Friday, March 30, 2012

LETTER FROM A STRANGER

It is multi generational tale set in Connecticut's exclusive Litchfield Hills, exotic Istanbul, uptown New York, and World War II Germany. Justine Nolan is a documentary film maker, she lives in Manhattan. Cut a sympathetic figure despite being tall, blonde, and successful. Because all she's ever wanted is to enjoy the loving family, she was deprived of by the dead of her father. Her mother's Deborah manipulations, she had always been distant and undissolved, following her own agenda in pursuit of her career as an interior designer. And Justine lost her beloved grandmother a decade ago, the person who was the only source of love and comfort in her life, Gabriele. But when Justine inadvertently opens a letter addressed to her mother, she discovers that not only is her grandmother Gabriele is alive and well in Istanbul. But that Deborah has deliberately estranged the family from her for all these years. Justine's search for her grandmother takes her to Istanbul. She reconnect with Gabriele and meet's Gabriele's lifelong friend, Anita. Along with Anit's handsome and savvy grandson, Michael. At this point, Gabriele takes over as heroine, revealing her secret past through diary excerpts. Reading about Gabriele trials in Nazi Germany, Justine discovers the extent of her mother's deceptions, the depth of her grandmother's suffering, and something about her self as well. As the layers of deception peel away, Justine begins to understand a woman she never really knew,  and she begins to ask questions about the true desires of her own heart. The letter from a stranger has brought her not only to the truth about her family but also a chance to heal the wounds of past betrayals, to embrace a new love and new life. This novel was writen by Barbara Taylor Bradford, who have had success with previous novels: A Woman of Substance, became an enduring bestseller, and Playing The Game. Her books have sold more than seventy five million copies. In want or in luxury, Bradford characters live in style. Captivating and evocative, Letter from a Stranger will take you on an unforgettable journey from white clapboard houses in idyllic Connecticut to Turkish villas overlooking the Bosphorus and to exotic Istanbul to war torn Berlin then back to the present day. Gardens, food, clothing, and accessories everything in Bradford's world show taste. If the plot turns simplistic at times, loyal fans will still tear up at the descriptions of enduring friendship aand familial love.


Title: Letter From A Stranger
Author: Barbara Taylor Bradford
Genre: Fiction
Publisher: St Martin's Press  
Released: 2012
Pages: 448 pages






Source: Publishers Weekly Magazine, Edition Feb'12*)

Wednesday, March 28, 2012

YOU-CUBEZ.COM

You-Cubez.com is an advertising site that allows members to advertise their links in the form of a "cube". There are 3 ways of making money at You-Cubez.com. Either by clicking on "Cash Cubes", commissions from referrals, or selling cubes. How Does This Work? When you first sign up it might be a little confusing as to what you have to do. Most likely you will see this on your home page:
1
In a given day you can click at least 500 standard cubes. (not required). Standard cubes are those who do not have any icon next to them . When you click on these standard cubes you will earn what they call "cube funds". Do not get this confused with your standard balance or earnings.
Cube funds are basically your advertising funds. Kind of like what you see on traffic exchanges. Where you earn credits for viewing other sites. The same thing, except they are calling it "cube funds". Every 100 standard cubes clicked equals £1.00.
You will notice when you are clicking you will see some cubes are for sell. You can buy and sell cubes. Basically a advertising spot. Also a green check mark will appear next to the cube you have already viewed, so you will not forget which ones you have already viewed.
Depending on where a cube is located, it could be worth a lot of money. If you take your cursor and hover over the cubes you will see their stats and what the cube is worth.Earning cube funds by participating in the program will increase the value of your cubes, thus position on the pages, which means more traffic. Here are ways to increase the value of your cube:


How?
Standard Member
Premium Member
Premium PlusMember

Visitors sent via your refdrral link*
50 = £1 Cube Funds
30 = £1 Cube Funds
20 = £1 Cube Funds
Logins
15 = £1 Cube Funds
10 = £1 Cube Funds
5 = £1 Cube Funds
Invites sent
15 = £1 Cube Funds
8 = £1 Cube Funds
5 = £1 Cube Funds
Standard cubes clicked
80 = £1 Cube Funds
50 = £1 Cube Funds
30 = £1 Cube Funds
Referral
1 = £1 Cube Funds
1 = £2 Cube Funds
1 = £2 Cube Funds
Complete offers
Varies
Double Standard
Double Standard
Games Played
40 = £1.00 Cube Funds
20 = £1.00 Cube Funds
10 = £1.00 Cube Funds

* A visitor does not have to sign up to be counted.

