2012年6月29日 星期五

Flash Chess III 立體西洋棋3

遊戲類型 : 棋牌遊戲 Board Game

遊戲玩法 : 滑鼠 Mouse

遊戲說明 :  之前FreeGame也就是本站內有的幾套西洋棋遊戲 好像有許多人不太喜歡 因此特別收集了這套立體的西洋棋 希望希歡西洋棋的朋有可以有多一個選擇 試看看自己的功力

2012年6月27日 星期三

Simutrans - New Simutrans release!

Simutrans logo v111.1

A new stable version of Simutrans, 111.1, has been released today! The development team summarized the changes as:

??Mostly bugfixes and optimisations (e.g. faster display on large windows when zooming out). Most important for game play is the fact that speed bonus now takes into account the maximum possible top speed, included speed limits imposed by ways and overloaded vehicles.

You can find a full changelog and download links for windows, linux, haiku and mac binaries at the International Simutrans Forum.

Tags: , ,

This entry was posted on January 24, 2012, 19:11 and is filed under Announcements, Development & Releases. You can follow any responses to this entry through RSS 2.0. You can leave a response, or trackback from your own site.

This website uses IntenseDebate comments, but they are not currently loaded because either your browser doesn't support JavaScript, or they didn't load fast enough.

2012年6月24日 星期日

重建2-由大滅絕中再次重拾人類的尊嚴-Rebuild2

Rebuild 2

http://armorgames.com/play/12389/rebuild-2
評分 : 8.0 全破所需時間 : 4小時+
短評 : 雖然畫面上不是那麼可口,不過具想像力的文本劇情,與經營模擬策略式的玩法真的會讓人一玩就忘記時間。


我的名字是米屎粒,我可能是最後一個存活的男/女人了。
我已經為了逃離這些東西躲了好久,這些怪物都曾經是活人。他們曾是麵包師傅、程式設計師、教師或我的鄰人們。但現在,他們如惡狼般地嗅著氣味,用那空洞又帶著死亡的眼神望著那會動的獵物:我。
2011-10-07_205814.jpg
我帶著少數的補給跟我最信任的 槍(射擊)/ 望遠鏡(搜索) / 狗(科學) / 板手(建築) /牛仔帽(領袖),我真的好累,但我必須在日落之前離開這個被殭屍佔據的都市....
所幸,我並不孤獨,我終究到達了 天使之城 ,在那我很高興地遇見了其他人,我還差點害自己在抵達他們的營地的路上被殺了呢。他們築牆圍起了他們的 普通/小 城市的四週,但他們不知道接下來該如何是好,我決定加入他們,並引領大家,並在此我決定停下我之前奔逃不停的腳步。
要奪回這個城市雖然 很簡單/有點難/是個挑戰/天殺的難/幾乎不可能 ,但我們已經準備好一切我們該付出的,並以人類之名收復這個地方。
就是今天,我們決定重建!!
這就是我們這次要介紹的重建2了! 沒玩過重建1可以點這裡。有玩過的就先點遊戲吧! 看不懂再回來翻攻略。
2011-10-07_213050.jpg2011-10-07_232345.jpg
遊戲一開始一樣是內容設定,由玩家自由更改可變動區域的內容,可以改變玩家的名稱/性別/專長/城市名稱/地圖大小/遊戲難度(參考前言那一段落落長的就是遊戲英文的翻譯了)。之後就可以開始我們的重建之旅。
2011-10-07_205814.jpg
???????????????????????????? 點照片還可以換頭像,選個喜歡又順眼的吧!
進入遊戲之後當然會簡單的教學如何檢視地圖-拖曳,及各類建築的功用,大致上都與一代差不了多少。 由農地獲得糧食,由公寓或住宅區獲得人口可居住上限,由警局可以獲得額外的防禦火力。
?此外其他的各類建築也都可以視需求改建為其他的功能性建築。
2011-10-07_213707.jpg
不用的農地可以改為住宅區,公寓可以改為學校、酒吧可以改建為教堂等。

