text:
Q: Need tricky idea to use JS variable in php Need a tricky idea to use JS variable in PHP. Want to display the array value in tricky way.
<?php
$cars[0] = "Volvo";
$cars[1] = "BMW";
$cars[2] = "Toyota";
?>

var varCounter = 0;
var varName = function() {
    if (varCounter <= 2) {
        varCounter++;
        document.write("<?php echo $cars[varCounter]; ?>");
    } else {
        clearInterval(varName);
    }
};

A: You have to use ajax, as javascript is a client language, when php is a server side language. php is executed before sending the page to the browser, then the javascript is renderer.
If you prefere you can generate the javascript with the php, the values will be printed inside the code. But you have to modify the javascript generation.

A: This is how an interval is created:
var intervalID = window.setInterval(code, delay);

*

*The variable varName is not an intervalID.

*The parameter to write in document.write('<?php echo $cars[varCounter]; ?>') will not change at the front-end. It will simply print a static value ("Volvo" in this case).

*You need to use AJAX to dynamically interact with your PHP back-end.

A: Consider the following in which all the data is embedded in the JavaScript (HTML) when the PHP code runs on the server. Thus PHP never "sees" the JavaScript value, but the JS has access to all the possible PHP values.
The values (which are once again embedded in the PHP generated HTML) are supplied via json_encode in a pretty package - JSON is "close enough" to JS Object Literals for this to work reliably (json_encode without the JSON_UNESCAPED_UNICODE option is also immune to the linked quibble).
<?php
    // Array values come from PHP
    $cars = array("Volvo", "BMW", "Toyota");
?>

<script>
// Don't forget JSON_HEX_TAG when using this method!
var cars = <?php echo json_encode($cars, JSON_HEX_TAG); ?>;
// Equivalent to the following with the above data, but in Real Life
// the data might come from a dynamic source or also be used in PHP.
// var cars = ["Volvo", "BMW", "Toyota"];

// Now all the data is available to JavaScript, which can be treated as
// a normal JavaScript array.
var varCounter = 0;
var varName = function() {
    if (varCounter < cars.length) {
        // Do *not* use document.write after the document is closed
        alert(cars[varCounter]);
        varCounter++;
    } else {
        clearInterval(varName);
    }
};

// etc.
</script>

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I read every other San Francisco City Guide before going on this trip. I checked everything from the weather to the restaurants in the area, and I thought I was ready for the bay area! But, you really don't know what to expect until you go somewhere! Here I collected the most useful San Francisco tips for your first visit.
Be Ready For A Lot of Walking!
The first thing I learned is that San Francisco is hilly! Well I knew it was, but I didn't realized how bad it was until I arrived. The first day we walked straight up a hill as soon as we left our hotel. Only then we found out that there 84 hills in San Francisco and we went up one of the steepest of them. I know that Lombard Street is very famous and gets all the love, but Filbert St. between Hyde and Leavenworth Streets is the steepest, it's 31.5 degrees! So if you are thinking about bringing a couple of pairs of heels, save the space in your suitcase. You will not go far in this city in heels.
Have you heard this quote: "The coldest winter I ever spent was a summer in San Francisco?" The weather in San Francisco really varies because of San Francisco's hilly landscape. The weather varies by neighborhood and by the time of day. It could be sunny and 70 degrees in SOMA, but foggy and 50 degrees in the Marina District. Wear layers you can easily add and remove and you'll be fine. I carried a leather jacket everywhere with me in the middle of May and it was perfect! But remember, it can be cold, foggy, and windy in the summer in San Francisco.
San Francisco has one of the best public transportation systems I have seen in the US. The Muni bus and rail lines are cheap, but they can be time consuming. There are more than enough Ubers, Lyfts and cab drivers to get around easily. We went from one side of the city to another for under $10 with Lyft. And it was about $25 for a Lyft ride from the airport to our hotel in the Union Square. Parking can be a nightmare in just about any neighborhood in San Francisco. Plus, most hotels don't offer free parking to their guests. If you plan on staying within the city limits, I recommend skipping the rental.
Traveler's Tip: San Francisco has a lot of options for bicycles and scooters to get around, too. Limebike scooter costs $1 to activate and 15 cents per minutes to rent and it is so much fun to ride!
One of the most popular tourist destinations is Pier 39, which you should go to for the experience of it and to see the sea lions. After that, I would avoid it if possible. But Fisherman's Wharf neighborhood which is nearby and just as touristy is a lot more fun. Places nearby serves some of the best seafood in the city thanks to its proximity to the docks. For dessert, take a walk to Ghirardelli Chocolate Factory and get one of their famous chocolate and hot fudge sundaes.
Check out San Francisco's many neighborhoods If you want to get a real feel for the city, get out of Union Square and downtown to check out San Francisco's many neighborhoods. Some of the true San Francisco experiences: have a drink at Top of the Mark in Nob Hill, spend an afternoon at Dolores Park in the Mission, walk along Crissy Field in the Marina … the possibilities are endless, go exploring!
It is important to be aware of where you are even when you are on a vacation. Some neighborhoods are better than others. For example, Tenderloin, located right in the heart of the city, on Hyde Street between Turk and O'Farrell Streets, can be dangerous to walk around in.
You're in a city full of new restaurants rated among the world's best. Don't just assume they're all too fancy and expensive for you. In fact, I found that a coffee in San Francisco is cheaper than the one I buy in a much smaller city. And overall, the quantity and quality of food in San Francisco is a lot better even if you are a paying one dollar more per dish. Just don't stick with Pier 39 restaurants or other touristy neighborhoods. Do some research online or ask your hotel or your Lyft drivers for suggestions. We had the best ramen ever in Chinatown, and really good Indian food in Chaat Corner.
Don't stand in the endless line at the stop on Hyde just below Ghirardelli Square. Just walk up one stop and get on the cable car on the next one. You will save about half an hour of standing in line this way.
Look into one of the San Francisco Multi-attraction passes before your trip. They could save you some money if you are planning to do most of the things offered. San Francisco CityPASS includes a three-day Muni Pass with unlimited rides on the cable car, historic trolley and other public transport, along with admission to several attractions and a San Francisco Bay Cruise.
This one comes from personal experience. Even though it can be windy and cold, you should wear sunscreen. The first day I didn't think of it and my face was red as a beet by the end of the day!
What you may not know is that budget airlines like Southwest, Spirit and Frontier don't participate the fare-comparison sites. Check their prices separately by going directly to their websites. We flew to San Francisco round trip with Frontier for under $200 round-trip. There are definitely some details to flying on budget airlines that you should consider, but overall it's a good value deal if you are a money-conscious traveler.
Tell Me: Did I cover it all? Do you have any other advice to add to this San Francisco city guide? Share it in the comments below!
San Francisco Attraction Pass: Is CityPASS Worth It?
Haha yes SF is sooo hilly. Love that city.
Yes to the weather! I went in July with only a pair of jeans and a light jacket and the rest was shorts and tank tops. We have pictures of us FREEZING holding cups of hot cocoa outside on the 4th of July!
It looks incredible, I'd love to go someday!
My husband and I tackled Yosemite earlier this year and flew back home out of San Francisco. We barely had any time there, but I've convinced him to go back! This will be so helpful for planning!
Haha, you sound like me when I'm planning a trip somewhere, research research research! Thanks for the insight on San Fran adventures! I'd love to go back one day!
Great tips! I did not know a lot of these. And I love the tip about the heels … lol!
You know the best cable car tip! I used to take the cable car home from school (sf is my hometown!) and getting on one stop from the main hub saves SO much time!
Many of these tips like the ones you shared here were very beneficial for my trip to San Francisco. I know I can come here and learn a lot more from on my future travels!


text:
Tornado warning for Escambia County canceled
The National Weather Service issued a tornado warning for Ferry Pass, Bellview and Ensley until 1:30 p.m.
Tornado warning for Escambia County canceled The National Weather Service issued a tornado warning for Ferry Pass, Bellview and Ensley until 1:30 p.m. Check out this story on pnj.com: http://www.pnj.com/story/weather/2017/10/22/tornado-warning-issued-ferry-pass-bellview-and-ensley/788734001/
From staff reports, pnj.com Published 1:18 p.m. CT Oct. 22, 2017 | Updated 3:18 p.m. CT Oct. 22, 2017
Weather radar.(Photo: National Weather Service)
UPDATE 2:47 p.m.
The National Weather Service issued a tornado warning for western Escambia County until 3:15 p.m.
The flood threat level has also been elevated in Escambia and Santa Rosa counties through midnight.
Flood threat upgraded to elevated over the coastal zones. pic.twitter.com/GzE4KKXkae
— NWS Mobile (@NWSMobile) October 22, 2017
Tornado Warning including Ferry Pass FL, Bellview FL, Ensley FL until 1:30 PM CDT pic.twitter.com/SfYPyClZkt
— NWS Tornado (@NWStornado) October 22, 2017
Read or Share this story: http://www.pnj.com/story/weather/2017/10/22/tornado-warning-issued-ferry-pass-bellview-and-ensley/788734001/
Severe storms to move through Pensacola early Tuesday
Tornado Warning issued for south SRC has expired
A look back at Hurricane Ivan 15 years later
Sept. 12, 2019, 6 a.m.
Pensacola keeps eye on Dorian, hopes storm takes north turn
If Dorian enters Gulf, landfall expected east of Pensacola
Second-landfall hurricanes have long, deadly history

redpajama_set_name: RedPajamaCommonCrawl


GetHuman1893457's next move: call Twitter.
I am trying to access my account but am unable to get into it, or have any emails sent to my address associated with it. I keep getting redirected to the page where I have to enter my email, phone number, or username. It doesn't recognize ANYTHING that I enter. I've been trying to contact twitter for days and there is absolutely no way to do so. One of the most frustrating experiences I've had in a long time. It's very important that I access my account. PLEASE HELP. My account name is @TGoldSANDS.
GetHuman1893457 did not yet indicate what Twitter should do to make this right.
We are waiting for GetHuman1893457 to fix the problem and share the solution with the rest of us customers.
See how GetHuman1893457 fixes it.