Cubes costs from just £1.00 for a minimum of 1 year and act as a direct "backlink". Cubes are arranged on the pages in order of value. The higher the value of your cube, the higher it's position on the pages. Your position should grow over time by your daily clicks and participation.

Cash cubes, these are the ones that you actually earn real cash from. The amount of cash cubes might vary daily depending on the rate of advertisers and your membership level. You will see at the top of the cube page how many are currently available. In order to see the available cash cubes click on the radio button "cash cubes" at the top of the page where it says:

Arrange Cubes By: Value (default)

Cash Cubes will be marked with a gold "coins" icon to the right of a cube.

These are the basics. If you need more help or have any questions about this site they have a excellent FAQ section with video tutorials on how to use the site. On your user page just look to your right underneath their logo and click " help".http://www.you-cubez.com/help.php

PROS:
1. All Countries Accepted - So far there are no restrictions and all can join and earn from this site. Will update if this changes.
2. Unlimited Direct Referrals - There are no limits on how many referrals you can have. Great for promoters and those who can refer a lot of people.
3. Paying - They are paying and payment proofs can be found on the forum and throughout the web. Here are a few places where you can view these proofs:
2
4. Forum - This site does have a forum. Forums are great for communication between members and staff. Members can post payment proofs, get support, and stay up to date on changes made to the site. You can find their forum here:
5. Fixed Minimum Cashout -  £6.00 is the set minimum cashout. From what we can see the minimum cashout will not increase after your first cashout.
6. Earn an advertising spot - You can purchase a cube for as little as £1.00 or you can earn it.  One ways is by completing offers. For example, completing a offer that requires you to follow YouCubez on twitter. Days later you are credited with your own cube. You can find these offers in your account under my offers: http://you-cubez.com/my_offers.php You can also take your Earning Balance that you receive from clicking cash cubes and transfer it to your A/C balance to purchase a cube.
7. Established - Site has been online and paying since 2007. A great achievement for any site.

CONS:
1. Payment Wait Time Variations - Payment wait times used to be 72hrs, however due to the site's growth payment wait times have increased to 10 days. At times it can vary and lead to some left wondering if they will be paid. We are keeping track how long it takes to get paid with our cashouts.
More Info About This Site... Referral Earnings
·         Earn up to £0.006 when level 1 referrals click cash cubes.
·         Earn up to £0.003 when level 2 referrals click cash cubes.
·         Earn up to 20% [ Items purchased by level 1 referrals ]
·         Earn up to 10% [ Items purchased by level 2 referrals ]
·         There are 3 different types of earnings. Cube Funds, Account Funds, and Earnings.
o    Cube funds may only be added to cubes that you own or purchase in the future to increase the cube's value. Cube funds cannot be added to your A/c balance or cashed out.
o    Account Funds can Only be used for purchasing items such as Cubes, Membership upgrades etc...Account funds cannot be cashed out or added to cube's to increase their value - They are strictly for purchasing item.
o    Earnings can be cashout or you may transfer your earnings to your a/c balance.
·         You can also earn cube funds (or a free cube!) from completing offers, and in some cases... earnings (with-drawable). Go to "my account" and click on "offers" on the left hand side of the page. Make sure you don't try to cheat the system or your account will be suspended!
·         Manual approval offers (offers that require you to submit the offer for approval) are usually approved between 24 - 72 hours assuming your offer has converted. Automatic offers tend to convert immediately after you have completed the offer in full with valid information. There may be occasions where tracking is delayed and therefore this process could be longer.
·         Members must have logged in at least 14 times before requesting their payment.
So what are you waiting? Let's Joining is Free! Click here to join!

