Warcraft Map Is Too Big 80m Patch Official Version V1.0

The official version of Warcraft map too big 80m patch is a practical game patching software. The Warcraft map is too large. When using the latest version of the 80m patch, just unzip the Warcraft map patch. After decompression, the Warcraft map patch contains several versions. You can choose one according to the map size limit you need to lift. The map of Warcraft is too large. Please make a backup before covering it with the official version of the 80m patch. The platform may load its own game when online.

basic introduction

The Warcraft map 80m patch is an auxiliary tool launched for the game of the same name "Warcraft 3". The function of this game patch is very simple, but it is a small auxiliary file necessary for players who encounter the 80M map limit. After using this patch, the map size limit can be lifted, allowing you to play against players online.

Features

Lift the 8M/40M/50M/80M map size limit in Warcraft 3

Breaking through the 40m limit of the Warcraft 3 Frozen Throne map, breaking the 50m limit of the Warcraft 3 Frozen Throne map, breaking the 8m limit of the Warcraft 3 Frozen Throne map, and breaking the 80m limit of the Warcraft 3 Frozen Throne map.

Instructions for use

1. Unzip the World of Warcraft map patch. After decompression, the World of Warcraft map patch contains several versions. You can choose one according to the map size limit you need to lift.

2. Copy the extracted files to the game directory.

3. Start the game.

Precautions

Using modified game.dll may be judged as cheating by the platform, so please be careful when playing on the platform.

Please make sure to back up before overwriting. Your own game may be loaded when the platform is online.

Warcraft Map Restriction Patch Download

The Warcraft 3 super map patch is a map restriction patch launched for the game of the same name. Many players will encounter the problem that the map is too large to experience when playing the game. Now using this patch, you can easily remove the 8M, 40M, 50M, 100M, and 200M size restrictions, and support the full version of the game. What are you waiting for? , try it now!

【Instructions】

1. Download the Warcraft 3 super map patch and unzip it.

2. Copy the file to the game directory

3. Start the game

Note: Make sure to back up before overwriting. The platform connection may load its own game.dll. Warcraft 40m patch. If Warcraft 3 wants to connect a map above 40M, we need both parties to apply this patch, otherwise the connection will not be possible. Yes, you can lift the maximum 40MB map limit of Warcraft LAN. The same goes for the 50MB map, both sides must apply this patch.

Both parties playing the game must apply the 40MB patch before it is recommended to play the game on the battle platform.

[Solution to the Warcraft map that is too large]

When playing Warcraft in multiplayer games online, when creating a map, the map is often too large to be created (tip: the map is too large, please choose another map), resulting in the inability to create a map.

Warcraft officially limits the map size of Warcraft. In version 1.20, the maximum map size cannot exceed 4M. In version 1.24, the maximum map size cannot exceed 8M. The map is too large. This Warcraft map patch can lift this restriction.

Warcraft 3 The Frozen Throne may not be able to connect if you use a map above 8M to connect normally. At this time, you need to apply a large map patch before you can connect normally. After testing, maps like 8M, 40M, 50M, and 80M need to apply this patch. Normal connection.

Warcraft 3 maps will have map size restrictions by default. This Warcraft 3 map size limit removal patch supports lifting the 40m, 50m, and 80M size restrictions for Warcraft maps above 8M.

【game instructions】

"Warcraft 3" is a successful real-time strategy game like "StarCraft", an earlier game released by Blizzard. The game contains the elements of most real-time strategy games: collecting resources, building bases and commanding battles. The game's operation method is also similar to "StarCraft". It inherits the advantages of "StarCraft" being easy to use and simplifies some tedious operations in "StarCraft". For example, in the game, you can choose to use some commonly used The magic is set to "auto-cast", and they are automatically cast by the computer during the battle, thus eliminating the need for manual operation.

"Warcraft 3" has attracted more and more people to participate in competitive games through its good accessibility, profound connotations, twists and turns, and colorful gameplay. It is also gradually changing the perception of competitive games in the minds of domestic players. image.

Warcraft 3 Super Map Patch Download And Installation

The Super Large Map Patch for Warcraft 3 is a map restriction type patch specially created for the game of the same name. In this game, we will encounter many problems that cannot be experienced because the map is too large. We can use this software to The key-based expansion map allows us to unleash our creativity, come and try it!

Solution to Warcraft map being too big

When playing Warcraft in multiplayer games online, when creating a map, the map is often too large to be created (tip: the map is too large, please choose another map), resulting in the inability to create a map.

Warcraft officially limits the map size of Warcraft. In version 1.20, the maximum map size cannot exceed 4M. In version 1.24, the maximum map size cannot exceed 8M. The map is too large. This Warcraft map patch can lift this restriction.

Warcraft 3 The Frozen Throne may not be able to connect if you use a map above 8M to connect normally. At this time, you need to apply a large map patch before you can connect normally. After testing, maps like 8M, 40M, 50M, and 80M need to apply this patch. Normal connection.

Warcraft 3 maps will have map size restrictions by default. This Warcraft 3 map size limit removal patch supports lifting the 40m, 50m, and 80M size restrictions for Warcraft maps above 8M.

Instructions

1. Download the Warcraft 3 super map patch and unzip it.

2. Copy the file to the game directory

3. Start the game

Note: Make sure to back up before overwriting. The platform connection may load its own game.dll. Warcraft 40m patch. If Warcraft 3 wants to connect a map above 40M, we need both parties to apply this patch, otherwise the connection will not be possible. Yes, you can lift the maximum 40MB map limit of Warcraft LAN. The same goes for the 50MB map, both sides must apply this patch.

Both parties playing the game must apply the 40MB patch before it is recommended to play the game on the battle platform.

Review Of The Content Production And Development Process Of "Epistory"

"Typing Chronicles" is a typing adventure game developed and produced by Unity 3D game engine and released on March 30, 2016. The game has been praised by critics and players alike since its release, and has sold over 100,000 copies (including bundles).

This is a mind-blowing journey! In this review, we'll try to bring you the game development process we know and love – from prototype to release. We'll also talk about how much effort we put into making a game like this, even though Typing Chronicles isn't a AAA game. But we will share some of our successes, failures, and missed opportunities.

We tried many different art styles for collection images. This is the first version and does not appear in the game.

fire car (from)

That time was both the best and the worst

In game development, the most important thing is to identify and eliminate risks. If you want to try the boldest and most unique stuff, you have to test it as quickly as possible, because you don't want to get a nasty surprise when it arrives too late. In an adventure typing game, because we didn't know how the typing game mechanics worked: a playable game prototype was made very early. Our first goal was to test how the game mechanics interacted with the various items, how the characters moved (which was spliced ​​at the time), and how exploration, puzzles, and arena combat were combined.

The early days of game development are some of the best times because all the opportunities are open to you and there are so many fun things you can try. But it's also the worst time because most of what you try isn't as fun as you thought it would be. You'll feel a mixture of optimism and skepticism about the game.

You can see the prototype of the game we made at the beginning, but it was really just barebones and didn't have any art content in it (it was made using Engine 2). From then on, it was a case of starting the development from scratch, using a different game engine (Unity 3D), but by this time we already had the experience gained from the prototype.

After the prototyping phase is over, our next goal is to determine the type of this typing game. Our main focus is on making a short turn-based arcade game. We gave up the 8 ready-made giant dungeons and main maps and focused on 18 small dungeon maps.

