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Hello Generals, After quite a lot of months, our development team is going to update the game with various improvements, based on the feedback you have provided so far. Please read below the brief changelog of the planned improvements: Brief changelog of patch 1.7: - Improved targeting. Units will pick best target without micromanagement, especially artillery. - Various melee fixes/improvements. Infantry will no longer auto-fall back and annoyingly lose its position. - Improved auto AI lines. Download lagu akustik indonesia romantis. No longer too much shifting around.
Units will be sufficiently intelligent to handle their lines. - Much improved AI attack. AI will press and concentrate on weak spots of player army with efficiency and persistence.
- Enhanced AI defense. AI will be more active in covering weaknesses in formation and defend the high ground. - AI now understands much better the territory it fights. AI opponents are active and respond to whatever threat you pose them, in a realistic and challenging manner. The way that each opponent fights is really interesting to explore, in order to unlock multiple different speculative scenarios that probably you had never met. - AI now will very often attempt to flank. It will make tactical maneuvers to place artillery on high ground and shoot at your flanks.
- AI will fall back if overwhelmed in a much more efficient manner (according to personality). It will prefer to leave ground in order to reform and counter-attack, in order to cause you more casualties. - AI now plays out the MP scenarios better.
You can play vs an AI to really test and improve yourself in multiplayer. - Fixed AI boost mode that could work the opposite in many aspects. Now it is far more challenging. - Artillery less resilient in melee. - Cavalry more useful, not so vulnerable as before. - Balances in Ranged combat (toned down artillery effectiveness from High/Medium range and overall more realistic casualty rate).
- Morale fixes (not so fast retreat, overall more manageable condition for tougher/epic battles). - Increased significantly the damage bonus in flanks/rear for even more tactical battles. - Units that stand and shoot have increased condition endurance, so their defensive capabilities are more resilient. - Finalized brigade/terrain visual improvement.
Movements, formation appearance, 3D perception of terrain are greatly improved. You feel the battle more realistic now. - Balanced combat damage/pace to realistic level. You now understand the importance of terrain. You lose badly until you gain the high ground and then it becomes your turn to punish your enemy. - Various text fixes. The patch is currently undergoing beta testing and as soon as possible is going to become available.
Thanks for reading! The Game-Labs team • •. June 22nd, The Foggy Dance at Bone Cay Preliminaries Calls went out in the early dawn for as many captains as possible to muster for an attack on Bone Cay. The Pirates, however, could not get more than 6 captains willing to undertake the long journey, which would surely end in death. From the west 4 ships would be coming, 2 Mortar Brigs and 2 Mercuries. One Trincomalee and one Navy Brig would sail in from the east. North East Deflection As the Trincomalee came into the deep channel between Bone Cay and Pedro Cay, three British Mercuries made their crossing over.
But with the Pirate Navy Brig breaking off, a fourth Mercury was intercepted. South West 'Assault' With orders to escort the two assault ships in, the Trincomalee made its way around the island to the south. And as the Pirate Mercuries came into view, two British scouts were spotted. The British Mercury and Rattle Snake tried to close in on the Pirate Mercuries before they could link up with their Trincomalee. But alas too late as the three ships came together. Cursing the map maker for not marking the shallows correctly, the Pirate Trincomalee was pushed to the south with the Mercuries in tow. As the Pirates came around the shallows to the south end of Bone Cay a sudden storm kicked in.