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//-------------------------------------------------------------- // eAthena Battle Configuration File // Originally Translated by Peter Kieser pfak@telus.net // Made in to plainer English by Ancyker // Splitted up into multiple files by Skotlex. // 訳)eAthenaの戦闘関連設定ファイル // Peter Kieserによって翻訳されました、連絡先→ pfak@telus.net // やさしい英語で書かれています(?) // Skotlexにより複数のファイルに分割されました //-------------------------------------------------------------- //General battle-related settings. //一般的な戦闘関連の設定。 import conf/battle/battle.conf //Settings specific to the client. //クライアント特有の設定。 import conf/battle/client.conf //General drop-related configs. //一般的なアイテムドロップ関連の設定 import conf/battle/drops.conf //Experience rates, exp penalties, stats and max level settings. //経験値倍率、ペナルティ(デスペナルティ等)およびステータス、最高レベル値の設定 import conf/battle/exp.conf //GM levels, atcommands and hack-related configs. //GMレベル、GMコマンドおよびハック関連(?)の設定 import conf/battle/gm.conf //Guild and WoE settings //ギルドと攻城戦の設定 import conf/battle/guild.conf //Item/card-specific and crafting related options. //不明 import conf/battle/items.conf //Mob related configuration //MOB関連の設定 import conf/battle/monster.conf //Party related configuration //パーティー関連の設定 import conf/battle/party.conf //Pet related configuration //ペット関連の設定 import conf/battle/pet.conf //Homunc related configuration //ホムンクルス関連の設定 import conf/battle/homunc.conf //Player specific settings //プレイヤー関連専門の設定 import conf/battle/player.conf //Skill related settings //スキル関連の設定 import conf/battle/skill.conf //Status change related settings //ステータス関連の設定(?) import conf/battle/status.conf // Anything else that didn t fit anywhere else. // Includes duel, day/night, mute/manner, log settings. // どこの設定にも該当しない設定。 // デュエル、昼/夜、無音(?)/マナー、ログの設定 import conf/battle/misc.conf //Your custom config goes here. //貴方のカスタム設定はここへ。(?) //おそらく日本athenaでいうaddであろう。 import conf/import/battle_conf.txt
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The Siege of Marin Unlocked upon reaching level 22 and having completed The Empire is Glued Together (from the Needs of the Empire quest line). These quests concern the fate of the Rebel Army led by General Ashe as they occupy the city of Marin. These battles will yield Bars, Gears, along with a large amount of XP and Gold; furthermore you can earn many extra units for winning difficult battles. In short, do these quests, but be prepared to use some strategy in order to handle what battles are coming your way. The Siege of Marin - Part 1 Reinforce the City of Marin Reward 1750 XP Next Mission The Siege of Marin - Part 2 The Siege of Marin - Part 2 Reinforce the City of Marin Repel 3 Rebel Armies During the fighting you will receive support from the forces in Marin. If you win the battle, you can keep the units from the battles, even if they are killed in the attempt. These include 1x Scout Bike, 1x Bazooka, 1x Sharp Shooter 2x Gunner, 1x Riot Trooper, 1x Gun Truck 1x Recon, 1x Riot Trooper, 1x Commando 1x Gun Truck, 1x Ranger, 1x Sharp Shooter 2x Riot Troopers, 1x Light Artillery Reward You are rewarded with the units you saved during the battle, but there is no separate reward for this stage of the quest. Next Mission The Siege of Marin - Part 3 The Siege of Marin - Part 3 Reinforce the City of Marin Defeat General Ashe! The two groups you didn t fight the first time are available to still be beaten back for the reward of extra troops. However, if you finish off General Ashe first, they become unavailable. Your battle should reward you with 1 Gear and 1 Bar and a fair bit of money. The fight with General Ashe can be very deadly. One user s guide is available here http //battlenations.com/forums/topic/general-ashe-guide/ If you do not follow the link, I ll explain one pertinent detail - General Ashe has a short-range set of pistols which can pretty much murder anything in range, and he has the health to stay active for a long time. Strategies should consider this detail, and focus on dealing with the other units in the battle. Reward 5000 XP
