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![]() The majority of the information presented below has been compiled from various sources either from the internet or through personal day to day work experience and is being updated at regular intervals. Please do not hesitate to contact us for any queries or ideas for improvement of the maritime dictionary. The best way to find the definition of the term you are searching for is by pressing ctr+f in your web browser to pop up the search bar and type the term you want to find. “deadweight” means the difference in tonnes between the displacement of a ship in water of a specific gravity of 1.The OOW Maritime Dictionary is updated at frequent intervals. “dead ship condition” means the condition under which the main propulsion plant, boilers and auxiliaries are not in operation due to the absence of power “dangerous goods” means goods defined as such in the Merchant Shipping (Dangerous Goods and Marine Pollutants) Regulations 1997( 2), and any reference to a particular Class of dangerous goods is a reference to that Class of dangerous goods as defined in those Regulations “crew space” means crew accommodation within the meaning of section 43 of the Merchant Shipping Act 1995 ![]() “control room” means a room either within or outside a propelling machinery space from which propelling machinery and boilers may be controlled “Certifying Authority” means the Secretary of State or any person authorised by the Secretary of State “buoyancy test” means a test carried out in accordance with Schedule 2 Section 4 in Merchant Shipping Notice MSN 1699(M) “bulkhead deck” means the uppermost deck up to which transverse watertight bulkheads are carried “breadth of the ship” means the greatest moulded breadth at or below the ship’s deepest subdivision load waterline “auxiliary steering gear” means the equipment, other than any part of the main steering gear, necessary to steer the ship in the event of failure of the main steering gear but not including the tiller, quadrant or components serving the same purpose M.1645, by any persons specified in that Notice in relation to such equipment or arrangement “approved” means approved by the Secretary of State or, in relation to any equipment or arrangement mentioned in Merchant Shipping Notice No. (2) In these Regulations the following expressions have the following meanings respectively, except where the context requires otherwise. (d) where a sub-heading refers to requirements or to additional requirements for certain ships, the text following such a sub-heading in that regulation (or until the next such sub-heading in that regulation) shall (unless the context otherwise requires) relate only to such ships. (c) a reference to a numbered paragraph is, unless otherwise stated, a reference to the paragraph of that number in that regulation and (b) a reference to a numbered regulation is, unless otherwise stated, a reference to the regulation of that number in these Regulations (a) a reference to a ship constructed on or after a specified date is a reference to a ship the keel of which is laid or which is at a similar stage of construction on or after that date, except in the case of a ship the keel of which was laid or which was at a similar state of construction before a specified date, but which was not a passenger ship, which is converted to a passenger ship after that date, the ship is to be treated as constructed on the date of which such conversion commences These Regulations may be cited as the Merchant Shipping (Passenger Ship Construction: Ships of Classes III to VI(A) Regulations 1998 and shall come into force on 12th November 1998. PART I PRELIMINARY Citation and commencementġ. ![]() Symbols of the Empire and the Cult of Sigmar signify the pride and strength of the nation. Some of the buildings show embellishments, echoing insignia seen on unit armour. Crooked platforms, spires and towers reach precariously towards the sky, changing and growing organically as parts break or new additions are made whenever usable salvage can be found. The result is cities that are teeming with life, where every square inch is valuable, and where citizens have had to build upwards and on top of each other. The Empire, long having been on a war footing, have had to put town planning to the back of their minds somewhat. Populations have grown, and overcrowding has begun to mould and shape settlements. As such, the cities have become beacons of relative safety where the majority of the Empire’s citizens live their lives. ![]() Many dangers roam the land outside cities of the Empire and few dare to reside beyond their great walls. Their dilapidated buildings draw influence from 16th Century Germanic architecture with hints of the Gothic, fantastically exaggerated: tall, narrow constructions with steep roofs sprouting smoking chimneys, pin-pricked with spikes. When it comes to the Empire, they are an industrious and hardy people, and are quite advanced for the age. With that in mind, this is the first time we’ve been able to create buildings which don’t have to, for example, adhere to the rules of gravity, allowing for impossible constructions where being visually interesting is more important than being structurally sound. We use concept art and 3D experiments to feel out how we can build on the architectural conventions that are already established within the lore and, working with a Fantasy setting for the first time, we have to remind ourselves to push ideas further, beyond the realm of reality. This offered a great foundation but there’s still much more needed to create the full, authentic experience we’re aiming to deliver in Total War: WARHAMMER. We’ve taken inspiration from Games Workshop’s fantastic building miniatures for Warhammer Fantasy Battles table top, as well as references in literature and illustration. Whether on the battlefield or on the campaign map, we really want to convey the rich and distinct personalities of each playable Race, including the unique style of their settlements.įor instance, all buildings are designed to reflect their Race’s visual style, circumstance and disposition. ![]() This is a big opportunity to explore new and exciting possibilities, both in terms of gameplay and art direction. This is a world where the physical laws that govern our own have been twisted. Here you’ll meet legendary lords, encounter ingenious battle machines and monstrous beasts that soar through the air and shake the ground. Total War: WARHAMMER takes place in a world unlike any we’ve ever attempted to create in a Total War game. ![]() There is also an abundance of dungeons, all containing small twists that keep them interesting. But some quests have the potential to lead to bigger quests, e.g. Other miscellaneous quests are not quite as fascinating, as they mostly consist of fetching items. Here's to a Happy New Year!? /bL44CzLDIE- The Elder Scrolls December 31, 2020 There are many side quests based around NPCs all over the map, who all tell their own story, ever-expanding the mythos of Skyrim. As a result, each quest to receive overpowered equipment feels special. The plethora of side quests never feels old, with quests centring around mythical beings known as Daedric Princes, which all have varying and unique personalities. For instance, you can end a whole civil war if you want to, or become the greatest assassin in the history of Skyrim, where the staggering quest quality always leaves you to feel satisfied at the end. ![]() The plethora of side quests never feels oldĪlthough the main quest is probably the weakest of all the big quests in Skyrim, this is not a critique of Skyrim but a massive compliment to the other quests. The main objective is to kill Alduin, the evil Dragon Lord, wishing to enslave all of Tamriel (the continent where Skyrim is based). The game is centred around your character, The Dragonborn, that possesses the power to speak the language of dragons easier than any other mortal. The developers even created a whole language for Skyrim (that being Dragon). With incredibly deep lore and backstory (which is based on the same continent as previous installations in the Elder Scrolls series), Skyrim’s success is understandable. Skyrim was created following the extremely popular Elder Scrolls Oblivion, another titan of the gaming industry. Skyrim was originally released on the PlayStation 3 and Xbox 360 on the 11th November 2011. James delves into the video game and how it remains a gaming staple ten years later. Yet despite being released in 2011, Skyrim continues to be a widely talked about and popular RPG, with fans constantly inquiring about the release of The Elder Scrolls VI. The Elder Scrolls V: Skyrim is an open-world action RPG developed by Bethesda Studios. |
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