Source: Ptc-Investigation.com*)

Saturday, March 24, 2012

BLOGGING OFFLINE SOFTWARE

Blogging hasn't become the world's second-favorite indoor activity, yet. But with so many free blogging resources available, it seems to be only a matter of time. However, time is a scarce commodity when it comes to keeping up with your blogs. Chrysanth WebStory is a free tool that can help you manage, edit, and back up your blogs and image accounts. It comes with a free online account for posting to your blogs and other sites from your PC or smartphone or other mobile device. WebStory is compatible with all major blog platforms, including Blogspot, WordPress, and LiveJournal, as well as microblogs like Twitter, Web albums like Picasa and Flickr, and other image-sharing and social-networking sites. Part of installing and setting up WebStory involves signing up for the free account, but it's easy and takes little time. You can protect your database with a password or enable free access. The user interface resembles Office's ribbon-based layout, with a home-pagelike File tab and additional tabs labeled My Blog and My Microblog, with an additional My Album option. The setup wizard recommends taking its brief tutorial, which does a fine job of getting new users started. You don't need to have an existing blog to use WebStory; a wizard makes it easy to create a new one using the Self.my service. We could also register with any of the blogging sites WebStory supports, and easily set up a blog, microblog, or blog group from each tab's navigation pane. Once we'd added our blogs and other sites, we could select them from a drop-down list. Selected blogs show Post, Page, and Task counts. Several options are important, such as setting the Default File Upload Storage Account, external tagging and pinging services, database path, plug-ins, and other access features, as well as spell-checking, editing, and program behavior. We found it very easy to set up a free blog using WebStory's resources or register for a variety of other blogs directly from its support page. We didn't see our preferred blog site in WebStory's list of supported sites, even though it's one of the larger free blog providers. But WebStory supports most blog sites that offer the standard remote-publishing interface, so if you don't see yours, check its documentation of FAQs. Chrysanth WebStory is a desktop blog management software that helps you manage and back up multiple blogs, Twitter, Picasa and Flickr accounts easily. Through WebStory, you may be able to remotely manage your blog posts, including publish new posts or pages, edit/ delete published posts or pages. Supported blog servers and blog services include BlogSpot.com, WordPress.com, TypePad.com, LiveJournal.com, WordPress blog server, MovableType, Drupal, Nucleus and many other blog servers and services. You may be able to write your entire new post offline with WebStory, and format your content nicely without any HTML knowledge. Inserting images from your computer is also a snap. When everything is done, just one click will get your post and images published to you blog immediately. Another benefit is that, when your ideas are flowing while you are on the move, you may also post a twit to your Twitter account via your mobile devices, which may then be synchronized back to WebStory when you are back to your desktop. Vice versa, you may also post your new ideas anytime via WebStory back to your Twitter account, just to get yourself organized, or to prepare for your next blog post. Additionally, if you are maintaining a photo blog, then WebStory's web album support such as Flickr and Picasa will surely come in handy. You may publish and back up your photos to photo sharing sites or your own blogs easily. For those who manage multiples blogs, WebStory's capability to manage and synchronize multiple blogs concurrently will help you to be more productive and enjoy blogging more than ever. With a single click, you can easily publish to multiple blogs, or perform regular backup on all the online blogs, miroblogs as well as web albums. What's new in this version: Version 4.6 new features:
- [New] Now Twitter users can set custom message source for new tweets, which is ideal for microblog marketing.
- [New] Added watermark effect to photo plugin.
- [New] Added Select All menu item when right clicking at the Blog Editor or HTML Source Editor.
- [New] Added the option to remember default username and password for blog account setup.


Source: Cnet.com*)

Monday, March 19, 2012

LIVING IN MARS

People may be able to reach Mars in one of many ways. In connection with the Constellation Program, NASA prepared one detailed plan, Constellation, which was cancelled by President Obama in 2010. However, the plan, whose basic steps are outlined below, could be revived during a more favorable economic period.

