm in Baldur's Gate from Goreth Vileback, a cleric of Cyric.

After the five return to town, Jherek enlists them for a journey to each of the Elemental Planes to activate the Elemental Foundations using the four objects they recovered. In each plane, they are attacked by the Zhentarim, who are in control of the Foundations. Luvia Bloodmire and Aizagora attack them, but are defeated. Upon returning from the final plane and speaking to Jherek, they are approached by Kharne. He tells them the Zhentarim no longer wish to reactivate the Onyx Tower, and that the Harpers and the Zhentarim have a common enemy; Mordoc SeLanmere. Mordoc believes he can use the Tower to bring about the downfall of Baldur's Gate, which will please his "allies in the east." His steward, Xanhast, interrogates Vahn, Adrianna and Kromlech, finding they know little of the larger scheme playing out. Kharne, Jherek and the five adventurers storm Mordoc's Keep of Pale Night. They rescue the trio of adventurers, forcing Mordoc to speed up his plans, and relocate the Onyx Tower into Baldur's Gate ahead of schedule.

Now called Mordoc's Gate, the entire population of the city are turned into zombies. The five adventurers attack the Tower, kill Xanhast, and attack Mordoc in the Elemental Plane of Shadows. After killing him, they destroy the Onyx Heart, supposedly destroying the Tower forever. This releases the citizens from their zombification, and led by Randalla, they thank the heroes for saving the city. Meanwhile, in a room with an Ancient Egyptian milieu, a servant tells a stone sarcophagus that Mordoc has failed and Baldur's Gate still stands. The sarcophagus says that Mordoc's failure will not interrupt "my sacred mission", and orders his servant to prepare the army and ready his sun barge.

Development and cancelled sequel
Dark Alliance II was first mentioned as early as April 17, 2001, when Interplay Entertainment confirmed that if the first game was successful, a sequel would enter development immediately. The game was not officially announced until March 24, 2003, when Interplay revealed they were working on a sequel for the PlayStation 2 and Xbox. The only information available at the time was that the game would introduce item crafting, have five playable characters and was slated for a simultaneous PlayStation/Xbox release in the winter of 2003. On May 6, IGN published an interview with Kevin Osburn, head of the development team at Black Isle Studios and the game's producer. Osburn revealed the developers had taken on-board criticisms of the first game, and addressed those problems in the sequel, as well as making everything bigger, with more enemies, characters, weapons, locations and quests.

At E3 in May 2003, Interplay showcased the Xbox version of the game, revealing three of the new characters: a human barbarian, a moon-elf necromancer and a drow monk. Interplay stated that if the PlayStation 2 and Xbox versions sold well, they would consider porting the game to GameCube. In July, demos for both the PlayStation 2 and Xbox versions were released. All five characters were available for play, and their character-specific sidequests were finalized. Weapon creation was also showcased, as was co-op mode. The game was set for an October release. Both IGN and GameSpot were impressed with the demo, although both expressed some concern that the graphics were essentially the same as the first game. At the 2003 Gen Con in July, Interplay revealed the game was 90% complete and on schedule for an October release.

On September 29, Interplay announced it had canceled its distribution deal with Vivendi Universal Games, due to alleged breaches of the working agreement and failure of payment. Herve Caen, CEO of Interplay, stated

"In the interest of our company and its shareholders, we had no choice but to terminate this agreement. After several notifications to Vivendi of its failure to perform in accordance with the terms of our agreement and, in particular, in refusing to pay Interplay certain monies due following our latest release, Lionheart, we still did not receive the payments owed to us. We are currently evaluating several other distribution options. We fully expect to release two of our strongest titles, Baldur's Gate: Dark Alliance II and Fallout: Brotherhood of Steel for Xbox and PlayStation 2 in the fourth quarter."

In October, EB Games and GameStop websites changed the release dates for the game to January 2004. Interplay initially denied the delay, stating it was still aiming for a fourth quarter release, and would distribute the game themselves if need be. Interplay also stated that despite the fallout, Vivendi Universal would still distribute the title and any future installments in the series in Europe. On November 6, Interplay announced it had resolved its legal dispute with Vivendi, and had returned to their prior distribution agreement. On November 12, they officially confirmed that Dark Alliance II would be delayed until early 2004.

On December 8, reports surfaced that Interplay had shut down Black Isle Studios, although Interplay itself made no formal statement. On December 16, IGN reported that Black Isle Studios had definitely been closed, and now existed only as a brand under the Interplay label. They reported that when Black Isle's director had quit, the studio was placed under the management of Digital Mayhem, but with the agreement that Interplay would adopt a more hands-off approach. By this stage, Black Isle had already begun work on Dark Alliance III. The title was cancelled after Interplay failed to retain the license to use the Dungeons & Dragons label from Wizards of the Coast, so Black Isle shifted focus to Fallout 3. They handed in a 95% complete demo, including all game functionality. The next day, however, Interplay, who were several million dollars in debt, with just over $1 million in the bank, began to fire people from Digital Mayhem. Two weeks later, all but two members of the Fallout team were fired. This effectively meant Black Isle Studios no longer existed as anything other than a brand. Apparently, staff were told by Interplay that "we will continue to produce titles. If we feel that a title is worth of [sic] the Black Isle Studios' name then it will be released under that brand."

On December 18, Interplay denied shutting the studio, claiming "Black Isle Studios remains open with projects pending, the status of Fallout 3 is under review, and Fallout: Brotherhood of Steel will ship on January 13." One day later, an anonymous former Black Isle employee confirmed to IGN that the studio had been closed, and that although Dark Alliance II would still be released, Fallout 3 and Dark Alliance III had been officially cancelled.

On January 5, 2004 Interplay announced that Dark Alliance II was complete and would be released for both PlayStation 2 and Xbox on January 20, with Vivendi Universal Games handling North American distribution of the title as planned. Initially, Vivendi Universal planned on distributing the game in Europe as well, but on January 28, 2004, Avalon Interactive, Interplay's European distributor, announced that they had entered into an agreement with Acclaim Entertainment to distribute the title in the UK, France, Germany, and Benelux territories.

A remastered version of the game was released on Linux, macOS, Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S on July 20, 2022.

