Counter Strike 1.6 – Psycho Training
Counter Strike 1.6 – Psycho Training
Download this Counter Strike 1.6 – Click Here
– Latest version of the Engine-a (220.127.116.11/18.104.22.168 Jun 15 2009 build 4554)
– Support of the 2nd protocol (48 + 47) Client
– Players can enter in the 2 types of servers with protocol 47/48
– Support of the 2nd Protocol of doing server (48 + 47) Server
– Fully working search of game servers (Setti Master)
– Support for sXe Injected
– Added latest CZ bots.
– Works under Vista / Windows 7 (Run as admin)
– Ready to play on LAN and the Internet
– Added last update revEmu (v9.8.1 R4) (automatically generated STEAM_ID)
– Working HLTV
– Add Half-Life (only game on the Internet)
– Removed all maps of Half-Life
– Support of writing in Cyrillic (unicode input)
– Removed all ads during the game
– Added more commands commandmenu
– Changed background
– Submitted fashion ESL GUI 1.15.3
– Nothing touched in player models, sounds, etc.
Because of their nature, cards are well suited for abstract games, as opposed to the simulation aspects of wargames. Traditional card games are not considered wargames even when nominally about the same subject (such as the game War).
An early card wargame would be Nuclear War, a ‘tongue-in-cheek game of the end of the world’, first published in 1966 and still published today by Flying Buffalo. It does not simulate how any actual nuclear exchange would happen, but it is still structured unlike most card games because of the way it deals with its subject.
In the late 1970s Battleline Publications (a board wargame company) produced two card games, Naval War and Armor Supremacy. The first was fairly popular in wargaming circles, and is a light system of naval combat, though again not depicting any ‘real’ situation (players may operate ships from opposing navies side-by-side). Armor Supremacy was not as successful, but is a look at the constant design and development of new types of tanks during World War II.
The most successful card wargame (as a card game and as a wargame) would almost certainly be Up Front, a card game about tactical combat in World War II published by Avalon Hill in 1983. The abstractness is harnessed in the game by having the deck produce random terrain, and chances to fire, and the like, simulating uncertainty as to the local conditions (nature of the terrain, etc.).
Dan Verssen Games is a specialist designer and publisher of card games for several genres, including air combat and World War II and Modern land combat.
Also, card driven games (CDGs), first introduced in 1993, use a deck of (custom) cards to drive most elements of the game, such as unit movement (activation) and random events. These are, however, distinctly board games, the deck is merely one of the most important elements of the game
As in all aspects of modern life, personal computers have had a profound impact on wargaming. Computers allow gamers separated by many miles to play a game. They also handle many of the tedious aspects of wargaming, such as highly technical rules and record keeping. Finally, with the development of artificial intelligence, computers can actually serve as opponents, and thus provide opportunities for solitaire gaming.
In the video game industry, “wargames” are considered a subgenre of strategy game that emphasizes strategic or tactical warfare on a map. These wargames generally take one of four archetypal forms, depending on whether the game is turn-based or real-time and whether the game’s focus is upon military strategy or tactics.
Many contemporary computer strategy games can be considered wargames, in the sense that they are a simulation of warfare on some level. The mechanics and language have little in common with board and miniature games, but the general subject matter is popular. That said, most war-themed computer and video games are generally not considered wargames by the wargaming hobby. This usually occurs because of the perception that slavish attention to ‘realism’ will cause a game to be rejected as ‘uninteresting’ or boring by the mass-market. Therefore, the mass-market video games tend to be easier to get into, and quick to play. However, not all video games are equally unrealistic, as successful games such as the Total War and Hearts of Iron game series are historically based.
On the other hand, many video games include fog of war, meaning that what is visible on the map is limited to what is within a certain range of the player’s units. This is a feature often talked about in traditional wargames, but traditionally impractical to implement outside of a computer.
In the recent years, programs have been developed for computer-assisted gaming as regards to wargaming. Two different categories can be distinguished: local computer assisted wargames and remote computer assisted wargames.
Local computer assisted wargames are mostly not designed toward recreating the battlefield inside computer memory, but employing the computer to play the role of game master by storing game rules and unit characteristics, tracking unit status and positions or distances, animating the game with sounds and voice and resolving combat. Flow of play is simple: each turn, the units come up in a random order. Therefore, the more units an opponent has, the more chance he will be selected for the next turn. When a unit comes up, the commander specifies an order and if offensive action is being taken, a target, along with details about distance. The results of the order, base move distance and effect to target, are reported, and the unit is moved on the tabletop. All distance relationships are tracked on the tabletop. All record-keeping is tracked by the computer.
