For translations, please visit individual videos. Links in description
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BOTTLE FLOW (Pt. 2) - Duration: 21:49.
Now let's make it more complicated, you have the flags and also 2 missions
One mission for each team
Each team won't know what the other team is doing
How many are you? -5 -You need 2 more
Two volunteers who are used to go with this people?
Team Bravo, you must find a metal detector in your basement
The engineer must search in the pool area
There you must find 3 chemical containers
When we find them we must move them to the wooden shed
You must cover that area
There will be boxes where you must put the containers
Once we have 3 containers in boxes, you must go to the pool and find 3 more containers
be careful, maybe one of the containers will have a grenade trap
it could blow up, if it happens you'll loose the metal detector and the engineer
Be careful with the traps ok?
Can I cut whires? -You can do what you want
The rest must do like in the previous game, cover the flags
Give them support if they need it and so
We will go all together and move as a unit
When we go downstairs someone covers 6
The detector
Ok go
Ok, someone taking a high ground position
Wiset, can you go u?
Go upstairs
Are you ready my brother?
Kenny is having fun already
Kenny are you moving mate?
First pool, let's move to the central area
Hold on a second I'll check the bathrooms
Fran, the bathrooms
With fire
Fire, grenade and clear
Hold on kenny I'll clear the bathrooms
Clear inside?
It's clear Grey
Ok hold on here in bathrooms and cover this part
Roger?
Wiset on the platform
Manazas with me
Kenny moving
Ok. Manazas take the 12
Manazas and Wiset 12
I'll cover bathrooms
Fran do you copy me? How is your situation? You're ok right?
Ok keep suppressing
Suppressive fire ok? Our objective is not moving or attacking
There must be something here
I have something under my feet too
Check that lines
We have another one here
Roger, roger
Teammates!
Mate, the one with the G36
One package ready!
Hold on cover me, I'll go for him
Teammate, do you understand me?
Do you understand me? In French
Search someone on that door and take him to the pool
Did you understand?
Someone, I don't mind who. -Roger
We need a man who come to the pool and take one container
Understood
Is there. Take the container
Teammate! Come here fast!
Take the other container, find someone to scort you to the wooden shed
Roger? Don't mind if you do half the way
Manazas how is the situation?
Ok come with me
Hold position here Wiset
We have 3 containers
You're the last man Wiset
Ok teammates, give info
Liste, I'll make some noise from the other side
Move at my mark
Ok we wait
Wiset is alone? Someone is covering him
Ok the objective is taking the shed
Moving
On that door. -We need you Manazas, don't fall
Two more on this door
Keep me informed Chakal
We have 2 bottles here
Wiset this is Grey, hold your position, we will go for more containers
Roger Fran, can you hold them from the bathrooms?
I'll take the shed, roger?
Shall I go with you Grey?
Negative, first I'll clear
Ok Manazas, you cover the second line at 12
I'll cover 9
There is one on the roof
Ok Manazas I can cover the roof
Please the next one go outside
Reloading
Moving
Hit!
Ok, the boxes are here
Now we must pack the containers inside this boxes
*I need support here*
*Position?*
*Grey to all the operators who receive me*
*The mission is taking the shed*
*Leave your positions and join in the shed please*
*Roger, roger*
I'm going out. Shotgun I go with you
Ok here comes the gas man
Cover the roof and I'll move under your barrel
No more men inside
Get out and we'll hold the position Kenny. -They could hit me here?
If you doubt just leave and respawn
Keep me informed Manazas
Roger, the roof is clear for now. -Roger I'll cover 12
Ok contact in the door
I have a contact here
Roger, we're inside the house holding position
Hurry up brother, we can't hold any longer
We can't pack the containers mate. Hurry up come here
Just go home now
I'm ok here Manazas. Doing well here mate
Did you say something Grey? -Negative
Ok we have teammates moving
Get inside!
Ok we will get out one by one
Kenny goes first, Manazas second, you stay and cover windows I'll be the 3th
Fire on that windows. Get out of here
Keep the others informed by radio, don't move. We'll check for more containers. Roger?
Roger. -Thanks
Grey Operators regroup, moving to the pool
Negative, there is done already
grye we're moving, contact in bathrooms
Roger that
Ok Wiset come with me
Guys, the bathroom. Let's clear it and hold it. I have grenade let's go
Reloading
I cover you
Wiset support me from here. Roger?
This is Grey, we have the bathrooms, out objective is to take the pool
*Our objective is to take the pool*
We have 2 places where we must find 6 containers maybe with IED or booby traps below
We found the first 3 containers and packed in security boxes
Now moving to the next pool
We should have start by that pool, in the middle of the field
Now going there with the metal detector, find the next 3 containers and pack them
Wiset, secure the way and I'll move
We have a contact in this corner. 15 meters first window
Cover the sides
Wiset give me some fire at 12. I'll cover 10
Kenny this is Grey, where are you?
Inside the pool searching
Roger, I'm here securing the area
Mise to Grey. I need you to take someone to carry the objective
Roger, wait a second. Wiset, do you copy me?
*Here Wiset, I'm free. Shall I go there?*
Affirmative, come to the pool. -Copy
Raul, enter to the pool and take a container!
Wait, we will move 2 at a time
How you doin' Kenny?
Got another one
Roger, we won't move till we have 3 containers
We have 2
*Repeat. I ask. Are you on your way with the 3 containers?*
Negative, we're in progress. I'll tell you how we do it
*This is Wiset. Where shall we go once we got the 3 containers?*
We will fall back to the respawn and then take the shed
Try to regroup next to the farm
Be careful, this one should have an IED
It has one shot, bring it on
Roger that, contain them
Mise to Grey, are you in front of the shed?
Affirmative
Ok falling back
Grye, objective accomplished, we're leaving
Guys, 2 minutes
Where is it?
Kenny to team, I ask. Are you in the shed?
Ok i'll go with him
The containers are on the way to the wooden shed
One more push and pack them
*Grey to Kenny. We'll take the shed in the same way*
*Cover the window and moving*
I move
Once you hear the "boom" run
I move, I need one teammate
Reloading. -Ok, at your mark
Grey, 15 seconds and open the door ok?
Covre the rood, I cover the bar
Enter, take the container here
Use all your mags here if it's needed
Take turns with the suppressive fire. hold fire if it's needed
I'll cover the basement ok? -Roger, Manazas has the 1st floor
One container remaining. -Really?
Missing one container
Try to bring it here -One more!
He can take it here, we cover
Nice one Raul!
Shotgun! -Yes? -Take my position
Cover the bar, roger?
We have one here. -Roger
Hold there 3 minutes!
He just said 3 minutes?
Do we have grenades Kenny? -Two
I'm empty
3 mintues guys
I'm going out to push them. -Roger
If I fall I'll take my rifle back
Give me a grenade!
Throw it to me
I need someone to contain that line
Thank you Manazas. -Yw
Take it easy, we're doing good, only 2 minutes more
I got you!
Reloading!
Shit
No ammo
Ok I'm doign nothing here, I move!
One minute!
Reloading
3 minutes completed, we're moving!
Supressive fire and moving out
(Mission complete. 6 containers controled)
Nice one Raul
Is this what you wanted Marcos?
Isn't it?!
Is this what you wanted?!
Did you have fun?
*Did you have fun?! DID YOU HAVE FUN?!*
Thank you Manazas. We got one on that corner
Fuck, this was so violent
Did you have fun?
Resume a bit
So... we pushed, I got how the metal detector works
I think he means about the game and the plot
Cool brah
What happens with the detector?
It was a bit tricky, but I could do it well
I had to use it 40 cm over the floor and it worked
No IED traps at all
I think it was on the first container but it didn't explode
Marcos is doing a good job like in the old days uh?
Yes for sure, this was a good shit
Yes with cool missions
This morning I was sure this would be just another game
But this was an amazing game
I didn't play, I was with the camera and so
But everyone played really good
The other team has to find the alien, I couldn't film that
I guess they had their own mission
Good job. Good job La Guarida. Good job Marcos
Where do you want to take the photo? Outside?
Well played, you took my position very fast when I ran out of ammo. So good
You did it great
Long time I didn't have fun like this
Hurry up Kenny. -Kenny you with me
Trigger control, don't be a lame
So the game is over and we are relaxed now
I like what Marcos said at the end and it's true
Those who wanted to play Capture the Flag could do it
and those who wanted to do the mission they could do it
And it happened right? They took the flag
Yes one of them took the flag
I think this was a good game because of that. Game for everyone
Some games are bad, and some games are good
This game was good
In Japan they told me they have MilSims time to time
But maybe 2 or 3 per year or something like that
They have many game fields of course, but not like here
We're really lucky here, dammit
I was thinking the same when you said that
When I started to play I could only find 1 MilSim per year
Now I find many and I play 12 MilSims per year
Or 16 the last year
You just have to search well
The Airsoft in Spain is good
The people here complains a lot. We all complain a lot
But here you can play really well
Here in Valencia we are so lucky
Yes we're really lucky in Valencia
(Kits and extras in Capsule Airsoft Lab)
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CNCO, Maluma, Shakira, J Balvin, Daddy Yankee - Estrenos Reggaeton - Reggaeton Mix 2017 - Duration: 1:03:51.
