From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #4106 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Tuesday, May 5 2020 Volume 14 : Number 4106 Today's Subjects: ----------------- Military Design Tactical Glasses almost all gone ["Tactical Glasses" Subject: Military Design Tactical Glasses almost all gone Military Design Tactical Glasses almost all gone http://gurdianss.guru/bKGNtri3e85b9GK0b9udwxB2eIxSEKu8gEAB534CqdyrfV04 http://gurdianss.guru/H87YtGHzPBhhFhOaHcQTs0s1soLdsR1DXhuGHStGUiLagWbu not working well, and reworked the game to become turn-based and dropped the zoning aspect. They incorporated elements of city management and military aspect from Empire, including creating individual military units as well as settler units that replaced the functionality of the zoning approach. Meier felt adding military and combat to the game was necessary as "The game really isn't about being civilized. The competition is what makes the game fun and the players play their best. At times, you have to make the player uncomfortable for the good of the player". Meier also opted to include a technology tree that would help to open the game to many more choices to the player as it continued, creating a non-linear experience. Meier felt players would be able to use the technology tree to adopt a style of play and from which they could use technologies to barter with the other opponents. While the game relies on established recorded history, Meier admitted he did not spend much time in research, usually only to assure the proper chronology or spellings; Shelley noted that they wanted to design for fun, not accuracy, and that "Everything we needed was pretty much available in the childrenbs section of the library." Computer Gaming World reported in 1994 that "Sid Meier has stated on numerous occasions that he emphasizes the 'fun parts' of a simulation and throws out the rest". He eliminated the potential for any civilization to fall on its own, believing this would be punishing to the player. Meier omitted multiplayer alliances because the computer used them too effectively, causing players to think that it was cheating. He said that by contrast, minefields and minesweepers caused the computer to do "stupid things ... If you've got a feature that makes the AI look stupid, take it out. It's more important not to have stupid AI than to have good AI". Meier also omitted jets and helicopters because he thought players would not find obtaining new technologies in the endgame useful, and online multiplayer support because of the small number of online players ("if you had friends, you wouldn't need to play computer games"); he also did not believe that online play worked well with turn-based play. The game was developed for the IBM PC platform, which at the time had support for both 16-color EGA to 256-color VGA; Meier opted to stay with the basic EGA support to allow the game to run on both EGA and VGA systems. Meier and Shelley neared the end of their development and started presenting the game to the rest of MicroProse for feedback towards publication. This process was slowed by the current vice president of development, who had taken over Meier's former position at the company. This vice president did not receive any financial bonuses for successful publication of Meier's games due to Meier's contract term ------------------------------ Date: Tue, 5 May 2020 08:25:17 -0400 From: " wireless-N mini extender" Subject: A powerful Wi-Fi in every single inch of your home! This email must be viewed in HTML mode. ------------------------------ Date: Tue, 5 May 2020 07:47:16 -0400 From: "wireless Internet" Subject: Perfect for working on the go Perfect for working on the go http://smartnets.bid/08E_6cZ7ijZ3aI8SvnPQ67RGW8VZXnjkij1DcVvYDcYt1pSU http://smartnets.bid/V-DU6V1ZIAmYLnSL-ur7A9O5-RaBTwvBO1bmV20FRePdU5rI technologies". At the start of the game there are no cities anywhere in the world: the player controls one or two settler units, which can be used to found new cities in appropriate sites (and those cities may build other settler units, which can go out and found new cities, thus expanding the empire). Settlers can also alter terrain, build improvements such as mines and irrigation, build roads to connect cities, and later in the game they can construct railroads which offer unlimited movement. As time advances, new technologies are developed; these technologies are the primary way in which the game changes and grows. At the start, players choose from advances such as pottery, the wheel, and the alphabet to, near the end of the game, nuclear fission and spaceflight. Players can gain a large advantage if their civilization is the first to learn a particular technology (the secrets of flight, for example) and put it to use in a military or other context. Most advances give access to new units, city improvements or derivative technologies: for example, the chariot unit becomes available after the wheel is developed, and the granary building becomes available to build after pottery is developed. The whole system of advancements from beginning to end is called the technology tree, or simply the Tech tree; this concept has been adopted in many other