Lawsuit
In November 2003, Snowblind Studios, developers of the original Dark Alliance and creators of the Dark Alliance engine, filed a lawsuit against Interplay. Snowblind alleged that Interplay had used the game engine in several games without their permission and withheld royalties due from the sale of those games. These games were the GameCube version of the first Dark Alliance game, which was developed by High Voltage Software, Fallout: Brotherhood of Steel, and Dark Alliance II. The lawsuit was settled on April 19, 2005, and determined that while Interplay could continue to publish materials already using the Dark Alliance engine, they could not use the engine in any future projects. The lawsuit also saw Interplay transfer the Baldur's Gate trademark to Atari and temporarily transfer the Dark Alliance trademark to Snowblind; "Interplay hereby grants to Snowblind a security interest in the Dark Alliance Trademark to secure the investment and expected return of Snowblind and its licensees in the event of bankruptcy of Interplay."

Soundtrack
A soundtrack for Dark Alliance II has not been released. In September 2013, composer Craig Stuart Garfinkle released an album called Songs of the Dragon, V2 featuring primarily music from the game.

Reception
Baldur's Gate: Dark Alliance II received "generally favorable reviews," with the PlayStation 2 version holding an aggregate score of 78 out of 100 on Metacritic, based on forty-four reviews, and the Xbox version 77 out of 100, based on forty-four reviews.

Game Informer's Andrew Reiner scored the PlayStation 2 version 8.5 out of 10, calling it "role-playing bliss." He praised the range of characters, missions and weaponry, the item customization, the non-linear structure and the range of environments. Comparing the game to the original, he called it "a much deeper play with a higher level of interaction."

IGN's Ed Lewis scored the game 8.4 out of 10, writing "Black Isle Studios have made an appropriate continuation of the story, but don't create enough changes that some may feel a sequel deserves." He was critical of the similarity of the gameplay to the first game; "there is still all of the dungeon crawling action that has worked well in the past and still works here, but there's still not enough that's new to truly keep pushing the genre forward. There could be more weapons and more characters, but the real issue is that the world is still a fairly linear adventure with a steady pace towards the end."

GameSpot's Ryan Davis scored the game 8 out of 10, writing "Though not as impressive as the original game, Dark Alliance II will surely satisfy players looking for a well-crafted, accessible action RPG experience." He praised the range of missions, and the ability to craft new weaponry, but was critical of the graphics, which he felt hadn't really advanced from the first game. He concluded "Baldur's Gate: Dark Alliance was an RPG for people who didn't like RPGs, and its sequel does a fine job of maintaining that design philosophy." GameSpot later named Dark Alliance II the best Xbox game of January 2004.

Eurogamer's Ronan Jennings scored the Xbox version 7 out of 10, writing "in terms of progression, the only real difference between this and Dark Alliance is that the first game felt like it had better structure to it. In fact, DAII feels more like an expansion pack in that regard, with players sometimes given the option to complete quests in any order they choose [...] It's hard not to be disappointed in Dark Alliance II. However, it's equally hard to criticise such a polished effort. On the one hand, it offers more of the great hack and slash gameplay that no one has emulated properly since the first Dark Alliance. On the other hand, the magic of the original has definitely been diluted, where it really should have been enhanced."

GameSpy's Raymond Padulla scored the PlayStation 2 version 3 out of 5. He praised the differentiation in the fighting style of the playable characters, writing, "the additional variety in Dark Alliance II is one of the few cases where more translates to better." However, he felt that when compared with the original game, "while it is superior in a few ways, it's inferior in others." He was critical of the graphics, writing "there are a smattering of areas and effects that are cooler than the original, but for the most part the visuals look dated and uncreative [...] That isn't to say that the graphics are offensive, but compared to the original -- whose graphics were a strong point -- it's definitely a step down." He concluded "I was convinced that more of a great thing would be an even greater thing. I thought Black Isle would do as fine a job with the series as Snowblind did. I was wrong on both counts. While Dark Alliance II is a good game, it has barely progressed the series." Writing later in 2004, Allen Raucsh said much the same; "Black Isle Studios took over the development chores on this edition, and essentially delivered the same game again. Unfortunately, gamers had moved on [...] In short, while Dark Alliance II was by no means a bad game, it badly needed updating before it could become relevant again.".

In 2015, Ian Williams of Paste rated the game #7 on his list of "The 10 Greatest Dungeons and Dragons Videogames". He commented: "The console market wanted in on the fun after so many years of rad D&D RPGs being on PC either exclusively or first. And that's how a loud, brash, fun as heck hack and slash RPG series set in the Forgotten Realms was born. It's way more Diablo than Baldur's Gate, despite the name. That means, aside from the style of play, you can't design your characters from scratch. But the playable characters offer a wide variety of playstyles, while the customization as you level means that you can fine tune as you go. Topping it off is a co-op mode which is so much fun that even Drizzt showing up can't ruin."

Remaster
The remastered version of the game received "mixed or average" reviews, according to Metacritic.

Mitch Vogel of Nintendo Life gave the game five stars out of ten, praising its gear crafting system and dark atmosphere while lamenting its sluggish combat, drab environmental design, lack of online, low build variety, and high price tag, writing, "While [Dark Alliance II] was likely once considered a solid and perhaps even a little daring example of an ARPG, it’s now been resolutely left in the dust by more modern releases."

Shaun Musgrave of TouchArcade compared the title unfavorably to modern offerings on the Switch such as Diablo III and the Torchlight franchise, citing the no-frills nature of the port and its high price tag as blemishes on a dated experience.

title: Baldur's Gate: Dark Alliance II


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Leon Golub

Leon Golub (January 23, 1922 – August 8, 2004) was an American painter. He was born in Chicago, Illinois, where he also studied, receiving his BA at the University of Chicago in 1942, and his BFA and MFA at the Art Institute of Chicago in 1949 and 1950, respectively.

He was married to and collaborated with the artist Nancy Spero (August 24, 1926 – October 18, 2009). Their son Stephen Golub was an economics professor at Swarthmore College. Their son Philip Golub is Professor of International and Comparative Politics at the American University of Paris and was a longstanding contributing editor of the influential journal Le Monde diplomatique. Their youngest son Paul Golub is a theater director and acting teacher working in France.

Early life
Born in Chicago in 1922, Golub received his B.A. in Art History from the University of Chicago in 1942. Then he was enlisted in the army. From 1947 to 1949, he studied under the G.I. Bill at the School of the Art Institute of Chicago (SAIC). The student body included a large number of vets, including Golub’s one-time flatmate Cosmo Campoli, George Cohen, Theodore Halkin and Seymour Rosofsky, whose work often reflected the horrors of war, as well as the uncertainties of the Cold War and Nuclear age. It was at SAIC that he met the artist Nancy Spero, to whom he was married for nearly fifty years. Golub helped organize and showed in the seminal Momentum Exhibitions of 1948–1949, put together by SAIC and Institute of Design students in protest over their exclusion from the Art Institute’s prestigious "Annual Exhibition by Artists of Chicago and Vicinity." He was also featured, along with Campoli, Halkin and Rosofsky, in the Art Institute’s "Veteran's Exhibition" of 1948. The group included, in addition to Golub’s aforementioned classmates, June Leaf, H.C. Westermann, Irving Petlin, Evelyn Statsinger, Don Baum, and Arthur Lerner.

