- Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime. - LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
- Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
- CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
- Al.ly: Al.ly is another very popular URL Shortening Service for earning money on short links without investing any single $. Al.ly will pay from $1 to $10 per 1000 views depending upon the different regions. Minimum withdrawal is only $1, and it pays through PayPal, Payoneer, or Payza. So, you have to earn only $1.00 to become eligible to get paid using Al.ly URL Shortening Service.
Besides the short links, Al.ly also runs a referral program wherein you can earn 20% commission on referrals for a lifetime. The referral program is one of the best ways to earn even more money with your short links. Al.ly offers three different account subscriptions, including free option as well as premium options with advanced features. - Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
- Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
- Minimum payout-$1
- Referral commission-22%
- Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
- Payment time-daily
- Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
- Linkrex.net: Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
- BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
- Minimum payout-$3
- Referral commission-20%
- Payment methods- Paypal, Payza, and Payeer
- Payment time-daily
- Bc.vc: Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.- The payout for 1000 views-$10
- Minimum payout -$10
- Referral commission-10%
- Payment method -Paypal
- Payment time-daily
- Fas.li: Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned. - Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life. - Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
- Oke.io: Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
- Shrinkearn.com: Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
- Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
Fotografi, Graphic design, Memproses Gambar, Perunding Perkhawinan,Sewaan Kelengkapan Perkahwinan,Set Karaoke dan Mekup. No.B6, Bazar MARA Sungai Koyan, 27650 Sunagi Koyan Raub, Pahang Darul Makmur. 019-9541916/012-9881916 ( Ewan ) 019-9390916 ( Sarah )
Friday, March 29, 2019
(Latest) Top 17 Best Highest Paying URL Shortener To Earn Money
Improving Freemium Design: Ace Patrol
I respect the hell out of Sid Meier and what he's done for the games industry. I've been a long time Civilization, Pirates, and Railroad sim fan. Not only am I a fan of Firaxis but as you'd guess, I'm also a champion for the freemium / F2P business model so when I saw Firaxis add freemium combine I was excited to give them a whirl.
https://itunes.apple.com/us/app/sid-meiers-ace-patrol/id583000830?mt=8
To give you a little background about myself, I am a games consultant on the NativeX Games Task Force. My team provides specialized 1:1 mentoring to our partners and we help them turn their mobile games into successful businesses. Occasionally I publish freemium game reviews on the NativeX blog, pointing out what they do right and what they could do better.
Firaxis and Sid Meier arguably make the best strategy video games (to the point where I basically expect it) so it's no shock that Ace Patrol is another great and fun strategy game. AP is not only great, but it's also accessible for new or experienced strategy gamers alike. It starts out with limited moves (maneuvers), pilots earn upgrades/maneuvers after battles and the battles increase with difficulty at an easy pace to bring most players along. This seems like a classic, or perhaps even simple, list of ingredients to a great strategy game but the moves and options make battles a little more challenging over time.
World War games make for some of the best subjects to be accepted worldwide. Most countries have knowledge of their history and in my experience, if localized, work well in many different countries with varying cultural differences. Most other game subjects need to be localized not only in language but also graphics to match the cultural differences in gaming so having a game with a context that doesn't require as much localization helps keep costs lower.
I have a lot of options in this game. I can select pilots, upgrades and customize my planes and I can learn new maneuvers as my pilot levels. All these options give the player thousands of configurations but at the same time I'm not overwhelmed. I might not fully understand which maneuver best fits my playing style, but players learn over time.
Here's one of the IAP menus. There are campaigns, special plane skins and improvements.
Here's a screenshot of the customization options from the multiplayer menu. It's difficult to see all the plane options and upgrades because there are several sub-menus.
As a player I love choice so naturally I love the ability to chose my the mission of my choice. I can cater the mission to the way I like to play (e.g. defensive or offensive based missions for my defensive or offensive preference in play style) but it also makes me feel like I'm doing something meaningful towards the overall battle.
If something isn't working out in a game that I'm playing I can usually force quit the game, restart it and retry a level without paying money/virtual currency for retries if the game is monetizating on that mechanic. I screwed up a move in a level I was play in AP, force quit the game and returned to find out that the game saves after a completed turn so I was stuck with the game that I had started.