1. The first spacecraft will be launched into orbit around Mars. The craft will be used for the return to Earth and wIll be loaded with fuel and food supplies for the astronaust return journey.
2. Spacecraft No.2; called Cargo- 1, will deliver materials such as exploration vehicles, plants and foodstuff, it will also contain the surface power system, most likely a small nuclear reactor.
3. The third. spacecraft will be residential module laden with plenty of supplies and a scientific lab. This spacecraft will be the astronauts primary base once they arrive. The craft will land near Cargo-1 and will also hold an additional nuclear reactor.
4.Two years after the second and third crafts are sent, a fourth piloted craft, containing six astronauts and a second surface habitat, will follow. After 500 days on Mars, the astronauts will get in the return spacecraft and head home.

In 1951, the now famous author Arthur C. Clarke wrote a slim novel entitled The Sands of Mars. lt was one of the first attempts to describe the colonization of our neighboring planet, and there is little doubt that the novel inspired many of the scientists who have subsequently devoted time to researching Mars. Clarke's science fiction, imagining domed cities in which people could walk about freely, just as on Earth, made the idea of colonizing Mars very appealing. There were red deserts and plants. The temperature was so high and the air so dense that it was possible to go outside wearing only Mars appropriate clothing and an oxygen mask. Real Mars explorers will almost certainty never have such an experience. Even though research indicates that Mars is much less similar to Earth than we once thought, that has not curbed interest in building bases and colonies. Recent research has also revealed both good and bad news when it comes to the chance of establishing a permanent settlement. Promisingly, there appear to be large quantities of ice right beneath the surface in many places on Mars. Easy access to water would certainly make it less complicated to establish a base. Unfortunately, the atmosphere is very thin, with a pressure similar to that found 18.6 miles above the Earth. And there is no ozone layer protecting against ultraviolet radiation from the sun, which means that it would always be necessary to wear a space suit when going outside. Another issue hindering Mars exploration is the difficulty of landing. The thin, erratic atmosphere is able to slow dolwn probes weighing up to a couple of tons, and those can descend by parachute. But this would be impossible with a 30 to 60 ton spacecraft, which is the expected weight of payloads carrying all the necessary survival supplies for a manned mission on the planet. The last phase of the landing would have to be facilitated by braking rockets, which would require fuel to be carried millions of miles from Earth. This presents such a problem that it's forcing scientists to consider the possibility of producing fuel on Mars for the return trip. The barren polar desert landscape of Devon Island in northern Canada is a lot like Mars. Consequently, a small trial base has been established here.

COSMIC CAMPING
The residential module will be compact and will only contain what is absolutely necessary for exploring and living on Mars.



ESTABLISHING A BASE
Most manned missions plan for 500 days spent on the planet, but it's possible that astronauts would begin establishing a permanent base in connection with the first landing. Because of the enormous distance and long travel time, it would be necessary to consider staying on Mars for many months, perhaps even for several years. The first base will most likely be modest, and will encounter obstacles large and small from dust invading everything to cosmic radiation. The first base would also most likely be prefabricated It would be built on Earth and sent to Mars on board an unmanned spacecraft, which would limit its size. A good estimate is a cylinder with a 26 foot diameter and a height of 36 feet, as envisioned by the Mars Society, which is led by engineer Robert Zubrin. For years, the organization has tried to prepare for man's trip to Mars, including by building models of bases in Arctic Canada.

THIRD TIMES A CHARM
The society is now designing its third and most sophisticated model, the three story Euro-MARS, meant to house six astronauts for almost two years. On the ground floor will be scientific labs for the anatysis of most samples on the spot, which will be necessary since it will not be possible to bring much back to Earth. Scientists will rely heavily on an electron microscope, which can look for microorganisms, and an X-ray spectrometer, which can be used to determine the mineral makeup. A gas chromatograph can be utilized to examine the samples' organic substance content.From the ground floor, the astronauts will he able to access the surface by passing through two air locks; between the two locks will be a repair shop. On the first floor will be the living room, kitchen, bathroom, a storm cell and an exercise room. Exercise wilt be crucial, because the gravity of Mars is roughly one-third of the Earth's. In order to keep their bones and muscles fit, astronauts will have to exercise for one to two hours a day. The storm cell will be necessary in case of solar eruptions, which entail dangerously high radiation levels and occur because Mars has a very thin atmosphere and no magnetic field whatsoever. Though the base will of course be designed to be as comfortable as possible, astronauts will spend quite a lot of time outside the base doing research. A large part of their job will consist of driving around in large "tractors," complete with
pressure cabins and air locks, allowing them to leave the vehicle and do fieldwork. Some of these expeditions may last several weeks and take them up to 310 miles away from the base.