2011-10-07_213050.jpg
遊戲的第一件事便是人員的任務分配,藉由偵查瞭解四週圍建築物的狀況並檢視是否有倖存者/存糧/殭屍,之後再派出其他人員進行清除人員招募(Recruit)/搜刮物資(Scavenge)/掃蕩殭屍(Kill Zombie),假使都沒有就可以收復失土,擴大玩家的領地。
2011-10-07_213542.jpg
技能
每個生存者大都有其專長的生存項目,依次為射擊、收刮物資、科學研發、建築技術跟領袖特質。玩家可以視任務需求派遣,也可以由名字旁的 小圖示快速的判斷生還者這些技能的種類與等級。
技能等級越高當然任務的成功率就越高。有的任務需要較多天才能執行完成,多派遣幾位具備該任務特質的人員可以加速任務的執行,也可以提高任務的成功率。
假使沒有特殊技能的生還者也可以藉由重複派遣特定任務習得技能,或利用學校快速學到技能。
Rebuild 2 ?
這次的遊戲可以讓人員擁有複數的技能,技能等級最高為10級,當到達最高級時,人員就會好比覺醒一般,大大的降低任務的危險性,並大幅的縮短執行任務所需要的天數。所以可以的話就儘可能地讓人員成長,好成為傳說中的新人類。
任務報告
當所有的生還者經過任務派遣之後便可以按下 END DAY結束一天,並藉由報告書瞭解前一天任務的執行狀況。
2011-10-07_214444.jpg
有時任務也可以撿到特殊的工具,假使讓生還者裝備的話,可以有效地提升他們的技能,不過記得找到之後選取人員的EQUIP圖示好讓人員裝備。
突發事件
有時一天過後,除了任務報告外也偶爾會有突發事件讓玩家選擇做或不做某些事,如焚燒掉邪書、是否收留奇怪的宗教人員、是否與愛愛小屋的人交易等,這些事件的決定都會影響到遊戲的後續發展,不過所幸大多是的事件隻影響快樂度。
2011-10-07_220434.jpg
可遇見的事件一覽
殭屍禁書 (ZOMBIE CONDITION)-Yes→無反應 No→快樂+10
愛愛小屋 (LOVE CARAVAN)-YES→食物-15 快樂+10
代價 (WHAT PRISE)-YES→得到RPG X2 女性人員-1
殭屍也是人(ZOMBIS ARE PEOPLE TOO)
No→人員減1
YES →該人員成為救世主→動不動就會有人跳樓(人員-1 快樂+10)
商人GUSTAV(GUSTAV THE TRADER) - YES →板手-1 食物+5 或 工具箱-1 食物+10
賭徒(THE GAMBLER)- YES→食物-10 或 食物+10 可重複賭,賭到最後可以得到小貓一隻。
殭屍大戰 (ZOMBIE CAGE FIGHT) - YES→快樂+10。
擴建市政大廳 (NEED A CITY HALL)-YES → 獨立結局開頭。
神秘科學家 (MYSTERIOUS SCIENTIST)-YES→ 研發結局開頭。
下水道要塞化 (SUBWAY FORTIFIED)-YES→武力結局開頭。
最終審判的逃亡者 (LAST JUDGEMENT GANG ESCAOEE) YES→食物-3→武力結局開頭
直升機破壞者 (SABOTAGE AT THE HELIPORT) YES→直升機結局開頭
噴射火焰放射器 (JET FUEL FLAMETHROWER) YES→燒死一定數量殭屍。
危險度
雖然有掃蕩殭屍的軍隊,不過假使領地四週區塊的殭屍數量過多危險度上升,殭屍便會攻擊我們的防線,幸運的話可以擊退殭屍,不幸的話輕則人員受傷(休息3天,在醫院可以復原快些),重則人員折損,所以可以的話還是要派一些人員鎮守家中儘量讓危險度小於20%避免不幸發生。
2011-10-07_221530.jpg?
研發
為了邁向成功之路,適當的科技研發是必要的,在前期人力不足的狀況下,研發不是那麼的重要,但是假使可以空出1-2個人做研發的話,將可以大大提高任務的成功率。
研發一覽
Signalling - 信號學 - 提高人員招募機率。
→ Radio - 廣播系統 -讓生存者自己前來加入陣營
→ Electricity - 攻電系統 -可以產生電力讓市民更快樂度
Zombie Vitals - 殭屍生理學 -提高人員對殭屍的打擊力。
→ Stealth - 隱形技術 -讓採集或搜索時的危險降低。
→ Antivenom - 抗毒血清 -讓市民對殭屍的抵禦力增加。
Preservation - 食物保存 -可以提高食物的保存上限。
→ Pesticides - 農藥技術 -防止蟲害,在HARD以上相當有效。
→ Fertilizer - 施肥技術 -讓農場增加收成+1
邁向結局
2011-10-10_175546.jpg
目前已知REBUILD2有4種結局。
領袖結局:建立市政中心並獨立。
佔領一半以上的城市便會出現擴建市政大廳任務 (NEED A CITY HALL)-YES → 顯示舊市政大廳→清除並佔領市政大廳→執行任務 Draft a Consitiution
研發結局:讓怪博士研究並做出最後的解藥
佔領實驗室之後,會有機會遇到神秘科學家 (MYSTERIOUS SCIENTIST)-YES→需要助手 (ASSISTANT DEMANDED) YES→進度報告數次→發生實驗室爆炸事件 (Explosion at the lab)→發生REACH TRANSLATED翻譯怪博士留下的研究資料→執行CURE ZOMBIEISM任務即可研發出解藥