I love the asynchronous and also synchronous approach. If I can't play a long session time then I can let my opponent take their turn and I'll come back to it later. If I want to play a longer session with a friend we can both sit down and play a full match. There's even head to head on the same device though I rarely use that functionality.
However, if I want to play a complete session with a stranger then it's the luck of the draw with whether or not they can play a complete game with me but there's not much Firaxis could do to prevent that from happening.
I know I just listed this as something that worked well, but I have some complaints/concerns with how it currently works:
I'm preparing for a backlash of F2P hating comments, but Firaxis could've made more money with a true F2P business model. This is basically a premium/lite game meaning players need to purchase the a majority of the content through an IAP (premium), but players can get a taste/demo for free (lite). It looks like the game is charting ok right now but they're also being featured by Apple. We'll see if the game can hold a steady position. I'm predicting it won't because players who want the content are likely going to purchase and then those who don't feel compelled won't. F2P models can generate much more revenue because they allow players to become repeat spenders, but in order to do so you really should have a virtual currency. Which brings me to my next point.
All purchases in game are done through IAPs. Want to purchase the campaign to continue playing? You need to go through Apple's IAP process which includes entering your password which is a hassle. Want a plane skin? Apple IAP process. Want to heal your pilots? Apple IAP process. If they could have a virtual currency then I could buy enough currency to purchase a magnitude of things. I could buy plane/pilot upgrades, maneuvers, different planes, different pilots, plane skins, campaigns, weapons, heal/rescue units and the list can go on and on. There are literally thousands of combinations of virtual items that could think of. However, making players complete an IAP is a point of friction. Take away the friction or make it happen less then your players will spend more money.
If they created virtual currencies then it would be great to also check out my article on boosting virtual economies.
Gating content means players can't access some portion of the game's content until they pass through a "gate." Examples of gates could be registration forms, require players to connect to social networks or in this game it's purchase the content via IAP. This is also known as a paywall. A paywall is a point in a game where you ask players to purchase something to continue progressing/playing or leave. It's better to implement a virtual currency system and allow players to earn currency through grinding or IAP to unlock content.
I played through the first 6 missions on my initial play through and when the system prompted me to purchase the British campaign for $0.99. I declined. I then found out that the game will reset your progress and you'll need to start over. I understand that there wasn't any more missions for me to play but a warning that all my progress was going to be erased would've been nice.
The UI in game is a little difficult to press sometimes, but I don't have a better solution I think that just comes with the nature of the strategy games on a touch device. However, the 2D buttons and text on the menus could certainly improve. They look fuzzy, and lower definition. Menus and the like can look so crisp on a retina display, and most games don't have problems with blurry text.
Sid Meier has been designing and developing games for decades and he's not showing any signs of slowing down. However, F2P is fairly new for everyone (experienced or n00bs) and it takes a bit of time to master or refine for studios. It's easy for developers to look at F2P and say "I could just sell packs of content via IAPs." It's a logical step between Premium and full blown Freemium, but it's also not putting your best foot forward. I haven't seen a knockout F2P title (from a monetization level) from Firaxis, but they certainly haven't been bad either. They're learning a thing or two from games like Ace Patrol, and I think one of their future F2P is going to do pretty well.
If you'd like to talk about this or any other games you can find me here at my blog or on Twitter.
https://itunes.apple.com/us/app/sid-meiers-ace-patrol/id583000830?mt=8
To give you a little background about myself, I am a games consultant on the NativeX Games Task Force. My team provides specialized 1:1 mentoring to our partners and we help them turn their mobile games into successful businesses. Occasionally I publish freemium game reviews on the NativeX blog, pointing out what they do right and what they could do better.
What it does right
Game genre and accessibility
Firaxis and Sid Meier arguably make the best strategy video games (to the point where I basically expect it) so it's no shock that Ace Patrol is another great and fun strategy game. AP is not only great, but it's also accessible for new or experienced strategy gamers alike. It starts out with limited moves (maneuvers), pilots earn upgrades/maneuvers after battles and the battles increase with difficulty at an easy pace to bring most players along. This seems like a classic, or perhaps even simple, list of ingredients to a great strategy game but the moves and options make battles a little more challenging over time.
Subject matter
World War games make for some of the best subjects to be accepted worldwide. Most countries have knowledge of their history and in my experience, if localized, work well in many different countries with varying cultural differences. Most other game subjects need to be localized not only in language but also graphics to match the cultural differences in gaming so having a game with a context that doesn't require as much localization helps keep costs lower.