As a relatively small game studio, in order to take this risk, we had to first solve the problem of available funds. Our initial budget was about 125,000 euros, but in the end we needed 300,000 euros. We will explain the various reasons and processes later. This is the cost for 3.5 people for a year and a half.

The second art style. Does not appear in the game.

(from )

Then she rode on the back of a big fox

From the first story idea, we wanted to combine the mechanics of typing with the process of writing a book. So we started a daydream: We hope that through the typing journey in this dream world, players can feel the writer's source of inspiration in this fantasy that reflects the writer's inner world. As the finished game shows, at the beginning, the world was empty and without a story, so for a long time we called this project "The Heroine of No Tale". One of the fun things about it is that we used to use the abbreviation "THONT" for the title before, and we continued to use it for a long time even after we named it. Now we all call it by its nickname "Epi".

If you played the prototype version of the game, you'll notice that there are no foxes near the girl as she walks. This giant three-tailed fox is based on the nine-tailed fox from Japanese mythology, and its handmade style looks great. But the real reason it exists is that we need to give the girl a mount, so we can make the increase in movement speed realistic without having to change the world scale.

We have a giant handmade paper fox in our studio!

(from )

At the beginning of development, we decided that "" would be a test case for new ways of working on the project. So we don’t have a project manager to supervise the entire project. Our entire team is its own manager, but we have a supervisor who acts as our client/producer. At that time, we only had three developers on the team – a game designer, a programmer and a 3D artist. Each person is the manager of the other two people, responsible for updating the task list, implementing quality assurance, etc.

Of course, when the project started, we didn't immediately realize what such an organization would mean. All in all, there’s really a lot to do! There seems to be little point in creating a to-do list when there are no moving characters in the game world. Over time, we gradually organized among ourselves and assigned various tasks to the managers who usually handle them. One of us is mainly responsible for communication with the outside world (localization and audio), while the other one is mainly responsible for completing the task list and keeping a close eye on progress and deadlines. In the final months of development, the three of us would spend a few hours doing a complete update of the to-do list and estimated time remaining to ensure that we were still on track and within budget.

All in all, we believe that such an approach is feasible.Yes, there is still room for improvement, but as this is the first trial, it is good that there was no "train accident".

The first control system is inherited from the original model of the game – it is of the splicing type and moves with the DFJK keys. We were tired of this way of operating: it was too slow and clumsy. We quickly changed to navmesh (-based) actions, which gave players freedom of movement. This will be much better in the future: we can solve puzzles faster and have a better adventure experience. But something still bothers us.

Why do we use DFJK keys instead of WASD keys like other games? This is a question we get from everyone who tested our game at the time (and we still get asked a lot after it was released!). The answer is that we don't want players to develop bad typing habits, because you are used to such gestures when typing. So we wanted to place the control keys on the middle letters so that your fingers would naturally be in a typical typing position. However, it is really confusing to put the basic direction control keys on the same row of letter keys.

So we started looking for more intuitive control keys while maintaining a good typing posture. After internally testing various wacky control key combinations (like using eight keys to control eight directions, etc.), we decided to use EFJI keys (plus after widespread request, we added WASD). This keeps the input position close to the default and has a corresponding key for each diagonal direction (since we are using an isometric view, this feels more natural). This combination ultimately passed our "intuitiveness" test: being able to circle around the map without looking at the keyboard means you can switch naturally in eight directions.

In our first few months of development, we saw a lot of enthusiasm about the possibilities of this project from players both inside and outside our own studio. At the beginning, we didn't know if the public would want a typing game like this, so we started really cautiously. Later, after we briefly demonstrated the game, we knew that we could make a game that interests players. Beyond that, the studio's first indie game was a success for the studio's image.

For this reason, our confidence doubled and we decided to invest more resources and significantly increase the budget on this project. What was supposed to be a small arcade game will now feature a deeper story progression and become an overall larger game. This game already has an advantage: we have already made a short demo of the game for the upcoming game, and we are already one step ahead in terms of gameplay.

The first attack in our novel exists only as conceptual evidence rather than as part of the actual story. The meteorite crash at the beginning of the game is the only thing that survives in the finished game. Obviously, the relevant text has been changed.

We tried to make up the story ourselves but quickly realized that a) we didn't have the talent for this skill and b) we were already very busy just making the game. So we asked writers to write in and create a framework for our game story. We received a lot of responses: some were funny, some were a little disturbing, but there was one that really blew us away and convinced us that this was the story we needed for our game.

The narrator is looking for an inspiration, an inspiration that can make the story develop deeper and be accepted by readers of different levels. In order to give players some hints, we use different fonts and sounds. You can read about the story here without fear of spoilers.

With the story in place, we began searching for sounds. We needed a voice that could convey the emotion of the story. Oddly enough, we received a lot of audio samples that looked like commercial radio. In fact, they are not bad in themselves, but they are still far from what we want. Finally, we found her——! She had a lot of experience in game voice acting and her voice was exactly what was needed.

The next big step is to rewrite the game introduction based on the new story content and complete the first dungeon map. Our goal is to continue the high quality of the game from the beginning to the end, which can be said to be like making a large slice.

Generally speaking, slice (or slice demo for abbreviation VSD) is an early demo of the game, mainly to show the best running state of the game. It sets goals for the final visual quality and gameplay experience, but only for a small part of the game. You can imagine that we have made the finished game, and then we can cut out a small section and use it as a slice.

Finally, the day has arrived. On September 30, 2015, we released an early access version, allowing players to experience the first chapter of the story (2 maps out of 8 dungeons). The early version of the game is similar to the mini version: the easy fun experienced in the full version can also be experienced in the early version, but compared with the full version, the early version will attract fewer players. But since the game is not finished, you have to go back and continue playing the game as if nothing happened.

Well, not really, because when you wake up the next day, you'll have a lot of feedback on bugs and features in the game. But most of it is about vulnerabilities. This means that we have more things to do – and as soon as possible, because as you work on the game, more and more new players will see the game. While this feedback can be stressful, it's valuable feedback we don't expect from studio beta testing. So, thank you to everyone who took the time to write us reviews and feedback, thank you.

The game's early core group of players helped build awareness for our game. That's why we release Early Access: we want to build a game-centric player base before the game is officially released. We have reviews on Steam, shares on social networks, media coverage, and word of mouth. After all, as an independent gamer, you don’t have a marketing budget similar to the cost of developing a game. Whether or not there is a player community is a key factor in the commercial success of the game.

This is the third art style we selected

(from )

Naturally, we'll develop and add to the rest of the game based on the story's progression. Initially we planned to release it chapter by chapter based on the early access version, and we did so with the release of Chapter 2. But this method made us spend too much time making a temporary version of the game. However, we need to spend as much time as possible on polishing the game. Besides, we didn’t get more sales and visibility due to the update, so we decided to be patient and finish the rest of the game before releasing it together.

When we talk about dungeon mazes next, we will reveal some anecdotes about them one by one.

As the first dungeon map made – it is the map that has been redone the most. Because we are linear beginners, we have to add hidden treasure points and return points from scratch; and Halls will be more straightforward in design: before One map focuses on getting lost in the forest (beyond what we can do in the open world); the latter map focuses on solving puzzles; many of the items in the Ice map are revised versions of them, since both It is an underground cave type map; the only difference is that the altitude we set for this map is higher.