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Level XP Needed Reward Unlocked Max Population 1 0 / / 2 425 100 Barracks 12 Trooper 3 500 1 125 Farm 20 Stone Quarry Resource Depot Shock Troop 4 1000 1 150 Hacienda 28 Pillbox Grenadier Stone Pile 5 1750 1 175 Hut 36 Hovel Bunker Battle Flag Hospital Bakery Joshua Tree Missions Live Fire Training Medic! 6 2250 1 200 Tool Shop 44 Mortar White Pansies 7 4500 1 225 Hunter 52 Adv. Stone Quarry Small Warehouse Blood-Red Roses Missions Birds of Prey 8 5750 1 250 Armored Pillbox 60 Durian Orchard Greenhouse Crates Gunner Orange War Blooms Missions Food for the Empire 9 7000 1 275 Shack 66 Antipathy Shack Logging Camp Adv. Logging Camp Green Flag Blue Attack Blossoms Dragoon Missions Bust out the Big Gunners The Emperor Wants Wood 10 9000 1 300 Iron Mine Adv. Iron Mine 72 Animal Trainer Underground Dirt Roads Golden Flowers of War Missions Leaving the Stone Age Iron Pillar of Kalakuri 11 11000 1 325 Field 78 Brewery Wood Stack Missions Rescue the Flame Troopers Where Did all these People come from? 12 12000 1 350 Toxic Waste 84 Iron Smelter Purple Fighting Iris Riot Trooper Missions Raiderlands Loud Riot 13 14000 1 375 Protein Factory 90 Cannon Tower Oak Tree Missions Build a Bunk House 14 16000 1 400 Scrap House 96 Raider Training Camp Toxic Crate Missions A Terrible Boar Stirring up the Hornet s Nest 15 18000 1 425 Vehicle Factory 102 Alder Tree Cobblestone Roads Scout Bike Humvee Missions Black Gold, Ahoy! Driving the Raiders Back The Empire is Glued Together 16 20000 1 450 Blue Flag 108 Dune Rider 17 23000 1 475 Weapons Factory 114 Oil Pump, Adv. Oil Pump Blue Crate Missions A Special Mission, Annually - Part 1 There Will Be Oil 18 25000 1 500 Tenement 120 Plantation Warehouse Cedar Tree Oil Tank Recon Missions Growing, Growing, Gone! 19 28000 1 525 Flame Turret 125 Concrete Plant Oil Barrels Missions Frontier Moonshine 20 30000 1 550 Gun Foundry 130 Hemlock Tree Row Houses 21 33000 1 575 Breadfruit Orchard 135 Water Tower 22 36000 1 600 Ranger 140 New House 23 39000 1 625 Sandworm Ranch 145 Blue Head Statue Hvy Recon 24 42000 1 650 Gun Truck 150 SpecOps Centre Lumber MillSniperMissions Guns on a Truck Run of the Mill 25 46000 1 675 Blockhouse 155 Maple Tree Bazooka Missions Ancient Weapons and Hokey Religions 26 49000 1 700 Steel Mill 160 Coal Mine Adv. Coal Mine Blacktop Road Coal Bin Mortar Truck 27 53000 1 725 Mansion 165 Armor Shop Garrison Rambutan Orchard Emperor Statue Tank Killer Missions Floyd - Coal is Filthy 28 56000 1 750 Hvy. Artillery 170 29 60000 1 775 Mammoth Pen 175 Lt. Tank 30 68000 1 800 Compound 180 Pirate Flag Med. Tank Rocket Truck 31 73000 1 1000 RPG Troop 185 Tempest Machine Shop 32 77000 1 850 Uniform Factory 190 33 82000 1 875 Meerkat 195 34 86000 1 900 Large Warehouse 200 Banana Stand Modern House 35 91000 1 925? Heavy Tank 205 NOTE The current max level is 35. The following info is based on predictions of what will be possible in future versions of the game. 36* 96000 1 950 Only the devs know... 210