Upgradable planes and pilots
I have a lot of options in this game. I can select pilots, upgrades and customize my planes and I can learn new maneuvers as my pilot levels. All these options give the player thousands of configurations but at the same time I'm not overwhelmed. I might not fully understand which maneuver best fits my playing style, but players learn over time.
Here's one of the IAP menus. There are campaigns, special plane skins and improvements.
Here's a screenshot of the customization options from the multiplayer menu. It's difficult to see all the plane options and upgrades because there are several sub-menus.
Choice in missions
As a player I love choice so naturally I love the ability to chose my the mission of my choice. I can cater the mission to the way I like to play (e.g. defensive or offensive based missions for my defensive or offensive preference in play style) but it also makes me feel like I'm doing something meaningful towards the overall battle.
Can't force quit restart
If something isn't working out in a game that I'm playing I can usually force quit the game, restart it and retry a level without paying money/virtual currency for retries if the game is monetizating on that mechanic. I screwed up a move in a level I was play in AP, force quit the game and returned to find out that the game saves after a completed turn so I was stuck with the game that I had started.
Multiplayer
I love the asynchronous and also synchronous approach. If I can't play a long session time then I can let my opponent take their turn and I'll come back to it later. If I want to play a longer session with a friend we can both sit down and play a full match. There's even head to head on the same device though I rarely use that functionality.
However, if I want to play a complete session with a stranger then it's the luck of the draw with whether or not they can play a complete game with me but there's not much Firaxis could do to prevent that from happening.
What could be improved
Multiplayer
I know I just listed this as something that worked well, but I have some complaints/concerns with how it currently works:
- I wish I could chose the game type that I was playing. I want different plane configurations for the various game objectives, but I don't know what type of game I'm about to play when selecting my loadouts. I love elements of chance in games, but not an element of chance with the objective when I'm setting my planes up.
- It's not always clear or obvious what type of game you're about to play. There's just a small banner at the bottom with the objective but I've played against players who have missed this and thought the game was just deathmatch or skirmish.
3. Randomly generated maps can create unfair disadvantages. As you can see from the screenshot below my enemies base is protected by land bases with anti-air artillery. If I fly over them I run the risk of them damaging or shooting down my planes. On the other hand, my base only has one base next to it and has clouds. I can't target enemies in the clouds so my opponent only needs to get close enough to enter the clouds and he'll win because I won't be able to shoot him down in the clouds.
Business model
I'm preparing for a backlash of F2P hating comments, but Firaxis could've made more money with a true F2P business model. This is basically a premium/lite game meaning players need to purchase the a majority of the content through an IAP (premium), but players can get a taste/demo for free (lite). It looks like the game is charting ok right now but they're also being featured by Apple. We'll see if the game can hold a steady position. I'm predicting it won't because players who want the content are likely going to purchase and then those who don't feel compelled won't. F2P models can generate much more revenue because they allow players to become repeat spenders, but in order to do so you really should have a virtual currency. Which brings me to my next point.
No virtual currency
All purchases in game are done through IAPs. Want to purchase the campaign to continue playing? You need to go through Apple's IAP process which includes entering your password which is a hassle. Want a plane skin? Apple IAP process. Want to heal your pilots? Apple IAP process. If they could have a virtual currency then I could buy enough currency to purchase a magnitude of things. I could buy plane/pilot upgrades, maneuvers, different planes, different pilots, plane skins, campaigns, weapons, heal/rescue units and the list can go on and on. There are literally thousands of combinations of virtual items that could think of. However, making players complete an IAP is a point of friction. Take away the friction or make it happen less then your players will spend more money.
If they created virtual currencies then it would be great to also check out my article on boosting virtual economies.
Gated campaigns
Gating content means players can't access some portion of the game's content until they pass through a "gate." Examples of gates could be registration forms, require players to connect to social networks or in this game it's purchase the content via IAP. This is also known as a paywall. A paywall is a point in a game where you ask players to purchase something to continue progressing/playing or leave. It's better to implement a virtual currency system and allow players to earn currency through grinding or IAP to unlock content.