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Querétaro se impone a Dallas con golazos en la final de la Dallas Cup - Duration: 2:22.
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Maluma, Anitta, Daddy Yankee, Wisin Estrenos 2017 Reggaeton Summer Mix - Duration: 57:07.
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Tri Fidget Spinners caseros: Como hacer un giroscopio de mano - Duration: 3:06.
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The camera technology bringing Synchronised Swimming to another level | The Tech Race - Duration: 5:32.
Welcome to The Tech Race.
Now you see them - now you don't.
In synchronised swimming, most of the action
is underwater and visibility
a key part of the sport,
both for training and judging.
What if you need to see the whole picture?
(TWIN-CAM)
Synchronised swimming is a combination of gymnastics,
swimming and ballet.
The swimmer should execute thousands of positions
under and over the water simultaneously.
Winning is a matter of perfection and training.
In this sport the visualisation of the exercise
is very important as part of the method.
(SPAIN)
(BARCELONA)
In Barcelona, the Spanish Synchronised Swimming team
uses a camera allowing them to see
the whole exercise when they finish a set.
For the athletes, this means they can analyse their exercise
in a visual way without even leaving the water.
The Twin Dolly is composed of two cameras -
one that is underwater and another above the water.
The images from both cameras
are sent to a video mixer in the twin-cam structure.
This mixer creates a fused image of the two cameras,
defining a break point at water level, in real-time,
allowing for viewing on a portable device.
It allows us to see what happens underwater
and also to watch everything on demand.
Preparing to rise and stroke towards the bottom of the pool.
It's fine - more synchronised.
See, we must get the vertical.
One of you, Carmen,
you pass the red line marking the vertical.
The body should be straight.
The line tells us the angles and the straight line.
It helps us to visually spot the error more easily.
We use iPads to play back the images
and watch them in the moment.
When you make corrections, you can say,
"Your leg is turning too much,"
but with the image, correction is much faster.
The greatest obstacle in the development of twin-cam
has been distortion caused by refraction.
Refraction occurs when light changes
from a less dense transparent medium, such as air,
to a denser one such as water -
this causes rays of light to change speed and direction.
This is why swimming pools appear more shallow
than they really are.
(TWIN CAM - WITHOUT TWIN CAM, WITH TWIN CAM)
It can go pretty fast,
to follow the swimmers going fast
but in synchronised swimming, the speed is...very slow.
A picture is worth a thousand words.
Watching yourself right after the exercise,
knowing how you felt and seeing how it looked
from the outside...
What really matters is how it looked from the outside.
You understand better what your coach is correcting
if you can see it.
In synchronised swimming,
many components influence a judge's decision.
For example, in a technical routine,
elements account for 40% of the score
and execution and impression 30%.
The clearer the judges can see, the more they can be impressed.
The judges of synchronised swimming
have incorporated underwater videography.
They don't use it to score, but they do to give penalties,
such as touching the bottom of the pool.
You can draw lines over the image,
you can make calculations, and do complex things,
but in training it's normally used to watch
and stop the image a frame before or after.
It's something that the naked eye cannot see.
If you see it in slow motion, you can get a lot of precision.
It's a way to learn fast,
a very graphical and objective way to show errors.
With these subjective sports you must try to be objective
to give direct feedback that is well understood,
so that they capture it and can make corrections.
The twin-cam has revolutionised the broadcasting of
synchronised swimming at the Olympic Games.
With a scoring system that is as complex
as in synchronised swimming,
a technology that can create a more immersive experience
whilst leaving no room for interpretation,
and show the whole picture, can make waves.
(THE TECH RACE)
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Arnaque pokecraft - Duration: 4:05.
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INSIDE... THE ITALIAN WARS! - Alpha campaign preview (ITA, ENGLISH SUBTITLES) - Duration: 22:22.
ENGLISH SUBTITLES Made by Alessandro Seregni
Hello every one and welcome back, you are with Markus 1590
and today, for the second episode of "Inside",
I want to review another Mod for Medieval 2 which is still under development.
Today's Mod is "Die italienische kriege",
that you may also know as "The Italian wars".
This project was developed by a German team,
it is set in the Italian peninsula and the nearby kingdoms
within a short time period (from 1493 to 1559),
in the middle of the Renaissance.
This Mod has already proved to be very interesting,
mainly thanks to its Battle Beta
which has allowed many fan to have a firsthand experience.
Still today's topic will not be the Battle Beta
but I will focus instead on the Alpha version of the campaign,
which I have had the opportunity to try out being a tester.
After a full and deep analysis,
I can firmly say that "The Italian wars" has achieved a full score:
the mod, in fact, provides a unique gaming experience if compared with the Vanilla version,
both in regards of kingdom management and tactical battles,
this was possible thanks to strong emphasis that was placed on historical realism.
Anyway, before going deep in to the campaign,
I want to provide you with an overview on the entire Mod:
we can start saying that, even if this historical period was already covered in the Vanilla version,
the battles will be completely different from the ones that we got used to in the official CA game.
The focus point in every battle, in fact,
will be the rocky pike formations, who's role will have a unique new added value.
In Medieval 2 vanilla, the pike formations were almost useless.
But in "The italian wars", they play a very important role.
The second key component in every battle will be the gun powder,
whose main use will be the one to specifically disrupt the pike formations
before charging in with the rest of the infantry.
I also would like to take a specific moment
just to praise the astonishing effect of the smoke coming out of the guns;
the real ability of the German modders was to create a dynamic effect with the smoke,
which will follow the wind making it exceptionally realistic.
For what concerns the single units,
the graphics are really well done,
some details worth mentioning are the traditional uniforms, the flags and even the drum rhythm.
An additional amazing feature is to have used in game the original voices:
according to the nationality the audio will change,
so that we will appreciate a different gaming experience for the chosen faction
Spanish
French
German
Hungarian
and, obviously, italian.
The only exception will be for the Muslim's factions,
whose voices will be in English but with a strong middle eastern accent.
Also the game soundtrack has been completely renovated,
both for the campaign and the battles.
Another interesting feature concerns the horse archers (or musketeers),
they will not be any longer on a perfect line but they will always have a shuttered formation.
Let's move on to the AI,
is undoubtable that this is one of the major strengths of this Mod:
the AI as been completely renovated and now it has a faster and more efficient way to react to the player's moves.
It will always try to gain the high ground
(especially when it will be in numerical inferiority)
and also to charge whenever our ranged troops will start to fire
(they will no longer simply sit duck).
Clearly the AI has also a dynamic component,
and it will be able to change its tactics during the battle according to the situation.
But lets move on to the core point of this video-review: the campaign.
As mentioned above this is just the alpha but, nonetheless,
I have found only minor faults
aside from one that has made me fail the campaigns
(but I have already notified it to the developer).
What I have experience is an overall very well structured campaign;
the map has its heart in the Italian peninsula
but it comprehends also the Balkans, Swiss land, Austria,
the southern part of Germany and portion of France and North-Africa.
Let's move on to the playable factions:
the "foreign" nations will be
the Kingdom of France,
the Kingdom of Spain,
the Holy Roman Empire,
the Kingdom of Hungary,
the Swabian League,
the Helvetic Confederation,
the Republic of Ragusa,
the Ottoman Empire
and last but not least, the Hafsids.
Within the peninsula we will find all the different Italian factions:
the Bentivoglio (the lords of Bologna),
the Duchy of Milan,
the Republic of Venice,
the Republic of Genoa,
the Duchy of Savoy,
the Margravate of Mantua,
the Republic of Florence,
the Republic of Siena,
the Margravate of Monferrato,
the Duchy of Ferrara and Modena,
The Papal State,
the Dutchy of Urbino
and the Kingdom of Naples.
Once that we will choose one faction we will start our campaign.
First of all, we have to say that the game is not monotonous at all;
even if most of the factions, as we have seen, are Italians,
the initial situation, the challenges and the roster are completely unique to each and every faction.
This will allow us to live a unique experience with every different game.
A strong driver for the uniqueness is the fact that every faction will have different initial economic and political conditions.
Opening the campaign, we will be greeted by a notification hand written by the modders
hich will provide us with a detailed explanation over the mod and some useful tips.
But let's summarize them:
the first topic will be the maintenance costs.
As in other mods (ex. Bellum Crucis) our choices will have an impact on the annual revenues.
Moving one army in the open field will in fact generate additional costs.
This dynamic is something that I really appreciate
as it makes the game more realistic.
Still in the alpha there were a few things that needed to be fixed
(not all the troops and not in every region making such a movement would generate the additional expenses).
The opening notification does warn us also in regard of the strong impact that religion has:
this aspect is particularly relevant in the HRE, the Balkans and Tunisia.
The archbishops play a central role;
this is another extraordinary innovation that will please the historians.
The title of Archbishop, in fact,
will be available only in those cities where in reality there was one
(it will not be affected by the level of the religious infrastructure).
A practical example is:
in this campaign, if you "recruit" a priest in Florence,
the next turn we will have an Archbishop,
and there will be a maximum of one for each and every entitled city.
I should also mention that to balance the gameplay
not all the historical locations have been reproduced in game.