I had the chance to choreograph and dance for amazing artists in the music industry, for TV shows, for movies and commercials. I love the idea of working with another artist and trying to understand their artistic vision so I can build something in which they can find themselves. It's a great experience for me and it often makes me go out of my comfort zone and try new ideas. Even if the work that I do is presented in a show business context, I always put a touch of my own artistic flavor in the work. Here is some of the projects I've done so far.


More and more fastpitch players are turning to her method of hitting. Increasingly, Division 1 college coaches are converting their players to Rotational hitting (for example, Mike Candera, Head Coach at the University of Arizona, whose teams have won 6 College World Series National Championships, is teaching a peculiar variation of Rotational hitting).... This is important to have the best fastpitch bat for power hitter to have a good game. In this case, every softball player will need to select the power hitter bat properly before purchase.
These hitting drills for help a batter get more power, and also help them control the general direction that the ball travels in. There are two main differences between softball and baseball. The first one is that a softball is bigger than a baseball, and the more important difference is that in softball the ball is pitched underhand.... A bat is more than just a hunk of metal or wood. It is a carefully-engineered tool that allows players to get the most out of every swing. Every component of the bat, from the knob to the end cap, is designed to maximize every ounce of performance.
The 2019 DeMarini Vendetta -12 Fastpitch Softball Bat: WTDXVCF could be a good option for your player. The two-piece design will be stiffer than the more flexible three-piece bats. how to get labour started naturally Hitting Drills Guidelines Before we get into the hitting drills, there are a couple of things that are important to remember. Regardless of the type of hitting drills, there are 10 basic rules that you need to follow at all times.
3/09/2014 · The 2015 Rocketech 2.0 Fast Pitch Softball Bat is Virtually Bulletproof! Constructed from our Aerospace Alloy, the power arch technology, multi-wall design is considered one of our most durable how to get diagnosed with insomia It is designed to transfer the player's hit power to a specific hitting zone for better batting results. Its large sweet spot is well loaded and helps you to achieve more with minimal effort. With the Easton Mako 10 CXN bat, you are assured of zero vibration.
Fastpitch Hitting Swing Like "the Best in the World"
End-loaded bats shift extra weight toward the end of the barrel, creating more whip-like action on a player's swing and generating more power. Balanced bats have a more even weight distribution, allowing for potentially greater swing speed for many hitters.
Fastpitch Softball Hitting with power. I recently received an email requesting that we speak more about hitting with power in fastpitch softball.
Instead, we claim this fastpitch bat is the best for more people than any other. As well, we'd be comfortable stating, nearly every player would have good success with this bat. If it is indeed the particular 'best' for your hitting and type and needs is a question we simply can't answer.


Our mechanical expertise and know-how allows us to afford clients the full M&E package, ultimately adding value to each of our installations which are completed to the highest standards.
With extensive and demonstrated knowledge in design and construction, we offer innovative solutions that enhance the clients' concept, maintaining design integrity and functionality, with the added potential of value engineering.
We deliver time and again projects within 'live' environments, planning to minimise impact on the surrounding day-to-day operations and our specialist skills and exemplary project management allows clients confidence in our ability to cost effectively deliver within tight deadlines.
Incorporating a variety of mechanical trades, we also assist clients with energy solutions surveys, providing renewable and sustainability solutions.


text:
« Why Ethiopia Wants to Launch a Navy
Ethiopian Entrepreneur Alexander Assefa Wins Nevada Election »
Ethiopian Hip-Hop Sensation Teddy Yo to Perform in NYC Saturday, June 16th
Published by Tadias Magazine June 14th, 2018 in Featured and Virtual Events. Closed
Teddy Yo's blends of traditional Ethiopian folk music and dance with hip-hop has gained him wide popularity (photo credit: Alegntaye Official Music Video).
Published: Thursday, June 14th, 2018
New York (TADIAS) – Ethiopian hip-hop artist Teddy Yo is performing for the first time in New York City this weekend.
Teddy Yo is being hosted by the music & entertainment company Africology in collaboration with Bunna Cafe in Brooklyn on Saturday, June 16th, 2018.
The evening includes music by DJ Sirak and Sierra Leonean beats from Bajah + The Dry Eye Crew.
Teddy Yo is one of the first artists in Ethiopia who successfully gained widespread popularity for his fusion of hip-hop and Ethiopian folk music. The blending is not just in the sounds but mixing traditional dance movements with hip-hop as well.
Around 2009 Teddy Yo made a name for himself by creating a new sound no one had tried before," states the Africology Facebook site. "He had created a local Hip-Hop genre called Guraggetone, a Hip-Hop style of music that embodied a Gurage (an Ethnic group in Southern Ethiopia) style beat with witty Amharic rhymes and modern dance moves. Today, he has reached new levels of popularity in the Horn, and has helped spawn a budding hip hop movement in the country."
In 2016, Africology produced and released Teddy Yo's music video entitled Alegntaye, which continues to garner the artist wide acclaim.
Teddy Yo released his second album, Arada, Vol.2 earlier this year.
Date: Saturday, June 16th, 2018
Time: 11pm to 4am
Location: Bunna Cafe, 1084 Flushing Avenue, Brooklyn, NY 11237


text:
Current Location: Ypsilanti
Go Active
Go Drink
Burgers and Diners
Go Relax
Antique Shops
Go Tour
Ypsilanti Automotive Heritage Collection Museum
Posted by Chris Mason on February 10, 2014
Address: 100 East Cross Street, Ypsilanti, MI 48198
Latitude/Longitude: 42.24589760000001, -83.60846249999997
Web site: click here
The Ypsilanti Automotive Heritage Collection is located on the crossroads in Ypsilanti's Historic Depot Town, at River Street and Cross Street. Today you can see fully restored vintage automobiles, posters and other auto related memorabilia.
It is open to the public Tuesday – Sunday from 1:00 to 4:00 PM. Closed on Monday.
The admission for adults is $5, but children under 12 are free with an adult.
It all began in 1995 when Jack Miller, Peter Fletcher and Skip Ungrodt had lunch together which led to the creation of the Ypsilanti Automotive Heritage Collection. In 1999 they funded the construction of an addition which connected the Hudson dealership with the parcel post building into a unified museum. However the history of this location began a century earlier. This location was originally deeded to Hiram Johns in April of 1824. Over the next 100 years it was a residence, a cooper shop, the Ypsilanti Electric company, the Comstock Sash and lock Company and then the Michigan Pressed Steel Company.
It's automotive history began in 1921 when a large addition to the building was added and Joseph Thompson opened the first Dodge dealership outside of Detroit. Just 5 years later, he moved to Michigan Avenue. Then in 1927 Scott Sturtevant opened his Willys Overland dealership stayed until 1929 when the Great Depression affected all businesses. Alex Longnecker and Carl Miller moved their Hudson dealership into the building in1933 where remained until 1958 when the production of Hudson ended after 49 years. Carl Miller became the sole proprietor in 1945 and transitioned it to his son Jack who bought up old Hudsons from closed dealerships and sold used parts. He became the source for parts for Hudson enthusiasts from all over the world.
Car Buff Trivia
Don't miss the old entrance to the original Hudson dealership at the museum.