In Chicago, Golub became involved with other artists collectively dubbed the "Monster Roster" by critic Franz Schulze in the late 1950s, based on their affinity for sometimes gruesome, expressive figuration, fantasy and mythology, and existential thought. They believed that an observable connection to the external world and to actual events was essential if art was to have any relevance to the viewer or society. This is a view that informed Golub's work throughout his career.

Golub, and the group, gained notice in the 1950s, when art historian and curator Peter Selz featured him, Campoli and Cohen in a 1955, ARTnews article, "Is There a New Chicago School?", and included him, Campoli and Westermann in the 1959 Museum of Modern Art (MoMA) exhibition, New Images of Man, as examples of vanguard expressive figurative work in Europe and the United States. In later years, the Monster Roster would be regarded as forerunners to the more widely known Chicago Imagists.

Career
Golub, who always painted in a figural style, drew upon diverse representations of the body from ancient Greek and Roman sculpture, to photographs of athletic competitions, to gay pornography; often pulled directly from a huge database he assembled of journalistic images from the mass media. He likened his painting process to sculptural technique and employed a method of layering and scraping away paint, sometimes using a meat cleaver, leaving varying amounts of canvas untouched.

From 1959 through 1964, Golub and his wife, artist Nancy Spero opted to live in Paris, a move occasioned in part by the belief that Europe would be more receptive to their work dealing overtly with issues of power, sexual and political. During this period Golub's work increased in size because of larger available studio space and the inspiration of the French tradition of large-scale history painting. He also switched from using lacquer to acrylics, left more of the surface unpainted, and began to grind the paint directly into the canvas. While in Italy for the year of 1956, both Golub and Spero were profoundly influenced by the figurative works of Etruscan and Roman art, whose narratives addressed ancient themes of power and violence.

When Golub returned to New York State from Paris in 1964, the Vietnam War was escalating, and he responded with his two series: Napalm and Vietnam, works that show the vulnerability of the body while also demonstrating the power of modern weapons. Golub's work for his Vietnam paintings were at first titled Assassins, eventually being changed to not attribute the intention of the soldiers. One of his longest works would include that of Vietnam II, with it stretching over twelve meters. He and Spero became active with Artists and Writers Protest, "the first such group to take a public stand against the war". This group would be centered around the organization of anti war activities. In 1967, as part of the group's Angry Arts Week, Golub organized The Collage of Indignation, a collaborative work by over 150 artists which he described as "not political art, but rather an expression of popular revulsion."

Golub had a career breakthrough that same year when he was selected to exhibit five paintings at the Museum of Modern Art's "New Images of Man" show in New York City. His work was included alongside that of such established and rising artists as Willem de Kooning, Francis Bacon and Jackson Pollock.

In the mid-1970s, Golub was beset with self-doubt caused by a lack of interest in his work. Between the years of 1974 to 1976, Golub would cut up and destroy many works he produced up to this period and nearly abandoned painting. In the late seventies, however, over the course of three years he would produce more than a hundred portraits of public figures, with sixty of those portraits having been completed between February and September 1976. His interest in creating these portraits would stem from a resemblance between a young Gerald Ford and a soldier from one of his works, Vietnam III. Among the portraits were political and military leaders, dictators, and religious figures. Leon Golub: Paintings, 1950-2000 includes several portraits of Nelson Rockefeller and Ho Chi Minh, along with images of Fidel Castro, Francisco Franco, Richard Nixon, and Henry Kissinger. Some of these portraits were included in the display 'Leon Golub: Political Portraits' (2016) at the National Portrait Gallery, London.

In the 1980s, Golub turned his attention to terrorism in a variety of forms, from the subversive operations of governments to urban street violence. Killing fields, torture chambers, bars, and brothels became inspiration and subject for work that dealt with such themes as violent aggression, racial inequality, gender ambiguity, oppression, and exclusion. Among the work produced in this period are the series Mercenaries, Interrogation, Riot, and Horsing Around. His Interrogation II (1981; Art Institute of Chicago ) is representative of the subject from this period and Golub's technique, "the canvas painted, scraped and repainted many times to create a tense, skinlike surface."

From the nineties to his death, Golub's work shifted toward the illusionistic, with forms semi-visible, and appropriated graphic styles from ancient carvings, medieval manuscripts, and contemporary graffiti. As an older man he began to consider his own mortality, and moved toward themes of separation, loss, and death. Text appeared in many of the paintings combined with a series of symbolic references, including dogs, lions, skulls, and skeletons.

Golub's work was seen in solo exhibitions throughout the world, among them World Wide (1991), a Grand Lobby project at the Brooklyn Museum of Art. For World Wide the artist created a process, repeated in exhibitions at several other museums, by which he enlarged images and details from his paintings and screened them on transparent sheets of vinyl, hung so that they surround the viewer. He was represented in many group exhibitions and was one of the few white artists included in Black Male: Representations of Masculinity in Contemporary American Art at the Whitney Museum of American Art in 1994.

In 1996, Golub was given a commission to design a set of stained glass windows for Temple Sholom in Chicago, the four windows depict the life of Joseph. These would be the only stained glass windows Leon Golub ever did. They were fabricated in New York by Victor Rothman and Gene Mallard.

2001: renaissance
While Leon Golub's later works from the 1990s offer more fragmented (in his words "left-over") reincarnations of his early messages, it is his larger, carved works, vividly depicting power relations that have re-gained attention with the U.S.'s involvement in Iraq and Afghanistan.

In 2003, Golub revisited his 1959 painting, Reclining Youth, part of a series of paintings inspired by friezes at the Great Altar of Zeus in Pergamon. Working with Magnolia Editions, the artist translated the painting into a large-scale [14 ft] Jacquard tapestry, his first and only textile work.

Retrospectives
From March to May 2015, the Serpentine Gallery in London held a career retrospective which was "spun off" and presented as a three-floor career retrospective at the Manhattan Hauser & Wirth in June 2015. In 2022, the Hall Art Foundation, in Reading, Vermont presented a major survey of approximately 70 Golub works from the Hall and Meyer Collections spanning Golub’s career from 1947 to 2003, which traveled to Kunstmuseum Schloss Derneburg in 2023.