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化学兵器と反乱軍 (Rebels and Chemical Weapons) After Cassidy and Ramsey return from their little escapade in the Heartland, scouts report Rebel forces approaching, and with them, new weapons of war. Note that some of these missions reward the rare resource, but some will also require Chem Vials to complete. It is recommended that the players review the missions in this section and plan ahead. ガス、ガス、ガス (It's a Gas, Gas, Gas) 調査と研究 (Search and Research) 庭に反乱軍 (Big Rebels in My Backyard) 危険物取扱注意 (Hazmat Hassle) 装着 (Suit Up) ガスが蓄積 (Gas Buildup) 自分たちの施設 (A Place of Their Own) 化学戦争 (Chemical Warfare) 武器を試し吹き (Trial Run) スプリンクラー作動 (Running Through the Sprinklers) 小さなパッケージ (Small Packages) ワクワクする事 (Good Things) ガスで死ぬ方がましかも? (Better Dying Through Chemicals) 化学戦車に感謝 (Tanks for the Memories) 化学反応 (Chemical Reaction) 包囲網 (Sieging the Day) コメント ガス、ガス、ガス (It s a Gas, Gas, Gas) 地図へ行く 反乱軍の隊列を攻撃する Note 開拓地北部に発生する"反乱軍勢力"との戦闘です。 化学ユニットが敵として登場します。 報酬 3500 XP Next Mission 調査と研究 調査と研究 (Search and Research) 化学サンプルのため地図から反乱軍と対戦 (x4) Note 開拓地北部に発生する"反乱軍勢力"との戦闘です。 報酬 3500 XP and 3 試験管 Next Mission Big Rebels in My Backyard 庭に反乱軍 (Big Rebels in My Backyard) レベル41以上で表示 地図から反乱軍を撤退 (x5) Note 開拓地北部に発生する"反乱軍偵察隊"との戦闘です。 報酬 3500 XP Next Mission 大混乱【レイダー達を支援】 危険物取扱注意 (Hazmat Hassle) レベル41以上で表示 化学物質格納庫を建設 報酬 2000 XP Next Mission 装着 装着 (Suit Up) 重労働工場で防護服を3着作成する (x3) 報酬 2000 XP Next Mission ガスが蓄積 ガスが蓄積 (Gas Buildup) 地図へ行く 化学兵器を横取りのため反乱軍と戦う (x2) 報酬 3000 XP、10 試験管 Next Mission 自分たちの施設 自分たちの施設 (A Place of Their Own) 化学兵器工場を建設する 報酬 2000 XP、10 試験管 Next Mission Chemical Warfare 化学戦争 (Chemical Warfare) 化学兵を育成 (x1) Note 育成には10個の試験管に、訓練所のレベルが9以上必要です 報酬 2000 XP Next Mission 武器を試し吹き 武器を試し吹き (Trial Run) 地図へ行く 反乱軍を撃退する (x3) Note 開拓地北部に現れる"反乱軍勢力"x3との戦闘です。 ゲスト扱いの化学兵2名と共に戦います。1戦闘はモーガンも参戦します。 報酬 3500 XP、10 試験管 Next Mission スプリンクラー作動 スプリンクラー作動 (Running Through the Sprinklers) 毒スプリンクラーを2つ作成する (x2) Note 毒スプリンクラーは防衛施設で、建設には1施設あたり5試験管が必要です。 報酬 4000 XP、10 試験管 Next Mission 小さなパッケージ 小さなパッケージ (Small Packages) レベル43以上で表示? 生物兵器手榴弾兵の育成 (x1) Note 育成には10試験管が必要ですが、レベル11以上の訓練所であれば必要数が減らせます。 報酬 3000 XP Next Mission ワクワクする事 ワクワクする事 (Good Things) 地図へ行く 反乱軍を撃退する (x3) Note ゲストの化学兵が参戦する戦闘もあります 報酬 3500 XP Next Mission ガスで死ぬ方がましかも? ガスで死ぬ方がましかも? (Better Dying Through Chemicals) レベル44以上で表示 地図へ行く 反乱軍を撃退! (x4) Note ラムジーやゲストの化学兵が参戦する戦闘もあります 報酬 3500 XP、20 試験管 Next Mission 化学戦車に感謝 化学戦車に感謝 (Tanks for the Memories) 軽化学戦車の製造 Note 育成には20試験管が必要ですが、レベル10以上の車両工場であれば必要数が減らせます。 報酬 3500 XP Next Mission 化学反応 化学反応 (Chemical Reaction) 反乱軍を4隊撃退する (x4) Note ラムジーやゲストの化学兵が参戦する戦闘もあります 報酬 4500 XP Next Mission 包囲網 包囲網 (Sieging the Day) 反乱軍の占領地を破壊する (x3) Note モーガン、ラムジー、パーキンスが参戦します。 報酬 5000 XP、15 試験管 Next Mission ? コメント クエストに関するコメントはこちらに 最新の10件を表示しています。コメントページを参照 名前 LV70なのですがパーキンスがさらわれた後のミッションがなにも出ません。どうすれば出ますか。 - 名無しさん 2016-09-08 07 07 59 LV70ですがプラズマのロック解除やゴリアテのクエストが出ません。。 - 名無しさん 2015-01-27 14 08 34 プラズマ精製所のロック解除条件を教えてください - 名無しさん 2014-10-22 16 02 06 実際にアンロックできるのは67Lv、クエスト(反乱軍、そこら中にたくさん(だったはず) 英名:Rebels. There Are A Lot Of Them.)でアンロック。 - 名無しさん 2014-10-31 13 30 32 ゴミ収集車の存在意義とは一体・・・うごごご・・・ - 名無しさん 2014-02-17 18 18 40 ラムジーのフィットネス、終了したはずがもう1回同じクエ出現、バグ?期限間に合わないので止める - 名無しさん 2014-02-01 06 40 29 歳末助け合いの報酬ってなに? - 名無しさん 2013-12-29 13 38 49 新しいゾンビクエの一つで這う物が獲得できたよ - 名無しさん 2013-10-26 21 40 12 どうしたらいいの?? - ゾンビおどしを2体設置 2013-10-21 01 50 30 デコレーションにあるよ。 - 名無しさん 2013-10-23 18 03 38 ゾンビミッションがレベル16になっても出ないのですがなんでだろ? - あ 2013-10-21 01 19 04 クエストが出ても進めません 敵は郊外にあり ついてついてつきまくれ 門はひらかれた #11013; #65038;この3ツが出来ません どうしたらクエストが出来るんでしょうか? 町を整理した時に余計な物を消したかもしれません 分かる方教えてください - 名無しさん 2013-09-23 20 15 37
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IN/overview ISU components. Interpretation. Interpretation overview What is interpretation? Interpretation is the personal and creative translation of music by using movements with intricacy, difficulty and quality. Movement is the keyword. Variety of movement is required in all parts of the skater’s composition, in order to have depth in the interpretation of the music. All written criteria for interpretation are addressed in this DVD. But to simplify the process for the judge, we are focused on three main points of interests for interpretation. Musical movement, expressive/nuance movement, and effortless movement. IN/Music Movement http //youtu.be/Uio9PKFlEAY 2.1.2. ISU components. Interpretation. Musical movement