For example, in Sardinia, there is the Archdiocese of Cagliari,
but not the Archdiocese of Sassari (created in 1441);
In fact, two spanish archbishops from the second turn was unbalanced.
But this is not all for what concerns religion.
he Archbishops are extremely powerful candidate to be elected as cardinals.
This implies that the more entitled cities we control,
the higher will our possibility to influence the Roman Curia.
And, as you can guess, having the pope support will be determinant in many occasions.
All of this was described in the opening notification
but I have not had the chance to test it in game;
the reason is that in this Mod you do not have the scroll with all the Cardinals,
but we will see later the reason.
First, in fact, I want to tell you another couple of things.
The first one is still linked with religion and is:
the Order of the Knights of St. John.
As you may know, the Order has his headquarter on the island of Malta,
which is controlled by the Spanish.
Well, thanks to the Order,
our family members, aside from the traditional military and political role,
they may play an active role on religion too.
If we will build a chapter of the Order,
the noble that will remain in that specific city
can develop a good relationship with the Knights to the point where they could become affiliate,
which will improve our relationship with Rome.
The second point concerns the mercenaries:
historically speaking mercenaries have always played a central role in all the Italian wars.
In this Mod the creators have thought of introducing the figure of the "Capitano di Ventura"
which are mercenary captains.
From what we could read in opening note,
these figures may offer you their services in case we are at war with another faction.
If we will accept the offer,
the captain and his men will appear under our command,
giving us in just one turn a full and well-trained army but whose expenses will be exceptionally high.
Some of you may think that for this reason they are not worth the shot,
well if we refuse the proposition the consequences may be even more dreary.
Probably, if you decline the offer he may join our enemies
or even worst just come and pillage our land (it will spawned a rebel army in our land).
Nonetheless, just like the roman Curia,
also this feature couldn't be tasted in game as I have never had any proposition of sort.
In my case this had happened because,
just like in any other Total War title, our campaigns are influenced by "Events";
some of them are scripted while other are generated on a random base.
Well, in this alpha version not all the events have yet been introduced.
The developers are still working on this aspect of the game,
but we can expect more, interesting new features;
if we give a look to the "campaign script" file,
we can notice a long list of historically accurate events.
Each faction will have his own specific events,
which will influence our entire campaign.
Just to give you an example,
with Florence we will have the execution of Savonarola as a unique faction event,
or the creation of the League of Cambrai.
Linked to this fact there is also another "discovery" that I have made:
with in the factions' logos area there are some flags that do not belong to any faction.
For examble, the badge of the Duchy of Florence (that will be the Gran Duchy of Tuscany).
Well this is because some of those kingdoms did changed over the covered period of time
(the Duchy of Florence was created in the 1532, while the campaign started in 1493)
so the Modders added also this aspect for what concerns historical realism, by an appropriate event.
Undoubtedly this is very interesting and will be appreciated by all the historical fans.
I do not know yet how such an event may influence the campaign,
but I like to think that maybe with a change in the government form it will impact our state management and maybe also the public order.
Generally speaking, the notifications that we will receive at any new turn
have some unique new paintings, is just a small detail but is another very nice new feature.
But let's move on from the opening notification and let's give a first look at the overall campaign:
first of all we have to be clear, due to the historical period,
we will not find the traditional Medieval 2 castles.
Cities are no longer convertible into castles
but in the map will be present some forts that the player or the AI can use to defend his position.
Being already present on the map at the start date,
and not being possible to completely destroy them,
our generals will not have the chance to build new ones.
Besides this, the forts are completely unrelated to the cities which control the region in which they are placed.
This dynamic will make more interesting all the campaigns,
as conquering a region capital will no longer be enough to fully control the land,
because the forts will remain under the control of the enemy faction.
In fact, the AI will try to fight to the last before abandoning any position.
In regards of the AI, the modders' work, in this regard, has been superb.
They have been able to adjust all the major flaws of the original artificial intelligence
(such as the unjustified war declarations);
thanks to this now diplomacy is much more realistic,
regardless of the difficulty level (almost no one will renounce to the possibility of trading with you).
At the same time the AI seems able to read in the correct way all the different situations that may develop with in the game
(for example, it will not simply charge at you but will rather withdraw with in the city walls)
making it much harder to beat.
As we have seen,
the cover period is quite limited:
for this reason the Modders have decide to divide every year in 5 turns,
one for each season aside from winter which will have two.
In this way the player will have at his disposal a fairly high number of turns
to achieve all the objectives and win the campaign.
Also the characteristic of the generals have been changed:
in my Florence campaign one of the assistants that I have had was none but Francesco Guicciardini itself.
He didn't simply play a formal role but it actually influenced the general specificities, providing unique bonuses.
Another completely renovated aspect is the one of the rebellions:
unlike Medieval 2 vanilla, where at a higher level of difficulty we would keep on seeing new rebel armies spawning,
in the "Italian Wars" this dynamic has been much more limited, making the campaign more fluid.
Speaking of the buildings:
many new ones have been introduced, allowing us to implement a better faction management.
One of them has been already been presented, and was the chapter of the Order of St. John.
But there are many more:
in the mod we will find the Jewish quarter, already present in Bellum Crucis,
which will decrease the public order but will provide us with additional income,
we will find a many different guilds, manufacturing centers controlled by important families
and even many unique historical buildings such as the "Castello Estense" of Ferrara and the "Torre della Lanterna" of Genova.
Each one of them, clearly, will provide us with unique bonuses and, eventually, even some malus.
Another completely renovated aspect are the fleets.
aval recruitment will be particularly difficult and expensive,
while in the vanilla version we just needed a dock, in "The Italian wars" we will no longer be able to do that.
This feature makes also the construction of a fleet a much more realistic:
we will no longer be able to take control over the sea with any faction (like in the vanilla)
but instead we will find a very limited number of navies in the Mediterranean,
moreover belonging to the same factions.
The reason is that there are just a few factions that can afford, since the beginning,
to build a fleet giving them a strong initial competitive advantage.
Among them, obviously, the Republic of Venice,
with a few others has a serious advantage at the beginning.
Last but not least there is the AOR system,
this feature is present in many mods and is always very appreciated by the players.
AOR stands for Area of Recruitment and it allows one faction to recruit some unique units in some specific regions, therefore enriching the roster.
For example if we conquer Tunisia with a European faction,
we will be able to recruit Muslim archers or sudanese tribesmen in all the northern Africa cities.
On a generic level is worth mentioning that all the units will have higher recruitment and keep costs if compared with the vanilla.
This does pushes the player to rely more heavily on the mercenaries and to build strong temporaries armies,
that will be disbanded as soon as the conflict is resolved.
Always speaking of single units,
we can even find a complete rename, it is purely esthetic,
but it still need some polishing too (due to a wrong italian translation).
We have finally come to the end of this review.
I want to answer immediately to the question that many of you may have: when will it be out?
Honestly I don't know how the works are going, but I think that we will have to wait still a bit more.
As we have seen, in fact, all the major features have already been done or are under way.
It was really fun to try the campaign out,
even if it was just an alpha version, and I really like this project.
Clearly, aside from some necessaries fixing,
there're a lot of features to implement,
and these things will surely need additional testing.
Anyway I will keep in touch with the developer team and I will update you with any news,
and the channel will be always available for them to promote other reviews or collaborations.
Speaking of collaborations, before saying goodbye,
I wanted to mention that the next "Inside" video will go back to "Tsardoms Total War",
as I am cooperating also with this developer team.
More in details, I have been asked to do another review of this mod,
this time I will focus on the Battle Beta which has been enriched with new playable factions.
I hope that you have liked the video, and if is so just leave a "like".
Thanks for passing by and see you soon.
Bye!
-------------------------------------------
Joanna Krupa: I Didn't Always Look This Good | TMZ TV - Duration: 1:19.
HOW ARE YOU?
JOANNA KRUPA AT L.A.X.
SO SHE'S TURNING 38.
SO WE'RE LIKE --
DO YOU THINK YOU PIQUED IN
BEAUTY YET?
I HOPE NOT, [BLEEP]!
[LAUGHTER]
WE SAID, WHAT AGE SHOULD YOU
CONSIDER YOURSELF THE MOST
BEAUTIFUL?
AND SHE'S LIKE --
YOU KNOW WHAT, I THINK WE ALL
LOOK AT OUR MOMENTS WE REMEMBER
IN HIGH SCHOOL, I WAS [BLEEP]
AND VERY SHY IN HIGH SCHOOL BUT
WHEN I LOOK BACK IN PHOTOS, IT
WAS HORRIBLE.
IT WAS LIKE THE PAMELA ANDERSON
DAYS OF THIN EYEBROWS, SUPER
LINED LIPS, WIDE LIPSTICK.
IT WAS HORRIFIC.
I BET YOU DID IT WELL,
THOUGH.
I BET YOU COULD PULL IT OFF.
I DON'T THINK SO.
I THOUGHT SO AT THAT TIME.
HARVEY: BUT PAMELA ANDERSON AT
THAT TIME WAS INCREDIBLY HOT.
SCOMBL
I REALIZED I LOOKED LIKE
PAMELA ANDERSON?
WHO SAYS THAT?
WHO SAYS THAT TO SAY THEY DIDN'T
LOOK GOOD?