text:
Home Forums > CIVILIZATION VI > Civ6 - General Discussions >
[GS] Civ VI lacks tension
Discussion in 'Civ6 - General Discussions' started by acluewithout, May 10, 2019.
Page 3 of 5 < Prev 1 2 3 4 5 Next >
Trav'ling Canuck Deity
glider1 said: ↑
Big word of warning to everyone on this thread. The civ series since GS is already in a transition from becoming a 4X game into a SimCiv game. It is the elephant in the room. Unless you keep your eyes open to this all the tension you want is in the future going to be fed to you in trivialised yet shallowly addictive external game mechanics that are so typical of Sim series style games. Any remaining strategic depth in Civ as it once was a 4X game, is likely to become a casualty. You can't just tack on tension. It has to be an emergent property of the game itself.
I'm personally okay with the Civ series evolving beyond 4x. For me, the interesting aspects of the game are struggling with the tension involved with dealing with your neighbours and the internal challenge of growing your empire. What I dislike is moving towards the pure Sim-Civ model where there's no tension from external forces, only internal ones. I'm also not happy that those internal ones have been toned down; or, more accurately, that even at higher difficulty levels there's little challenge to managing your empire, I'm fine with that being easy when playing Chieftain level.
Playing Civ games since ... wow, yeah that's a long time.
Trav'ling Canuck, May 13, 2019
Bitterman Warlord
Boris Gudenuf said: ↑
Going to have to disagree, somewhat. Somewhat in that you are exactly right that the current AI is an egregious embarrassment: not just in its complete inability to handle war, but also in its simple-minded diplomacy and trade agreements, wretched placement and development of cities, and on and on. ANY improvement in the AI would make a huge difference in the game.
BUT it would not solve all the problems. The game would still be sadly lacking in half of the "4X" for over half of the game, and with a competent AI that just means you are not just bored with the last half of the game, you are both bored and frustrated.
Better AI also doesn't address numerous problems that have been remarked upon in these Forums: the mismatch between rising Production Costs and Production ability, poor numerical/strength relationships among the units (the Anti-Cav Line, or Cavalry Speed Bumps. overpowered air units now, the Recon Line still, just for starters) and my personal Teeth Grinder, the poorly coded Starting Bias for so many Civs.
Given the number of game Civilizations with some kind of Unique based all or in part on TerrainGeography, it is still amazing how often you get a starting position that absolutely senseless: center of the continent starts for England, Tundra starts for Nubia, Rainforest starts for Russia. I would guess that I restart an average of 3 - 5 games for every one that I actually play from the original starting position given, and on many an afternoon I have restarted for 30 - 45 minutes and then given up, turned off the game, and done something else rather than put up with playing a game in which your chief opponent is the Brain Dead programmer.
Ending Rant.
So, yes, by all means get a better, at least minimally competent AI, but don't think that makes the game perfect, or even perfectly acceptable.
I didn't say that would make it perfect, but 100 times better yes. Just imagine being totally able to lose the game after classical. Would't that add tension to the game? Most people here complaning about other things would probably forget them if that were the case. Your mind would be busy trying to survive.
Of course it has other problems, but you can already adress many of them with mods. This is not the case with the horrible AI.
Bitterman, May 13, 2019
acluewithout Deity
Bitterman said: ↑
The only reason this game lacks tension is because AI can't handle war and the human player can exploit that, nothing more.
I don't know how many people here played against humans, but attacking against a human player is a complete different thing. You'd need either a much bigger army or a more modern one or some kind of collateral advantage that allows you to pull out a fast and brutal victory, otherwise you will lose a ton of resources into nothing. And this is also a thing vice versa, you know that the other player can throw his/her entire army against you if you are not careful enough. If the AI were capable of being a threat in war (both defensive and aggresive) most players here could probably forgive the rest, at least to a much higher degree.
Hope is when they release the dll someone will adress this with a mod and make the game x10000 better. I mean the foundations of the game are already very solid, and I find it extremely fun when playing MP even if we are only 3-4 people, can't imagine with a semi decent AI.
Trav'ling Canuck said: ↑
I don't think improving the AI would actually add much tension.
My point is that Civ goes from being an amazing 4X game in the early eras to a very boring "sprint" from the mid game onwards as you race towards your victory condition. The problem is that a "sprint" is inherently passive (because the main thing you focus on is just yourself) and boring (no strategic decisions; just optimising). Fundamentally, and sprint mechanic lacks a "game loop" and it's a strong core game loop that usually makes video games really fun.
Improving the AI would be very welcome. But it wouldn't change the core problem causing a lack of tension.
Improve the AI and the AI would be better at War. That would make late game war harder, so it would be harder to capture more territory. But why are you capturing territory late game? At that point, you don't really need more land. And there's no other strategic reasons to war or conquer other than maybe capturing a particular Wonder (the AI should really stop building "my" pyramids) or resource (blood and oil) or getting a tonne of envoys, and all that is pretty marginal. It's not like the game has strategic trade hubs that you need to control or you need to guarantee access to some fresh water port.
Improve the AI and it would be better at racing to victory itself and disrupting the player's plans (and resisting the player's attempt to do the same). That would be great if the AI could do that, and it would make the race to the more challenging. But my point is that a race to the finish is just inherently boring and passive.
I was thinking about Civ V. That game really punished wide, and created powerful incentives to go tall, and that wasn't fun. FXS were right to push players wider in Civ VI, with some incentive to have a few high pop cities and mechanics that let players go against the meta and play tall if they really wanted to. The game is about empires, and so it should encourage you to build an empire, and that means wide.
But I think FXS missed a subtle point. IMO, Civ V's problem isn't that it made wide hard, it's that it incentivised tall. Civ VI makes wide easy but and created incentives for wide in the early game. But here's the thing. What it should have done is made wide hard but keep the incentives for wide and extend them for the whole game.
At the moment, it's fairly easy to expand your empire in the early game. It gets very challenging to keep expanding from the medieval era onwards, but worse there's no reason to keep expanding. So, you don't. You stop expanding. And just focus on the race to the end.
I think the late game would be more exciting if
(1) there were more ways to expand in the late game, eg vassals, cultural influence, whatever. (Actually, the game isn't too bad there. There are ways to keep expanding eg loyalty flipping. But it is a bit limiting having only one way to own a city - i.e. it's part of your empire).
(2) there was more of a driver for expanding late game other than just more territory (which isn't a good incentive).
One idea I had was having colonial cities generate diplomatic favour, maybe via a diplomacy card. If you tweaked the other sources of diplomatic favour, you'd have strong reason to get cities on to foreign continents and so wrestle with the challenges that creates.
Having key trade modes that pop up late game and that you compete to control would also maybe work. Or maybe if you have x cities you can link them up into a region (like a multi city super city), so you're maybe forced to capture a few neighbouring cities to complete your set and found a region.
The game does need a better AI, particularly as the current game design does emphasise challenge coming from outside forces rather than internal empire management. But more fundamentally, the late game needs to have a point to; a fundamental strategic challenge; a strong core game loop. And I think the best "loop" would be to keep momentum on the explore and expand aspects of the game.
We need Brave New World for Civilization 6
Maps, Governance, Industry, 21 Other Things, RnF, Difficulty.
acluewithout, May 13, 2019
Socrates99 likes this.
_ViKinG_ BERSERKER
Why capturing territory late game? I like having wars with modern units. Or we dont need late game units to be used maybe ? I agree they could add more stuff in late game than just get more territory
_ViKinG_, May 13, 2019
glider1 Deity
Where animals hop not run
Basically at the moment an empire in civ is just a blob that generates yields. There is nothing to control except for the integrity of the blob and yield faster than everyone else. You can conquer but often you are in stalemate and can't.
Your "territory" has to be dependent on networks to thrive.
Early game you grow your territory, late game you grow your networks.
Military bases are one form of network. Trade routes should have to be protected as a vital network. Diplomatic networks etc etc. Vital supply chains.
But it is all too complicated for the AI and also too complicated for humans that just get angry and spit the dummy when their networks break down then complain that they aren't having fun that they paid for.
Joint modder of the Buffed AI Mod for BNW and RevolutionDCM mod for BTS
glider1, May 13, 2019
Zenstrive Ocean King
Actually after Rise and Fall, many of the era points on medieval onward got to do with doing things to your neighbours: spying, killing their units, taking their capitals, flipping cities.
Money and Cultures make a Civ goes winning
Zenstrive, May 13, 2019
acluewithout likes this.
juanpavo Warlord
acluewithout said: ↑
Improve the AI and the AI would be better at War. That would make late game war harder, so it would be harder to capture more territory.
But it can be more than that. Imagine an AI that knows how to bring a mid- to late-game war to you, with tanks, artillery, bombers, etc., enough to make you sweat. I call that tension.
juanpavo, May 13, 2019
juanpavo said: ↑
Yeah, maybe.
The late game does allow for lots of conflict - war (by late game, it covers land, sea and air), spies, loyalty, rock bands. Competitions are another source of conflict too in a way. Religion is also a kind of conquest / conflict mechanic.
But there's not really anything to fight over. I can capture territory, but by that stage of the game I don't need just more territory. I can try distrupting my opponents, but I'd probably be better off just focusing on racing to my own victory faster. And I can defend the AI's attempts to disrupt me - but that's not strategy, it's just avoiding distraction.
And the conflict is very one dimensional. Really, the only outcomes are capture city (in which case it immediately becomes just another city in your empire save for cities with a unique wonder or critical resources maybe), extract gold / resources etc via peace deal, and or pillage.
The only exception are liberating city states - which gets you envoys and maybe suzerain and could have a diplomatic or suze bonus dividend - or emergencies which can have a reward. You might also improve relations with allies because joint wars etc make civs more favourable to you.
Look. I get it. If the AI was better, late game conflict would be better, there would be more competition for victory, and that would create more challenge. I don't disagree and would very much like some better AI.
But even with the AI firing on all engines, Civ's late game doesn't have a strong core game loop like the early game. The game goes from being a 4X game to a sprint race - and sprint races are kinda dull. If the AI was better, then the sprint would be more challenging because the AI would also be racing you and trying to trip you up. But regardless, and sprint to the finish is still just kinda dull.
What I'm saying is this: the early game is about competing to control territory. That creates a game loop that is incredibly fun. To be as fun, the late game should do the same thing. You should continue to compete to control territory. The competition should be harder, but the rewards should be greater too. Instead, what we have now is that late game expansion is harder (which I'm okay with), you have some cool new toys to help you expand (dedications, new units, whatever), but fundamentally there's less reward for expanding.
To make late game expansion more rewarding you maybe need different ways to control territory beyond just capturing cities. Like, maybe there's some new mechanic that makes some cities more strategically important than others because they're a trade node. Maybe you can vassal cities and that improves your diplomatic influence or something. Maybe you have "spheres of influences".
But yeah. There you go. If all we get from future patches and another expansion is a better AI and more challenging conflict late game between the player and AI, plus maybe a few more options for fighting those conflicts (dunno, super rock bands? girl bands? DJs?) then ... yeah, I'd be okay with that. And would probably still play the game for hours.
But I think Civ could be better than that.
Elhoim and Trav'ling Canuck like this.
Morningcalm Keeper of Records
Maybe the mid to late game needs new continents to be discovered, expanding the map (these continents would only appear at a certain point in the game). Would certainly keep exploration a viable interest in that time period, and the rush for settlers would become important again (as it stands, it's mostly important early and mid-game only). Most Civ games exploration post-Renaissance is virtually useless since you know where most things are already.
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Morningcalm, May 14, 2019
On my Matthias playthrough (King, Detailed Continent, Huge): Kongo was about to win cultura victory, and I can't win anything if I just focusing on my kingdom. So what the heck, I popped several bombers and began taking civs after civs until I won a science victory. Kongo's culture victory was canceled since his tourism progress is less than Mongol's tourism progress (go figure)
There are already some mechanism for what you refer:
-From medieval onwards, religion should be much more important than it is right now. Expanding your religion to another civ without religion should earn you something beneficial apart from some yields. And should change the way they play their game, so everyone would be involved in the religious game, somewhat. Expanding your religion to another civ with its own religion should be a great risk / great reward movement, sprawling holy wars, diplomatic conflicts and unexpected alliances. In other words, other players must "feel" that their population got converted to a foreign religion and should not be able to ignore this fact.
-Industrialization should have more weight in the general gameplay. Those who invested in religion during medieval / early renaissance should pay now, watching how the others get the first industrial production yields and new resources that allow them to do things that other will have to wait some more time to do. Religion should still have its importance, but those who heavily invested in it in the first third of the game have to play now around the fact that their neighbours have a slightly advantage over them.
-From the atomic era onwards ideologies should be the center of the game. Somewhat like in CIV V, picking one or another means getting into one team or another. You shouldn't be able to maintain strong alliances with someone who has a different ideologie and vice versa. At some point, some kind of militar conflict which involves all civs (or at least most of them) should happen. Preparing for it and trying to win (this is very duable with the emergency mechanic) would be enough for enyone to not get bored.
-The last part of the game should have tourism and diplomacy as the main factors. War is now something expensive, both economic and diplomatically speaking, so you try to mess with the others with some other subtle means. That is, tourism, spying, loyalty, something that greatly affects amenities... You try to get influent with other players (and this should get you some great benefit in return) or get their votes so you can control the congress and beat your enemies there with embargos and so on.
All of this is very duable with the systems that are already in the game, but I sincerely doubt FXS will do something even remotely similar. They are aware that the ones here are a minority. Civ V and Civ VI are the most played strategic games in steam. The sum of them probably outnumber all of those of Paradox in a normal day, and one of the reasons behind this is the ease of getting into the game and how easy is to win for someone new. The other (and this is just my opinion) is mods. This game is so moddable (or more likely will be) that everyone can basically play exactly the game they want to play. We just have to be patient and wait. I hope.
