UNIVERSIDAD NACIONAL EXPERIMENTAL
"SIMÓN RODRÍGUEZ"
NÚCLEO PALO VERDE

CONTENIDO PROGRAMÁTICO

TEMA 1: GENERALIDADES.

1. DEFINICIÓN DE FINANZAS.
2. CONCEPTO DE FINANZAS INTERNACIONALES.
3. IMPORTANCIA DE LAS FINANZAS INTERNACIONALES.
4. NOMENCLATURA USADAS EN LAS FINANZAS INTERNACIONALES.
5. VALOR DE CAMBIO CON RESPECTO AL DÓLAR Y AL EURO.
6. TIPOS DE OPERACIONES INTERNACIONALES.
7. VENTAJAS Y DESVENTAJAS.

TEMA 2: BALANZA DE PAGOS.

1. CONCEPTO, CARACTERÍSTICAS, TIPOS DE CUENTAS.
2. REGISTRO DE LAS OPERACIONES CONTABLES.
3. PROBLEMAS EN EL REGISTRO DE LAS OPERACIONES EN LA BALANZA DE PAGOS.
4. ANÁLISIS DE LOS EFECTOS DE LA BALANZA DE PAGOS.
5. DESCRIPCIÓN DE LA BALANZA DE PAGOS EN VENEZUELA DESDE EL AÑO 2005 HASTA EL PRESENTE.

TEMA 3: SISTEMA MONETARIO INTERNACIONAL.

1. CONCEPTO DEL SISTEMA MONETARIO INTERNACIONAL.
2. SISTEMA PATRÓN ORO: DEFINICIÓN Y FUNCIONAMIENTO.
3. SISTEMA BRETÓN WOODS: CONCEPTO Y CARACTERÍSTICAS, COMPORTAMIENTO DESDE 1944 HASTA EL PRESENTE.
4. INSTITUCIONES FINANCIERAS INTERNACIONALES: FONDO MONETARIO INTERNACIONAL: SU CREACIÓN, FUNCIONES, TIPOS DE SERVICIO QUE PRESTA, ROL DE ESTOS ORGANISMOS A NIVEL GLOBAL EN LOS ÚLTIMOS AÑOS.
5. BANCO MUNDIAL: CREACIÓN, FUNCIONES, TIPOS DE SERVICIO QUE PRESTA Y ROL DE ESTE ORGANISMO MUNDIAL EN LOS ÚLTIMOS TIEMPOS HASTA EL PRESENTE.
6. BANCO INTERNACIONAL DE PAGO (COMPENSACIÓN): ACUERDO DE BASILEA: SU CREACIÓN, FUNCIONES Y TIPOS DE SERVICIO QUE PRESTA.
7. SISTEMA MONETARIO EUROPEO: CREACIÓN, ESTRUCTURA, FUNCIONES Y TIPOS DE SERVICIO QUE PRESTA.
8. LA MONEDA EURO: COTIZACIÓN, ESTRUCTURA (CANASTA DE VARIAS MONEDAS).
9. DERECHO ESPECIAL DE GIRO: CONCEPTO, FUNCIONES Y ESTRUCTURA.

TEMA 4: MERCADO CAMBIARIO.

1. CONCEPTO DE DIVISA.
2. MERCADO DE DIVISAS.
3. OPERACIONES DE CAMBIO EN EL MERCADO INTERNACIONAL.
4. TIPOS DE COTIZACIONES DE CAMBIO.
5. CONTRATOS A FUTURO (FORWARD): CONCEPTO, FUNCIONES Y TIPOS DE CONTRATOS.
6. SISTEMA CAMBIARIO DE BANDAS: DEFINICIÓN Y FUNCIONAMIENTO.
7. RIESGO CAMBIARIO: CONCEPTO, ELEMENTOS FUNDAMENTALES DEL RIESGO CAMBIARIO: POSICIÓN CORTA Y POSICIÓN LARGA, TIPOS DE RIESGOS DE CAMBIO: TRANSACCIÓN DE BALANCE Y ECONÓMICO, ENDEUDAMIENTO EMPRESARIAL EN MONEDA EXTRANJERA.
8. COMPORTAMIENTO DEL MERCADO CAMBIARIO EN VENEZUELA DESDE 2005 HASTA EL PRESENTE.

TEMA 5: MERCADO FINANCIERO INTERNACIONAL.

1. CONCEPTO Y FINALIDAD.
2. ESTRUCTURA DEL MERCADO FINANCIERO INTERNACIONAL.
3. TIPOS Y FUNCIONAMIENTO DE LOS CRÉDITOS INTERNACIONALES. (TRAER MODELO).
4. MERCADO DE EURODÓLARES: TIPOS Y FUNCIONAMIENTO (TRAER MODELO).
5. MERCADO INTERNACIONAL DE BONOS: CLASIFICACIÓN DEL MERCADO DE BONOS, ESTRUCTURA Y FUNCIONAMIENTO.
6. MERCADO DE EUROCRÉDITOS: ESTRUCTURA Y FUNCIONAMIENTO.

TEMA 6: FINANCIAMIENTO DEL COMERCIO INTERNACIONAL.