[LAUGHTER]
IN HIGH SCHOOL I WENT THROUGH A
GEORGE CLOONEY PHASE.
-------------------------------------------
Orędzie wielkanocne Ojca Świętego Franciszka i błogosławieństwo Urbi et Orbi - Duration: 20:22.
For more infomation >> Orędzie wielkanocne Ojca Świętego Franciszka i błogosławieństwo Urbi et Orbi - Duration: 20:22. -------------------------------------------
Casi Angeles || Mar i Thiago zamknięci w łazience NAPISY PL - Duration: 9:29.
For more infomation >> Casi Angeles || Mar i Thiago zamknięci w łazience NAPISY PL - Duration: 9:29. -------------------------------------------
Arcam spiega i benefici di Dirac per la correzione in Live della vostra stanza - Duration: 14:21.
For more infomation >> Arcam spiega i benefici di Dirac per la correzione in Live della vostra stanza - Duration: 14:21. -------------------------------------------
Toyota Corolla Verso 1.6 VVT-i Sol met TREKHAAK! - Duration: 0:58.
For more infomation >> Toyota Corolla Verso 1.6 VVT-i Sol met TREKHAAK! - Duration: 0:58. -------------------------------------------
Fm ! - Dancing in the dark - Duration: 1:30.
when i wake up in the morning i just ask myself, should i keep on fucking trying or just cap
myself?
i can overhear you lying i just ask myself,
is it worth, all the pain?
is it worth, all my days?
is it worth, all my time?
can i find, me a way?
take your time this is fate all them other boys are lame
come wit me and save the day i got all this time to waste
every single day i feel pressure in my heart and in my brain
do you understand the time that your with me
every time that you take my breath away i remember we would steal your parents car
me and you together dancing in the dark if you let me keep you for the day
i could show you every thing you took from me
ay ay ouu oh i can play yo little game anymo
every time i hold in for you, you wanna tear me apart again
-------------------------------------------
French with Fred 🍳 | Le Crab - Duration: 1:57.
Stay tuned on Foodbot Central for French with Fred!
Ha-low and welcome to French with Fred. Today, we will be cooking... Le Crab!
So, ze first thing we do is put ze crab in ze vater.
Vuala! Zis vill be ze perfect crab!
One time, while hiking on the beach, I was pinched by a crab. Now, it is time for my revenge!
Ah yes, zis is my Assistant.
Assistant, grab me paprika, now!
Nonononononono...
Assistant!
Ah, oui?
Please?
Ok...
Ok, now I go to cut ze vegetables!
What I like to do is to cut...
...ze vegetables very thin. So thin that paper looks thick. But if you can't- that's ok!
I am a professional after all. Now, let's check on
ze crab!
(Gasp) Assistant!
Ze Crab! Where is ze crab?
Oh.
He left.
He left? Where did he go?
There.
Ahaha! I've escaped your wretched plan! My people will not be cooked any longer!
Attack!
Sacre blue!
-------------------------------------------
BenQ GW2765HT Review - 27" 1440p IPS Monitor for Editing & Gaming - Duration: 3:03.
Hello everyone, JerenVids here, and today I will review the BenQ GW2765HT monitor.
You can see the price and more information from the link in the description below.
The BenQ GW2765HT is a high quality IPS 1440p monitor.
The screen is 27 inches, which in my opinion is the perfect size for a 1440p monitor.
My old monitor started be too old, so I decided to upgrade.
I wanted a 1440p monitor, because I do a lot of video and photo editing and the bigger
screen is really useful.
I also do a lot of gaming and so far all games have been looked amazing on this monitor.
This monitor is quite cheap when compared to other 1440p IPS monitors.
It seems to have everything I wanted for editing and gaming.
I like the design of it, but the bezels feel quite big.
My old 24 inch monitor has smaller bezels than this new one.
It's not really a problem though, but who wouldn't like smaller bezels.
This monitor has an aspect ratio of 16:9.
It displays over one billion colors with 100% sRGB profile.
To connect this monitor you can use DVI-D, DisplayPort, VGA or HDMI cable.
There's also a headphone jack, so you can connect your headphones through this monitor.
The on and off button along with the menu buttons are behind the monitor.
The menu contains all the usual stuff like brightness, contrast, saturation and sharpness,
but two really useful options are the picture mode and blue light mode.
I usually change the picture mode to standard at daytime since my PC is right next to a window.
Later when it starts getting dark outside, I activate the blue light mode, which
is better for your eyes, especially if you stare at your monitor right before going to sleep
The standard mode is brighter than the blue light mode since the blue light mode reduces
the brightness and the amount of blue colors you can see.
You can change the amounts to your own liking.
I have now used this monitor for one week, and it seems to be exactly what I wanted.
If you appreciate a bigger monitor and resolution, I recommend checking this monitor out.
There's a link the description which includes the price and other things about this monitor.
Leave a like if you enjoyed this review, I try to make a review at least once a month.
-------------------------------------------
The EPIC CHALLENGE In Clash Royale - 9 WINS IN A ROW!!! - Duration: 13:55.
.
I
what is up everybody and welcome to the
epic challenge where we have to get nine
wins we could get nine epic cards and if
you're a class for a player you know
that epic cards are very hard to get the
higher than rares but just as low as
legendaries as you guys can see we need
some we have some epic cards on our deck
so we have a lot of epic cards that will
be in handy and nine EPPICard is a lot
to epic so that's pretty well so
basically that was basically my deck and
I'm pretty sure we're ready to get
straight into this challenge let's get
into it I have made some other hash or
y'all videos so if you but that was like
a long time ago so if you want to check
them out put them in a playlist after
this video so go ahead and enjoy me get
nine wins and we can get enjoying 9 epic
cards and maybe soon I'll celebrate with
some pack openings or chest opening so
let's get into it instead of commentary
you'll be listening the nice music or
Colby drop music so as you guys after
the match no there ain't no stopping us
now with our boarding pass
who's in charge me a shooting star
leaving get across
I said I'm moving too far
can a shooting star go more than a
couple of people going mad I swear
they're rooting hard I said I'm
I stand out
yeah yeah yeah shoot shoot shoot yeah
yeah now shoot shoot Wow yup yup shoot
yeah
she seemed shocked
you can get across
get that first one so what I'm gonna do
basically do not make this video so long
as I'm going to stop at like the
different checkpoints like where that
check mark is that's like a checkpoint
basically to us so that's where our
checkpoint is going to be so that's
basically what I'm gonna in the video so
let's go ahead and you'll listen to some
more awesome music I hope you like that
other track here we go
you
without any losses as you guys can see
we have three boxes that have losses
over top of it one forget three losses
that means we're into game over so we
have basically two tries and then one
little try and if we don't get that if
we lose that round then we complete news
I have to start the epic
Oh
epic challenge um yeah this was a crazy
start to the challenge videos so if you
want more please hit that like button if
you're new here please subscribe we're
getting pretty close to 80 and um I want
to get to 80 so without further ado to
boy ever signing out if you want more of
these epic challenges just tell me so
and I will see you guys in the next
video peace
you
-------------------------------------------
METAL HUNTERS : Enslaved - RIITIIЯ - Duration: 16:26.
For more infomation >> METAL HUNTERS : Enslaved - RIITIIЯ - Duration: 16:26. -------------------------------------------
HOW TO GROW YOUTUBE CHANNEL AS QUICK AS POSSIBLE!! - Duration: 5:32.
For more infomation >> HOW TO GROW YOUTUBE CHANNEL AS QUICK AS POSSIBLE!! - Duration: 5:32. -------------------------------------------
[SUB ITA] GUMI - Shikijistu to Manhole - Duration: 2:06.
For more infomation >> [SUB ITA] GUMI - Shikijistu to Manhole - Duration: 2:06. -------------------------------------------
INSIDE... THE ITALIAN WARS! - Alpha campaign preview (ITA, ENGLISH SUBTITLES) - Duration: 22:22.
ENGLISH SUBTITLES Made by Alessandro Seregni
Hello every one and welcome back, you are with Markus 1590
and today, for the second episode of "Inside",
I want to review another Mod for Medieval 2 which is still under development.
Today's Mod is "Die italienische kriege",
that you may also know as "The Italian wars".
This project was developed by a German team,
it is set in the Italian peninsula and the nearby kingdoms
within a short time period (from 1493 to 1559),
in the middle of the Renaissance.
This Mod has already proved to be very interesting,
mainly thanks to its Battle Beta
which has allowed many fan to have a firsthand experience.
Still today's topic will not be the Battle Beta
but I will focus instead on the Alpha version of the campaign,
which I have had the opportunity to try out being a tester.
After a full and deep analysis,
I can firmly say that "The Italian wars" has achieved a full score:
the mod, in fact, provides a unique gaming experience if compared with the Vanilla version,
both in regards of kingdom management and tactical battles,
this was possible thanks to strong emphasis that was placed on historical realism.
Anyway, before going deep in to the campaign,
I want to provide you with an overview on the entire Mod:
we can start saying that, even if this historical period was already covered in the Vanilla version,
the battles will be completely different from the ones that we got used to in the official CA game.
The focus point in every battle, in fact,
will be the rocky pike formations, who's role will have a unique new added value.
In Medieval 2 vanilla, the pike formations were almost useless.