武力結局/下水道結局:摧毀聚集於下水道的最終審判幫。
佔領下水道→SUBWAY FORTIFIED任務→最終審判的逃亡者 (LAST JUDGEMENT GANG ESCAOEE) YES→任務ATTACK THE LAST JUDGEMENT GANG YES→結局
建築結局/直升機結局 : 修復直升機
佔領直升機之後會發生SABOTAGE AT THE HELIPORT→破壞者懸賞 (MAN HUNT FOR THE SABOTEUR) YES → 3次的直升機修復報告→總算有時間了 (TIME ENOUGH AT LAST)YES→執行修理直升機任務即可
全破之後 :
2011-10-10_180859.jpg
遊戲為了獎勵玩家,全破之後還可以任選5名人員到新的城市去充新重建,除了可以重新設定遊戲條件城市大小外,這5名人員也會繼承之前的技能,所以不妨練滿5名人員,然後開個最大的城市,與最難的難度好好好的挑戰不可能吧!
2011-10-10_182048.jpg
某Z的Q&A :
Q : 我的人好多但是食物好少! 到底要怎樣才不會餓死啊?
A :
最簡單的方式是先看自己的食物每回合會增加的數量,再去看自己目前人員的數量是否適合招募新人。
如 食物每回合+2 那就可以再多招募2個人
假使食物每回合-8 不需要派8個人去送死 只需要盡快將多餘的鄉間小屋或公園改建成農地讓食物可以+0就可以了。
Q : 假使人員或糧食沒收刮就去佔領領地,上面的人跟物資是不是都會不見?
A :
是的!佔領前請先把人跟物資清空!
Q : 道具要怎麼找才比較快?
A :
先訓練2個搜索到10的人員,然後搜刮物資時就派那兩個去再多送幾個沒經驗的新人,讓FINDING EQUIMENT(右下的槍跟榔頭)到機率95%,這樣幾乎每次去都可以帶寶物回來。
Q : 火箭炮怎麼拿?
A :
火箭炮只能靠WHAT PRICE任務拿! 不過遊戲每輪只能拿一次,假使是有心想挑戰IMPOSSIBLE難度的玩家可以玩3輪集滿5隻火箭炮,這樣最起碼還有額外+20的武力可以讓生還率高一些。
Q : 這次有最強存檔嗎?
A :
這是有提供第一輪結束離開城市的存檔,Rebuild2 最強的5人第一輪結束存檔? ENJOY!
PS :MEGAUPLOAD空間,所以打開是空白頁的請自行GOOGLE一下或參考側邊攔。

View the original article here

微軟推出 A Year in the Like,讓你 DIY Metro 版的臉書動態時報

5fc501d652ce7fb652d4119527ae0ca9 這個由微軟推出的網站是將 Facebook 重新的包裝、加上特效,生成更漂亮而精美的內容,由於裡面充滿了讓人驚奇的動畫效果,因此說這個網站才是真正的「動態時報」也不為過。而且以 Windows 8 的 Metro Style 來呈現,相當有趣。

雖然微軟不像 Google 在網路上有實驗室定期公布一些研究項目的成果,但是微軟的確也常常推出些稀奇古怪的服務。像是這個「A Year in the Like」,就不知道是屬於他們哪一個團隊的設計成果,就像是 Metro 版的臉書動態時報一樣。

