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apacheインストール apache概要 httpd.conf動作環境の設定(Global Enviroment) Mainサーバに関する主要な設定 ディレクトリアクセスに関する設定 ログに関する設定 エイリアスの設定 アクセス制御に関する設定 apacheインストール yum -y install httpd mod_ssl apache概要 Service Name httpd Protocol and port 80/TCP , 443/TCP SELinux Module apache 2.1.2 Deamon Program /usr/sbin/httpd Configuration files /etc/httpd/conf/httpd.conf, /etc/httpd/conf.d/*.conf Pid file /var/run/httpd.pid Lock file /var/lock/subsys/httpd Control script /etc/init.d/httpd Script parameters start stop restart condrestart reload status fullstatas graceful help configtest Startup 2 3 4 5/85 15 httpd.conf 動作環境の設定(Global Enviroment) ServerTokens OS #SERVERレスポンスヘッダ ServerRoot "/etc/httpd" #設定ファイルのパス PidFile run/httpd.pid #プロセスIDファイルの指定 TimeOut 60 #タイムアウト時間 rest(GET,POST,PUT,DELETE) KeepAlive Off #1回のTCPセッションで、複数のHTTPリクエストを処理させる MaxKeepAliveRequests 100 #1回のTCPセッションで受け付ける事の出来るリクエスト数 KeepAliveTimeout 15 #TCPセッションを切断せずに次のHTTPリクエストを待つ時間 IfModule prefork.c #MPM prefockの設定 StartServers 8 MinSpareServers 5 MaxSpareServers 20 ServerLimit 256 MaxClients 256 MaxRequestsPerChild 4000 /IfModule Listen 80 #待機するアドレス/ポートの設定 LoadModule #モジュールの使用に関する設定 Include conf.d/*.conf #他ファイルの読み込みに関する設定 #ExtendedStatus On #ステータス情報の使用の設定 User apache #プロセス所有者 Group apache Mainサーバに関する主要な設定 ServerAdmin root@localhost #サーバ管理者の指定 #ServerName www.example.com 80 #サーバ名の指定 UseCanonicalName Off #サーバ名の指定 Off/On/Dns DocumentRoot "/var/www/html" #ドキュメントルートの指定 ServerSignature On/Off/Email #サーバが生成するドキュメントフッターの設定 ディレクトリアクセスに関する設定 UserDir disabled #ユーザが公開するディレクトリの指定 disabled|enabled #UserDir public_html DirectoryIndex index.html index.html.var #インデックスファイルの指定 *.varファイルを利用する事でブラウザの指定する言語に併せたページを表示する事が可能です ログに関する設定 HostnameLookups Off #ホスト名解決の設定 アクセスログに記録する際、クライアントのIPアドレスから,DNSに問い合わせて得られたホスト名で記録するかを指定。 On|Off|Double #EnableMMAP off|on #メモリマッピングの設定 #EnableSendfile off|on #Sendfileの設定 エラーログに関する設定 ErrorLog logs/error_log LogLevel warn|emeg|alert|crit|error|warn|notice|info|debug アクセスログに関する設定 combined(複合型),common(基本型),referer(REFEREおよび、AGENTのみ) LogFormat "%h %l %u %t \"%r\" % s %b \"%{Referer}i\" \"%{User-Agent}i\"" combined LogFormat "%h %l %u %t \"%r\" % s %b" common LogFormat "%{Referer}i - %U" referer LogFormat "%{User-agent}i" agent #LogFormat "%h %l %u %t \"%r\" % s %b \"%{Referer}i\" \"%{User-Agent}i\" %I %O" combinedio #CustomLog logs/access_log common #CustomLog logs/referer_log referer #CustomLog logs/agent_log agent CustomLog logs/access_log combined エイリアスの設定 Alias /icons/ "/var/www/icons/" #エイリアスの指定 Directory "/var/www/icons" Options Indexes MultiViews FollowSymLinks AllowOverride None Order allow,deny Allow from all /Directory IfModule mod_dav_fs.c # Location of the WebDAV lock database. DAVLockDB /var/lib/dav/lockdb /IfModule ScriptAlias /cgi-bin/ "/var/www/cgi-bin/" #スクリプトエイリアスの指定 Directory "/var/www/cgi-bin" AllowOverride None Options None Order allow,deny Allow from all /Directory IndexOptions FancyIndexing VersionSort NameWidth=* HTMLTable Charset=UTF-8 #インデックス表示の書式設定 アイコン情報の指定 AddIconByEncoding (CMP,/icons/compressed.gif) x-compress x-gzip AddIconByType (TXT,/icons/text.gif) text/* AddIconByType (IMG,/icons/image2.gif) image/* AddIconByType (SND,/icons/sound2.gif) audio/* AddIconByType (VID,/icons/movie.gif) video/* 挿入ファイルの指定 ReadmeName README.html HeaderName HEADER.html 無視するファイルの指定 IndexIgnore .??* *~ *# HEADER* README* RCS CVS *,v *,t MIME言語タイプとサフィックスの対応付け AddLanguage ca .ca AddLanguage cs .cz .cs LanguagePriority en ca cs da de el eo es et fr he hr it ja ko ltz nl nn no pl pt pt-BR ru sv zh-CN zh-TW ForceLanguagePriority Prefer Fallback 文字コードとサッフィクスの対応付け AddDefaultCharset UTF-8 MIMEタイプとサフィックスの対応付け #AddType application/x-tar .tgz ハンドラとサフィックスの対応付け #AddHandler cgi-script .cgi サーバ応答のフィルタの対応付け AddOutputFilter INCLUDES .shtml エラードキュメントの設定 IfModule mod_negotiation.c IfModule mod_include.c Directory "/var/www/error" AllowOverride None Options IncludesNoExec AddOutputFilter Includes html AddHandler type-map var Order allow,deny Allow