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[MC]Ronin[MC]

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  1. They again polluted the Yugovska and Chepelarska rivers Economist Emil Dimitrov will inspect the site New pollution of the Yugovska and Chepelarska rivers. These are excess concentrations of cyanides. An urgent check has been ordered, which begins this morning. The Minister of Environment and Water Emil Dimitrov will also be on the spot. A tailwash accident polluted the waters of two rivers Basin Directorate officials found cyanide concentrations twice above normal on Friday afternoon. Alerts were sent to five municipalities - Lucky, Asenovgrad, Sadovo, Rodopi and Maritsa. They recommend that the local po[CENSORED]tion not use water from both rivers. There are also warnings to the water supply and sewerage system - Plovdiv and RZI. They should analyze the drinking water from the water sources located on the terrace of the Chepelarska River. Irrigation systems should, however, shut down the facilities that carry the water to the irrigation canals and fish ponds. According to the Ecosystem, the potential source of pollution is related to the extraction of metals in the Lucky area. Most likely it is an accident at a mining company. It is recalled that 10 days ago an accident at the tailings pond again polluted the river. In the morning, the Minister of Environment and Water came to the place, who together with the Regional Governor Danny Kanazireva will check. "We did an extraordinary check yesterday because we were having problems with this tailing. The results were announced in the evening. We sent people out to the mountains tonight to check what was going on. We have information about what is happening. It is not good what we have found out there, "the Economist commented. "It is unpleasant pollution and actions that should not have taken place at this time. The source is clear. There are cyanides many times above normal. There are misconducts aimed at overflowing water through discharges. There is no danger of drinking water." , added Emil Dimitrov, but declined to disclose the extent of the pollution.
  2. Name Game: RPG Maker MV Price: 73,89€-14,79€ The Discount Rate: -80% Link Store:Steam Offer Ends Up After : The offer ends on February 24 SYSTEM REQUIREMENTS Windows MINIMUM: OS: Microsoft® Windows® 7/8 / 8.1 / 10 (32bit / 64bit) Processor: Intel Core2 Duo or better Memory: 4 GB memory Graphics Card: DirectX 9 / OpenGL 4.1 capable GPU Storage space: 1 GB available space Additional notes: 1280x768 or better Display RECOMMENDED: Graphics Card: OpenGL ES 2.0 hardware driver support required for WebGL acceleration. (AMD Catalyst 10.9, nVidia 358.50), iOS 8.0, Android 4.4.4 *
  3. Paint Warfare 1.7.0 : New maps, planes, grenades and more! Paint Warfare 1.7.0 has been a trek; it's been a 3-month project, the most development time ever put into a release after 1.0. We've had countless new people come and go, helping make this update possible, and I'm finally happy to announce that the 1.7.0 update is now public on Steam! Movement: Movement has been overhauled, it's now much smoother and more responsive. Crouching bugs have been patched and animations have been overhauled, and network usage has been optimised Maps: The old 2x2km Tornado and Blizzard maps have been completely replaced with 2 completely new 3x3km maps fit-out with trucks and fighter planes. The new maps also feature a spawn select, so you can tactically choose your favourite spawn and get right into the action. An LMS mode has also been introduced into the factory map, along with various optimisation and lighting changes Combat: An entire new weapon class has also been introduced, with 4 new grenade types now in the game. Med-kits have received a massive buff, and a new auto-heal timer has now been introduced, so you will automatically regenerate health after not taking damage for a few seconds. Grenade jumping has also been added, along with a void, so you don't fly too high. All bugs with the old team deathmatch system have been fixed, and nametags have been removed in FFA. Paint splatters and bullet delays have now also been added. UIs and Menus: Added a new music player in the menu, overhauled the matchmaking UI and added UI SFX. Better post-processing has been added to menu UIs that is also able to be adjusted in the quality settings. Smaller Changes: Kill-feed now displays 'FFA Started' on FFA maps Removed the SFX option Fixed some building colliders Impoved the chat censoring system to minimise false blocking Fixed a bug that prevented tanks from shooting Fixed wetlands spawn You will no longer automatically enter vehicles by walking up to them Optimised maps Fixed flickering issues on Wetlands Re-scaled buildings and props to fit the player size Fixed a bug that caused the Chiappa to be invisible Added custom skyboxes
  4. EA Sports MMA is a fighting video game developed by EA Tiburon and published by EA Sports from 2008 to 2010. It was released on PlayStation 3 and Xbox 360 on October 19, 2010 in North America and October 22, 2010, anywhere else. . Online services have been shut down since April 13, 2012 for the PlayStation 3 and Xbox 360. Premiere date: October 19, 2010 Developer: EA Tiburon Genre: Sports Publisher: EA Sports Platforms: PlayStation 3, Xbox 360, iOS Nominations: VGX Award for Best Individual Sports Game, MORE Stepping into the mixed martial arts arena for the first time must be a daunting prospect for any newcomer, but you wouldn't know it looking at EA Sports MMA. A contender for the UFC Undisputed series' previously uncontested crown, EA Sports MMA steps into the ring with a swagger that belies its lack of experience, and gives a good account of itself at almost every opportunity. Its fighting style is so different from that of UFC Undisputed that there's no reason both games shouldn't be winners where your wallet is concerned, and although UFC Undisputed is ultimately the better fighter, EA Sports MMA doesn't disappoint and--assuming this game spawns a series--is definitely one to watch in the future. EA Sports MMA makes a good first impression with responsive, mostly intuitive controls that are reminiscent of those in last year's Fight Night Round 4. You move with the left analog stick and throw punches with the right, and the shoulder buttons are used to modify those controls to target the body rather than the head, to throw kicks or fakes instead of punches, and to block. Face buttons are used for clinches, sprawls, takedowns, submissions, and ground position changes. The choke submission system involves rotating the right stick in search of a sweet spot and takes some getting used to, but like the rest of the default controls, it works well. There's an option to play with a completely different controller setup that uses face buttons for punches and kicks, but it doesn't afford you the same level of control, and because you'll almost certainly want to use the superior default controls at some point, it's not recommended. Even if you're not familiar with the controls in recent Fight Night games, there's an MMA 101 option accessible from EA Sports MMA's main menu that does an excellent job of teaching you the basics, and there are also ample opportunities to familiarize yourself with the stand-up, clinch, and ground controls when you start out in Career mode. Depending on how narcissistic you are, you might be disappointed with the level of customization that's available when you create your career fighter. There's support for EA Sports' Game Face technology, but regardless of whether you use your console's camera or photos uploaded to the EA website to put yourself in the game, the results are disappointing. Furthermore, there are no options to manually tweak the physical properties of heads and faces in the game; if you don't use Game Face, you're limited to choosing one of around 50 premade heads. You can play around with different hairstyles, eye colors, skin tones, and tattoos, but even these options are limited compared to those offered in other EA Sports games. Licensed clothing options, on the other hand, are excessive, and picking out a shirt from the 245 that are available is hardly worth the effort given that your fighter only wears a shirt briefly before or after fights. Scrolling through 160 different pairs of shorts isn't much fun either, especially when you're prompted to choose not only a primary pair, but also an alternate pair that--even when you're matched up with an opponent wearing identical gear--never comes into play. While creating your Career mode fighter you're also prompted to choose one of nine different specializations, all of which have key strengths and weaknesses. Play as a boxer, for example, and your kicks aren't nearly as effective as your punches. Specialize in judo, on the other hand, and your takedowns and ground skills are much more useful than your striking, and you have a glass jaw to boot. You can train in other styles by visiting different gyms once your career gets under way, but a kickboxer is never going to be great at submissions, and a sambo practitioner isn't likely to win many fights with powerful kicks. Once you settle on your look, your fighting style, and on the name that announcers will call you, you get to meet your trainer, retired MMA champion Bas Rutten. After training with Bas and turning pro, the first thing you need to do is decide which of two fictional leagues you want to start your career in. EA Sports MMA features six different leagues, including the Strikeforce league that many of the game's licensed fighters compete in. The rules vary somewhat depending on which leagues you choose to fight in, but regardless of whether or not elbows and knees are allowed on the ground, the action plays out in much the same way. The most interesting fights tend to be those that pit two different fighters against each other, because then the two of you have very different agendas and force each other to adapt. Wrestlers want to take the fight to the ground at every opportunity, while Muay Thai guys stop at nothing to get their opponent into a clinch, for example. You can defend against both with a single well-timed button press, and blocking incoming strikes is just as easy. The ease with which you can defend, coupled with your fighter's finite amount of stamina, means that going on an all-out offensive is rarely a good idea, at least not against a skilled opponent. Sadly, there aren't a lot of those to be found in Career mode. If you play Career mode on the default difficulty setting (there are two more-difficult options that improve things somewhat), the AI opponents don't always put up much of a fight, particularly early on. You can win fights simply by spamming jabs over and over again or, later on, by stacking your opponent and hitting him in the gut for minutes at a time while he pointlessly protects his face. It's not a satisfying way to win a fight, and it's unfortunate that you might spend far less time fighting than you do training early on, but things do improve as your career progresses. Regardless of where you are in your career, you're forced to spend eight weeks training in between fights. Most of the weekly training challenges take under a minute to complete and do a great job of forcing you to use different moves while simultaneously beefing up your fighter's stats. To improve your movement and range, you might be asked to survive for 60 seconds in a fight without the option to block or strike back, for example. Some of the training challenges can be completed very cheaply (at least one instance of the aforementioned example can be aced by circling an opponent who does nothing but try to circle you at the same time), but most pose a reasonable challenge and, appropriately, get easier as your stats improve. One of the best things about the training in EA Sports MMA is that after completing a challenge, you gain the option to just push a button and simulate it anytime you want to reap its benefits. You're graded when training, so simulating a challenge that you scored only a D on isn't as effective as simulating one that you scored an A on, but it's great that once you get that A there's no reason to do the same thing over and over again. Another neat feature of the Career mode is that after getting your first few fights out of the way, you can travel to different gyms and complete challenges to learn new moves. You can learn one additional move before each fight, and although there are more than 25 moves available, you're limited to 16, so figuring out which moves to learn and when adds a welcome element of strategy to the proceedings. The action inside the ring (or cage) also demands strategic thinking once the difficulty ramps up, particularly when you fight against human opposition locally or online. Not only must you always be aware of your stamina--which appears onscreen by default but can be turned off--but you also need to figure out your opponent's strengths and weaknesses and adjust your game plan accordingly. It's extremely satisfying to finish an opponent after taking a beating from him for the first several minutes of a fight, and by the same token, it's frustrating to suddenly lose against an opponent that you've been dominating. These changes of fortune rarely feel unrealistic, though, and the fact that they're quite common prevents you from becoming either complacent or completely disheartened during a fight. There might be times when your stamina is all gone and you feel helpless as your opponent forces you up against the cage, or when you seem unable to escape a string of submission attempts, but there's almost always a way out, and there's always a way to avoid finding yourself in that situation in the first place. Sadly, if you choose to play EA Sports MMA with the stamina bar and the health indicators for head, torso, and legs turned off, it can be overly difficult to get a feel for how well you're doing. Punches and kicks don't always feel like they have much power behind them, and the use of realistic-looking blood is limited and, since it's possible to be dominating a fight and still look worse than your opponent, can be misleading. Another problem inside the ring is that often when fighters launch attacks simultaneously, they inexplicably manage to avoid making any contact with each other, instead anticlimactically returning to their original stances. Unsurprisingly, the most satisfying fights are found online, where opponents are far less predictable than the AI. Players are already gravitating toward powerful fighters like Fedor Emelianenko and Randy Couture, but if you're good and you know how to play to your chosen fighter's strengths (which won't be a problem if you choose to use your Career mode fighter), nobody is unbeatable. Online play doesn't suffer from any noticeable lag, and it benefits from a number of options that go beyond the usual ranked matches and leaderboards. Every time you fight, you earn points toward new rankings and different-colored belts; you can create custom fight cards for groups of up to 10 players who watch and comment on each other's fights while waiting their turn; and there are regular leaderboard-based tournaments that culminate in live broadcast finals. Fights that appear during live broadcasts are commentated live by MMA experts and can be watched by anyone not participating either through the game or on the official EA Sports MMA website. This is a great feature that, even if you don't get to appear in one of the fights yourself, makes you feel like you're a part of something big. Even outside of live broadcasts, EA Sports MMA does a good job of replicating the look and feel of a pay-per-view event. Great-looking fighters enter arenas accompanied by their chosen entrance music; the commentators do a solid if repetitious job of calling the action; and the crowd noise swells up at all the right moments. The ring announcer's lip-synching could use some work, and the camera occasionally appears to be torn between two locations and so sways frantically between both of them, but these are minor complaints. If you have even a passing interest in mixed martial arts, EA Sports MMA is unlikely to disappoint. The Career mode offers a lengthy and ultimately very rewarding challenge that you'll probably want to play through at least twice using different fighting styles, and both local and online multiplayer matches are a lot of fun. It's unfortunate that the AI isn't more convincing and that lengthy load times permeate every aspect of the game, but EA Sports MMA is deserving of a spot alongside UFC Undisputed 2010 in your collection
  5. Good morning devils !