Selected public collections

 * Amon Carter Museum, Fort Worth, Texas
 * Art Gallery of Western Australia, Perth, Australia
 * Art Institute of Chicago, Illinois
 * Baltimore Museum of Art, Maryland
 * Bibliothèque nationale de France, Paris
 * Blanton Museum of Art, Austin, Texas
 * Brooklyn Museum, New York
 * Carnegie Museum of Art, Pittsburgh, Pennsylvania
 * Cincinnati Art Museum, Ohio
 * Des Moines Art Center, Iowa
 * Fogg Art Museum, Harvard University, Cambridge, Massachusetts
 * Galleria degli Uffizi, Florence
 * Hiroshima City Museum of Contemporary Art, Hiroshima, Japan
 * Honolulu Museum of Art, Hawaii
 * Indiana University Art Museum, Bloomington, Indiana
 * Indianapolis Museum of Art, Indiana
 * Israel Museum, Jerusalem
 * Jewish Museum, New York
 * Kent State University, Ohio
 * Krannert Art Museum, University of Illinois, Champaign-Urbana
 * Los Angeles County Museum of Art, California
 * Madison Art Center, Madison, Wisconsin
 * Metropolitan Museum of Art, New York
 * Miami Art Museum, Florida
 * Montreal Museum of Fine Arts, Canada
 * Musei Civici di Udine, Friuli, Italy
 * Museum of Contemporary Art, Chicago, Illinois
 * Museum of Fine Arts, Houston, Texas
 * Museum of Modern Art, New York
 * National Gallery of Art, Washington, D.C.
 * National Gallery of Australia, Canberra
 * National Gallery of Victoria, Melbourne, Australia
 * Nelson-Atkins Museum of Art, Kansas City, Missouri
 * Norton Simon Museum of Art, Pasadena, California
 * Smart Museum of Art, University of Chicago, Illinois
 * Smithsonian American Art Museum, Washington, D.C.
 * Spertus Institute for Jewish Learning and Leadership, Illinois
 * Tate Gallery, London, United Kingdom
 * Tel Aviv Museum of Art, Tel Aviv, Israel
 * Tennessee State Museum, Nashville, Tennessee
 * Toledo Museum of Art, Ohio
 * University of California, Berkeley, California
 * University of Massachusetts Amherst, Massachusetts
 * University of North Carolina at Chapel Hill, North Carolina
 * Vancouver Art Gallery, British Columbia, Canada
 * Vietnam National Museum of Fine Arts, Hanoi
 * Whitney Museum of American Art, New York

Selected private foundations

 * Eli Broad Family Foundation, Los Angeles, California
 * Hall Collection

Selected private collections

 * Saatchi Collection, London
 * Gene R. Summers, Chicago
 * Ulrich Meyer and Harriet Horwitz, Chicago
 * T.C. Williams II, Santa Fe, New Mexico

Films and videos

 * Golub / Spero, DVD from Kartemquin Films, Chicago, IL, 2006 (which includes Golub: Late Works are the Catastrophes; Woman As Protagonist: The Art of Nancy Spero; Artemis, Acrobats, Divas and Dancers: Nancy Spero in the New York City Subway)
 * Golub: The Late Works Are the Catastrophes, a film by Kartemquin Films, Chicago, Illinois, 2004
 * Golub, a film by Kartemquin Films, Chicago, IL, 1988 (previewed New York Film Festival, 1988)
 * State of the Art: Ideas & Images of the 1980s, Program 5, TV Film Channel Four, London, England, 1987
 * Victims, Media Environment with Nancy Spero and Werner Wada, Rod Rodgers Dance Company
 * The Mercenary Game, a documentary film by Alain d'Aix et al., The RadioTelevision du Quebec, 1983

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Leon Golub


text:
John Cole, 1st Baron Mountflorence

John Cole, 1st Baron Mountflorence (13 October 1709 – 30 November 1767) was an Irish peer and politician.

Born in Dublin, he was the son of John Cole, Member of Parliament for Enniskillen. In 1726 he was admitted to Trinity College Dublin, and four years later returned to the Irish House of Commons as member for his father's old seat of Enniskillen, a constituency he represented until his ennoblement. He was also High Sheriff of Fermanagh in 1733. In 1760 Cole was raised to the Peerage of Ireland as Baron Mountflorence, of Florence Court in the County of Fermanagh. He took his seat in the Irish House of Lords the following year, and died six years later aged 58. He was succeeded in the barony by his son William Willoughby Cole, who was created Earl of Enniskillen in 1789.

title: John Cole, 1st Baron Mountflorence


text:
User talk:Lfdgonzalez

Non-free use disputed for Image:Tfv.jpg
Thanks for uploading Image:Tfv.jpg. However, there is a concern that the rationale you have provided for using this image under "fair use" may be invalid. Please read carefully the instructions at Non-free content and then go to the image description page and clarify why you think the image qualifies. Using one of the templates at Fair use rationale guideline is an easy way to insure that your image is in compliance with Wikipedia policy, but remember that you must complete the template. Do not simply insert a blank template on an image page.

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 * I added a quick & dirty fair-use rationale as the deadline for deletion had expired on 13 June (= 6 June + 7). Please review and add to it, and also add rationales to other non-free images uploaded by you. Thanks! -- Paddu 19:08, 16 June 2007 (UTC)

Fair use rationale for Image:01sketch1.png
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If you have uploaded other fair use media, consider checking that you have specified the fair use rationale on those pages too. You can find a list of 'image' pages you have edited by clicking on the "my contributions" link (it is located at the very top of any Wikipedia page when you are logged in), and then selecting "Image" from the dropdown box. Note that any non-free media lacking such an explanation will be deleted one week after they have been uploaded, as described on criteria for speedy deletion. If you have any questions please ask them at the Media copyright questions page. Thank you. – Dream out loud (talk) 16:38, 29 November 2007 (UTC)

Image:02extrude1.png
I have tagged Image:02extrude1.png as no rationale, because it does not provide a fair use rationale. If you believe the image to be acceptable for fair use according to Wikipedia policy, please provide a rationale explaining as much, in accordance with the fair use rationale guideline, on the image description page. Please also consider using or one of the other tags listed at Image copyright tags. Thank you. – Dream out loud (talk) 16:38, 29 November 2007 (UTC)

