Friday, March 29, 2019

The Ultimate List of The 11 Best URL Shortener Services

  1. 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

  2. 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

  3. 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

  4. 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.
  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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.

Piquet And The Italian Wars In Olicanaland


Last week I had the pleasure of popping over to see James and his Italian Wars collection in nearby Olicanaland. Many of you will know of James work through his blog http://olicanalad.blogspot.com or one of his cracking display games round the shows.

It was a great opportunity to a) see James collection close up b) have a go at Piquet rules c) get my small Italian Wars collection on the table d) meet up with a fellow gaming blogger.

The game in progress
On my arrival after a quick brew and chat we went to James' games room where he had set up a table and a couple of forces with space to add in my Swiss Pike Block and my two Gendarme units.

I had the option of either Pike and Shotte or Piquet for the rule set, regular readers will know I'm no fan of PanS and the Black Powder derivations. Piquet however is one of those rules I have never tried, I recall seeing them in action many years ago at the old Triples Show in Sheffield Octagon and wondered what they were all about, so why not.

My Swiss block nearest village
The rules are based around opposing die rolls and Card based activation, both concepts I am used to in other sets, having played toofatlardies games and nicked the card activation idea for my own sets of rules I am more than comfortable with not being able to do exactly what I want when I want, something I know would put some off these rules (as they do with the lardies sets).

Cavalry Command 1 with my Papal Gendarme at the back
Each side has a command dice, either an 8, 10 or 12 and these are rolled against each other to determine initiative. Each side then determines their card deck which is based around how good the army is and can include army specific card (e.g. a Swiss Melee +1 card) for a total of 29 cards.

Cavalry Command 2, my Borgia Gendarme at the front.
Each card allows you to do an action with the whole army or where specified a single command or unit time. So a March card allows you to move all your army, a Group March allows you to move the units in one specific command and a Cavalry March card allows you to move all your horse. Hopefully you get the idea and it's not hard to see how subtle changes in a command deck could be used to alter the way an Army fights and "feels", an Army known for rapid deployment could have an extra March card.


Other cards include Melee Resolution, Artillery Action, Swift Troops, Free Action card and the Lull card, more on this shortly.

At the start of a phase each player rolls their army die, the important stat being the difference between the two, so if both have a d10 and Player 1 rolls 8 and Player 2 rolls 4, Player 1 wins the initiative by 4. Both players then take the top four cards from their deck placing them in order face down in front of them. Player 1, with the Initiative plays through his 4 cards before passing the action to Player 2 who then plays his 4 cards, then for Initiative again with the winner taking the difference in cards.... and so on.

Battle in full flow
The only break in that sequence is the Lull card, when this is drawn the players roll off their army die and if the player without the Initiative wins he gets to play a card of his own (from the top of his unused deck). A drawn Initiative ends the turn and the decks are reshuffled and start again.

I had heard some horror stories of people sat there for hours in Piquet whilst their opponent won initiative but in this version you are a maximum of 9 cards from playing again and more often than not is 3 or 4. The advantage is, if your opponent has a run of 9 cards, you have a run of 9 cards after they finish. I really liked the system.

Gendarme advancing
However when you don't have the Initiative you don't just sit there, this is where the opposed die roll comes in. Each time you move, fire or fight your opponent has a die roll against you, mostly a d8 but sometimes dependant on troop type. So using the movement a big difference between die rolls could see your unit moving multiple times (this is in Hail Caesar too, thought I recognised it ! Piquet miles ahead of its time !).

Game On.
Added to the die type units can have their own characteristics Fierce Stubborn etc (again a bit HC ?) The hardest thing to get my head round was the shooting, not because it was too complicated but basically because you could shoot at any time (so long as you are loaded) I found myself forgetting this and only remembering to shoot on a reload card. To explain further the "reload" card allows any unit that has fired previously (marked with the cotton wool ball in the photos). So with a unit that hasn't fired it could fire, reload and fire again on one card being unloaded at the end of that card.