     

     

    1. King_of_lion
    2. Naser DZ

      Naser DZ

      Good Morning man ❤️

  6. If you are tired of the ordinary mirror in the hall or living room, replace it with an unusual mirror of "crooked" fragments. It cannot be used for its intended purpose, but it is a great focal point for the room and reflects the light in it. Materials needed: - pinewood x 20 mm, cut to a size of 60 x 100 cm - 20 pieces of mirror x 16 x 20 cm - 40 pieces of polystyrene cubes, 20 pieces each with size 35 mm and 25 mm - hot silicone gun - acrylic sealant seal - paint and brush - 2 picture hangers - the skin - strong adhesive Instructions: 1. Treat the pine wood with sandpaper and apply 2 coats of paint in the desired color, preferably dark. Wait for it to dry. Mount 2 metal picture hangers on the back of the rectangular base so you can put it on the wall when you make the mirror. 2. Apply paint to the polystyrene blocks in a dark color so that when placed under the mirrors, they are not visible from afar. Leave the upper and lower surfaces unpainted as the glue will not catch. Using a hot tool or a dummy knife, shape the top of the blocks at a not very large angle, about 30 degrees. 3. Apply 2 of the 35 mm blocks of adhesive to the bevelled part of the block and glue them down with the adhesive surface on a mirror surface. Apply a little glue on the blocks and on the other side of the mirror. Turn the piece over and secure it to the base so that the mirror is firmly angled. Form a whole row of mirrored parts by placing them at an angle. 4. Apply glue to the beveled part of 2 of the 25 mm blocks and glue them down on the mirror. Apply a little glue on the other side of the blocks and on the mirror surface, turn it over and attach it to the base, on the second row. The mirror must be angled, but in a different direction from the first row, as shown in the diagram. 5. Attach the mirror pieces to the base to form the other 2 rows. Alternate the directions to give a chessboard effect similar to the mirrors pointing in different directions. Allow the adhesive to dry for about 10 hours and fill the gaps between the mirror parts with a silicone mixture. 6. Hang the mirror on the wall. In addition to a rectangle, you can make the mirror in various shapes, including a square or a circle. You can combine several different mirrors on the wall for greater effect, and they can vary in size and shape.
  7. nice avatar