Image:03sketch2.png
I have tagged Image:03sketch2.png as no rationale, because it does not provide a fair use rationale. If you believe the image to be acceptable for fair use according to Wikipedia policy, please provide a rationale explaining as much, in accordance with the fair use rationale guideline, on the image description page. Please also consider using or one of the other tags listed at Image copyright tags. Thank you. – Dream out loud (talk) 16:39, 29 November 2007 (UTC)

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I have tagged Image:04extrude2.png as no rationale, because it does not provide a fair use rationale. If you believe the image to be acceptable for fair use according to Wikipedia policy, please provide a rationale explaining as much, in accordance with the fair use rationale guideline, on the image description page. Please also consider using or one of the other tags listed at Image copyright tags. Thank you. – Dream out loud (talk) 16:39, 29 November 2007 (UTC)

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I have tagged Image:05sketch3.png as no rationale, because it does not provide a fair use rationale. If you believe the image to be acceptable for fair use according to Wikipedia policy, please provide a rationale explaining as much, in accordance with the fair use rationale guideline, on the image description page. Please also consider using or one of the other tags listed at Image copyright tags. Thank you. – Dream out loud (talk) 16:39, 29 November 2007 (UTC)

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I have tagged Image:06cutextrude1.png as no rationale, because it does not provide a fair use rationale. If you believe the image to be acceptable for fair use according to Wikipedia policy, please provide a rationale explaining as much, in accordance with the fair use rationale guideline, on the image description page. Please also consider using or one of the other tags listed at Image copyright tags. Thank you. – Dream out loud (talk) 16:40, 29 November 2007 (UTC)

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I have tagged Image:07fillets.png as no rationale, because it does not provide a fair use rationale. If you believe the image to be acceptable for fair use according to Wikipedia policy, please provide a rationale explaining as much, in accordance with the fair use rationale guideline, on the image description page. Please also consider using or one of the other tags listed at Image copyright tags. Thank you. – Dream out loud (talk) 04:38, 28 December 2007 (UTC)

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I have tagged Image:08shell.png as no rationale, because it does not provide a fair use rationale. If you believe the image to be acceptable for fair use according to Wikipedia policy, please provide a rationale explaining as much, in accordance with the fair use rationale guideline, on the image description page. Please also consider using or one of the other tags listed at Image copyright tags. Thank you. – Dream out loud (talk) 04:39, 28 December 2007 (UTC)

Disputed fair use rationale for Image:Thunderforce III.jpg
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Image copyright problem with Image:Tfvsplash.jpg
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Image copyright problem with File:Studio12.png
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File:Assy.jpg listed for deletion
A file that you uploaded or altered, File:Assy.jpg, has been listed at Files for deletion. Please see the to see why this is (you may have to search for the title of the image to find its entry), if you are interested in it not being deleted. Kelly hi! 08:10, 29 December 2010 (UTC)

Speedy deletion nomination of File:PAD.jpg

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 * File:PAD.jpg

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Orphaned non-free image File:Darius Gaiden screenshot.jpg
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Note that any non-free images not used in any articles will be deleted after seven days, as described in section F5 of the criteria for speedy deletion. Thank you. --B-bot (talk) 17:25, 30 May 2020 (UTC)

title: User talk:Lfdgonzalez


text:
Taiwanese People's Party

The Taiwanese People's Party, founded in 1927, was nominally Taiwan's first political party, preceding the founding of the Taiwanese Communist Party by nine months. Initially a party with members holding moderate and conservative views, by the time of its banning, on 18 February 1931, it had become a solidly leftist, workers-oriented party. In a political atmosphere increasingly dominated by the rise of Japanese fascism, the party never participated in electoral politics.

History
The party grew out of the conflict within the Taiwanese Cultural Association. By the late 1920s that organization had become largely socialist-dominated. A group of its founders met during the first half of 1927 to plan an alternative, more moderate organization. After several of their proposals had been rejected by the Japanese authorities, they finally settled on "Taiwanese People's Party" and a much diluted, vaguely worded party program. Specifically the new party officially disavowed any ambition to promote "national struggle" and declared its intention to use legal means to "affirm democratic politics", establish "reasonable economic organization" and reform "defects in the social institutions". In terms of policy it advocated the rights of Taiwanese to publish newspapers, the need to teach Taiwanese in public schools, abolition of a system of informers known as "Baojia Zhidu", removal of the need for passports when travelling to China, and reform of the farmers' associations and government monopolies.

The party grew quickly. By the end of 1927, it had 15 branches and 456 members; among them, many prominent elites, including landowners, lawyers and doctors. However, the vague party charter soon presented problems: on the one hand the charter had apparently managed to placate the wary authorities; on the other, the vague wording had the effect of hiding away some of the divisive ideological differences among the most powerful players. During the party's short existence its internal politics was dominated by the struggle between the left-wing, led by Chiang Wei-shui, and the right-wing, represented by Peng Hua-ying, to define the party's core values, particularly its position on "the class question". Whereas Chiang's faction sought to define the party as representing the interests of workers and peasants, Peng's faction took the moderate position of "working to improve their quality of life". After Chiang set up the Taiwan Peasants' Union as a party affiliate in February 1928, Peng resigned in protest. In August 1930 a number of conservatives left the party to form the Taiwanese Alliance for Home Rule, led by Lin Hsien-tang and Tsai Pei-huo.

By the third party congress later that year, Chiang had won control of the executive committee. His proposal for a revision of the party charter was passed the following year. It admonished "bourgeoise" and "reactionary" members for not heeding the international climate, which had "strengthened the consciousness of struggle within the island's masses". The revised charter characterized the party as one to work toward the political freedom and interests of workers, peasants, the urban proletariat, and all similarly oppressed. Chiang believed that the time was ripe for a strategy that combined class and national (anti-colonial) movements.

For the most part, the party was not effective in achieving its goals. On 7 July 1927 it put forward a "Statement of Recommendations", given to Prime Minister Hamaguchi Osachi, that demanded local autonomy for the island and urged freedom of speech. The following year, it demanded that the colonial governor institute popular, proportionally representative ballot for some councils. Its singular triumph was in forcing the authorities to set aside budget for establishing treatment centers for opium addicts. The party successfully created international pressure by filing complaints to the League of Nations (of which Japan remained a member until the early 1930s), which then sent a representative to investigate.