PLANTS AND FUEL
The two main tasks of the first base will be the production of food and rocket fuel. Plants will be grown in greenhouses, which presents the unique challenge of maintaining a terrestrial environment and climate on Mars. One idea has been to create genetically modified plants, which could be altered to cope with ultraviolet radiation and low temperatures and survive on very lithe water. The second vital task for the astronauts will be the production of fuel. They will use the Sabatier process, which involves a simple reaction between hydrogen imported from Earth and CO2, from Mars atmosphere. In the process, hydrogen and CO2 are converted into methane and water. The water produced can then be separated into oxygen and hydrogen by electrolysis; the hydrogen can be reused in the process, while the oxygen can be utilized to burn methane in the rocket engine. The operation will require a lot of energy, so a small nuclear power station will have to be built rather quickly close to the base, likely being carried to the planet aboard one of the early spacecraft.

THE DREAM OF COLONIZATION
In the short term, man's presence on Mars will most likely resemble the Amundsen Scott South Pole Station. But the dream of colonizing Mars remains strong, and as space operations gradually become less expensive, the emergence of a real colony is not impossible. It would mean establishing something possibly like the domed cities described by Clarke in his 1951 novel, and it would present an entirely new set of challenges. A modest green house and small plants would no longer be enough; a closed biosphere would be necessary, including both plants and animals, so as not to have to import food from Earth. Another issue would be the transportation costs of building materials, though it's not impossible that most could be created on the planet. In the 1980s, scientists realized that it would actually be quite easy to manufacture bricks on Mars. According to engineer Bruce MacKenzie of the Mars Homestead Project, the best material for building the first city on Mars is brick, which can be made by simply taking some surface dust, adding water, and then squeezing, drying and baking it. It is also possible to produce mortar and cement, so the first buildings on Mars could very be neat redbrick houses.
However, the low temperatures and the radiation from space present special challenges. One solution could be to build the houses in ditches and subsequently cover them with cement. Or, builders could construct a dome over the entire settlement, which could be built in the shape of a square. Under the dome, there could be green plants and perhaps an artificial lake as well. Living beneath such a dome would, however, come at a price. The gravity on Mars is only 38 percent as strong as the gravity on Earth, and children born and raised on the planet might not be able to travel to Earth, because of their muscles and bones adaptation to the weak gravity. Even settlers who had gone to Mars as adults would probably face great difficulties if they wanted to visit Earth again.

TERRAFORMING MARS
In the foreseeable future, a Mars colony could at most support a few thousand people, but if it were possible to terraform the planet, it could, in theory, support a much larger population. Terra forming changing the temperature and atmosphere of a planet enough to enable humans to live unconstrained on its surface is possible in theory. Scientists know that Mars was once very similar to the Earth. According to geologists, there may have been a large ocean in the Northern Hemisphere some 3 billion years ago, just as there were rivers and active volcanoes. At that time, Mars was both warmer and more humid, But recreating thisscenario would be a project that would demand patience ever the course of many generations. Even in the most favorable conditions, it would take several thousand years to convert the red planet to a blue and green globe resembling the Earth. Nevertheless, scientists have already begun to consider how to undertake such a spectacular project. The first person to present the idea was Carl Sagan, who suggested terraforming Venus in 1961.1n the following years, Sagan came to play a central role in the exploration of the solar system, and in 1973 he described how it would be possible to terraform Mars. Since then, the idea has been taken up by several other scientists, the most well know of  whom is James Lovelock, a scientist and environ mentalist who first proposed the Gaia hypothesis
about the Earth as a self-regulating superorganism. In 1984, he and Michael Ailaby wrote The Greening of Mars, in which they first described the possibility of using chlorofluorocarbon (CFC) gases to create an extensive global varming effect. Raising the planers temperature would be the first step in successfully terraforming it. There are three possibilities  first, as Lovelock suggested, by enriching the atmosphere with powerful CFC gases that are much more efficient all warming than the CO2 that is already present. The second possibility would be to increase solar radiation by placing giant mirrors in orbit around the planet. Finally, fine dust, perhaps from the two small moons Phobos and Deimos, could be spread over the polar caps,allowing Mars to absorb sunlight more efficiently.

