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https://w.atwiki.jp/hr_nico25/pages/17.html
Please be building it from releasing two trout from the road Please take permission from the creators of next to the building , such as if the building may overlap . Architecture thank you away three blocks from the road . (Of which one block half block Underground branch for securing resources is BAN subject , but mining in the construction purpose is possible . Thank you so soon be answered because also there may be when the operator hears a purpose . Please type in the ID in the sign in their building . I will remove the building if it is not already driven within one week You only certain period of time and you might want to erase the middle of the building .
https://w.atwiki.jp/tar0_puzzle/pages/21.html
Chapter 1.1 Exercise 1.1. 10 ;= 10 (+ 5 3 4) ;= 12 (- 9 1) ;= 8 (/ 6 2) ;= 3 (+ (* 2 4) (- 4 6)) ;= 6 (define a 3) (define b (+ a 1)) (+ a b (* a b)) ;= 19 (= a b) ;= #f (if (and ( b a) ( b (* a b))) b a) ;= 4 (cond ((= a 4) 6) ((= b 4) (+ 6 7 a)) (else 25)) ;= 16 (+ 2 (if ( b a) b a)) ;= 6 (* (cond (( a b) a) (( a b) b) (else -1)) (+ a 1)) ;= 16 テストも兼ねて解いてみた - tar0t 2010-02-09 08 03 21 名前 Exercise 1.2. (/ (+ 5 4 (- 2 (- 3 (+ 6 (/ 4 5))))) (* 3 (- 6 2) (- 2 7))) 名前 Exercise 1.3. (define (f x y z) (if ( x y) (+ (square x) (square (max y z))) (f y x z))) (define (square x) (* x x)) 名前 Exercise 1.4 (define (a-plus-abs-b a b) ((if ( b 0) + -) a b)) ;; (a-plus-abs-b 10 -3) ;; Applicative evaluation ((if #f + -) 10 -3)) ;; (- 10 -3) 13 ;; Normal ((if ( -3 0) + -) 10 -3)) ((if #f + -) 10 -3)) (- 10 -3) 13 Exercise1.5 (test 0 (p)) ;; Applicative (test 0 ;*evaluate(p)*) == (test 0 (p)) (test 0 (p)) (test 0 (p)) ... ;; Normal (test 0 (p)) (if (= 0 0) 0 (p)) (if #t 0 (p)) 0 Exercise1.6 (define (new-test x y) (new-if (= x 0) 0 y)) (define (p) (p)) (new-test 0 (p)) ;; Normal (new-if (= 0 0) 0 (p)) (cond ((= 0 0) 0) (else (p)))) 0 ;; 1.7 大きな数字の場合に, 接線の傾きが無限大になる = y軸とほぼ平行になるから処理が終わらない 小さすぎるときは, 接線の傾きがx軸とほぼ平行になるから, 次回が大きな数字から始まることになるから処理が終わらない 1.8 (define (cube-iter guess x) (if (good-enough? guess x) guess (cube-iter (improve guess x) x))) (define (improve y x) (/ (+ (/ x (* y y)) (+ y y)) 3)) (define (cube y) (* y y y)) (define (good-enough? guess x) ( (abs (- (cube guess) x)) 0.001)) (define (cbrt x) (cube-iter 1.0 x))
https://w.atwiki.jp/bbc_mc/pages/30.html
Github jenkins buildsystem 勝手な和訳 以下のページの個人的和訳です。 http //www.minecraftforge.net/wiki/Github_%26_jenkins_buildsystem 現在、翻訳中です。(2013/09/13) そのため、まだ以下の手順を実際に試してません。。。 なるたけ原文(英文)を併記しますので、意味不明・曖昧な場合は参照下さい。 目次 How-To GitHub と Jenkins Modding 環境の準備 / Preparing your modding environment a) 開発環境PCに必要なプログラム / Programs needed on your PC (the modding machine) b) GitHub のセットアップ / Setting up GitHub サーバーの準備 / Preparing your server a) サーバーに必要なプログラム / Programs needed on your server b) Jenkins の設定 / Setting up Jenkins c) Jenkins Job の設定 / Setting up a Jenkins job. d) Build 環境の設定 / set up the building environment 編集 How-To これは Minecraft Forge(もしくは関連するソフトウェア)の利用方法に関する、ハウツーガイド もしくはチュートリアルです。 このチュートリアルは完全ではありませんので、ご注意下さい! 編集 GitHub と Jenkins このチュートリアルでは、jenkins と github を使ったビルドシステムをどうやって作るか、を説明していきます。 状況によっていくらか違いがあるのですが、できる限りがんばります。 この方法はあなたのソースコードをインターネットに公開しますので、その結果誰かがあなたのコードをコピーして使っても私に怒らないでください。 この翻訳(和訳者註:英文)はオランダ語で書かれたものを翻訳したものですので、完全な翻訳となっているかは保証しかねる事をご承知ください。 In this tutorial I’m going to (try to) explain how to create a jenkins and github build system, this is different for each scenario, but I’ll do my best. This will put your source code on the internet, don’t be mad at me if someone copies it. Please note that is written on a Dutch system, not all translations might be 100% accurate. 事前準備: root 権限を持っている Linux サーバ(VPS のサーバでもおそらく動きます。ただし、あなたはそのサーバにソフトウェアをインストールできる必要があります。) Linux サーバは windows に比べて 200% くらいは速い、という事をあなたは知っておくべきかもしれません mod を作成するコンピュータ(windows ... ?) windows、と書きましたが、Linux や Mac でも構いません。但し、ここではそれらの環境特有の問題については述べません。 ここで windows と書いた理由は、GitHub for Windows(PCアプリ) のほうが、コマンドラインよりも簡単だからです。 Linux サーバへのファイルアクセス FTP や samba Needed for this A linux server with root access (a VPS might work, but you need to be able to install software) As you should know a linux server is like 200% faster than a windows equivalent.... A (windows) computer on which you mod. I say windows, but with some common sense and research you should be able to adapt to linux and mac too, but I don’t provide the instructions for that. The reason for this is primarily “GitHub for windows”. Basic command line experience. I’m not going to explain how to use the terminal. Easy file acsess to the servers file system ((s)FTP or samba file server is recommended) 編集 Modding 環境の準備 / Preparing your modding environment a) 開発環境PCに必要なプログラム / Programs needed on your PC (the modding machine) Github for Windows プログラムを作成するエディタ (Notepad++とか) コピー/ペースト機能付きのターミナルクライアント (PuTTYとか) Github for windows [2] A note making program (Notepad++) A terminal client that supports copy/paste (PuTTY) b) GitHub のセットアップ / Setting up GitHub 1."GitHub for Windows" を開く あなたのリポジトリをここに作成する事をお勧めしますが、どの位置に保存するかが重要です。 もしデータドライブ(和訳者註:C(システムドライブ)以外、の意味か)にするのであれば、以下のような構成がお勧めです。 D \modding\github\ModName 2.Mincraft の jar を取得(client / server) し、MCP と Forge をインストールする 3.あなたの mod を作成する あなたの mod を区分された package にしておく事で、元々の Minecraft や Forge のコードとあなたのコードの見分けが付きやすくなります。 4.Minecraft や Forge のコードは、あなたのリポジトリに入れてはいけません!!! ".gitignore" で指定する事で、リポジトリに登録されなくすることができます。 /bin/* /conf/* /docs/* /eclipse/* /forge/* /jars/* /lib/* /logs/* /modsrc/* /reobf/* /runtime/* /temp/* /src/minecraft/* /src/minecraft_server/* /src/common/* !/src/common/dries007/ !/src/common/mcmod.info !/src/common/SP.png *.bat *.sh Open github for windows. I recommend creating your repo here. The location you pick is important. If you have a data drive, I recommend this structure D \modding\github\ModName Now you download a fresh copy of Minecraft (both client and server) and install MCP and forge. Hint for easier modding If you use eclipse, make a shortcut to it in your mods folder and open the properties of the shortcut, and add “-data PathToEclipseFolder” to the target box so you get something like this “C \ProgramEXEs\eclipse\eclipse.exe -data C \Modding\GitHub\SimpleCore\eclipse” This will open Eclipse in the right folder and make your life easier if you use more then 1 project. Now you make your mod (or only a basic mod class so we can go on with the tutuorial ;-) ) Make the mod in a separate package so you can easily filter it out of the original Minecraft and Forge code. Original code (both MC and Forge) CAN’T be in your repo! That s where the .gitignore file comes in. Open it with your notepad. This is where you specify what doesn’t go in the repo, mine looks like this /bin/* /conf/* /docs/* /eclipse/* /forge/* /jars/* /lib/* /logs/* /modsrc/* /reobf/* /runtime/* /temp/* /src/minecraft/* /src/minecraft_server/* /src/common/* !/src/common/dries007/ !/src/common/mcmod.info !/src/common/SP.png *.bat *.sh 追加説明 ".gitignore" の記載は、リポジトリ登録時に無視するファイルのリストです。 "!" から始まる記載の場合、「無視対象から外す」意味となります。 基本的に、あなたの mod のファイル以外をすべて無視するように設定する必要があります。 あなたの mod が package で区分けされているのであれば、上位ディレクトリを無視した上で、mod 用ディレクトリを ! 付きで指定することができます。 そうでなければ。。。ファイルをひとつづつ指定するしかないかもしれませんね!グッドラック! Let me explain All the lines in here make an ignore rule. Except the ones that start with ! You basically need to tell github to ignore all files except your mod. If your mod is in a seperate package, you can do this by ignoring /src/common, except for /src/common/MOD. If you didn’t, well good luck specifying all the files separately. 編集 サーバーの準備 / Preparing your server a) サーバーに必要なプログラム / Programs needed on your server Jenkins (もし ubuntu を使うのであれば、以下をどうぞ http //pkg.jenkins-ci.org/debian/) Java / OpenSDK (http //openjdk.java.net/install/index.html ) Wine (Ubuntu http //www.winehq.org/download/ubuntu) Jenkins (If you use ubuntu http //pkg.jenkins-ci.org/debian/) Java / OpenSDK (http //openjdk.java.net/install/index.html ) Wine (Ubuntu http //www.winehq.org/download/ubuntu) 編集 b) Jenkins の設定 / Setting up Jenkins Linuxサーバの 8080 ポートへお好きなブラウザでアクセスしてください(Chrome(ium)お勧め) Jenkins の管理画面が見れたでしょうか?もし見えなければ、以下のコマンドで jenkins を開始して下さい。 "/etc/init.d/jenkins start" (管理画面が開いたら) "Manage Jenkins" を選択し、"Configure Global Security" の画面へ移動 以下の設定を確認 “Enable security” “Jenkins s own user database” “Allow users to sign up” 設定/変更を保存 ユーザーを作成してログインし、"Global Security" が下記の通りか確認 “Project-based Matrix Authorization Strategy” "In the table" あなたの求める通りのユーザーを作成してください(おそらく管理者?) ここで、追加するユーザーの名前は、すでに存在しておりアクセス可能であるべきです。 それ以外の場合、jenkins が影響を及ぼすことがあります 設定/変更を保存 やっと jenkins の設定を変更できます。 "manage" から "Plugin management" へ "Available" から "GitHub plugin" を選択 チェックボックスにチェックをつけ、“Download now and install after restart”ボタンを押下 ダウンロード画面で、"restart once no jobs are running" にチェック Jenkins の設定は完了 但し、まだ job は何も走っていない状態です。 Got to SERVERHOST 8080 in your favorite browser (should be chrome(ium)) This will give you the jenkins interface, if not, run “/etc/init.d/jenkins start” Hit “Manage Jenkins” and “Configure Global Security” Check the following options “Enable security” “Jenkins s own user database” “Allow users to sign up” Save. Now create a user and log in, then return to the global security section and check “Project-based Matrix Authorization Strategy” In the table Add a user you want to be (admin perhaps?) This should be a username that exists and you have access to (like the one you just created). Otherwise, jenkins will cheerfully and quickly cut off your ability to manage your own server. For anonymous "Read" in Overall For Admin(User you just added) Check it all! Save. Now only you can edit Jenkins settings. Now go to manage and then Plugin management. In the “Available” tab you look for “GitHub plugin” (Currently right at the bottom of "External Site/Tool Integrations") Click the check box, and hit “Download now and install after restart”. In the download screen, check “restart once no jobs are running” Now your jenkins is done, but no jobs are running just yet. 編集 c) Jenkins Job の設定 / Setting up a Jenkins job. Jenkins にログインし、"New Job" を押下 job に名称を登録し、1つ目のオプション "free-style software project" を選択 "Enable project-based security" にチェックを入れ、現在のユーザーを追加 "Anonymous" アカウントについては、Read/Workspace のみにチェック テキストボックス "Github Project" にて、Github 用のユーザーでアクセスするための URL を与える "buildの実行タイミング" については、"手動で指示がある場合のみ" を設定 あなたのユーザー名を入力 "ソースコード" セクションにて、Git を選択 Github の URL を入力 ( Git // みたいなやつ) "Github (のレポジトリ) に変更があった場合、ビルドする" を設定 ビルドステップのセクションで、"シェルスクリプトを実行" を追加 入力欄が開くので、以下のコマンドを登録 ここで入力したスクリプトは、この後 Github に変更を push するたびに実行されます rm -r builds mkdir builds python runtime/recompile.py python runtime/reobfuscate.py zip -r -9 $WORKSPACE/builds/SimpleCore_src_$BUILD_NUMBER src/common/dries007/* zip -r -9 $WORKSPACE/builds/SimpleCore_src_$BUILD_NUMBER src/common/mcmod.info zip -r -9 $WORKSPACE/builds/SimpleCore_src_$BUILD_NUMBER src/common/SP.png cd reobf/minecraft zip -r -D -9 $WORKSPACE/builds/SimpleCore_$BUILD_NUMBER * cd ../.. cd src/common zip -r -D -9 $WORKSPACE/builds/SimpleCore_$BUILD_NUMBER mcmod.info zip -r -D -9 $WORKSPACE/builds/SimpleCore_$BUILD_NUMBER SP.png cd ../.. In Jenkins, hit “New job”. Give a name and select the 1st option (Build a free-style software project) Now, you check “Enable project-based security” and add your user, In the table, check everything behind your user. Behind Anonymous you check Read and Workspace. In the textbox “Github Project” you can give a URL to forward the user to Github. Check “Promote builds when...”, “Only when manually approved”. In the box, put your username. In the source code section, select Git. In the box put the GitHub url (the Git // one) Check “Build when a change is pushed to GitHub”. In the building steps section Add a step “Execute a shell sript” This gives you a box. Ever time you push a change to GitHub this box will be executed. ここで、上記のスクリプトの内容を説明していきます。 rm -r builds 古いビルドを削除します。 mkdir builds 新しいビルドのため、ディレクトリを作成し直します。 python runtime/recompile.py python runtime/reobfuscate.py (わかるよね…?) (※翻訳者注 mcp に同梱されているスクリプトを実行し、recompile と reobfuscate します) zip -r -9 $WORKSPACE/builds/SimpleCore_src_$BUILD_NUMBER src/common/dries007/* zip -r -9 $WORKSPACE/builds/SimpleCore_src_$BUILD_NUMBER src/common/mcmod.info zip -r -9 $WORKSPACE/builds/SimpleCore_src_$BUILD_NUMBER src/common/SP.png ここで行っている事は OPTIONAL(しなくても良い) です。 あなたのコードもまた github にある場合、この工程は不要です。 この工程では mod のファイルをビルドフォルダ内の zip に含めています。 OPTIONAL (Your code is on github too, you don’t need this, but it copies the mod’s files to a zip in the builds folder) cd reobf/minecraft zip -r -D -9 $WORKSPACE/builds/SimpleCore_$BUILD_NUMBER * cd ../.. cd src/common zip -r -D -9 $WORKSPACE/builds/SimpleCore_$BUILD_NUMBER mcmod.info zip -r -D -9 $WORKSPACE/builds/SimpleCore_$BUILD_NUMBER SP.png cd ../.. この部分では、mod のコード(.javaではなく .class等)(と、mcmod.info やロゴファイル) を zip へ含めています。 "SimpleCore" と書いている部分は、あなたの mod 名に書き換えて下さい。 This part copies the actual mod code (And the mcmod.info and my logo) to a zip. You should replace the “SimpleCore” with your mods name. これらの作業結果が正しく動作するかどうかをテストするために、"Archiving the artifacts" という post-build action を追加します。 実行内容を記載する欄が表示されたら、以下を記入します。 builds/*.zip == builds/*.zip に関するエラーが表示されたとしても気にしないで下さい。 これは .zip フォルダがあなたの builds フォルダ内に無い事による警告表示であり、無視できます。 builds フォルダ内に .zip フォルダを配置することでこのエラーを回避できますが、どちらでもお好きな対策でかまいません。 Now we need to tell jenkins what the result of the hard work is by adding a post-build action “Archiving the artifacts” (? translation....) In the little box you put this “builds/*.zip” == If you get an error about “builds/*.zip” not meaning anything, it simply detects no .zip in your freshly made builds folder. You can make an empty .zip to evade that, but it doesn t matter. Now you have a configured job. Now you need to 編集 d) Build 環境の設定 / set up the building environment サーバへファイルを送受信する準備をして下さい。 /var/lib/jenkins/jobs フォルダへ移動します このフォルダにはあなたの mod 名のフォルダがあるはずです。このフォルダを開き、"workspace" という名前の新しいフォルダを作成して下さい。 このフォルダ内に、あなたの modding フォルダの中身を "完全に全て" コピーして下さい。(例 D \modding\github\ModName) workspace フォルダ内に builds フォルダがある事を必ず確認して下さい。(無い場合、ビルドが失敗します)。さて、お好きな飲み物を飲んできて下さい!コピーには時間がかかりますからね。 コピーが終わったら、コピーしたファイルへのアクセス権限を jenkins に与えて下さい。 ターミナルからだと、以下の様な感じでしょう。 “chmod 777 /var/lib/jenkins/jobs/ModName -R” forge や MC をアップデートする度に、上記の工程が必要となります。 jenkinsサーバと開発用PCで、forge や MC のバージョンを合わせておく必要があります。 さて、では build をテストしてみましょう。 手動でテストを行い、次に github との連携確認を行います。 手動で build を開始するには、jenkins の画面をブラウザで開いて job を選択し、"build now" ボタンを押下します。 結果を見るには、スタートさせた build の画面を開き、"コンソール" ボタンを押下します。 ログの末尾が「Finished SUCCESS」で終わっていれば OK です。 最後に、github へ変更を push して、この結果が幸運によらないものである事を確認したら、パーティへ出かけましょう! Open the way you send files back and forth with your server. Go (on the server) to /var/lib/jenkins/jobs/ In this folder there will be a folder with the name of your mod, open it and make a new folder here called “workspace”. In here you copy the entire(!) modding folder (D \modding\github\ModName) Make sure there is a builds folder in the workspace or your build WILL FAIL. Go get a coffie/wathever you like, this might take a while. If its done you need to give jenkins permission to edit these files, do this by executing this command in terminal “chmod 777 /var/lib/jenkins/jobs/ModName -R” Every time you update forge or MC this needs to happen, you need the same version of Forge and MC on your server and your PC. Now you can test a build (begin manually, after that do a test by pushing something in github) To manually start a build, go to jenkins (in browser) and click on your job, then hit “build now”. To see the result, go to the build you just started and hit “Console”. If your log ends with “Finished SUCCESS”, try again (with github) to make sure it wasn’t luck and then go and throw a party. 編集
https://w.atwiki.jp/arma3editor/pages/4.html
ARMA3における車両作成、改造におけるガイドラインを翻訳しましたので作成等にご利用下さい。 専門用語が有るので、日本語、英語共に不自由な人間が翻訳していると言う事をご理解ください。 文章そのままだと日本語的に理解し辛いので、意訳+注釈です。 ※実際にmoddingした訳ではなく、読んで意訳しただけなので、実際の意味と違う可能性が ありますのでご注意ください。 Arma 3 Cars Config Guidelines Arma 3 Cars Config Guidelines ARMA3の車両に関するコンフィグガイドライン Contents 内容 1 Intro 最初に 2 Additional functionality compared to A2/OA ARMA2、OAとの違い 3 Model requirements {p3d} p3d形式の model の条件 4 Model config changes {model.cfg} model.cfgの変更点 5 New config parameters {config.cpp} config.cppの新しいパラメータ 5.1 Basic parameters 基本パラメータ 5.1.1 Differential parameters パラメーターの違い 5.1.2 Engine parameters エンジン用パラメータ 5.2 Wheel parameters ホイール用パラメータ 5.2.1 General parameters 一般的なパラメータ 5.2.2 Wheel PX parameters ホイールPXパラメータ 5.2.3 Wheel simulation parameters ホイールシュミレーションパラメータ 5.2.4 Suspension parameters サスペンションパラメータ 5.2.5 Tire parameters タイヤパラメータ 5.3 Floating and sinking 浮く、沈む(水の上等) 5.4 PhysX 3 integration PhysX3 統合 5.4.1 Anti-roll bars アンチロールバー 5.4.2 Complex gearbox 複雑なギアボックス 5.4.3 Gearbox parameters ギアボックスパラメータ 5.4.4 Different amount of torque 個別のトルクの量 5.5 IK for hands and legs 乗車時、キャラクタの手足の位置 5.6 Picture in Picture for screens and mirrors スクリーンとミラーにピクチャーインピクチャー(画像の中に別の画像を表示する)する方法 ※要約すると、車両にバックミラーやモニター等に表示させる記述 5.7 Random visual variants ランダムにビジュアルを変化させる ※ハッチバック等、スポーンする度にテクスチャが違うアレ 5.7.1 Random variants script ランダムに表示させる為のスクリプト 5.8 Reflectors, markerlights and beacons 反射板、マーカーライト、ビーコン 5.8.1 Reflectors 反射板 5.8.2 Markerlights マーカーライト 5.8.3 Beacons ビーコン 6 Basic config hints 基本的なコンフィグのヒント 6.1 Diagnostics 診断(作成した車両のテスト) 6.2 Suspension サスペンション 6.3 Gearbox ギアボックス 7 Reference 参照場所 Intro 初めに 101 - How to set up a car for Arma 3 ARMA3用の車の作り方 Please be aware of our Arma 3 modding license http //community.bistudio.com/wiki/Arma_3_Modding_License ARAM3用MOD作成に関するライセンス規定を確認してください。 Additional functionality compared to A2/OA ARAM2、OAとの違い PhysX 3 integration ○PhysX3と統合 IK for hands/legs ○車両乗車時の手足の位置 Picture in Picture - Render to texture ○PiP テクスチャーのレンダー Random visual variants (textures, accessories, doors) ○ランダムでビジュアルの変化 ※テクスチャー、アクセサリー(バリエーション的なもの)、ドアをスポーン時にランダム表示 Floating and sinking ○水上での浮き沈み Reflectors, markerlights and beacons ○反射板、マーカーライト、ビーコン Model requirements {p3d} p3dモデルに関する必須項目 A new PhysX lod ○新しいPhysX LOD There needs to be a lod (4e13) consisting of convex components as simple as possible, some 60 faces shall be sufficient for most cars 作成には単純な構造のものが必要です。ただ、大半は60面程あれば車両を作成するには十分です。 ※私の知識不足で、LOD(4e13)がexで40trillionなのか、それ以外の「何か」なのか良く解りません。 Current public Oxygen version doesn t support showing correct name of this lod and displays only Geometry instead. Don t be afraid of having two geometries, it s going to be fixed with new tools. Oxygen(BIツール名)では、このLODの名前を表示できません。代わりにジオメトリだけを示します。(使用に問題なし)この問題は新しいツールで解消する予定です。 Just the main body of car should be in this lod, wheels are added by engine later 車両の基本部分は、上記のLODで構成される必要があります。 作成する順番はエンジン→ホイールの順に追加していきます。 Memory lod メモリーLOD There should be an axis for each wheel named wheel_X_Y_axis (X is position of wheel from front, Y is 1 for left and 2 for right), the name is defined in selected wheel as center ホイールの軸(中心)をwheel_X_Y_axisという名前で定義される必要があります。それぞれ(X,Y)でホイールの中心位置を定義します。 車両の正面から見た状態でホイールの位置をXの部分に記入します。Yは左右同じです(じゃないと傾くので)。 There should be a point at the edge of each wheel named wheel_X_Y_bound which is used to determine wheel radius (distance from wheel axis is used for this) - there is no other need than placing the point at the edge, even memory points for tracks could be used for this, the name is defined in selected wheel as boundary ホイール(タイヤ含めた)の大きさを測定するのに必要です。何かというと、ホイール外径の一カ所だけ指定すればwheel_X_Y_axisを中心として円を判定してくれます。 wheel_X_Y_boundのX、Yに何処でも良いので、外径部分の座標を指定します。 ※公式の解説画像ではホイールの中心から垂直方向の地面を座標定義してます。 ○注釈 ホイールの中心から外輪の距離を定義。 ・wheel_X_Y_axis ホイールの中心 ・wheel_X_Y_bound ホイールの半径(中心からの距離) ※多分、wheel_X_Y_boundの「X または Y」のどちらかをホイールの半径分入力すれば良いと思います。Yが無難ですが。 Mirrors and screens should have their camera position defined in pipX_pos and direction in pipX_dir - parameters pointPosition and pointDirection in class RenderTargets ミラーとスクリーン(車載モニター)はカメラの位置(pipX_pos)と向き(pipX_dir)で定義する必要があります。 ※ミラーは実際に反射しているのではなく、カメラ機能を使って擬似的に「反射してる様に」見えるだけ。なので、「ミラー」を使うと当然、左右反転するようです。 Reflectors should have their position defined in LightCarHeadYXX (Y is a side - R/L, XX is a number) and direction defined in LightCarHeadYXX_end 反射器は LightCarHeadYXXで定義する必要があります。LightCarHeadYXX_end でその方向を定義します。Yは左右それぞれの横軸、XXは定義した番号です。 Mirrors and screens should have RTT texture #(argb,256,512,1)r2t(rendertargetX,1.0) - where X in rendertarget should be a number ミラーとスクリーンはRTTテクスチャを #(argb,256,512,1)r2t(rendertargetX,1.0)で指定します。Xは定義した番号を記入します。 Randomly generated accessories should have their selections independent on all other selections (mainly the main body and all the glass selections), glass as a part of hide-able accessory should be handled as two separate selections ランダムに発生するアクセサリーパーツは全て独立した部品である必要があります。 アクセサリの一部分を隠すように扱うには、2つの部分に分割(離れて)する必要があります。 ※ここ良く解りません。すいません。多分ですが、車両にオブジェクトを貼り付ける場合、車体に埋めると内部から見える場合があるので、 はみ出てた部分を隠したいなら部分を別パーツとして定義する必要があるという意味かと思われます。 Beacons and markerlights should have their material set to emit light ビーコンとマーカーライトは、発光させるために設置しなければなりません。 Spare wheel should have defined selections for it, texture underneath and correct hitpoints like a normal wheel スペアホイール(予備タイヤ)に交換できるようにするには定義する必要があります。予備タイヤの耐久性(壊れやすさ)は標準タイヤと同じ数値です。 ※交換なので、エンジニアの修理とは別です。 Man-held turrets shouldn t be hidden when destroying them without destroying the whole vehicle - IK issues would crash the game ターレット(銃座)の乗員が乗っている状態(と定義して)でターレットを隠すように指定した場合、ゲームがクラッシュします(IK定義の関連) ただし、車両が「完全に破壊(ドカーンって燃えた)」された状態であれば、問題ありません。 ※車両がアライブの状態で「見えないターレット」を定義して使うとクラッシュするという事かと思われます。多分。 Model config changes {model.cfg} model.cfgの変更点 Only the dampers are affected by the changes, best way to set them is to place an axis with the length of moveable part alongside the damper and set offsets to +-0.5 ダンパー(サスペンション)は凹凸路面などの影響を受けて可動します。そのため、定義する際に「ダンパーの中心から±0.5ほどオフセットするといいと思います。 Example {model.cfg} class Wheel_1_1_Damper { type= translation ; source= damper ; selection= wheel_1_1_damper_land ; axis= posun wheel_1_1 ; animPeriod = 1; minValue= 0 ; maxValue= 1 ; offset0= 0.5 ; offset1= -0.5 ; memory=1; }; ●●●●●●●●●●●●訳 28/Oct/2013●●●●●●●●●●●●●●●●●●●● Sections for hiddenSelectios[] should be set in model.cfg hiddenSelectios[]の部分はmodel.cfgで定義する必要があります。 New config parameters {config.cpp} config.cppの新しい追加パラメータについて Basic parameters 基本パラメータ Following parameters are defined in vehicle class. vehicle classという定義内で以下のパラメーターを使います。 ※config.cppの車両に関する定義部分にviecle classという場所があるので、そのクラスを定義する際に使用するという事。 string (required) simulation = carx ; float 0.0 dampersBumpCoef = 0.3; Differential parameters 他と異なるパラメータ string; accepable values all_open , all_limited , front_open , front_limited , rear_open , rear_limited all_limited differentialType = all_limited ; float 0.5 frontRearSplit = 0.5 float 1.3 frontBias = 1.3; float 1.3 rearBias = 1.3 float 1.3 centreBias = 1.3 float 10.0 clutchStrength = 10.0; float 0.01 switchTime = 1.01; Engine parameters エンジンパラメータ float (required) enginePower = 600; float 600 which is cca 6000 rounds per minute. maxOmega = 600; float value calculated from enginePower according to http //en.wikipedia.org/wiki/Horsepower#Relationship_with_torque peakTorque = 600; float, float, float 0.08, 2.0, 0.35 dampingRateFullThrottle = 0.08; dampingRateZeroThrottleClutchEngaged = 2.0; dampingRateZeroThrottleClutchDisengaged = 0.35; Array[i][2] where i = number of samples, maximum 8; {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}} torqueCurve[] = {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}}; Wheel parameters ホイールパラメータ This parameters relates to each wheel. In the vehicle class, there has to be subclass called Wheels, which contains subclass for every wheel the vehicle has. These are the parameters that could be defined in that subclasses. このパラメータはそれぞれのホイールに関する項目です。vehicle classはwheelsというサブ(隷下)クラス(viecle classがメインクラス)が必要です。 要は、車両に付いている全てのホイール(タイヤ)をサブクラスという定義でそれぞれ設定できるパラメータです。 General parameters 一般的なパラメータ string boneName = wheel_1_1 ; bool (required) steering = true; string right side = left ; Wheel PX parameters ホイールPXパラメータ memory point (required) center = wheel_1_1_axis ; memory point (required) boundary = wheel_1_1_bound ; float 0.3*(raidus of the wheel) width = 0.2 ; float 10.0 mass = 150; float 0.5 * WheelMass * WheelRadius * WheelRadius MOI = 40; float 0.1 dampingRate = 0.1; float 2500 maxBrakeTorque = 7500; float 2*maxBrakeTorque maxHandBrakeTorque = 0 Wheel simulation parameters ホイールシミュレーションパラメータ Array[3] {0, -1, 0} suspTravelDirection[] = {0, -1, 0}; memory point center suspForceAppPointOffset = wheel_1_1_axis ; memory point suspForceAppPointOffset tireForceAppPointOffset = wheel_1_1_axis ; Suspension parameters サスペンションパラメータ float 0.15 maxCompression = 0.15; mMaxDroop = 0.15; float vehicleMass/numberOfWheels sprungMass = 2066; float sprungMass*5,0*5,0 springStrength = 51653; float 0,4*2*sqrt(springStrength*sprungMass) springDamperRate = 8264; Tire parameters タイヤパラメータ float 10000 longitudinalStiffnessPerUnitGravity = 10000; float, float 25, 180 latStiffX = 25; latStiffY = 180; Array[3][2] {{0, 1}, {0.5, 1}, {1,1}} frictionVsSlipGraph[] = {{0, 1}, {0.5, 1}, {1,1}}; Floating and sinking 浮き沈み(水で) WaterLeakiness should be amount of water in liters that goes into selected object per second. This is set to zero by engine for all vehicles with simulation of a ship or having canFloat = 1 (unless they are toppled of destroyed, then config value takes precedence). WaterLeakiness = 10; seems to be a good value to start with for all kinds of vehicles no matter the size (which is a bit spooky, but it works). 浸水具合は指定パーツをℓ/secで定義します。浸水具合によってエンジンが止まります。ただ、船又はcanFloat=1と定義されたものは完全にブッ壊されない限り浮いてます。 