But in "The italian wars", they play a very important role.
The second key component in every battle will be the gun powder,
whose main use will be the one to specifically disrupt the pike formations
before charging in with the rest of the infantry.
I also would like to take a specific moment
just to praise the astonishing effect of the smoke coming out of the guns;
the real ability of the German modders was to create a dynamic effect with the smoke,
which will follow the wind making it exceptionally realistic.
For what concerns the single units,
the graphics are really well done,
some details worth mentioning are the traditional uniforms, the flags and even the drum rhythm.
An additional amazing feature is to have used in game the original voices:
according to the nationality the audio will change,
so that we will appreciate a different gaming experience for the chosen faction
Spanish
French
German
Hungarian
and, obviously, italian.
The only exception will be for the Muslim's factions,
whose voices will be in English but with a strong middle eastern accent.
Also the game soundtrack has been completely renovated,
both for the campaign and the battles.
Another interesting feature concerns the horse archers (or musketeers),
they will not be any longer on a perfect line but they will always have a shuttered formation.
Let's move on to the AI,
is undoubtable that this is one of the major strengths of this Mod:
the AI as been completely renovated and now it has a faster and more efficient way to react to the player's moves.
It will always try to gain the high ground
(especially when it will be in numerical inferiority)
and also to charge whenever our ranged troops will start to fire
(they will no longer simply sit duck).
Clearly the AI has also a dynamic component,
and it will be able to change its tactics during the battle according to the situation.
But lets move on to the core point of this video-review: the campaign.
As mentioned above this is just the alpha but, nonetheless,
I have found only minor faults
aside from one that has made me fail the campaigns
(but I have already notified it to the developer).
What I have experience is an overall very well structured campaign;
the map has its heart in the Italian peninsula
but it comprehends also the Balkans, Swiss land, Austria,
the southern part of Germany and portion of France and North-Africa.
Let's move on to the playable factions:
the "foreign" nations will be
the Kingdom of France,
the Kingdom of Spain,
the Holy Roman Empire,
the Kingdom of Hungary,
the Swabian League,
the Helvetic Confederation,
the Republic of Ragusa,
the Ottoman Empire
and last but not least, the Hafsids.
Within the peninsula we will find all the different Italian factions:
the Bentivoglio (the lords of Bologna),
the Duchy of Milan,
the Republic of Venice,
the Republic of Genoa,
the Duchy of Savoy,
the Margravate of Mantua,
the Republic of Florence,
the Republic of Siena,
the Margravate of Monferrato,
the Duchy of Ferrara and Modena,
The Papal State,
the Dutchy of Urbino
and the Kingdom of Naples.
Once that we will choose one faction we will start our campaign.
First of all, we have to say that the game is not monotonous at all;
even if most of the factions, as we have seen, are Italians,
the initial situation, the challenges and the roster are completely unique to each and every faction.
This will allow us to live a unique experience with every different game.
A strong driver for the uniqueness is the fact that every faction will have different initial economic and political conditions.
Opening the campaign, we will be greeted by a notification hand written by the modders
hich will provide us with a detailed explanation over the mod and some useful tips.
But let's summarize them:
the first topic will be the maintenance costs.
As in other mods (ex. Bellum Crucis) our choices will have an impact on the annual revenues.
Moving one army in the open field will in fact generate additional costs.
This dynamic is something that I really appreciate
as it makes the game more realistic.
Still in the alpha there were a few things that needed to be fixed
(not all the troops and not in every region making such a movement would generate the additional expenses).
The opening notification does warn us also in regard of the strong impact that religion has:
this aspect is particularly relevant in the HRE, the Balkans and Tunisia.
The archbishops play a central role;
this is another extraordinary innovation that will please the historians.
The title of Archbishop, in fact,
will be available only in those cities where in reality there was one
(it will not be affected by the level of the religious infrastructure).
A practical example is:
in this campaign, if you "recruit" a priest in Florence,
the next turn we will have an Archbishop,
and there will be a maximum of one for each and every entitled city.
I should also mention that to balance the gameplay
not all the historical locations have been reproduced in game.
For example, in Sardinia, there is the Archdiocese of Cagliari,
but not the Archdiocese of Sassari (created in 1441);
In fact, two spanish archbishops from the second turn was unbalanced.
But this is not all for what concerns religion.
he Archbishops are extremely powerful candidate to be elected as cardinals.
This implies that the more entitled cities we control,
the higher will our possibility to influence the Roman Curia.
And, as you can guess, having the pope support will be determinant in many occasions.
All of this was described in the opening notification
but I have not had the chance to test it in game;
the reason is that in this Mod you do not have the scroll with all the Cardinals,
but we will see later the reason.
First, in fact, I want to tell you another couple of things.
The first one is still linked with religion and is:
the Order of the Knights of St. John.
As you may know, the Order has his headquarter on the island of Malta,
which is controlled by the Spanish.
Well, thanks to the Order,
our family members, aside from the traditional military and political role,
they may play an active role on religion too.
If we will build a chapter of the Order,
the noble that will remain in that specific city
can develop a good relationship with the Knights to the point where they could become affiliate,
which will improve our relationship with Rome.
The second point concerns the mercenaries:
historically speaking mercenaries have always played a central role in all the Italian wars.
In this Mod the creators have thought of introducing the figure of the "Capitano di Ventura"
which are mercenary captains.
From what we could read in opening note,
these figures may offer you their services in case we are at war with another faction.
If we will accept the offer,
the captain and his men will appear under our command,
giving us in just one turn a full and well-trained army but whose expenses will be exceptionally high.
Some of you may think that for this reason they are not worth the shot,
well if we refuse the proposition the consequences may be even more dreary.
Probably, if you decline the offer he may join our enemies
or even worst just come and pillage our land (it will spawned a rebel army in our land).
Nonetheless, just like the roman Curia,
also this feature couldn't be tasted in game as I have never had any proposition of sort.
In my case this had happened because,
just like in any other Total War title, our campaigns are influenced by "Events";
some of them are scripted while other are generated on a random base.
Well, in this alpha version not all the events have yet been introduced.
The developers are still working on this aspect of the game,
but we can expect more, interesting new features;
if we give a look to the "campaign script" file,
we can notice a long list of historically accurate events.
Each faction will have his own specific events,
which will influence our entire campaign.
Just to give you an example,
with Florence we will have the execution of Savonarola as a unique faction event,
or the creation of the League of Cambrai.
Linked to this fact there is also another "discovery" that I have made:
with in the factions' logos area there are some flags that do not belong to any faction.
For examble, the badge of the Duchy of Florence (that will be the Gran Duchy of Tuscany).
Well this is because some of those kingdoms did changed over the covered period of time
(the Duchy of Florence was created in the 1532, while the campaign started in 1493)
so the Modders added also this aspect for what concerns historical realism, by an appropriate event.
Undoubtedly this is very interesting and will be appreciated by all the historical fans.
I do not know yet how such an event may influence the campaign,
but I like to think that maybe with a change in the government form it will impact our state management and maybe also the public order.
Generally speaking, the notifications that we will receive at any new turn
have some unique new paintings, is just a small detail but is another very nice new feature.
But let's move on from the opening notification and let's give a first look at the overall campaign:
first of all we have to be clear, due to the historical period,
we will not find the traditional Medieval 2 castles.
Cities are no longer convertible into castles
but in the map will be present some forts that the player or the AI can use to defend his position.
Being already present on the map at the start date,
and not being possible to completely destroy them,
our generals will not have the chance to build new ones.
Besides this, the forts are completely unrelated to the cities which control the region in which they are placed.
This dynamic will make more interesting all the campaigns,
as conquering a region capital will no longer be enough to fully control the land,
because the forts will remain under the control of the enemy faction.
In fact, the AI will try to fight to the last before abandoning any position.
In regards of the AI, the modders' work, in this regard, has been superb.
They have been able to adjust all the major flaws of the original artificial intelligence
(such as the unjustified war declarations);
thanks to this now diplomacy is much more realistic,
regardless of the difficulty level (almost no one will renounce to the possibility of trading with you).
At the same time the AI seems able to read in the correct way all the different situations that may develop with in the game
(for example, it will not simply charge at you but will rather withdraw with in the city walls)
making it much harder to beat.
As we have seen,
the cover period is quite limited:
for this reason the Modders have decide to divide every year in 5 turns,
one for each season aside from winter which will have two.
In this way the player will have at his disposal a fairly high number of turns
to achieve all the objectives and win the campaign.
Also the characteristic of the generals have been changed:
in my Florence campaign one of the assistants that I have had was none but Francesco Guicciardini itself.
He didn't simply play a formal role but it actually influenced the general specificities, providing unique bonuses.
Another completely renovated aspect is the one of the rebellions:
unlike Medieval 2 vanilla, where at a higher level of difficulty we would keep on seeing new rebel armies spawning,
in the "Italian Wars" this dynamic has been much more limited, making the campaign more fluid.
Speaking of the buildings:
many new ones have been introduced, allowing us to implement a better faction management.
One of them has been already been presented, and was the chapter of the Order of St. John.