Remote computer assisted wargames can be considered as extensions to the concept of PBEM gaming, however the presentation and actual capabilities are completely different. They have been designed to replicate the look and feel of existing board or miniatures wargames on the computer. The map and counters are presented to the user who can then manipulate these, more-or-less as if he were playing the physical game, and send a saved file off to his opponent, who can review what has been done without having to duplicate everything on his physical set-up of the game, and respond. Some allow for both players to get on-line and see each other’s moves in real-time.
These systems are generally set up so that while one can play the game, the program has no knowledge of the rules, and cannot enforce them. The human players must have a knowledge of the rules themselves. The idea is to promote the playing of the games (by making play against a remote opponent easier), while supporting the industry (and reducing copyright issues) by ensuring that the players have access to the actual physical game.
The four main programs that can be used to play a number of games each are Aide de Camp, Cyberboard, Vassal and ZunTzu. Aide de Camp is available for purchase, while the other three are offered free. Vassal is in turn an outgrowth of the VASL (Virtual ASL) project, and uses Java, making it accessible to any computer that can run a modern JVM, while the other three are Microsoft Windows programs.
The Iroquois League of Nations or “People of the Long House”, based in present-day upstate and western New York, had a confederacy model from the mid-15th century. It has been suggested that their culture contributed to political thinking during the development of the later United States government. Their system of affiliation was a kind of federation, different from the strong, centralized European monarchies.
Leadership was restricted to a group of 50 sachem chiefs, each representing one clan within a tribe. The Oneida and Mohawk people had nine seats each; the Onondagas held fourteen; the Cayuga had ten seats; and the Seneca had eight. Representation was not based on population numbers, as the Seneca tribe greatly outnumbered the others. When a sachem chief died, his successor was chosen by the senior woman of his tribe in consultation with other female members of the clan; property and hereditary leadership were passed matrilineally. Decisions were not made through voting but through consensus decision making, with each sachem chief holding theoretical veto power. The Onondaga were the “firekeepers”, responsible for raising topics to be discussed. They occupied one side of a three-sided fire (the Mohawk and Seneca sat on one side of the fire, the Oneida and Cayuga sat on the third side.)
Elizabeth Tooker, an anthropologist, has said that it was unlikely the US founding fathers were inspired by the confederacy, as it bears little resemblance to the system of governance adopted in the United States. For example, it is based on inherited rather than elected leadership, selected by female members of the tribes, consensus decision-making regardless of population size of the tribes, and a single group capable of bringing matters before the legislative body.
Long-distance trading did not prevent warfare and displacement among the indigenous peoples, and their oral histories tell of numerous migrations to the historic territories where Europeans encountered them. The Iroquois invaded and attacked tribes in the Ohio River area of present-day Kentucky and claimed the hunting grounds. Historians have placed these events as occurring as early as the 13th century, or in the 17th century Beaver Wars.
Through warfare, the Iroquois drove several tribes to migrate west to what became known as their historically traditional lands west of the Mississippi River. Tribes originating in the Ohio Valley who moved west included the Osage, Kaw, Ponca and Omaha people. By the mid-17th century, they had resettled in their historical lands in present-day Kansas, Nebraska, Arkansas and Oklahoma. The Osage warred with Caddo-speaking Native Americans, displacing them in turn by the mid-18th century and dominating their new historical territories.
ative development in Hawaii begins with the settlement of Polynesians between 1st century to 10th century. Around 1200 AD Tahitian explorers found and began settling the area as well. This became the rise of the Hawaiian civilization and would be separated from the rest of the world for another 500 years until the arrival of the British. Europeans under the British explorer Captain James Cook arrived in the Hawaiian Islands in 1778. Within five years of contact, European military technology would help Kamehameha I conquer most of the people, and eventually unify the islands for the first time; establishing the Kingdom of Hawaii.
The strip of land along the eastern seacoast was settled primarily by English colonists in the 17th century along with much smaller numbers of Dutch and Swedes. Colonial America was defined by a severe labor shortage that employed forms of unfree labor such as slavery and indentured servitude and by a British policy of benign neglect (salutary neglect). Over half of all European immigrants to Colonial America arrived as indentured servants. Salutary neglect permitted the development of an American spirit distinct from that of its European founders.