strategy games. Since only one tech may be "researched" at any given time, the order in which technologies are chosen makes a considerable difference in the outcome of the game and generally reflects the player's preferred style of gameplay. Players can also build Wonders of the World in each of the epochs of the game, subject only to obtaining the prerequisite knowledge. These wonders are important achievements of society, science, culture and defense, ranging from the Pyramids and the Great Wall in the Ancient age, to Copernicus' Observatory and Magellan's Expedition in the middle period, up to the Apollo program, the United Nations, and the Manhattan Project in the modern era. Each wonder can only be built once in the world, and requires a lot of resources to build, far more than most other city buildings or units. Wonders provide unique benefits to the controlling civilization. For example, Magellan's Expedition increases the movement rate of naval units. Wonders typically affect either the city in which they are built (for example, the Colossus), every city on the continent (for example, J.S. Bach's Cathedral), or the civilization as a whole (for example, Darwin's Voyage). Some wonders are made obsolete by new technologies ------------------------------ Date: Tue, 5 May 2020 09:01:22 -0400 From: "TedsWoodworking" Subject: It contains complete instructions from start to finish It contains complete instructions from start to finish http://sockswood.live/jwC0bSX0zccDUY5d9wi3Waf7I0-alpil3pEo3JEsJSPG6T6B http://sockswood.live/Q02vSWs9R6Cm2GI1TQqJa2d7GnlsxbRnBSSpZlLxY1_rjtJb Many games become more challenging if the player is successful. For instance, real-time strategy games often feature "upkeep", a resource tax that scales with the number of units under a player's control. Team games which challenge players to invade their opponents' territory (football, capture the flag) have a negative feedback loop by default: the further a player pushes, the more opponents they are likely to face. Many games also feature positive feedback loops - where success (for example capturing an enemy territory) leads to greater resources or capabilities, and hence greater scope for further successes (for example further conquests or economic investments). The overall dynamic balance of the game will depend on the comparative strength of positive and negative feedback processes, and therefore decreasing the power of positive feedback processes has the same effect as introducing negative feedback processes. Positive feedback processes may be limited by making capabilities some concave function of a measure of raw success. For example: (1) In role playing games using a level structure, the level attained is usually a concave transformation of experience points - as the character becomes more proficient they can defeat more powerful adversaries, and hence can earn more experience points in a given period of playtime - but conversely more experience points are required to 'level up'. In this case, the players level and perhaps also power does not improve exponentially, but approximately linearly in playing time. (2) In many military strategy games the conquest of new territory only gives a marginal increase in power - for example the 'home province' may be exceptionally productive, whereas new territories open to acquisition might only have by comparison slight resources, or may be prone to revolts or public order penalties which reduce their ability to provide significant net resources, after resources are allocated to adequately suppressing revolts. In this case, a player with initially impressive successes may become 'overextended' attempting to hold may regions which provide only marginal increases in resources. (3) In many games there is little or no advantage in acquiring a large horde of some particular item. For example, having a large and varied cache of equipment or weapons is an advantage, but only weakly over a somewhat smaller horde with a similar degree of diversity - for example only one weapon can be used at a time, and having another in an inventory with very similar capabilities offers only marginal gain. In more general terms, capabilities may depend on some bottleneck where there is no or only weak positive feedback ------------------------------ Date: Tue, 5 May 2020 06:46:36 -0400 From: "Breathing Capacity" Subject: It significantly increases your lung capacity It significantly increases your lung capacity http://smartnets.bid/_jUcQJhbeUg3PcgiyO64nnomgK3C-4Bg0NLRt7fPb0T6YA-A http://smartnets.bid/g0tVz84WSGZsZ-KsCx8EHRRGoDO0Kf7H4bM1R6VZayZFwNN0 Tech media website CNET gave new Super Slim 4 out of 5 stars ("Excellent"), saying "The Super Slim PlayStation 3 shrinks a powerful gaming machine into an even tinier package while maintaining the same features as its predecessors: a great gaming library and a strong array of streaming services ", whilst also criticising the "cheap" design and disc-loader, stating: "Sometimes [the cover] doesn't catch and you feel like you're using one of those old credit card imprinter machines. In short, it feels cheap. You don't realize how convenient autoloading disc trays are until they're gone. Whether it