As civilian rule gave way to a new, harsher phase of all-consuming militarism in Taiwan and elsewhere in the Japanese colonies, the fate of the party was sealed. Ironically the result was essentially as Peng Hua-ying had predicted in his objection to Chiang's more radical vision: As soon as the fourth party congress passed the revised charter, the authorities proceeded to ban the organization. Chiang Wei-shui and other party leaders were arrested. In its statement the authorities accused "leftist, nationalist members" of controlling the party and secretly working on independence for the colony, as well as alerting the international community of Japan's use of chemical warfare in suppressing the Wushe Rebellion of 1930. Chiang himself came to be disillusioned with legitimate political means of reform. After his death in August 1931 from typhoid, the party fell into disarray and later disbanded.

Platform
The party program of the TPP was socialist, emphasizing constitutional democracy and separation of power with a new Taiwanese constitution. The party had a radical economic program aiming at redistributing land to peasants and removing big landlords, abolishing big bourgeoisie and privileged classes in Taiwan, and implementing socialist programs to nationalize big companies and improve workers' rights. It also included the liberation of the Taiwanese people and regaining Taiwanese sovereignty from the Empire of Japan. Those programs were heavily inspired by Sun Yat-sen's Three Principles of the People.

Explanatory notes

title: Taiwanese People's Party


text:
Lewis Padgett

Lewis Padgett was the joint pseudonym of the science fiction authors and spouses Henry Kuttner and C. L. Moore,  taken from their mothers' maiden names. They also used the pseudonyms Lawrence O'Donnell and C. H. Liddell, as well as collaborating under their own names.

Writing as 'Lewis Padgett' they were the author of many humorous short stories of science fiction in the 1940s and 1950s. Among the most famous were:

 * The "Gallegher" series of stories, collected in Robots Have No Tails (Gnome, 1952):
 * "The Proud Robot"
 * "Gallegher Plus"
 * "The World Is Mine"
 * "Ex Machina"
 * "Time Locker"
 * "Mimsy Were the Borogoves"
 * "The Twonky"
 * "What You Need"

Adaptations

 * "The Twonky" was the inspiration for a radio show recording and a full-length film by the same name.
 * Episodes of Tales of Tomorrow and The Twilight Zone were based on the short story "What You Need".
 * In 1976, Caedmon Records released a spoken word album of the short story (TC 1509), narrated by William Shatner.
 * The feature film The Last Mimzy is loosely based on the short story "Mimsy Were the Borogoves".

As themselves (1937–1956)

 * Quest of the Starstone, 1937
 * Earth's Last Citadel, 1943
 * The Mask of Circe, 1948 (Illustrated by Alicia Austin in 1971)
 * Home is the Hunter, 1953
 * Or Else, 1953
 * A Wild Surmise, 1953
 * Home There's No Returning, 1955
 * Two-Handed Engine, 1955
 * No Boundaries, 1955 (collection)
 * Rite of Passage, 1956

As Lewis Padgett (1941–1953)

 * A Gnome There Was, 1941
 * Piggy Bank, 1942
 * Deadlock, 1942
 * The Twonky, 1942
 * Compliments of the Author, 1942
 * Time Locker, 1943
 * The Proud Robot, 1943
 * Mimsy Were the Borogoves, 1943
 * Shock, 1943
 * Open Secret, 1943
 * The World Is Mine, 1943
 * Endowment Policy, 1943
 * Gallegher Plus, 1943
 * The Iron Standard, 1943
 * When the Bough Breaks, 1944
 * The Piper's Son, 1945
 * Three Blind Mice, 1945
 * Camouflage, 1945
 * What You Need, 1945
 * Line to Tomorrow, 1945
 * Beggars in Velvet, 1945
 * We Kill People, 1946
 * Rain Check, 1946
 * The Cure, 1946
 * Time Enough, 1946
 * The Fairy Chessmen, 1946 (2 parts)
 * Chessboard Planet, 1946 (novel)
 * Murder in Brass, 1946
 * The Portal in the Picture, 1946 (novel), later published under the title Beyond Earth's Gates 1949
 * Project, 1947
 * Jesting Pilot, 1947
 * Margin for Error, 1947
 * Tomorrow and Tomorrow, 1947 (2 parts)
 * Exit the Professor, 1947
 * The Day He Died, 1947 (novel)
 * Ex Machina, 1948
 * Private Eye, 1949
 * The Prisoner in the Skull, 1949
 * See You Later, 1949
 * Beyond Earth's Gates, 1949 (novel), originally published under the title The Portal in the Picture 1946
 * Tomorrow and Tomorrow, 1951 (novel)
 * Tomorrow and Tomorrow & The Fairy Chessmen, 1951 (omnibus)
 * The Far Reality, 1951 (companion novel to Tomorrow and Tomorrow)
 * Robots Have No Tails, 1952 (collection)
 * Mutant, 1953
 * Humpty Dumpty, 1953
 * Epilogue, 1953 (essay)
 * Line to Tomorrow and Other Stories of Fantasy and Science Fiction (collection)

As Lawrence O'Donnell (1943–1950)

 * Clash By Night, 1943
 * The Children's Hour, 1944
 * The Code, 1945
 * The Lion and the Unicorn, 1945
 * This is the House, 1946
 * Vintage Season, 1946
 * Fury, 1947
 * Promised Land, 1950
 * Heir Apparent, 1950
 * Paradise Street, 1950

As C. H. Liddell (1950–1953)

 * The Sky is Falling, 1950
 * Carry Me Home, 1950
 * "P.S.'s Feature Flash", 1950 (essay)
 * The Odyssey of Yiggar Throlg, 1951
 * Android, 1951
 * We Shall Come Back, 1951
 * Golden Apple, 1951
 * The Visitors, 1953

External resources

 * Henry Kuttner at LC Authorities, with 27 records
 * C. L. Moore at LC Authorities, with 12 records
 * Henry Kuttner at LC Authorities, with 27 records
 * C. L. Moore at LC Authorities, with 12 records

title: Lewis Padgett


text:
User talk:Blugu128

Thanks very much for the image. Hello and welcome to Wikipedia! Hope you like it here, and stick around.

Here are some tips to help you get started:

 * To sign your posts (on talk pages, for example) use the '~' symbol. To insert just your name, type ~~~ (3 tildes), or, to insert your name and timestamp, use ~~~~ (4 tildes).
 * Try the Tutorial, and feel free to experiment in the test area.
 * If you need help, post a question at the Help Desk
 * Follow the Simplified Ruleset
 * Eventually, you might want to read the Manual of Style and Policies and Guidelines.
 * Remember Neutral point of view
 * Explore, be bold in editing pages, and, most importantly, have fun!

Good luck!