▲過濾顯示資訊:在右上角的選單中,可以透過過濾機制,來決定要顯示在頁面上的資訊,包括要顯示照片或是影片,以及是要顯示哪些好友群組的留言。

由於它僅擷取你過去一年的內容,因此它的目的也不是取代你現有的Facebook使用形式。採用目前在Windows 8上積極開發的Metro Style介面,想必這個網站未來會用App化的形式在Windows 8上出現。它主要有三個功能:第一:將一年內的的照片、留言製作成靜態底圖,搭配浮動文字效果呈現。第二:自動由你的照片、留言中擷取內容,製作成一個兩分半鐘的短片。第三:與其他人分享你的「A Year in the Like」。

▲Facebook應用程式:目前A Year in the Like的設計算是Facebook應用程式,必須要取得Facebook帳號授權才能使用。

其實這些功能的實用性並不是那麼的高,但是使用起來是真的非常有趣,也與傳統的Facebook使用經驗完全不同。而且反正使用時也不需安裝任何的軟體、外掛,只要你有臉書的帳號,然後在「A Year in the Like」上登入授權就可以玩了。「A Year in the Like」的網址為:ayearinthelike.com。

連上「A Year in the Like」網站後,點選右邊的Facebook連結圖示,準備登入你的Facebook帳號。

獲得Facebook授權後進入主畫面,一開始中央的藍色區塊是說明,下方可拖曳時間軸,中間的文字留言可進留言頁面,右上角的選單可以製作短片。

下方的時間軸會自動播放,隨著時間改變上方的留言文字也會漂浮過去。你也可以用滑鼠改變時間軸,看特定時間的留言。

在這裡我們進入特定的留言,背景的照片也會切換到這則留言的照片。右側則會顯示該照片的相關留言文字。

右上角「My Movie」的選項,點選後畫面中央就會跳出播放視窗。將你的臉書圖片、文字製作成一則兩分多鐘的短片,效果有點像投影片播放。

製作完畢後,這個視窗會顯示目前你有做好哪些影片。如果還要製作,則點選下方的「Create New Movie」按鈕,每次效果及內容都不大一樣。

Windows 8 登場倒數, 14 款 Metro? App 搶先試用介紹

使用 Windows 8 免重灌,安裝 Metro 7 讓你使用新介面

Windows 8 Release Preview 開放下載,繁體中文版來了

DIY 局部會動的照片,微軟推出 Cliplets 軟體,怎麼用看過來

本文同步刊載於PC home雜誌

歡迎加入PC home雜誌粉絲團!

2012年6月21日 星期四

Battle Stance - Human Campaign

Sorry, I could not read the content fromt this page.Sorry, I could not read the content fromt this page.

View the original article here

2012年6月18日 星期一

Ancient Beast - Our homepage just got better!

Sorry, I could not read the content fromt this page.Sorry, I could not read the content fromt this page.

2012年6月16日 星期六

NAEV - More happenings

By BTAxis, on January 23rd, 2012

Hello everyone, and a belated happy 2012. It’s been rather quiet here on the blog, but I assure you that’s only because nobody has been posting on it. Elsewhere we’re all still tinkering away on the project, and we’re hoping to build toward a new release in the near future. Before we can do that though, we need to put the finishing touches on the active outfit system. You see, we plan to add outfits you can install on your ship and activate once in space for all sorts of effects… Oh, but I can see you’re not very interested in that. So, let’s move on to something else that’s been happening:

Discovering assets (that’s planets and stations) and jump points used to be easy. Jump into a system, glance at the system map, voila, they’re all there. But that is changing. Just as ships become undetectable if they’re far away from you, so can assets and jump points be invisible to you, using much the same mechanics. For an easy example, look at the following screencaps:

Jumping into Eneguoz... Hey, where is everything?

Oh, there you are! The planets didn't appear until I actually flew closer to them.

As you can see, it’s now possible for assets to not be shown on the map until the player discovers them. Now, I should point out that most planets tend to be fairly hard to miss in a star system, so when you jump into a new system you will usually discover all of them immediately, just like it’s always been. The example above isn’t representative in that respect – I simply modified the hide values for the purpose of showing how it works. However, if the system has high sensor interference (inside the nebula, for example), it may be more difficult to find the planets within.

Space stations tend to be a fair bit smaller than celestial bodies however (yes yes, except THAT one). You may have to scout around a system a bit before they appear on the map, and if the station actually makes an effort of being inconspicuous (think hidden military or pirate bases), you won’t easily find them.