Regarding the second half of the game, with more experience, we no longer want to repeat the previous content monotonously and boringly. So we tried some different maps, mainly hoping they would be more three-dimensional. The Ctiy map was made exactly as we expected: it has 7 levels, and as you fight your way to the top, you can see everything below you from above. Everything is arranged according to hierarchy, and the hierarchy higher than you will be hidden so that it does not block the view of the screen; among these maps, the most technically challenging is Mine, because we have added new The game system is inside – switch lighting gameplay. We had to set up all the lights here to hide the words in the dark, and the actual operation of doing this system was a lot more complicated than we thought. There are many small islands suspended below the horizon, and Isles is a map inspired by these islands. The final map, Lost, uses a conventional view of a mountain to symbolize the game's ultimate goal. You can see extra parts of the mountains there that you can't see if you actually go to the mountains.

For eight years we planned this game in secret while developing games for others, until the developers finally decided to release it. So, our first question is: when should we announce the game? Announced early in the game's development? It's a tempting idea and it's exactly what we want, but the real question is: What does the game need?

Making a typing game the first game you release is a big challenge. We know that it was originally supposed to be a fairly small game. It is often classified as an educational game, and the key points we want to emphasize are its art style and "RPG+adventure+puzzle" game type, so after we received feedback from the game community in the early stages, we came up with a slogan: " If "The Legend of Zelda" and the keyboard had a baby, the baby's name would be ""

We don't really like comparing our games to other games just for the sake of explanation, but since the concept is so vague, we seem to have to do it.

Our entire team is involved in public communication, which is very beneficial for us – it saves us time, presents a better image of the team, and is useful when we want to host events or write articles about game development. At the same time, it also facilitates our player community management. Our general idea is to do our best to truly and honestly present the development process of this game for the players who follow this game. We will publish a more in-depth community strategy article soon.

One of our marketing images

Throughout the game's Early Access release, we've been careful to stay online, active, and helpful on the Steam forums. We firmly believed then (and still do now) that direct communication between players and the development team is the best way to communicate. This creates a strong player community, and we get a lot of praise from players just by being there. Likewise, it's great to be able to interact with users and users, most of whom we've met casually in the comments on videos or in chat, which has been a pleasant surprise for us.

Since we don't have the resources to organize extensive game testing, consulting "Let's Plays" is our main source of bug hunting and player behavior analysis. After we found in the video that players couldn't fully understand the burning effect of fire magic, we updated the guidance to make it easier for players to understand. By the way, I would like to thank all the LPers who have given us excellent feedback.

After the early version of the game containing two chapters was released in February 2016, the entire game was ready. The last map of the game has been given the finishing touches, and the bugs are decreasing day by day as we polish the game. Our game is ready and waiting for that day (release day) to arrive.

Soon, in just a few weeks: release day!

The game has been polished so that it is shiny and reflective. It took us a few months to prototype the game, then a year and a half into development, and finally we were ready to hit that green release button.

Over the next few days we were ecstatic. Players love this game! Critics love it too! We love our game so much and we're extremely proud of our achievements!

But this is only the first part of the journey. Today, a year after the game was released, we are still making progress – albeit slowly, as most of our team has focused their attention on other projects.

This article was compiled by GameBang. Please indicate the source when reprinting, or consult WeChat

Raid 3 Blitz Chinese Version

Raid 3 Blitz is a real-time strategy game developed, produced and published by Nival. Players can choose to command the Allied, Soviet and German forces to participate in the game!

【game introduction】

A story about the bloody turmoil of World War II. After the success of the Raid series, Raid 2 was also launched. The detailed 2D game style of the battle makes the game full of the atmosphere of World War II. Now the new version of Raid 3 makes the game's World War II style even more This game provides more than 40 types of infantry units and 150 types of tanks, artillery, aircraft and a series of mecha equipment that are much higher than those in previous games. There are 250 different styles of buildings and other objects in the scene configuration. These units are as 3D as the battlefield environment. Everyone calls it an editor that can randomly generate maps and tasks! This is a major breakthrough for pure tactical simulation games that do not have a production system. In addition to the single strategy mode, the game also has a capture-the-flag mode. In this mode, players have another way to experience the game.

【Game Features】

Flexible series structure lets you escape standard difficulty and level settings

Historically accurate battles where you lead the Allies, Germans or Soviets through real-time WWII

Mission and resource editor allows you to create new campaigns, chapters and missions, as well as completely modify game environments and units

Realistic 3D terrain including over 350 buildings and objects

Command over 200 types of military vehicles and equipment and over 40 naturally interacting infantry units based on their actual physical properties and characteristics.

Build bridges, dig trenches and pits, lay mines, supply and repair troops, and call for air support when needed

Battles feature different seasons, climate zones and weather conditions that affect combat

Cheat code】

In relatively old real-time strategy games, players can directly enter some codes to achieve cheating effects, such as the Age of Empires series. Of course, this game is no exception. It also has this function. The editor will bring you a surprise attack below. Introduction to 3 Blitz Cheat Codes.

God Mode

While in game open by the "~" key. Enter the codes then press enter to them.

Cheats description:

In the game, press the ~ key (top left of the keyboard, left of the numeric key 1), enter the following letters and press Enter to open the cheats:

Cheating mode: @( "" )

Cheat Mode: @( "" )

God mode: @God(0,1)

God Mode: @God(0,1)

Victory mode: @Win(0)

Win: @Win(0)

【How to customize the campaign】

Most real-time strategy games have a very long playing life, such as some map editor functions. It is precisely because of the map editor that many interesting mods have appeared in many games, such as Warcraft 3 maps, and Raid 3 How to customize the campaign in Blitz? For players who don’t know yet, please take a look at the customization method introduced by the editor.

Press Ctrl + – to create a new map

Ctrl+O-load map from hard drive

Ctrl + S – Save map to hard drive in current format

Ctrl+X – Save map to hard drive to XML format (XML file)

Ctrl+B – Save map to hard drive to b zm format (b zm file)

Ctrl + U Plus – updates the map object to the height of the ground based on the changes made

Press Alt + F4 – Exit the map editor

F1 – Call help content

【How to select level】

Players may have a special liking for the fighting spirit of some levels in the game and want to play them multiple times. However, the game itself does not have a level selection function. Players need to enter a cheat code to activate it. So how do they select levels in Raid 3 Blitz? ? For players who don’t know yet, please take a look at the editor’s introduction to the level selection method.

During the game, press [~] or [^] to open the console and enter

Select: ( "Cheat..", 1 )

Pick Level: ( "Cheat..", 1 )

Note that there is a space between the brackets and the content inside.

[Configuration requirements]

Minimum configuration:

Operating system: 98/Me/2000/XP

Processor: II 366 MHz

Memory: 64 MB RAM

Graphics card: Riva TNT, 8 Mb

Version: 8.1

Recommended configuration:

Operating system: 98/Me/2000/XP

Processor: III 600 MHz

Memory: 128 MB RAM

Graphics Card: , 32 Mb

Version: 8.1

Age Of Empires 1 Rome Revival Chinese Cracked Version V1.0 Hard Disk Version

Age of Empires 1: Rome Revival is a very classic real-time strategy game. It is the first version of this series of games. It can be said that it was popular all over the world at that time. The fun of real-time strategy games is that they can be completed in a very short time. Development and confrontation? In the game, players need to develop various resources on the map, develop the economy and military, and at the same time coordinate the quantitative relationship between farmers and armies. When developing, whether they have developed or not, they may encounter game problems. The aggression, interference, and real-time strategy of other players require players to consider many things in the game. This is also the fun of this series of games. Compared with similar Warcraft games, the color tone of this game on the screen is It is brighter, not so dark, and the overall playability is very high. Today, the editor brings the Chinese cracked version of Age of Empires 1: Rome Revival. This version is not only completely free, but also completes the Chinese version of the game content. Players The experience is completely barrier-free, and it is even a Chinese hard disk version. No installation is required. You can start the game after downloading and decompressing it from this site. It is very convenient. Friends who are interested in experiencing this game that controls the prosperity and decline of a nation can download it from Download experience from this site.