ADDING MELTED ICE TO THE ATMOSPHERE
If the polar caps were melted on purpose, then the billions of tons of ice and snow found there could contribute to the atmospheric density and thus to global warming. But if scientists hope to generate a seriously denser atmosphere, it may also be necessary to include the ice found below the surface, which melts once it is brought into contact with the air. Bringing the ice into the open vvould probably
require using powerful explosives or perhaps bombarding Mars with giant rocks and meteors, which could crack the surface open. But even after hundreds of years of endeavors, the atmosphere would still be cold, thin and almost devoid of  oxygen. Consequently, biologists would take over for the next few steps, introducing a robust fauna. At first it could be customized moss and lichen, followed by pine trees. The plants would generate fertile topsoil and convert atmospheric CO2 into oxygen. Later, scientists hypothesize, genetically modified animals that could survive in the tough climate could follow. The last step in colonization would be to leave the domed cities and occupy the entire planet, though this is not on the horizon in the foreseeable future. Only with the investment of significant time, energy and financial resources might science one day transform the red planet.

Source: Science Illustrated Magazine, Edition Jan'12*)

Saturday, March 17, 2012

TOTAL WAR: SHOGUN 2: SHOWN FALL OF THE SAMURAI

Suddenly, I'm observing an increasingly chaotic battlefield from a spot just above and behind a single wheeled machinegun. Slapbang in the center of the screean is a crosshair. Left mouse button depressed, I drag this reticle along a line of charging spearmen. Targets are knocked off their feet, flicked like puppets into unnatural poses, sent twirling to the turf. When the smoke clears, an entire enemy unit has been blown away. Directly controllable artillery isn't Fall of the Samurai's most significant feature,but it's probably its most irresistible and surprising. Nailing far-off commanders is deliberately difficult though. The camera accompanies larger projectiles, but there's no sniper style zoom view. Whilethere'll be occasions in FotS when you get to mow down rows of samurai with machine guns, Creative Assembly is too serious about their history for it to be a regular occurrence. Despite the cinematic Last Samurai overtones, the game's primary focus is the Boshin War (1868 - 1869) rather than the ill-fated Satsuma Rebellion (1877) that inspired much of the 2003 Tom Cruise movie. Both sides in this low-key civil war were enthusiastic modernizers, eager to lay their hands on the latest Western military tech and strategy. In another tweak, clicking the "end turn" button now advances your campaign a mere two weeks. With winters now lasting six turns, ponderous or illtimed invasions will be costlier than ever.


Naval blazing
Longer cold snaps aren't the only new feature the humble Total War grunt has to worry about. Now the poor fools who do all the heavy trigger-pulling and sword-slashing can be slain between battles by naval bombardment. Select a friendly fleet on the campaign map and  range circle appears. Any army within this zone o'-death may be pummeled without risk. You won't devastate targets, but hounding an invasion force as it trudges down a long coastal road could become the difference between victory and defeat in a later battle. Mark this moment. In Fall of the Samurai, Total War navies finally go from being mere amusing distractions to indispensable strategic tools. That bombardment ability can also he used to clobber cities, neutralize coastal batteries (a new budable structure) and turn the tide in normal ground battles.