1. CONCEPTO Y FINALIDAD.
2. CARTA DE CRÉDITO: DEFINICIÓN, TIPOS, MODALIDADES, VENTAJAS Y DESVENTAJAS (TRAER MODELO).
3. COBRO DOCUMENTARIO: CONCEPTO Y TIPOS (TRAER MODELO).
4. ACEPTACIÓN BANCARIA: CONCEPTO Y TIPOS. (TRAER MODELO).
5. FACTORIZACIÓN: DEFINICIÓN Y TIPOS (TRAER MODELO).
6. FORFETIZACIÓN: CONCEPTO Y TIPOS (TRAER MODELO).
7. ARRENDAMIENTO INTERNACIONAL: CONCEPTO Y TIPOS (TRAER MODELO).
8. PERMUTA INTERNACIONAL: CONCEPTO Y TIPOS (TRAER MODELO).

TEMA 7: MERCADO BURSÁTIL INTERNACIONAL.

1. MERCADO WALL STREET (NEW YORK): FUNCIONAMIENTO Y TIPOS DE OPERACIONES.
2. MERCADO DEL ORO: FUNCIONAMIENTO Y TIPOS DE OPERACIONES.
3. DEUDA EXTERNA MUNDIAL: MERCADO DE LA DEUDA EXTERNA LATINOAMERICANA, TIPOS DE TÍTULOS QUE SE COTIZAN Y OPERACIONES; PLAN BRADY: CONCEPTO, VENTAJA Y DESVENTAJAS.
4. DEUDA EXTERNA VENEZOLANA: COMPORTAMIENTO DESDE 1983 HASTA NUESTROS DÍAS.
5. CLUB DE PARÍS: FUNCIONAMIENTO, VENTAJAS Y DESVENTAJAS.
6. MERCADO DE TÍTULOS ADR Y GDR: CONCEPTO Y FUNCIONAMIENTO DE ESTOS TÍTULOS.

TEMA 8: INVERSIÓN EXTERNA DIRECTA.

1. CONCEPTO.
2. EFECTOS DE LA INVERSIÓN EXTERNA DIRECTA EN LA BALANZA DE PAGOS EN EL PAÍS RECEPTOR Y DEL PAÍS INVERSOR.
3. LA EMPRESA MULTINACIONAL: DEFINICIÓN, CARACTERÍSTICAS, VENTAJA Y DESVENTAJAS DE SU INSTALACIÓN EN EL PAÍS.
4. FINANCIAMIENTO DE CASA MATRIZ A FILIAL Y VICEVERSA.
5. ASOCIACIONES ESTRATÉGICAS: CONCEPTO Y FUNCIONAMIENTO EN VENEZUELA (TRAER 02 MODELOS DE CASOS EN NUESTRO PAÍS).
6. COMPORTAMIENTO DE LA INVERSIÓN EXTRANJERA DIRECTA EN VENEZUELA DESDE 2005 HASTA NUESTROS DÍAS.

viernes, 20 de marzo de 2020

What I've Learned From Programming Languages

I just finished up learning about fourteen new programming languages, and while my head may still be spinning, I've been struck by one thing about learning new languages. Every single new language I learn teaches me something new and valuable about programming. Some languages reveal many new things because they happen to be the first language I've learned based on a new programming paradigm, and other languages may expose only one or two new ideas because they overlap quite a lot with languages I already know. Every language has shown me at least one new thing, though, so I thought I'd take a look back and pick out one thing learned from each language I've encountered. Some of these languages I've used extensively and others I've barely scratched the surface, so I may miss some great insights in the languages less well-known to me, but that's okay. There's still plenty to reflect on.

Word cloud of programming languages

Logo
Logo was my first programming language. Of all of the introductory programming concepts it taught me, the main thing I learned from Logo was how to give the computer instructions in order to accomplish a goal. What exactly did I need to type in to get that turtle to move the way I wanted it to? I had to be precise and not make any mistakes because the computer could only do exactly what it was told. When things went awry, I had no one or nothing to blame but myself.

QBasic
My programming journey really started with QBasic. As with Logo, I learned a ton of things from it because it was one of the first languages I learned, but since I'm going to pick only one thing, I'm going with fun. QBasic showed me that programming could be fun, and that I loved solving coding puzzles and writing basic arcade games in it. For me, QBasic was the gateway to the entire programming world and it was where the fun all began.

Pascal
Pascal was the first language I learned through study and coursework in high school. Of all the things I learned with Pascal, the one thing that stands out most in my memory is functions. Learning how variables and control structures worked came easily to me, but function declarations, definitions, and calls were the first programming abstraction that really stretched my mind. The fact that the argument names in the function call could be different than the parameter names in the function definition, as well as the rules surrounding function scoping all took time to full assimilate. It would not be the last time a programming concept would challenge my understanding, and every time it does, it inspires me to learn even more about programming.

C
The primary abstraction I learned in C was pointers, and with that comes memory allocation. Pointers are an extremely powerful, confusing, and dangerous tool. With them, you can write elegant, concise algorithms for all kinds of problems, and you'll come back to the code later and have no idea how it works. Most languages try to temper and wrap pointers in soft packaging so they can be used more easily and cause less damage. C leaves them raw and exposed so you can use them to their full potential, but you have to be careful to use them wisely or spend hours debugging segmentation faults (or worse).