     

    and nice nick

     

    Shocked Rihanna GIF

    1. Show previous comments  1 more
    2. myCro

      myCro

      Just to know, my dogs name is spelled Roni and is called on his big name of Ronin only when doing bad things 

    3. [MC]Ronin[MC]
    4. R e i

      R e i

      @myCro ? you seems like pablo escobar

      nice avatar bro i like your dog xd

      happy tom and jerry GIF

  8. Name Game: BATTLETECH Price: 39,99€-13,59€ The Discount Rate: -66% Link Store:Steam Offer Ends Up After : The offer ends on February 23 SYSTEM REQUIREMENTS Windows MINIMUM: Requires 64 bit processor and operating system OS: 64-bit Windows 7 or Higher Processor: Intel® Core ™ i3-2105 or AMD® Phenom ™ II X3 720 Memory: 8 GB memory Graphics Card: Nvidia® GeForce ™ GTX 560 Ti or AMD® ATI Radeon ™ HD 5870 (1 GB VRAM) DirectX: Version 11 Network: Broadband Internet connection Storage space: 35 GB available space Sound Card: DirectX 9 sound device Additional Notes: Multiplayer is compatible between Windows, Mac and Linux versions. RECOMMENDED: Requires 64 bit processor and operating system OS: 64-bit Windows 7 or Higher Processor: Intel® Core ™ i5-4460 or AMD® FX-4300 Memory: 16 GB memory Graphics Card: Nvidia® GeForce ™ GTX 670 or AMD® Radeon ™ R9 285 (2GB VRAM) DirectX: Version 11 Network: Broadband Internet connection Storage space: 35 GB available space Sound Card: DirectX 9 sound device Additional Notes: Multiplayer is compatible between Windows, Mac and Linux versions.
  9. Premiere Date: February 22, 2017 Developer: Shiro Games Publisher: Shiro Games Platforms: Nintendo Switch, PlayStation 4, Xbox One, Microsoft Windows, Linux, Mac OS SYSTEM REQUIREMENTS Windows MINIMUM: OS: Windows Vista or better Processor: Intel 2.0ghz Core 2 Duo or equivalent Memory: 1 GB memory Graphics Card: Nvidia 450 GTS / Radeon HD 5750 or better DirectX: Version 10 Storage space: 1 GB available space Additional notes: Minimum display resolution: 1366x768 RECOMMENDED: OS: Windows 7 or better Processor: Intel i5 3.1 Ghz Quad core Memory: 2 GB memory Graphics Card: Nvidia GTX 660 / Radeon HD 7800 or better DirectX: Version 10 Storage space: 1 GB available space Additional notes: Recommended display resolution: 1440x900 It's spring and my Viking colonists are gleefully filling their bellies now that the snow has melted and our food stores are filling up. The farmers and hunters are working hard, and with their appetite sated, my warriors are jonesing for a fight. I don't have time to enjoy it. I'm already preparing for Northgard’s next harsh winter. Even more than dragons or undead, foul weather is the greatest threat to my growing settlement. Northgard looks like a throwback, a game that would have comfortably fit in with Age of Empires and Settlers, but while the inspiration is clear, it would be a disservice to imply that it's mainly trading in nostalgia. This Viking saga builds on the history-themed RTS romps of the '90s, but it's not beholden to them. The basics are still familiar. You start with nothing but a ramshackle town hall and some villagers, eventually growing it into a large, defensible settlement that can handle raids from monsters and other Vikings. That's done by finding resources and exploiting them using specialist workers and buildings. Building slots limit how much you can construct straight away. The map is made up out of discrete regions containing resources, treasure and enemies, but only space for a few buildings, and they've got to be colonised before they can be used. Every region costs exponentially more food to colonise, so you really need to plan out your expansion in advance, considering the impact on your stockpiles. As each new layer, from weather to warfare, is introduced, the pace of expansion is a relief. It slows things down just enough so that you can take a moment to set priorities, whether that’s making pals with the kobolds who moved in down the road or sending a scout to go delving into ruins. But while the pace might be more considered, winter's approach means there’s always some tension, and the multitude of enemies ensures there's no absence of friction. Winter is a challenge that can be overcome by worker placement and preparation—the two most important things in Northgard. Workers can be switched on the fly, so if you've got a warband just sitting around, you can make all of them farmers, fishermen or hunters to help keep everyone fed. With the right buildings and happy, healthy workers, even the most brutal winters can be handled. If you're more military-minded, you might not want to disband your army. By generating lore, a stand-in for science, technological advancements can be made, including warmer clothes for warriors. That's a game-changer, arguably making winter one of the best times to go on the offensive, when enemy Vikings might not be as prepared. How you approach winter, and indeed most of Northgard's systems, can also depend on the clan you're playing as, along with what victory condition you're gunning for. You can win your 'Best Viking Award' by conquest, but you can also win through trade, wisdom and fame, all of which come with different building and resource prerequisites. Fame is Northgard's most unusual resource. It's a representation of a clan's great deeds, like killing a wyvern or defeating another player, and unlocks massive bonuses. It drives exploration, as you seek out greater foes, but also weaves its way throughout the game, tying everything together. Fighting, feasting, building monuments—do interesting things and you’ll be rewarded. While each clan shares a lot of the same features, they're still a distinct bunch. The Wolf Clan, for instance, are a lairy mob of fighters. Their warriors can gather food by killing hostile beasties, and they also generate happiness, ensuring the settlement remains productive and new villagers keep appearing. Ultimately this means they don't need as many farmers, fishermen or hunters and can afford to invest in larger warbands. The campaign serves as a solid introduction to each of these clans and eventually leads to some creative, novel missions. They can be brief if you clock the optimal path, and 11 seems a little on the short side, but there's very little repetition. Each new chapter pushes you into trying new things, introducing additional mechanics and shaking things up with one-off challenges. The story the campaign hangs on is less compelling. It's a painfully tired revenge tale with twists so boring they'll put you to sleep. Think Vikings seem exciting? Not for long! The clan leaders that serve as the campaign's small cast are more reflections of their respective clans than characters, rattling off perfunctory lines of forgettable dialogue. At least they're decent fighters because of their high health and damage. Northgard lives in the skirmish mode. The campaign mission design is good, but sometimes you just want to shake off the shackles and batter some Vikings in a sandbox. When all of the game's concepts collide, instead of being separated by levels, it becomes a tricky, unpredictable RTS that pulls you in all these different directions. Every game is fat with potential, helped in great part by a map generator that spits out a brilliant array of as-good-as-bespoke battlefields.
  10. BattleTech is a turn-based video game strategy developed by Harebrained Schemes and published by Paradox Interactive. It was released on Windows and OS X on April 24, 2018, following the release of Linux. Premiere Date: April 24, 2018 Designer: Jordan Wiseman Developer: Harebrained Schemes Engin: Unity Platforms: Microsoft Windows, Linux, Mac OS Modes: Single player game, Multiplayer game SYSTEM REQUIREMENTS Windows MINIMUM: Requires 64 bit processor and operating system OS: 64-bit Windows 7 or Higher Processor: Intel® Core ™ i3-2105 or AMD® Phenom ™ II X3 720 Memory: 8 GB memory Graphics Card: Nvidia® GeForce ™ GTX 560 Ti or AMD® ATI Radeon ™ HD 5870 (1 GB VRAM) DirectX: Version 11 Network: Broadband Internet connection Storage space: 35 GB available space Sound Card: DirectX 9 sound device Additional Notes: Multiplayer is compatible between Windows, Mac and Linux versions. RECOMMENDED: Requires 64 bit processor and operating system OS: 64-bit Windows 7 or Higher Processor: Intel® Core ™ i5-4460 or AMD® FX-4300 Memory: 16 GB memory Graphics Card: Nvidia® GeForce ™ GTX 670 or AMD® Radeon ™ R9 285 (2GB VRAM) DirectX: Version 11 Network: Broadband Internet connection Storage space: 35 GB available space Sound Card: DirectX 9 sound device Additional Notes: Multiplayer is compatible between Windows, Mac