Secret servants
Unsurprisingly, given the 300 year period hift, most of the cast of spies and rabblerousers don't come direct from Shogun 2. Working alongside familiar Shinobi (ninjas) and Geisha are two faction-specific secret policemen the Ishen Shishi (Imperialist) and Shinsengumi (Shogunate) and the massively useful Foreign Veteran. Remember the nasty Colonel Bagley in The Last Samurai? That's the kind of calculating, conscience-free mere you get when you employ a foreign veteran. With one of these embedded in an army, your troops will move, reload and gain experience faster. With only a day to play the surprisingly polished alpha build, I didn't have time to hoof through the full quarter-century long campaign, but I did via an existing save file get a tantalizing sneak peek at late game politics and a riny compositions. Rather than gleefully dissolving all your carefully cultivated alliances and forcing you into a grueling multifront struggle for survival, Realm Divide in Fall of the Samurai involves making a difficult choice. If you fancy it, you can leave the Shogunate and Imperialist factions to fight amongst themselves and go it alone as an independent republic. Alternatively you can accept the responsibilities and regalia of Shogtmate or Imperial "Vanguard" (the choice will depend on your current allegiance). By the time of Realm Divide, your troops will be doing most of their slaying with Western designed rifles and artillery pieces. rather than cold steel and arrows.

Shipping forecast
Improvements in naval leadership sound even more substantial. Lead Campaign Designer Janos Gaspar described how computer controlled admirals now have a much more sophisticated understanding of geography and, thanks to a new taskforce system, are much better at setting up fleets and dealing with several tasks simultaneously. Expect to see enemy ships sagely switching from blockades to bombardments, and dashing off to help with troop transportation when the need arises. Away from battlefields and brine, Creative Assembly has actually been lobotomizing their AI. Apparently, in the current build, silicon powers are far too efficient at managing their economies and will routinely outproduce most players by 30 to 35 percent. In the unlikely event Fall of Samurai's reworked AT fails to stretch you, then a couple of series additions will allow for some self imposed challenge stiffening. Winning every engagement with a mix of inspired tactics and encyclopedic knowledge of unit stats? Try Battle Realism Mode's restricted camera, absent min imap, and limited enemy intel. Alternatively, make life hard for yourself by handing over a few units to the AI. Not only is it now possible to participate in 40 vs. 40 unit scraps thanks to an altered approach to reinforcements, but packets of troops can be passed to the Al together with simple "attack" or "defend" instructions. Is this the first step on the road to multitier Take Command style armies and plausible battlefield subordinates? Probably not, but it's an intriguing development. Oh, and if you want to know why Fall of the Samurai looks, feels and plays the way it does, a good place to start is the book list on www.stephenturnbull.com. An evening with Japanese film When The Last Sword Is Dream should also prove illuminating.

Stabbing westward
While the game's relationship to The Last Samurai isn't nearly as close as it might first appear, the devs have still taken inspiration over its action sequences. Satsuma Rebellion style revolts will happen now and again, meaning players will find themselves leading expeditions into the back country to suppress armies of disgru tided nobles. The samurai sprinting stirringly through storms of machinegun and rifle fire are far more likely to be foes than friends. As your lands lurch into modernity, so too will the interface, the campaign map and the background music. The sounds of traditional Japan will slowly and subtly give ground to Western instruments and motifs. Screen furniture will assume a more mechanized look. A completely reorganized campaign map, graced by new loftier peaks, will acquire smokestacks and smoggy blemishes. Total War is knocking on the door of the 20th century, and that door is sootcaked and strarme. As historical themes go, it's hard to think of one fresher or more alluring than Boshin War-era Japan. Cynics may point out that the real conflict "only" claimed the lives of 4,000 people, and that it featured more nervous scuffles than full-scale pitched battles, but this would be a tad unfair to the game. As Lead Battle Designer Jamie Ferguson observes: "With all Total War games we start with a factual startpoint then allow for counter-factual history to take place... There's nothing to say that, if either side had decided to get really serious, it couldn't have ended up in a conflict far more bloody than the American Civil War." A conflict far more bloody than the American Civil War? With Total War's unit counts that could be a tall order, but then again, with Gading guns, naval barrages and repeating rifles in our armories for the first time, anything's possible.