PD: Sorry for grammar errors but I have to write fast now.
Trav'ling Canuck and acluewithout like this.
Victoria Regina Supporter
War is now something expensive,
War is its own economy. Deterrence is expensive, war can be quite profitable to a country but is complex.
From medieval onwards, religion should be much more important than it is right now
it should be very important in the Medieval and in game this is when religious units are at their strongest. Historically religion became ineffectual with rationalism.
One could argue that corporations become the new religions. Certainly religions use corporations.
This forum shows such a variation in ideas that it shows the game designers also have much variation in their approach. Time and compromise as also factors. I am not surprised few ideas see the light of day.
What are the tensions in modern life anyway? 3rd word civs still struggle with food and medicine. A lot of the issues faced (including global warming) are in fact population based.
They should be speeding up population growth in the modern ages and having effects based on that. But that is just one of 1000 ideas posted never to see the light of day.
Experience , Loyalty , Chop Example & Tables , Levy units , ZOC , flanking & Support ,LOS, Rock Bands, City Combat , District Discounts , War Weariness
Victoria, May 14, 2019
Boris Gudenuf and acluewithout like this.
Boris Gudenuf Deity
north of Steilacoom, WA
Let me comment some more, building both on the comments above and on IRL Historical mechanisms that the game lacks now, and could use. I'm going to stick to the '4X' framework, because I really think it's the way to increase Tension/Enjoyment/Playability in the mid and late game.
First of all, the game needs a good 'Terra' or 'Terra Incognita' style map: one in which All Civs start on one continent or set of connected continents, and about 1/3 of the landmass on the map is in a separate Continent/set of continents in the other half of the map, reachable only by Oceanic travel. And that separate landmass has Resources not available at all in the landmass where all the Civs start, so there are really good reasons to want to go there. That would, at least, extend the Exploration 'phase' of the game to the beginning of the Industrial Era.
And I think the other possibility is to make it necessary to 're-explore' the Map. Make, as stated earlier, Resources appear based on new Technologies. Divide Resource deposits into normal and Industrial Quantities, and to feed your Factories the Industrial are required, so that your dinky little surface deposit of Iron disappears in the Industrial Era (or changes to Industrial because you've only scratched the surface so far). Needing new resources by type and quantity would push Exploration into the Modern Era at least.
2. EXpand
We aren't gong to get an Infinite Map, so at some point in the game, Expansion becomes a Zero-Sum Game: for you to expand, it has to be at Someone else's expense. Historically, this meant conquest of new territories and peoples, absorption of same, or Combining with same and holding the Combine together by really good advantages to those involved (Rome) or shared Culture/Ethnicity/language (China, for one). In the Modern and later Eras, Combine, as in International organizations, runs a constant tension with Nationalism/Exclusivity - making for a very complex potential set of interactions and mechanisms between becoming strong enough in some way to 'go it alone' or convincing your people that you can afford to Absorb the neighbors without cultural penalties.
Yet an entirely different possibility is to make City Founding subject to Real Penalties. Nobody started a city in the Tundra until relatively modern times - the technology of food production/distribution just wasn't there, and in fact a slight cooling of the area could cause human settlements to be abandoned and the 'settlement line' to move south (this may have happened in Scandinavia and central Asia, and it happened to the Scandinavian settlers in Greenland with catastrophic results). Settlements in rainforest/jungle areas by people not native to that type of climate/terrain was also a very 'ify' proposition: the mortality rate among early European settlers in the Caribbean exceeded 50% almost everywhere - try building a city in Civ VI when 1 out of every 2 population points disappears every X turns! Introducing mechanisms like these could leave room for settling New Cities in the Industrial and later Eras.
Yet another form of Expansion, mentioned in one of the Posts above, would be to model that massive increase in population and size of cities in the Modern and later Eras. This would both give you a set of new opportunities to get more out of Mega-Cities, but also give you a whole new set of problems in managing Mega-Cities - food, amenities, etc. No new cities or city sites, but a whole new set of considerations in keeping your old cities from revolution and ruin.
3. EXploit
New resources to exploit by type (new continent) or quantity (Industrial Quantities, depletion of old deposits), but also the Religion Diplomacy, Trade mechanics to exploit throughout the game.
First, Railroads should massively change Trade from the Industrial Era on, and so their finance, construction, and negotiation for construction internationally could be a whole new 'mini-game' - with successful results enhancing military, diplomatic, cultural (access to Resorts, Wonders and Parks at a minimum) and Industrial/Production all over the map.
Second, Religion from the Renaissance Era on changes its type of importance: from pure Faith/Diplomatic to potentially Diplomatic/Cultural/Nationalistic (Ideology). Some Beliefs should dwindle in Importance, others arise or 'morph' into something New: Religion, like resources, should be Dynamic to keep you from being able to ignore it all later in the game.
Third, International Diplomacy from early in the game should have more possibilities. Just for starters, City State equivalents IRL, banded together in Leagues for mutual support and protection. Put that in the game, and imagine trying to attack a City State when the nearest 3 other City States add their armies to the conflict against you. Diplomacy Required First, then attack. On the other hand, imagine getting Suzereignty with a City State and it gets you Diplomatic/Trade bonuses with 3 - 4 other City States. Imagine becoming the chief city (a form of Advanced Suzereignty?) of a League (as Athens did), and adopting Inclusive Policies (as Athens Didn't) and getting City States to join your Civ Voluntarily? Exploiting Diplomacy to Expand - why not?
As stated above, Ideology takes the place of, or expands on, Religion. IF Religion becomes Dynamic, with later-game Beliefs becoming available and earlier Beliefs becoming 'obsolete', then some of the later Beliefs are going to cross the line into Ideology, and that in turn will influence Culture and Diplomacy - and internal Civilization/City Management and Government Type.
Potentially, then, you could get entirely new Resource, Religion/Ideology, Diplomacy/Government systems in the late game (certainly from Industrial/Modern Eras on) to deal with, exploit, or succumb to.
4. EXterminate
It's outside the direct scope here, but most of the Units, Unit Factors, Promotions, Resource Requirements, and influences on Units from Diplomacy, Religion and Resources need to change. Putting it bluntly, right now that entire set of systems Sucks Like a Starving Leach, but that's the subject of another one of my interminably long posts.
What can be discussed is what you should be able to do with units: loan or sell them to other Civs or City States, buy or borrow them from other Civs, get Unique Units from Barbarians or City States not otherwise available, 'Promote' Units with new technologies the way the GDR can be now (why did they waste the Tech Promotion Mechanic on an End Game Unit rarely seen in any game?).
At the very least, let us Name Units from their formation, and let actions by the unit earn Honors or Honorifics: I want to have the 7th Legion "Hammer of the Scots" or the 3rd Impi "Spears Washed in British Blood" as a result of victorious battles against Scots and British/English units. Put some Life into the Units.
The other side of that is that Expansion through Extermination should get much more difficult as the game goes on. You can conquer like Miles Gloriousus throughout the first third of the game, but from the Industrial Era on, Nationalism and its malevolent offspring, Guerrilla/Partisan War should raise its head. We had that in older Civs, we need it back to keep late-game Massive Armies busy stamping out fires that, if you've botched your (Mega) City Management, Ideology selection, Religion or Diplomacy after the Industrial Era, should be able to turn your Sprint to Victory into a nasty game of Whack-A-Mole where the Moles Whack Back.
Military systems and mechanisms should go hand in velvet glove/mailed fist with Diplomacy. In fact, botch the Diplomatic part, and you should from early in the game face the prospect of a simple war of conquest/Extermination turning into a war against a Coalition: "Emergencies" should be a lot more Interactive instead of just Something That Sometimes Happens, and the consequences for getting yourself onto the receiving end of an Emergency should be more severe and daunting.
Just my ideas.
I don't think there is any single thing - even something as important as Improved AI - that will completely 'cure' the game of its Mid-Late Game Malaise. It's going to take a bunch of changes, revamps, 'tweaks' and I suspect they will have to encompass many or most of the aspects of play - all '4 Xes' of the game genre/
"We have met the enemy, and He is Us" - P. Possum
Boris Gudenuf, May 14, 2019
Elhoim likes this.
Mahi Warlord
Just being in Ghandi bug where he nukes you out of nowhere. That added some tension. Actually AI using nuclear bombs in surprise wars would step up then tension late game.
Mahi, May 14, 2019
Mahi said: ↑
As someone posted earlier: just give the AI Leaders some real personalities: Genghis should congratulate you on your successful Surprise War, not Denounce You; Phillip should be willing to declare War on you at the drop of an electron if you have a different religion from his; putting a city on plains/grassland anywhere near Tomyris should get you Horse Archers and Horsemen Pillaging everything in sight; and Montezuma should declare war on somebody whenever he goes too many turns without taking a Builder/captive for his latest Religious Festival involving Heart-y Congratulations . . .
Right now, Diplomacy is much too predictable and boringly similar regardless of the Leaders: each one of them should have a Personality, not just a lame Agenda.
- Or, jack up the influence of the Agendas, and especially the 'hidden' Agendas so you really have to Tread Lightly around some of the Leaders.
Trav'ling Canuck likes this.
UWHabs Deity
Some good ideas here. But yes, coming back to the 4X framework and making sure that you sustain that through the game I think would be nice bonuses. Some other things:
-Clearing jungle happens too early in-game, and has too many benefits. In civ, it's just too easy to clearcut the entire Amazon, and farm all that land, whereas in real life, we obviously haven't done that (yet). Honestly, you probably shouldn't even be able to clear a jungle tile until the modern era, although obviously that would render too many tiles virtually unworkable through most of the game, so you would have to change the mechanics (maybe you can plant districts on jungle with a penalty, or maybe you allow jungle tiles to have lumber mills or plantations on them)
-Having exploring early on be about the landmass and the area, and exploring late-game be about resources make some sense. As mentioned, you can't have more map to search, but in the modern era, you search deeper. So while your old scout would simply search around a river and map the land, a later game scout would actually explore for oil or coal or whatever.
-If you don't want to make major changes to how you found cities, then a good form of modern expansion I think would come with a revitalized neighourhood. Basically, while in the olden era you build settlers to expand, in the modern era it should be all about building neighbourhoods to grow. And then as well, you need to have a real purpose to grow your cities in the modern era. Right now there's virtually no point to having a city past size 10 or 12 since all it does is cost you amenities, whereas in real life, there are obviously some benefits to having a metropolis. Even if they made T3 buildings give you bonuses per citizen, that would give you new avenues to "expand" your cities up.
-Your comments on city-states is important too. I think a needed change would be to make city-states more dynamic in how their allegiances go. Even something as simple as either losing an envoy per era for the city-state, or changing the limits from a fixed 1/3/6 to grow upwards in the later eras, would at least alter the dynamics. If suddenly it's going to need 12 or 14 envoys to stay suzerain, maybe you actually start thinking about invading it for the land. Or if there was a proper way to "defend" a city-state in return for like double-diplomatic favour, that alters the balance.
Most importantly, I do kind of feel like the game needs a way to change in the modern era. Too much of the game is still static - so you build a campus in 3000 BC, yet it cannot move, it cannot grow, and may never need repairs. It was in a perfect location then, and it's still in a perfect location now? Or maybe you have to make some new decisions - your 1000-year old university is now nice as a tourist destination, but perhaps you need a more modern facility to actually progress forward for research. If you can make the rules change and be more dynamic, suddenly you have all new things to worry about. Personally I think it's horrible that if I'm building my entertainment complex in 2000 BC that I'm placing it in such a way that I get the maximum benefit for it 150 turns later once I get a zoo. No - I should be placing it so that I get a maximum benefit for it NOW, and then 150 turns later when i start the zoo, that's when I worry about what happens then. Although I don't know how exactly to handle that, because we, as omnipotent overlords, already know the future rules. So there's no tension because I can predict the future with a fair degree of certainty, and know that there's no way that this nation in the corner of the continent will ever be able to "break out" and suddenly become a super-power to threaten me.
UWHabs, May 14, 2019
It would be great if civ would simulate the rise and fall of civilizations. You would build an ancient empire that would last an era or two. It collapses due to factors that can be only partially controlled. Start again but this time with a different mix of newer technology and culture and you carry over benefits according to how you did relative to other civs that can be built into the next empire and so on. A tall "civ" would be one that collapses and regrows quickly. A "wide" civ would be one that lasts for much longer periods of history (but at a slower pace).
That was sort of what we expected the Dark Age - Golden Age - Heroric Age mechanism to do, but after they finished watering it down, we got a Dim Age - Less Dim Age - Lesser Dimmer Age system that means Diddly/Squat in the game.
glider1 likes this.
qqqbbb Prince
Declare war on everyone you meet and never make peace. This will add a lot of tension.
qqqbbb, May 15, 2019
_hero_ King
This seems to be a problem in nearly every 4X and grand strategy game, at least that I have ever played. This genre is set up in such a way that once you get strong enough, you know victory has been secured and it's just a matter of passing the time until you secure a victory. Civ6 makes it worse because there's not a lot that can be automated. Some older Civ games let you give control of cities over to governors, or simply put them on building wealth indefinitely. Now we have a build queue, but that's only a bandaid. Then there's war. If you compare 1UPT to stacks of doom that could be controlled as groups, it's clear that 1UPT is more micromanagement.
Don't get me wrong, micromanagement is fine, even part of the fun; when there's tension. Picking and choosing where to position your units and who should attack where for maximum effect is part of what makes the game fun, but once you know beyond a shadow of a doubt that you're going to win the game and your military is just mopping up the remaining cities/units that are preventing you from securing a victory, it quickly goes from fun to tedious. It can literally take hours to finish a game after you've already realized you are going to win.
I think the problems here are twofold. First of all, there's nothing that really throws a wrench into your revelation that you're going to win. There's no internal strife in your empire. No coups or civil wars. No AI coalitions (the emergency system does a horrible job of creating coalitions to fight off a run away player). Natural disasters don't really do enough damage to matter, only enough to be annoying (pillaging stuff, not wiping cities out in the worst case scenarios). Second, there's not much you can do to automate or simulate the micromanagement that you have to deal with every turn until you finally win. There have been times when I'd have been perfectly content to just let the AI take over my empire with a specific focus and just hit end turn 50 times in a row.
_hero_, May 15, 2019