Opt not to purchase and lose save
I played through the first 6 missions on my initial play through and when the system prompted me to purchase the British campaign for $0.99. I declined. I then found out that the game will reset your progress and you'll need to start over. I understand that there wasn't any more missions for me to play but a warning that all my progress was going to be erased would've been nice.
UI
The UI in game is a little difficult to press sometimes, but I don't have a better solution I think that just comes with the nature of the strategy games on a touch device. However, the 2D buttons and text on the menus could certainly improve. They look fuzzy, and lower definition. Menus and the like can look so crisp on a retina display, and most games don't have problems with blurry text.
Gating before Freemium
Sid Meier has been designing and developing games for decades and he's not showing any signs of slowing down. However, F2P is fairly new for everyone (experienced or n00bs) and it takes a bit of time to master or refine for studios. It's easy for developers to look at F2P and say "I could just sell packs of content via IAPs." It's a logical step between Premium and full blown Freemium, but it's also not putting your best foot forward. I haven't seen a knockout F2P title (from a monetization level) from Firaxis, but they certainly haven't been bad either. They're learning a thing or two from games like Ace Patrol, and I think one of their future F2P is going to do pretty well.
If you'd like to talk about this or any other games you can find me here at my blog or on Twitter.
A Change Is As Good As A Rest.
It feels like time to give some of my other figures an outing.
Last May I made a mould of a War of 1812 master figure that I had worked on off and on for several years, cast a dozen, and painted one sample. The rest have been in the painting queue ever since.
Recently Bob Cordery presented me with a copy of his new Portable Napoleonic Wargame and I've been waiting to give them an outing. The War of 1812 is about as close as my remaining collections get to Napoleonic so it seems like time to paint up some more Americans then give it a go.
Having read the rules over again, I am going to make two changes for the War of 1812.
The first is that while the British made good use of light troops, they had no rifle armed troops in Canada. I have decided to treat British light infantry, and native warriors as riflemenbut with a range of 2 but to give real riflemen a bonus when shooting at other skirmishers.
The second change is due to there being no evidence of infantry in North America forming square when charged by cavalry. At Crysler's Farm, when the American Dragoons charged the flank of the British 49th Foot, these merely refused their flank and repulsed them with volleys of musketry.
Actually, there has been quite a bit written in the last few decades about cavalry vs infantry in the Napoleonic Wars indicating that squares were neither quite as universally employed as thought in the mid20thC nor quite as universally successful once you get away from the British experience. But I'll leave the European experience alone for now and for just the War of 1812 I will remove the square rules including the bonus for cavalry in melee with infantry not in square.
I'm looking forward to fighting Crysler's Farm using the PNW but first I have some figures to paint.
Last May I made a mould of a War of 1812 master figure that I had worked on off and on for several years, cast a dozen, and painted one sample. The rest have been in the painting queue ever since.
Recently Bob Cordery presented me with a copy of his new Portable Napoleonic Wargame and I've been waiting to give them an outing. The War of 1812 is about as close as my remaining collections get to Napoleonic so it seems like time to paint up some more Americans then give it a go.
Having read the rules over again, I am going to make two changes for the War of 1812.
The first is that while the British made good use of light troops, they had no rifle armed troops in Canada. I have decided to treat British light infantry, and native warriors as riflemen
The second change is due to there being no evidence of infantry in North America forming square when charged by cavalry. At Crysler's Farm, when the American Dragoons charged the flank of the British 49th Foot, these merely refused their flank and repulsed them with volleys of musketry.
Actually, there has been quite a bit written in the last few decades about cavalry vs infantry in the Napoleonic Wars indicating that squares were neither quite as universally employed as thought in the mid20thC nor quite as universally successful once you get away from the British experience. But I'll leave the European experience alone for now and for just the War of 1812 I will remove the square rules including the bonus for cavalry in melee with infantry not in square.
I'm looking forward to fighting Crysler's Farm using the PNW but first I have some figures to paint.
Thursday, March 28, 2019
Anti Tank Traps Panzer Elite
The model is 240 faces for Panzer Elite (PE), these are remade with the knowledge and experience I have gained using the PE engine. They will have less of an overhead and be easier to texture in the OE.
here it is in the Object Editor ready for in game.
Hangman Game
Test your vocabulary with our Hangman game! Guess the hidden word by clicking on the letters. You must choose a level (beginner, intermediate and advanced) and a topic (animals, colours, days of the week, months, parts of the body, numbers, city places and buildings, family members...).