Game information was developed by Full Effect Studios and published by Microsoft in 1997. Age of Empires 1: Rome Revival is a real-time strategy game that incorporates a lot of "Civilization" features. This game allows players to control a real nation in history. Due to its various advantages (low equipment requirements, variety, and fun) ) often made players enjoy it and was warmly welcomed by the video game market. Later, many companies also competed to launch similar games, such as Earth Hegemony, Rise of Kingdoms and Microsoft's Age of Mythology, etc., but they were unable to create the unprecedented success of Age of Empires. And launched a handheld computer version in 2003.

Game Features The biggest feature of the game is the four different single-player modes. The campaign mode () consists of the plots of four civilizations, namely the ancient Egyptian civilization, the ancient Greek civilization, the Babylonian civilization and the Yamato civilization. These four plots are connected through a series of plots adapted from history.

The second mode of the game is the random map mode (map). The player specifies parameters such as terrain, map size, victory method, resource abundance, and starting era, and the game will automatically generate a brand new map based on this, and the player will This starts the game.

Most of the rules of the Deathmatch mode are similar to the Random Map mode, but in this mode players have a large amount of resources at the beginning of the game (20,000 units of wood, 20,000 units of food, 10,000 units of gold, and 5,000 units of stone), so this mode is similar to Random map mode is a little different. Situational mode () is a relatively free game mode. Players can choose 24 default maps to start the game; and maps designed by players through the scene editor are also played in this mode.

Game Strategy In the game, your task is to use these manpower and the limited resources obtained in advance to develop into a prosperous and powerful ancient civilization. How to make good use of manpower and material resources, but it is absolutely necessary to seize the time to develop yourself and confuse the enemy. The following Here are some proven tips for this.

1. Customize the action route. First select a moving unit, then hold down the SHIFT key, then use the mouse keys to click where you want to pass, and then right-click the last mark point. I believe this will save you valuable time.

2. Rapid construction. Before selecting a building, it is better to hold down the SHIFT key and then select the building. This will allow villagers to automatically build the same building in multiple different locations. Using this method, you will soon build your own Great Wall. .

3. Use diplomatic means. Age of Empires 1: Rome Revival has a supply option. Select the resources you intend to donate in the menu at the top of the game (the minimum unit is 100). You can use the supply method to bribe the enemy to stop them when they are still in their infancy. Potential attacks can also provoke them to kill each other. Of course, it can also make your allies advance further.

4. Build the city wall violently. The thickness of the city wall should be considered a BUG, ​​especially in the Iron Age, when the HP of the upgraded city wall was as high as 800 points. It turned out that the city wall was so effective in ancient times, and I couldn't help but admire the wise decision of my ancestors.

Age of Empires 1 Rome Revival Secrets Collection = Mechanical beasts can fire lasers

THIS! = A monk who can bring down punishment from heaven

BIG MOMMA = Get a white car with a rocket launcher system

POW = Baby riding a tricycle that shoots cannonballs

KING = A flying bird turns into a flying dragon

= animals become stronger

= kill all opponents

E=MC2 = Super Armored Soldier

= give up

MAP = show all maps

PIZZA = food 1000

= gold 1000

= wood 1000

= Stone 1000

MAN = space age man with laser gun

GAIA = Control Animals (your minions will lose control)

HARI KARI = suicide

= Catapults can walk on roads

NO FOG = Map fog effect is turned off

= fast building

BIG DADDY = Missile Launcher KILLX = Kill numbered enemies (#=1-8)

= victory

BIG = Catapult becomes stronger

ICBM = Ballista attack range increased to 100

= Priests become stronger

DARK RAIN = Archers turn into trees

BLACK RIDER = Knight becomes Black Rider

big The catapult becomes stronger

Get a guy with a laser weapon

big daddy gets racing car

All enemies destroyed

Get a battleship and go to land

gaia The magician becomes stronger

home run pass

The peasant becomes a knight after being killed, and then becomes a catapult after being killed. String 3

no fog fog effect canceled

map full map

accelerate

pizza got 1000 food

Get 1000 gold

Get 1000 stones

Configuration requirements Minimum configuration:

95/98/Me/XP

133 and above

16 MB RAM

.1 or more

Age Of Mythology Titans Chinese Version

"Age of Mythology: Titans" is a real-time strategy game. The architectural style is somewhat similar to that of Greece. The army looks good and the combat is very effective. It is a real-time strategy game that summons titans to enrich your army.

Game Name: Age of Mythology: Titans

Game type: real-time strategy

Game size: 350.3M

Interface language: Simplified Chinese

Region: Europe and America

Game dubbing: Chinese voice

The new civilization in this game is basically the same as the boss in other aspects, except that the buildings in Atlantis are all newly designed. The arms of other civilizations are divided into barracks, archery ranges, stables, and arsenals, while the humans in Atlantis All branches of the military come from the barracks. Again, all armor and weapon upgrades are in armor buildings, and the trade guilds are used for all resource and economic upgrades, very simple. Other buildings in Atlantis, such as temples, docks, and guard towers, are similar to those of other civilizations.

installation method

1. Download and install the game,

2. Run the .exe program to start the game.

Instructions

This game mainly uses the mouse to operate, assisted by keyboard shortcuts.

Editor's review

"Age of Mythology: Titans" has made some major new enhancements in the expansion pack "The". The computer AI under the WIN7 system is very strong, allowing you to use a brand new civilization-Atlantis. Atlantis plays a major role in the expansion's single-player campaign, and the addition of this new civilization to the complex real-time strategy game evolves the combat between players and the computer even more fully.

cheat code

ATM OF : Get 1000 gold

RESET: Nightmare…removes all units and buildings on the map and allows them to be rebuilt

BAWK BAWK BOOM: Get the power of the chicken plague

: Go to the next chapter

"Age of Mythology: Titans" game screenshots (5 pictures)

THE : Slow down

: Use previously used divine power

FEAR THE: Get the power of the fruit tree jungle to become a mythical beast warrior

: Turn all units into goats

IN NIGHT: Nightmare…

ISIS HEAR MY PLEA: Get the hero of the campaign

I WANT TEH!!!!!: Got hordes of monkeys…

JUNK FOOD NIGHT: Get 1000 food

L33T SUPA H4X0R: Build quickly

LAY OF THE LAND: Show full map

LETS GO! NOW!: Speed ​​up your game

MOUNT: full favor value

O : Got a sloth bear

BOX: Get random divine power

ZENOS: Unparalleled Strength

HAT: Take leadership of all units on the map

RED TIDE: water turns red

SET: Show animals on the map

OF : win the game

TINES OF POWER: Get

HORSE FOR SALE: Get 1000 wood

AND DOUBT: Hide map

WRATH OF THE GODS: Get lightning storm, earthquake, meteorite and tornado powers

WUV WOO: Get a flying purple hippo

– Get a free Titan from town

: Get all the heroes in the new campaign.