But there are many more:
in the mod we will find the Jewish quarter, already present in Bellum Crucis,
which will decrease the public order but will provide us with additional income,
we will find a many different guilds, manufacturing centers controlled by important families
and even many unique historical buildings such as the "Castello Estense" of Ferrara and the "Torre della Lanterna" of Genova.
Each one of them, clearly, will provide us with unique bonuses and, eventually, even some malus.
Another completely renovated aspect are the fleets.
aval recruitment will be particularly difficult and expensive,
while in the vanilla version we just needed a dock, in "The Italian wars" we will no longer be able to do that.
This feature makes also the construction of a fleet a much more realistic:
we will no longer be able to take control over the sea with any faction (like in the vanilla)
but instead we will find a very limited number of navies in the Mediterranean,
moreover belonging to the same factions.
The reason is that there are just a few factions that can afford, since the beginning,
to build a fleet giving them a strong initial competitive advantage.
Among them, obviously, the Republic of Venice,
with a few others has a serious advantage at the beginning.
Last but not least there is the AOR system,
this feature is present in many mods and is always very appreciated by the players.
AOR stands for Area of Recruitment and it allows one faction to recruit some unique units in some specific regions, therefore enriching the roster.
For example if we conquer Tunisia with a European faction,
we will be able to recruit Muslim archers or sudanese tribesmen in all the northern Africa cities.
On a generic level is worth mentioning that all the units will have higher recruitment and keep costs if compared with the vanilla.
This does pushes the player to rely more heavily on the mercenaries and to build strong temporaries armies,
that will be disbanded as soon as the conflict is resolved.
Always speaking of single units,
we can even find a complete rename, it is purely esthetic,
but it still need some polishing too (due to a wrong italian translation).
We have finally come to the end of this review.
I want to answer immediately to the question that many of you may have: when will it be out?
Honestly I don't know how the works are going, but I think that we will have to wait still a bit more.
As we have seen, in fact, all the major features have already been done or are under way.
It was really fun to try the campaign out,
even if it was just an alpha version, and I really like this project.
Clearly, aside from some necessaries fixing,
there're a lot of features to implement,
and these things will surely need additional testing.
Anyway I will keep in touch with the developer team and I will update you with any news,
and the channel will be always available for them to promote other reviews or collaborations.
Speaking of collaborations, before saying goodbye,
I wanted to mention that the next "Inside" video will go back to "Tsardoms Total War",
as I am cooperating also with this developer team.
More in details, I have been asked to do another review of this mod,
this time I will focus on the Battle Beta which has been enriched with new playable factions.
I hope that you have liked the video, and if is so just leave a "like".
Thanks for passing by and see you soon.
Bye!
-------------------------------------------
Luźne granie w C- ops - Duration: 4:56.
For more infomation >> Luźne granie w C- ops - Duration: 4:56. -------------------------------------------
roblox phantom forces - Duration: 11:55.
For more infomation >> roblox phantom forces - Duration: 11:55. -------------------------------------------
Kuscheltiere in der Badewanne Stuffed Animals taking a bath wet plush toys - Duration: 4:24.
So many stuffed Animals
they are about to take a bath
A Sirup Giraffe
so foamy
and soaking wet
and another Giraffe
diving head first into the Water
An Elephant
known from the "Sendung mit der Maus"
a german Show
he is diving into the water
The Lion
today he is taking a bath
The Fox too
what a mess
the plush toys need to get tidy
the purple rabbit
and even a snake
is it a watersnake?
and a Dragon
or is it a Dinosaur?
and the next Sirup Fox is up
get into the water
so does the Kikaninchen
it´s jumping on the water surface
just like the little fox
nad now even the Horse jumps into the cold water
-------------------------------------------
UPDATE-2😪13 YEAR BOY ACCIDENTALLY SHOOT HIMSELF WHILE HE WAS LIVE ON INSTAGRAM-WITH ALL HIS FRIENDS - Duration: 3:23.
hey guys um it's Sunday it's Easter um I
just want to talk to you on this is an
update video on the little boy that was
13 years old that got killed on trying
to impress his friends with a gun that
he had and didn't know what he was doing
and shot himself live on Instagram um
the reason for me making the video is it
is really sad for people come out the
woodwork with how they really feel about
when a black kid there's a tragedy
versus away Kid you know i have like
grown people saying the most stupidest
things um like well good thing he shot
himself because um if he wasn't dead
basically he probably would have shot
somebody else and probably referring to
their race Caucasians you know it right
now is not about um black or white red
or green of pink with polka dots the
fact of the matter is people should know
what the kids are doing um it shouldn't
have happened they need to take other
measurements so it doesn't happen this
should be like something in place that
when videos are being recorded if they
see things being flashed like weapons or
anything like that and the video they
should be able to censor it so that the
video goes in a black screen is
something so the kid is aware of what
they're doing and it's a sign of danger
all this you know racism you know that's
good for the kid he was trying to be a
gangster this is not another you know
none of that is necessary you know the
fact of the matter is is he's gone you
know and you should be here you know
it's like it just reminds me of how race
of racism has hasn't went away it's not
going to go away
arm and it just takes people to
cyberbully and say racist comments um
when stuff like this happens you know
what you to me you're cowards because
you hide behind the website and you say
all these racist comments um but you
won't say it to the 22 to me or you
won't say it to somebody other than I'm
white so I just want to let everyone
know it's not about how you feel about
him being a black kid or whatever your
opinion doesn't matter the fact remains
somebody lost their son it's a tragedy
and whether you like black people or
Asian people of Puerto Rican people um
you know we're here to stay so I just
need to set the record straight I'm
prepared for any comments anyone has to
say to me on my channel but if you get
real disrespectful which people have in
the past I'm ready for you and I will
delete you and block you
-------------------------------------------
How To Record Your Computer Screen With OBS! - Duration: 5:09.
in this video I'll be teaching her how
to record your computer and window
screen for in 2017 for free so stay
tuned
welcome back guys as creators tutorial
back with another video and in this
video I'll be teaching you how to record
your windows screen with OBS classic now
obvious classic is a free and powerful
software which lets you stream and
record your screen like from anywhere so
let's get right into this now before the
tutorial starts I want to say that we
make videos just like this one and I
hope you grow your YouTube channel with
trips and tricks about to YouTube make
videos to make your content better on
youtube so if you haven't subscribed
consider subscribing so let's get right
into the tutorial so going will be down
below in the description and you'll be
redirected to this page now you just
how to record your computer screen
click this we're not going to be using
ok studio because I'll give studio is
less powerful than obvious classic so
let's just click download and then let's
click oh this is obvious on studio so screen capture
obs tutorial
here click download installer and how to record your computer screen for free
how to record your screen
let's give it a minute or two to
best screen recording software
so guys it's done downloading so you
basically want to press on it and then
screen capture
press next and then agree and then it
will install obvious on broadcaster for
how to record with obs
just wait to give it a minute or two to
record your screen
how to record your computer screen
finish and you want to check this box
where it says run open broadcaster
software and blah blah blah so let's
just click finish now after you click
screen recorder
opening up so let's give it a minute or
how to record your computer screen
broadcaster just opened and I have my
settings here because I already download
this end my settings are saved and all
you need to do is basically click here
and click Add scene and then you want to
name it whatever you want i'll click as
a test and then press press ok and then
you want to add source now which source
you want to add is you want to add
monitor capture and then once you add
mom to capture equal just rename it so
i'm going to rename the screen because
we're going to record the screen and
then just press ok and then if you want
to capture your mouse cursors check this
box and you don't done check it but i
want to capture Mallos closer so i want
to check this box and just go and press
ok and then we'll say something like
this this press ok and then now you need
to start pressing the starter cord but
before you push start recording you
wanna click the settings and then you
want to go to broadcast settings you
want to put this live stream on to file
output only and then you want to go
browse on to this so once you click
browse you save your folder anywhere i'm
going to save it to the videos and you
could choose what type you want so i'm
going to choose mp4 and i'm going to
click Save and where I'm asked to put a
file name so I'm going to put I'm going
to put the file name test
one because this is a test and I'll just
click Save and then you want to please
click apply and then you want to play
credit okay so once you do that and
click start recording and then as you
can see they started recording your
screen and your screen is being recorded
and you know you could just move around
and whatever and now you could just
click stop stop recording and then you
could just go to your video files which
you all just go right here which is my
downloads videos and you could see the
file is your test one we've named the
file test-1 you basically want a double
tap on it and the video files will be
stored opening so let's give it a minute
or two so as you can see this file open
let us click play and as you can see the
screen successfully recorded and you
could see like this pretty smooth and
the recording is free and I would say
this is pretty good record refer for
free the quarter so yeah if you guys
enjoy this video and one see more
tutorials bites down this one we go
right subscribe to me and I only making
videos just like this one don't see you
guys
-------------------------------------------
Farewell from Healthy Vocal Development... welcome to Eilish San! - Duration: 1:32.
For more infomation >> Farewell from Healthy Vocal Development... welcome to Eilish San! - Duration: 1:32. -------------------------------------------
How To Download Paid Apps For Free - Duration: 1:49.
Hello Guys today I Will Show You How To Download Paid Apps For Free...first of all go to my Video Descriptions and Click on the link and Download The App AC Market... And See the Full Video..
-------------------------------------------
O Cavalo de Tróia - Mitologia Grega ep. 5 - Duration: 4:29.