Musical movement is movement that reflects the phrasing, the character, and the style of the musical selection. Music is played in phrases, much like different languages we speak, each piece of music, like a different language may have different rhythms and tempos, but all has a question and and an answer pattern, a question and answer phrase of music completes a whole musical sentence. Let’s listen to the musical selection from an ice dance team. This style of music is classical. (1 50) Let’s now observe what movements were performed to the music. Look to see if the movement phrasing corresponds with the musical phrasing. (3 07) The phrasing of the movement matched well with the phrasing of the music. In ice dance, the focus is on music and movement and the elements are such that they can be integrated into the interpretation smoothly. Now, a selection of music from a single skater. It is also classical. (4 20) Let’s look at what movements were performed. Pay particular attention to the movement phrasing to see if it corresponds with the musical phrasing. (5 24) Generally speaking, for singles and pairs, as the skaters prepare for their risky, technical elements, there is often a disconnect between the music and their movement. (5 46) Here is an example where the skater ignores the music, and becomes disconnected for an extended amount of time prior to the technical element. (6 13) While preparing for his second technical element, he again disconnects with the music. (6 25) In preparation for the quad toe-triple toe combination, this skater ignored the music for 12 seconds in order to set up the element, which is worth 13.8 points. Prior to the triple axel attempt, which is worth 8.2 points, he ignored the music for 11 seconds. There are many points to be gained by successfully completing the technical elements. But in numerous cases, it is at the cost of losing connection with the music and interpretation. In regards to the skater being connected to the music, let’s look at some performances. To help guide and for discussion point, we will indicate on the screen where the skater loses connection with the music and where they are connected. While we do this, consider that the technical element is part of the program, and it should work with the music, regardless of its success. (8 57) Even though there was a mistake, the disconnect with the music was very short. The movements were not always phrased perfectly, but he was both physically and emotionally connected with the music. (10 47) In the ISU judging system, the balance between technical points and component points is up to the skater. If the skater chooses to execute difficult jumps with high point values, but does not interpret the music for an extended length of time prior to the technical element, the price they pay should be reflected in the interpretation score. Looking at the time of the connection with the music between these two skaters, the skater on the left was connected for 33 seconds, and the skater on the right for a minute and 25 seconds. The disconnect time was 1 04 for the skater on the left, and just 9 seconds for the skater on the right. This is a pair skating example, where almost all the short program movements are connected to the music. (14 34) With the exception of two very short disconnects, all the entrances and exits of technical elements are performed with a full attention paid to the musical phrasing, character and style. This pair is not at the level of the previous and are disconnected for a significantly more time than the first team. (17 52) Just for interest, looking at the amount of time connected to the music, the team on the left was connected for only 56 seconds, and the team on the right was for 2 minutes and 39 seconds. The disconnect time of