最初はWaterLeakiness=10と定義して、どのぐらい水に浸かったらエンジンがブッ壊れるかテストすると良いでしょう。 PhysX 3 integration PhysX3で統合 WheelMask ホイールマスク thrustDelay is time in second in which thrust goes from 0 to 1 when standing still (doesn t affect driving car during change of gears), 0.2 seems to be a reasonable value. You may want to tweak this to higher values if wheels slide during initial acceleration. キー入力をしてから実際に車輪が動作するまでの遅延をthrustDelayで定義します。スラストが0→1になるまでの数値です。0.2位が妥当と思われます。もし1にしたら一瞬で加速します。 brakeIdleSpeed is speed in m/s under which the brakes are automatically applied to the vehicle. This speed should be reasonably low, higher value would mean strange breaking of slow cars, too low value would cause inability to stop the car. 1秒当たりのブレーキの定義です。 brakeIdleSpeedはm/secで定義します。この数値は低めに設定した方が良いです。高めに設定すると不自然な急ブレーキになります。 逆に異常に低すぎると止まれません。 idleRpm sets the idle RPM of engine. Primary use is for sound engine アイドリング時の回転数をidleRpmで定義します。停車時のエンジン音に関係します。 redRpm sets the maximum for engine RPM, should be according to maxOmega (see later) エンジンの最高回転数(レブリミット)をredRpmで定義します。後記のmaxOmegaに関係しています。 Anti-roll bars アンチロールバー Anti-roll bars is the system in vehicle that should prevent it to do a barrel-roll during sharper turns. Using ARB enables us to make center of mass realistically high and cause cars to roll down the steep slopes if placed sideways to the slope. It works the same way as the real ones - system computes difference of applied weight to wheels in pair and tries to compensate difference by applying opposite forces. アンチロールバーは急激なターンとか無茶な運転等で横転するのを防ぎます。錘みたいな物です。なので、横転しやすい車両も作れます。以下がそのパラメータ。 antiRollbarForceCoef is a coefficient of applied force, could be taken as strength of the system. Setting this value to zero disables ARB (and all next values), which is good for civilian vehicles, higher values reduce not only the risk of rolling, but effects of suspension. この数字を0にすると動かなくなります。逆にantiRollbarForceCoefの数字を高くすると横転しやすいどころか止まれません。 antiRollbarForceLimit is the highest strength of ARB applied to vehicle. We may want to roll the car at certain situations (full van taking sharp hand-brake turn at high speed), tunning without diag mode is almost impossible because we are not able to imagine forces needed (values are rather low, 2 should be high enough for most of vehicles) 高速移動中に急ハンドルで横転させたいとか、そういう時に必要になります。 antiRollbarSpeedMin and antiRollbarSpeedMax are limits of applied force coefficient. Coefficient is 0 at speeds lower than antiRollbarSpeedMin, interpolates to antiRollbarForceCoef at antiRollbarSpeedMax and is set to antiRollbarForceCoef for any higher speeds. This allows cars to drive on steep slopes using their radial speed, falling of the hill once they stop and rolling over at too high speeds (where coefficient doesn t grow and force is limited by the limit). antiRollbarForceCoefの上下限をantiRollbarSpeedMinとantiRollbarSpeedMaxで定義します。 Complex gearbox 複雑なギアボックス All PhysX 3 vehicles use complex gearbox to give some data to PhysX gearbox PhysX3の車両は全部ギアボックスが搭載されてます。 Complex gearbox settings is inside class complexGearbox which is a subclass of vehicle class ギアボックスのセッティングはcomplexGearboxというサブクラスで、viecle classの隷下です。 GearboxRatios[] is an array of gear names and gear ratios starting with reverse gear (with negative ratios), neutral gear (which should have zero ratio) and forward ratio (eg { R1 ,-3.231, N ,0, D1 ,2.462, D2 ,1.870, D3 ,1.241, D4 ,0.970, D5 ,0.711};). Gear names are not used in retail version, they are just for epevehicle diagnostics R1がバックで、Nニュートラル(数字入れたら勝手に前進します)、D1、D2・・・となります。GearboxRatios[]で定義すれば何ギアでも可能ですがギア比が訳解らなくなるので程々に。 TransmissionRatios[] is an array of transmission ratios in the same format as gearboxRatios. Most of cars have only one transmission ratio, some heavy trucks may have two. The final ratio of engine is gearboxRatio * TransmissionRatio, that means transmissionRatios shouldn t be multiplicates of each other and gearbox ratios to prevent the same final ratio for two different gears. 普通は1つ定義すれば良いですが、大型トラックは2つ定義が必要でしょう。 ※良く解らん・・・・ gearBoxMode is set to full-auto by engine gearBoxModeはエンジンによってフルオートでセットされます(・・は? イミフ) moveOffGear defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. この定義(moveOffGear)はオートマもしくはセミオートでギアボックスが静止状態から発車します。(動作にギア操作を入れるかどうか)標準(普段通りの操作)は1です。 driveString, neutralString and reverseString define displayed strings for driving forward, neutral and backward. この3つ(driveString, neutralString, reverseString)は前進、キー無操作、後進を表示させるために定義を紐づけします。 ※これを入れればギアがドライブ(D)、ニュートラル(N)、バック(R)のどの状態かHUDに表示されるようです。 -------------------------------------------------------- {config.cpp} class complexGearbox { GearboxRatios[] = { R1 ,-3.231, N ,0, D1 ,2.462, D2 ,1.870, D3 ,1.241, D4 ,0.970, D5 ,0.711}; TransmissionRatios[] = { High ,4.111}; // Optional defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles) moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. driveString = D ; // string to display in the HUD for forward gears. neutralString = N ; // string to display in the HUD for neutral gear. reverseString = R ; // string to display in the HUD for reverse gears. }; -------------------------------------------------------- Gearbox parameters ギアボックスパラメータ Some gearbox parameters are defined outside of class complexGearbox, they are mainly to setup automatic gearbox 幾つかのギアボックスパラメータはcomplexGearboxのクラス外で定義します。サブクラスでは有りません。 通常、オートマ用のギアボックスに使用します。 changeGearMinEffectivity[]Value of minimal gear effectivity to hold current gear. If there is better gear and effectivity is below this value then change gear. It is an array of effectivities ordered by gears in complex gearbox. Neutral should have rather low effectivity (0.15 seems to be a good value), drive gears should have rather high value (around 0.95) to prevent switching gears too often switchTimeThe switch time describes how long it takes (in seconds) for a gear change to be completed. RPM interpolate to optimal value for the new gear at current speed during the changing of gears. The time should be rather low, around 0.3 s, to keep the momentum of the car. latencyis the minimum time (in seconds) that must pass between each gear change that is initiated by the autobox. This should be set to value higher than switchTime. Setting this time too low makes some issues with changing gears - the car slows down a lot Different amount of torque coefficients for different speeds of Slow, Forward and Fast are now configurable slowSpeedForwardCoefis set to 0.3 by default normalSpeedForwardCoefis set to 0.85 by default default speed coefficient for fast movement is 1 meaning that full throttle is applied and maximal speed is maxSpeed of the vehicle (it is going to apply less throttle upon reaching the limit) IK for hands and legs It s not Inverse Kinematics in fact, but as close to it as possible. A soldier should have IK defined for hands and legs by default Each vehicle pose using IK should haveleftHandIKCurve[]andrightHandIKCurve[]set to 1 Driver should havedriverLeftHandAnimNameanddriverRightHandAnimNamedefined as drive wheel bone of the vehicle (drivewheelby default) Gunner should havegunnerLeftHandAnimNameandgunnerRightHandAnimNamedefined on handles of the gun, or shaking bone of the weapon shall be sufficient (usually something likeotocHlaven_shake) Double check names of bones if the game crashes upon loading this vehicle and call stack points to IK. Wrong definition causes CTD all the time and removing the bone causes the same (eg. by hiding it). Picture in Picture for screens and mirrors All sources for textures to be rendered on are defined inclass RenderTargetswhich is a subclass of vehicle class Each source is a separate subclass with unique name parameterrenderTargetdefines which texture shall the source be mapped at (only therendertargetXpart is used) class CameraView1is a subclass of this source and contains all the parameters for rendered scene pointPositionandpointDirectionshould be respective memory points in model renderQualityis in range from 0 to 2 and defines quality of rendering for said source renderVisionModedefines the vision mode - 0 = HDR, 1 = NightVision, 2 = ThermalVision, 3 = Color, 4 = Mirror fovdefines field of view of this source {config.cpp} class RenderTargets { class LeftMirror { renderTarget = rendertarget0 ; class CameraView1 { pointPosition = PIP0_pos ; pointDirection = PIP0_dir ; renderQuality = 2; renderVisionMode = 0; fov = 0.7; }; }; }; Random visual variants Randomization of variants is done by script ran upon start of mission via init event handler The car should inheritclass EventHandlers EventHandlers {config.cpp} init event handler should be changed to something like this init= (_this select 0) execVM \pathToCar\scripts\scriptName.sqf ; Don t forget to hide all the added accessories upon destruction of vehicle, they are usually in proxies, this is handled by killed event handler {config.cpp} killed = _this call (uinamespace getvariable BIS_fnc_effectKilled ); _this select 0 animate [ RandomAnimation ,0]; Random variants script All random settings should be done on server side to prevent different car looks for different users {script.sqf} if (isLocal) then {_rnd1 = floor random Y; _this setVariable [ BIS_randomSeed1 , _rnd1, TRUE]; _this animate [ RandomAnimation , X];}; Ystands for the number of random variants Even all the animations should be handled server-side to ease clients,RandomAnimationshall be replaced by any animation needed to be randomly chosen,Xstands for animation phase {script.sqf} waitUntil {!(isNil {_this getVariable BIS_randomSeed1 })}; _randomSeed1 = _this getVariable BIS_randomSeed1 ; Random textures shall be taken with this statement {script.sqf} _this setObjectTexture [0, [ \pathToCar\Data\variant_1_co.paa , ..., \\pathToCar\Data\variant_Y_co.paa ] select _randomSeed1]; Reflectors, markerlights and beacons Reflectors Reflectors need to be defined inclass Reflectors Default cars should have two reflectors defined as separate subclasses inside class Reflectors. These two classes should differ only inposition,direction,hitpointandselection. Position and direction are self-descriptive, they use memory points in mode, hitpoint is the name of selection in hitpoint lod in model, selection is a visual selection in resolution lods. Most of reflectors should haveuseFlareset to 1, they are bright enough to have a flare. Size of this flare is defined byflareSize, value should be rather low, around 0.1 seems to be good for start. class Attenuationinside each reflector subclass defines behavior of light from distance. Attenuation is combination ofconstant,linearandquadraticcoefficient,startis a distance from position where attenuation starts to work (the light is at it s full strength if distance is lower than start). aggregateReflectors[]outside of Reflectors class is used to ease computing of too many light sources and combines light together. Both reflectors should be aggregated for a default car but feel free to experiment. Just run some FPS test after testing non-standard settings. Markerlights Markerlights are purely model side based on assigned emissive materials Beacons Beacons consist of two parts on model side - emissive one and unlit one. The emissive one is hidden by default by an user controller and periodically hidden by time controller in model.cfg Config contains only user actions to turn beacons off/on by hiding/unhiding them, this is insideclass UserActions UserActions There should be two actions per beacons set - one to turn them off and other to turn them on, each as a subclass of UserActions {config.cpp} class UserActions UserActions { class beacons_start { userActionID = 50; displayName = Beacons start ; displayNameDefault = ; position = mph_axis ; radius = 1.8; animPeriod = 2; onlyForplayer = false; condition = this animationPhase BeaconsStart 0.5 AND Alive(this) AND driver this == player ; statement = this animate [ BeaconsStart ,1]; ; }; class beacons_stop beacons_start { userActionID = 51; displayName = Beacons stop ; condition = this animationPhase BeaconsStart 0.5 AND Alive(this) AND driver this == player ; statement = this animate [ BeaconsStart ,0]; ; }; }; Basic config hints Diagnostics Drive around as much as possible, preferably using real islands. Use Stratis airstrip for acceleration, gear change and sinking of vehicle purposes Path from Jay Cowe to Airstation Mike-26 on Stratis is great to test uphill performance of the car and AI driving skills Whole Chernarus is excellent playground to test vehicles Suspension Easier way to set up suspension is to have center of mass centered according to wheels. Non-centered center of mass is more interesting for driving performance, just be sure to make center of mass centered at least in left-to-right axis. Each wheel could have different suspension parameters but try to keep them the same for wheel pairs. You may try to use ARB if the car sways a lot sideways during turns. This causes lesser side sway but doesn t reduce bumping of suspension when accelerating and breaking. Gearbox Real gearbox ratios have extremely good results for higher speeds and are realistic for lower speeds. But it is better to use some lower values for lower gears to improve acceleration Look out for too big steps between gear ratios, this may prove to be problematic with steeptorqueCurve- engine would change gear later than expected and sound would go fubar dampingRateZeroThrottleClutchEngagedanddampingRateZeroThrottleClutchDisengagedcould be the same, this works really well for FWD cars - engine would slow them down way too much and lock the wheels when only directional arrow is pressed Reference This page is discussedon the BI forums