The first successful English colony, Jamestown, was established in 1607 on the James River in Virginia. Jamestown languished for decades until a new wave of settlers arrived in the late 17th century and established commercial agriculture based on tobacco. Between the late 1610s and the Revolution, the British shipped an estimated 50,000 convicts to their American colonies. A severe instance of conflict was the 1622 Powhatan uprising in Virginia in which Native Americans killed hundreds of English settlers. The largest conflicts between Native Americans and English settlers in the 17th century were King Philip’s War in New England and the Yamasee War in South Carolina.
The Indian massacre of Jamestown settlers in 1622. Soon the colonists in the South feared all natives as enemies.
New England was initially settled primarily by Puritans. The Pilgrims established a settlement in 1620 at Plymouth Colony, which was followed by the establishment of the Massachusetts Bay Colony in 1630. The Middle Colonies, consisting of the present-day states of New York, New Jersey, Pennsylvania, and Delaware, were characterized by a large degree of diversity. The first attempted English settlement south of Virginia was the Province of Carolina, with Georgia Colony – the last of the Thirteen Colonies – established in 1733
The colonies were characterized by religious diversity, with many Congregationalists in New England, German and Dutch Reformed in the Middle Colonies, Catholics in Maryland, and Scots-Irish Presbyterians on the frontier. Sephardic Jews were among early settlers in cities of New England and the South. Many immigrants arrived as religious refugees: French Huguenots settled in New York, Virginia and the Carolinas. Many royal officials and merchants were Anglicans.
Religiosity expanded greatly after the First Great Awakening, a religious revival in the 1740s led by preachers such as Jonathan Edwards and George Whitefield. American Evangelicals affected by the Awakening added a new emphasis on divine outpourings of the Holy Spirit and conversions that implanted within new believers an intense love for God. Revivals encapsulated those hallmarks and carried the newly created evangelicalism into the early republic, setting the stage for the Second Great Awakening beginning in the late 1790s. In the early stages, evangelicals in the South such as Methodists and Baptists preached for religious freedom and abolition of slavery; they converted many slaves and recognized some as preachers.
Each of the 13 American colonies had a slightly different governmental structure. Typically, a colony was ruled by a governor appointed from London who controlled the executive administration and relied upon a locally elected legislature to vote taxes and make laws. By the 18th century, the American colonies were growing very rapidly as a result of low death rates along with ample supplies of land and food. The colonies were richer than most parts of Britain, and attracted a steady flow of immigrants, especially teenagers who arrived as indentured servants.
The tobacco and rice plantations imported African slaves for labor from the British colonies in the West Indies, and by the 1770s African slaves comprised a fifth of the American population. The question of independence from Britain did not arise as long as the colonies needed British military support against the French and Spanish powers. Those threats were gone by 1765. London regarded the American colonies as existing for the benefit of the mother country. This policy is known as mercantilism.
An upper-class, with wealth based on large plantations operated by slave labor, and holding significant political power and even control over the churches, emerged in South Carolina and Virginia. A unique class system operated in upstate New York, where Dutch tenant farmers rented land from very wealthy Dutch proprietors, such as the Rensselaer family. The other colonies were more equalitarian, with Pennsylvania being representative. By the mid-18th century Pennsylvania was basically a middle-class colony with limited deference to its small upper-class. A writer in the Pennsylvania Journal in 1756 summed it up:
The People of this Province are generally of the middling Sort, and at present pretty much upon a Level. They are chiefly industrious Farmers, Artificers or Men in Trade; they enjoy in are fond of Freedom, and the meanest among them thinks he has a right to Civility from the greates
The French and Indian War (1754–63) was a watershed event in the political development of the colonies. It was also part of the larger Seven Years’ War. The influence of the main rivals of the British Crown in the colonies and Canada, the French and North American Indians, was significantly reduced with the territory of the Thirteen Colonies expanding into New France both in Canada and the Louisiana Territory. Moreover, the war effort resulted in greater political integration of the colonies, as reflected in the Albany Congress and symbolized by Benjamin Franklin’s call for the colonies to “Join or Die”. Franklin was a man of many inventions – one of which was the concept of a United States of America, which emerged after 1765 and was realized in July 1776.
Following Britain’s acquisition of French territory in North America, King George III issued the Royal Proclamation of 1763 with the goal of organizing the new North American empire and protecting the native Indians from colonial expansion into western lands beyond the Appalachian Mountains. In ensuing years, strains developed in the relations between the colonists and the Crown. The British Parliament passed the Stamp Act of 1765, imposing a tax on the colonies without going through the colonial legislatures. The issue was drawn: did Parliament have this right to tax Americans who were not represented in it? Crying “No taxation without representation”, the colonists refused to pay the taxes as tensions escalated in the late 1760s and early 1770s.