For more infomation >> O Cavalo de Tróia - Mitologia Grega ep. 5 - Duration: 4:29. -------------------------------------------
O'Sullivan v Wilson [R1]Fr13} 2017 World Championship Snooker - Duration: 21:15.
For more infomation >> O'Sullivan v Wilson [R1]Fr13} 2017 World Championship Snooker - Duration: 21:15. -------------------------------------------
QuiCiência #4 - CHOCOLATE - Duration: 9:53.
For more infomation >> QuiCiência #4 - CHOCOLATE - Duration: 9:53. -------------------------------------------
🍫 MEIO AMARGO | TEASER (UM FILME NO GTA) - Duration: 2:55.
Easter Bunny presents:
A chocolatic mission
The best chocolate* (according with the company's owner opinion)
No animals were harm in the production of this commercial
THIS
THIS IS NOT
THIS IS NOT A
THIS IS NOT A HAPPY STORY
Semisweet
Soon
Check out the description below
-------------------------------------------
INSIDE... THE ITALIAN WARS! - Alpha campaign preview (ITA, ENGLISH SUBTITLES) - Duration: 22:22.
ENGLISH SUBTITLES Made by Alessandro Seregni
Hello every one and welcome back, you are with Markus 1590
and today, for the second episode of "Inside",
I want to review another Mod for Medieval 2 which is still under development.
Today's Mod is "Die italienische kriege",
that you may also know as "The Italian wars".
This project was developed by a German team,
it is set in the Italian peninsula and the nearby kingdoms
within a short time period (from 1493 to 1559),
in the middle of the Renaissance.
This Mod has already proved to be very interesting,
mainly thanks to its Battle Beta
which has allowed many fan to have a firsthand experience.
Still today's topic will not be the Battle Beta
but I will focus instead on the Alpha version of the campaign,
which I have had the opportunity to try out being a tester.
After a full and deep analysis,
I can firmly say that "The Italian wars" has achieved a full score:
the mod, in fact, provides a unique gaming experience if compared with the Vanilla version,
both in regards of kingdom management and tactical battles,
this was possible thanks to strong emphasis that was placed on historical realism.
Anyway, before going deep in to the campaign,
I want to provide you with an overview on the entire Mod:
we can start saying that, even if this historical period was already covered in the Vanilla version,
the battles will be completely different from the ones that we got used to in the official CA game.
The focus point in every battle, in fact,
will be the rocky pike formations, who's role will have a unique new added value.
In Medieval 2 vanilla, the pike formations were almost useless.
But in "The italian wars", they play a very important role.
The second key component in every battle will be the gun powder,
whose main use will be the one to specifically disrupt the pike formations
before charging in with the rest of the infantry.
I also would like to take a specific moment
just to praise the astonishing effect of the smoke coming out of the guns;
the real ability of the German modders was to create a dynamic effect with the smoke,
which will follow the wind making it exceptionally realistic.
For what concerns the single units,
the graphics are really well done,
some details worth mentioning are the traditional uniforms, the flags and even the drum rhythm.
An additional amazing feature is to have used in game the original voices:
according to the nationality the audio will change,
so that we will appreciate a different gaming experience for the chosen faction
Spanish
French
German
Hungarian
and, obviously, italian.
The only exception will be for the Muslim's factions,
whose voices will be in English but with a strong middle eastern accent.
Also the game soundtrack has been completely renovated,
both for the campaign and the battles.
Another interesting feature concerns the horse archers (or musketeers),
they will not be any longer on a perfect line but they will always have a shuttered formation.
Let's move on to the AI,
is undoubtable that this is one of the major strengths of this Mod:
the AI as been completely renovated and now it has a faster and more efficient way to react to the player's moves.
It will always try to gain the high ground
(especially when it will be in numerical inferiority)
and also to charge whenever our ranged troops will start to fire
(they will no longer simply sit duck).
Clearly the AI has also a dynamic component,
and it will be able to change its tactics during the battle according to the situation.
But lets move on to the core point of this video-review: the campaign.
As mentioned above this is just the alpha but, nonetheless,
I have found only minor faults
aside from one that has made me fail the campaigns
(but I have already notified it to the developer).
What I have experience is an overall very well structured campaign;
the map has its heart in the Italian peninsula
but it comprehends also the Balkans, Swiss land, Austria,
the southern part of Germany and portion of France and North-Africa.
Let's move on to the playable factions:
the "foreign" nations will be
the Kingdom of France,
the Kingdom of Spain,
the Holy Roman Empire,
the Kingdom of Hungary,
the Swabian League,
the Helvetic Confederation,
the Republic of Ragusa,
the Ottoman Empire
and last but not least, the Hafsids.
Within the peninsula we will find all the different Italian factions:
the Bentivoglio (the lords of Bologna),
the Duchy of Milan,
the Republic of Venice,
the Republic of Genoa,
the Duchy of Savoy,
the Margravate of Mantua,
the Republic of Florence,
the Republic of Siena,
the Margravate of Monferrato,
the Duchy of Ferrara and Modena,
The Papal State,
the Dutchy of Urbino
and the Kingdom of Naples.
Once that we will choose one faction we will start our campaign.
First of all, we have to say that the game is not monotonous at all;
even if most of the factions, as we have seen, are Italians,
the initial situation, the challenges and the roster are completely unique to each and every faction.
This will allow us to live a unique experience with every different game.
A strong driver for the uniqueness is the fact that every faction will have different initial economic and political conditions.
Opening the campaign, we will be greeted by a notification hand written by the modders
hich will provide us with a detailed explanation over the mod and some useful tips.
But let's summarize them:
the first topic will be the maintenance costs.
As in other mods (ex. Bellum Crucis) our choices will have an impact on the annual revenues.
Moving one army in the open field will in fact generate additional costs.
This dynamic is something that I really appreciate
as it makes the game more realistic.
Still in the alpha there were a few things that needed to be fixed
(not all the troops and not in every region making such a movement would generate the additional expenses).
The opening notification does warn us also in regard of the strong impact that religion has:
this aspect is particularly relevant in the HRE, the Balkans and Tunisia.
The archbishops play a central role;
this is another extraordinary innovation that will please the historians.
The title of Archbishop, in fact,
will be available only in those cities where in reality there was one
(it will not be affected by the level of the religious infrastructure).
A practical example is:
in this campaign, if you "recruit" a priest in Florence,
the next turn we will have an Archbishop,
and there will be a maximum of one for each and every entitled city.
I should also mention that to balance the gameplay
not all the historical locations have been reproduced in game.
For example, in Sardinia, there is the Archdiocese of Cagliari,
but not the Archdiocese of Sassari (created in 1441);
In fact, two spanish archbishops from the second turn was unbalanced.
But this is not all for what concerns religion.
he Archbishops are extremely powerful candidate to be elected as cardinals.
This implies that the more entitled cities we control,
the higher will our possibility to influence the Roman Curia.
And, as you can guess, having the pope support will be determinant in many occasions.
All of this was described in the opening notification
but I have not had the chance to test it in game;
the reason is that in this Mod you do not have the scroll with all the Cardinals,
but we will see later the reason.
First, in fact, I want to tell you another couple of things.
The first one is still linked with religion and is:
the Order of the Knights of St. John.
As you may know, the Order has his headquarter on the island of Malta,
which is controlled by the Spanish.
Well, thanks to the Order,
our family members, aside from the traditional military and political role,
they may play an active role on religion too.
If we will build a chapter of the Order,
the noble that will remain in that specific city
can develop a good relationship with the Knights to the point where they could become affiliate,
which will improve our relationship with Rome.
The second point concerns the mercenaries:
historically speaking mercenaries have always played a central role in all the Italian wars.
In this Mod the creators have thought of introducing the figure of the "Capitano di Ventura"
which are mercenary captains.
From what we could read in opening note,
these figures may offer you their services in case we are at war with another faction.
If we will accept the offer,
the captain and his men will appear under our command,
giving us in just one turn a full and well-trained army but whose expenses will be exceptionally high.
Some of you may think that for this reason they are not worth the shot,
well if we refuse the proposition the consequences may be even more dreary.
Probably, if you decline the offer he may join our enemies
or even worst just come and pillage our land (it will spawned a rebel army in our land).
Nonetheless, just like the roman Curia,
also this feature couldn't be tasted in game as I have never had any proposition of sort.
In my case this had happened because,
just like in any other Total War title, our campaigns are influenced by "Events";
some of them are scripted while other are generated on a random base.
Well, in this alpha version not all the events have yet been introduced.
The developers are still working on this aspect of the game,
but we can expect more, interesting new features;
if we give a look to the "campaign script" file,
we can notice a long list of historically accurate events.
Each faction will have his own specific events,
which will influence our entire campaign.
Just to give you an example,
with Florence we will have the execution of Savonarola as a unique faction event,
or the creation of the League of Cambrai.
Linked to this fact there is also another "discovery" that I have made:
with in the factions' logos area there are some flags that do not belong to any faction.
For examble, the badge of the Duchy of Florence (that will be the Gran Duchy of Tuscany).
Well this is because some of those kingdoms did changed over the covered period of time
(the Duchy of Florence was created in the 1532, while the campaign started in 1493)
so the Modders added also this aspect for what concerns historical realism, by an appropriate event.