the team on the left was 1 minute and 56 seconds, and the team on the right just 12 seconds. There is a significant difference in the overall quality of the teams. And the difference in the amount of the time connected to the music is also reflected. IN/Expressive nuance movement http //youtu.be/oLk0a-BDY5g Expressve/nuance movement relates to the detailed finesse of the skater or the team. It is their ability to respond with personal nuances and express variations and intensity, tempo, and the dynamics of the music made by the composer and/or the musician. So, what exactly is a musical nuance? A musical nuance is anything that gives life to the music, like an increase in tempo, or elongation of a note, or the addition of instruments to strengthen a phrase, and intensity and etc. Listen to this piece of music. And although it is simply a repetition of the same musical phrase, it changes from phrase to phrase by tempo, intensity and the use of different instruments. We have revealed an audio wave graph so you can see the musical highlights at the same time you hear them. (1 27) Let’s now look at what was performed during this music, and see if you can pick one movement nuance that had nothing to do with the element, and was only there to recognize the music. (2 18) In this next example, we look more closely at the highlights of the music connected with the nuance movement using slow motion. (2 46) Notice the audio wave bar at its highest point at the same time as the skater raises her head, then quickly turns it to the left, then right to catch the downbeats following the highlight. (3 32) Nuance movements recognizing highlights or at times such small details that can be hard to see in the overall picture, but in the end, it is the small details that make a good performance into a great performance. Watching one last time without any graphics or use of slow motion, it is easier to see the detail of the movement and hear the detail of the music. (4 37) It is important to understand that the interpretation of the same music with the same choreography can greatly differ from an event to an event. If the skater is not feeling well or the technical elements are not successful, or if they are struggled, this can change the phrasing of the movement with the music. It can change the intensity of the overall interpretation of the program. Let’s look at the same skater who has good skills and a good program. On the right side of the screen you will see her best performance of the year, and on the left side the same program and music, but not skated as well. How does this affect the expression and nuance movements? (7 29) With the smallest mistakes on the left, the skater is now behind her music, and is faced with a decision whether to rush, take a shortcut or leave something out in order to catch up. The energy and thought process to make such a decision in such an important moment, takes her away from the magical connection with the music, she seems to have on the right side of the screen. (9 32) At the end of the program, it becomes clear she was unable to catch up with the music, which left her struggling both technically and with her interpretation. It should be noted that this skater was a wonderful and capable skater of the highest level, but on that day, the interpretation was affected. (9 51) Here is another example of a very good skater. Performing the same program, at two very different standards. On the left of the screen, is a very good performance from January 2008, and on the right, a more difficult and challenging performance from March of the same year. Notice that once the program begins to have difficulty, the attention to expression and nuances and interpretation begins to rapidly decline. (15 02) This example, again, demonstrates that