C++
The first object-oriented language I learned was C++, so of course, the one thing I learned about was classes (and objects and methods and inheritance and polymorphism and encapsulation. This all counts as one thing, right? I won't even mention all of the other new things I learned in C++.) Object-oriented programming was a huge paradigm shift, and not just for me, but for all programmers. That shift came for me with C++, and it was an entirely new way to organize and structure programs. With OOP, programs could support more complexity with less code so we could all write bigger, buggier software. Yay!

Java
I'm trying to keep this list in roughly the order I learned languages, so Java is next. Java finally did away with manual memory management with the introduction of a garbage collector. I actually had to learn to not worry so much about memory, and that took some time after all the scars left by C and C++. Having the language and runtime handle memory allocation and deallocation was liberating and more than a little disconcerting. At the time computers were just getting enough memory to make this form of memory management possible, but now we don't even think twice about using garbage collected languages for most things. Ah, the luxury of 16GB of RAM.

MIPS Assembly
I was in college going down the technology stack while studying computer architecture, so I learned how to program in assembly language with MIPS. MIPS taught me many things, but let's focus on register allocation. All of those variables, arguments, parameters, addresses and constants have to be managed somewhere in the processor, and that place is the register file. Depending on the processor, you may have anywhere from 8 to 32 (or more) named registers to work with, and much of assembly programming is figuring out how to efficiently get all of the program values you need in and out of that register file to use it most efficiently. Programming in assembly dramatically increased my appreciation for compilers.

Verilog HDL
Even further down the technology stack from assembly language is the physical digital gates of the processor, made up of transistors. It turns out that there are a couple programming languages that describe them, and they are aptly named hardware description languages. Verilog is the one I learned first (VHDL is largely the same, just three times more verbose), and it taught me about fine-grained, massively parallel programming. It's the ultimate concurrent programming language because everything, and I mean everything, in a Verilog program happens at once. Every bit of every variable moves through its combinational logic at the same time. The only way to manage this colossal network of signals is with a clock and flip-flops to create a state of the machine that changes over synchronized time periods. It's an entirely different way to program, and it's programming how you want the hardware of a digital circuit to behave.

SKILL
SKILL was the first scripting language I learned, and it was a proprietary language embedded in the super-expensive semiconductor design software called Cadence. Little did I know at the time, but SKILL is also a Lisp dialect. I did not learn much about functional programming with SKILL because it allowed parentheses to be used like this: append(list1 list2) and statements could be delimited with semicolons. However, it still had car, cdr, and cons, and there were still plenty of parentheses. What I learned without realizing it was how to program using lists as the main data (and code) abstraction. It was a powerful way to extend the functionality of Cadence, and to program in general.

MATLAB
My first mathematical programming was done with MATLAB. The one thing above all else that I learned in MATLAB was how to program with matrices to do linear algebra, statistical analysis, and digital signal processing in code. The abstractions provided for doing this kind of computing were powerful and made solving these kinds of problems easy and elegant. (To be clear, the matrix code was elegant. The rest of it, not so much.)

LabView
Yes, I'm not ashamed to say I learned a graphical programming language. Well, maybe a little ashamed. LabView taught me that for certain kinds of programming problems, laying the program out like a circuit can actually be a reasonably clear and understandable way to solve the problem. These types of problems mostly involve interfacing with a lot of external hardware that generates signals that would make sense to lay out in a schematic. LabView also taught me that you can never get a monitor big enough to effectively program in LabView.

Objective-C
I explored iOS programming for a short time around iOS 4, and the thing that I really loved about Objective-C was the named parameters in functions. While it may seem to make function calls unnecessarily verbose, naming the parameters eliminates a lot of confusion and allows literals to be used much more often without sacrificing readability. It turns out to be a pleasantly descriptive way to write functions, and I found that it made code much more clear and understandable.

Ruby
There is so much to love about Ruby, but I'm limiting myself to one thing so for this exercise I'm going to go with code blocks. Being able to wrap up snippets of code to pass into functions so that it can be called by the function as needed is an incredibly awesome abstraction. Plus code blocks are closures, and that just increases their usefulness. I think code blocks are one of the most elegant and beautiful programming abstractions I've learned, and I still remember the giddy feeling I got the first time I grokked them.

JavaScript
JavaScript is the first prototypical language I learned. Programming with objects, but not classes, was a shocking experience. After spending so much time in OOP land, learning how to create objects from other objects and then change their parameters to suite the needs of the problem can be a powerful programming paradigm. There aren't that many different programming paradigms, so every chance to learn a new one is a valuable experience. It teaches you so much about entirely new ways to solve problems and organize your code.

CoffeeScript
I learned CoffeeScript in tandem with Ruby on Rails, since it's the default language used for coding front-end interfaces. With CoffeeScript, I learned about transpiling—the act of compiling one programming language into another instead of an assembly language. CoffeeScript is neither interpreted nor compiled into an assembly language, but instead it's compiled into JavaScript to run in the browser (or Node.js). Learning that you don't have to live with JavaScript's warts if you would rather transpile from another language was certainly eye opening, and pleasantly so.