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?php/** * TestLink Open Source Project - http //testlink.sourceforge.net/ * This script is distributed under the GNU General Public License 2 or later. * * Filename $RCSfile const.inc.php,v $ * * @version $Revision 1.37 $ * @modified $Date 2007/08/27 06 36 40 $ by $Author franciscom $ * @author Martin Havl叩t * * SCOPE * Global Constants used throughout TestLink * Script is included via config.inc.php * There should be changed for your environment * *------------------------------------------------------------------- * Revisions * 20070822 - franciscom - localisation ru_RU * 20070818 - franciscom - $g_default_roleid * 20070705 - franciscom - config of $g_req_status. * 20070624 - franciscom - $g_title_sep* * 20070607 - franciscom * to solve BUGID 887 * GET_ACTIVE_BUILD, GET_INACTIVE_BUILD * GET_OPEN_BUILD,GET_CLOSED_BUILD * * 20070523 - franciscom * MENU_ITEM_OPEN, MENU_ITEM_CLOSE * * 20070519 - franciscom * $g_locales_html_select_date_field_order * *------------------------------------------------------------------- * Japanese translation *------------------------------------------------------------------- * Testing Engineer s Forum (TEF) in Japan * Working Group of TestLink Japanese Translation Project * * http //blues.se.uec.ac.jp/swtest/forum.html * http //www38.atwiki.jp/testlink/ * http //sourceforge.jp/projects/testlinkjp/ * * @modified $Date$ $Author$ *-------------------------------------------------------------------**/ // ----------------------------------------------------------------------------/** [GLOBAL] */ // ----------------------------------------------------------------------------/** [GUI] */ /* Release MUST BE changed at the release day */define( TL_VERSION , 1.7.0 RC 3 ); define( TL_BACKGROUND_DEFAULT , "#9BD"); // default color // planAddTC_m1-tpldefine( TL_STYLE_FOR_ADDED_TC , "background-color yellow;"); define( TL_COOKIE_KEEPTIME , (time()+60*60*24*30)); // 30 days // Configurable templates this can help if you want to use a non standard template.// i.e. you want to develop a new one without loosing the original template.// $g_tpl = array( tcView = "tcView.tpl", tcSearchView = "tcSearchView.tpl", tcEdit = "tcEdit.tpl", tcNew = "tcNew.tpl", execSetResults = "execSetResults.tpl", tcView = "tcView.tpl", tcSearchView = "tcView.tpl", usersview = "usersview.tpl"); // -------------------------------------------------------------------/** [LDAP authentication errors */// // Based on mantis issue tracking system code// ERROR_LDAP_*define( ERROR_LDAP_AUTH_FAILED ,1400 );define( ERROR_LDAP_SERVER_CONNECT_FAILED ,1401 );define( ERROR_LDAP_UPDATE_FAILED ,1402 );define( ERROR_LDAP_USER_NOT_FOUND ,1403 );define( ERROR_LDAP_BIND_FAILED ,1404 ); // ----------------------------------------------------------------------------/** [LOCALIZATION] */ // String that will used as prefix, to generate an string when a label to be localized// is passed to lang_get() to be translated, by the label is not present in the strings// file.// The resulting string will be TL_LOCALIZE_TAG . label// Example // want to translate "Hello" - LOCALIZE Hello//define( TL_LOCALIZE_TAG ,"LOCALIZE "); // These are the supported locales.// This array will be used to create combo box at user interface.// Please mantain the alphabetical order when adding new locales.// Attention // The locale selected by default in the combo box when// creating a new user WILL BE fixed by the value of the default locale,// NOT by the order of the elements in this array.//$g_locales = array( zh_CN = Chinese Simplified , en_GB = English (UK) , en_US = English (US) , fr_FR = Fran ccedil;ais , de_DE = German , it_IT = Italian , pl_PL = Polski , pt_BR = Portuguese (Brazil) , es_AR = Spanish (Argentine) , es_ES = Spanish , ru_RU = Russian , jp_JP = Japanese ); // see strftime() in PHP manual// Very IMPORTANT // setting according local is done in testlinkInitPage() using set_dt_formats()// Default values$g_date_format ="%d/%m/%Y";$g_timestamp_format = "%d/%m/%Y %H %M %S"; $g_locales_date_format = array( en_GB = "%d/%m/%Y", en_US = "%m/%d/%Y", it_IT = "%d/%m/%Y", es_AR = "%d/%m/%Y", es_ES = "%d/%m/%Y", de_DE = "%d.%m.%Y", pl_PL = "%d.%m.%Y", fr_FR = "%d/%m/%Y", pt_BR = "%d/%m/%Y", ru_RU = "%d/%m/%Y", zh_CN = "%Y鐃緒申%m鐃緒申%d鐃緒申", jp_JP = "%Y/%m/%d"); $g_locales_timestamp_format = array( en_GB = "%d/%m/%Y %H %M %S", en_US = "%m/%d/%Y %H %M %S", it_IT = "%d/%m/%Y %H %M %S", es_AR = "%d/%m/%Y %H %M %S", es_ES = "%d/%m/%Y %H %M %S", de_DE = "%d.%m.%Y %H %M %S", pl_PL = "%d.%m.%Y %H %M %S", fr_FR = "%d/%m/%Y %H %M %S", pt_BR = "%d/%m/%Y %H %M %S", ru_RU = "%d/%m/%Y %H %M %S", zh_CN = "%Y鐃緒申%m鐃緒申%d鐃緒申 %H扮%M鐃緒申%S鐃緒申", jp_JP = "%Y/%m/%d %H %M %S"); // for smarty html_select_date custom function$g_locales_html_select_date_field_order = array( en_GB = "dmY", en_US = "mdY", it_IT = "dmY", es_AR = "dmY", es_ES = "dmY", de_DE = "dmY", pl_PL = "dmY", fr_FR = "dmY", pt_BR = "dmY", ru_RU = "dmY", zh_CN = "Ymd", jp_JP = "Ymd"); // -------------------------------------------------------------------/** ATTACHMENTS */ /* some attachment related defines, no need to modify them */define("TL_REPOSITORY_TYPE_DB",1);define("TL_REPOSITORY_TYPE_FS",2); define("TL_REPOSITORY_COMPRESSIONTYPE_NONE",1);define("TL_REPOSITORY_COMPRESSIONTYPE_GZIP",2); // Two models to manage attachment interface in the execution screen// $att_model_m1 - shows upload button and title //$att_model_m1- show_upload_btn = true;$att_model_m1- show_title = true;$att_model_m1- num_cols = 4;$att_model_m1- show_upload_column = false; // $att_model_m2 - hides upload button and title// $att_model_m2- show_upload_btn = false;$att_model_m2- show_title = false;$att_model_m2- num_cols = 5;$att_model_m2- show_upload_column = true; // -------------------------------------------------------------------/** [MISC] */ /** [Test Case Status] */ // $g_tc_status// $g_tc_status_css// $g_tc_status_verbose_labels// $g_tc_status_for_ui////// These are the possible Test Case statuses.//// Localisation Note // IMPORTANT // Do not do localisation here, i.e do not change "passed"// with the corresponding word in you national language.// These strings ARE NOT USED at User interface level.//// Labels showed to users will be created using lang_get()// function, getting key from // $g_tc_status_verbose_labels// example // lang_get($g_tc_status_verbose_labels["passed"]);//// If you add new statuses, please use custom_strings.txt to add your// localized strings//$g_tc_status = array ("failed" = f ,"blocked" = b ,"passed" = p ,"not_run" = n ,"not_available" = x ,"unknown" = u ,"all" = all ); // Please if you add an status you need to add a corresponding CSS Class// in the CSS files (see the gui directory)$g_tc_status_css = array_flip($g_tc_status); // Used to get localized string to show to users// key status// value id to use with lang_get() to get the string, from strings.txt// or custom_strings.txt//$g_tc_status_verbose_labels = array( "all" = "test_status_all_status","not_run" = "test_status_not_run","passed" = "test_status_passed","failed" = "test_status_failed","blocked" = "test_status_blocked","not_available" = "test_status_not_available","unknown" = "test_status_unknown"); // Used to generate radio and buttons at user interface level.// Order is important, because this will be display order on User Interface//// key = verbose status as defined in $g_tc_status// value = string id defined in the strings.txt file, // used to localize the strings.//// $g_tc_status_for_ui = array(// "not_run" = "test_status_not_run",// "passed" = "test_status_passed",// "failed" = "test_status_failed",// "blocked" = "test_status_blocked"// ); $g_tc_status_for_ui = array("passed" = "test_status_passed","failed" = "test_status_failed","blocked" = "test_status_blocked"); // radio button selected by default$g_tc_status_for_ui_default="blocked"; // ------------------------------------------------------------------------------- /** [Roles] */define("TL_ROLES_GUEST",5);define("TL_ROLES_NONE",3);define("TL_ROLES_NO_RIGHTS",3); define("TL_ROLES_UNDEFINED",0);define("TL_ROLES_INHERITED",0); // Roles with id to this role can be deleted from user interfacedefine("TL_LAST_SYSTEM_ROLE",9); // you can change the default role used for new users // - created from the login page.// - created using user management features//// use custom_config.inc.php instead of doing changes here$g_default_roleid=TL_ROLES_GUEST; // when a role is deleted, a new role must be assigned to all users// having role to be deleted// A right choice seems to be using $g_default_roleid.// You can change this adding a config line in custom_config.inc.php$g_role_replace_for_deleted_roles=$g_default_roleid; // used to mark up inactive objects (test projects, etc)define("TL_INACTIVE_MARKUP","* "); // used on user management page to give different colour // to different roles.// If you don t want use colouring then configure in this way// $g_role_colour = array ( );//$g_role_colour = array ( "admin" = white ,"tester" = wheat , leader = acqua , senior tester = #FFA , guest = pink , test designer = cyan , no rights = salmon , inherited = seashell ); $g_tc_risks = array( L1 , L2 , L3 , M1 , M2 , M3 , H1 , H2 , H3 ); // use when componing an title using several strings$g_title_sep= ;$g_title_sep_type2= ;$g_title_sep_type3= - ; // used when created a test suite path, concatenating test suite names$g_testsuite_sep= / ; // [Main page]// define( MENU_ITEM_OPEN , div class="module-grey" div div div );// define( MENU_ITEM_CLOSE , /div /div /div /div ); // using niftycornersdefine( MENU_ITEM_OPEN , div class="menu_bubble" );define( MENU_ITEM_CLOSE , /div p ); // moved from requirements.inc.phpdefine( TL_REQ_STATUS_VALID , V );define( TL_REQ_STATUS_NOT_TESTABLE , N ); $g_req_status=array(TL_REQ_STATUS_VALID = req_state_valid , TL_REQ_STATUS_NOT_TESTABLE = req_state_not_testable ); // // [FUNCTION MAGIC NUMBERS] [DON T BOTHER ABOUT]// used in several functions instead of MAGIC NUMBERS - Don t change define( ALL_PRODUCTS ,0);define( TP_ALL_STATUS ,null);define( FILTER_BY_PRODUCT ,1);define( FILTER_BY_TESTPROJECT ,FILTER_BY_PRODUCT);define( TP_STATUS_ACTIVE ,1);define( NON_TESTABLE_REQ , n );define( VALID_REQ , v ); define( DSN ,FALSE); // for method connect() of database.classdefine( ANY_BUILD ,null);define( GET_NO_EXEC ,1); define( ACTIVE ,1);define( INACTIVE ,0);define( OPEN ,1);define( CLOSED ,0); // moved from testSetNavigator.phpdefine( FILTER_BY_BUILD_OFF ,0);define( FILTER_BY_OWNER_OFF ,0);define( FILTER_BY_TC_STATUS_OFF ,null); // moved from testSetRemove.phpdefine( WRITE_BUTTON_ONLY_IF_LINKED ,1); // moved from tc_exec_assignment.phpdefine( FILTER_BY_TC_OFF ,null); define( ALL_USERS_FILTER ,null); define( ADD_BLANK_OPTION ,true); define( DO_LANG_GET ,1);define( DONT_DO_LANG_GET ,0); // define( FILTER_BY_SHOW_ON_EXECUTION ,1); define( GET_ALSO_NOT_EXECUTED ,null);define( GET_ONLY_EXECUTED , executed ); // generateTestSpecTree()define( HIDE_TESTCASES ,1);define( SHOW_TESTCASES ,0);define( FILTER_INACTIVE_TESTCASES ,1);define( DO_NOT_FILTER_INACTIVE_TESTCASES ,0); define( DO_ON_TESTCASE_CLICK ,1);define( NO_ADDITIONAL_ARGS , );define( NO_KEYWORD_ID_TO_FILTER ,0); define( RECURSIVE_MODE ,TRUE);define( NO_NODE_TYPE_TO_FILTER ,null);define( ANY_OWNER ,null); define( ALL_BUILDS , a );define( ALL_TEST_SUITES , all ); define( GET_ACTIVE_BUILD ,1);define( GET_INACTIVE_BUILD ,0);define( GET_OPEN_BUILD ,1);define( GET_CLOSED_BUILD ,0); // bug_interface- buildViewBugLink()define( GET_BUG_SUMMARY ,true); // gen_spec_view()define( DO_PRUNE ,1); // getAllRoles()define( EXCLUDE_UNDEFINED_ROLE ,0);// -------------------------------------------------------------------?
