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Весь контент Mackintosh
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From the Movies: The Hutts are rotund gastropods with their pudgy fingers deep in the criminal activities throughout the galaxy. They are so influential that they control the commerce on entire worlds scattered throughout the Outer Rim and elsewhere. One prominent member of this loathsome species was Jabba the Hutt, who operated from a dank palace on Tatooine. Hutts are about three meters long and have thick, oily skin. Two short, stunted arms protrude from their upper bodies. They have wide mouths and small yellow or red eyes. From the Expanded Universe: According to Hutt legend, the Hutts hail from the pockmarked and wasteland planet of Varl, and have survived incredible cataclysm to evolve into their current elevated status of "near-gods." The ancient legends say that Varl was once illuminated by two suns, the gods Evona and Ardos. Evona was lured into a black hole, and Ardos erupted in anger, expelling its gaseous shell, destroying all of Varl's sister-planets. But through all this, the Hutts survived. While this story have generally been discounted as Hutt puffery, this much is true: there is evidence that Varl was once a green, lush world, and aside from a lot of asteroids, only Varl now circles the white dwarf of Ardos. Other theories postulate that the Hutts themselves destroyed Varl in some ancient conflict. After the destruction of Varl, the Hutts migrated to other worlds. They are one of the oldest starfaring species in the galaxy, and they have carved out a sizable province known as Hutt Space. The key Hutt world is now Nal Hutta (which translates to "Glorious Jewel" in Huttese). This verdant though polluted world is orbited by the city-covered smuggler's moon of Nar Shaddaa. The Hutts are a hodgepodge of evolutionary traits. Like annelids, they are hermaphroditic, containing both male and female sex organs. Hutts are generally considered male unless they are pregnant, at which point they are referred to as female. Like marsupial mammals, Hutts nurse their young Huttlets in special brood pouches. Like aquatic sea mammals, Hutts are able to seal their slit-like nostrils, and Hutts can hold their breaths for significant lengths of time. Like serpents, Hutts can open their jaws to incredible widths, allowing them to swallow almost anything. Hutts most closely resemble gastropods, moving about on a single, giant foot. They have no skeleton, instead relying on an internal mantle that supports and shapes the head, while a specialized radula deep in the throat shreds food in preparation for digestion. The Hutt's greatest defense is its thick skin of blubber and muscle, which is protected by mucus and oily sweat. When Hutts are born, they weigh less than 100 grams. After birth, the tiny blind creature claws its way instinctively towards the brood pouch. Inside the pouch, the Huttlet feeds on milk, and stays in there for a remarkable 50 standard years. When emerging from the pouch, these Hutts weigh up to 70 kilograms, and measure a meter from head to tail, but only have the intelligence of a ten-year old human. Hutts mature to adulthood at 130 years, at which time they are 500 kilograms, and about the height of an average adult human. Hutts are some of the longest lived species in the galaxy, some of them living at least 1,000 standard years. Jabba the Hutt was about 600 years old, and weighed about 1,000 kilograms. Despite their criminal ventures, repugnant appearance and immoral indulgences, the Hutts are a proud species. History records that it was the Hutts, millennia ago, before the dawn of the Republic, who brought to an end the scourge of Xim the Despot. From that time, the Hutts have set themselves up as masters of criminal empires.