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SALT LAKE CITY -- Arizona guard Rawle Alkins dislocated his right index finger and sustained a minor fracture in the Wildcats' second-round win over St. Mary's.
The freshman suffered the injury during the first half of the game amidst a scuffle for a defensive rebound. Rawle said the ball hit his finger, and when he looked down at his right index finger, it looked exactly like his left index finger.
He went back into the locker room, where he received an X-ray and the fracture diagnosis. Doctors taped his finger, and he was cleared to return to the game.
"Even with that, I still wanted to play for my team," Alkins said. "Being that it could potentially be the last game of the year, I didn't want to go out like this."
Alkins finished with six points, one assist and two steals. He said his finger bothered him once he returned to the court, but he believes he'll take the next few days off to allow it to heal. He intends to play in the Wildcats' Sweet 16 matchup with Xavier.
"I'm going to do whatever it takes to get back on the court," Alkins said.
Alkins' return would be crucial for Arizona. The freshman has started 35 games for the Wildcats this season, averaging 11 points and five rebounds per game.


text:
Sewanee loses in defensive game against the Rhodes College Lynx
April 2, 2019 thesewaneepurple Sports Comments Off on Sewanee loses in defensive game against the Rhodes College Lynx
Pitcher Danny McDonnell (C'19) goes up against Rhodes.
By Harry Davis
On Sunday, March 31, the Sewanee Baseball team lost 6-2 to the Rhodes College Lynx.
The Tigers entered the game with 17 wins and 11 losses in the season. They defeated Rhodes 15-4 in seven innings in the first game of the three game series before they lost 8-6 in the second of the three game serie.
In the first game, the Tigers managed 15 hits to the Rhodes' five and pushed a five run lead to a 12 run lead with seven runs in the fourth inning. Rhodes' offense had a seven run third inning but Sewanee stayed in the game late and scored three runs in the final inning to close the deficit to two runs. Both teams demonstrated a potent offense, with one seven run inning each, as they entered the final game of the series.
The score stayed locked at zero in the first inning before both teams' offenses began to produce. Rhodes started the second inning with a homerun and scored another run to put them ahead 2-0. Sewanee answered with their own score as Braxton Swanson (C'21) singled to left field and scored on a single from Jacob Woolard (C'21). The next batter, Carter Huffman (C'22), singled and Woolard scored to tie the game at two. In the third inning, the Lynx began with a triple and scored to take the lead again, making the score 3-2.
For the next three innings, both teams were scoreless and combined for one hit in this stretch. Rhodes' offense opened up in the seventh inning with two quick runs before Sewanee managed to get one out as the Lynx scored again to expand the lead to 6-2. The Tigers ended the inning with two fly balls to centerfield. Both defenses controlled the remainder of the game and Sewanee and Rhodes were limited to two hits, as Rhodes won 6-2.
Overall, it was a tough game for the Tigers, as the game slipped away late after being tied in the second inning. Rhodes produced 10 hits to Sewanee's four, and the Tigers lost the series 2-1.
The Tigers will go on the road to play Hendrix College in a three game series with two games on Saturday April 6, and one on Sunday, April 7.
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text:
package http

import "github.com/pkg/errors"

func (e *Engine) Register(username, password string) (User, error) {

	var count = 0
	e.db.Model(&User{}).Where(&User{Username: username}).Count(&count)
	if count == 0 {
		user := User{
			Username: username,
			Password: password,
		}
		return user, e.db.Create(&user).Error
	}

	return User{}, errors.New("User Exists")
}

func (e *Engine) Login(username, password string) (user User, err error) {
	err = e.db.Where(&User{Username: username, Password: password}).First(&user).Error
	return
}