Recommended games of the same type

Game Server Architecture: Game Server Architecture Design Evolution

1. Characteristics of the game server. The game server is a long-running program that needs to have network requests that can handle high concurrency, memory, cache models, and corresponding database storage or caching strategies that can handle high concurrency. It also needs to be able to quickly Capabilities requested by the corresponding game client. Therefore, this kind of business needs to pay special attention to stability and performance. We often focus on the use of server-side memory and CPU, so as to meet the needs of high load and low response delay under specific business code. The most basic approach is to "trade space for time" and use various caching methods to achieve a balance between CPU and memory space. If this type of program requires multiple collaborations to improve the carrying capacity, you must also pay attention to the convenience of deployment and expansion; at the same time, you also need to consider how to achieve a certain degree of disaster tolerance. Due to the collaborative work of multiple processes, development complexity is also brought about, which is also an issue that requires attention. 2. How to make full use of the design of the game server architecture elements such as CPU, memory, and network card has become a basic condition that needs to be considered when designing the game server architecture.

Logical architecture: Design how to use processes, threads, and coroutines for CPU scheduling. Choose different programming models such as synchronous and asynchronous to improve the stability and load capacity of the server. It can be divided into different servers, or you can use the world server method to divide the same functional modules into different servers for processing. Memory architecture: It mainly determines how the server uses memory to maximize the use of server-side memory to increase load capacity and reduce service delays. You need to design a reasonable memory management model to prevent the server from generating a large number of memory fragments during long-term operation. Communication mode: Decide which method to use for communication. Different communication modes are adopted based on different game types. For example, http/https can be used for some weak interactive games, and tcp, udp, kcp, etc. can be used for strong interactive games.

3. Game server evolution process

For weak network games, the client does not actually need to maintain a long connection with the server. When it needs to notify the server of data changes, it can just send an http request and wait for the server to respond.

Therefore, this stateless server architecture is relatively simple. Conventional operations are to use the web server and then write logic on top of the relevant language code that supports the web framework.

For more information about stateful and stateless servers, you can read the following articles:

Game Server Architecture: Stateful and Stateless Servers

This server architecture uses nginx/load cluster to support horizontal expansion of the server, and/redis for caching.

The frequency and speed of message transmission in long-connection games are faster than those in weak-connection games. After several generations of iterations, the architecture of long-connection online games has become increasingly rich in types. The following are the characteristics and architectural models of each generation of servers. 1), single-threaded non-blocking server

First generation server architecture diagram:

The earliest game server was in 1978. Roy, a student at the famous British financial school of Essex, wrote the world's first game "MUD1".

MUD1 is the first truly real-time multiplayer interactive online game, a world of pure text without any pictures.

MUDOS uses single-threaded non-blocking sockets to serve all players. Logic processing uses single-threaded tick polling. All player requests are sent to the same thread for processing. The main thread updates all objects every 1 second (network sending and receiving). , object status, refresh map, refresh NPC). A client such as the user uses the Tcp protocol to connect to the MUDOS, uses plain text to play the game, and separates each instruction with a carriage return. At that time, each server of this system could host 4,000 people playing games at the same time.

2), partitioned online game server

Around 2000, with the emergence of graphical interfaces, games increasingly used graphical interfaces to interact with users. At this time, with the increase in the number of people online and the increase in game data, the server became overwhelmed. So there was the split-server model. The structure of the server distribution model is as follows:

The split-server model is the most typical model in game servers.

As the number of players continues to expand rapidly, the memory, CPU, and network of a single server are also under increasing pressure, until it crashes. In order to relieve the pressure on the server and create a smoother and more comfortable gaming environment for players, we This formed the subsequent architectural design of the distributed servers:

The accounts of each server are independent, and the status of users on each server is different. One server is a world, and everyone is independent.

Later, game players called for cross-server battles, so cross-server battles appeared. In addition, as the game ran, there were fewer and fewer active game players on a single server, so in the later period, there were server mergers and migrations, and slowly The opening and merging of servers have formed a set of mature operating methods. At present, most web games and mobile games also use a distributed server structure to set up servers.

In fact, web games such as "Moore Manor" and "Ser" that I have participated in before adopt a server-divided structure to alleviate network congestion caused by players all logging in to one server. (I hope you won’t criticize me. Why did I make a children’s web game at that time? In fact, I was forced to do so. The studio director issued KPIs, and the planners kept coming up with plans. I had to bite the bullet and write code.)

There are also classic mobile games such as "Ninja Q Legend" and "Super God King" that were later developed together with the entrepreneurial team. They also designed the server architecture through partitioned servers.

Having said that, let me make a digression, which is about the issue of server merging. In fact, in the middle and late stages, too many servers are opened, which may cause some players of the old server to move to the new server, or the players of the old server will continue to lose, resulting in some Server resources are wasted. At the same time, for some systems with interactive gameplay, it may reduce player activity and participation. Therefore, operations will occasionally look at some key parameters such as player DAU to determine which servers to merge. Technical students wrote A server merging tool to merge players from different regional servers together (generally when designing the server architecture of a partitioned server, players are generated based on the regional server ID, timestamp, and auto-incremented ID to participate in bit operations, so The players generated in each zone server will not be repeated, and the player's zone server can also be obtained through the inverse operation of the median).

The architectural evolution of zone server games

In the later game architecture of the partition server, we separated out the network connection part that maintains the client, forming the later gateway. The gateway part was separated from it into a single-ended gate server, and the DB part was also separated from it into a DB server.

Let users connect to a gateway server in a unified manner (actually, one district server corresponds to one gateway, or multiple districts correspond to one gateway), and then the gateway server forwards the data to the back-end game server. The data exchange between game servers is also uniformly connected to the gateway for exchange. All DB interactions are connected to the DB server for proxy processing.

Thread scheduling

Although server sharing can solve the bottleneck of server expansion, a single server was previously run in a single-threaded manner and could not make full use of server resources. Therefore, the following two thread models have evolved.

Asynchronous – multi-threaded, assigning one thread per scene (or room). Players in each scene belong to the same thread. The scenes of the game are fixed and not too many, so the number of threads can be guaranteed not to continue to increase. Each scene thread also uses tick polling to regularly update the data status (object status, refresh map, refresh NPC) in the scene. If the player crosses scenes, he will use delivery and notification to inform the two scene threads to update the player data of the two scenes. multi-Progress. Since under a single-process architecture, there is always a limit to the load capacity, the more complex the game, the lower the load capacity of the single process. Therefore, the limit of the process must be exceeded to support more complex games.Some other benefits of multi-process systems: the ability to utilize multi-core CPU capabilities and easier disaster recovery

The more classic model of a multi-process system is the "three-tier architecture". For example, based on the previous scenario thread, the network part and the database part are separated into separate processes for processing. The logical process concentrates on processing logical tasks and does not deal with IO. Network IO and disk IO are handled by the network process and DB process respectively. 3). The only online game server in the world

Previous online game servers were divided into different servers, and players were divided into different servers. Each server ran the same logic, and players could not interact between different servers. We want more players to be in the same world and keep players active, so we have the world server model. World server types also have the following two evolutions:

type()

For the functions of the world server, the more detailed the functions are, the better the performance will be. It is similar to the current microservices. Each identical module is distributed to a server for processing, and multiple groups of server clusters together form a game server. Generally, we can simply divide the servers in a group into two categories: scene-related (such as walking, fighting, etc.) and scene-irrelevant (such as guild chat, trade without regional restrictions, etc.). A solution that can often be seen is: gateway server, scene server, non-scene server, chat manager, AI server, combat server, center server, recharge server, login server and database proxy server. The following model:

Above, we briefly talk about the three types of functions of common servers: Through this type of server architecture, because the pressure is dispersed, the performance will be significantly improved and the load will be larger. Some large-scale games currently use this architecture. However, with each additional level of server, the complexity of the state machine may double, leading to an increase in the cost of R&D and bug finding. This poses a greater challenge to the development team, which is prone to errors without experience.