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From the Movies: Ithorians are commonly called "Hammerheads" throughout the galaxy because of their most prominent feature: a long, curving neck ending in a t-shaped dome of a head. These tall, gentle herbivores hail from the planet Ithor. From the Expanded Universe: Ithorians speak Basic, albeit with a peculiar twist. On the sides of their curling necks, Ithorians have two mouths. This creates a disconcerting stereo effect when they speak Basic, and a difficult yet interesting sounding native language. Ithorians worship the "Mother Jungle," a spiritual entity of Ithor embodying the lush, tropical ecology of their world. Most Ithorians never set foot on their own planet, instead they lived in floating cities above their world. Only three of their continents had been developed, the other two never having been touched by Ithorian hands. Ithorians are gentle and peace-loving, devoting much time to contemplating their ecology, and respecting all living things. Ithorians are curious and gregarious, and many have found their way to the stars. Their floating "herd" cities also have space-worthy counterparts, traveling the space-lanes like huge caravans. Each Ithorian herd-ship has a complex life-support system that replicates the environment of Ithor, complete with jungles, wildlife, and even weather patterns. The people of Ithor practice a communal form of government. Each herd is autonomous and self-supporting. Once every Ithorian season (about five standard years), the herds gather for "the Meet." A grand site above the surface of their green world, the herd ships would join each other in a festival and regal ceremony. During much of the Galactic Civil War, the Ithorians maintained a neutral stance. They had no reason to favor one side over the other, as long as they were allowed to continue their activities in peace. After the Battle of Yavin, an Imperial Star Destroyer placed a garrison on Ithor. Despite Ithorian complaints, the Empire stayed to "monitor" Ithorian mercantile activities. Ithorians found peace after the defeat of the Empire, but it was sadly short-lived. During the Yuuzhan Vong crisis, the planet Ithor was utterly devastated in the war against the alien invaders. The once lush world is now lifeless and the Ithorians are forever forced to travel the stars.
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From the Movies: The Bith species of humanoid are characterized by their large craniums, huge round, lidless eyes, and tiny mouths under their fleshy face folds. They are found throughout the galaxy, from the backwater dives of the Outer Rim Territories, to the Jedi order on Coruscant during the time of the Galactic Republic. From the Expanded Universe: Bith are highly advanced craniopods from the planet Clak'dor VII, in the Colu system, Mayagil sector. The Bith are so evolved that their ancestral predecessors are impossible to determine. The Bith have become totally dependent on technology, having long since lost all their animalistic traits and instincts. Bith have atrophied senses of aggression, concentrating their energies into art, music and technology. The reproductive organs of the Bith have atrophied and are useless. Bith reproduction is handled through technology. Prospective parents donate DNA samples to a Computer Mating Service (CMS), which then uses a complex computer program to produce a CP, or child pattern, displaying what possible children would look like from different mates. The Bith decide which child pattern appeals to them the most, and the CMS bonds the two DNA patterns to produce a child. A year later, CMS delivers a child to the new Bith parent. The Bith have evolved past the need for routine sleep, unless sufficiently exhausted. The epidermal folds around their mouths collect molecules for olfactory analysis. Bith have a single lung, which draws in oxygen, strips each molecule of the necessary gases, and expels the waste gases through the skin. The Bith eye is very advanced, capable of focusing on microscopic detail. Their sense of hearing is so acute that they percieve the tonal qualities of sound in much the same way other species percieve color. As such, Bith musicians are noted for their virtuoso skills and complex musical arrangements. Centuries ago, conflict erupted when two Bith cities, Nozho and Weogar, were competing for a patent on a stardrive. The end result of the conflict was biological warfare that wiped out 90 percent of Nozho's population, and transformed the garden world of Clak'dor VII into a monster-filled wasteland. The war crippled their technological centers, and the Bith had to turn to imported devices to help sustain their society. The Bith hermetically sealed their cities, and retreated from the growing wilds of their planet. During the Separatist crisis, the Bith attempted to remain neutral to the conflicts splitting the galaxy. As more and more neighboring systems seceded, the Bith were eventually persuaded to support the Separatists in their cause.