Python
List comprehensions are to Python what code blocks are to Ruby. It's amazing how much you can express in a simple one line list comprehension. You can map. You can filter. You can process files. You can do much more than that, too. List comprehensions are an excellent feature, and they make Python programming exciting and fun. They are a scalpel, though, and not a chain saw. The best list comprehensions are neat little cuts in code. If you try to make one big one do everything you need to a list, it's going to get complicated and confusing real fast. List comprehensions are a precision tool that solves many kinds of little problems very well.

C#
When Microsoft designed C#, they tried to put everything in it. Then they kept adding more with each release of the language. Somehow through it all, they managed to make a fairly decent and usable language with some nice features. One of the best features that was new to me is delegates. A delegate is basically a special-purpose list of function pointers. Classes can add one of their functions to the delegate of another class. Then the class that has the delegate can call all of the functions attached to the delegate when certain things happen, like when a button in a UI is clicked, for example. This abstraction turns out to be exactly what's needed to make GUI programming elegant and clean. It not only works for the UI, but for all of the different asynchronous events happening in a GUI program.

Scheme
My first experience with a functional language that I knew was a functional language was with Scheme. Learning how powerful functional programming can be was another eye-opening experience, as learning any new programming paradigm can be. Part of what makes functional programming so expressive is how natural it is to use recursion to solve problems. Recursion is used in Scheme like pointers are used in C. It's the other fundamental programming abstraction.

Io
We have finally gotten to the latest languages I learned in quick succession with the 7 in 7 books. Io is the second prototypical language I've encountered, and while it is much simpler than JavaScript, it seems much more flexible as well. I learned that pretty much the behavior of the entire language is controlled by the functions in certain slots of an object, and these slots can be changed to completely change the behavior of the language, add new syntax, and create custom DSLs on the fly. It's incredibly powerful and, well, scary. The ability to change so much about a language while your program is running is fascinating.

Prolog
So far we have procedural, object-oriented, prototypical, and functional programming paradigms. Prolog introduces another one: logic programming. In logic programming you don't so much write a program to solve a problem as you write facts and rules that describe the problem and have the computer search for the solution. It's an entirely different way to program, and when this paradigm fits the problem well, it feels like magic. The fundamental abstraction that you learn in logic programming is pattern matching, where you write rules that include variables and both sides of each rule need to match up. There is no assignment in the normal sense, though, and one program can generate multiple solutions because multiple combinations of values are attempted for the set of variables. Prolog will definitely change the way you think about programming.

Scala
The one thing to learn with Scala is concurrency done well with actors and messages. Actors can be defined with message loops to receive and process messages, and they can be spawned as separate threads. Then, threads can send messages to these actors to do work concurrently. The actor model of concurrency is a lot safer than many of the models that came before it, and it will help programmers develop much more stable concurrent programs to utilize all of those extra cores we now have available in modern processors.

Erlang
If Scala taught me something about concurrency, Erlang taught me how to take concurrency to the extreme. With Erlang, concurrency is the normal way of doing things, and instead of threads, it uses lightweight processes. These processes are so easy to start up, and the VM is so rock solid, that it's actually easier to let processes fail when they encounter an error and start a new one instead. The mantra with Erlang is actually "Let it crash," which was simply shocking to me. After learning for decades to write careful error-checking code, seeing code with sparse error checking that instead monitored processes and restarted them if they failed was a big change. It's a fascinating concept.

Clojure
One of the Clojure features that stood out to me was lazy evaluation. With the addition of a number of constructs, Clojure is able to delay computation on sequences (a.k.a lists) until the result of the computation is needed. These lazy sequences can significantly improve performance for code that would otherwise compute huge lists of values that may not all be used in subsequent calculations. Generators can also be easily set up that will feed values to a consumer as needed without having to precompute them or specify an end to the sequence of values. It's a great trick to keep in mind for optimizing algorithms.

Haskell
The big take-away with Haskell is, of course, the type system. It's the most precise, well-done type system I've ever seen, yet it's not as onerous as it sounds because it leverages type inference. I was worried when starting out with Haskell that I would constantly be fighting the type system, but that's not at all the case. It still takes some time to design the types of a program properly, but once that's done it provides great structure and support for the rest of the program. I especially learned from this experience to not write off a certain way of programming just because I've gotten burned by it in the past with other languages. One language's weakness can be another language's strength, and a perceived weakness may not be inherent to the feature itself.

Lua
With Lua I learned that if one fundamental abstraction is made powerful enough, you can make the language be whatever you want it to be. Lua's tables provide that abstraction, and depending on how you use them, you can program as if Lua is an OO language, a prototypical language, or a functional language. You can also ignore all of that and use it as a procedural language if you so choose. The tables allow for all of these options and leave the power in the hands of the programmer.

Factor
The final programming paradigm I've learned happened through Factor, and it's stack-based programming, also known as concatenative programming because of the post-fix style of the code. Because of the global stack on which all values are pushed and popped (well, almost all), the stack needs to be constantly kept in mind when analyzing the code. This concept is mind-bending. I'm sure it gets better with practice, but for how long I've used the language, it's a significant mental effort to keep program execution straight. However, some problems can be solved so neatly with stacks that it's definitely worth keeping this paradigm in mind. Stacks can be used in any language!