Type 2 (seamless map)

In many games, players need to switch maps, which is often referred to as pages, to move from one place to another. Unlike this, "seamless map" means that you can move from one scene to another without switching maps in the game. In one scene, the entire world is seamlessly connected like a unified large map, such as the current online games "World of Warcraft" and "Tianjiao 3".

Seamless maps can be divided into two categories: narrow sense and broad sense. In the narrow sense, a map can be called a map that does not change at all within a game. Each scene can be passed or seen by players without screen switching. For seamless maps, under this almost harsh classification, only the stand-alone game "Dungeon Siege", the online game "World of Warcraft", and "Tianjiao 3" are examples of the use of this technology; from a broad perspective, in general, There is a large area on the map that uses seamless link technology, which does not require screen-to-screen switching. Only screen switching is required between outdoor and indoor. This type of map can also be called a seamless map.

When a character crosses a map, how do we ensure smooth and seamless handover of relevant data?

Using seamless texture technology, it is not enough to have seamless textures used in making maps. The really important technical difficulty is the seamless handover of very large scenes. The average player's machine memory is limited, and it is impossible to save all the scenes of the entire game, which forces developers to divide the map. However, this work is transparent to the players. The specific method is to divide a huge The scene is divided into multiple small maps according to the grid. When the player is at the edge of the map, several nearby areas are read. At the map junction, players see a whole map, but by design, multiple maps may be processed in the background, and how to divide and summarize the map data becomes another problem. For example, "Tianjiao 3" edits the entire very large scene as a map, splits the entire map into multiple graphics, adds coordinates to each graphics, loads multiple graphics at the junction at the same time, and saves according to the The coordinates of the graphics are automatically saved separately to the corresponding locations. In this way, the map itself is edited together, so the data can be better summarized in the game. This is one of the reasons why you can see the outline of the destination when you are very far away in the game, but you can't see it clearly.

Many large mobile game maps now use seamless maps. Most of them are processed in a 9-square grid style. Since the map is not as big as Century of Warcraft, it can be processed by multiple processes on a single server. But for big worlds like World of Warcraft For maps, two issues must be considered:

1. How to seamlessly splice multiple map nodes, especially when there are many map nodes, how to ensure seamless splicing 2. How to support dynamic distribution. Some areas have many people and some areas have few people to ensure maximum utilization of server resources.

In order to solve this problem, compared with the past when the game was divided according to the map, the seamless world does not have people on the map and is only processed by one server. At this time, a group of servers are needed to process, and each Node server uses To manage a map area, (NM) provides overall management for them. The higher-level World provides continental-level management services.

The areas that a Node is responsible for do not need to be geographically connected. They can be managed by one Node, and there is no need for these blocks to be geographically connected. Which blocks a Node manages can be changed according to the real-time load of the game and during regular maintenance.

Seamless migration of objects

Players A, B, and C represent three different states and different migration methods. Let’s look at them separately.

3. Room server (game lobby)

The room type gameplay is very different from that in that the uncertainty of its online broadcast unit and the small number of broadcasts. And it needs to be matched with a room server to allow a few people to enter a server.

The most important thing about this type of game is the carrying capacity of its "game lobby". Each "game room" is limited by logic, and the player data that needs to be maintained and broadcast is limited, but the "game lobby" needs to maintain a fairly high online load. number of users, so generally speaking, this kind of game still needs to be "divided into servers". A typical game is a game like "League of Legends". The most challenging task in the "Game Hall" is to "automatically match" players into a "Game Room", which requires searching and filtering all online players.

Players first log in to the "lobby server" and then select the team game function. The server will notify all participating game clients and open a new connection to the room server, so that all participating users can interact with the game in the room server. .

4. Finally

The current development of the game industry is no longer as good as the Red Sea era of 2012-2017. In fact, the player market has increasingly higher requirements for game quality, gameplay and other aspects.

There are more and more open source client and server architectures (cocos, Unity, server-side KBE, evolved version of Pinus, Yunfeng, etc.), so the threshold for game development is getting lower and lower (after all, you don’t need to write your own server) Framework, we used to have to write our own network library, or design our own memory model, network, DB database synchronization strategy), now you don’t have to worry about these problems when writing on top of the framework, even abroad, many developers are engaged in game development The server-side design is also increasingly weakened on the Internet. For example, if you use the game platform SDK directly, you can easily access the game server. Developers only need to know how to call the interface to create a character, log in to the character, and update the player's certain information. Attributes, synchronous broadcasting, fighting, updating and obtaining rankings between player statuses are sufficient, and there is no need to care about the implementation details.

Okay, I believe that after reading this, you will be reminded of a certain scene when you were doing architectural design, a certain thought, a certain anxiety, or the dream of entering the game industry for the first time.

First Grade Geography Knowledge Point: La Niña Phenomenon

First grade geography knowledge point: La Niña phenomenon

The global climate background this year is La Niña. We are familiar with El Niño, but we are still unfamiliar with its sister La Niña.

1. How the low temperatures in the South Pacific spread to the world. The movement of ocean currents on the surface of the ocean is mainly controlled by surface winds. The existence of trade winds blows a large amount of warm water from the eastern Pacific (i.e. Peru) to the equatorial western Pacific (i.e. China, Japan). In the equatorial eastern Pacific, the warm water is blown away and is mainly replenished by cold water below the sea surface. The sea surface temperature in the Pacific is significantly lower than that in the western Pacific, causing the airflow to sink in the eastern equatorial Pacific, thereby intensifying the upward movement of the airflow in the western Pacific. This actually weakens the subtropical high in the western Pacific, strengthens the trade winds and westerlies, and further intensifies the easterly equatorial wind. The development of cold water in the Pacific Ocean creates a vicious cycle. Eventually, the impact of La Niña will spread from Peru to the world, especially China.

2. The impact of the strengthening of the rising motion in the Western Pacific on China. The strengthening of the rising motion in the western Pacific has caused the subtropical high pressure belt that had already moved away from mainland China and entered the Pacific Ocean in the winter half to move further away from the mainland, further reducing its resistance to continental cold air masses. Obviously, without the obstruction of the subtropical high, the subtropical high pressure belt The wind belts on both sides of the high altitude are the strong cold westerly wind belt in the north and the trade wind belt in the Indian Ocean in the south, which can drive straight into the continent and sweep across Asia. China is precisely under the control of these two wind belts.

Summary: The reasons for the formation of La Niña are mainly how the low temperature in the South Pacific spreads to the world, the impact of the strengthening of the rising motion in the Western Pacific on China, etc.