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From the Movies: The porcine Gamorreans tend to be heavy-set and stocky, standing about 1.8 meters tall and weighing in excess of 100 kilograms. Most tend to have green skin. Underneath their pig-like snouts, protruding from jowled cheeks are yellowed tusks. These complement the small, yellow horns the Gamorreans have growing from the top of their heads. Jabba the Hutt was known to use dim-witted Gamorreans as enforcers and bodyguards. From the Expanded Universe: From the planet Gamorr, the Gamorrean species consists of brutish, porcine humanoids who maintain a feudal level of technology, and tolerate a remarkable amount of violence in their everyday activities. Interstellar procedures programs for visiting Gamorr consist of one line: DO NOT VISIT GAMORR. The Gamorrean culture is filled with bloodshed and constant wars. Gamorrean females (sows) are the productive members of their society. They own land, weave, hunt, cook, run businesses and manufacture goods. The males (boars) spend most of their time training for and fighting wars. Gamorreans live in clans, and these clans are the basis for their wars. Clans are ruled by clan chieftains, or warlords, and a council of females, called matrons. Clan females are all related, and can trace their ancestry to a common matriarch. A Gamorrean clan typically consists of about 20 sows and 50 boars, but these numbers vary widely. Gamorrean males come in four basic varieties. The first, the warlord, is the most powerful boar of a clan, married to the clan matrons. The greatest warlord of a clan acts as a general to all war affairs. Clan boars are the married boars, respected due to their wife's income. Household boars, or tuskers, are unmarried boars that are hired into a clan. Finally, veterans are retired Gamorreans -- usually sedentary due to some maiming injury or similar. Veterans typically act as advisors to warlords. While Gamorreans have been introduced to modern blaster and weapon technology, they prefer to hack and slash with axes, swords and maces. They only use blasters and such when off-planet. While many Gamorreans understand alien languages, their voice boxes permit them only to speak in their native tongue of grunts, oinks and squeals. The Gamorrean year is dominated, culturally, by the turning of seasons. Spring is planting season for the sows, and training time for the boars. Local fairs serve as places for sows to trade and boars to compete in semi-formal personal combat. Summer is for war. While the boars rush into combat, the sows stay protected in their fortresses. By autumn, the clans have spent most of their strength. Sows harvest the crops and tend to the wounded. The harsh winter can sometimes push a suffering clan to the brink of starvation, forcing them to raid other clans. Successful clans enjoy a period of peace, and the warlike boars become quite docile -- some would even dare say romantic -- during winter. The Gamorrean diet consists mainly of fungus, of which a startling variety grows on their homeworld. Snoruuk, a species of mobile mushrooms, forms the staple of the Gamorrean diet. Gamorr is also home to a parasitic species of bloodsuckers called morrts. Gamorreans have great affection for these creatures, finding them cute and cuddly. The number of morrts feeding on a Gamorrean is a symbol of status among males. Warlords and clan leaders can have up to 20 feeding on them at a time. Gamorr is also home to an impish mammalian species called quizzers, which the Gamorreans hate with a passion. All attempts to exterminate the playful pests have met with failure. Many off-world Gamorreans are employed as mercenaries and enforcers. Gamorreans will work for anyone if the pay is good, but according to tradition, they will not work for anyone who can't best them in combat. A large off-world Gamorrean population can be found in the Elrood sector, particularly on the planet Lanthrym. In this area of space, the derisive term "Grunt" is often applied to Gamorreans, but rarely to their faces.