and Linux versions. If, as Sid Meier likes to say, good strategy game design boils down to providing a series of interesting decisions, then what comes next should be a series of interesting consequences. This is where BattleTech excels. Harebrained Schemes has taken the hard sci-fi tabletop game (best known to PC players as the basis of the MechWarrior series) and married it to the XCOM formula in a way that brings out the best qualities of both. You field a lance of up to four bipedal battlemechs in open-ended, turn-based combat encounters that cover swathes of open terrain. Unlike many of its tactical peers, BattleTech doesn't use a grid—this is a far more granular wargame than most, asking you to pay attention to not just the position of each mech but also its degree of rotation, its speed, and its relationship with its environment. Here's an example of how this might play out. Taking advantage of the initiative bonus granted to light units, your opponent activates their Jenner skirmish mech and has it sprint into a flanking position along a distant treeline. Moving a longer distance grants it several stacks of the evasion buff, and moving into trees provides cover. In response, you move your Wolverine medium mech into a firing position—but the Jenner's evasive action makes your odds of hitting pretty low. However, this Wolverine is piloted by a mechwarrior with the Sensor Lock ability, allowing them to forgo shooting to strip two stacks of evasion from the Jenner and reveal them to your other battlemechs. This in turn allows your heavier Trebuchet mech to launch an indirect attack with its long range missiles: the barrage catches the Jenner out, dealing critical damage and blunting the flanking attempt. You've committed two mechs to dealing with what could well be a feint, however, and now your opponent has an opportunity to exploit your new position. Situations like this are the meat of BattleTech as a wargame. The fact that this is a game about vehicles, rather than soldiers, is vital. Mechs take damage based on the precise angle of each assault, with layers of armour protecting specific components, weapons, and ammo housed in one of 11 body segments. You must also consider the heat generated by your weapons, each mech's ability to keep itself cool, and how this relates to your environment: an Orion standing in a river can fire indefinitely, while an Orion standing on an exposed hilltop on a moon with no protective atmosphere will overheat very quickly. There's also stability to consider: take too many successive hits, or a critical strike to the legs, and a mech can fall with potentially devastating consequences. All of this is driven by the dense internal logic of the BattleTech universe, which spans from the internal workings of each mech to the technology that powers interstellar travel and communication. Becoming a better commander means understanding the exact strengths and weaknesses of each of your combatants. New players will inevitably make mistakes, but with experience comes a gratifying sense of understanding and ultimately mastery. If you've played a MechWarrior or BattleTech game before—if you know your LRMs from your PPCs—then you've already got a head start. It's a testament to Harebrained Schemes' success at adapting the source material that skills developed in very different games are transferable to this one. The UI has so much information to impart that it can initially seem a little overwhelming, but with time and greater fluency I came to appreciate how much it manages to express with relatively few elements. BattleTech has no undo function for a turn gone awry, so it's vital to know exactly where your mechs will end up after a move, what they'll be able to see, and who can see them—the UI achieves this. There's plenty of detail to dig into, too—while initially you might see a red signature on the long-range scanners and not know what to do about it, with more experience you'll learn to pay attention to the tonnage of the incoming foe, weigh this against your understanding of the various mech types, and plan accordingly. It's not perfect. Cancelling out of a planned move or attack is unintuitive, and what a given mech can see and shoot at doesn't always align perfectly with the battlefield. The line-of-sight indicator might tell you that you've got an unobstructed shot at an opponent on the other side of a big rock, and in the jankiest edge-cases this'll result in you firing accurately through level geometry. The vital thing is that the targeting indicator is always right, regardless of what your eyes might otherwise be telling you, but this aspect of the tactical game could certainly use a bit more polish. In the singleplayer campaign, you take the role of a mercenary commander dragged into a war between great houses on the fringe of human civilisation. Your primary objective is not simply to win battles: it's to pay the bills, build up your roster of mechwarriors and battlemechs, and upgrade the ship that carries you from planet to planet. As in XCOM, this strategic layer grants additional significance to each battle you fight. When one of your pilots comes under sustained fire you must consider ejecting them, or risk losing them forever. BattleTech is a far denser game than XCOM, however, and as such the consequences of both success and failure are more interesting. You might win a battle but lose the arms of one of your best mechs, incurring expensive and lengthy repairs—and potentially a journey to find and replace their rare SRM 6++, a special variant with slightly buffed stability damage. On the other hand you might be hopelessly outmatched in a battle, but if you can score a single objective before retreating then you'll earn a good-faith failure and partial payment. When that payment lets you keep the lights on for another month, running away can feel like a victory in a way that it rarely does in this type of game. Mercenary life There's a lengthy, story-driven series of critical path missions to guide you, and while these are ostensibly optional they often come with the best rewards and gate your access to certain game features. I enjoyed the story, but diving into it headlong feels like the right way to play in a manner that undermines the freedom that an open campaign structure purports to offer. Similarly, the campaign's light RPG elements feel underdeveloped. When you create your character you construct their background through a questionnaire, but the choices you make here don't seem to impact very much at all. Likewise, each of your pilots has a series of keywords that define who they are—criminal, soldier, noble, etc—but this never seems to have an influence on battles or the story. These feel like hooks for systems that aren't quite in place yet, and their absence is one of the things holding BattleTech back from all-round excellence. PERFORMANCE BattleTech performed consistently well in its turn-based combat mode—you'd expect it to, given that it can look pretty dated at times. However, load times on a regular HDD are surprisingly long especially when loading the game up 'cold', and I experienced sporadic slowdown in the interfaces you use to manage your ship and battlemechs in the campaign. This didn't impede my ability to make progress, but it is frustrating when it occurs. There can be frustrating moments, too. Every time an otherwise well-positioned mech takes fire, there's a chance that something goes critically wrong. Given how risky each mission can feel, taking that one-in-a-hundred crit that takes one of your best pilots out of action for a month feels pretty bad. The tendency for the AI to focus on exploiting weakness—while smart strategically—can also result in rough situations where waves of hitherto-unseen enemy reinforcements pummel a single mech to pieces before you can do anything about it. The answer is to take as few risks as possible, which is a worthy tactical lesson but slows the game down considerably. In Skirmish mode, where combatants field matched forces, this isn't an issue. I've got a few concerns about how difficulty varies from mission to mission, too. Noticing some strange spikes—battles that seemed wildly harder or easier than their listed difficulty rating—I tried generating the same battle twice by loading a previous save. The first time, I faced a heavy mech, two medium mechs and a heavy tank supported by a reinforcing lance of mixed heavy and medium mechs. The second time, I faced a squad of four heavy tanks supported by mixed medium and light mech reinforcements. The second version of