Learn geography, the importance of maps

During the learning process of junior high school geography, many students often ask how to learn junior high school geography well and why it is not easy to learn this course well. The actual situation is also the same. There are not many students who really learn junior high school geography well. What are the reasons why students are so confused or even give up on learning junior high school geography? After careful investigation, we will find that in addition to some external factors and the reasons for the subject itself, what is more important is how students can grasp the strategies for learning junior high school geography in a timely manner. Learning strategies refer to learners’ effective learning rules, methods, techniques and control methods in learning activities, which can be developed through teaching. Although learning strategies are generally developed and used by learners themselves, students' learning strategies can be formed and improved through teachers' conscious teaching. Therefore, every geography teacher has the obligation to discuss geography learning strategies and conduct in-depth research on how to promote the formation of students' geography learning strategies in junior high schools, so as to provide help for junior high school students in the process of learning geography and lay a solid foundation for future geography learning in high schools. Foundation.

1. Map learning strategies

Maps are also called the second language of geography. The success or failure of map learning directly affects the entire learning process of geography. Many students who are more successful in geography learning generally use maps, and their knowledge on maps is very rich, so they must learn geography well. First, let’s understand it from the map learning strategy.

1.Grasp map elements

A map often lists a lot of geographical knowledge, because geographical things are inherently comprehensive. How can students grasp the key points and find relevant content from the complicated map information? First of all, you need to understand the map, and mastering the elements on the map is the first priority. The three basic elements of a map are scale, direction, legend and annotation. The scale shows the degree of reduction of the range represented by the map. The grasp of it can be used to compare and process the spatial size of geographical things and the data of geographical things in the future. show advantages. Many students are prone to making mistakes when it comes to the size of scales. As geography teachers, we should teach students cognitive strategies for maps to help students understand and establish the concept of scales as soon as possible. Teachers can make students learn it through repeated training. For example, through training to compare the sizes of different scales, let students remember that the size of the scale refers to the value of the entire numerator and denominator, rather than just looking at the size of the denominator. In addition, let students pass Compare two maps with different scales to remember the characteristics of the scales and integrate the concepts into graphic memory.

The second is direction. Direction is the most difficult to master among the three elements. In its three situations, teachers can use different methods and teach them in a certain order in a simple and easy-to-understand manner. Under normal circumstances, it is automatically considered to be up, north, down, south, left, west, right, east. Teachers can lead students to identify the directions on the map through their own orientation demonstrations, guide students on judgment skills, and enable students to master the judgment strategies in this situation. , and, after understanding the judgment method in this case, the result can be judged in other cases with only slight modifications; in the case of a direction sign, the teacher only needs to tell the students to point the arrow with the direction sign upward, and other judgments The method is the same as the first method; students generally find it difficult to determine the direction when there is a latitude and longitude network. The key to the solution is how to use the longitude and latitude lines to determine the direction. The longitude lines indicate the north-south direction, and the latitude lines indicate the east-west direction. It's easier said than done. The first step is to determine which one represents the longitude and which represents the latitude in the vertical and horizontal latitude and longitude network. The judgment is based on the changing rules of longitude and latitude values, that is, the longitude value ranges from 0 to 180, and E represents east longitude. To the east, the greater the east longitude value, use W to represent west longitude. The further west, the greater the west longitude value; while the latitude value ranges from 0 to 90, use N to represent north latitude. The further north, the greater the north latitude value, use S Indicates southern latitude. The further south, the greater the southern latitude. The second step is to guide students to draw the four directions of the judgment point, that is, the north-south direction must be along the longitude line, and the east-west direction along the latitude line, and then find the four directions according to the law of degree gradient. What is emphasized here is that it is most accurate to use longitude and latitude lines to determine the direction, but often the judgment results are opposite to the first two directions, that is, north and south may be inverted. In addition, when judging the direction, you should first draw the four directions of a point, and then judge other situations, otherwise it is easy to make mistakes.

Next, there are legends and notes. They are used to represent geographical things on the map. They are often obtained through memory. However, many of them are very vivid. Teachers can use the rules of memory in daily teaching to often make students conscious. Repeat them and remember them unconsciously.

2.Establish a sense of space

Just understanding the elements of a map is not enough, because geographical things have their spatial distribution. If we grasp their spatial distribution and their laws, geographical things will become disconnected individuals, which is not conducive to learning geography well. So how to cultivate What about students’ spatial concepts? It must be understood that the formation of space concepts does not happen overnight, but is a long-term task.

First of all, through the understanding of the globe, you must be familiar with the large-scale geographical elements of the seven continents and four oceans on the globe. In daily study, you must gradually understand the hemisphere positions, their longitude and latitude positions, and their relative positions. This is Lay a good foundation for further study.

Second, in uninterrupted learning, teachers can often use some interesting learning methods to guide students to establish spatial concepts. For example, when learning about capitals or mountains and rivers around the world, they can play games, such as designing a travel plan. Arrangement of certain affairs, etc., can improve students' enthusiasm for learning and grasp the spatial distribution of geographical things in a subtle way.

Third, connect some of the things happening today, including politics, economics, etc., and let students put the places where they happened on the map. This not only improves students' understanding of geographical space, but also cultivates students' ability to care about major international and domestic events. Literacy. In this method, teachers can practice it by giving more introductions, or they can assign tasks and let students be moderators, critics, etc., in as many ways as possible. Everything depends on persistence. After a period of training, the results will be remarkable.

3.Pay attention to the teaching of filling in drawings

In addition to memorizing maps, another very important method is to pay attention to map filling and drawing. In the past, many teachers thought it was not important, but in fact, it plays a decisive role in cultivating students' map learning process. In the process of filling and drawing, students unknowingly implemented the orientation and space of geographical things, especially the understanding of the relative positions of some geographical things, which strengthened their understanding. In addition, teachers can motivate students who do well by showing their results after filling in the maps, while teachers who do poorly can provide individual tutoring, which can also help them improve their map learning. Confidence. This not only makes it easier for students to understand their map learning situation in a timely manner, but also helps teachers comprehensively understand students' levels. Different methods can be flexibly implemented during teaching to adapt to the specific situations of different students.

In general, if you learn maps well, you have completed most of the geography study, and future studies will be easier.

2. Learning strategies for regional geography

Most of the study of junior high school geography is in the study of regional geography. Therefore, mastering the strategies for learning regional geography means that there is no difficulty in learning junior high school geography.

1.Implement regional geographical location on topographic maps and administrative maps

If you are learning regional geography, it is not enough to just remember the geographical location through words. It often takes a lot of time because of the numerous place names, which is not only difficult to remember, but also easy to confuse them. If combined with the image memory of a map, it will make regional geography much easier and more memorable. In this method, special attention is paid to forming a spatial distribution in the mind of the relative positions between them, and to linking the relative spatial distribution of different types of geographical things. For example, remember that Baghdad, the capital of Iraq, is located on the Tigris River. The north side of , etc., this memory method not only remembers quickly, but also connects various related geographical things to form a large overall network structure in the mind, and remembers more.

2.Understand global climate patterns

Many students say that the most difficult part of geography is the content of climate, because it is related to the analysis of many factors, including the atmosphere, topography, rivers, oceans, etc., but it still follows certain rules. When learning climate content, you must first understand the distribution of global pressure zones and wind zones, then consider the impact of sea and land distribution, and finally master the distribution of global climate. For learning about global climate distribution patterns, teachers can demonstrate drawings and explanations on the blackboard, and at the same time ask students to follow suit. The training of motor skills can effectively promote students' image memory. After mastering the global climate distribution rules, when analyzing the climate of a certain place, you only need to look at its longitude and latitude, sea and land location, and topography to accurately describe the climate characteristics.