Undoubtedly this is very interesting and will be appreciated by all the historical fans.
I do not know yet how such an event may influence the campaign,
but I like to think that maybe with a change in the government form it will impact our state management and maybe also the public order.
Generally speaking, the notifications that we will receive at any new turn
have some unique new paintings, is just a small detail but is another very nice new feature.
But let's move on from the opening notification and let's give a first look at the overall campaign:
first of all we have to be clear, due to the historical period,
we will not find the traditional Medieval 2 castles.
Cities are no longer convertible into castles
but in the map will be present some forts that the player or the AI can use to defend his position.
Being already present on the map at the start date,
and not being possible to completely destroy them,
our generals will not have the chance to build new ones.
Besides this, the forts are completely unrelated to the cities which control the region in which they are placed.
This dynamic will make more interesting all the campaigns,
as conquering a region capital will no longer be enough to fully control the land,
because the forts will remain under the control of the enemy faction.
In fact, the AI will try to fight to the last before abandoning any position.
In regards of the AI, the modders' work, in this regard, has been superb.
They have been able to adjust all the major flaws of the original artificial intelligence
(such as the unjustified war declarations);
thanks to this now diplomacy is much more realistic,
regardless of the difficulty level (almost no one will renounce to the possibility of trading with you).
At the same time the AI seems able to read in the correct way all the different situations that may develop with in the game
(for example, it will not simply charge at you but will rather withdraw with in the city walls)
making it much harder to beat.
As we have seen,
the cover period is quite limited:
for this reason the Modders have decide to divide every year in 5 turns,
one for each season aside from winter which will have two.
In this way the player will have at his disposal a fairly high number of turns
to achieve all the objectives and win the campaign.
Also the characteristic of the generals have been changed:
in my Florence campaign one of the assistants that I have had was none but Francesco Guicciardini itself.
He didn't simply play a formal role but it actually influenced the general specificities, providing unique bonuses.
Another completely renovated aspect is the one of the rebellions:
unlike Medieval 2 vanilla, where at a higher level of difficulty we would keep on seeing new rebel armies spawning,
in the "Italian Wars" this dynamic has been much more limited, making the campaign more fluid.
Speaking of the buildings:
many new ones have been introduced, allowing us to implement a better faction management.
One of them has been already been presented, and was the chapter of the Order of St. John.
But there are many more:
in the mod we will find the Jewish quarter, already present in Bellum Crucis,
which will decrease the public order but will provide us with additional income,
we will find a many different guilds, manufacturing centers controlled by important families
and even many unique historical buildings such as the "Castello Estense" of Ferrara and the "Torre della Lanterna" of Genova.
Each one of them, clearly, will provide us with unique bonuses and, eventually, even some malus.
Another completely renovated aspect are the fleets.
aval recruitment will be particularly difficult and expensive,
while in the vanilla version we just needed a dock, in "The Italian wars" we will no longer be able to do that.
This feature makes also the construction of a fleet a much more realistic:
we will no longer be able to take control over the sea with any faction (like in the vanilla)
but instead we will find a very limited number of navies in the Mediterranean,
moreover belonging to the same factions.
The reason is that there are just a few factions that can afford, since the beginning,
to build a fleet giving them a strong initial competitive advantage.
Among them, obviously, the Republic of Venice,
with a few others has a serious advantage at the beginning.
Last but not least there is the AOR system,
this feature is present in many mods and is always very appreciated by the players.
AOR stands for Area of Recruitment and it allows one faction to recruit some unique units in some specific regions, therefore enriching the roster.
For example if we conquer Tunisia with a European faction,
we will be able to recruit Muslim archers or sudanese tribesmen in all the northern Africa cities.
On a generic level is worth mentioning that all the units will have higher recruitment and keep costs if compared with the vanilla.
This does pushes the player to rely more heavily on the mercenaries and to build strong temporaries armies,
that will be disbanded as soon as the conflict is resolved.
Always speaking of single units,
we can even find a complete rename, it is purely esthetic,
but it still need some polishing too (due to a wrong italian translation).
We have finally come to the end of this review.
I want to answer immediately to the question that many of you may have: when will it be out?
Honestly I don't know how the works are going, but I think that we will have to wait still a bit more.
As we have seen, in fact, all the major features have already been done or are under way.
It was really fun to try the campaign out,
even if it was just an alpha version, and I really like this project.
Clearly, aside from some necessaries fixing,
there're a lot of features to implement,
and these things will surely need additional testing.
Anyway I will keep in touch with the developer team and I will update you with any news,
and the channel will be always available for them to promote other reviews or collaborations.
Speaking of collaborations, before saying goodbye,
I wanted to mention that the next "Inside" video will go back to "Tsardoms Total War",
as I am cooperating also with this developer team.
More in details, I have been asked to do another review of this mod,
this time I will focus on the Battle Beta which has been enriched with new playable factions.
I hope that you have liked the video, and if is so just leave a "like".
Thanks for passing by and see you soon.
Bye!
-------------------------------------------
The camera technology bringing Synchronised Swimming to another level | The Tech Race - Duration: 5:32.
Welcome to The Tech Race.
Now you see them - now you don't.
In synchronised swimming, most of the action
is underwater and visibility
a key part of the sport,
both for training and judging.
What if you need to see the whole picture?
(TWIN-CAM)
Synchronised swimming is a combination of gymnastics,
swimming and ballet.
The swimmer should execute thousands of positions
under and over the water simultaneously.
Winning is a matter of perfection and training.
In this sport the visualisation of the exercise
is very important as part of the method.
(SPAIN)
(BARCELONA)
In Barcelona, the Spanish Synchronised Swimming team
uses a camera allowing them to see
the whole exercise when they finish a set.
For the athletes, this means they can analyse their exercise
in a visual way without even leaving the water.
The Twin Dolly is composed of two cameras -
one that is underwater and another above the water.
The images from both cameras
are sent to a video mixer in the twin-cam structure.
This mixer creates a fused image of the two cameras,
defining a break point at water level, in real-time,
allowing for viewing on a portable device.
It allows us to see what happens underwater
and also to watch everything on demand.
Preparing to rise and stroke towards the bottom of the pool.
It's fine - more synchronised.
See, we must get the vertical.
One of you, Carmen,
you pass the red line marking the vertical.
The body should be straight.
The line tells us the angles and the straight line.
It helps us to visually spot the error more easily.
We use iPads to play back the images
and watch them in the moment.
When you make corrections, you can say,
"Your leg is turning too much,"
but with the image, correction is much faster.
The greatest obstacle in the development of twin-cam
has been distortion caused by refraction.
Refraction occurs when light changes
from a less dense transparent medium, such as air,
to a denser one such as water -
this causes rays of light to change speed and direction.
This is why swimming pools appear more shallow
than they really are.
(TWIN CAM - WITHOUT TWIN CAM, WITH TWIN CAM)
It can go pretty fast,
to follow the swimmers going fast
but in synchronised swimming, the speed is...very slow.
A picture is worth a thousand words.
Watching yourself right after the exercise,
knowing how you felt and seeing how it looked
from the outside...
What really matters is how it looked from the outside.
You understand better what your coach is correcting
if you can see it.
In synchronised swimming,
many components influence a judge's decision.
For example, in a technical routine,
elements account for 40% of the score
and execution and impression 30%.
The clearer the judges can see, the more they can be impressed.
The judges of synchronised swimming
have incorporated underwater videography.
They don't use it to score, but they do to give penalties,
such as touching the bottom of the pool.
You can draw lines over the image,
you can make calculations, and do complex things,
but in training it's normally used to watch
and stop the image a frame before or after.
It's something that the naked eye cannot see.
If you see it in slow motion, you can get a lot of precision.
It's a way to learn fast,
a very graphical and objective way to show errors.
With these subjective sports you must try to be objective
to give direct feedback that is well understood,
so that they capture it and can make corrections.
The twin-cam has revolutionised the broadcasting of
synchronised swimming at the Olympic Games.
With a scoring system that is as complex
as in synchronised swimming,
a technology that can create a more immersive experience
whilst leaving no room for interpretation,
and show the whole picture, can make waves.
(THE TECH RACE)
-------------------------------------------
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Welcome MToys Channel
How Learn To Count make Numbers 1-10 with M&M's and Play Doh Superhero Hulk vs Captain American
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Talessa Kuguimiya - Memories | Sobre Quadrinhos - Duration: 1:59.
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Bebê Tubarão, Família Dedinhos e muito mais | Compilação de Cantigas de Roda | Fofo Panda | 25min - Duration: 25:47.
For translations, please visit individual videos. Links in description
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YinYangFanatic 2017 VS. (BAD USER) - Duration: 0:50.
*(BAD USER)'s Health Bar grows*
(BAD USER):UHH!
(BAD USER):24 HP!!
UHHHHHHHHHHHHHHHHHHHHHH! (YinYangFanatic)
YinYangFanatic:BIG DAMAGE!!!!! >:(
YinYangFanatic:What is it?
(BAD USER): HAHAHAHAHAHAHAHHAH!
YinYangFanatic: 3 2 1 DIE BAD USER!!!
*bad user dies*
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