Wednesday, March 27, 2019
More Bikes!
Tuesday, March 26, 2019
Dự Đoán Kết Quả Trận Pháp Vs Croatia Cùng Mèo Cass - Chung Kết World Cup 2018
Dự đoán kết quả trận Pháp vs Croatia cùng mèo Cass - Chung kết World Cup 2018
#thekittygamer, #dudoanworldcup2018, #meocass, #modric
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*Mèo Cass dự đoán trận đấu chung kết World Cup 2018 giữa Pháp và Croatia.
*Mèo Cass đã dự đoán Croatia sẽ thắng trận đấu này trước Pháp.
*Chúc mừng tuyển Croatia nhé! Họ xứng đáng để có chức vô địch World Cup 2018 năm nay. Mong rằng họ sẽ chơi tốt để đạt được mục đích cuối cùng nhé!
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*Thanks for watching!
*Nhận định bóng đá Pháp vs Croatia - Chung kết World Cup 2018
Source: Vietnamnet
Trận chung kết World Cup 2018 chưa diễn ra nhưng Pháp cứ như thể mặc nhiên được đặt "kèo thắng" trước một Croatia lần đầu làm nên lịch sử, trải qua 3 trận liên tiếp phải chiến đấu trong 120 phút.Tại sao lại là Pháp?Đúng 20 năm sau lần đầu vinh quang, được tổ chức trên sân nhà - France 1998, Didier Deschamps khi ấy là cầu thủ trong đội hình vô địch World Cup, giờ đây đang có cơ hội lớn để lần thứ 2 ẵm cúp, nhưng là trên cương vị thuyền trưởng của sắc áo Lam!
Pháp đang được ưa thích giành chiến thắng World Cup 2018, trước Croatia |
Như một sự mặc định, nhiều người tin cúp vàng thế giới năm nay sẽ thuộc về tuyển Pháp, dù trận chung kết World Cup 2018 chưa diễn ra.
Đó không chỉ bởi cái tên Pháp có sức nặng hơn so với Croatia, mà còn vì họ có lực lượng thật sự đáng ngại - dàn sao tinh nhuệ, có giá trị đắt nhất giải đấu.
Và cả cái cách họ từng bước tiến vào trận chiến cuối cùng, chẳng là cơn lốc, thậm chí còn hơi nhạt ở vòng bảng, nhưng mỗi lúc một chắc chắn hơn nhờ những toan tính đầy khôn ngoan từ Didier Deschamps.
Qua 3 trận đấu knock-out, Pháp đều giải quyết gọn ghẽ trong 90 phút, chưa phải tiến vào đá hiệp phụ trận nào. Là trận thắng tưng bừng Argentina 4-3 vòng 1/8, trước khi loại tiếp đội Nam Mỹ khác, Uruguay với tỷ số 2-0 và khiến Bỉ không thể chơi đúng sức, thắng tối thiểu 1-0, đủ để lấy vé chung kết World Cup 2018.
Sau đại tiệc vào Chủ nhật này, sẽ chỉ có 1 bên còn giữ nụ cười chiến thắng... |
Tờ CBS Sport đưa lên "cân" 2 đội trước trận chung kết, ngoài sở hữu nhiều tài năng hơn, đánh giá Pháp ăn đứt ở vị trí thủ môn: Hugo Lloris, lẫn hàng thủ với Umtiti và Varane so với Croatia - Vida và Lovren.
Bleacherreport nhận định, Pháp có Griezmann, Girout, Paul Pogba, Thomas Lemar, Dembele, Nabil Felir và Kylian Mbappe,... những cái tên đều có thể gây rắc rối cho hàng thủ Croatia, đặc biệt Mbappe với tốc độ đáng sợ.
Tờ này thậm chí còn dự đoán, Mbappe và Giroud sẽ ghi bàn mang về chiến thắng 2-0 cho tuyển Pháp, trong khi CBS Sport tỷ số là 2-1, và Pháp lên ngôi!
Croatia có những gì?
Người Anh có lẽ đã quá tự tin nên đã để Croatia lấy vé trên tay, sau khi tạo được thế trận thuận lợi cũng như sớm vượt lên dẫn trước. Như Luka Modric cảnh báo sau trận, đừng nghĩ chúng tôi mệt mỏi, hãy xem ai mệt hơn...