redpajama_set_name: RedPajamaGithub


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Tate, driving the Lori and Mike Jones-owned U-9 Les Schwab Tires, physically finished second on the race course but was awarded the win when Jimmy Shane and the U-1 Miss HomeStreet was hit with a one-minute penalty for going below 80 mph twice during the pre-race milling period.
The victory was the sixth of Tate's short three year career and the eighth for the Jones Racing Team. It also allowed him to increase his lead in the H1 Unlimited Hydroplane Racing Series National High Points Standings to 1,998 over Shane and the U-1 Miss HomeStreet with just two races to go in the season.
Tate knew that he was going to have his hands full in the final against the new U-1 Miss HomeStreet craft, which had an impressive debut with three heat wins, including one against Tate.
Tate was outside of Shane in lane four at the start of the heat and was behind when the two drivers cleared the first turn. Shane slowly began to pull away when the penalty was announced on lap three.
With Shane now relegated to fifth, Tate had little trouble in pulling away for the win. J. Michael Kelly finished second in the U-12 Graham Trucking with Brian Perkins placing third in the U-21 PayneWest Insurance. Rookie Aaron Salmon was fourth in the U-99.9 CARSTAR powers Miss Rock.
The first running of the final heat was stopped after Cal Phipps suffered a 360-degree blowover in his U-1918 Oberto Beef Jerky. Tom Thompson appeared to cut off Phipps as the pair entered the second turn of the first lap causing Phipps to ride up the roostertail of Thompson's U-11 Diamond Reliable Tool presents J&Ds.
The U-1918 Oberto landed right-side up and Phipps quickly exited the craft uninjured.
The H1 Unlimited Hydroplane fleet will now swing back east for the annual Gold Cup in Detroit Aug. 24-26.


I have been working in the games industry for over 13 years. Throughout my career, I have worked for various game companies and engaged in many creative endeavors. I like to think of myself as a creative person. I try view every aspect of creating something like a blank canvas, especially because I used to paint a lot. I also used to create a lot of music. Today I am more intrigued and passionate about the technical bits, such as coding. I'm not very good at it, but I have passion for it so in due time hopefully I will pick up on it.
I'm a 'Principle Technical Artist' at Seriously. My role involves creating the ground breaking world map, the background art for levels and Fiend Quests, and the animations for Fiends and Slugs. I also produce the kind of work that makes the water move or the trees cast shadows. These details are very important to us at Seriously. This bit of my work is called shader programming. These are my primary artistic duties, but my responsibilities also extend to optimizing the game, which happens between updates. This is an ongoing task that is a very important part of what I do here at Seriously, as well.
My job allows me to touch a lot of what players see in the game; the following are a few sections that I particularly enjoy. For the world map, my favorite part is the area around Mushroom Valley. It has a mysterious vibe to it, what are those black holes and what can be found there? It triggers my imagination. My favorite quest is Gordon's quest. The theme is fire and that brings a nice pause to all the green and blue in Best Fiends.
I enjoy finding solutions to problems. For me, problem-solving is an opportunity to learn and grow. Simply put, the most rewarding aspect of my job is to learn new things, and I am always learning new things about how to work with Best Fiends. As I am doing more and more technical work, my coding skills are becoming more solid and I love it! We have a pretty clever system in place for cresting the world map and I recently had a eureka moment that made it possible for us to take the camera closer to the ground level on the world map. It was not easy to achieve but it would be one of the main things I learned recently. Sometimes trial and error is key when you have a lot of tools to work with.
Moose is my favorite Fiend. Moose was the first character that I animated for Best Fiends, so he is very dear to me. I also like that he looks grumpy. Why is he grumpy? I have a feeling it might be the never-ending stream of slugs.
I love spending time with my wife and daughter! I also enjoy scripting and coding in my spare time too. There are not enough hours in a day!


text:
//***********************************************************************//
//																		 //
//		- "Talk to me like I'm a 3 year old!" Programming Lessons -		 //
//                                                                       //
//		$Author:		Ben Humphrey	DigiBen@gametutorials.com		 //
//																		 //
//		$Program:		RPG (Part 5)									 //
//																		 //
//		$Description:	A basic example of a 2D RPG						 //

#pragma comment(lib, "Winmm.lib")				// Include this windows library for PlaySound()
#pragma comment(lib, "fmodvc.lib")				// Include the Fmod library for music

#include "main.h"								// Include our main header file

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////

// This is probably the simplest of the tutorial series.  All we added was the
// code necessary to handle buying and selling from shop keepers.  We will now
// be able to buy items and equipment, as well as sell that equipment.  This is
// done by giving each shop keeper a simple action key of 555.  When ever we
// talk to a shop keeper, we will check their action key and then jump right
// into the buying and selling menu.
//
// *What will the shops sell?*
//
// Since our item's data is usually stored in the Items.txt file with the
// map editor, we need to access that data when we create our shops.  This is
// why we use the same items text file used to make the maps for this game.
// We just stick that text file in our Items\ directory.  Then, when ever
// the player goes to the store, it will read some random items from that
// text file to sell.  Of course, you might want the items to be static and
// not change, which will require you to make some changes to make this happen.
// But, for the purpose of a simple way to get items in our shops, we use this
// method.  We read some random items from the text file each time the user
// talks to the shop keeper.  Ideally, you will want to add support in the
// map editor to choose which items that shop keeper will hold.  Also, you
// probably don't want the items file to be easily accessible to the user,
// since they can just easily open it up and change the data to really
// ridiculous high stats right?  This is all something you can add yourself
// in your own project.  In this tutorial you can find the shop keeper right
// next to the Governor's house.  Previously you couldn't take to him because
// we hadn't written code for shopping yet.
//
// To create the shop menu, we inherit from the CMenu class, since most of
// the functionality is the same.  This allows for good code re-use.  We
// added 2 new files for the shop code, ShopKeeper.cpp and ShopKeeper.h.
//
// *User input for this tutorial*
//
// Arrow Keys - Move the player
// Esc - Toggle the main menu (Or escapes a menu) and escapes/continues the dialog
// Left Mouse Button - This chooses the options from the main menu
//					   - If you click twice on an item in the inventory menu it will
//					     bring up a prompt to use, drop or cancel.
// Space Bar - This toggles on and off the stats screen in the bottom left of the map.
//			   This will also escape/continue the dialog.
// To Attack - Run into a monster with the arrow keys
//
// There is nothing really new in this file except the declaration of the global
// CShop object, so you can immediately jump over to ShopKeeper.cpp to go over
// the rest of the tutorial.
//
//

// This is our global shop object for handling our shopping
CShop g_Shop;

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////

CMap g_Map;										// This stores our global map object
CPlayer g_Player;								// This stores our global player object
CInput g_Input;									// This is the global input object
CMenu g_Menu;									// This is our global menu object
CFmod g_Music;									// This is our global music object
CBuffer g_Buffer;								// Create a buffer for the main window
CAction g_ActionKeys;							// This is our global action key object
POINT g_cursorPos = {0};						// The current mouse cursor position

HWND  g_hWnd;									// This is a global handle for the window
HINSTANCE g_hInstance;							// This holds the global hInstance for UnregisterClass() in DeInit()

////////////////////////////// HANDLE WINDOWS MESSAGES \\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
/////	This handles windows messages and used for when we aren't in the main loop
/////
////////////////////////////// HANDLE WINDOWS MESSAGES \\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

int CInput::HandleWindowsMessages()
{
	MSG msg;

	// Here we check to see if there is a message, and remove it from the queue if so
	if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
    {
		//If we are trying to quit, post a quit message again and return -1 to tell
		// the previous function that call us to quit what ever it's doing.
		if(msg.message == WM_QUIT)
		{
			PostQuitMessage(0);
			return -1;
		}

		// Handle the messages
		TranslateMessage(&msg);
		DispatchMessage(&msg);

		// We got a message so return 1
		return 1;
	}

	// No message, return 0
	return 0;
}

///////////////////////////////// INIT \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
/////	This function initializes our application-specific data
/////
///////////////////////////////// INIT \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

void Init(HWND hWnd)
{
	// Set our global window handle to our main window
	g_hWnd = hWnd;

	// Create our double buffering our window
	g_Buffer.CreateDoubleBuffering(hWnd);

	// This is where we create the image of our character
	HBITMAP hPlayerImage = g_Buffer.LoadABitmap((LPSTR)kPlayerImage);

	// Initialize our player with it's image and position
	g_Player.Init(hPlayerImage, kPlayerStartX, kPlayerStartY);

	// Now that we have a party, we need to add the normal player to that party
	g_Player.AddPlayerToParty(&g_Player);

	// Init, load and draw the first map file
	g_Map.Load(kStartMap);
	g_Map.SetDrawFlag(true);

	// Here we load then play the starting background music
	if(!g_Music.Init("techno.mod"))
		exit(0);

	g_Music.PlaySong();

	// we need to seed our random number generator (rand()) for moving npcs.
	srand(GetTickCount());

	// Set the backbuffer to black first (This clears the backbuffer)
	g_Buffer.ClearScreen(BLACK_BRUSH);
}

///////////////////////////////// MAIN GAME LOOP \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
/////	This function handles the main loop and calls our drawing routine
/////
///////////////////////////////// MAIN GAME LOOP \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

WPARAM MainLoop()
{
	MSG msg;
	// This is where we load our accelerators for keyboard shortcuts
	HACCEL hAccelTable = LoadAccelerators(g_hInstance, MAKEINTRESOURCE(IDR_ACCELERATOR1));

	while(g_Player.IsAlive())							// Loop until the player is dead
	{													// Check if there was a message
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
			if(msg.message == WM_QUIT)					// If the message was to quit
				break;