from all LanguagePriority en es de fr ForceLanguagePriority Prefer Fallback /Directory # ErrorDocument 400 /error/HTTP_BAD_REQUEST.html.var # ErrorDocument 401 /error/HTTP_UNAUTHORIZED.html.var # ErrorDocument 403 /error/HTTP_FORBIDDEN.html.var /IfModule /IfModule アクセス制御に関する設定 Directory / #ディレクトリ単位のアクセス制御 Options FollowSymLinks #制御オプション AllowOverride All Deny from All /Directory Directory "/var/www/html" Options Indexes FollowSymLinks AllowOverride All Order allow,deny Allow from all /Directory Options None 全て無効にする All 全て有効にする ExecCGI CGIプログラムの実行を許可する FollowSymLinks シンボリックリンクがあるとき、それを辿る事を許可する Includes SSIを許可する IncludesNOEXEC SSIを許可するが、#exec,#cmd,#includeによるプログラムの実行は禁止する Indexes ディレクトリインデックスの作成を許可する MultiViews Content negotiated MultiViewsを許可する SymLinksOwnerMatch シンボリックリンクとリンク先が同じ所有車である場合のみ、それを辿る事を許可する AllowOverride None オーバライドを無効 All すべて有効 AuthConfig 認証に関するディレクティブを有効にする。対象のディレクティブは、AuthDBMUserFile,AuthDBMGroupFile,AuthGroupFile,AuthName,AuthTypeなど FileInfo ドキュメントタイプを指定するディレクティブを有効にする。 Indexes ディレクトリインデックスを制御するディレクティブを有効にする Limit アクセス制御を行うディレクティブを有効にする Options 機能を制御するディレクティブを有効にする
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ゲーム情報(登録されているタグ) ジャンル>パズル ジャンル>戦略系 ジャンル>頭の体操 製作会社>HandMade Game 製作会社>未確認 言語>英語 コメント欄へ移動 ゲーム配布ページ 英語 http //www.bigfishgames.com/download-games/3806/rooms-the-main-building/index.html 日本語 紹介文 Discover a 1930s throwback upon your arrival to Rooms, complete with city streets and a surreal Mansion. Bored with old puzzles, you`re given a new type of sliding puzzle as a birthday gift. Your goal is to reach the exit before it closes on each level and retrieve the four puzzle pieces. Are you wise enough to use the right object at exactly the right time? Mr. Book is the Rooms steward and your personal guide to escape the maze in Rooms The Main Building. Sliding Puzzle game Attractive levels Collect items to reveal the picture Get help at our Forums 画像 « » var ppvArray_0_7b6f46297bf76cb939b5e2f67a1c1f79 = new Array(); ppvArray_0_7b6f46297bf76cb939b5e2f67a1c1f79[0] = http //w.atwiki.jp/bfgmatome/?cmd=upload&act=open&page=Rooms%3A+The+Main+Building&file=en_rooms-the-main-building-screen1.jpg ; window.onload=function(){ ppvShow_0_7b6f46297bf76cb939b5e2f67a1c1f79(0); }; function ppvShow_0_7b6f46297bf76cb939b5e2f67a1c1f79(n){ if(!ppvArray_0_7b6f46297bf76cb939b5e2f67a1c1f79[n]){ alert( 画像がありません ); return; } ppv_0_7b6f46297bf76cb939b5e2f67a1c1f79$( ppv_img_0_7b6f46297bf76cb939b5e2f67a1c1f79 ).src=ppvArray_0_7b6f46297bf76cb939b5e2f67a1c1f79[n]; ppv_0_7b6f46297bf76cb939b5e2f67a1c1f79$( ppv_link_0_7b6f46297bf76cb939b5e2f67a1c1f79 ).href=ppvArray_0_7b6f46297bf76cb939b5e2f67a1c1f79[n]; ppv_0_7b6f46297bf76cb939b5e2f67a1c1f79$( ppv_prev_0_7b6f46297bf76cb939b5e2f67a1c1f79 ).href= javascript ppvShow_0_7b6f46297bf76cb939b5e2f67a1c1f79( +(n-1)+ ) ; ppv_0_7b6f46297bf76cb939b5e2f67a1c1f79$( ppv_next_0_7b6f46297bf76cb939b5e2f67a1c1f79 ).href= javascript ppvShow_0_7b6f46297bf76cb939b5e2f67a1c1f79( +(n+1)+ ) ; } function ppv_0_7b6f46297bf76cb939b5e2f67a1c1f79$(){ var elements = new Array(); for (var i = 0; i arguments.length; i++){ var element = arguments[i]; if (typeof element == string ) element = document.getElementById(element); if (arguments.length == 1) return element; elements.push(element); } return elements; } 備考 レス一覧 565 名前: 名無しさんの野望 [sage] 投稿日: 2010/08/16(月) 18 13 11 ID x3/5SpMN 英語サイト見たらRoomsとかあるのね これWiiとかDSで出てる奴じゃん 566 名前: 名無しさんの野望 [sage] 投稿日: 2010/08/16(月) 18 24 14 ID r8Oby/2k . 565 日替わりだったんで即ポチッたんだけど>Rooms なんだかバグっぽい動きが… おかげで解けない部屋があって先に進めない…orz 681 名前: 名無しさんの野望 [sage] 投稿日: 2011/02/04(金) 14 32 54 ID 6XtCw+K1 Rooms The Main Buildingをやってみた。 こういうひたすらパズル(?)みたいなの好き。 時間制限で、ゲームオーバーとか言われると燃えるw 4面あるみたいだから、一通りプレイするだけでも4時間くらい遊べるかな? 682 名前: 名無しさんの野望 [sage] 投稿日: 2011/02/04(金) 14 34 57 ID 6XtCw+K1 連投。 上のrooms http //game.watch.impress.co.jp/docs/news/20110127_423012.html ググったらこんなニュース出てきた。 巷では人気のゲームなのか? 684 名前: 名無しさんの野望 [sage] 投稿日: 2011/02/04(金) 19 25 05 ID VXbFJOFr . 681 . 682 rooms、年末にはまりまくってた。 とにかくひたすらスライドパズル!の合間にストーリーモードってのが バランスよくて、とても楽しかった。 日本語版が魚屋にないのでWii版の購入をただ今、検討中。 コメント 名前 コメント トップページに戻る