the same mission—same objective, same payout—was considerably easier. Variance like this encourages the player to load a save rather than live with the consequences of a mission gone south, which is directly contrary to one of BattleTech's most pronounced strengths—the intricate relationship between the outcome of a battle and your overall campaign. There's no 'iron man' mode to force your hand, so it's ultimately on you to respect the negative consequences of a tough fight. These are inconsistencies in what is otherwise an accomplished and fundamentally sound strategy game. BattleTech's success at making you feel—and want to live with—the interesting consequences of each mission is its greatest achievement, and will hopefully have an influence on other developers working in this genre. Where it fails, it fails because it doesn't fully implement all of its best ideas. Given the quality of what it accomplishes elsewhere, however, that's a good-faith sort of failure. Note: this review is based on advanced access to an early version of BattleTech. As such, we were unable to gauge the performance of the multiplayer mode in a live environment. COMMAND A SQUAD OF 'MECHS IN TURN-BASED COMBAT Deploy over 30 BattleMechs in a wide variety of combinations. Use terrain, positioning, weapon selection and special abilities to outmaneuver and outplay your opponents. MANAGE YOUR MERCENARY COMPANY Recruit, customize, and develop unique MechWarriors. Improve and customize your dropship. As a Mercenary, travel a wide stretch of space, taking missions and managing your reputation with a variety of noble houses and local factions. TAKE PART IN A DESPERATE CIVIL WAR Immerse yourself in the story of a violently deposed ruler, waging a brutal war to take back her throne with the support of your ragtag mercenary company. CUSTOMIZE YOUR 'MECHS Use your MechLab to maintain and upgrade your units, replacing damaged weapon systems with battlefield salvage taken from fallen foes. PVP MULTIPLAYER & SKIRMISH MODE Customize a Lance of 'Mechs and MechWarriors to go head-to-head with your friends, compete against opponents online, or jump into single-player skirmish mode to test your strategies against the AI.
  11. How often you need to wash your sheets according to science In addition to the germs, your bed is filled with other "occupants" We spend more than a third of our lives in bed, but this cozy place can quickly become a bacterial and mushroom breeding ground. This is claimed by microbiologist Philip Tierno of New York University. If left unclean for too long, the microscopic life in the folds of the sheets can even make us sick, Tierno thinks. To prevent this, the sheets should be washed once a week. People produce over 70-80 liters of sweat every year in bed as a standard. And when it's warm and humid, this combination becomes what scientists call the "ideal environment for the development of fungal cultures." In addition to germs, your bed is filled with other "inhabitants" - dead skin cells, secretions, pollen, soil, animal hair and even animal excrement. This cocktail becomes dangerous in about a week. Dirt can cause sneezing and coughing because the germs are so close to your mouth that you just have to inhale them.
  12. When you have quality training, students graduate this way Let's enjoy today's automotive design, because tomorrow doesn't look very emotional. The European Institute of Design (Istituto Europeo di Design, IED) will travel across the Alps to present its futuristic urban electric car at the Geneva Motor Show. Tracy has a master's degree from several students. The Tracy is 3.76 meters long, which means it is only 15 inches longer than the Fiat 500, but still offers six seats asymmetrically located. The Italian edition of Quattroruote has learned that this is made possible by the use of an electric motor that is much more compact than a comparable gasoline engine. The large glass surface gives passengers a sense of space that is not normally associated with such a small car. Seen from the side, Tracy looks like a cross between a buggy and a Smart ForTwo, but "dressed" for a carnival. The high clearance, open yellow dampers and Pirelli Scorpion ATR tires are a nod to customers' current taste preferences for SUVs and crossover models. Elastic straps can hold 2-3 small bags in the back, since the entire interior space is for passengers sitting opposite each other, only the driver's seat is back to the rest. The drive is only known to be electric, and all four wheels are driven. Batteries, mileage and other parameters are missing. However, students who did Tracy study design, not engineering, so design is more important in this case. Equally important is the quality of higher education in Italy, as evidenced by this diploma work. We remind you that we recently wrote about the Bulgarian Teresa Nikolova, who works at Italdesign. She is also a graduate of Istituto Europeo di Design. This development will not be produced, but it shows us how the next generation of designers see the cars of the future. The designers at Jaguar Land Rover have a similar idea, presenting Project Vector: the company's vision for the future of transportation. It is built on a skateboard chassis, with all the mechanics positioned under the floor. This opens up maximum space for passengers. There is room for four in the interior, but the model can be transformed into a delivery vehicle. Vector is autonomous, but for the moment there are steering wheels and pedals.
  13. Jaguars - beautiful, wild, but endangered Scientists have a lot of difficulty tracking them in their natural environment The diversity of plant and animal species worldwide is exceptional. Human activities, however, put a great deal of pressure on the environment and cause some species to die. Among the main threats are the loss of natural habitats, over-exploitation, alien species, climate change, and pollution. The Wildlife Summit, which is being held in India this week, will also discuss new measures to protect the jaguar, the BBC reports. Six countries have already submitted plans to protect the rare species. In the twentieth century, the po[CENSORED]tion of jaguars declined sharply, causing many countries to take action. Although laws exist to protect the Jaguars in almost every country in which it occurs, threats continue. These include deforestation and poaching. The jaguar is one of the longest-lived cats, but scientists find it difficult to track in its natural environment. The Migratory Species Convention is an international agreement aimed at protecting migratory species. The inclusion of a jaguar in it will help countries preserve much of the habitat. The aim is, in fact, to allow animals to move along the corridors between different countries. This will prevent the insulation, which virtually disappears. The Jaguars are found in South and Central America. There are large po[CENSORED]tions in Mexico (Yucatán Peninsula), Belize, Honduras, Guatemala, and Costa Rica and Brazil. The most typical habitats for them are tropical jungles, but also arid places overgrown with shrubs. Translated from local languages, "jaguar" means "a killer who kills his victim with just one jump." This is the third largest cat in the world after the tiger and the African lion. The Jaguars are touring the jungle in search of large game, using their keen eyesight. The pupils of their eyes are elliptical and in low light they focus faster than the round ones. A reflective layer returns light to the retina and almost doubles their vision. Among the proposals that will be discussed during the meeting is the protection of the Asian elephant. The mammal is on the endangered species list due to habitat loss, poaching, poisoning. 60% of Asian elephants living in India cross the territories of neighboring countries such as Bangladesh, Bhutan, Myanmar and Nepal. However, when crossing international borders, they face a number of threats. Other species that recommend the highest level of protection include the ocean shark and the antipod albatross. The thirteenth meeting of the Conference of the Parties to the Wildlife is being held in Gandhinagar, Gujarat, from February 15 to 22, according to the BBC.