Jump points, too, are more difficult to detect than your average planet. You usually won’t spot any jump points other than the one you entered from when jumping in, which means you can’t plot a course to the next unknown system before first finding the way there. So how will you know where the jump points are then? Well, you could fly around and look for them yourself, but there are a number of things you can do to find them more reliably:

Follow other pilots. Especially traders often travel to other systems, and they know all the major routes. If you see a trader fly away from a planet, try following it. Chances are it will lead you to a jump point.Talk to NPCs in the spaceport bars. Not only do NPCs offer you missions sometimes, they will also give you helpful information. Some may even offer to update your map with locations of assets or jump points if you don’t know them already.Buy maps. As of the next version of Naev, the Star Map outfit has been replaced by a collection of pre-defined maps. Each map reveals one or more star systems, and may or may not reveal jumps and assets belonging to them. Buying a map for the Empire Core, for example, will immediately update your map with systems in Empire space, as well as the jumps leading from one to the other.

There are also rumors of new, exotic types of jump points, such as hidden jump points that can’t be detected without special equipment, known only to a selected few. There also seems to be a kind of jump point that can’t be detected at all, and that only be used from the other side…

2012年6月13日 星期三

Chuck the Sheep 飛行羊咩咩


遊戲說明 :

Description
Chuck's done with the shears! He's ready to take off from the farm to fluff-safe lands. While he won't get far at first, Chuck is determined. But he needs your help! Launch him high and far using a variety of ship upgrades. Collect resources to build out new items. It's all up to you!

v1.3 - Back to normal, thanks for celebrating Thanksgiving with us!

v1.3b - Thanksgiving Bonus!

v1.3 - Resource bonus for Facebook/Twitter. Fix sticky thruster.
v1.1 - Various fixes

Controls
Arrow Keys / WASD to move\r\nSpace Bar to use Shield (When you upgrade)\r\nTab / Shift to use Boost (When you upgrade)


[本日志由 ver 于 2012-01-23 00:24 AM 更新]上一篇: The Last Castle 最後的城堡
下一篇: Zombotron 殭屍行星
文章?自: 本站原?
引用通告: 查看所有引用 | 我要引用此文章
Tags:
相?日志:

View the original article here

2012年6月11日 星期一

NAEV - Dev interview on gamingonlinux.com

By BTAxis, on January 30th, 2012

The gaming blog Gaming on Linux has published an interview with Naev’s core development team. You can read it here.

2012年6月7日 星期四

Warzone 2100 - 3.1 beta1 has been released!

by cybersphinx on 2012 January 30

The 3.1 series is the first based on the new netcode, with new terrain renderer and many other changes.

Configuration uses a new directory, if you want to use old mods/maps/savegames, you need to copy them (see FileLocations). Note that savegames from 2.3 and 3.0 are incompatible, only those from newer master snapshots might still work. For mods it depends on what they do, don't expect old mods to work either.

2.3 is now officially unsupported.

Changes since the 2.3 series: New terrain rendererSupport for 3/5/6/7 player maps
Changes since the 3.0 beta series: New deterministic netcode that makes sure the same things actually happen for all players, should be much more cheating-resistantSupport for 9/10 player mapsUnit targeting is more intelligent, they won't all shoot one target when one shot is sufficientCommand line parameters now need a '=' (which was optional before), e.g. --resolution=1400x1050Apple systems: Drop support for PPC and Mac OS X 10.4, add support for 64 bit Intel on Mac OS X 10.6+Everything the master snapshots up to master_20120109 contain (and everything in master up to Jan 29, 2012, see https://github.com/Warzone2100/warzone2100/commits/bd38bfd28d5b76a390f863a8699c8feb9ac685cd), see their announcements as well:
Changelog for 3.1 beta1:
General Change: Incendiary damage doesn't affect allies, affect features (4657de6ee7)
Fix: Incendiary armour works properly again (#3078, 666ea1050e)
Fix: Patrol order (f2104c1836)
Fix: Make pathfinding find straighter paths on average (bd38bfd28d)UI Change: Redesign lobby screen, shows disabled tanks/cyborgs/vtols (617e4c01e1)
Fix: Prevent players from choosing already used colours (#3043, 7656d2f84b)
Fix: Make aborted research disappear from its research facility (#3046, 03833edf3f)
Fix: Make models on buttons (research, build etc.) rotate at all frame rates (#3082, 6e00044711)
Fix: Make sure the unit order buttons show the correct unit state, and orders are executed correctly (4b53782254)Multiplayer Challenges Translations
Changelog for older versions: https://github.com/Warzone2100/warzone2100/blob/master/ChangeLog
Full list of changes since master_20120109: https://github.com/Warzone2100/warzone2100/compare/master_20120109...v3.1_beta1