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The Federal Republic of Germany at Forty-Five Union Without Unity New York Univ Pr?Peter H. Merkl? The Federal Republic of Germany Union Without Unity New York Univ Pr?Peter H. Merkl? The Federal Republic of Germany at Fifty The End of a Century of Turmoil New York Univ Pr?Peter H. Merkl? The Federal Republic of Germany at Fifty The End of a Century of Turmoil New York Univ Pr?Peter H. Merkl? On a Painted Ocean Art of the Seven Seas New York Univ Pr?Peter Neill?James Randall?Gareth L. Steen? Game Theory and Political Science Studies in Game Theory and Mathematical Economics New York Univ Pr?Peter C. Ordeshook? In the Shadow of Sharpeville Apartheid and Criminal Justice New York Univ Pr?Peter Parker?Joyce Mokhesi-Parker? The History of the Riverside Church in the City of New York (Religion, Race, and Ethnicity) New York Univ Pr?Martin E. Marty?Peter J. Paris?John Wesley Cook?James Hadnut-Beumler?Lawrence H. Mamiya?Leonora Tubbs Tisdale?Judith Weisenfeld? Welfare Law (The International Library of Essays in Law and Legal Theory. Areas) New York Univ Pr?Peter Robson? Knowing, Teaching, and Learning History National and International Perspectives New York Univ Pr?Peter N. Stearns?Peter Seixas?Sam Wineburg? Ferenczi's Turn in Psychoanalysis New York Univ Pr?Peter L. Rudnytsky?Antal Bokay?Patrizia Giampieri-Deutsch? Ferenczi's Turn in Psychoanalysis New York Univ Pr?Antal Bokay?Patrizia Giampieri-Deutsch?Peter L. Rudnytsky? An Introduction to Political Thought Key Concepts and Thinkers New York Univ Pr?Peri Roberts?Peter Sutch? An Introduction to Political Thought Key Concepts and Thinkers New York Univ Pr?Peri Roberts?Peter Sutch? Extraordinary Justice Military Tribunals in Historical and International Context New York Univ Pr?Peter Judson Richards? The Ecology of Housing Destruction Economic Effects of Public Intervention in the Housing Market New York Univ Pr?Peter D. Salins? Expanding the Past A Reader in Social History Essays from the Journal of Social History New York Univ Pr?Peter N. Stearns? Expanding the Past A Reader in Social History Essays from the Journal of Social History New York Univ Pr?Peter N. Stearns? Jealousy The Evolution of an Emotion in American History (American Social Experience, No 14) New York Univ Pr?Peter N. Stearns? Jealousy New York University Press?Peter N. Stearns? Law and Anthropology (The International Library of Essays in Law and Legal Theory. Legal Cultures, No 3) New York Univ Pr?Peter Sack?Jonathan Aleck? American Cool Constructing a Twentieth-Century Emotional Style (History of Emotion) New York Univ Pr?Peter N. Stearns? American Cool Constructing a Twentieth-Century Emotional Style (History of Emotion) New York Univ Pr?Peter N. Stearns? Fat History Bodies and Beauty in the Modern West New York Univ Pr?Peter N. Stearns? Fat History Bodies and Beauty in the Modern West New York Univ Pr?Peter N. Stearns? 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Style Wars Sidgwick & Jackson?Peter York Plan for New York City The MIT Press?Peter Richards? Plan for New York City The MIT Press?Peter Richards? New York Nocturnes Dover Publications Inc.?Peter Fink? The New York Times Practical Guide to Practically Everything The Essential Companion for Everyday Life St Martins Pr?Amy D. Bernstein?Peter W. Bernstein? Honore Lannuier Cabinet Maker from Paris The Life and Work of a French Ebeniste in Federal New York (Metropolitan Museum of Art) Metropolitan Museum of Art?Peter M. Kenny?Frances F. Bretter?Ulrich Leben?Bruce White? New York Eats The Food Shoppers Guide to the Freshest Ingredients, the Best Takeout and Baked Goods and the Most Unsual Marketplaces in All of N Y St Martins Pr?Ed Levine?Peter Cunningham?Hilda Bijur? The Detectives/Their Toughest Cases in Their Own Words St Martins Pr?Peter A. Micheels? The Mystery Roast Picador USA?Peter Gadol? The Renaissance (Studies in European History (New York, N.Y.).) Zed Books?Peter Burke? 