Melee, or not as it turned out !
For a first time play through I really enjoyed the game, even though there was a moment of statistical madness that lost me the battle, more later.

My force had a small command of Stradiots which I set up on my left, followed by a command of three Swiss Pike Blocks (including my very own Canton of Lucerne block) and a small shot unit. This was placed opposite a large open field with a walled boundary.

In the middle I had a command of 4 French Crossbow units of dubious quality. These set up in the small village in my centre with my 2 cannon. To my right by the large open area I put my 2 Cavalry Commands including my Papal and Borgia Gendarme.

Borgia Gendarme Victorious !
James had a similar Light Cavalry Command opposite me and they spent all day skirmishing with each other on the flanks. Opposite my Pike James had 3 mixed Pike and Shot units. On his far left opposite my Cavalry was two Pike Blocks with Shot support, in the centre in reserve James placed his Heavy Cavalry which never really got into the action.

Fix in place and...
Flank
My Cavalry did a stirling job and with limited subtlety they were able to out flank and see of the pike blocks and sweep across the field to the middle where unfortunately things hadn't gone well. The Borgia Gendarme played a blinder taking out a Pike Block, a mixed Pike Shot unit and a unit of Cavalry before finally running out of steam, a unit citation clearly earned.

Swiss in reverse !
My Swiss Steamroller move in the centre went quite well to begin with and we rushed forward to engage the enemy foot, unfortunately that was where the luck ran out. James had a run of 4 reload cards in a row (1 in 25000 !) Shooting holes in all my Pike Blocks, I gambled all my morale chips on reducing the casualties and disruption but what ever I did I just couldn't get into melee, where with Swiss I stood a real chance of success. It wasn't to be and the Pike broke just as my Cavalry attack ran out of steam. One card from victory, that's my story and I'm sticking to it !

Better times on the other flank
So thanks James for a great game, I will certainly try the rules again with the YG group when we get enough figs done for a game.

Back at YG our 15mm Napoleonic Battle of Albuera is still ongoing, Report soon(ish)

Fight Night Store Loading





Fight Night Store Stuck?

fight-night-store-problems


What up everyone! Well I have been seeing lots of people upset over the Fight Night Store and XP points lately. When you try to get into the store it stays on the loading screen. You also receive no XP for fights either. Its rather annoying.

I'm not sure exactly what is going on, but if you are still having issues with your game, this is how you fix it. I just got all my XP back and everything. The only thing that suck is that you have to do this process every time you play the game. I don't know if it will forever be like this. but here is how to get past the Fight Night Store Loading problem.

Read Now »

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TO BBRING YOUR CALL PRESS= TAB AND ENTER KEY
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Thursday, March 28, 2019

Revolutionary Algorithms

Edit: Apparently it is not clear to everyone that the following post is satire. Well, it is.

You have surely heard about evolutionary algorithms and how they, inspired by Darwinian evolution in the natural world, are excellent general-purpose search and optimization algorithms. You might also know about neural networks, which are learning algorithms inspired by biological brains, and cellular automata, inspired by biological developmental processes. The success of these types of natural computation has spurred other attempts to base algorithms on natural phenomena, such as particle swarm optimization, ant colony routing, honey bees algorithm, and cat swarm optimization. These algorithms are popular not only for their biological inspiration but also for their proven performance on many hard computational problems.

However, in an era where unfettered market forces force bankruptcy upon liberal-democratic countries as a result of bank bailouts dictated by the global financial elite, the neoliberal ideological basis of such algorithms can be called into question. After all, they are based on a model of individual betterment at the expense of the weaker members of population, an all-consuming "creative" destruction process where disenfranchised individuals are ruthlessly discarded. "Survival of the fittest" describes the elimination process by which the invisible hand strangles the weak; "self-organization" is the capitalist excuse for exploiting non-unionized labor. Common evolutionary algorithm operators like survivor selection represent the violence inherent in the system.

