The numbers one, ten, hundred, thousand, ten thousand and so on are given by the sequence of words in the list- Eka, Dasa, Sata, Sahasra, Ayuta, Laksha, Prayuta, Koti, Arbuda, Abja, Kharva, Nikharva, Maha Padma, Sankha, Jaladhi, Antya, Maha Sankha, Paraardha.
Thus the decimal system was in the culture even in the early part of the first millenium B. The Yajurveda, in its description of rituals and the mantras employed therein, the Mahabharata and the Ramayanaa in their descriptions of statistics and measurements, used all these words, with total abandon.
Hi everyone, update 2.1.03 will be released this morning for all platforms.
Servers will be turned off at 10 am BST, and should be live again within 2 hours. Michael Stability Fixes - Fixes a crash in the case of a ship being killed or fleeing while waiting for a response to a docking request - Fix proxy kinematic rig crash - Don't crash on capital ship 'death' - Fix for server crash from uncertain CQC state - Fix a server crash when checking commodity lists - Fix a server crash when checking a players death - Fix a crash if we receive damage from a disconnected player in CQC - Fix a crash if you disconnect while shooting someone while in CQC - Fix crash when disconnecting while taking damage in CQC - Applied fix made sure that user has their input focus on a proper component when entering inventory shop - Fix a crash when handing in missions when trying to find superpower info - Don't assume locking of vertex buffers will succeed - prevents crash in terrain generation - Tackle some soft locks caused by specific POIs - Fixed softlock when quickly selecting refuel/repair/restock after opening station services - Fix softlock when signing out as we enter Hyperspace - Fix for softlock when loading at settlements - Fix a softlock when approaching or loading in an Engineer's base - Fix server disconnect on "Pomeche 2 C" - Xbox One: Game enters a semi unresponsive state when changing the Yaw Axis Preset from within the Controls Options fixed - Xbox One: Don't refresh Inventory when unconstraining.
The concept of zero and nothingness has been prevalent since the beginning of time.If we do drop out too close then move the drop point away - Extra logging for some machine disconnection issues - Stop sending Federation and Empire rankup inbox messages when eligible for the mission for the next rank - No longer able to bind 'Reset Mouse' to the same buttons as UI controls - Audio: For Wwise prior to 2015.1.7 and Windows 10 only use XAudio2 if the 2.7 DLL is there - Audio: Make sure we are relatively close to a hostile before triggering combat music - Audio: Don't load chatter soundbanks or planet port voice soundbanks when they aren't needed - Audio: Fix for orbital cruise sounds happening after hyperspace jumps - Xbox One: Fixed excessive XMA compression on title ident - Xbox One: The tabs under Friends and Private Groups do not update when the user tries to view member in a group fixed - Xbox One: Fixing Nasty sounding XMA compression artifacts on some music cues - Mouse cursor stuck on side of screen when in main menu fixed - Store relationship values on mission avatars so they don't change into their cool pirate jackets anymore - Fixed missing Cyrillic font glyphs on special effect panel - Latest batch of translated text - Various text fixes Engineers - Ensure we have up-to-date data when opening the workshop so that we correctly show 'alternative' progress - Players can now spend favours (reputation levels) to control experimental effects on blueprints - Filter option is not always reset when navigating to the recipe selection panel fixed - Back button working on pinned and help popups Missions - Permit Missions should now give a permit - Supply to demand overrides should take into account permit access - Fixed mission board reputation bars being wrong - All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target - Fix reputation values and spawning levels in planetary rescue - Make delivery missions fail upon death - Fix for Settlement not spawning mission required skimmers - Some mission generation optimisations - Nav Beacon Wrinkle message will be sent every time you supercruise away from the contact's system fixed - If we don't have space for all the reward materials, only add what we can - Use a more reliable way of finding commander ids so that mission update requests aren't handed invalid commander ids - Added a contract element into the initial mission progression that checks the player's cargo hold - This prevents the player from taking missions if they don't have enough cargo in their hold when the reward has cargo in it - Added Contract Element to all 'hand-in' panels to indicate when the player does not have enough cargo space for the cargo rewards and therefore cannot hand in the mission - Allow people who do not have a matching mission to drop cargo for said missions through in/voluntary means - Removed the destination station element from the transaction panels that don't need them, so you should no longer see random destination logos on the left hand panel - Changed the Massacre legal variants to set a timer when an enemy is killed - ensures that the race wrinkle can spawn - Read relationship from avatar contact string.Prevents the issue where you're standing may change as you complete a mission to be greeted by a slightly different avatar from the original mission giver - Planetary Disable BLOPS missions are now marked as Horizons only - Mark a mission as planetary if any of its contract element results are Available Planetary, not just if the end result is Available Planetary (means that unavailable missions can have the planetary icon) - Micro resource space deficiency should be called out in the rewards section not additional - Added Can Land At S tation Checks to all Alternative offer inbox messages, preventing the player from talking Alternatives that require Horizons content - Exclude minor factions from selection as mission targets if they are engineers and/or hidden - Reduced the number of community goal web requests sent from the client by caching data and only fetching new data when viewing the goals on the mission board - Changed the ship being used in the rescue mission maints from a hauler to a type 6 - they now have the correct amount of cargo for the mission - Changed the effects of the states for the piracy, planetary and mining missions to be a "positive" effect when the player successfully completes the mission - on these templates it was backwards - Allow missions & Community Goals to be completed at stations that have mission generation temporarily disabled NPCs - When determining the rank of NPC ships for interdiction, use the player's combat rank, rather than their highest PF rank, although add 1 rank if their trade or exploration rank is higher than their combat rank - Updated the Archetypes of the NPCs in the USS cargo drop missions - they are now Ambush Pirate and should attack the player on entry - Fixed AI rotation damping to work properly across the AI skill range - alter the changes in allowed interdiction ranks based on security, so that the biggest rank disparities are reserved for very low security and anarchy systems - Reduced the number of engineer mods on AI ships substantially, now only Deadly & Elite rank ships are guaranteed to have mods and any below Master are guaranteed to have none - Fix for Large AI ships ramming large player ships - Slightly reduced the ranks below an AI that they can interdict players, this will tighten up the difficulty a bit - Add state to Powers Assassin and Powers Security ships to allow them to threaten the player before attacking - Reduced the percentage interdiction chance of power play ships by 10%, and altered the ship type chances and combat ranks to be more mid range, dropping a lot of the top range down - Balance mission generated NPCs to be lower ranked (for the most part) POIs/USSs/Settlements - Address some long initialisation times for certain POIs - Fix for seed spikes not spawning meta-alloys - Changed trigger volumes of trespass zones to be much smaller to prevent issues - SRV gets stuck on Baker's Prospect ramp fixed - Doubled the height of the foundation wall of the large biome, so that it can be bedded into more undulating landscapes without the terrain intersecting through the centre - No audio acknowledgement that something has been received after scanning a nav beacon fixed - For capital ships in fixed scenarios (e.g.We would like to thank our members and guests for your confidence and support. 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