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The story below is originally published on Mainichi Daily News by Mainichi Shinbun (http //mdn.mainichi.jp). They admitted inventing its kinky features, or rather deliberately mistranslating them from the original gossip magazine. In fact, this is far from the general Japanese behavior or sense of worth. このページは、毎日新聞事件の検証のための配信記事対訳ページです。直接ジャンプして来られた方は、必ずFAQをお読みください。 ※ この和訳はあくまでもボランティアの方々による一例であり、翻訳の正確さについては各自判断してください。もし誤訳(の疑い)を発見した場合には、直接ページを編集して訂正するか翻訳者連絡掲示板に報告してください。 Who needs a gym when you have Chocoball's 'station bento' sexercise workout?チョコボールの『駅弁』セクササイズ・トレーニングさえあればジムなんて必要ない 参考資料 拡散状況 関連ページ Who needs a gym when you have Chocoball s station bento sexercise workout? チョコボールの『駅弁』セクササイズ・トレーニングさえあればジムなんて必要ない 元記事(削除済み):http //mdn.mainichi.jp/culture/waiwai/news/20080417p2g00m0dm020000c.html 0 Who needs a gym when you have Chocoball s station bento sexercise workout? 2008,04,17 Spa! 4/10 By Ryann Connell チョコボールの『駅弁』セクササイズ・トレーニングさえあればジムなんて必要ない 2008,04,17 SPA! 4/10 ライアン・コネル記 1 Bonking can make you muscle-bound for free, Japan s original macho man porn star Chocoball Mukai tells Spa! (4/10). セックスをすると無料で筋肉でガチガチになれる、と日本のマッチョポルノ男優の元祖・チョコボール向井は、SPA!(4/10)に語る。 2 "We build up our bodies every time we have sex," the 42-year-old stick flick star tells Spa! "Depending on the position you adopt, the part of the body you build up is going to be different. Take the missionary position. Instead of lying on top of the woman, support yourself by your arms and do push-ups instead." 「私たちはセックスをするたび毎回体を鍛え上げます」とこの四十二歳の竿を振り回す人気者は言う。 「どの体位でするかに依って、鍛え上げられる体の部位が異なります。正常位の場合、女性の上で横たわるかわりに、自分の腕で自分自身を支えて、かわりに腕立て伏せをしてください」 3 Chocoball appears in pictures accompanying the article together with a young starlet where they demonstrate what he explains. For the missionary position, he has straightened his back and arms and is ready to thrust by flexing his biceps and forearms instead of grinding his hips. チョコボールは売り出し中の若手女優と一緒に解説とともに、動画――そこで彼らは説明したことを実践するのだ――に登場する。 正常位の場合、彼は背中と腕を伸ばし、自分の腰を振り回すかわりに上腕と前腕を曲げて、グイッとつく体勢になる。 4 Guys can still get a free workout in a number of ways with the woman riding atop, Chocoball notes for the men s weekly. ほかにも、男たちは女性に騎乗された状態でいくつもの無料のトレーニングができる、とチョコボールはSPA!のために指摘する。 5 Stomach crunches become possible if the guy keeps his legs parallel to the ground and stretches up to fondle, lick or kiss the breasts, thus working on the upper abdominal muscles. もし男が足を地面と平行にし続けて、体を伸ばして胸を愛撫し・舐め・キスすれば、腹筋の上部が使われるので、腹筋運動が可能になる。 6 To give the lower abs a workout, lie flat down and raise the legs airwards, Chocoball advises. 腹筋の下部をトレーニングするためには、うつぶせになって空中に足を上げよ、とチョコボールは助言する。 7 Arguably, Chocoball s best-known position is what the Japanese call the ekiben, where the standing man holds the woman up, while she wraps her arms around his neck. The ekiben gets its name from the large trays attendants sling around their neck and support with their arms on both sides that they use to carry ekiben boxed lunches sold at train stations. おそらくは間違いなく、チョコボールのもっとも有名な体位は、日本人が駅弁位と呼ぶところのものである。この体位では、女性が腕を男性の首に回し、それと同時に彼が立ったまま彼女を抱き上げる。 駅弁位という名前は、接客係が首の周りに掛けて、両側を腕で支える大きなトレーに由来する。接客係は、それを使って列車の駅で箱に入れられた食べ物・駅弁を運ぶのだ。 8 Chocoball says the key to making this position a cheap workout to build up muscles lies in supporting the woman by holding her thighs and using the arms to move her up and down. この体位を筋肉を鍛え上げるための安価なトレーニングにする秘訣は、女性の太ももを抱えて腕をつかって彼女を上下動させる、女性の支え方にある、とチョコボールはいう。 9 For advanced proponents of ekiben sexercise, simply repeat the above process while bending the knees further than usual, giving the hamstrings a workout at the same time. 駅弁エクササイズ賛同者の上級者向けとしては、通常よりも膝を曲げながら上述のプロセスを繰り返すだけでよい。そうすると同時に大腿後面の筋肉群をトレーニングできるのだ。 10 Chocoball tells the men s weekly ekiben sexercise can bulk up the upper arms, back and leg muscles. チョコボールはSPA!に、駅弁エクササイズで上腕・背面・足の筋肉を増量できるという。 