https://w.atwiki.jp/elvis/pages/7852.html
Idea to Marketplace An Inventor's Guide Hp Books? Thomas R. Lampe? HpBooks? ThomasR.Lampe? ジャンル別? Subjects-Business&Investing-General? Subjects-Engineering-Patents&Inventions? Subjects-Law-IntellectualProperty-General? Subjects-Nonfiction-Law-IntellectualProperty-General? Subjects-Professional&Technical-Engineering-Patents&Inventions? Subjects-Reference-General? Subjects-Science-Technology-General&Reference Sheet Metal Handbook Hp Books? Ron Fournier? Sue Fournier? HpBooks? RonFournier? SueFournier? ジャンル別? Subjects-Engineering-General? Subjects-Engineering-Materials-Metallurgy? Subjects-Engineering-Reference? Subjects-Nonfiction-Automotive-General? Subjects-Nonfiction-Automotive-Customize? Subjects-Nonfiction-Automotive-Repair-Body&Fenders? Subjects-Professional&Technical-Engineering-Reference? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-Engineering-Materials-Metallurgy? Subjects-Science-General Subjects-Science-Technology-General&Reference Turbo BASIC Programmes for Scientists and Engineers Longman Higher Education? A Miller? LongmanHigherEducation? AMiller? ジャンル別? Subjects-Nonfiction-Philosophy-Science? Subjects-Science-History&Philosophy-General? Subjects-Science-Technology-General&Reference Up and Running With Autosketch 3 Sybex Inc? Robert Shepherd? SybexInc? RobertShepherd? ジャンル別? Subjects-Arts&Photography-Architecture-Drawing&Modelling-CAD-CAD&CAM? Subjects-Computers&Internet-GraphicDesign-DesktopPublishing-General? Subjects-Computers&Internet-GraphicDesign-CAD-CAD&CAM? Subjects-Computers&Internet-General? Subjects-Engineering-ComputerTechnology-CAD&CAM? Subjects-Engineering-Mechanical-Drafting&MechanicalDrawing? Subjects-Professional&Technical-Engineering-ComputerTechnology-CAD&CAM? Subjects-Professional&Technical-Engineering-Mechanical-Drafting&MechanicalDrawing? Subjects-Professional&Technical-Architecture-Drawing&Modelling-CAD-CAD&CAM? Subjects-Science-Technology-General&Reference The Smithsonian Book of Invention Smithsonian Inst Pr? SMITHSONIAN BOO? SmithsonianInstPr? SMITHSONIANBOO? ジャンル別? Subjects-Arts&Photography-Photography-General? Subjects-Outdoors&Nature-Ecology-General? Subjects-Science-History&Philosophy-HistoryofTechnology? Subjects-Science-Nature&Ecology-General? Subjects-Science-Technology-General&Reference Illustrations Humana Pr? Graham T. Richardson? HumanaPr? GrahamT.Richardson? ジャンル別? Substores-UnknownASINs-28? Subjects-Arts&Photography-GraphicDesign? Subjects-Engineering-Mechanical-Drafting&MechanicalDrawing? Subjects-Professional&Technical-Engineering-Mechanical-Drafting&MechanicalDrawing? Subjects-Science-General Subjects-Science-History&Philosophy-HistoryofScience? Subjects-Science-Technology-General&Reference Microwave Techniques and Protocols (None) Humana Pr? Richard T. Giberson? Richard S. Demaree? HumanaPr? RichardT.Giberson? RichardS.Demaree? ジャンル別? Subjects-Engineering-Telecommunications-Microwaves? Subjects-Medicine-BasicScience-Biochemistry? Subjects-Medicine-Specialties-Pathology-LaboratoryMedicine? Subjects-Professional&Technical-Engineering-Telecommunications-Microwaves? Subjects-Professional&Technical-Medical-BasicSciences-Biochemistry? Subjects-Professional&Technical-Medical-Medicine-InternalMedicine-Pathology-LaboratoryMedicine? Subjects-Professional&Technical-ProfessionalScience-AgriculturalSciences-Biochemistry? Subjects-Science-Chemistry-Spectroscopy-General? Subjects-Science-Chemistry-Biochemistry? Subjects-Science-Experiments,Instruments&Measurement-Microscopes&Microsocopy? Subjects-Science-Experiments,Instruments&Measurement-Biology? Subjects-Science-General Subjects-Science-Technology-General&Reference Subjects-Science-Medicine-BasicScience-Biochemistry? Subjects-Science-Medicine-Specialties-Pathology-LaboratoryMedicine? Electrical Wiring Residential, Utility, Service Areas Amer Assn for Vocational? Thomas S. Colvin? AmerAssnforVocational? ThomasS.Colvin? ジャンル別? Subjects-Engineering-Electrical&Electronics-General? Subjects-Home&Garden-How-to&HomeImprovements-Electrical? Subjects-Professional&Technical-Engineering-Electrical&Electronics-General? Subjects-Reference-General? Subjects-Science-Physics-Applied? Subjects-Science-Technology-General&Reference Architect or Bee? South End Pr? Mike Cooley? SouthEndPr? MikeCooley? ジャンル別? Subjects-Computers&Internet-Business&Culture-FutureofComputing? Subjects-Literature&Fiction-General-Contemporary? Subjects-Nonfiction-SocialSciences-Sociology-SocialTheory? Subjects-Science-General Subjects-Science-Technology-General&Reference Prime Time Activism Media Strategies for Organizing South End Pr? Charlotte Ryan? SouthEndPr? CharlotteRyan? ジャンル別? Subjects-Business&Investing-Marketing&Sales-PublicRelations? Subjects-Nonfiction-Politics-General? Subjects-Nonfiction-SocialSciences-Sociology-General? Subjects-Nonfiction-SocialSciences-PoliticalScience-ComparativeGovernment? Subjects-Professional&Technical-BusinessManagement-Marketing&Sales-PublicRelations? Subjects-Science-Technology-General&Reference The New Handbook of Stage Lighting Graphics Drama Pub? William B. Warfel? DramaPub? WilliamB.Warfel? ジャンル別? Subjects-Arts&Photography-PerformingArts-Theater-General? Subjects-Arts&Photography-PerformingArts-Theater-Stagecraft? Subjects-Entertainment-PerformingArts-Theater-General? Subjects-Entertainment-PerformingArts-Theater-Stagecraft? Subjects-Reference-General? Subjects-Science-Technology-General&Reference Ortho's Patio Plans (Ortho's All About Home Improvement) Better Homes & Gardens Books? Sharon Ross? Ortho Books? Barbara Sabella? BetterHomes&GardensBooks? SharonRoss? OrthoBooks? BarbaraSabella? ジャンル別? Subjects-Engineering-Civil-Construction-BuildingConstruction? Subjects-Engineering-Civil-Construction-General? Subjects-Home&Garden-Gardening&Horticulture-Outdoor&RecreationalAreas? Subjects-Home&Garden-HomeDesign-Buildings&Construction? Subjects-Home&Garden-HomeDesign-Remodeling&Renovation-General? Subjects-Professional&Technical-Engineering-Civil-Construction-BuildingConstruction? Subjects-Professional&Technical-Engineering-Civil-Construction-General? Subjects-Science-General Subjects-Science-Technology-General&Reference Ortho's All About Kitchen Remodeling (Ortho's All About Home Improvement) Better Homes & Gardens Books? Larry Hodgson? Ortho Books? John Riha? Karen K. Johnson? BetterHomes&GardensBooks? LarryHodgson? OrthoBooks? JohnRiha? KarenK.Johnson? ジャンル別? Subjects-Business&Investing-Industries&Professions-Hospitality,Travel&Tourism? Subjects-Engineering-Civil-Construction-BuildingConstruction? Subjects-Home&Garden-HomeDesign-Remodeling&Renovation-General? Subjects-Home&Garden-HomeDesign-Remodeling&Renovation-Kitchens? Subjects-Professional&Technical-Engineering-Civil-Construction-BuildingConstruction? Subjects-Science-Technology-General&Reference Subjects-Travel-Reference&Tips-Food&Lodging? Ortho's All About Home Offices (Ortho's All About Home Improvement) Better Homes & Gardens Books? Jeff Beneke? Ortho Books? Douglas Rossi? Karen K. Johnson? BetterHomes&GardensBooks? JeffBeneke? OrthoBooks? DouglasRossi? KarenK.Johnson? ジャンル別? Substores-UnknownASINs-63? Subjects-Business&Investing-SmallBusiness&Entrepreneurship-HomeBased? Subjects-Engineering-Civil-Construction-BuildingConstruction? Subjects-Home&Garden-HomeDesign-Remodeling&Renovation-General? Subjects-Home&Garden-General? Subjects-Professional&Technical-Engineering-Civil-Construction-BuildingConstruction? Subjects-Science-Technology-General&Reference Ortho's 50 Quick Home Improvements (Ortho's All About Home Improvement) Ortho Books? Sharon Ross? David Toht? Ortho Books? Karen Johnson Mark Egge? Pamela Drury Wattenmaker? OrthoBooks? SharonRoss? DavidToht? OrthoBooks? KarenJohnson? MarkEgge? PamelaDruryWattenmaker? ジャンル別? Substores-UnknownASINs-29? Subjects-Engineering-Civil-Construction-BuildingConstruction? Subjects-Home&Garden-HomeDesign-Remodeling&Renovation-General? Subjects-Home&Garden-How-to&HomeImprovements-Do-It-Yourself? Subjects-Professional&Technical-Engineering-Civil-Construction-BuildingConstruction? Subjects-Science-Technology-General&Reference Ortho's All About Storage Solutions (Ortho's All About Home Improvement) Better Homes & Gardens Books? David Toht? Ortho Books? Jim Sanders? Paul Ehrlich? BetterHomes&GardensBooks? DavidToht? OrthoBooks? JimSanders? PaulEhrlich? ジャンル別? Subjects-Home&Garden-HomeDesign-Remodeling&Renovation-General? Subjects-Home&Garden-How-to&HomeImprovements-Cleaning,Caretaking&Relocating? Subjects-Home&Garden-How-to&HomeImprovements-Do-It-Yourself? Subjects-Science-Technology-General&Reference Ortho's All About Landscape Construction Basics (Ortho's All About Home Improvement) Ortho Books? Ortho? Larry Erickson? OrthoBooks? Ortho? LarryErickson? ジャンル別? Substores-UnknownASINs-63? Subjects-Home&Garden-Gardening&Horticulture-Landscape? Subjects-Home&Garden-Gardening&Horticulture-Outdoor&RecreationalAreas? Subjects-Science-Technology-General&Reference Ortho's All About Masonry Basics (Ortho's All About Home Improvement) Ortho Books? Meredith Books? Ortho Books? Larry Erickson? OrthoBooks? MeredithBooks? OrthoBooks? LarryErickson? ジャンル別? Subjects-Engineering-Civil-Construction-BuildingConstruction? Subjects-Engineering-Civil-Construction-General? Subjects-Engineering-Civil-Construction-Masonry? Subjects-Engineering-Civil-Surveying&Photogrammetry? Subjects-Home&Garden-How-to&HomeImprovements-Masonry? Subjects-Professional&Technical-Engineering-Civil-Construction-BuildingConstruction? Subjects-Professional&Technical-Engineering-Civil-Construction-General? Subjects-Professional&Technical-Engineering-Civil-Construction-Masonry? Subjects-Professional&Technical-Engineering-Civil-Surveying&Photogrammetry? Subjects-Science-General Subjects-Science-Technology-General&Reference 0Rtho's All About Plumbing Basics (Ortho's All About Home Improvement) Ortho Books? Ort? OrthoBooks? Ort? ジャンル別? Subjects-Engineering-Civil-Construction-BuildingConstruction? Subjects-Engineering-Civil-Construction-General? Subjects-Engineering-Civil-Construction-Plumbing? Subjects-Home&Garden-How-to&HomeImprovements-Plumbing&HouseholdAutomation? Subjects-Professional&Technical-Engineering-Civil-Construction-BuildingConstruction? Subjects-Professional&Technical-Engineering-Civil-Construction-General? Subjects-Professional&Technical-Engineering-Civil-Construction-Plumbing? Subjects-Science-Technology-General&Reference Panzergrenadiers in Action (Weapons) Squadron/Signal Pubns? Ronald L. Redmon? Squadron/SignalPubns? RonaldL.Redmon? ジャンル別? Substores-UnknownASINs-29? Subjects-History-Americas-UnitedStates-20thCentury-WorldWarII-General? Subjects-History-Europe-General? Subjects-History-Europe-Germany-General? Subjects-History-Military-Weapons&Warfare-Conventional-ArmoredVehicles? Subjects-Science-History&Philosophy-HistoryofTechnology? Subjects-Science-Technology-General&Reference Hu-16 Albatross in Action (New Jersey History Series) Squadron/Signal Publications, Inc.? Robert D. Migliardi? Squadron/SignalPublications,Inc.? RobertD.Migliardi? ジャンル別? Substores-UnknownASINs-29? Subjects-History-Military? Subjects-Science-Technology-General&Reference B-52 Walk Around (Walk Around Series) Squadron/Signal Pubns? Lou Drendel? Squadron/SignalPubns? LouDrendel? ジャンル別? Subjects-History-Military-Aviation? Subjects-Nonfiction-Transportation-Aviation-General? Subjects-Science-History&Philosophy-HistoryofTechnology? Subjects-Science-Technology-General&Reference Walk Around #8 P-40 Warhawk (Coleccion Caniqui) Squadron/Signal Pubns? Lou Drendel? Squadron/SignalPubns? LouDrendel? ジャンル別? Substores-UnknownASINs-29? Subjects-History-Military-Aviation? Subjects-Nonfiction-Transportation-Aviation-General? Subjects-Science-Technology-General&Reference M3 Half-Track in Action (Squadron/Signal Publications Armor) Squadron/Signal Pubns? Jim Mesko? Squadron/SignalPubns? JimMesko? ジャンル別? Subjects-History-Military-Weapons&Warfare? Subjects-History-MilitaryScience? Subjects-Science-History&Philosophy-HistoryofTechnology? Subjects-Science-Technology-General&Reference Essex Class Carriers in Action (Warships) Squadron/Signal Pubns? Michael C. Smith? Ernesto Cumpian? Don Greer? Squadron/SignalPubns? MichaelC.Smith? ErnestoCumpian? DonGreer? ジャンル別? Subjects-History-Americas-UnitedStates-20thCentury-WorldWarII-Naval? Subjects-History-Military-Naval? Subjects-History-MilitaryScience? Subjects-Nonfiction-Transportation-Ships-BoatBuilding? Subjects-Science-History&Philosophy-HistoryofTechnology? Subjects-Science-Technology-General&Reference