when a skater has technical difficulty, much of the expression and nuance movement is left out, while trying to catch up to the music and returned to successfully completed the elements. IN/Effortless movement http //youtu.be/lLl44YmUhdg Effortless movement. Effortless movement is when the skater effortlessly changes the tempo, rhythm, or intensity of their skating in direct relationship with the same changes in the music. During this program, the skater keeps her speed and flow moving effortlessly from element to element, while at the same time responding to changes in tempo, and intensity of the music. (3 16) Our next example of effortless movement is from a skater who demonstrates a wonderful sense of rhythm with the music, responses to the nuances of the music with small movements. He is totally committed to the character and style of the music, and because of all this, makes the program to seem entirely effortless. It is a good example that all the aspects of the program come together, the athlete and audience are bonded through a seemingly effortless performance. IN/Conclusion http //youtu.be/Cex942xblXE The judges have many things to consider during the skater’s performance. Breaking down by item by item it seems almost impossible to assess each detail with such accuracy. So it is important that one must have an automatic understanding of the priorities in each component. In interpretation we have tried to make it simpler by concentrating on three main points, which would become your reference points prior to giving a score. Musical movement ask yourself, did the skater or the team’s movement reflect the style, character, and phrasing of the music? Did you, as the audience, or the judge, feel involved by the music and movement, or were you just watching the athletes skate, while the music happened to be played? Expressive nuance movement there is detail in every musical piece. Did the skater or the team’s movement express all details of the music, or was there no recognition of the music detail? Effortless movement Did the program appear effortless? Effortless programs often seem to go quickly, or without visible struggling and fatigue by the end. The judge will be based with certain aspects or percentages of these questions being answered “yes.” It is then up to the judge to *accurately* as possible apply the corresponding percentage overall to the scoring each component. Interpretation, it is the relationship of the skater’s movements connected with the style and character of the music. The recognition from the skater in responding with the movements and the nuances of the music. And perhaps the most difficult aspect, the ability to make all of the scenes effortless.
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Member [所属] Leave the organization [団体からの脱退] Publicly support the organization [団体の公的支援] Question the actions of the organization [団体の行動を質問する] Non-member [非所属] Apply to become a member of an organization [団体のメンバーを志願する] Publicly support the organization [団体の公的支援] Question the actions of an organization [団体の行動を質問する] NGO [非政府組織] Help an organization financially [団体を財政的に支援] Publicly support the organization [団体の公的支援] Question the actions of an organization [団体の行動を質問する]
