![]() ![]() Fulani speakers from West Africa have been provided with the first digital alphabet in their language, while there is even a version in Ogham, the Old Irish script used between the first and sixth centuries. To create the Tibetan characters, Monotype worked with Tibetan monks and Buddhist scholars. The project involved hundreds of researchers, designers, linguists, cultural experts and project managers around the world. For each language, Noto includes letters in multiple serif and sans serif styles across up to eight weights, as well as numbers, emoji, symbols and musical notation. Google’s challenge was to create fonts for all of the 800 languages included in the Unicode Consortium standard for software internationalisation, which includes many little-spoken or so-called ‘dead’ languages, thus eradicating ‘tofu’ from our screens. ![]() ‘Tofu’ is the nickname used for the blank boxes that appear when a computer or website is unable to display a particular character because there is no font support for that language. The name, Noto, comes from Google’s initial brief to Monotype which was ‘no more tofu’. Some of the languages featured have never been digitised before and have only previously existed as inscriptions on stone or on ancient documents. In what is being billed as one of the largest typeface projects in human history, Google and Monotype have collaborated to create a unifying system that spans more than 100 writing systems, 800 languages, and hundreds of thousands of characters. This report by Patrick Burgoyne is a year old now, but has only recently come to my attention, and I thought I’d see what you people think (I’m sure those of you who know about typefaces have long been familiar with it): ![]()
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![]() ![]() Every map is constructed with soaring, titan-scaled asteroids and alien ruins. The missing polish in both the story and mechanics felt like a shame, considering the imaginative and consistently beautiful level art and ship designs seemed to hint at what could have been a much more epic and satisfying tale. These situations weren’t difficult because I made bad decisions they were difficult because I didn’t have the patience to continually redirect and otherwise babysit all of my cannon fodder for the duration of a long fight. The fragility of many of my fleet’s core units, and the sluggish pace at which I could replace them, meant I was spending most offensive missions prodding the enemy installation, losing all of my fighters in the first 30 seconds (in spite of healing abilities), and being forced to gun my impulse engines in full reverse and repopulate. On the other hand, missions that required me to assault a fortified position quickly became frustrating, drawn-out slugfests until I unlocked the late-campaign tech needed to take down buildings and capital ships quickly. Things came right down to the wire, with all of my units battered or destroyed, plugging a bottleneck in a desperate final stand as the last civilian ship made its getaway. ![]() One such scenario involved covering a transport evacuation, Battlestar Galactica-style, while under heavy fire from all directions. In particular, missions that charged me with defending a static point or running an enemy blockade required quick thinking, good unit synergy, and smart use of capital ship abilities in order to come out victorious. No two in the campaign had me facing the exact same objectives, and some of them were genuinely tense and rewarding experiences. This isn’t to say that the missions aren’t enjoyable. This removed all considerations related to map control that may have made certain missions more interesting, and my only real concern outside of combat was determining which units to bring to a fight. I could certainly plop down buildings as I went along, but doing so only ever seemed to drag out the mission length for very little economic reward. My resource counters ticked up at such a generous rate that I rarely needed to build a structure to keep my fleet at the population cap. There are resource-generating nodes on each map that can be tapped with space stations and upgraded with static defenses, but in most missions, they were simply unnecessary. The strategic side is relatively shallow in comparison. Control groups can alleviate this problem somewhat, but those with an allergy to intense micromanagement shouldn’t even enter the kitchen where Ancient Space has been cooking. The really cool clickable abilities (like cloaking and EMP missiles) that differentiate each ship type qualitatively take a back seat to this constant target management. Even on the lowest difficulty, manual target selection seemed mandatory. I spent most of the larger battles with the action paused, calling out individual targets for each ship, since the unit AI isn’t smart enough to prioritize foes its guns can actually make a dent in. While this encouraged fleet diversity, it also had the unpleasant side-effect of forcing me to micromanage every single one of my units almost constantly. I could have 12 ships with no damage bonus against Medium targets, and they would take far longer to kill a single Medium enemy than one friendly ship that did have such a bonus. There are no generalists, and upgrades only play to bolstering the strengths of a given ship type-never shoring up its weaknesses. ![]() Most ships’ weapons can only damage two or three of these, and plink almost entirely harmlessly off of all others. Combat uses a rigid rock-paper-scissors formula based on the type of a ship’s hull-Small, Medium, Large, Extra Large, and Buildings. Unfortunately, these choices didn’t have much of an impact in the inconsistently paced real-time battles ahead of me. Each ship type has three upgrade slots for damage, armor, and speed, and my primary carrier was eventually able to earn several tiers of progressively powerful perks, adding up to a satisfying supply of fleet customization. Joining them along the way were just over a dozen gradually-unlocked constructible ships, ranging from small, scrappy fighter squadrons to impressive, photon cannon-equipped bruisers that stood as near equals with my heroes. The fleet I was to command through this narrative was anchored by persistent hero-unit capital ships, complete with voice-acted captains (including those mentioned above) and a host of potent special abilities. ![]() ![]() ![]() ![]() Cables are manufactured with pure electrolytic-grade, 36-gauge tinned copper strands ensuring flexibility without sacrificing current transfer. These kits contain all the cables necessary when replacing OEM cables. ![]() Suggested retail for the 49mm boots is $29.95.ĭrag Specialties Battery Cable Kits are now available for 1965-92 Dresser, 1984-88 Softail and 1982-88 FXR models. Sold in pairs, the suggested retail price for the 39mm and 41mm boots is $27.99. Includes a set of zip-ties and are easily installed. Made from a high-quality rubber that will last, Drag Specialties fork boots fit 39mm, 41mm and 49mm diameter tubes and come in sizes ranging from 5- to 9-inches long. 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With each level, the intensity ramps up, testing your reflexes and tactical thinking to the limit.įeaturing immersive visuals, dynamic gameplay, and a captivating storyline, Sift Heads Assault offers an adrenaline-fueled experience for fans of racing and shooting games. Utilize a wide array of weapons, strategic positioning, and your sharpshooting abilities to eliminate your foes and complete challenging missions. Īs the protagonist in Sift Heads Assault, your primary objective is to navigate through dangerous environments, engaging in intense firefights with enemy forces. Sift Heads 5 cheats: Subscribe 1 subscribed I play this game 3 play too Add to Wishlist This page contains Sift Heads 5 cheats, hints, walkthroughs and more for PC. ![]() In this gripping online game, you'll take on the role of a skilled shooter, battling waves of adversaries in a race against time. PC Games Cheat Mode for Sift Heads 5 Home / PC / Cheats & Hints Questions Videos Developer: Not Set Publisher: Not Set Genre: Not Set Release: Not Set Platform: PC ESRB: Not Set Codes Cheat Mode Go to the main menu and click 'Codes'. All games are listed in this genres and similar subgenres that are related to the category of Sift heads. if the creator is reading this, PLZ MAKE YOUR CHEATS WORK STUPID I’ve played sift heads ultimatum, world act one and 2, none of the cheats work the only game i’ve ever played that has working cheats is assualt 2. In Sift Heads 5, cheats are entered through the menu. Sift Heads Assault immerses players in an intense and action-packed racing game where they must unleash their shooting skills to fend off enemies and survive thrilling combat scenarios. Choose from our Sift heads car.tles act 3 games. This is a list of all Cheats in Sift Heads 5. ![]() ![]() but not touch the actual information that a diagram displays.
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