Image:Denverintl.jpg
Is it possibly that you can relicense this image? Non-comm is something that can no longer be used on WP. Burgundavia 08:22, Apr 7, 2005 (UTC)

General image tagging
Hey,

I noticed most of your images are CC non-comm, which is non-free by wikipedia standards. Is it possible that you could relicense them all as they are very nice images and it would be a shame to lose them.

 * The list:
 * Image:Wwu.jpg
 * Image:BellinghamWA.jpg
 * Image:SICM 039.jpg
 * Image:Escortzx2.jpg

In addition, I listed Image:Armpithair.jpg on WP:IFD as it is quite blurry.

I don't mean any offence, just trying to keep WP clean. Burgundavia 08:31, Apr 7, 2005 (UTC)
 * Generally, non-commercial licences are bad because our mirrors cannot use them, which limits the "free information for everybody" mission. Thus a better licence would be the Creative Commons By Attribution Share Alike, which is tagged or just By Attribution, which is  . You can read more about this licences  at By-Sa and By. Hopefully this is more useful. Also, you can sign your name like this ~, which gives you name and datestamp. Burgundavia 08:52, Apr 20, 2005 (UTC)

Image:Airquotes.jpg has been listed for deletion

 * Also Image:BellinghamWA.jpg, Image:Escortzx2.jpg. dbenbenn | talk 23:03, 3 January 2006 (UTC)
 * Also Image:SICM 039.jpg. dbenbenn | talk 01:49, 5 April 2006 (UTC)
 * Also Image:Wwu.jpg. User:dbenbenn 00:37, 8 April 2006 (UTC)

title: User talk:Blugu128


text:
Talk:List of aerospace engineers

Ross Gilmore?
Born in 1984? Hardly seems enough time to have a great career in aerospace engineering. "Gilmore flaps"? —Preceding unsigned comment added by 71.58.76.75 (talk) 22:43, 11 September 2007 (UTC)

OKB v. RAC
if the "OKB" prefix is deprecated in favor of the Romanized "RAC" (Russian Aircraft Corporation), feel free to correct me...✈ James C. 18:54, 2004 Aug 16 (UTC)

Erik Ahlgren?
I do not want to be too fast on the trigger here, but has anyone ever heard of a notable(?) aerospace engineer named Erik (or Ricky?) Ahlgren? There is a reasonably notable Erik Ahlgren, who was the lead designer of the Sony-Ericsson T610 phone; but unless you count people throwing it across the room after getting their monthly phone bill, I don't think he counts as "aerospace."

Whoever Erik Ahlgren is,5 199.209.253.27 sure thinks he's important, that's for sure. --Ray Radlein 05:29, 26 May 2007 (UTC)

Names which are Non notable / No Wiki Article ?
This list appears to contain various names of people of no notability and / or with no Wikiapedia article. I would suggest a "Clean Up" is required to meet Wikipedia's Notability policy's and List criteria. The inclusion of random names with no indication of why, and or links to Articles renders them meaningless. Comments please - BulldozerD11 (talk) 13:13, 14 July 2008 (UTC)
 * Cleaned up no Link Names, some redlinks blanked, some entries linked, Notations add to some entries with just a name. Some redlinks left till the related articles are checked out for relevance. assistance required to verify other links inclusion and require notations adding of relavance to listing - BulldozerD11 (talk) 13:59, 23 July 2008 (UTC)

External links modified
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Test pilots?
Does being a a test pilot qualify someone for inclusion in this list? Chuck Yeager has been added to this list, bu the was never an engineer.. He's a notable test pilot, but did he have anything to do with designing or engineering? Meters (talk) 22:54, 28 June 2019 (UTC)

Bita Barekati
An IP editor made the following addition:

 * Bita Barekati — The Founder Of Iran's Aerospace Industry — Designer And Researcher — lead Of Aerospace Engineer

I have reverted this as I could not find any reference anywhere to this person, even on the Farsi Wiki site. I wanted to note for this editor, should they return, that if there is a Farsi article for Bita Barekati then the entry on this article should link to it with this text (the full text can be seen in edit mode, the Farsi script seen there is for illustration only, it was Google Translate's attempt at translating the name and is likely not accurate):

 * Bita Barekati — The Founder Of Iran's Aerospace Industry, Designer And Researcher

Tfdavisatsnetnet (talk) 19:48, 23 November 2022 (UTC)

title: Talk:List of aerospace engineers


text:
Annville

Annville can refer to a place in the United States:

 * Annville, Kentucky, in Jackson County
 * Annville Township, Pennsylvania, in Lebanon County
 * Annsville, New York, in Oneida County

title: Annville


text:
Baldur's Gate: Tales of the Sword Coast

Baldur's Gate: Tales of the Sword Coast is an expansion pack of the fantasy role-playing video game Baldur's Gate. Developed by BioWare and published by Interplay, it adds 20 to 30 extra hours of gameplay, including the addition of four areas and minor tweaks to some of the mechanics. The expansion consists of four notable quests that take place within the same game world as Baldur's Gate, and sees players taking their character (referred to as the Ward) and their party of companions across the Sword Coast, from travelling to a distant island, to exploring the fortress dungeon of a dead dwarf. Tales of the Sword Coast sold 600,000 units by 2003.

Gameplay
The expansion retains the same fundamental gameplay mechanics of Baldur's Gate. The new areas incorporated into the same world map as the original game, a number of tweaks and improvements were made. These include:

 * The experience point cap being raised to 161,000, allowing characters to reach higher levels.
 * The user interface receiving a number of improvements.
 * Identical items automatically stack.
 * Unidentified items display a blue tint to make it easier to distinguish them.
 * The abilities of the thief class are toned down.

In addition, if the player had completed the original game, the expansion features the option of loading a save game of their player character and their party, placing them within the new settlement of Ulgoth's Beard, where most of the quests begin.

Setting
Baldur's Gate: Tales of the Sword Coast takes place around the same time of the original game, and within the same region of Faerûn. The expansion adds a number of locations, including the small town Ulgoth's Beard, a mysterious island in the Trackless Sea, the Isle of Ice, and the ruins of Durlag's Tower. While it provides additional side quests, these do not impact the original game's main story, especially if it is ongoing.

Story
A party of adventurers consisting of Gorion's Ward and their companions travel to Ulgoth's Beard, a small town with great adventuring possibilities. They meet with a mage called Shandalar who asks them to recover a cloak of his from the Isle of Ice, forcefully teleporting them to the island. The Ward's party fight against those who were trapped in the island's dungeon, recovering the cloak and managing to return with it.