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兵士兵器の育成 Meet the Troops Many quests are about the new units which are available through the levels, or reward you with new units to add to your ranks before you could normally get them. During these quests you will have chances to see what the new units can do, and as such understand how to use them when you have them. Players usually gain control of heroes such as Lt. Morgan and Sergeant Ramsey to assist in battles. 手榴弾兵の育成 地に足をつけて Bust out the Big Gunners Scent and a Sound On the Hunt Hungry Like the Wolf Raptor Crew Raptor Crew - Part 2 Rescue the Flame Troopers Interrogate the Flame Troopers OMGBBQ Loud Riot 帝国レンジャー部隊 (The Imperial Rangers) 遠距離砲(その1) (Death From Afar - Part 1) 遠距離砲(その2) (Death From Afar - Part 2) 荷台の大砲 (Guns on a Truck) 古代兵器??? (Ancient Weapons and Hokey Religions) Tank You Very Much 片付けの大事さ (Organizational Difficulties) 無限軌道へ (Spinning Your Treads) 序の口 (Fish in a Barrel) 手榴弾兵の育成 手榴弾兵の訓練 報酬 250経験値 Next Mission 再びリコイル・リッジへ(フロイドにトーチカをも終わらせること) 地に足をつけて ハンターを3人訓練する 報酬 75経験値 Next Mission Scent and a Sound Bust out the Big Gunners Unlocked at Level 9 Train two Gunners Reward 600 XP Scent and a Sound Defeat the Raptors (3 Groups) Note Players must wait for red-bordered "Hunters vs. Raptors" battles to appear, as these encounters are the ones that will count towards mission credit. Each encounter provides the player with Hunters to use against the Raptors. These Hunters are not part of the player s army, so their deaths have no effect post-battle, nor are they added to the player s army. Reward 125 XP, 100 XP per battle Next Mission On the Hunt On the Hunt Hunt 3 Raptors Hunt 3 Boars Note This takes place in the Raptor Nest and Boar Badlands areas. The player may add other units to these battles, and kills do not need to be exclusive to Hunters. Reward 150 XP Next Mission Hungry Like the Wolf Hungry Like the Wolf Complete Live Ammo Test Note This is a battle against five basic Troopers. The player may add other units, and is highly recommended. Any units killed during these combats will not go to the Hospital. Reward 150 XP Raptor Crew Available at Level 10 Defeat 10 Raptor encounters on your land Reward 250 XP Next Mission Raptor Crew - Part 2, Scent and a Sound Raptor Crew - Part 2 Turn in 5 Teeth Reward 300 XP and 1 Battle Raptor Rescue the Flame Troopers Available at Level 11 Defeat the Raiders Reward 50 Gold, 2 Flame Troopers Next Mission Interrogate the Flame Troopers Interrogate the Flame Troopers Build a Tool Shop Build Low-Tech Persuader (at the Tool Shop) Reward 50 XP Next Mission OMGBBQ OMGBBQ Attack the Boars to test the theory! Reward 50 XP, 1 Teeth from battle Loud Riot Unlocked at Level 12 Train two Riot Troopers Reward 700 XP 帝国レンジャー部隊 (The Imperial Rangers) レンジャーを2名育成 Note このクエストは比較的早期に出現しますが、レンジャーの育成はレベル22以上で可能になります。 Reward 1500 XP Next Mission The Antepentultimate Push 遠距離砲(その1) (Death From Afar - Part 1) 軽大砲の製造 報酬 1500 XP Next Mission 遠距離砲(その2) 遠距離砲(その2) (Death From Afar - Part 2) 大砲をテストせよ! 報酬 50 XP Next Mission 荷台の大砲 荷台の大砲 (Guns on a Truck) ガントラックの製造 Reward 2000 XP 古代兵器??? (Ancient Weapons and Hokey Religions) レベル21で表示 武器工場の建設 バズーカ部隊を編成 Reward 5000 XP Tank You Very Much Note This mission may appear early if the player completes construction of an Armor Shop before Level 29. Train 1 Light Tank Reward 5000 XP 片付けの大事さ (Organizational Difficulties) レベル35以上で表示 鉄砲工場を建設 装甲工場を建設 重戦車を製造 (x1) 報酬 500 XP 無限軌道へ (Spinning Your Treads) The Raidersのクエスト「経済状況悪化」の後に表示されました。 テンペストを製造 報酬 1500 XP Next Mission 序の口 序の口 (Fish in a Barrel) レイダーを倒す Note 基地内に「レイダー対テンペスト」が発生。パーキンス、テンペスト、歩兵の3名で敵を倒すイベント戦闘 報酬 1500 XP
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Arcoscephale, Golden Era Ermor, New Faith Ulm, Enigma of Steel Marverni, Time of Druids Sauromatia, Amazon Queens T ien Ch i, Spring and Autumn Machaka, Lion King Mictlan, Reign of Blood Abysia, Children of Flame Caelum, Eagle Kings C tis, Lizard Kings Pangaea, Age of Revelry Agartha, Pale Ones Tir na n Og, Land of the Ever Young Fomoria, The Cursed Ones Vanheim, Age of Vanir Helheim, Dusk and Death Niefelheim, Sons of Winter Kailasa, Rise of the Ape Kings Lanka, Land of Demons Yomi, Oni Kings Hinnom, Sons of the Fallen Ur, The First City Berytos, The Phoenix Empire Atlantis, Emergence of the Deep Ones R lyeh, Time of Aboleths Pelagia, Pearl Kings Oceania, Coming of the Capricorns