			// Check if there was keyboard command - if not, process messages like normal
			if(!TranslateAccelerator(g_hWnd, hAccelTable, &msg))
			{
				TranslateMessage(&msg);					// Find out what the message does
				DispatchMessage(&msg);					// Execute the message
			}

			// Here is where we handle the main game input
			HandleGameInput();

			// Let's draw the map when we need to draw (if the draw flag == true).
			g_Map.Draw();

			// Just like the g_Map.Draw() command, we will attempt to draw the menu, but it
			// will only be draw if it's draw flag is set to true.  This is the main menu.
			g_Menu.Draw();

			// Swap the backbuffers to display the bitmaps to the screen
			g_Buffer.SwapBackBuffer(FALSE);
		}

		// We want the Npcs to freely walk around so we need to move them every frame
		g_Map.MoveNpcs();

		// Move the monsters randomly around the map
		g_Map.MoveMonsters();
	}

	// If the player died because they were killed, let's display a death sound
	if(!g_Player.IsAlive())
	{
		// We use PlaySound() to play our .wav files
		PlaySound("Death.wav", NULL, SND_FILENAME | SND_ASYNC);
		g_Menu.DrawMessageBox("You have perished!");
		Sleep(1000);
	}

	// Clean up and free all allocated memory
	DeInit();

	// Return from the program
	return(msg.wParam);
}

///////////////////////////// HANDLE GAME INPUT /////////////////////////////
/////
/////	This actually handles the main game input from the user (movement, etc...)
/////
///////////////////////////// HANDLE GAME INPUT /////////////////////////////

void HandleGameInput()
{
	// Store the position of the player before we possibly move
	POINT lastPosition = g_Player.GetLastPosition();

	if(g_Input.IsKeyDown(VK_ESCAPE))		// If escape was pressed
		g_Menu.BringUpMenu();				// Bring up the main menu
	else if(g_Input.IsKeyDown(VK_UP))		// If up arrow key was pressed
		g_Player.Move(kUp);					// Move the character up
	else if(g_Input.IsKeyDown(VK_DOWN))		// If down arrow key was pressed
		g_Player.Move(kDown);				// Move the character down
	else if(g_Input.IsKeyDown(VK_LEFT))		// If left arrow key was pressed
		g_Player.Move(kLeft);				// Move the character left
	else if(g_Input.IsKeyDown(VK_RIGHT))	// If right arrow key was pressed
		g_Player.Move(kRight);				// Move the character right
		else if(g_Input.IsKeyDown(VK_SPACE)) // If space bar was pressed
			g_Map.ToggleStatsFlag();		// Turn on and off the stats menu

	// Store the new current position of the player
	POINT curPosition = g_Player.GetPosition();

	// Check if the player moved by testing the current position against the last position
	if(lastPosition.x != curPosition.x || lastPosition.y != curPosition.y)
	{
		// Update the party positions according to the player position
		g_Player.MoveParty();

		// We want to draw the screen again if the character moved
		g_Map.SetDrawFlag(true);

		// Since we need to pick up items, we need to check for them just like exits, etc.
		g_Map.CheckForItem(curPosition.x, curPosition.y);

		// If we run into an NPC, we need to know so we can display dialog
		g_Map.CheckForNpc(curPosition.x, curPosition.y);

		// Check if we ran into a monster
		g_Map.CheckForMonster();

		// Set the previous position of the player
		g_Player.SetLastPosition(curPosition);

		// Here we check to see if the player moved into an exit.  If so, exit!
		g_Map.CheckForExit(curPosition.x, curPosition.y);
	}
}

///////////////////////////////// HANDLE MENU \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
/////	This function processes the actions when a menu item is chosen
/////
///////////////////////////////// HANDLE MENU \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

void HandleMenu(int menuID)
{
	if(menuID == ID_FILE_QUIT)					// If the user chose File->Quit
		PostQuitMessage(0);						// Quit the program
	else if(menuID == ID_FILE_OPENUP)			// If the user chose File->Open
	{
	}
	else if(menuID == ID_FILE_SAVEIT)			// If the user chose File->Save
	{
	}
	else if(menuID == ID_HELP_ABOUT)			// If the user chose Help->About
	{
		// Instead of creating a dialog box, we can just use a simple system MessageBox() call
		MessageBox(g_hWnd, "www.GameTutorials.com RPG\n\n"
						   "\t- To move the character you use the arrow keys.\n"
						   "\t- To access the main menu, hit the escape key.\n"
						   "\t- To exit from the menus hit the escape key.\n"
						   "\t- To turn on and off the status bar press space bar.\n"
						   "\t- To continue dialog, press space bar or escape.\n"
						   "\t- To use the menus use the left mouse button.", "About", MB_OK | MB_ICONINFORMATION);
	}
}

/////////////////////////////////// WND PROC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
/////	This function processes the messages that come to and from our window
/////
/////////////////////////////////// WND PROC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

LRESULT CALLBACK WndProc (HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam)
{
	// Check which message was passed in
    switch (iMsg)
    {
		case WM_COMMAND:							// Check if we have a command from the user
			HandleMenu(LOWORD(wParam));				// Pass in the command ID to our menu function
			break;

		case WM_MOUSEMOVE:							// If the mouse moves
			g_cursorPos.x = LOWORD(lParam);			// Store the current cursor position
			g_cursorPos.y = HIWORD(lParam);
			break;

		// This gets rid of unnecessary erasing of the window (eliminates flickering)
		case WM_ERASEBKGND:
			return 1;

		// This message is sent when the window is destroyed
		case WM_DESTROY:

			// Tell the window we need to close
			PostQuitMessage(0);
			break;

		// Process default messages
		default:
			return DefWindowProc (hWnd, iMsg, wParam, lParam);
	}

	// Return zero if we handle message
	return 0;
}

////////////////////////////////////////////////////////////////////
//
// *Quick Notes*
//
// Only the global g_Shop was added to this file, so we can jump
// directly to ShopKeeper.cpp to see the shop code additions.  In
// the next tutorial we tutorial we will go how to save and load a
// game.
//
// The music in this tutorial was created by Bjorn Lynne (http://www.lynnemusic.com/).
//
//
// Ben Humphrey (DigiBen)
// Game Programmer
// DigiBen@GameTutorials.com
// Co-Web Host of www.GameTutorials.com
//
// © 2000-2005 GameTutorials


Texas on the Potomac regularly shares with you the work of some of Hearst Newspapers' best columnists. Today, we are pleased to share with you this commentary by San Antonio Express-News columnist O. Ricardo Pimentel.
First there were the mutant 2011 maps, which stank to high heaven.
Then there were the somewhat improved maps.
A federal court in San Antonio allowed them because there was a pesky 2012 state primary election looming. Moreover, the U.S. Supreme Court had slapped down earlier court maps.
Now, these "new and improved" maps, by my nose, were still redolent with the sour bouquet of discrimination but were actually used in real life elections. Slight variations of these are now known as the 2013 maps because Attorney General Greg Abbott and Gov. Rick Perry rushed the Legislature to enact them in one of its three special sessions this year.
Now we see why. Challenges to the state's maps are meritless, Texas says in a court document, because there was no damage done. Those 2011 maps no longer exist. Look! We have new 2013 maps!
Texas misses the point. The damage is that the state violated the Constitution in enacting those maps in 2011 in the first place. And, as 2011 isn't ancient history, this amounts to a current, intentionally discriminatory act that demands relief because it proves the case that Texas is unreformed and unrepentant of its discriminating ways.
Now, a case could become moot if there is no credible remedy available. But there is here.
The Supreme Court recently ruled that the coverage formula in the Voting Rights Act was unconstitutional. But it left intact the section of the act that allowed preclearance.
Preclearance means a jurisdiction, because of past discrimination, has to get its changes to voting laws approved by the Justice Department or a federal court.
The relief here is to "bail in" Texas to preclearance — not under the now unconstitutional Section 4, but the rarely used Section 3.
And that is precisely what the Justice Department and those groups still challenging redistricting seek. They say, and the evidence demonstrates, that Texas cannot be trusted and shouldn't be until it proves it can be.
Again, in my book, the 2013 maps don't shout out trustworthiness, but these groups are not asking for new maps. First they are looking to amend their original complaints to adjust to the Supreme Court's ruling. Then they are seeking preclearance, which will have the effect of the state trying to prove that its 2013 maps — and voter ID, by the way — are not discriminatory.
And Texas is reluctant to go there and not just because of states rights. There's a record.
Another federal court in D.C. said, in the case of the state's 2011 congressional maps, that the court had been "provided more evidence of discriminatory intent than (it had) space, or need, to address." It found the same tomfoolery in the state House maps.
On voter ID, another panel of judges found the law would adversely affect minorities.
Translated: Texas, you knew precisely whom you were shafting.
The state has a different take. It was shafting Democrats not minorities (who just happen to vote disproportionately Democrat). And partisan shafting, it says, is perfectly constitutional.
But if a person knows the consequences of what he's doing… Knows precisely the race, ethnicity and voting habits of the people disproportionately affected… In fact, has to move specific people in and out of districts who don't look, think or vote like the people drawing the lines, then this isn't just a matter of bad luck/happenstance.
It is as coincidental as a boot planted firmly on the neck.