  14. Police Stories is a top-down shooter video game developed by Mighty Morgan and published by HypeTrain Digital. The project was funded through the Kickstarter Public Funding Platform in June 2017. Premiere Date: June 5, 2017 Engin: GameMaker Studio Programmer: Mighty Morgan Genre: Shoot 'em up Platforms: Nintendo Switch, Microsoft Windows, PlayStation 4, Linux, Mac OS, Xbox One Modes: Single player game, Multiplayer game SYSTEM REQUIREMENTS Windows MINIMUM: OS: Windows Vista / Windows 7 / Windows 8.1 Processor: Intel Pentium 2.9 Ghz or equivalent Memory: 2048 MB memory Graphics Card: 512 Mb DirectX 9 compatible video card with shader model 3.0 support DirectX: Version 9.0 Storage space: 100 MB available space I never thought about the split-second decision-making skills that are required to be a police officer. Bursting through a door not knowing whether there would be a gun pointed at you or not. As well as pointing your gun at them while having to make that split-second decision if they are a threat and need to be taken down. These thoughts began to swirl around in my head after I had to make some of these decisions myself in Police Stories by Mighty Morgan. Police Stories is a top-down shooter that feels and looks like a slower Hotline Miami but plays more like Rainbow Six Siege with its tactical gameplay. It’s an interesting blend of games that works surprisingly well, despite its generic story. You play as a police officer named John Rimes as your partner Rick Jones retells a story from their past to a local journalist about how one small case turned into something much bigger than any of them could’ve handled. No spoilers, but the story is something we’ve seen many times before in stories regarding detectives and police officers. There was hope about halfway through the seven-hour campaign that there might have been some twist to shake things up, but you can most likely guess what’s going to happen from the get-go. It’s not a bad story, just exhaustively told. The reason to play this game isn’t for the story though, it’s for the excellent tactical gameplay. As mentioned previously you take main control over John, but you also have your partner Rick with you that you can command to do various things depending on what equipment you’ve given him at the mission briefing. At the beginning of each mission, you get a description of the mission, how many hostiles and civilians, if there is a bomb and the difficulty out of ten. Using this information, you can give your two police officers the proper equipment for the job or whatever you personally want to use. There are up to 16 different items you can unlock by playing through the story such as flashbangs, riot shields, tear gas, medkits, lock picks, and – most importantly – a borescope to see behind doors. Each piece of equipment is useful in its own way and is based on how you want to approach the missions at hand. The goal in Police Stories to clear an area of civilians and hostiles – and sometimes bombs – by following the rules of the law which will be rewarded with points, but breaking the law or getting injured will subtract points. Once you complete a mission, you are letter-graded based on how many points you receive/lose. Performing actions like shooting an unarmed hostile, civilians getting shot, or you or your partner getting shot/killed will subtract points. There is the option to tell people to get on their knees, surrender and handcuff them which is the way you can get the most points, but not everyone is going to listen to you. Some might run, but you can shoot around them to have them possibly stop and they will immediately get on their knees to be handcuffed. If you turn your back on an enemy that isn’t handcuffed, he can pick up his gun again and begin to fire at you. If the perpetrator doesn’t surrender, you can walk up to them and melee them until they do, which can also give you the code for the bomb. But while walking up to them they can pull their gun out and fire which is where the split-second decision-making skills come in. As soon as you burst through a door you can get gunned down if you’re not swift enough, and in the earlier stages when the borescope wasn’t available, this would happen a lot. Not knowing what was behind every single door was stressful since you could die almost instantaneously or you may accidentally shoot a civilian or an unarmed gang member because you're afraid of dying so close to the end of a level. Once you do unlock the borescope and can see what’s behind doors, you begin to play in a more tactical manner and start using your equipment based on what’s going on behind the door. If there is a hostage situation or multiple enemies, the breaching equipment will stun everyone in the room allowing you to take on multiple people at once without being fired at. You can give Rick the riot shield and have him stand in front of the door as you open it so they shoot at the shield and either Rick or yourself can take them out. It’s all based on how you want to approach a situation with the tools at your disposal, and once you learn what works best for you, you’ll see an improvement on your scores. The controls take a little time to get used to, as well as just the overall feeling of the game, but once you do you can feel like a badass when you execute your mission perfectly. Police Stories can also be played cooperatively – local and online – and even though I was unable to try it, I can imagine how great it would be to plan out an attack with someone else. Visually, Police Stories is similar to Hotline Miami with the top-down view but trades the flashy, neon visuals for a dark, gritty tone that works well for the type of game this is. Most of the levels are poorly lit areas that make going around corners just as stressful as opening doors because you can only see what’s around the corner if you peak yourself with your flashlight or send Rick. The way the flashlight beam bends around corners and goes through doorways looks great and adds a level of immersion I wouldn’t have expected. An enemy could be behind the door but since your light is only in the doorway you won’t know until you go inside and look behind the door. Overall not a visually stunning game, but great for what it is. Police Stories from Mighty Morgan seamlessly combines the gameplay styles of both Hotline Miami and Rainbow Six Siege for a tactical top-down shooter that everyone should check out. The story is forgettable because of its generic nature and the visuals aren’t incredible, but Police Stories is about the tactical gameplay and having to make those split-second decisions as a police officer would. You’ll have a newfound respect for your local law enforcement once you realize how life and death their jobs can be. The story is forgettable because of its generic nature and the visuals aren’t incredible, but Police Stories is about the tactical gameplay and having to make those split-second decisions as a police officer would. You’ll have a newfound respect for your local law enforcement once you realize how life and death their jobs can be.
  15. Premiere Date: November 7, 2019 Developer: Ink Stains Games Designer: Andrey Tsypaev Publisher: HypeTrain Digital Platforms: Nintendo Switch, PlayStation 4, Xbox One, Microsoft Windows, Linux, Mac OS SYSTEM REQUIREMENTS MINIMUM: OS: Windows 7/8/10 Processor: Intel Core 2 Duo E6320 or equivalent Memory: 2 GB memory Graphics Card: GeForce 7600 512 Mb or equivalent DirectX: Version 10 Storage space: 500 MB available space Sound Card: DirectX compatible sound card RECOMMENDED: OS: Windows 7/8/10 Processor: Intel Core 2 Duo E6320 or equivalent Memory: 2 GB memory Graphics Card: GeForce 7600 512 Mb or equivalent DirectX: Version 10 Storage space: 500 MB available space Sound Card: DirectX compatible sound card Stoneshard is a gorgeous and lovingly crafted pixel-art roguelike RPG that won’t hold your hand as you fight off bandits and wolves or worse, delve into crypts for loot, and high-tail it to the nearest bar before you pass out from pain. Make no mistake, this game is challenging and will punish you if you don’t plan well and really think things through. That isn’t to say Stoneshard is as cruel as some other hardcore roguelikes such as Unreal World or Stone Soup. You’ll be rewarded well for your efforts if you pay attention and use all the resources at your disposal. So on that note, here’s a quick overview of what you can expect from Stoneshard and why it could possibly be one of the best roguelikes to hit the shelves this year. The whole game is also turn-based 100% of the time. So time basically moves when you do – à la Superhot. This is both wonderful and frustrating at times as it helps when you need to think things through but can make the game feel like it’s taking ages to get anything done – especially when travelling. That’s a very minor gripe, though. The permanent turn-based system doesn’t spoil the gameplay at all and