Elm
Elm taught me another way to do UI development with signals. While C# introduced me to delegates with their PubSub model, signals are a finer-grained, more tightly integrated feature that makes front-end browser development so much cleaner. Signals can be set up to change state, to kick off tasks or other processing, or to chain different actions together when specified events happen. Signals take delegates to the next level, and provide a lot of functionality that you'd have to build yourself with delegates.

Elixir
Elixir combines a lot of things from a lot of other languages, but one thing not covered yet that I learned in Elixir is metaprogramming with macros. Macros are an extremely powerful tool for compacting programs and making difficult or tedious problems much simpler. Any time you're repeating similar code over and over, it's best to start thinking of how to implement it more quickly and efficiently using a macro. Spending any amount of time copy-pasting code and making slight changes is a dead giveaway that a macro could be used instead. Metaprogramming has a way of wringing the drudgery out of programming. It's simply magical.

Julia
The killer feature that I learned in Julia is definitely multiple dispatch. While other languages have to deal with calling the same function with different types in various convoluted ways, Julia says "Screw it. Just give all of those functions the same name with different types, and I'll figure it out." It's a great feature when you need it, and since Julia is built for scientific computing, it probably comes up a lot.

miniKanren
I've learned about how great logic programming can be for certain types of problems, and I've learned how great functional programming can be for other types of problems. Now miniKanren has shown me how powerful it is to combine these two paradigms into one language. Since logic programming works well for isolated logic problems, but doesn't do so well for implementing a complete program, putting it into a functional language bridges that gap so that you can create a fully working program. Having Clojure there to provide the input and process the output of the logic program really ups the ante for what can be accomplished in miniKanren.

Idris
Idris takes the powerful type system of Haskell and turns it up a notch. The novelty of Idris' type system is dependent types that allow types to be specified in relation to other types using characteristics of those other types and operations. It's basically making the type system programmable. Types can be specified so that arrays have a certain length, the output of a function has the same length or combination of lengths of its inputs, or any other set of operations can be done on characteristics of a function's types to specify the dependent type. It is a really powerful type system that stretched my mind even more than Haskell did.


As you can see, I've come in contact with a lot of languages. It looks like 31 so far, if I haven't forgotten any, and I've learned something valuable from each one of them. Some languages have taught me much more than others simply because of where they fell on my programming journey, but old or new, popular or unknown, every language has something to teach. While this is a lot of languages, there are notable omissions including Go, Rust, Swift, and Kotlin, just off the top of my head. I imagine that those languages, too, would have much to teach me about new programming features or improvements to concepts I already know. That's the beauty of learning new programming languages: there's always something more to learn about the craft. You just have to be ready for it.

jueves, 19 de marzo de 2020

Company Of Heroes Free Download

Company of Heroes - is a 2006 real-time strategy video game developed by Relic Entertainment and published by THQ for the Microsoft Windows and macOS. It was the first title to make use of the Games for Windows label.


Company of Heroes: Complete Pack is a compilation of Company of Heroes for Steam, plus the two standalone expansion packs Company of Heroes: Opposing Fronts and Company of Heroes: Tales of Valor. All three were developed by Relic Entertainment and published by THQ and Sega took over as publisher after they bought the developer in 2013. This compilation replaces Company of Heroes: Gold, which included only the main game and Opposing Fronts. Delivering a marvelous and visceral WWII gaming experience.
1. FEATURES OF THE GAME

Environmental Strategy destroy anything and reshape the battlefield use buildings and terrain to your advantage.
Stunning Visuals Relic's next generation cutting-edge Engine provides graphic quality and a physics driven world.
Real-time physics & completely Destructible Environment guarantee no two Battles ever play out in the same way.
New Advanced AI brings your Soldiers to life as they interact with the changing environment take cover and more.
Company of Heroes: Epic Cinematic Single Player Experience that captures the Turmoil of WWII, as never before.

Game is updated to latest version
▪ Company of Heroes: Complete Edition - Company of Heroes
▪ Company of Heroes: Complete Edition - Tales of Valor
▪ Company of Heroes: Complete Edition - Opposing Fronts
▪ Company of Heroes: Complete Edition - Soundtrack Compilation

2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

COMPANY OF HEROES DOWNLOAD LINKS
http://pasted.co/af29b5ae
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ Once the download has been finished or completed, locate or go to that file.
➤ To open .iso file, use PowerISO and run the setup as admin then install the game on your PC.
➤ Once the installation process is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Temporarily disable your Antivirus or Windows Defender to avoid file corruption & false positive detections.













5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
Operating System: Microsoft Windows 10 | Windows 8.1 | Windows 8 | Windows 7 | XP
Processor: 2.0 Ghz Intel Pentium IV or equivalent or AMD Athlon XP or equivalent
Memory: at least 1GB System RAM
Hard Disk Space: 20GB free HDD Space
Video Card: DirectX 9.0c compatible 64MB video card with Pixel Shader 1.1 support
Supported Language: English, French, Italian, German, Spanish, Polish, Czech, Korean, Japanese, and Traditional Chinese language are available and supported for this video game.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

Vegan On A Desert Island Wants To Become An Ironic Masterpiece


For the first time I heard of Vegan on a Desert Island I assumed it was some kind of bad joke, and frankly this impression lasted with me for a while. However, through some amazing persistence and determination from the developers, this upcoming title is slowly capturing the hearts of the libre development community through sheer charm and wits.