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From the Movies: If there's money to be had, a Neimoidian will be nearby. So says a common spacer stereotype, justified by the species' reputation for excelling at business. While Neimoidians are generally a cowardly lot, in financial issues, they can be bold and aggressive. It was this instinct that led them to the command of the galaxy-spanning Trade Federation, a vast consortium of business interests that controls interstellar shipping in the Galactic Republic. When the government sought to tax outlying trade routes, the Neimoidians reacted with a brazen blockade of the peaceful world of Naboo. That the skittish Neimoidians could undertake so bold a move is remarkable; some suspect an unseen force manipulating events behind the scenes. Neimoidians are tall humanoids, with mottled green-gray skin and smooth noseless faces. A nictitating membrane protects their large red-orange eyes. From the Expanded Universe: The Neimoidian life-cycle has contributed much to their cutthroat business acumen. Born as disgusting grubs, Neimoidian offspring are placed in communal hives and given access to limited food supplies. The grubs then compete for food, and many young die if they are too weak to fend for themselves. Once Neimoidians achieve the age of seven, they emerge from the hives, having learned to fear death and to hoard goods. Though they call Neimoidia home, Neimoidians can trace their ancestry to the ancient Duros spacefaring culture. The two share a striking similarity in appearance, but their personalities could not be more distant. While the Duros are a gregarious, expressive and adventurous lot, the Neimiodians seal themselves away from others, preferring to let droids do their talking. Neimoidians place great value on wealth, and dress to display their riches accordingly. High-ranking officials dress in ornate and lavish gowns, towering headpieces, and the elite even travel about in inconvenient yet expensive conveyances called mechno-chairs. Following the failed invasion of Naboo, the Neimoidians began losing favor in the galaxy. Though the command hierarchy of the Trade Federation still belonged to them, many Neimoidians fled from public view. Those that needed to conduct business took to calling themselves Duros to avoid the stigma.
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Итак, начинаем обсуждать расы, которые будут в игре. Начнем с Ракат, которые по-видимому все-таки присоединилсь к Республике. Перевод будет после того как картотека будет закончена. The Rakata are an ancient species, whose society once stretched from the unkown regions to distant parts of the galaxy, such as Corellia and Manaan.They Called it the Infinite Empire. At the height of their civilization, they built a massive space station factory called the Star Forge that enabled them to create the machinary and ships needed to manage their massive, interstellar empire. The Force powered their technology, and they relied on their connection to the Force to control it. For unkown reasons, the Rakata eventually lost their ability to use the Force. As their grasp over the machinery nad technology weakened, so did their control over their subjugated worlds. The native species managed to throw off their masters and regain control of their own destinies. However, the impact of Rakata technology would be felt by some of these worlds for thousands of years to come. The Rakata and their planet became lost to history, perhaps purposefully erased by the newly freed societies. Their former subjects eliminated their former masters, or forced themto leave. Rakata civilization on their homeworld of Lehon deterioted until all that remained were small, primitive tribes. Eventually, the Rakata are rediscovered by Darth Revan, who learns the secret of the Star Forge. He and the Republic are also responsible for destruction of the Star Forge. After the battle to destroy the Star Forge, the Rakata join the Republic. Some leave their homeworld to rejoin a technologically advanced society. Though they spread stories of their ancient society, few believe or take notice. The Rakata that remain on Lehon eventually die out becase they are too few to maintain the species. Personality: Rakata are primitive, and are driven by a great desire to restore their species to its former, powerful glory. They know they were once more powerful. Some Rakata obsess over discovering new ways to try to reconnect to the Force. Other tribes disregard their past, allowing their society to become more primitive. Physical description: The Rakata resemble humanoids with tall, cone-like heads. Their eyes are located on the sides of their head, attached by a short eye stalk. Their clawlike hands have only three digits. Their skin is gray or gray-brown. Homeworld: Lehon, also known as Rakata Prime, is a temperate terrestial world in the Unknown Regions. Languages: Rakata speak their own language, also called Rakata. Example Names: Bandra, Daneel, Fralee, Orsaa, Vareen, Wauula
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Еще одно Before и After. Теперь уже Before/After the Treaty of Crouscant.
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В Канаде топлива дохрена.
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Last Remnant. Самые ужасные в истории кат-сцены. Да и вообще игра говно.