was to cut costs or save space, this move is ultimately a step back." The criticism also was due to price, stating the cheapest Super Slim model was still more expensive than the cheapest Slim model, and that the smaller size and bigger hard drive shouldn't be considered an upgrade when the hard drive on a Slim model is easily removed and replaced. They did praise that the hard drive of the Super Slim model is "the easiest yet. Simply sliding off the side panel reveals the drive bay, which can quickly be unscrewed." They also stated that whilst the Super Slim model is not in any way an upgrade, it could be an indicator as to what's to come. "It may not be revolutionary, but the Super Slim PS3 is the same impressive machine in a much smaller package. There doesn't seem to be any reason for existing PS3 owners to upgrade, but for the prospective PS3 buyer, the Super Slim is probably the way to go if you can deal with not having a slot-loading disc drive." Pocket-Lint gave Super Slim a very positive review saying "It's much more affordable, brilliant gaming, second-to-none video and media player." They think it is "A blinding good console and one that will serve you for years to come with second-hand games and even new releases. Without doubt, if you don't have a PS3, this is the time to buy." They gave Super Slim 4 and a half stars out of 5. Technology magazine T3 gave the Super Slim model a positive review, stating the console is almost "nostalgic" in the design similarities to the original "fat" model, "While we don't know whether it will play PS3 games or Blu-ray discs any differently yet, the look and feel of the new PS3 Slim is an obvious homage to the original PS3, minus the considerable excess weight. Immediately we would be concerned about the durability of the top loading tray that feels like it could be yanked straight ------------------------------ Date: Mon, 4 May 2020 08:47:25 -0400 From: "Turmeric for Mothers Day" Subject: Urgent: Your 3 free bottles of Turmeric in stock now Urgent: Your 3 free bottles of Turmeric in stock now http://saniday.live/b9xW539aplFYtU4PRSTH2j1KG9hG9SiDgNAG6aMHo6q1kyzj http://saniday.live/Bae_xfUC342329jx9gQbsXkxtkgKFXtw6b5w8Sn3Lxf0fP_6 pricing, promotion, place, and product (the 4 P's). A marketing department in an organization has the goals of increasing the desirability and value of the products and services to the customer and increasing the number and engagement of successful interactions between potential customers and the organization. Achieving this goal may involve the sales team using promotional techniques such as advertising, sales promotion, publicity, and public relations, creating new sales channels, or creating new products. It can also include encouraging the potential customer to visit the organization's website, contact the organization for more information, or interact with the organization via social media channels such as Twitter, Facebook and blogs. Social values play a major role in consumer decision processes. Marketing is the whole of the work on persuasion made for the whole of the target people. Sales is the process of persuasion and effort from one person to one person (B2C), or one person to a corporation (B2B), in order to make a living resource enter the company. This may occur in person, over the phone or digitally. The field of sales process engineering views "sales" as the output of a larger system, not just as the output of one department. The larger system includes many functional areas within an organization. From this perspective, the labels "sales" and "marketing" cover several processes whose inputs and outputs supply one another. In this context, improving an "output" (such as sales) involves studying and improving the broader sales process, since the component functional areas interact and are interdependent. Many large corporations structure their marketing departments so they are integrated with all areas of the business. They create multiple teams with a singular focus, and the managers of these teams must coordinate efforts in order to drive profits and business success. For example, an "inbound" campaign seeks to drive more customers "through the door", giving the sales department a better chance of selling their product to the consumer. A good marketing program would address any potential downsides as well. The sales department would aim to improve the interaction between the customer and the sales channel or salesperson. As sales is the forefront of any organization, this would always need to take place before any other business process may begin. Sales management involves breaking down the selling process and increasing the effectiveness of the discrete processes, as well as improving the interactions between processes. For example, in an outbound sales environment, the typical process includes outbound calling, the sales pitch, handling objections, opportunity identification, and the close. Each step of the process has sales-related issues, skills, and training needs, as well as marketing solutions to improve each discrete ste ------------------------------ End of alt.music.moxy-fruvous digest V14 #4106 **********************************************