11 "We try to make sex look as flamboyant as possible, so on film we re usually on the job for at least 30 minutes a time, which is always pretty good exercise," Chocoball tells Spa! "Do it every day and you ll be built like a tank in no time." (By Ryann Connell) 「私たちはセックスを可能な限りけばけばしく見せようとしているので、AVでは、私たちは通常一度に少なくとも三十分間やるべきことをやります。これはいつも上質のエクササイズになります」と、チョコボールはSPA!に語る。 「これを毎日やれば、すぐに戦車みたいな魅力的な体つきになれます」(ライアン・コネル記) 12 (Mainichi Japan) April 17, 2008 (毎日 日本) 2008年4月17日 参考資料 チョコボール向井 http //ja.wikipedia.org/wiki/%E3%83%81%E3%83%A7%E3%82%B3%E3%83%9C%E3%83%BC%E3%83%AB%E5%90%91%E4%BA%95 拡散状況 Japanese Style Noodles http //www.japanesestylenoodles.com/waiwai/archive20080417 英語版Wikipedia http //en.wikipedia.org/wiki/Chocoball_Mukai 英語サイト http //www.eunuch.org/vbulletin/showthread.php?t=13148 http //www.gaijinpot.com/bb/showpost.php?p=619619 http //www.japanaddicted.com/index.php?name=News file=article sid=4735 関連ページ Japanese Style Noodles WaiWaiの記事を転載した英語サイト:E WaiWaiの記事を転載した英語サイト:G WaiWaiの記事を転載した英語サイト:J 毎日新聞英語版から配信された記事2008年 英語版Wikipediaに記事が及ぼした影響
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Exercise1.20 ;; 正規順序 正規順序による (gcd 206 40) の評価は次のように進行する。 if (= 40 0) = #f else (gcd 40 (remainder 206 40)) if (= (remainder 206 40) 0) = #f else (gcd (remainder 206 40) (remainder 40 (remainder 206 40))) if (= (remainder 40 (remainder 206 40)) 0) = #f else (gcd (remainder 40 (remainder 206 40)) (remainder (remainder 206 40) (remainder 40 (remainder 206 40)))) if (= (remainder (remainder 206 40) (remainder 40 (remainder 206 40))) 0) = #f else (gcd (remainder (remainder 206 40) (remainder 40 (remainder 206 40))) (remainder (remainder 40 (remainder 206 40)) (remainder (remainder 206 40) (remainder 40 (remainder 206 40))))) if (= (remainder (remainder 40 (remainder 206 40)) (remainder (remainder 206 40) (remainder 40 (remainder 206 40)))) 0) = #t then (remainder (remainder 206 40) (remainder 40 (remainder 206 40))) = 2 となる。結局 remainder 演算が実行されるのは、if文の中で14回、最後に簡 約されるとき4回であり、計18回実行される。 ;; 作用的順序 (gcd 206 40) 作用的順序による評価は次のように進行する。 (gcd 40 6) ;6 (remainder 206 40) (gcd 6 4) ;4 (remainder 40 6) (gcd 4 2) ;2 (remainder 6 4) (gcd 2 0) ;0 (remainder 4 2) 2 引数が評価されてから作用させるので、remainder は 4回実行される。 by kacchi (Alyssaさんの指摘を受けて修正) Exercise1.21 199, 1999, 19999 の最小除数 (smallest-divisor 199) ;Value 199 (smallest-divisor 1999) ;Value 1999 (smallest-divisor 19999) ;Value 7 by kacchi Exercise1.22 runtime 関数がある MIT Scheme を利用しました(他の処理系にはない?)。 指定範囲の連続する奇整数について素数性を調べる手続き search-for-prime を書け ;; 素数でない整数は出力しないようにした。 (define (search-for-prime start limit) (if (prime? start) (times-prime-test start)) (if ( = (+ start 2) limit) (search-for-prime (+ start 2) limit))) ;; 速すぎて計測できないので大きな数で試した。 (search-for-prime 1000001 1000100) 1000003 *** 1.0000000000000009e-2 1000033 *** 1.0000000000000009e-2 1000037 *** 1.0000000000000009e-2 (search-for-prime 10000001 10000200) 10000019 *** .01999999999999602 10000079 *** .03999999999999915 10000103 *** 2.0000000000003126e-2 (search-for-prime 100000001 100000100) 100000007 *** .11999999999999744 100000037 *** 6.0000000000002274e-2 100000039 *** 6.0000000000002274e-2 ひと桁増えると計算時間がほぼ√10倍になると思うので、 ・支持する。 ・合っている。 by kacchi Exercise1.23 (define (next n) (if (= n 2) 3 (+ n 2))) (define (find-divisor n test-divisor) (cond (( (square test-divisor) n) n) ((divides? test-divisor n) test-divisor) (else (find-divisor n (next test-divisor))))) (times-prime-test 1000003) 1000003 *** .00999999999999801 (times-prime-test 10000019) 10000019 *** 3.0000000000001137e-2 (times-prime-test 100000007) 100000007 *** .10999999999999943 速度に変化はないと思う。しかし理由が解らない。 by kacchi Exercise1.24 解答募集中 Exercise1.25 理論上は正しい。しかし,高速素数テストには使えない。 Hackerのプログラムでは(fast-exp base exp)を計算する。 expが大きな数になると,この計算に時間が掛かりすぎる。 たとえば1001の素数判定を行うとしてaに2を選ぶと, (fast-exp 2 1001),すなわち2の1001乗を先に計算する ことになる。 by chrono Exercise1.26 Reasonerのプログラムでのexpmod関数の呼び出し回数は,次のように求まる。 nを二進数で表現し,「各ビットに対してビット0なら1,ビット1なら2に そのビットが表す10進数を掛けた値」の和となる。 ただし,最上位ビットは1にビットが表す10進数を掛ける。 たとえば,nが10の時, 10 = (1010)_2 より 8*1 + 4*1 + 2*2 + 1*1 = 17回となる。 expmod関数の呼び出し関係と照らし合わせると次となることより分かる。 (詳細は割愛します…) 1 0 1 0 expmod(base 1 m)-+ expmod(base 1 m)--expmod(base 2 m)+ | expmod(base 1 m)-+ | expmod(base 1 m)--expmod(base 2 m)--expmod(base 4 m)--expmod(base 5 m)+ | expmod(base 1 m)-+ | expmod(base 1 m)--expmod(base 2 m)+ | | | expmod(base 1 m)-+ | | expmod(base 1 m)--expmod(base 2 m)--expmod(base 4 m)--expmod(base 5 m)--expmod(base 10 m) ここで,2のべき乗のうちn以下の最大の数を2^kとすると,expmod関数の 呼び出し回数の関係は,明らかに 2^k = n 2^(k+1) となる (ここも割愛します…)。 2^kの呼び出し回数は上述より2^(k+1) - 1となり,2^(k+1)の呼び出し回数は 上述より2^(k+2) - 1となる。 よって,Reasonerのプログラムはθ(n)である。 by chrono Exercise1.27 問題文 脚注47におけるCarmichael数を実際にfool the Fermat testを行って証明せよ。つまり、整数nを引数に取り∀a n(a^n≡a (mod n))を満たすかテストする手続きを作れ、そしてそれで与えられたCarmichael数をテストしてみよ。 (define (fool-the-fermat-test n) (define (iter-fermat a) (cond (( a 0) #f) ((= a 0) #t) ((= (expmod a n n) a) (iter-fermat (- a 1))) (else #f))) (iter-fermat (- n 1))) gosh (fool-the-fermat-test 561) #t gosh (fool-the-fermat-test 1105) #t gosh (fool-the-fermat-test 1729) #t gosh (fool-the-fermat-test 2465) #t gosh (fool-the-fermat-test 2821) #t gosh (fool-the-fermat-test 6601) #t by iwk Exercise1.28 解答募集中 Exercise1.29 ;; 合成シンプソン公式を参考にした。 http //ja.wikipedia.org/wiki/%E3%82%B7%E3%83%B3%E3%83%97%E3%82%BD%E3%83%B3%E3%81%AE%E5%85%AC%E5%BC%8F (define (cube x) (* x x x)) (define (integral f a b n) (define h (/ (- b a) n)) (define (y k) (f (+ a (* k h)))) (define (next n) (+ n 2)) (/ (* h (+ (y 0) (* (sum y 1 next (- n 1)) 4) (* (sum y 2 next (- n 2)) 2) (y n))) 3)) (integral cube 0 1 100) = 1/4 (integral cube 0 1 1000) = 1/4 by kacchi Exercise1.30 (define (sum term a next b) (define (iter a result) (if ( a b) result (iter (next a) (+ (term a) result)))) (iter a 0)) by kacchi Exercise1.31 (a) (1)与えられた範囲の点での関数値の積を返す手続き product を定義せよ。 (2)product を使って factorial を定義せよ。 (3)式 π/4 = (2*4*4*6*6*8..)/(3*3*5*5*7*7...) によってπの近似値を productを使って定義せよ。 (1) (define (product term a next b) (if ( a b) 1 (* (term a) (product term (next a) next b)))) (2) (define (factorial n) (product identity 1 inc n)) (3) ;; John Wallis ;; http //www.pluto.ai.kyutech.ac.jp/plt/matumoto/pi_small/node5.html (define (pi-product a b) (define (pi-term x) (/ (* (* x 2) (+ (* x 2) 2)) (square (+ (* x 2) 1)))) (define (pi-next x) (+ x 1)) (product pi-term a pi-next b)) gosh (* 4 (pi-product 1.0 1000)) = 3.1423773650938855 (b) 反復的プロセスを生成する product を書け。 (define (product term a next b) (define (iter a result) (if ( a b) result (iter (next a) (* (term a) result)))) (iter a 1)) by kacchi Exercise1.32 (a) sum や product 更に一般的な accumulate の特殊な場合であることを示せ。 ;; 再帰的プロセス版 (define (accumulate combiner null-value term a next b) (if ( a b) null-value (combiner (term a) (accumulate combiner null-value term (next a) next b)))) (define (sum term a next b) (accumulate + 0 term a next b)) (define (product term a next b) (accumulate * 1 term a next b)) (b) 反復的プロセスを生成する版 (define (accumulate combiner null-value term a next b) (define (iter a result) (if ( a b) result (iter (next a) (combiner (term a) result)))) (iter a null-value)) by kacchi Exercise1.33 ;; 再帰版 (define (filtered-accumulate predicate combiner null-value term a next b) (cond (( a b) null-value) ((predicate a) (combiner (term a) (filtered-accumulate predicate combiner null-value term (next a) next b))) (else (filtered-accumulate predicate combiner null-value term (next a) next b)))) ;; 反復版 (define (filtered-accumulate predicate combiner null-value term a next b) (define (iter a result) (cond (( a b) result) ((predicate a) (iter (next a) (combiner (term a) result))) (else (iter (next a) result)))) (iter a null-value)) (a) 素数の2乗の和 (define (sum-squared-prime-numbers a b) (filtered-accumulate prime? + 0 square a inc b)) (sum-squared-prime-numbers 2 10) ;Value 87 (b) i n で gcd(i,n) = 1 となる全整数の積 (define (product-gcd n) (define (p i) (= (gcd i n) 1)) (filtered-accumulate p * 1 identity 1 inc n)) (product-gcd 10) ;Value 189 (product-gcd 100) ;Value 426252881942771063138176712755660145456313428952105524817872601 by kacchi Exercise1.34 (define (f g) (g 2)) 解釈系に (f f) を評価させるとどうなるか。 