Heading to the town's docks, the party encounters Mendas, a man who seeks help for an expedition to track down the ship used by Balduran. After returning with a sea chart that had been found by a local guild in Baldur's Gate, the party travel across the Trackless Sea. A storm to shipwrecks them on an island, where they discover a village. The Ward's party learn from the village's chief that they suffer from werewolf attacks, to which the party agree to help deal with them, learning that the creatures reside in the wreck of Balduran's ship. Venturing towards it, the group encounter an elven mage in a cave, who reveals the truth behind the incident aboard Balduran's ship, and that the villagers are not what they seem to be. Defeating what turns out to be wolfweres, the party returns to the village to find that all the villagers were actually werewolves, forcing them to fight through them, including a Loup Garou, in order to escape the island. Returning to Ulgoth's Beard, the group learns that Mendas is a werewolf and had sent them out to help him bring back the village chief, his mate, along with the villagers, in order for them to roam free across the Sword Coast. Upon learning of what the Ward did, Mendas transforms into a Loup Garou and attacks the party, but is defeated.

In the town's inn, the party encounter Hurgan Stoneblade, a dwarf, who asks them to help him recover the Soultaker Dagger from the dungeons beneath Durlag's Tower. The party travel to the ruined tower for a guided tour, just as a powerful Demon Knight claims control over the ruins and its dungeon, forcing the party to fight past several creatures while overcoming the traps and puzzles set up by Durlag, defeating the Demon Knight and recovering the Soultaker. Upon returning to Ulgath's Beard, the group are accosted by a member of a cult, who steals the Soultaker from them. Forced to take it back, the party venture into the cult's hideout, but arrive too late to stop them from summoning demon from the Abyss called Aec' Letec. Fighting it, the party defeat the cult and kill the demon, preventing it from escaping into the rest of the Sword Coast, while ending their final adventure in the town.

Development
Baldur's Gate: Tales of the Sword Coast began development in 1998. Mark Asher of CNET Gamecenter reported that it was already "several months" into production by January 1999. The game was officially announced in early February.

Tales of the Sword Coast went gold on April 26, 1999, and shipped to retailers on May 4.

Sales
Tales of the Sword Coast debuted at #1 on PC Data's computer game sales chart during the May 2–8 period, and held the position the following week, but fell to #6 in its third week. The game remained in the top 10 for the entirety of May, and was the second-best-seller of the month overall, behind Star Wars: Episode I – The Phantom Menace. By the week ending June 12, the game had fallen off the weekly charts, but it finished in 17th place on PC Data's monthly chart for June. In the United States alone, sales of Tales of the Sword Coast reached 156,000 copies by March 2000.

By late 2003, global sales of Tales of the Sword Coast had surpassed 600,000 copies.

Critical reviews
The expansion was critically well received. In the review from GameSpot, the game was found to feature "some occasionally frustrating battles, adds only minor gameplay enhancements, and takes a few additional liberties with AD&D rules", but the new areas and game content were found to be well-designed and interesting. Computer Games Strategy Plus called it "a solid add-on to an excellent title", but complained that glitches occasionally caused the game to crash. According to GameSpy, "especially for new players, the 'add-in' structure would make an already rich experience richer, improving one's Baldur's Gate experience immeasurably".

Tales of the Sword Coast won the Origins Awards for "Best Roleplaying Computer Game of 1999". It was a runner-up for Computer Games Strategy Plus's 1999 "Add-on of the Year" and GameSpot's "Best Expansion Pack" awards, but lost these prizes to Heroes of Might and Magic III: Armageddon's Blade and Half-Life: Opposing Force, respectively.

title: Baldur's Gate: Tales of the Sword Coast


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Third umpire

The third umpire (or TV Umpire ) is an off-field umpire used in some cricket matches, particularly international matches. Their role is to make the final decision in questions referred to them by the two on-field umpires or the players.

The third umpire is also there to act as an emergency on-field umpire if required.

History
The third umpire was conceptualized by former Sri Lankan domestic cricketer, and current cricket writer Mahinda Wijesinghe.

It debuted in Test cricket in November 1992 at Kingsmead, Durban for the South Africa vs. India series. Karl Liebenberg was the third umpire, with Cyril Mitchley the on-field umpire, who referred the run out decision in this match. Sachin Tendulkar became the first batsman to be dismissed (run out) by using television replays in the second day of the Test scoring 11.

Appointment
The third umpire is appointed from the Elite Panel of ICC Umpires or the International Panel of ICC Umpires for Test matches, ODIs, and T20Is.

For all Test matches, and for ODIs where DRS is used, the third umpire is appointed by the ICC, and is a different nationality to the two sides. For ODIs where DRS is not used, and for all T20Is, the third umpire is appointed by the home side's Governing body.

Decision requests
An on-field umpire can, at his own discretion, use a radio link to refer particular types of close decision to the third umpire, this is called an Umpire Review. When the full Umpire Decision Review System is not in use, the third umpire uses television replays (only) to assist him in coming to a decision.

When the full DRS is in use, players can also initiate reviews of particular decisions by the on-field umpires, this is called a Player Review. These are judged by the third umpire, and the third umpire has the full range of technology available beyond simple replays, for both Umpire Reviews and Player Reviews.

Emergency on-field umpire
In the case of injury or illness to one of the on-field umpires, the third umpire will take his place. The third umpire duties will then be taken on by the fourth umpire.

For example, during the 4th ODI between Australia and India at Canberra in 2015–16, umpire Richard Kettleborough was injured during Australia's innings and was replaced by third umpire Paul Wilson.

title: Third umpire


text:
Ansonville

Ansonville may refer to:

 * Ansonville, North Carolina, United States
 * Ansonville, now part of Iroquois Falls, Ontario, Canada

title: Ansonville


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User talk:Mgomez~enwiki

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The developer team at Wikimedia is making some changes to how accounts work, as part of our on-going efforts to provide new and better tools for our users like cross-wiki notifications. These changes will mean you have the same account name everywhere. This will let us give you new features that will help you edit and discuss better, and allow more flexible user permissions for tools. One of the side-effects of this is that user accounts will now have to be unique across all 900 Wikimedia wikis. See the announcement for more information.

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Renamed
 This account has been renamed as part of single-user login finalisation. If you own this account you can |log in using your previous username and password for more information. If you do not like this account's new name, you can choose your own using this form after logging in: . -- Keegan (WMF) (talk) 16:17, 22 April 2015 (UTC)

title: User talk:Mgomez~enwiki


text: User talk:70.48.47.217

title: User talk:70.48.47.217