Pháp sở hữu đội tuyển đắt giá nhất giải |
Trước bán kết với tuyển Anh, Croatia được cho bị hao tổn sức hơn vì phải chiến đấu 2 trận liên tiếp kéo dài 120 phút và đấu penalty với Đan Mạch và chủ nhà Nga.
Nhưng Croatia đã không gục ngã, thậm chí còn tiếp tục chơi hay về cuối ở cuộc chiến lần 3, kéo dài 120 phút. Không đội nào tại World Cup 2018, phải đấu hiệp phụ nhiều như Modric và đồng đội.
Croatia được khen ngợi tinh thần tuyệt vời và chiến đấu không mệt mỏi. Nhưng qua 3 trận ấy cũng cho thấy, họ đã không thể định đoạt chiến thắng trong 90 phút, một thách thức lớn cho giấc mơ ẵm cúp của họ khi đấu với Pháp.
Theo CBS, tuyến giữa và sức mạnh tiềm ẩn tấn công chính là 2 thứ mà không thể xem nhẹ Croatia, dù họ không thực sự có ngôi sao trên hàng công.
Nhưng Croatia cũng có vũ khí của riêng mình |
N'Golo Kante là rất cừ với tuyển Pháp, nhưng Croatia có Modric và Rakitic, những tiền vệ hàng đầu, và tốt hơn Pháp ở khả năng tham gia tấn công.
So với Pháp, Croatia không có sao sáng như Mbappe hay Griezmann nhưng lại cực nguy hiểm với khả năng "săn trộm" của Mario Mandzukic và Iran Perisic ở bên cánh. Sao Inter được dự đoán có thể là khác biệt ở chung kết World Cup 2018.
Lần đầu góp mặt ở chung kết World Cup 2018, Croatia mang đến những điều tuyệt vời của giải. HLV Zlatko Dalic và học trò chẳng có lý do gì để e ngại Pháp, dù họ không phải là lựa chọn ưa thích.
Liệu trước người Pháp, Croatia có chứng minh được nhận định và chọn lựa của số đông là sai, dĩ nhiên họ thừa quyết tâm để thực hiện. Nhưng ở trận chiến giành ngôi, chiến thắng chỉ đến cho người bản lĩnh, biết chớp thời cơ,... vậy nên người ta vẫn cứ nghiêng về Pháp là vì thế!
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All 'Jacked Up!
Magnetizing The Cygnar Avenger - Centurion - Hammersmith Warjack Kit!
By Randy
@coffeeswiller
Hiya, folks! I some more miniature hobby stuff to talk about concerning one of my favorite games, Warmachine by Privateer Press. In a recent post I did on playing Warmachine on a budget, one thing that came up after a helpful comment by a reader was that using magnets to be able to quickly convert one warjack or warbeast to another was one way to save money. I had been itching to try this for months! I finally got a warjack kit, and wanted to share my first attempt at building a model this way. So here's the model:
And here it is all laid out to show the parts:
This kit allows you to build three different warjacks: the Centurion (with spear & shield), the Hammersmith (with 2 matching hammers) and the Avenger (with a sword & a seimic cannon arm). So planning ahead, we primarily need to have the ability to swap out the arms. Each warjack also has a different head, and while this isn't necessary, we'll magnetize those, too. Finally, there are two sets of shoulder pads. It is perhaps completely frivolous, but I'll magnetize those, too.
Here are my tools:
There shouldn't be anything surprising there. From left to right, we have magnets, brass rod, a file for removing mold lines, liquid green stuff, superglue, a pin vise/drill, an X-acto knife and tweezers. Not pictured is epoxy putty (I prefer ProCreate putty) and a Sharpie. Here are the magnets (3mm x 1mm neodymium):
The first step after planning is to drill holes for the magnets. Many model builders will already be doing a bit of this to add pins or brass rods to support heavier parts of models. What I am going to do here is make holes large enough to set in a magnet.
I used epoxy putty and superglue to set them in.
That one is the right arm. That one I pinned to the shoulder, since all the right arm does is hold a weapon in all the possible configurations. Here's one of the weapons (the sword for the Avenger). Each of the right arm weapons has the hand molded to them, and here is what an inset magnet looks like on one of them.