But there is an alternative: algorithms for socially just optimization based on models of the workers' struggle and the liberation of the oppressed. While rarely discussed in major  (corporate-sponsored) conferences, revolutionary algorithms have certain similarities with  the better-known evolutionary algorithms. The basic structure of a revolutionary algorithm is as follows (Marks and Leanin 2005):


  1. Initialize the population with n individuals drawn at random.
  2. Evaluate all individuals to assign a fitness value to them; sort the population according to fitness.
  3. Remove the most fit part of the population (the "elite").
  4. Calculate the average fitness in the population; assign this fitness to all individuals.
  5. Increase fitness of the whole population linearly according to a five-generation plan.
  6. Repeat step 5 until maximum fitness has been reached.


As you surely understand, this simple scheme does away with the need for elimination of lower-performing individuals while assuring orderly fitness growth according to plan. Just like in evolutionary computation, a number of modifications to the basic scheme have been proposed, and proponents of the various "schools" that have grown up around specific types of algorithms do not always see eye to eye. Here are some of the most important new operators:


  • Forced population migration (Sztaln 2006): While in evolutionary computation much effort is is spent on diversity maintenance, in revolutionary computation it is important to counteract the damaging effects of diversity. Forced population migration moves whole parts of the population around in memory space, so as to counteract any dangerous clustering of similar individuals.
  • Continuous anti-elitism (Polpotte 2008): While standard revolutionary algorithms only cull the elite in the initialization phase, the radical scheme suggested by Polpotte eliminates the most-fit part of the population every generation. When no fitness differences can be discerned, which individuals to remove can be determined based on arbitrary factors.
  • Great leap mutation (Maocedong 2007): This modification of the basic scheme is particularly useful when the initial population has a very low average fitness. Here, the population is sorted into small "villages" and each village is told to accomplish its development goals on its own, including creating its own search operators.

More recently a newer generation of researchers have questioned some of the basic assumptions underlying revolutionary computation, such as the stable identity of individuals and the boundaries of the population array. The replacement of some parts of the population with others has been decried as a form colonialism. Revolutionary algorithms of the poststructuralist variety therefore eschew strict divisions between individuals and practice adding random variables to instruction pointers and array indexes. This naturally meets resistance from antiquated, orthonormative models of computation and operating systems. In this context, it is important to remember that "segmentation fault" is just a form of norm transgression.

In the end, those algorithms that are most efficient will win; society cannot afford substandard optimization. And in the same way as the success of evolutionary algorithms is predicated on the success of Darwinian evolution in nature, the success of revolutionary algorithms is predicated on the success of the ideologies and movements that they are modeled on.

(This post was inspired by discussions with Daan Wierstra, Mark Nelson, Spyros Samothrakis and probably others.)

Got Beat Again

What's going on everyone!?


Today for the #2019gameaday challenge I played a solo game of Carcassonne and although I didnt place last I didn't place first. You know what our good friend Ricky Bobby says about that. ;)

It was a close game until the last 3rd of the game I would say. But that doesn't stop it from being any less fun!

I don't know if I'll ever be sick of this game or not but I can assure you that it will not be any time in the foreseeable future,  lol.

As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

Populous II: Trials Of The Oympian Gods - Atari ST, Commodore Amiga & PC (MS-DOS) - 1991


If I were forced to list my top 10 favourite games of all it would be something of a struggle.  One title I can confidently say would be on there is Populous.  It was the game I spent most time playing in my Atari ST owning days and is still playable today.  Needless to say, I was very excited when the sequel was released back in 1991.  It received excellent reviews and I didn't baulk at paying for the 512k memory upgrade that was necessary to play the full version of the game.