Walk Around P-47 Thunderbolt (Walk Around) Squadron/Signal Publications, Inc.? Lou Drendel? Squadron/SignalPublications,Inc.? LouDrendel? ジャンル別? Substores-UnknownASINs-29? Subjects-Engineering-SpecialTopics-MilitaryEngineering? Subjects-History-Military-Aviation? Subjects-Nonfiction-Transportation-Aviation-General? Subjects-Professional&Technical-Engineering-SpecialTopics-MilitaryEngineering? Subjects-Science-History&Philosophy-HistoryofTechnology? Subjects-Science-Technology-General&Reference Science and Technology Policy Perspectives Perspectives for the 1980s (Annals of the New York Academy of Sciences, V. 334.) New York Academy of Sciences? International Conference on Science and Technology Policy? Herbert I. Fusfeld? Carmela S. Haklisch? New York University? NewYorkAcademyofSciences? InternationalConferenceonScienceandTechnologyPolicy? HerbertI.Fusfeld? CarmelaS.Haklisch? NewYorkUniversity? ジャンル別? Substores-UnknownASINs-29? Subjects-Science-General Subjects-Science-Technology-General&Reference Bridge to the Future A Centennial Celebration of the Brooklyn Bridge (Annals of the New York Academy of Sciences) New York Academy of Sciences? Margaret Latimer? NewYorkAcademyofSciences? MargaretLatimer? ジャンル別? Substores-UnknownASINs-29? Subjects-Engineering-Civil-Surveying&Photogrammetry? Subjects-Nonfiction-SocialSciences-Sociology-Culture? Subjects-Nonfiction-UrbanPlanning&Development-General? Subjects-Nonfiction-Transportation-General? Subjects-Professional&Technical-Engineering-Civil-Surveying&Photogrammetry? Subjects-Science-Technology-General&Reference Sixth International Conference on Collective Phenomena Reports from the Moscow Refusnik Seminar (Annals of the New York Academy of Sciences) New York Academy of Sciences? swed International Conference on Collective Phenomena 1983 Stockholm? Inga Fischer-Hjalmars? Joel L. Lebowitz? New York Academy of Sciences? israe International Conference on Collective Phenomena 1984 Tel Aviv? NewYorkAcademyofSciences? swedInternationalConferenceonCollectivePhenomena1983Stockholm? IngaFischer-Hjalmars? JoelL.Lebowitz? NewYorkAcademyofSciences? israeInternationalConferenceonCollectivePhenomena1984TelAviv? ジャンル別? Substores-UnknownASINs-29? Subjects-Nonfiction-Politics-Activism? Subjects-Nonfiction-SocialSciences-Sociology-Culture? Subjects-Science-General Subjects-Science-Technology-General&Reference Subjects-Science-BehavioralSciences-BehavioralPsychology? Ethical Issues Associated With Scientific and Technological Research for the Military (Annals of the New York Academy of Sciences) New York Academy of Sciences? Carl Mitcham? Philip Siekevitz? NewYorkAcademyofSciences? CarlMitcham? PhilipSiekevitz? ジャンル別? Subjects-Business&Investing-BusinessLife-Ethics? Subjects-Engineering-SpecialTopics-MilitaryEngineering? Subjects-Nonfiction-Philosophy-Ethics&Morality? Subjects-Professional&Technical-Engineering-SpecialTopics-MilitaryEngineering? Subjects-Professional&Technical-BusinessManagement-Management&Leadership-BusinessEthics? Subjects-Science-General Subjects-Science-Technology-General&Reference Progress in Recombinant DNA Technology and Applications (Annals of the New York Academy of Sciences) New York Academy of Sciences? Ales Prokop? Rakesh K. Bajpai? NewYorkAcademyofSciences? AlesProkop? RakeshK.Bajpai? ジャンル別? Subjects-Engineering-Bioengineering-Biotechnology? Subjects-Professional&Technical-Engineering-Bioengineering-Biotechnology? Subjects-Science-General Subjects-Science-Technology-General&Reference Recombinant DNA Technology II (Annals of the New York Academy of Sciences) New York Academy of Sciences? Ales Prokop? Rakesh K. Bajpai? Engineering Foundation (U. S.)? Engineering Foundation? NewYorkAcademyofSciences? AlesProkop? RakeshK.Bajpai? EngineeringFoundation(U.S.)? EngineeringFoundation? ジャンル別? Substores-UnknownASINs-29? Subjects-Science-General Subjects-Science-Technology-General&Reference Science and Technology Annual Reference Review, 1990 Oryx Pr? Robert H. Malinowsky? OryxPr? RobertH.Malinowsky? ジャンル別? Substores-UnknownASINs-29? Subjects-Engineering-Reference? Subjects-Nonfiction-Philosophy-Science? Subjects-Professional&Technical-Engineering-Reference? Subjects-Science-General Subjects-Science-History&Philosophy-General? Subjects-Science-Reference-Engineering? Subjects-Science-Technology-General&Reference Japan's High Technology An Annotated Guide to English-Language Information Sources Oryx Pr? Dawn E. Talbot? OryxPr? DawnE.Talbot? ジャンル別? Subjects-Business&Investing? Subjects-History-Asia-Japan? Subjects-Nonfiction-Philosophy-Science? Subjects-Reference-Publishing&Books-Bibliographies&Indexes-History? Subjects-Reference-Publishing&Books-Bibliographies&Indexes-Science? Subjects-Reference-Publishing&Books-Bibliographies&Indexes-General? Subjects-Reference-General? Subjects-Science-History&Philosophy-General? Subjects-Science-History&Philosophy-HistoryofTechnology? Subjects-Science-Technology-General&Reference Handbooks and Tables in Science and Technology Oryx Pr? Russell H. Howell? OryxPr? RussellH.Howell? ジャンル別? Subjects-Nonfiction-SocialSciences-Library&InformationScience-General? Subjects-Reference-Publishing&Books-Bibliographies&Indexes-Science? Subjects-Reference-Publishing&Books-Bibliographies&Indexes-General? Subjects-Science-General Subjects-Science-Reference-General? Subjects-Science-Technology-General&Reference Best Science Writing Readings and Insights Oryx Pr? Robert Gannon? OryxPr? RobertGannon? ジャンル別? Subjects-Engineering-ComputerTechnology-TechnicalWriting? Subjects-Professional&Technical-Engineering-ComputerTechnology-TechnicalWriting? Subjects-Reference-Writing-Academic&Commercial? Subjects-Reference-Writing-Technical? Subjects-Science-General Subjects-Science-Technology-General&Reference Subjects-Science-Technology-TechnicalThinking&Writing? Using Science and Technology Information Sources Oryx Pr? Ellis Mount? Beatrice Kovacs? OryxPr? EllisMount? BeatriceKovacs? ジャンル別? Substores-UnknownASINs-63? Subjects-Nonfiction-Philosophy-Science? Subjects-Nonfiction-SocialSciences-Library&InformationScience-General? Subjects-Nonfiction-SocialSciences-Library&InformationScience-Reference? Subjects-Science-Education-Research? Subjects-Science-Experiments,Instruments&Measurement-Methodology&Statistics? Subjects-Science-General Subjects-Science-History&Philosophy-General? Subjects-Science-Technology-General&Reference How to Write and Publish Engineering Papers and Reports Oryx Pr? Herbert B. Michaelson? OryxPr? HerbertB.Michaelson? ジャンル別? Subjects-Business&Investing-BusinessLife-Communication-General? Subjects-Business&Investing-BusinessLife-Communication-BusinessWriting? Subjects-Engineering-ComputerTechnology-TechnicalWriting? Subjects-Engineering-General? Subjects-Professional&Technical-Engineering-ComputerTechnology-TechnicalWriting? Subjects-Professional&Technical-Engineering-General Subjects-Reference-Writing-Technical? Subjects-Science-General Subjects-Science-Technology-General&Reference Subjects-Science-Technology-TechnicalThinking&Writing? How the New Technology Works A Guide to High-Tech Concepts Oryx Pr? Robert J. Cone? OryxPr? RobertJ.Cone? ジャンル別? Substores-UnknownASINs-29? Subjects-Computers&Internet-ComputerScience? Subjects-Science-General Subjects-Science-Technology-General&Reference Reference Sources in Science, Engineering, Medicine and Agriculture Oryx Pr? H. Robert Malinowsky? OryxPr? H.RobertMalinowsky? ジャンル別? Subjects-Engineering-Reference? Subjects-Nonfiction-SocialSciences-Library&InformationScience-General? Subjects-Nonfiction-SocialSciences-Library&InformationScience-SpecialLibraries? Subjects-Professional&Technical-Engineering-Reference? Subjects-Reference-Publishing&Books-Bibliographies&Indexes-Science? Subjects-Reference-Publishing&Books-Bibliographies&Indexes-General? Subjects-Reference-General? Subjects-Science-Reference-Engineering? Subjects-Science-Reference-General? Subjects-Science-Technology-General&Reference Reference Sources in Science, Engineering, Medicine, and Agriculture Oryx Pr? H. Robert Malinowsky? OryxPr? H.RobertMalinowsky? ジャンル別? Subjects-Engineering-Reference? Subjects-Nonfiction-SocialSciences-Library&InformationScience-General? Subjects-Professional&Technical-Engineering-Reference? Subjects-Reference-Publishing&Books-Bibliographies&Indexes-Medicine? Subjects-Reference-Publishing&Books-Bibliographies&Indexes-Science? Subjects-Reference-Publishing&Books-Bibliographies&Indexes-General? Subjects-Reference-General? Subjects-Science-Reference-Engineering? Subjects-Science-Reference-General? Subjects-Science-Technology-General&Reference The Elements of Information Gathering A Guide for Technical Communicators, Scientists, and Engineers Oryx Pr? Donald E. Zimmerman? Michel Lynn Muraski? OryxPr? DonaldE.Zimmerman? MichelLynnMuraski? ジャンル別? Subjects-Nonfiction-SocialSciences-Library&InformationScience-General? Subjects-Nonfiction-SocialSciences-Library&InformationScience-Reference? Subjects-Reference-Writing? Subjects-Reference-General? Subjects-Science-General Subjects-Science-Technology-General&Reference Natl Guide Educational Credit for Training Programs 1992/93 Oryx Pr? Oryx Press? OryxPr? OryxPress? ジャンル別? Subjects-Medicine-General? Subjects-Science-Technology-General&Reference Subjects-Science-Medicine-General? How to Edit Technical Documents Oryx Pr? Donald W. Bush? Charles P. Campbell? OryxPr? DonaldW.Bush? CharlesP.Campbell? ジャンル別? Subjects-Business&Investing-BusinessLife-Communication-General? Subjects-Business&Investing-BusinessLife-Communication-BusinessWriting? Subjects-Engineering-ComputerTechnology-TechnicalWriting? Subjects-Professional&Technical-Engineering-ComputerTechnology-TechnicalWriting? Subjects-Reference-Education-General? Subjects-Reference-Publishing&Books-General? Subjects-Reference-TestPrepCentral-General? Subjects-Reference-Writing-WritingSkills? Subjects-Reference-Writing-Technical? Subjects-Reference-General? Subjects-Science-Technology-General&Reference Subjects-Science-Technology-TechnicalThinking&Writing? Technological Change and Women's Work Experience Alternative Methodological Perspectives Bergin & Garvey? Barbara S. Burnell? Bergin&Garvey? BarbaraS.Burnell? ジャンル別? Subjects-Business&Investing-Biographies&Primers-LaborPolicy? Subjects-Business&Investing-BusinessLife-Workplace? Subjects-Business&Investing-Economics-Labor&IndustrialRelations? Subjects-Business&Investing-General? Subjects-Nonfiction-Politics-Labor&IndustrialRelations? Subjects-Nonfiction-Women sStudies-FeministTheory? Subjects-Nonfiction-Economics-Labor&IndustrialRelations? Subjects-Professional&Technical-Accounting&Finance-Economics-Labor&IndustrialRelations? Subjects-Science-Technology-General&Reference Literacy in Science, Technology, and the Language Arts An Interdisciplinary Inquiry Bergin & Garvey? Mary Hamm? Dennis A. Adams? Bergin&Garvey? MaryHamm? DennisA.Adams? ジャンル別? Subjects-Nonfiction-Education-Curricula? Subjects-Nonfiction-Education-EducationTheory-Philosophy&SocialAspects? Subjects-Nonfiction-Education-Literacy? Subjects-Nonfiction-Education-General? Subjects-Nonfiction-Education-LessonPlanning? Subjects-Professional&Technical-Education-Theory-Philosophy&SocialAspects? Subjects-Professional&Technical-Education-LessonPlanning? Subjects-Professional&Technical-Education-Curricula? Subjects-Science-Education-Research? Subjects-Science-Education-ScienceforKids? Subjects-Science-General Subjects-Science-Technology-General&Reference Computational Geometry 1996/12th Assn for Computing Machinery? AssnforComputingMachinery? ジャンル別? Subjects-Computers&Internet-General? Subjects-Science-General Subjects-Science-Technology-General&Reference Computational Geometry 1997/13th Assn for Computing Machinery? AssnforComputingMachinery? ジャンル別? Subjects-Professional&Technical-ProfessionalScience-Mathematics-Geometry&Topology-GeneralGeometry? Subjects-Science-General Subjects-Science-Mathematics-Geometry&Topology-GeneralGeometry? Subjects-Science-Technology-General&Reference Oopsla Proceedings 1997 Assn for Computing Machinery? AssnforComputingMachinery? ジャンル別? Subjects-Computers&Internet-Software-Design&Development-Object-OrientedDesign? Subjects-Science-General Subjects-Science-Technology-General&Reference 35th Acm IEEE Design Automation Conference 1998 Ieee? Ch36175? Ieee? Ch36175? ジャンル別? Subjects-Science-General Subjects-Science-Technology-General&Reference Subjects-Science-Technology-General&Reference 洋書