3.Understand the economic differences across continents

The economic status of each country and continent is related to natural conditions, political policies, etc. When analyzing their economic status, you should first understand its surrounding environment and find its own environmental advantages and disadvantages, from its agriculture to industry to technological development, etc. Situation analysis, for developing countries, often considers its demographic factors. In general, the economic development of developed countries is nothing more than that they have certain advantages in natural conditions. As for Japan, although it lacks mineral resources, it is an island country with convenient transportation conditions, plus Domestic policies and other human factors attach great importance to science and technology, and naturally its economy can develop rapidly. When teaching this part of the content, teachers can use comparative methods, such as comparing the location conditions of Japan and the UK. They have many similarities and some differences. Through comparison, students will not only remember deeply, but also remember more. In short, students are required to find some patterns in the learning process, not to study blindly and piecemeal, but to have the ability of comprehensive analysis, which requires teachers to frequently implement it in classroom teaching practice.

4.Understand the culture of various places

Different parts of the world have different human geography knowledge, including ethnic groups, languages, religions and other cultural landscapes. Understanding them will promote future study and the study of other subjects. It is the cornerstone for students to enrich their own knowledge. It is recommended to compare them in pieces when studying. When teaching this part of the map, teachers can add some extracurricular information to help students understand it with vivid examples so that students can easily master it.

In short, learning the geography part of junior high school is not something that can be accomplished overnight. It requires teachers to study patiently. For different parts of knowledge, teachers should use corresponding teaching methods. The most important thing is to let students master the learning strategies of how to learn geography well, so as to Get twice the result with half the effort.

Guidance on learning methods for geography in the second grade of junior high school

1. Make a reasonable plan

2. Science

Scientific preview is to actively explore new things and discover questions on the basis of consolidating the old ones, so as to have a good idea and prepare for a new round of learning. The biggest benefit of preview is to help form a virtuous circle of learning. Preview makes you proactive, and only those who stand in an active offensive position can easily win the battle. It can be seen that as long as you grasp the preview, you will grasp the key to improving performance.

Preview:

(1), read carefully. First, read the textbook roughly to understand the basic gist, and then read it carefully again and again. When reading carefully, you can use colored pens to initially outline the key points, difficult points, and difficult questions in the textbook.

(2) Think carefully. When previewing, you should use existing knowledge, experience and relevant reference materials, think actively, ask more whys, and clarify the internal connections of old knowledge.

(3) Ask for advice humbly. During the pre-makeover process, if some problems are still unresolved despite careful consideration (including investigation), you can discuss them with your classmates. If necessary, ask for advice from, or other people, and try to solve them before class so that they can be solved. Concentrate on thinking about some new questions in class.

(4) Do some exercises appropriately.

(5) Take notes carefully. Writing preview notes is an important part of the preview process, and we must pay attention to it. Specifically, the preview notes mainly include five aspects: first, the key structure or outline and summary of each lesson; second, several closely related main issues covered in each lesson; third, unresolved Difficult questions; the fourth is an excerpt of the relevant content in the checked materials, and the source is indicated; the fifth is the main insights. Of course, these five aspects do not necessarily have to be taken down every time. They must be based on reality and handled flexibly according to the difficulty of the knowledge.

3. Concentrate

For students, the basic task of attending lectures is to learn knowledge, develop and improve under the guidance of teachers. Numerous facts show that most of students' knowledge and knowledge are learned and cultivated in this stage. Therefore, if we want to improve, we must take class seriously and learn how to listen to classes. Learning methods and techniques:

1. Pay attention and listen attentively.

2. Think positively and strive to take the initiative in acquiring knowledge.

3. It is necessary to clarify the teacher's teaching ideas and learn by grasping the characteristics of the subject and the teacher's teaching characteristics.

Only by grasping the different characteristics of each subject and the teaching style of each teacher can we focus on the key points and achieve twice the result with half the effort.

4. Don’t get into trouble, take notes in class, and strive to master what you have learned in class.

Persisting in taking class notes can help us concentrate our thoughts and promptly write down the key points, key points and difficulties of the teacher's lectures, so that they can be easily reviewed and consolidated after class; at the same time, since taking notes in class requires the use of eyes, ears, hands and brain, it can be used Receive comprehensive stimulation from multiple senses, thereby deepening your understanding, mastery and… So, how can we take good class notes?

First, when taking notes, write down the teacher's methods, processes and results for review and homework guidance after class.

Second, the notes should be as complete and concise as possible. The key points, difficulties, and doubtful points must be fully memorized. It is best to use your own words or "keywords" to summarize the teacher's teaching content. This forces you to concentrate, think actively while listening, grasp the key points, and re-summarize, which not only saves time and effort, but also improves the effectiveness of the lecture. In addition, for content that is not fully understood, it is best to briefly write it down and add marks or comments so that it can be solved during review after class.

Third, don’t write your notes too densely. Leave some space for supplementation and correction after class.

4. Learn to keep homework for yourself

5. Review in time

Procedures for timely review: (1) Try to recall. (2) Read textbooks. (3) Organize class notes (4) Read reference books.

6. Calmness is one of the basic links in student learning. It is the inspection and evaluation of learning effects and serves as a feedback.

1. It’s not easy to burn the midnight oil before the exam.

2. Don’t worry about gains and losses when entering the examination room.

3. Read the entire paper before answering the questions.

4. How to arrange the order of solving problems

5. How to manage time in the examination room.

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Cs Origin Anti-slag Machine Card Patch (v91)

The cs origin anti-slag machine patch is a game patch specially created for low-end and mid-range mobile phones. It can make your mobile phone run cs origin smoothly. It reduces the gamma value and may cause lag when using a flashlight. Before entering the game, enter exec .cfg in the console and press submit.

Game features

1. The exciting gun battle shooting gameplay allows players to feel the adrenaline surge.

2. Use the first-person perspective to give players a more realistic shooting experience.

3. Two camps. The game tasks of different camps are different, but equally exciting.

4. Rich weapon types allow players to experience hearty shooting battles.

Game Highlights

1. A shooting game that imitates the classic PC game CS. The game style and game modeling are both good. Although it is not as good as the PC game, it still looks good overall;

2. The gameplay is the same as the PC game. The player controls the character to fight, and uses the weapons in his hand to shoot in time to eliminate the opponent;

3. There are many maps, each of which is a classic map in CS, such as the well-known desert map, Italian town, etc.;

Wonderful content

Number of people on the map: Compared with the previous only 32 people, it supports 64 people.

Weapon model: It is definitely very different from "Counter-Strike: Zero Point" or "Counter-Strike 1.6" (using a graphics engine).

Game graphics: Because it is an HL2 engine, the graphics resemble Half-Life 2 and are quite exquisite.

Natural laws: The Havko engine has real physical laws, making you feel like you are in the real world.

Map editing: The editor version is updated, CS:S maps are edited using Valve 4.1 in the SDK.

Fun gameplay

1. The gameplay is similar to the past Counter-Strike series, with one team playing the role of counter-terrorism force and the other team playing the role of terrorists.

2. In each round of fighting, each other tries to complete the designated goals on the map.

3. Such as dismantling/detonating bombs or rescuing/imprisoning hostages, or achieving victory by killing all members of the opponent.