As it turned out, Populous II: Trials of the Olympian Godswas something of a disappointment to me.  Although the graphics were more detailed than the original game, the colourful visuals were replaced with a drab palette.  The animation of the characters also seemed to take a hit by using less frames.  Finally, although there were many more acts of divine intervention, few appeared in every game and many weren't particularly effective.  If ever I needed a Populous fix it would be the original game I would load up.

If replaying retro games has taught me anything, it is that most are rarely as good as you remember them.  Replaying Populous II turned this premise on its head as this game is better than I recall.

The core gameplay is pretty much the same as the original - you play a god who must shape the landscape so your followers can build houses and produce more followers.  More followers means more mana which is used to unleash your godly powers against your rivals followers.  This time there is a story tacked onto the game.  You play the offspring of one of Zeus's encounters with a mortal woman.  Your goal is to defeat the olympian gods, and ultimately Zeus himself, to be allowed into the Pantheon atop Mount Olympus. 

Aside from the graphics, the main difference between Populous and Populous II are the number of divine acts.  There are now 29 effects split across 6 elements - People, Vegetation, Earth, Air, Fire and Water.  Most of the old effects are there with a few changes.  Swamp and Armageddon are much the same as they were in the original game.  Earthquake is a more powerful effect than it was as it splits open the ground and leaves cracks for your enemies to fall into.  The Volcano is much more devastating - it spews out lava and fire columns and leaves a large tract of uninhabitable land that takes a lot of time and effort to make usable.  The Flood effect has been replace by Tidal Wave which erodes low lying land.  Finally, Knights have been replaced by Heroes.
The destructive power of the volcano.

There are six heroes in all, one for each of the six elements portrayed in game.  Perseus from the people element is most like the knight from the first game.  He is the most intelligent of the heroes and is good at avoiding traps.   Using Adonis, the hero of vegetation, can be a double-edged sword.  After each combat he divides into two weaker heroes.  After a while you have a bunch of weak Adosis' getting killed and giving your opponent a big chunk of mana.  Heracles is double the strengh of the leader used to create him and, like all the heroes, is immune feats of the same element, such as earthquake.  Odysseus is the hero of air and is the fastest of all the heroes.  Achilles is the hero of fire and burns everything in his path.  Lastly, Helen of Troy is the most over-powered of the heroes.  She marches into enemy territory and causes any person she touches to blindly follow her.  The entranced followers cannot be controlled in any way.

Other interesting acts of god are baptismal fonts which change the alignment of a person falling into them.  There is a contagious plague (with an annoying sound effect)Infected followers and buildings make little contribution to mana and disintegrate if Armageddon is used.  You can lay down a fungus which abides by the rules of Conway's Game of LifeThe Forest feat creates trees.  This might not seem useful at first until you plant a bunch around the enemy buildings and start a forest fire.

Populous II also retains the creatures that occasionally wander across the level leaving an indiscriminate wave of destruction in their wake.

After each world you are awarded up to 5 lightning bolts.  These act as experience and can be used to give a boost to feats in any of your six elements.
Experience is doled out after each victory.
 
So, with all these new additions I should find Populous II: Trials of the Olympian Gods better than Populous, right?  Well, not in my case.  The first problem is there are 1,000 worlds to conquer - twice the number of the original game.  This is fair enough but it took a fair few hours and I got into the 200's before I suffered my first defeat.  This brings us to the second issue - you can no longer see the acts of god available to your rival. Had I known the enemy god had Helen of Troy available I would have changed my tactics, but the only powers I could muster were Raise/Lower Land and Move Papal Magnet.  I couldn't attack Helen of Troy as any person she touched would become enchanted.  As she was from the water elements I couldn't drown her.  All I could do was watch as my followers became entranced and my towns disappear.
Don't I know it.


In spite of the above flaws, Populous II: Trials of the Olympian Gods is better that I remember and rightfully deserves a place on my blogAs much as it has gone up in my estimation, I still prefer the first game.
This screen is shown before each world.  Unfortunately it does not show your opponents powers.