f の本体を取り出し仮引数 g を f で置き換える。 (f 2) f の本体を取り出し仮引数 g を 2 で置き換える。 (2 2) に帰着する。左端の演算子を評価すると値は 2 となる。値は手続きでなければならないが、 数値なのでエラーになる。 MIT scheme での結果。 ;The object 2 is not applicable. Gauche での結果。 *** ERROR invalid application (2 2) by kacchi Exercise1.35 1.2.2節の黄金比は、x^2 = x + 1 を満たす x である。 これを等価な、x = 1 + 1/x と書けば、平方根の計算と同様、x |- 1 + 1/x の不動点を 探すことと同じである。 gosh (fixed-point (lambda (x) (+ 1 (/ 1 x))) 1.0) = 1.6180327868852458 by kacchi Exercise1.36 (1) fixed-point を修正して、生成する近似値を順に印字できるようにせよ。 (define (average x y) (/ (+ x y) 2)) (define tolerance 0.00001) (define (fixed-point f first-guess) (define (close-enough? v1 v2) ( (abs (- v1 v2)) tolerance)) (define (try guess step) (let ((next (f guess))) (print-step next step) (if (close-enough? guess next) next (try next (+ step 1))))) (try first-guess 1)) (define (print-step n step) (display step) (display " ") (display n) (newline)) (2) x^x = 1000 の解を求めよ。 (expt 4 4) 1000 (expt 5 5) なので、4.0 を fixed-point の予測値とした。 gosh (fixed-point (lambda (x) (/ (log 1000) (log x))) 4.0) 1 4.9828921423310435 2 4.301189432497896 (略) 28 4.555530430629037 29 4.555539183677709 = 4.555539183677709 gosh (expt 4.555539183677709 4.555539183677709) = 1000.0087530953886 (3) 平均緩和法を使った場合とステップ数を比較せよ。 gosh (fixed-point (lambda (x) (average (/ (log 1000) (log x)) x)) 4.0) 1 4.491446071165521 2 4.544974650975552 (略) 6 4.5555268862194875 7 4.5555342036887705 = 4.5555342036887705 gosh (expt 4.5555342036887705 4.5555342036887705) = 999.9962217021748 平均緩和法を使った場合、ステップ数は 1/4 になった。 by kacchi Exercise1.37 (a) k項有限連分数を計算する手続きを定義し、kの順次の値で1/φの近似をとり手続きを調べよ。4桁の精度を得るにはkをどのくらいの大きさにしなければならないか。 (1) cont-frac ;; 再帰的プロセス版 (define (cont-frac n d k) (define (rec i) (if (= i k) (/ (n i) (d i)) (/ (n i) (+ (d i) (rec (+ i 1)))))) (rec 1)) (2) kの大きさ 1/φ の計算 gosh (/ 1 (fixed-point (lambda (x) (+ 1 (/ 1 x))) 1.0)) = 0.6180344478216819 手続きを調べるため cont-frac-test を定義し、kの値が1から15まで1/φの近似を調べた。 kの増加に伴って精度が上がることを確認した。4桁の精度を得るには、kの値は11程度でよい。 (define (cont-frac-test a b) (if ( = a b) (let ((r (cont-frac (lambda (i) 1.0) (lambda (i) 1.0) a))) (display a) (display " ") (display r) (newline) (cont-frac-test (+ a 1) b)))) gosh (cont-frac-test 1 15) 1 1.0 2 0.5 3 0.6666666666666666 4 0.6000000000000001 5 0.625 6 0.6153846153846154 7 0.6190476190476191 8 0.6176470588235294 9 0.6181818181818182 10 0.6179775280898876 11 0.6180555555555556 12 0.6180257510729613 13 0.6180371352785146 14 0.6180327868852459 15 0.6180344478216819 (b) cont-frac の反復的プロセス版 (define (cont-frac n d k) (define (iter a i) (if (= i 1) a (iter (/ (n (- i 1)) (+ (d (- i 1)) a)) (- i 1)))) (iter (/ (n k) (d k)) k)) by kacchi Exercise1.38 オイラーの展開による自然対数の底を近似するプログラムを書け。 ;; e-2-cfの計算でkが20程度で15桁の精度が得られたので、 ;; kを20としてeを近似するプログラムを書いた。 (define (e) (define (e-2-cf k) (cont-frac (lambda (i) 1.0) (lambda (i) (if (= (remainder i 3) 2) (* 2.0 (inc (quotient i 3))) 1.0)) k)) (+ (e-2-cf 20) 2)) gosh (e) = 2.718281828459045 by kacchi (iwkさんの指摘を受けて修正) Exercise1.39 正接関数の近似値を計算する手続き(tan-cf x k)を定義せよ。 (define (tan-cf x k) (cont-frac (lambda (i) (if (= i 1) x (- (* x x)))) (lambda (i) (- (* i 2) 1)) k)) by kacchi
https://w.atwiki.jp/imperionjp/pages/24.html
現在このページは工事中です 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(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 Teleportation 資源輸送のロスを2%軽減させる 研究名 unlock 1 2 3 4 5 6 7 8 9 10 Building lots - 100 150 225 340 500 750 1150 1700 2500 3850 Building stability - 40 55 80 110 155 215 300 420 600 850 Geologic exploration - 120 190 305 490 800 1250 2000 - - - Storage capacity - 55 75 115 170 255 380 550 850 1300 1900 Teleportation - 40 60 90 135 205 305 455 700 1050 1500 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 Concealment capacity - 15 35 55 75 95 115 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(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 Fuel consumption - 180 Cargo capacity - 90 Tank capacity - 60 85 Blueprint Fighter - - - - - - - - - - Blueprint Battleship 500 - - - - - - - - - - Blueprint Destroyer 550 - - - - - - - - - - 