The left arm was a little more tricky. First of all, there are two separate arms: one is a cannon, and the other an arm like the right that has two different weapon combos (a hammer and a shield). The arm and shield combination is fairly heavy, and one magnet (at least of the size I have) will not suffice to hold the whole assembly. So here's what I did
:
I drilled a hole for a brass rod, and I set in one of the magnets slightly farther back. I tested positions for where to place them and this seemed the best. Here are the two arms:
And here is wrist of the left forearm:
The red dot notes where the magnet is (it is covered by putty, which matches the grey of the plastic) and there is also a hole for a brass peg. And here are the shield and the hammer hands:
Each has an inset magnet on the top and a brass peg below. The hammer hand didn't really need it, but I figured it wouldn't hurt. And here is the finished kit, laid out in all its separate pieces:
And here are each of the warjacks it makes:
Update! I made a brief YouTube video showing how this works together. The video isn't the greatest but it should give you an idea of how it works:
This was a fun kit to build! It will, of course, be painted and set on a finished base. But right now, my painting queue is pretty large. One observation I will share that you should note for your magnetized projects is that magnets have positive and negative sides, and your pieces will need to match up. I recommend using a Sharpie to place a dot on a magnet, and be sure to test before gluing. That's it!
Do you have any model projects that you are particularly proud of? Tell us below!
By Randy
@coffeeswiller
Hiya, folks! I some more miniature hobby stuff to talk about concerning one of my favorite games, Warmachine by Privateer Press. In a recent post I did on playing Warmachine on a budget, one thing that came up after a helpful comment by a reader was that using magnets to be able to quickly convert one warjack or warbeast to another was one way to save money. I had been itching to try this for months! I finally got a warjack kit, and wanted to share my first attempt at building a model this way. So here's the model:
And here it is all laid out to show the parts:
This kit allows you to build three different warjacks: the Centurion (with spear & shield), the Hammersmith (with 2 matching hammers) and the Avenger (with a sword & a seimic cannon arm). So planning ahead, we primarily need to have the ability to swap out the arms. Each warjack also has a different head, and while this isn't necessary, we'll magnetize those, too. Finally, there are two sets of shoulder pads. It is perhaps completely frivolous, but I'll magnetize those, too.
Here are my tools:
There shouldn't be anything surprising there. From left to right, we have magnets, brass rod, a file for removing mold lines, liquid green stuff, superglue, a pin vise/drill, an X-acto knife and tweezers. Not pictured is epoxy putty (I prefer ProCreate putty) and a Sharpie. Here are the magnets (3mm x 1mm neodymium):
The first step after planning is to drill holes for the magnets. Many model builders will already be doing a bit of this to add pins or brass rods to support heavier parts of models. What I am going to do here is make holes large enough to set in a magnet.
I used epoxy putty and superglue to set them in.
That one is the right arm. That one I pinned to the shoulder, since all the right arm does is hold a weapon in all the possible configurations. Here's one of the weapons (the sword for the Avenger). Each of the right arm weapons has the hand molded to them, and here is what an inset magnet looks like on one of them.
The left arm was a little more tricky. First of all, there are two separate arms: one is a cannon, and the other an arm like the right that has two different weapon combos (a hammer and a shield). The arm and shield combination is fairly heavy, and one magnet (at least of the size I have) will not suffice to hold the whole assembly. So here's what I did
:
I drilled a hole for a brass rod, and I set in one of the magnets slightly farther back. I tested positions for where to place them and this seemed the best. Here are the two arms:
And here is wrist of the left forearm:
The red dot notes where the magnet is (it is covered by putty, which matches the grey of the plastic) and there is also a hole for a brass peg. And here are the shield and the hammer hands:
Each has an inset magnet on the top and a brass peg below. The hammer hand didn't really need it, but I figured it wouldn't hurt. And here is the finished kit, laid out in all its separate pieces:
And here are each of the warjacks it makes:
The Avenger! |
The Centurion! |
The Hammersmith! |
This was a fun kit to build! It will, of course, be painted and set on a finished base. But right now, my painting queue is pretty large. One observation I will share that you should note for your magnetized projects is that magnets have positive and negative sides, and your pieces will need to match up. I recommend using a Sharpie to place a dot on a magnet, and be sure to test before gluing. That's it!
Do you have any model projects that you are particularly proud of? Tell us below!
Saturday, March 23, 2019
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