https://w.atwiki.jp/ageofconan/pages/22.html
Whelm s first area secret thread! All credit goes to him!! Incase you missed it this thread has some nice things for brand new characters. http //forums.ageofconan.com/showthread.php?t=13063 Where to quest at X level? by Venums Great thread on where to quest at and some bug reports. http //forums.ageofconan.com/showthread.php?t=18857 Where do I level at? Rexxar posted this in another thread. So to him goes the credit. Press M in-game to look at your map, on the world map you can hover your mouse over all the zones, and it shows a recommended level range for the area s quests. Hotbar Madness! Graphic slug monsters!(look/feel and keybinding how-to by cilis This is a great thread and discusses key bindings. It also gives some good hints on how to raise your fps. http //forums.ageofconan.com/showthread.php?t=17679 Game Time Explained. by Golden220 Tortage is simply day or night depending on what you choose it to be. After you leave Tortage, the game time constantly cycles from day to night. The game time is on a ratio of 1 Minute Real Time = 5 Minutes Game Time Therefore A complete Day/Night cycle or 24 hours happens every 4.8 hours, so we ll call it 4.8 hours real time = 1 day game time As for when it turns from day to night. There is both a dusk and dawn period. Dawn seems to be from about 0400 to 0600, where at dusk seems to be ~2000 to 2130. I need to recheck these times, or if anyone has them please post. To add a Map marker Right click on the Mini map or main map and choose make Marker. This is useful for marking harvesting nodes. Advancement Calculator Bored at work? Thinking of Aoc? Here are two links to help you get through it all. http //feats.goonheim.com/ www.conankave.com/ To add friends /cc addbuddy NAME / Commands To view a list of / commands. Type / TABTAB. This will bring up a list just like the emotes. Below is a list of / commands with descriptions. Those with a ? next to them means I do not know what they do. /afk - Toggles afk on and off. Give you an opportunity to put a message in. /anon - Makes you not show up in searches /bank - ? /born - character creation date /bugreport - report a bug /bugreportbtn - ? /camp - logout /cc - ? /cc addbuddy - adds someone to your friends list /ch - chatgroups /chsay - talk in a chatgroup /claim - get your reward /emote - /emote + TAB to bring up a list of emotes /fhelp - Brings up some /commands /follow - Follow your target /g - talk in group /gm - ? /group - same as /g /gu - guild chat /guild - ? /guildsay - same as /gu /help - field manual /heroicmode - Takes you to a group instance of your current zone /hide - makes you use the hide skill /hotkey - ? /ignore - Ignore a player /invite - Invite a player to a group /items - ? /kick - a player from a group /leave - leave a group /list - brings up /list players /logcombat - ? /loot - loot target /macro - /macro name command /me - ? /name - ? possibly to name pets /ooc - talk in ooc channel /org - ? /petition - put in a gm ticket /played - shows how much you have played /quit - logout /r - /reply /ra - raid chat /raid - same as /ra /reloadhotkeys - ? /reply - same as /r /s - shout /say - same as /s /script - ? /selectself - target yourself /option - ? /sit - sit down /stand - stand up /stuck - gets you unstuck /t - pvp minigame chat /team - same as /t /tell - send a tell /text - ? /version - list version of server and client {{may or may not be correct }} /w - /whisper someone /whisper - same as /w I hope these help and enjoy! Help I m stuck! 1. Try /stuck this has worked for me every time. 2. If it does not work. Try using your Path skill. 3. If you are still stuck then type in /petition and a GM will be with you asap. Please be patient they may be busy. /who command added by bamboosonnet The first button on the upper left (People and PvP I believe) has all the search options. There s one for Player, Group, Guild, and PvP. Emotes For a list of emotes type /emote TAB This will bring up a full list of emotes. Claim To claim your CE awards use /claim Walk and run Autorun is the NUM LOCK button. Toggle between walk and run with Backspace. Active Blocking and other combat tips 1. I didn t know this existed until today. The hot key is X give it a shot. 2. Double tapping a direction will give a short duration buff . Backwards add evade, forward adds chance to stun- helpful in multiple situations. {{By Telemachos Thank You!!}} Overflow If you complete a quest and your bags are full. Your quest reward is not lost. 1. Look next to the mini map you should see a !. 2. Make room in your bags. 3. Click the ! 4. Claim your reward. aka Profit!!! Respec If you mess up on your feats or your skills do not fear. Both can be redone. However both do cost a small amount of coin. Skills are first up. 1. Hit P to bring up skill list. 2. Hold down ALT and left click on the skill you wish to get rid of. 3. Confirm the skill respec 4. Add the points back to wherever you would like. Next up Feat Respec In each major city their are NPC s that will wipe your advancement tree for you. All that you do is talk to them confirm the wipe and pay the small fee. The first time I did it, it cost 50 copper.{{ I am at work so I don t have the cords with me. If anyone can look them up it would be appreciated. If not i will snag them when I get home.}} Tortage - Feat Fixer - On the Docks - 1084, 718 { Has been removed for now } Khemi - Zahra - [Trainer] - On the Docks - 833, 1144 Old Tarantia - Minerva - [Trainer] Base of the Temple of Mitra - 796, 541 Cimmerian - Cowal [Trainer] at (250, 490) Climbing 1. Hit the P key. 2. Add points into climb. At level 20 I had 100 points allocated. I have found nothing as of yet I can t climb. Feel free to correct me or give feedback on this.{{ I was informed there is a quest that requires 180 in Old Tarantia}} 3. Move to the climbable object. Hit the U key. Up you go! Guild Information You can start a guild at level 20. To do so follow the below steps. 1. In the upper left hand corner of yor screen you will see three tabs. Click the third one. 2. Fill out the information. Choose a guild name and a type of government. From what I can tell the type of government doesn t change anything. Just the names of the ranks. To invite someone go to the social tab {{ the first tab on the left hand side }} and select add name. Type in the name and check add to guild. Click ok. That s all their is to it. Happy recruiting. Zone instances If you are grouped but can not see your party members. As leader of the group right click on the party member s name and select bring to instance. I am not sure of the wording but it s easy enough to figure out. Also near the mini map you will see a drop down. One of the choices are change instance. You can tell who in your group is in what instance easily through this. A star next to an instance is where the group leader is at. A human symbol represents where group members are at. Crafting At level 20 you can take gathering skills. At level 40 you can take your actual craft skills. This thread is from the crafting forums. I hope it helps. http //forums.ageofconan.com/showthread.php?t=9654 Traders Saving this space for locations and a short how to as soon as they become available again. Dual wield Contributed by Azara If you have it. Put two one-handed weapons on the lower LEFT of your paper doll inventory page. The icons for those are a sword and a shield. The Right side sword and shield are for alternate weapons.
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民間関係(Civil buildings) +Research facility Research facility 効果:研究開発をする 詳細:さまざまな施設や船を開発可能にしたり基本能力を底上げする。 Research pointsはここでしか稼げないので優先的に拡張すると良い。 +Engineering Engineering(土木開発) Building lots 施設設置場所を1箇所追加する Building stability 施設の基本防御力を20%上昇させる Geologic exploration 採取地を1箇所追加する Storage capacity 各倉庫の容量を10%上昇させる 研究名 unlock 1 2 3 4 5 6 7 8 9 10 Building lots - 130 195 295 440 650 1000 1500 2200 3350 5000 Building stability - 50 75 100 145 200 280 390 550 750 1050 Geologic exploration - 155 250 400 650 1000 1650 2600 - - - Storage capacity - 65 100 145 220 330 495 750 1100 1650 2500 +Planetary Defense Planetary Defense(防衛システム開発) Repair quota 防衛システムの回復量(基本30%)を5%上昇させる Concealment capacity 隠し倉庫の容量を上昇させる Blueprint 設計図:指定されている防衛システムが製造可能になる 研究名 unlock 1 2 3 4 5 6 7 8 9 10 Repair quota - 50 80 130 205 330 500 850 1350 2150 3450 Concealment capacity - 15 35 55 75 95 115 170 225 385 600 Blueprint Flak battery 10 - - - - - - - - - - Blueprint Puls laser 50 - - - - - - - - - - Blueprint Gauss gun 200 - - - - - - - - - - Blueprint Interval artillery 700 - - - - - - - - - - Blueprint Tachyon emitter 1500 - - - - - - - - - - Blueprint Defense Missile 1 50 - - - - - - - - - - Blueprint Defense Missile 2 300 - - - - - - - - - - Blueprint Bionic Missile 300 - - - - - - - - - - +Military Space Travel Military Space Travel(軍事開発) Propulsion technology 移動速度を10%上昇させる(太陽系内の移動は適用外) Fuel consumption 隠し倉庫の容量を上昇させる Cargo capacity 資源積載量を5%上昇させる Tank capacity 航続距離を座標1マス分延長する Blueprint 設計図:指定されている戦闘機・ミサイルが製造可能になる 研究名 unlock 1 2 3 4 5 6 7 8 9 10 Propulsion technology - 170 25 380 550 850 1300 1900 2850 4300 6450 Fuel consumption - 180 270 405 600 900 1350 2050 3100 4600 6900 Cargo capacity - 90 135 205 305 455 700 1050 1550 2300 3450 Tank capacity - 60 85 120 165 230 325 450 650 900 1250 Blueprint Fighter - - - - - - - - - - Blueprint Battleship 500 - - - - - - - - - - Blueprint Destroyer 750 - - - - - - - - - - Blueprint Heavy Cruiser 8000 - - - - - - - - - - Blueprint Pulsar 7500 - - - - - - - - - - Blueprint Bomber 5000 - - - - - - - - - - Blueprint Attack Missile 1 100 - - - - - - - - - - Blueprint Attack Missile 2 300 - - - - - - - - - - Blueprint Attack Missile 3 1000 - - - - - - - - - - Blueprint Attack Missile 4 3000 - - - - - - - - - - Blueprint Bionic Blast 500 - - - - - - - - - - +Civilian Space Travel Civilian Space Travel(民間開発) Recycling 隕石での資源回収時間を半分にする(回収準備時間10分は適用外)/解体回収率を5%上昇させる/Lv10:解体回収時間0秒 Worm hole physics 銀河間の移動時間を1時間短縮させる Expansion studies Expansion pointsを(消費research points x 5)増やす Propulsion technology 移動速度を10%上昇させる(太陽系内の移動は適用外) Fuel consumption 隠し倉庫の容量を上昇させる Cargo capacity 資源積載量を5%上昇させる Trade 市場の積載量を20%上昇させる Espionage スパイ能力上昇(Lv1:艦隊数/Lv2:資源量/Lv3:防衛システム/Lv4:研究レベル/Lv5:施設レベル)/隠匿率上昇 Tank capacity 航続距離を座標1マス分延長する Blueprint 設計図:指定されている民間機・ミサイルが製造可能になる 研究名 unlock 1 2 3 4 5 6 7 8 9 10 Recycling - 50 100 200 400 800 1600 3200 6400 12800 25600 Worm hole physics 400 25 35 50 70 95 135 190 265 370 500 Expansion studies - 250 500 750 1000 1250 1500 1750 2000 2250 2500 Propulsion technology - 75 105 145 205 290 405 550 800 1100 1550 Fuel consumption - 100 140 195 275 385 550 750 1050 1500 2050 Cargo capacity - 50 70 100 135 190 270 375 550 750 1050 Trade - 60 85 120 165 230 325 450 650 900 1250 Espionage - 100 140 195 275 385 550 750 1050 1500 2050 Tank capacity - 40 55 80 110 155 215 300 420 650 850 Blueprint Probe 220 - - - - - - - - - - Blueprint Tanker 250 - - - - - - - - - - Blueprint Small transporter - - - - - - - - - - Blueprint Large recycler 1200 - - - - - - - - - - Blueprint Recycler 150 - - - - - - - - - - Blueprint Drop ship 400 - - - - - - - - - - +Energy technology Energy technology(エネルギー開発) 各種使用許可/発電量を20%上昇させる Qi-Unit Utilization Qi-Unitの能力選択肢増加(Lv0:各資源+50/Lv1:EP+10/Lv2:RP+1/Lv3:Energy+200) 研究名 unlock 1 2 3 4 5 6 7 8 9 10 AEC energy - 50 70 100 135 190 270 375 550 750 1050 Fusion power 1000 500 650 850 1100 1450 1850 2400 3150 4100 5300 Solar power 100 105 155 230 345 500 800 1150 1750 2650 3950 Hydropower 300 100 150 225 340 500 750 1150 1700 2550 3850 Wind power - 110 165 250 370 550 850 1250 1900 2800 4250 Qi-Unit Utilization - 100 300 1000 - - - - - - - Level EP RP Main RP Sub 1 625 745 1030 0 05 00 20 1 30 10 2 843 1005 1390 0 12 30 26 1 36 12 3 1139 1357 1877 0 21 15 33 1 42 14 4 1537 1832 2534 0 31 53 41 2 48 16 5 2075 2474 3421 0 45 19 50 2 54 18 6 2802 3340 4618 1 02 58 62 2 60 20 7 3783 4509 6235 1 26 57 75 3 66 22 8 5107 6088 8417 2 00 26 91 4 72 24 9 6895 8219 11363 2 48 09 110 4 78 26 10 9308 11095 15340 3 57 13 133 5 84 28 11 12566 14979 20709 5 38 20 161 6 90 30 12 16964 20222 27958 8 07 29 195 7 96 32 13 22902 27299 37743 11 48 44 235 9 102 34 14 30918 36854 50953 17 18 06 285 11 108 36 15 41740 49754 68787 25 29 39 345 13 114 38 16 56349 67168 92863 37 44 28 417 15 120 40 17 76071 90676 125365 56 04 12 506 18 126 42 18 102696 122413 169243 83 31 18 613 22 132 44 19 138639 165258 228478 124 39 28 744 27 138 46 20 187163 223099 308445 186 19 11 903 32 150 50 +Embassy Embassy 効果:Leagueの最大人数を増やす 建設条件:施設 Building yard level 3 詳細:1Lvで既存Leagueの参加が可能。 