Determination might really be the key word here; lead developer Alex Gleason claims he's set out to answer one of humanity's most sought after existential questions: "What would a vegan do if stranded on a desert island?"

Taking it from there, the game promises action, puzzle solving, and more drama and plot twists you can (literally) shake a stick at, because everyone knows that the best way of getting answers for some real world problems is through the semblance of a Zelda-like RPG.

Yes, you read it right, this game will be an action RPG at its core, and this should come at no surprise; after all, Vegan on a Desert Island is being developed with the Solarus engine under its hood, meaning we can expect some solid Zelda-like mechanics to go along with the formula.

We have all been there.

The game is also notorious for using a considerable amount of recycled Creative Commons artwork sourced from Open Game Art. Notably its level assets are almost entirely consisting of the Zoria Tileset, which has been ported to Solarus since the last major release. All unique art crafted exclusively for the game will also be licensed under Creative Commons.

While the game hasn't yet seen an initial demo build, it attracted considerable attention (and laughs) after a short presentation by Gleason himself on Libre Planet, last March. The effort and dedication being put forward to sell a seemingly absurd concept have it stand out of the crowd, and for that, it deserves much needed credit. As for the rest of the game, it will remain a mystery for the time being, unless, of course, you wish to go ahead and compile one of their source packages.

A release is estimated for later this year, although no fixed dates have been presented yet. So let's hope this one turns out to be worth the wait, unlike most vegan food.

Code license: GPLv3
Assets license: CC-BY-SA 4.0

Playing Some Guild Ball

Once our local Scrum (month long Steamroller) has finished, I kind of got sucked into Guild Ball again.  This is a fairly odd development, partially because I haven't played the game in roughly 7 months.  Back in July of last year I had to stop all miniature gaming to help my wife through the end of the pregnancy and then birth of my youngest daughter, but before that happened I was a bit upset at the way Guild Ball was played because of how imbalanced things were.

Of course when I stopped gaming, Steamforged released an Errata in July that largely fixed a lot of the problems, and while I was raring to get back into Trolls as soon as I could start gaming again, a few things pulled me into playing Guild Ball and I've really been loving the game all over again.  I figure I'll go through what that was, as well as some of the things I really like about the game in general.

Pulling Me Back In

During the same month of our Warmachine Scrum, a Guild Ball Scrum was also being run, with some playing in both games.  This was handled as promotional event that would allow players who played to get a Lucky model. Since my first team was Brewers and my friend Brian has no intention of playing Masons or Brewers, he was kind enough to give me the model.

Lucky is my first PVC model and Steamforged is making all new teams come in very cheap $50 boxes with 6 PVC models that require no assembly, plus some extra terrain.  They also recently changed the Official Play Document to say that you can now use unpainted PVC models in their tournaments. While I'm pretty good at modeling, it's not really my favorite thing to do, so this kind of setup seems great to me, it's also a great value for starting a new guild.

Another old friend of mine, Kevin plays mini games off and on, but he's not a modeler or painter, so this PVC setup is perfect for him.  After talking about it and him watching us play at the local shop  Kevin ended up buying the Kick Off set which has to be one of the best values in miniature gaming at the moment.

Since he was free to come over on Friday's when my wife would get a girls night out, I could strap my youngest to my chest, have my oldest help roll dice, and get some extra games in each week!  I effectively became Kevin's unofficial Pundit, teaching him the game.


Since I already played Brewers and they're considered a lower tier team, myself and others recommended Kevin start with the Kick Off Masons, which is actually quite a strong team. 

Since then I've basically spent the last three weeks playing only Guild Ball with my gaming night out and then again on Friday's while my wife has her girls night out.  I've gotten double the games in for nearly a month now!

I'm actually good friends with Paul who runs the My Life With Dice YouTube Channel and you can see me play my first game of Pin Vice ever, and my first engineers game in 6+ Months:




Please note, I'm extremely rusty here - many mistakes were made.

Since then, I've been playing some Brewers, Engineers, and I've purchased the last few models to flesh out my Union - getting something akin to Guild A.D.D.

Hobby

One of the nicest thing about Guild Ball is the fact that it's a small model count game that has as much intensity as larger miniature games.  Small model counts plus the fact that you're really only ever painting a model once (ie. no units with duplicate models), it's so easy to get a fully painted force.  This has triggered a kind of OCD for me to immediately paint my Guild Ball models within a few days of purchase.

I'm not a good painter by a long shot, but I truly enjoy playing with fully painted forces, and that's hardly ever the case when I play Warmachine (or when I played 40k or Fantasy).  As such, I really like how achievable it is to play fully painted in Guild Ball.

The game is also nice that you are encouraged to build an optional goal post for your teams that can let you flex your hobby muscles if you wanted. I was excited to finally use my old Bugman's model from Warhammer Fantasy, mostly because it enabled me to put a beautiful Dwarf model I love on the table and actually have it be fun (Dwarfs were miserable to play with and against back in Fantasy). He makes a great Brewers goal post.