Title: Total War: Shogun 2: Shown Fall Of The Samurai
Genre: 
Turn-Based Strategy
Publisher: SEGA Europe

Developer: Creative Assembly 
Released: 
2012




Source: PC Gamer Magazine, Edition Mar'12*)

Wednesday, March 14, 2012

MIGRATING AWAY FROM CLOVIS

In mid October 2011 the journal Science published a reexamination of a mastodon bone originally excavated in the late 1970s at the Manis site in north western Washington State. Embedded in the bone, one of the mastodon’s 19 ribs, was the tip of a bone projectile. Using DNA analysis, a team led by Texas A&M University archaeologist Michael Waters determined that the point was itself fashioned from mastodon bone. Radiocarbon dating of the rib and projectile indicate they are 13,800 years old, predating the so-called “Clovis horizon,” roughly 11,000 years ago, when the Clovis culture,associated with fluted, stone points shaped like a Catholic bishop’s hat, first emerged in the archaeological record. In the 1930sarchaeologists identified these Clovis toolmakers as the original settlers of the Americas. These Paleo-Indian may have crossed the now-submerged landmass in the Bering Strait from northeastern Asia. The Manis mastodon is the latest in more than a decade of findings prompting archaeologists to consider that there might have been earlier migrations of settlers. “We’ve known there’s pre-Clovis for a long time,” says Gary Haynes of the University of Nevada,Reno. Adds James Adovasio, an archaeologist at Mercyhurst College in Erie, Pennsylvania: “What you’re seeing is the emergence of ideas that reflect the current ferment in the field now that we know this old model doesn’t work.” Change is afoot, but it’s not a unanimous shift, says David G. Anderson, an archaeologist at the University of Tennessee. He notes that in a survey administered by one of his graduate students to 200 Paleo-Indian researchers, 70percent acknowledged there had to be pre-Clovis populations in the Americas. “The problem is,” Anderson explains, “we know so little about pre-Clovis that we need really well documented sites. ”Waters’ other work at the Debra L. Friedkin site on Buttermilk Creek in central Texas, published in March 2011, also in Science, fits Anderson’s bill. There, in perfect stratigraphical alignment,archaeologists found the remains of tools left behind by different Archaic period hunter-gatherers sitting above those of various Paleo-Indian cultures. The team believes the oldest layer, containing20,000 pieces made of chert, a sedimentary rock with roughly 100discernable tools such as blades, choppers, and end scrapers dates to15,500 years ago, 2,500 years before Clovis technology. The assemblage found at Buttermilk Creek does not resemble those at several previously found pre-Clovis sites, such as the 14,500 year old tools from Monte Verde in southern Chile. Its incorporation of bifacial and blade let technology does recall Clovis culture,suggesting a lineage between the two. “There’s a logical expectation that somewhere in North America we are going to find something that can be called proto Clovis,” says Stuart Fiedel, an archaeologist at the Louis Berger Group in Richmond, Virginia. The report on Buttermilk Creek, as with other potential pre-Clovis discoveries, sparked fierce debate among Paleo-Indian researchers about the accuracy of the findings. Fiedel notes the assemblage could be characterized as a fluted point away from being a Clovis toolkit.“It has similarities to Clovis,” says Waters. “But it’s not Clovis in the strict definition.” Critics slammed Waters on his dating method, optically stimulated luminescence, which essentially measures when crystals in surrounding sediment, such as quartz, were last exposed to sunlight, as opposed to measuring the artifacts themselves. It’s as accurate as radiocarbon dating,but less precise, with greater margin for error. Waters also fielded criticism of the Manis mastodon analysis, with detractors pointing out that the DNA analysis couldn’t confirm the bone projectile came from a different animal, meaning a bone fragment from the same beast may have pierced its own rib. Waters notes that butcher marks on themastodon bones refute that interpretation. Adovasio explains that American archaeologists are behind their South American and European colleagues in accepting people prior to Clovis being in the Americas.He even points to Science which he calls “the last bastion of conservatism in this arena” publishing Waters’ reports as an indication of the tide turning. “Science,” he says,“is about changing your mind when confronted with alternative data that seems plausible,” he says.


Source: Archaeology Magazine, Edition Jan'12*)

 
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