3Lvで新規Leagueの設立が可能。 現在のExpansion pointsが確認可能。 Qi-unitの能力を個別変更可能。 Level EP 人数 1 640 520 840 0 22 13 11 5 3 2 864 702 1134 0 33 26 15 6 6 3 1166 947 1530 0 46 24 19 7 9 4 1574 1279 2066 1 01 36 24 9 12 5 2125 1727 2790 1 19 38 30 10 15 6 2869 2331 3766 1 41 20 37 12 18 7 3874 3147 5084 2 07 43 45 15 21 8 5230 4249 6864 2 40 04 55 18 24 9 7060 5736 9267 3 20 05 66 21 27 10 9531 7744 12510 4 09 55 79 26 30 11 12868 10455 16889 5 12 17 95 31 33 12 17372 14114 22800 6 30 44 115 37 36 13 23452 19054 30781 8 09 44 138 45 39 14 31660 25724 41554 10 15 03 165 53 42 15 42741 34727 56098 12 54 04 199 64 45 16 57701 46882 75733 16 16 13 240 77 48 17 77896 63291 102239 20 33 33 289 92 51 18 105160 85443 138023 26 01 33 349 111 54 19 141967 115348 186331 32 59 59 421 133 57 20 191655 155720 251548 41 54 11 510 160 60 +Building yard Building yard 効果:建設時間を短縮する 詳細:10Lvで惑星内の不要な施設を破壊可能になる。 大抵の施設の建設条件になるため早期建築が必要。 Level EP 時間% 1 365 220 195 0 23 20 7 2 100 2 467 281 249 0 34 52 10 2 92 3 598 360 319 0 48 14 13 3 84 4 765 461 408 1 03 56 17 3 76 5 979 590 523 1 22 38 22 4 71 6 1254 755 670 1 45 10 26 5 66 7 1605 967 857 2 12 37 32 6 60 8 2054 1238 1097 2 46 21 39 7 55 9 2630 1585 1405 3 28 08 46 9 51 10 3366 2029 1798 4 20 13 55 10 47 11 4309 2597 2302 5 25 28 66 12 43 12 5515 3324 2946 6 47 36 79 15 39 13 7060 4255 3771 8 31 20 94 18 36 14 9036 5446 4827 10 42 42 112 21 33 15 11567 6972 6179 13 29 28 134 26 31 16 14806 8924 7910 17 01 31 161 31 28 17 18951 11423 10124 21 31 32 193 37 26 18 24258 14621 12959 27 15 46 231 44 24 19 31050 18715 16588 34 34 59 278 53 22 20 39744 23955 21233 43 55 47 335 64 20 +Civilian shipyard Civilian shipyard 効果:民間船を建造する 建設条件:施設 Fleet base level 1 建設条件:施設 Building yard level 1 詳細:非戦闘の船を作る施設。 Level EP 時間% 1 865 960 575 0 26 40 15 3 100 2 1107 1228 736 0 39 08 20 4 90 3 1417 1572 942 0 53 41 25 4 81 4 1814 2013 1205 1 10 55 32 5 73 5 2321 2576 1543 1 31 35 39 6 66 6 2972 3298 1975 1 56 38 48 7 59 7 3804 4222 2528 2 27 17 58 9 53 8 4869 5404 3236 3 05 07 71 11 48 9 6232 6917 4143 3 52 09 86 13 43 10 7978 8854 5303 4 50 57 103 15 39 11 10212 11333 6788 6 04 49 125 19 35 12 13071 14507 8689 7 37 59 150 22 31 13 16731 18569 11122 9 35 49 181 27 28 14 21416 23768 14236 12 05 14 218 32 25 15 27412 30423 18222 15 15 06 264 39 23 16 35088 38942 23324 19 16 44 319 46 21 17 44913 49846 29855 24 24 37 385 55 19 18 57489 63802 38215 30 57 18 466 67 17 19 73586 81667 48915 39 18 33 565 80 15 20 94190 104534 62611 49 58 45 685 96 14 +Colonization center Colonization center 効果:移民船を建造する 建設条件:施設 Embassy level 5 詳細:新しい惑星に移住するための船を作る施設。 やたら獲得Expansion pointsが高い。 Level EP 時間% 1 1550 1900 1550 0 55 33 18 15 100 2 1984 2432 1984 1 16 06 23 18 90 3 2539 3112 2539 1 41 01 30 22 81 4 3250 3984 3250 2 11 30 37 26 73 5 4160 5100 4160 2 49 07 46 31 66 6 5325 6528 5325 3 35 52 56 37 59 7 6816 8356 6816 4 34 19 68 45 53 8 8725 10696 8725 5 47 43 83 54 48 9 11168 13690 11168 7 20 17 100 64 43 10 14296 17524 14296 9 17 21 121 77 39 11 18299 22431 18299 11 45 49 146 93 35 12 23422 28711 23422 14 54 27 177 111 31 13 29981 36751 29981 18 54 30 214 134 27 14 38376 47041 38376 24 00 21 258 160 25 15 49121 60213 49121 30 30 27 312 193 23 16 62875 77073 62875 38 48 23 378 231 21 17 80480 98653 80480 49 24 19 458 277 19 18 103015 126276 103015 62 56 56 554 333 17 19 131859 161634 131859 80 15 40 672 399 15 20 168780 206891 168780 102 23 52 816 479 14 +Recycling yard Recycling yard 効果:廃棄物の一部返還・デブリの発見 建設条件:施設 Building yard level 5 詳細:不要なユニットを資源に変えたり範囲内のデブリを発見する。 Level EP 最大量 自動回収率 サーチ範囲 1 1470 1085 945 0 38 20 15 2 10000 11% 3 2 1837 1356 1181 0 54 04 20 2 14000 12% 4 3 2296 1695 1476 1 12 48 25 3 20000 13% 4 4 2871 2119 1845 1 35 23 32 3 27000 14% 5 5 3588 2648 2307 2 02 54 39 4 38000 15% 5 6 4486 3311 2883 2 36 43 48 5 54000 16% 6 7 5607 4138 3604 3 18 36 58 6 75000 17% 6 8 7009 5173 4506 4 10 48 71 7 106000 18% 7 9 8761 6467 5632 5 16 13 86 9 150000 19% 7 10 10952 8083 7040 6 38 34 103 10 210000 20% 8 11 13690 10104 8800 8 22 34 125 12 300000 21% 8 12 17113 12631 11001 10 34 17 150 15 400000 22% 9 13 21391 15788 13751 13 21 28 181 18 570000 23% 9 14 26739 19736 17189 16 54 05 218 21 800000 24% 10 15 33423 24670 21486 21 24 50 264 26 1100000 25% 10 16 41779 30837 26858 27 09 59 319 31 1500000 26% 11 17 52224 38546 33573 34 30 23 385 37 2100000 27% 12 18 65281 48183 41966 43 52 41 466 44 3000000 28% 13 19 81601 60229 52458 55 51 02 565 53 4300000 29% 14 20 102001 75286 65572 71 09 08 685 64 ∞ 30% 15 +Resource cache Resource cache 効果:隠し倉庫の最大所持量を増やす 詳細:攻められたときに資源を奪われないための施設。 10Lvにすることで2箇所目の建設が可能。 Level EP 各隠蔽量 1 150 125 125 0 10 00 5 1 500 2 192 160 160 0 17 48 8 1 850 3 245 204 204 0 26 23 10 1 1200 4 314 262 262 0 35 58 14 2 1700 5 402 335 335 0 46 51 17 2 2200 6 515 429 429 0 59 22 21 2 2600 7 659 549 549 1 13 59 25 3 3200 8 844 703 703 1 31 18 31 4 3800 9 1080 900 900 1 52 03 37 4 4400 10 1383 1152 1152 2 17 14 43 5 5000 +Trade center Trade center 効果:市場を使用できる 建設条件:施設 Research facility level 1 詳細:他人と資源のトレードが可能。 Titanとは重水素の交換ができない。 Terran/Xenとの制限はない。 20Lvにすることで新しいTrade centerを建設することが可能になる。 Level EP 台数 1 285 625 390 0 10 00 9 4 1 2 364 800 499 0 22 48 12 5 2 3 466 1024 638 0 36 23 16 6 3 4 597 1310 817 0 50 58 21 7 4 5 765 1677 1046 1 06 51 26 8 5 6 979 2147 1340 1 24 22 32 10 6 7 1253 2748 1715 1 43 59 39 12 7 8 1604 3518 2195 2 06 18 47 14 8 9 2053 4503 2810 2 32 03 56 17 9 10 2628 5764 3597 3 02 14 67 21 10 11 3364 7378 4604 3 38 04 81 25 11 12 4306 9444 5893 4 21 07 97 30 12 13 5512 12089 7543 5 13 26 116 36 13 14 7056 15474 9655 6 17 35 139 43 14 15 9032 19807 12359 7 36 55 167 51 15 16 11560 25353 15820 9 15 39 200 62 16 17 14798 32451 20249 11 19 14 241 74 17 18 18941 41538 25919 13 54 37 290 89 18 19 24245 53169 33177 17 10 42 350 106 19 20 31033 68056 42467 21 18 54 422 128 20 +Robot factory Robot factory 効果:船・ロケット・防衛システムの製造時間短縮 建設条件:施設 Shipyard level 10 建設条件:施設 Civilian shipyard level 10 詳細:製造時間をさらに短縮させる。 製造時間=製造対象*各施設の短縮率*工場の短縮率 Level EP 時間% 1 3995 3485 1020 1 33 20 40 2 95 2 5113 4460 1305 2 04 28 50 2 90 3 6545 5709 1671 2 42 55 63 3 86 4 8378 7308 2139 3 30 44 77 3 83 5 10723 9354 2738 4 30 32 95 4 80 6 13726 11974 3504 5 45 41 116 5 78 7 17570 15327 4486 7 20 29 141 6 76 8 22489 19618 5742 9 20 25 171 7 74 9 28787 25112 7349 11 52 32 208 9 72 10 36847 32143 9407 15 05 51 253 10 70 11 47164 41143 12042 19 11 53 307 12 68 12 60370 52663 15413 24 25 25 373 15 66 13 77274 67409 19729 31 05 20 453 18 64 14 98911 86284 25253 39 35 49 550 21 62 15 126606 110444 32325 50 27 51 668 26 60 16 162056 141368 41376 64 21 03 812 31 58 17 207432 180951 52961 82 06 09 987 37 56 18 265513 231617 67790 104 48 04 1201 44 54 19 339857 296471 86772 133 49 55 1461 53 52 20 435016 379482 111068 170 58 06 1778 64 50
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■ゲームの概要 Gameplay Overview・住民 Citizens・資源 Resources・建物と建設 Buildings and Construction・災害 Disasters■ナビゲーションコントロール Navigation Controls .■メインツールバー Main Toolbar・シミュレーション速度 Simulation Speed■ツールとレポート Tools and Reports・ステータスバー Status Bar・イベントログ Event Log・エリアマップ Area Map・職業 Professions・資源の上限 Resource Limits・優先ツール Priority Tool・通勤経路ツール Path Tool・カメラの位置 Camera Locations・町の統計 Town Statistics・ヘルプ Help■生活の場と住宅 Home and Housing .・木造の家 Wooden Houses・石造りの家 Stone Houses・下宿 Boarding houses ■道路と橋 Roads and Bridges・未舗装の道 Dirt Roads・石畳の道 Stone Roads・橋 Bridges・トンネル Tunnels■保管、市場と交易 Storage, Markets & Trade・納屋 Strage barns・資材置場 Stock Piles・市場 Markets・交易所 Trading Posts■町のサービス Town Service・井戸 Wells・学校 Schools・病院 Hospitals・タウンホール(役場) Town Halls・チャペル(教会) Chapels・共同墓地 Cemeteries■食糧の生産 Food Production・畑 Crop Fields・果樹園 Orchards・放牧地 Pastures・釣り小屋 Fishing Docks・狩猟小屋 Hunting Cabin・採集小屋 Gatherers Huts ■資源生産 Resource Production .・薪割り Woodcutters・林業 Foresters・薬師 Herbalists・鍛冶屋 Blacksmiths・仕立屋 Tailors・酒場 Taverns・鉱業 Mines・採石場 Quarries■破壊と除去ツール Removing Structure・建物を破壊する Removing Structure・資源の除去(収集) Removing Resources・伐採 Harvesting Trees・石の収集 Collecting Stone・鉄の収集 Collecting Iron・道路を削除する Removing Roads・除去のキャンセル Canceling Removal■クレジット Credits 建物と建設 Buildings and Construction すべての建物は、メインツールバーの中からカテゴリを選択し、その後建物を選択することで建設されます。 例えば、Forester lodge(フォレスターロッジ、森の番人小屋)を建設するためには、 まずResource Production(リソースプロダクション、資源生産)のためのボタンを選び、 次いで森の番人小屋のボタンを選択することになります。 建物を選択後、土地に建物を配置することができます。 特に指定しない場合、RとTキーを使って建物を回転させることができます。 建物に付属する緑の矢印は建物の正面を指していて、建物がどこで道路に接続するかを示しています。 建物を配置することができないときは、緑のハイライトは赤くなります。 マウスを左クリックすると、建物が配置されます。 畑や道路のようないくつかの建造物は、サイズを変えることができます。 その場合は、配置したい場所をクリックし、ドラッグすることで配置できます。 いったん建物を配置すると、建築予定地が標されます。 建物を建設する前に、建設予定地上の障害物は撤去する必要があり、建物を建設するために仕事をする必要があります。 建設予定地をクリックすると、建設の進捗状況を表示します。 木材、石材、鉄の組み合わせは、建造物を建設するために必要とされるでしょう。 必要な資源は、地表から収集することができ、また、林業、鉱山、採石場とを用いて生産することもできます。 現時点で、町に必要な資源がなくても、建物を配置することはできます。 資源が利用可能になると、町の住民は建設に取り組み始めます。 工事中は、建物の作業を開始したり、停止したりすることを、一時停止ボタン(※黄色※)で切り替えることができます。 これは、建物を建設することなく、初期に建物の配置をレイアウトすることができます。 人々が必要な資源を持ち込んだら、建築家は、建物を建設するために必要とされます。 時間が経つにつれて、建設の進捗状況を見ることができます。 竣工後、建物を選択すると、その詳細が表示されます。 建物をコントロールするために使用できる、いくつかの共通要素があります。 すべての建物は、これらのコントロールボタンを持っています。 建物で働いている人数を示しています。働き手の最大数を増減することができます。この箇所のメイン部分をクリックすると、働き手の場所をフォーカスし選択します。 これは、(同様の)建物で働いている職業人全体の数を示しています。ここで増減するのと同じように、働き手の数はプロフェッション・ツール(職業ツール)でも変更できます。 生産開始ボタンでは、今期並びに前期生産された資源を表示します。 センターボタンは、建物を視界の中央にもってきます。 通常、詳細画面は、カメラが動いても選択した建物の上に留まります。詳細画面が屋上に留まらないように、ピン・ボタンはスクリーンに留め置きます。ウィンドウを動かせば自動的にピンで留められます。たとえ建物がスクリーンに映っていなくても、詳細画面はスクリーンに留まります。 詳細画面を閉じます。 建物の状況は、建物のステータス(もしあれば)を示します。 建物を配置したり、いくつかの建物をクリックすると、黄色の円が周囲の地面に表示されます。 これは、建物の有効エリアです。労働者はこのエリアで自分の仕事を行います。 同じ種類の建物の有効エリアを2つ重ねると、両方の建物の働き手が同じ土地を使用するので、双方の建物ともに資源生産量が低下することがあります。 有効エリア 何かが建物に悪影響を与えている場合、スターテスアイコンが建物上に現れます。 そして、建物の詳細画面にも同様に現れます。 この建物の建設は、中断されています。 この建物の仕事は、無効にされているか、実行できません。 この建物は、保管できる資源量の最大に達しています。 この建物は、必要な資源がないため、仕事を続けることができません。 この建物は、働き手がいません。 この建物は、取り壊し中か、アップグレード中です。 All Buildings are constructed by selecting a category and then a building using the main toolbar. For example, to build a foresters lodge you would first select the button for Resource Production and then the button for a forester lodge. After selecting the building, you can place in on the landscape. By default, you can rotate the building using the R and T keys. the green arrows on the building point to the front of the building, and show where the building may overlap a road. If a building cannot be placed, the green highlight will turn red. Clicking the left mouse button will place the building. Some placed items like crop fields and roads are variable sized. In this case you can click and drag over the landscape to place them. Once placed, a footprint will appear where the building has been placed. Before the building can be used, the area needs to be collected, and work needs to be done to erect the building. Clicking on the area where the building is placed will show build progress. A combination of Logs, Stone, and Iron may be needed to build a structure. The needed resource can be collected from the landscape, or they can be produced using foresters, mines, and quarries. You can place a building even if the town currently doesn t have the required resources. Once the resources become available, the townsfolk will continue working on it. During construction, you can toggle the pause button to start or stop work on the building. This allows for laying out the placement of buildings early without having to build them. Once the people have collected the needed resources, builders will be needed to construct the building. Over time you can see construction progress. After construction, selecting a building will display its details. There are several common elements that can be used to control a building. Not all buildings have all these controls. When you place or click on some buildings, a yellow circle will appear on the ground around the building. This is the area of effectiveness of the building. Workers will perform their work only in the area. Overlapping the circles of two of same type of building may result in lower resource production as workers from both buildings will be using the same land. If something is adversely affecting a building, a status icon will appear above the building, as well appearing on the building details.