My Guilds

The game is also sort of dangerous since it's really not expensive to get into a guild at all, and that was back when everything was metal and starters only came with 3 models.  I started with Brewers with a few Union models added slowly over time, then got a very different team in Engineers to play a more goal scoring game, and then it was "only two more models" (Captain and Mascot) to make a fledgling Union team.

Coming back into the game in the last month, I elected to buy the last few models I wanted to flesh out my Union with Grace and Benediction and getting a captain I'm very excited to play in Blackheart.  Since Brewers are more of a Take-Out team, and Engineers a more Goal-Scoring Football team, the prospect of playing an all 2" Melee team lead by Blackheart that can adapt to whichever game plan I want, but easily do 2 Goals - 2 Take Outs to win is very appealing to me.



Brewers

Engineers

Union
As it is, every model I own besides Lucky is metal, and after assembling the new Grace and Benediction models, I really am looking forward to when I can just buy PVC models from here on out.

Gaming Nirvana

Out of all the options I have to play with in Guild Ball at the moment, I'm spoiled for choice and I'm liking the way things are going. Apparently the game still has some balance issues with Thresher and Farmers, and Corsair Fishermen are still a bugbear in the meta - but supposedly an errata is coming soon.  I've not played against either of those things yet though, and I'm not good enough to expect to win against competitive players so I just look forward to playing and learning in the near term.

Plus with my Hooch Hauler finally arriving, and with two local players getting the new God Tear early access/beta set, I've got a LOT of really interesting gaming time coming up in the weeks and months ahead.

I hope to put up some more content for each of the games I'm playing shortly.

miércoles, 18 de marzo de 2020

Líneas ICO 2020

Líneas ICO renovadas para 2020

 
 

CONDICIONES

• Hasta 12,5 millones de euros por empresa.

• Plazo de amortización de hasta 20 años.

• Tipos de interés desde el 2,346%.

 
 

PARA

• Todo tipo de empresa, autónomos y emprendedores.

• Necesidades de inversión o liquidez.

• Dentro del territorio nacional.

 
 

Analizamos tu caso sin compromiso.

Consigue tu informe gratuito de evaluación previa.

 
Déjanos tus datos y te llamamos
 

Si lo prefieres puedes llamarnos al
981 90 49 49
(de lunes a viernes de 9 a 16 horas)

lunes, 16 de marzo de 2020

Board Game Support Group


Carl: Hello everyone, please welcome Gary to the group. He could use our support.

Group: Hi Gary!

Gary: Like all of you, I buy too many board games. They're sitting in shrink wrap on shelves.

Group: Nodding approval.

Gary: But I'm mostly trying to sell them to you folks, as a retailer.

Group: Disapproving grumbling.

Gary: But often at a discount, because they sell like crap.

Group: Murmuring with approval.

Gary: You see, as someone whose mostly a role player, I tend to buy board games that interest me. Really complex stuff that makes my brain tingle. But I don't play them. As my friend Jay says, a good day board gaming is still not as good as a bad day role playing. You know, like the sex and pizza metaphor.

Group: Angry grumbling. Several female hands go up.

Vijay: They can't all sell badly, what about Terraforming Mars with its eight point four on bee gee gee?

Gary: Yes, Vijay, even Terraforming Mars with its eight point four. Where did you buy your copy Vijay?

Vijay? (Sheepish) Amazon.

Gary: Yes, Amazon. You don't need me and I shouldn't be catering to you.

Carl: I bought my Terraforming Mars at your store!

Gary: Oh, when was that Carl?

Carl: At your Black Friday Sale.

Gary: Right, on clearance. *cough* vulture *cough*

Carl: What was that?

Gary: Anyway, this is my first day vowing to order games only for our casual customers, the ones who actually buy from us. People who allow us to sell them games through our demos and our enthusiasm.

Carl: So no more high concept bee gee gee picks?

Gary: No Carl, no more complex board games. Which even at their best, aren't as good as a bad night of D&D. Or you know, sex and pizza.

Financiación sin bancos

Líneas no bancarias para Pymes

 

Préstamos de fondos de inversión

Operaciones sin avales ni garantías a partir de 500.000 euros y hasta 15 millones. Periodos de amortización de hasta 7 años con un máximo de 4 de carencia.

Crowdlending

Préstamo en masa que no lleva asociados otros productos, no computa en Cirbe y no exige que se perpetúe la relación prestamista/prestatario.

Pagarés corporativos

Para empresas en crecimiento. Producto muy flexible que actúa como reserva de tesorería y permite regular desfases puntuales.

Leaseback y Rentback

Venta y posterior arrendamiento financiero de inmovilizado material. Condiciones (plazos y costes) muy favorables y ventajas fiscales.

Renting y Leasing

Líneas óptimas para la inversión en maquinaria. Aunque tanto el Renting como el Leasing se verán reflejados en el pasivo de la empresa, el Renting no computará en Cirbe.

Factoring y otras líneas de descuento

Adelanto de derechos de cobro (pagarés, facturas, recibos, contratos...) propiedad de la empresa para reducir las diferencias temporarias entre cobros y pagos y disponer de liquidez.