text:
Home Scandal and Gossip Venezuelan beauty queen Genesis Carmona dead. Shot in the head during protests.
Venezuelan beauty queen Genesis Carmona dead. Shot in the head during protests.
Christopher Koulouris: About author bio at bottom of article.
The latest casualty to the stalemate that grips Venezuela
Venezuela's unrest has claimed the life of Venezuelan beauty queen Genesis Carmona who was caught in the cross hairs of unrest in the city of Valencia.
The 22 year old woman had unwittingly gotten shot in the head as an unidentified gunman opened fire at anti government protesters.
Is Venezuela on its way to civil war? Black market currency turmoil and street riots.
Upon being shot the marketing student and beauty queen slumped to the ground. A bystander in a desperate bid to save her life scooped her up and rode her to hospital on his motorcycle.
Nevertheless doctors were unable to save her life.
Told a relative: 'How long are we going to live like this? How long do we have to tolerate this pressure, with them killing us?'
'She only needed one more semester to graduate,'
The woman's death comes off the back of continued friction between President Nicholas Maduro's government forces and that of demonstrators who have demanded a cessation to the economic peril the country has seen of late as a result of an inept foreign currency exchange reserves which has led to massive price hikes, the unavailability of basic goods and the shutting of industry as a consequence.
Protestors have also along with economic woes and huge occurrences of crime have sought to challenge Hugo Chavez's successor from an unrelenting policy of siphoning access to alternative media and the freedom of speech.
Since the uprisings, Venezuelan opposition has blamed the continual weekly deaths and injuries of civilian protestors on armed government loyalists whom are alleged to fire indiscriminately into crowds, at anti-government rallies.
This week alone, including Carmona, six individuals have been killed as well as 100 injured.
The death of Genesis Carmona comes just over a month after a former Miss Venezuela, Monica Spear, was murdered together with her British husband in the street.
It also comes as Venezuelan opposition leader Leopoldo Lopez waits to learn if he will be charged for violence that has erupted during protests that have revitalized challenges to 15 years of socialist rule in the oil-rich nation.
Lopez was due to appear before a judge in a closed hearing a day after surrendering to authorities before thousands of cheering supporters Tuesday.
The government has accused Lopez, a 42-year-old former mayor and the leader of the Popular Will party, of attempting to foment a coup, and he now could face charges of homicide and causing grievous bodily harm.
That said it is thought prosecutors were leaning toward discarding homicide and terrorism charges, opting instead to pursue less serious counts such as arson and incitement to commit crimes.
Human rights groups have condemned the charges against Lopez, with Amnesty International and others saying they appear to be politically motivated.
The opposition has planned nationwide marches for Saturday to protest both Lopez's detention as well as the rampant crime, shortages of consumer goods and inflation rate of more than 50 percent that has made life difficult for many in the country of nearly 30 million people.
The death of Genesis Carmona, Miss Tourism 2013 for the state of Carabobo has reverberated in a country that prizes beauty queens.
President Nicholas Maduro
Christopher Koulouris
North Carolina man beats school bus driver ex girlfriend in front of 20 kids
Oregon bank employee fired for giving $20 ( of her own money) to struggling customer
Suicide? Missing Holladay Utah woman found drowned Ft Lauderdale lake
Berryhill High School teacher has threesome w/ student & another woman
South Carolina woman gets 25 years fatally poisoning husband to death w/ eyedrops


The "drop it" command can get you your slipper back.
A simple command, such as "drop it," comes in handy during a game of fetch and can potentially save your dog's live and protect your valuables from damage. Instead of running after your dog, or using intimidation and force, which can make him fear you, teaching your dog this command gives you peace of mind, because you'll always be able to retrieve whatever he has in his mouth. With a healthy dose of patience and consistency, you'll have an obedient dog in no time.
Arm yourself with a dog toy and a bag with some dog treats. Use a dog toy that your pet companion likes but isn't fond of to the point that he'll ignore the treats when you offer them.
Take your dog to a room in the house that is free of distractions. Restrict noise from the television, radio and other family members, and close the curtains if windows might display other animals or distracting activities outside.
Show your pet companion the dog toy and allow him to take it in his mouth and chew on it for a few seconds.
Take a treat out of the treat bag and show it to your dog. The moment he opens his mouth and drops the toy to get to the treat, say "drop it." Feed him the treat with one hand while you grab the toy from the floor with your other hand. Praise him as you give him the treat. After a moment, give the dog toy back to him. Practice several times to make sure he consistently drops the toy to get the treat.
Give your dog the "drop it" command before showing him a treat. If he drops the toy, praise him and give him a treat. If he doesn't drop the toy, go back to steps 3 and 4, because you might be progressing too fast and your furry pal might not have associated the command with dropping the toy.
Practice the "drop it" command throughout the house and each time you walk him outside so he gets used to obeying in any environment, even with other distractions around. Give your dog a toy to hold in his mouth, or use the command when you catch him with an item in his mouth. Reinforce good behavior by giving treats and praise; gradually start using items that are of great value to your dog, ultimately using his favorite chew toy and his favorite treats.
Reduce the frequency with which you give your dog treats for obeying the "drop it" command. Predominantly use verbal praise, and give treats every now and then. You want there to always be the possibility of getting a treat so your dog keeps obeying you.


Our experience shows that most of the time the German media is a place of violence and pain against the refugee movements. Although it is commonly expected that the media is working transparent and objective, but most of the reports don't show the perspective of the refugees themselves. This means the reports are made in a racist manner.
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text:
Chaenogobius annularis е вид бодлоперка от семейство Попчеви (Gobiidae). Видът не е застрашен от изчезване.

Разпространение и местообитание
Разпространен е в Китай, Русия, Северна Корея и Япония.

Обитава сладководни и полусолени басейни и морета.

Описание
На дължина достигат до 5,6 cm.

Източници

Литература

Външни препратки
 Chaenogobius annularis в National Center for Biotechnology Information
 Chaenogobius annularis в  Global Biodiversity Information Facility
 Chaenogobius annularis в  FishBase

Chaenogobius

redpajama_set_name: RedPajamaWikipedia


text:
What can cause burn injuries?
Is my employer to blame for my burn injury at work?
What is classed as a Severe Burn?
How much compensation could I get for a burn injury claim?
How long can it take to receive compensation for a burn injury at work claim?
Burn Injury Compensation Claim
If you wish to start a claim for a severe burn injury contracted in the workplace, contact Tylers Solicitors today. We offer no win, no fee compensation schemes supported by a team of professional solicitors who have a wealth of experience in personal injury compensation claims.
Our specialist lawyers will ensure that your burn injury compensation claim has the best chance of success thanks to our unrivalled competence and professional expertise.
If you want to proceed with your burn injury compensation claim then contact Tylers Solicitors (freephone) on 0800 699 0079 who will talk you through everything you need to know about claiming for burn injuries at work. Alternatively, if you're on your mobile phone, you can call 0333 577 0320, which is free to call with free minutes on your mobile phone. We are a no-win, no-fee severe burn injury personal injury solicitors.
As we know, a person's health is the most valuable asset he or she has. With the ever-rising cases of severe burn injuries in the workplace, knowledge of burn injury claims has become of great importance to all employees. This is because every employer has a duty to put in place adequate health and safety preventive measures against such accidents.
Severe burns occur due to various causes such as contact with hot equipment, fires, electrical burns, chemical burns and radiation burns. Many severe burn injury cases in the UK have been preventable if the correct health and safety measures had been taken.
If an individual finds him or herself in such a case, then Tylers Solicitors can provide the much-needed help in claiming compensation for injuries and loss of earnings among other consequential losses.
All employers in the UK are obliged, by law, to provide a suitable safe environment for all workers in the workplace regardless of the type of work being conducted or your position in the workplace. You might wonder what is meant by needless accidents. Some of the most common causes that could have been easily prevented if appropriate measures had been taken include the handling of hot liquids without the use of proper protection, improper usage of corrosive chemicals, dangerous exposure of hot surfaces and unsafe electrical equipment.
Severe burns may affect the body in various ways like burnt or scalded flesh, respiratory burns, facial and eye burns, ligament, tendon or muscle damage, and psychological and emotional effects. Each of these severe burn types can be very serious and may greatly affect a person's life.
You may wonder how much you can claim if you've suffered a severe burn injury. The amount that a person could potentially receive depends on the extent of the said burn injury, with each case being unique. Such injuries are usually rated on a scale from a first to a third degree. All claims consist of two components. The first is general damages, a compensation payment for a person's injuries and sufferings while the other one is special damages, financial losses that is a direct result to a person's injury. Severe burns to one's face could attract a compensation of up to £64,000 while less severe ones could result to being awarded up to £6,000.
As every case rests on different circumstances, they naturally take different time scales to complete. This is because there are various factors that play a role in determining the duration of a claim such as the severity of the injuries and whether or not fault has been admitted by the other party. There are also a number of things you can do to aid your claim. Firstly is to ensure the accident is immediately reported to the relevant personnel found on site like a health officer. The incident should be recorded in the company's accident book. A doctor should be seen immediately regardless of how trivial the injury may seem. In addition to these, the affected employee should keep a diary of their injury. It should include things like pain levels, activities that prove to be impossible to carry out and sleeplessness due to the injury. Lastly, it is important to keep a log of all the losses one has incurred as a result of the injury.
If you have suffered a severe burn injury in the workplace which wasn't your fault then please get in touch with Tylers Solicitors today on our Freephone number: 0800 699 0079. We're here, offering unrivalled support in severe burn injury compensation claims.
We accept Nationwide compensation claims
No matter where you were injured in the UK, Tylers Solicitors are just a telephone call away from giving you expert advice about your compensation claim. If you would like to contact us about claiming compensation in the UK then telephone 0800 699 0079 today for a no obligation chat.
Abrasion Claims


A member of our team 11 years ago, Kate has returned to the Danihers family in the role of Compliance and HR Manager.
Kate is responsible for ensuring compliance with processes and company standards, resulting in continued delivery of high quality services to our clients.
With more than 13 years of experience in facility management, Kate has a thorough understanding of the industry, including skill development and compliance requirements.
She has a strong background in client relationship management and human resources, and is committed to customer service excellence and mentoring teams. Kate also has a strong focus on engaging team members and building resilient and thriving organisational cultures.
Outside work, Kate enjoys getting away with her husband and two children in the family's 4WD and camper. She loves the great outdoors, the beach, keeping fit, eating well and being involved in her kids' sporting activities.