obviously feels very natural during combat. Like many other roguelikes, Stoneshard is devoted to creating as much anxiety for the player as possible with fog of war, permadeath, and the odds stacked against you thanks to damage and survival systems and a host of nasty enemies waiting down the road. Actually, not even just down the road. You might think stepping into a calm-looking meadow adorned with flowers will offer you a nice reprieve – and sometimes it does – but there are also wolves, bears, and other nasty surprises waiting just beyond your line of sight. As I said, this game can be unforgiving, and you’ll likely die a few times as you take on the trek to a fortress to rescue a trader or head to the other town to do some trading yourself. But its brutality feels fitting in a world where roguelikes have gone soft to accommodate for those who always want an easy mode. Stoneshard can be accommodating in its own way. For instance, there is a mode that lets you restart the game from your last save when you die. In Stoneshard you can save whenever you rent a bed and go sleep in a tavern. In the permadeath mode that means you get to go on from that point whenever you exit the game, but you’ll start from scratch when you die. Stoneshard also provides you with a handy map so you can see where you’re going, with some landmarks and points of interest handily filled in. Even though the map does not keep track of where you are so you have to do it yourself (it’s not that hard, I only got lost once), it does point out the threat level of certain places based on – I’m assuming – your level. This helps out a lot when taking contracts because you can have a look first and decide if you’re ready to go there. All of that aside, arguably the best part of Stoneshard right now is its pain and survival system. Each body part has its own health bar and each gets damaged separately, lowering the overall health of the character at the same time – sort of in the same vein as Dwarf Fortress. This structure allows for more varied remedies, including splints, bandages, potions, leeches, surgical kits, and more depending on the type and severity of injuries you get. Though some of these, especially the potions, will affect your sanity as well. Potions can also do more than just heal – some potions will boost certain stats. Speaking of sanity – your mental health is another thing you need to keep track of; encounters, the things you eat and drink, and the various herbs you find out in the world will affect it. Both morale and sanity need to be kept up and certain things will affect each of those in different ways. In addition to that, it also has your standard RPG fare of inventory management and character attributes and skills that you can level when your character levels up. The attributes are pretty standard – strength, perception, willpower, etc., and their impact isn’t that observable unless you really like to min/max your character along with all the weapons and armor stats (of which there are many). The skills, on the other hand, do make a big difference. One thing that I really loved about Stoneshard’s skill tree is that it’s entirely open and you’re free to choose whatever you want, much in the same way that Divinity: Original Sin does it. Want to be a club-wielding pyromaniac? Go for it. Want to wield axes but also be an ace shot with a bow? You can do that too. One caveat is that the magical abilities (especially) are pretty limited in the beta version, with only pyromancy and geomancy currently available for you to experiment with. That said, those two skills paint a thrilling picture of what’s to come. For right now, you can also only go with one of the four pre-made characters even though a character creation option is on the horizon. In addition to that, you’ll be a lone wolf for quite some time still – even though the developers seem keen to bring in a party system as well. So really, many of Stoneshard’s flaws have to do with its current beta status. The game isn’t entirely well-balanced yet (making it all that much harder), and there’s still a lot lacking in content and missing features. Nowhere is this more obvious than in the storytelling aspect of the game. The prologue (which also doubles as Stoneshard’s free demo) has voice acting and a solid storyline. Character interactions in the rest of the game, however, is limited and banal at this point. There’s also not much of a storyline to speak of – yet. But the basic structure is there and I can’t wait to see what the final implementation looks like.
  16. Pencil dryer Create a rack for drying dishes in your kitchen using only a wooden board and a few dozen ordinary pencils. Pencils can be colored or plain, and you can spray them with spray paint in advance to unify them with color. If you want the whole dryer to be in a certain color, make the construction and then spray it with spray paint. You can arrange the pencils the way you want, depending on the size of the dishes you want to dry on the stand. You can shape some of them higher than others to store bigger things. Form a fascia area on the side of the dryer or mount a grille. If you do not use the pencil eraser, you can use pencils that you have already used for the construction, shortening them to the same height. Materials needed: - 50-60 pieces of pencils - wooden kitchen board - drill - wood glue - drills with a pencil diameter Instructions: 1. Collect enough pencils to make the dryer. They may be brand new or already used, with a full eraser or slightly worn. The important thing is that they are sturdy, so if they are broken or chewed, do not use them on the stand. 2. Cut the end of the pencils the same length with a saw or machine. You can shape several levels of the dryer so you can style pencils at different heights if you put them in different rows. If not, cut them all to the same height, whether new or used, how many are used, and whether or not sharpened. 3. You can use an old wooden cutting board or a wood board that you cut yourself as a base. If you are worried that the wood will be damaged by the water and you want to keep the dryer for longer, you can treat it with protective varnish or paint. 4. Draw a paper layout for the holes in the base. Print it out in a real size printer and pin it with a little tape on the kitchen board. Drill the holes through the paper and wood with a drill. The distance between them should be between 3 and 6 centimeters, the size of the opening - about 6 millimeters, and the depth - about 16 millimeters. 5. Depending on the size of the pencils, you may need to further shape the holes on the kitchen board. If you do not want the tips to enter, you can gently shape them with a sharpener. You can leave the pencils like this or apply a little wood glue and then insert them to make them stand more firmly on the base board. You can optionally apply spray paint in the desired color. Allow the paint to dry and put on the drying vessels.
  17. Luxury in the new KIA Sorento The top of the KIA SUV range will be unveiled to the public at the Geneva launch in early March. It can be seen at first glance that the fourth generation of the model is completely new in design, but the same goes for the platform itself. One thing is for sure: with the new Sorento you will not go unnoticed on the road. In addition to being large, it is also much more daring in design and broadcast. The new interpretation of the corporate "tiger nose" radiator grille, which fits perfectly with LED headlights and subtle daytime running lights, is striking at the front. KIA says the front cover is longer and the A-pillars are pulled 30mm back from the front axle. The front and rear overhangs are reduced. The butt is even bolder in appearance with split feet, with the exterior similar to Range Rover lights. The bumper looks pretty chrome with false exhaust tips, and the large SORENTO inscription will make it impossible to mistake the model. The big news is the look of the interior, which has been completely revised in comparison to the current model. Even the photos show that the luxury in the body is taken to new heights, such as the 12.3-inch dashboard and connected to the 10.25-inch infotainment system display, forming a common block like in the most luxurious Mercedes models. The standard gear lever has been replaced by a rotary adjuster, and behind it is a smaller gearbox to select different drive modes. It can be seen that the designers have left the good old buttons for controlling the air-conditioning system, since adjusting the temperature of the touchscreen during the journey is not the best solution. In addition to looking much more luxurious, KIA claims that Sorento has one of the most spacious interiors ever offered by the company. The press release said boldly that Sorento was "the most technologically advanced KIA car" but without going into further details. Nothing is said about the powertrain, but spy photos from the beginning of the month revealed that the model will also be available as an ECO Hybrid, which could mean an identical 2.0-liter turbocharged engine and electric motor from Optima Hybrid.