Si quieres saber más, analizamos tu caso sin compromiso...

 
Déjanos tus datos y te llamamos
 

Si lo prefieres puedes llamarnos al
981 90 49 49
(de lunes a viernes de 9 a 16 horas)

domingo, 15 de marzo de 2020

Anthem | Preview, Release Date, Gameplay, News, & More...


anthem gameplay, anthem ps4, anthem review, anthem bioware, anthem ea, anthem game

Anthem | Preview, Release date, Gameplay, News, & more...

Anthem is the following huge IP from Bioware, the makers of the Mass Effect and Dragon Age series. First revealed at E3 2017, the epic science fiction RPG expects to unite single-player, multiplayer, shooting, and RPG components in a comparative vein to Bungie's Destiny franchise — yet from a third-individual point of view. 
Pro-GamersArena has compiled everything you need to know about the upcoming BioWare's 'Anthem' including all the latest news, release date, gameplay and more...


Quick Facts:

  • Initial release date: 22 February 2019
  • Developer: BioWare
  • Engine: Frostbite 3
  • Platforms: PlayStation 4, Xbox One, Microsoft Windows.



Anthem: Releasing On 22 February 2019.



Anthem has officially been deferred to 2019 to prepare for Battlefield 5 in October 2018. The upcoming RPG will now release for PS4, Xbox One and PC on February 22nd, 2019, or, in other words previously the March 2019 release date EA proposed the game would have in a recent earnings report.


Anthem: What is it about?


Anthem's story includes antiquated mythical Gods and a wellspring of fantastic power called the Anthem. What that really is indistinct yet was utilized by the long-missing Gods (aliens?) to make the planet the game happens on, however then left or vanished before it was done. Quick forward to the future and the Anthem's as yet dynamic, making, transforming and defiling life and by and large botching up the planet. You play the job of a Freelancer; a courageous gathering that goes about as humankind's watchmen and scouts past the divider in Iron Man-like suits of reinforcement, known as Javelins.




Anthem: Gameplay Impression







Any individual who's come into contact with Anthem has had their socks knocked off. Each trailer and gameplay exhibit has been unimaginably great. 

Our principle takes a gander at Anthem gameplay so far originates from the first E3 uncover. You can watch that above, however, the fundamental take away is that it's a community science fiction shooter where up to four players play the job of 'Freelancers,' utilizing profoundly upgradable and customizable "Javelin" exosuits to investigate an alien world. Anthem gameplay hopes to take a great deal of prompts from Destiny, with its attention on overcoming adversaries and taking missions to discover better rigging to get to better missions to show signs of improvement adapt... and so on.




Anthem: Javelin Classes?


Your decision of Javelin exosuit will characterize your Anthem diversion class. There are four composes which, from left to up there, are known as the Ranger, Colossus, Storm and Interceptor. You can swap unreservedly between any you may have, and a decent group is tied in with adjusting their capacities.

Ranger - Described by Bioware as "the everyman's Javelin'. This is fundamentally the default suit prescribed for when you don't generally recognize what you're going up against. It has "a pleasant parity", as per amusement chief Jon Warner: "it is very brave, some great capability, it has a fascinating scuffle strike. It's a decent all-rounder." 


Colossus - Unsurprisingly this is a tank alternative, with a substantial shield, rather than an avoid, that can assimilate a lot of harm. It additionally has an unbelievable level mortar which makes it great at ran harm, and there's a railgun too. 


Interceptor - This is as yet one suit we don't have the foggiest idea about that much about. It's quick and softly defensively covered with "ground-breaking cutting edges and a full suite of pulverizing capacities" that clearly implies it "exceeds expectations at getting in near perpetrate harm and debilitate its adversaries, at that point dashing without end before they can respond". We're getting a sort of assassin/rogue vibe from that.


Storm - This is pretty much the enchantment class with an emphasis on natural assaults that apply status impacts. So it's less about managing harm and more about setting up help for the group with buffs and debuffs. It's light on reinforcement, however, gives you a shield when you're noticeable all around. 




Anthem: Trailers







So the above one is the official trailer launched by anthem games four months earlier.

Recently Anthem released another gameplay where you get to know about the games features, story. 




Anthem: Latest News

Anthem's creative chief, Jonathan Warner, has uncovered that Bioware is getting a charge out of taking a shot at gameplay over the account 

"It's critical to us that we make immersive universes, where you can have the friendship, and where you get the chance to be the hero of your own story," he told the magazine. 


"I think those components are especially unblemished with Anthem. We're adding things to it, we're including these fascinating social narrating components to it. Yet, those minutes, that camaraderie and solid characters, those are particularly there."


Drew Karpyshyn's Departs from BioWare: 

BioWare lead author and long-lasting veteran of the advancement studio, Drew Karpyshyn, has declared his takeoff from BioWare by and by. 

The exceptionally respected author has left to center around different activities for the studio Fogbank Entertainment. 


"Please don't email me asking for more information about why I'm leaving – there is no dirty laundry I'm just waiting to air," composed Karpyshyn in a blog. "And please don't ask about any BioWare projects I've been working on – just because I've left BioWare doesn't mean I'm going to start blabbing all their secrets."