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SaS, переезжай в Остин. Как раз от источника будет недалеко)
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Компьютерные игры заработали 11 миллиардов долларов за год "Организация PC Gaming Alliance подсчитала доходы индустрии компьютерных игр в 2008 году, сообщает GameDaily BIZ. Как сообщается в официальном отчете, выручка от продаж игр для этой платформы за 12 месяцев составила приблизительно 11 миллиардов долларов. Также отмечается, что ни одна из домашних или портативных консолей не смогла заработать такую сумму за аналогичный отрезок времени. Специалисты из PC Gaming Alliance также выявили три основных тенденции, которые наблюдались в 2008 году на рынке компьютерных игр. В отчете отмечается, что за прошедший период существенно выросла популярность сервисов цифровой дистрибуции, таких как Steam, принадлежащий компании Valve. Помимо этого интерес у пользователей вызывают бесплатные проекты, в которых можно приобретать виртуальные предметы за обычные деньги. Также представители PC Gaming Alliance отметили, что карты для оплаты услуг в компьютерных играх (например, продление подписки в MMORPG) теперь гораздо чаще встречаются в магазинах крупных торговых сетей. Добавим, что именно многопользовательские проекты пользуются наибольшей популярностью среди владельцев PC. Одна только World of Warcraft за год заработала более миллиарда долларов. Еще несколько азиатских MMORPG принесли по 100 миллионов долларов. При этом все они находятся на рынке не менее пяти лет. Напомним, что многие компании выступают в поддержку PC как игровой платформы, несмотря на рост популярности консолей. С подобными заявлениями, в частности, выступали Рэй Музика (Ray Muzyka) из BioWare и Джон Шапперт (John Schappert), который является одним из вице-президентов Microsoft. Согласно проведенному в прошлом году опросу, компьютерными играми интересуется почти половина всего населения Европы. При этом некоторые аналитики убеждены, что с каждым годом доля рынка игр для PC будет только снижаться. Напомним, что согласно данным компании NPD Group, доходы от продаж консолей, видеоигр и различных аксессуаров в 2008 году только в США превысили отметку в 21 миллиард долларов. Добавим, что организация PC Gaming Alliance была сформирована в ноябре 2007 года. Официальное объявление было сделано в феврале 2008 года на конференции GDC 2008. В состав PC Gaming Alliance вошли производители компьютерного железа Acer, Dell, Intel и AMD, а также несколько игровых компаний, в числе которых Epic Games, Activision и Microsoft. " PCGA: Наша буренка - всем буренкам буренка!) Хорошая мина при плохой игре. PCGA - надутый пузырь который нихрена не делает погоду.
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Я вот просмотрел бегло легенды об оборотнях, но вот про вражду там так и не нашел. Скорее наоборот, вроде как в одной балканской мифологии оборотень после смерти становится вампиром. ) А после опятъ оборотнемъ =) вечный цикл
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http://lenta.ru/photo/2009/03/24/fast/ Герои Форсажа 4 приехали на московскую премьеру. Вин Дизель как всегда в очках. Ааааа Мишель такая милашка)
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Кто может подсказать, а откуда пошла легенда о вражде вампиров и оборотней?
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Вот фото Сары Кастелман с вики. Знаешь, я найду время и постараюсь наклепать статью про всех.
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Пусть останется в твоем посте, хорошо? Я многих в шапку темы не впихнул именно потому что нормальных фоток нет. Не все так знамениты как Дж. Хэйл или Келли Ху.
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Скачал, запустил, посмотрел. p.s. это было ох**тельно))))))))))
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Ну да основная часть уже ими изошла еще когда вышел The Fall of Max Payne. А потом фильм с Уолбергом добил несчастных =) Так что даешь кровь в полэкрана, мат и много-много цинизма.
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Важные объявления надо сменить) Пятый пошел.
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Уже жду танка с буллет-таймом. Shift+A - и массивный корпус неожиданно выпрыгивает из-за угла, стреляя снарядами =)
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А мне он напомнил наемника из рекламы Mercenaries 2. Как там было? "All i need is a nuke?")
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Бутылку пива(пустую). В нее может многое что поместиться) Ну и еще здоровенный постер с Кейт Бекинсейл, от всей души =)
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Это аптечка такая клевая)