  18. See how much income an average Bulgarian has What is the increase on an annual basis in our expenditures? The total average household income in the fourth quarter of 2019 was BGN 1 770 and increased by 13.7% compared to the same quarter of 2018. The highest relative share in the structure of total income is wage income (56.2%), followed by pension income (27.3%) and self-employment (6.4%). Compared to the fourth quarter of 2018, the relative share of wage income increased by 1.1 percentage points, while income from self-employment and pensions decreased by 0.4 percentage points, NSI reported. 25% of Bulgarians are extra poor The average household expenditure per household in the fourth quarter of 2019 was BGN 1,670, an increase of 10.7% compared to the same quarter of 2018. In the structure of total expenditure, the largest share was spent on food (29.7%), followed by housing (17.2%), taxes and social security (12.9%) and transport and communications (11.5%). Compared to the fourth quarter of 2018, the relative share of spending on food and non-alcoholic beverages decreased by 0.5 percentage points, the share of costs related to housing increased by 0.6 percentage points, and the share of health care expenditure increased by 1.7 percentage points. The insurance income for December is BGN 1063 In absolute terms, in the fourth quarter of 2019, compared to the same quarter of 2018, per capita spending by species changes as follows: - Expenditure on food and non-alcoholic beverages increased from BGN 455 to BGN 495 (by 8.8%). - Expenditure on alcoholic beverages and cigarettes increased from BGN 63 to BGN 73 (by 15.1%). - Costs for clothing and footwear increased from BGN 60 to BGN 63 (by 4.7%). - Expenditure on housing (water, electricity, heating, furnishing and home maintenance) increased from BGN 268 to BGN 286 (by 6.7%). - Health care expenditures increased from BGN 82 to BGN 118 (by 43.6%). - Transport and communication expenses increased from 168 to 191 BGN (by 13.8%). - Spending on leisure, cultural leisure and education increased from BGN 61 to BGN 69 (by 13.7%). - Expenditures on taxes and social security increased from 191 to 216 levs (by 13.0%). Consumption of basic foodstuffs by average per capita in the fourth quarter of 2019 is unchanged compared to the same quarter of 2018. Family support is increasing An increase was reported in the consumption of vegetables - from 14.8 to 16.8 kg, eggs - from 36 to 38, fruits - from 12.4 to 12.8 kg. Reduces consumption of bread and pastry - from 21.5 to 20.6 kilograms. Consumption of meat products, cheese, ripe beans, potatoes and sugar remains unchanged.
  19. Bulgarian elected Dean of the World University How From Folk Dances Assistant Professor Emilia Zankina To Political Science And Academic Career What is common between dance and political science? The answer is: Associate Professor Emilia Zankina. How Bulgarian Folk Dances Get to One of the Most Responsible Positions at a Leading World University - Associate Professor Emilia Zankina, Dean of the Temple University Branch in Rome, tells of the Inspired and Vesti.bg. She graduated from the Choreographic School in Sofia with a degree in folk dance. "After graduating from high school, I went to Pittsburgh, PA for a scholarship to the Tamburitza Ensemble at Duke University," said Associate Professor Zankina, adding: "I studied communications and rhetoric, but I toured with the ensemble all over the country and had the incredible opportunity to see all the faces. America, from the throbbing and crowded New York to the desolate Iowa fields. " She had always thought that she would do the dance, but her fate had prepared a small surprise, which came unnoticed to her, in very small portions. "I had never dreamed of becoming a scientist. I came up with this profession gradually - it pulled me in and attracted me step by step, "recalls Associate Professor Zankina, and said:" I wanted to study and finish my bachelor's degree. After I graduated, I didn't even know if I was studying anymore. One year I was only dancing and teaching dance. However, it turned out that I was lacking in dancing and I lacked science and intellectual challenges (not that they lacked in art). So I decided to do a PhD. " However, the beginning is not very bright. "My first semester was very difficult. I felt out of place and felt that all my colleagues were much smarter than I was, and I was obstructing them and stumbling through them with lectures. To my great surprise, I finished my first semester with honors and that's when I really got inspired. I was mostly inspired by theory and the thousands of ways we can explore and try to understand our world around us. Today, I cannot imagine my life without science. For me, it helps us make sense of the world, our loved ones and ourselves. It gives us the touches that we can use to find meaning, "says Associate Professor Zankina. The Road to Success: Heart and Work It is the political sciences that will prove to be the great passion that a course meets, which associate professor Zankina enrolls at the end of her undergraduate degree. She began studying under Professor Linden the 1989 revolutions. Thus, in the early 2000s, Associate Professor Zankina began to study populism. "Unfortunately, political processes around the world today have made this topic one of the most researched and overexposed. Political science develops strong analytical thinking and a very clear understanding of the power relations (which are all around us - in politics, in work, in the family) and in clashes of interests. ", Associate Professor Zankina tells , especially in our daily lives: "This kind of understanding and thinking helps me seek dialogue and consensus and deal with any problems. I strongly recommend that every young person take a lecture in political science - I promise it will be very useful. " However, how does a woman from Eastern Europe break into the US academic system? The answer is yes. With a lot of work. "With a lot of work and a lot of heart. I owe my success today to the people I have worked with who have taught me everything I can and know. One does not grow up alone and does not succeed alone - it only happens with a good team, with good friends, and with a family that supports you. Therefore, it takes a heart to appreciate the people beside you, to give them the opportunity to develop, and to truly love them. I think that's the most invisible part of success. " In spite of this success, has the academic world opened its doors to women wide? "Women have long had to fight for the right to education, let alone the right to study at university and the scientific community, and are still dominated by men," said Associate Professor Zankina, adding: "But we should not forget that the first a woman who is completing her doctorate, Laura Bassi, did so in 1732 at the University of Bologna. In other words, the path has long been paved. What is most important for success in science is an unending passion. If you have this passion, trust and pursue it. Science is like art, one must be truly dedicated and inspired. Scientific work is difficult and exhausting, often based on trial and error and even failure. If you have a passion for science, it will keep the flame inside you and you won't give up. " Science is a scene One of the sources of Zankina's associate professor's motivation is her students. "There is nothing better than lecturing and confronting a group of young people who are thirsty for knowledge, curious, critical, energized and enthusiastic, and everyone so individual and different. No matter how stressful a day I had and what problems I needed
  20. Video title : [1 HOUR] Epic SUMMER FAILS Compilation 2018! Content creator ( Youtuber ) : Funny Vines 2 https://www.youtube.com/user/VineAholic Official YT video :

WHO WE ARE?

CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 70k members in continuous expansion, coming from different parts of the world.

 

 

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