Bug Reports:
This release probably contains bugs, please report them so they can be fixed. If you have trouble getting the game to work at all, consider a forum thread, you will probably get help faster that way.

See BugReporting for details, in short:
Search the existing tickets for your problem, if the problem has already been fixed in git, the ticket will be closed.If there is an open one already, feel free to add more info to it.If there is no report yet, make a new ticket (one per issue).Be as detailed as possible in both summary and description, and either log in with your forum account or leave an email address so we can contact you if we need more information.The more information we have, the easier it is to fix problems (or the other way around, the harder it is for us to reproduce a problem, the less likely it is to get fixed), so include savegames/instructions to reproduce the bug, crashdumps, backtraces, screenshots for graphical problems... whatever is relevant.When you attach files to a ticket, please add each text/image file separately and uncompressed, so we can view them easily in trac (savegames can and should be zipped, they consist of name.gam, possibly name.es, and the files in the name/ folder).
Download:
As usual, downloads can be found on our download page or directly on Sourceforge.

2012年6月4日 星期一

Flash Chess 立體西洋棋

Sorry, I could not read the content fromt this page.Sorry, I could not read the content fromt this page.

View the original article here

2012年6月1日 星期五

DungeonHack - When the Phoenix respawns, I try again with a bucket of lava

Daggerfall... towns, dungeons, exploring, adventuring. That was the crux of it. It was like a world you could get lost in.

I remember Rosthara (?) talking about town generators, but that was a long time ago.

The problem with dreamy projects is the goals themselves become dreamy. Expecting a ludicrously high level of quality for models, for visuals etc. Immersive worlds are not always made from things that look beautiful. Daggerfall was not beautiful. MUDs are not beautiful.

If you want to get back to that essence of Daggerfall, you need goals that lend itself to that. Forget about setting, backdrop, etc. Let that come over time. You need a dungeon to explore, that is randomly generated. A town to walk around, that is randomly generated. People to interact with, that are randomly generated. A world map that is randomly generated.

These are not difficult tasks. The towns in daggerfall were just blocks fitted together. The dungeons a set of corridors and rooms of set shapes that were linked together (and there's plenty of dungeon generating algorithms online - start with something 2d, then wedge a few of those together, and bam you have a random 3d dungeon generator). The world was a 2D grid with randomly placed coordinates for dungeons, towns - it isn't hard stuff. A motivated programmer could have those 3 things put together in a few days. Assorted blocks, 2d dungeon generator hacked to be 3d, random coordinates on a map. Generating a basic 3d world around that shouldn't take much longer. Again, keep it basic, throw out shaders. Heightmap generators are common online as well.

It doesn't matter if all the people look the same, or the creatures are just boxes with the name "Wolf", "Skeleton", etc on the side. It doesn't matter if the dungeon is all grey and brown and made of big cuboid blocky rooms. Once you have a working dungeon generator, you can then evolve the rooms, add the greebles etc. At the moment you just have this static basic world, which is exactly what Daggerfall was not.

Back to basics... what was it that made Daggerfall good? It wasn't the graphics, or the story. It was the adventure. Build the adventure, and then build everything else around it.

Look at what Gladius is doing with the old demo, bringing models into it, improving the textures. If you can provide a framework, a basic functioning world to adventure around, it won't matter if it looks crap because the Gladius' of the world can change that for you. But if there isn't a world to improve? The game is dead in the water.

And no, you shouldn't expect the game to be anything. Be at peace with it failing. It doesn't matter if it has failed or will fail. You do this for fun, not because you are expected to produce Eldar Scrolls VI.

I'll also add that if you think Panda3D is better, garvek, go with that. Forget what I said before. Just try and attach a purpose to what you are doing. (There didn't seem to be much purpose in the engine juggling over the years, other than lack of familiarity.)