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(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 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 - 60 120 240 480 950 1900 3850 7700 15300 30700 Worm hole physics 600 30 40 60 80 115 160 225 315 445 600 Expansion studies - 250 500 750 1000 1250 1500 1750 2000 2250 2500 Propulsion technology - 90 125 175 245 345 485 700 950 1350 1850 Fuel consumption - 120 170 235 330 460 650 900 1250 1750 2500 Cargo capacity - 60 85 120 165 230 325 450 650 900 1250 Trade - 70 100 140 200 275 385 550 750 1050 1500 Espionage - 120 170 235 330 460 650 900 1250 1750 2500 Tank capacity - 45 55 80 110 155 215 300 420 600 850 Blueprint Probe 220 - - - - - - - - - - Blueprint Tanker 250 - - - - - - - - - - Blueprint Small transporter - - - - - - - - - - Blueprint Large transporter 1200 - - - - - - - - - - Blueprint Recycler - - - - - - - - - - Blueprint Drop ship 400 - - - - - - - - - - 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 研究名 unlock 1 2 3 4 5 6 7 8 9 10 AEC energy - 70 100 Fusion power 1000 Solar power 100 105 155 Hydropower 300 100 Wind power - 110 165 250 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。 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 95 3 1417 1572 942 0 53 41 25 4 90 4 1814 2013 1205 1 10 55 32 5 85 5 2321 2576 1543 1 31 35 39 6 80 6 2972 3298 1975 1 56 38 48 7 75 7 3804 4222 2528 2 27 17 58 9 70 8 4869 5404 3236 3 05 07 71 11 65 9 6232 6917 4143 3 52 09 86 13 60 10 7978 8854 5303 4 50 57 103 15 55 11 10212 11333 6788 6 04 49 125 19 50 12 13071 14507 8689 7 37 59 150 22 45 13 16731 18569 11122 9 35 49 181 27 40 14 21416 23768 14236 12 05 14 218 32 35 15 27412 30423 18222 15 15 06 264 39 30 16 35088 38942 23324 19 16 44 319 46 25 17 44913 49846 29855 24 24 37 385 55 20 18 57489 63802 38215 30 57 18 466 67 19 73586 81667 48915 39 18 33 565 80 20 94190 104534 62611 49 58 45 685 96 +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 95 3 2539 3112 2539 1 41 01 30 22 90 4 3250 3984 3250 2 11 30 37 26 85 5 4160 5100 4160 2 49 07 46 31 80 6 5325 6528 5325 3 35 52 56 37 75 7 6816 8356 6816 4 34 19 68 45 70 8 8725 10696 8725 5 47 43 83 54 65 9 11168 13690 11168 7 20 17 100 64 60 10 14296 17524 14296 9 17 21 121 77 55 11 18299 22431 18299 11 45 49 146 93 50 12 23422 28711 23422 14 54 27 177 111 45 13 29981 36751 29981 18 54 30 214 134 40 14 38376 47041 38376 24 00 21 258 160 35 15 49121 60213 49121 30 30 27 312 193 30 16 62875 77073 62875 38 48 23 378 231 17 80480 98653 80480 49 24 19 458 277 18 103015 126276 103015 62 56 56 554 333 19 131859 161634 131859 80 15 40 672 399 20 168780 206891 168780 102 23 52 816 479 +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% 16 41779 30837 26858 27 09 59 319 31 1500000 26% 17 52224 38546 33573 34 30 23 385 37 2100000 27% 18 65281 48183 41966 43 52 41 466 44 3000000 28% 19 81601 60229 52458 55 51 02 565 53 4300000 29% 20 102001 75286 65572 71 09 08 685 64 ∞ 30% +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。 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 97.5 2 5113 4460 1305 2 04 28 50 2 95 3 6545 5709 1671 2 42 55 63 3 92.5 4 8378 7308 2139 3 30 44 77 3 90 5 10723 9354 2738 4 30 32 95 4 87.5 6 13726 11974 3504 5 45 41 116 5 85 7 17570 15327 4486 7 20 29 141 6 82.5 8 22489 19618 5742 9 20 25 171 7 80 9 28787 25112 7349 11 52 32 208 9 77.5 10 36847 32143 9407 15 05 51 253 10 75 11 47164 41143 12042 19 11 53 307 12 72.5 12 60370 52663 15413 24 25 25 373 15 70 13 77274 67409 19729 31 05 20 453 18 14 98911 86284 25253 39 35 49 550 21 15 126606 110444 32325 50 27 51 668 26 16 162056 141368 41376 64 21 03 812 31 17 207432 180951 52961 82 06 09 987 37 18 265513 231617 67790 104 48 04 1201 44 19 339857 296471 86772 133 49 55 1461 53 20 435016 379482 111068 170 58 06 1778 64
https://w.atwiki.jp/cohwbg/pages/33.html
目次 総合Tips #1 死角 総合Tips #2 待機中の部隊 総合Tips #3 駐屯している部隊(建物内の部隊) 基本Tips #4:Retreating(退却) 基本Tips #5:Enemy Footsteps(敵の足音) 基本Tips #6:Dropped Weapon(落ちている武器) 基本Tips #7:Artillery(砲撃要請) 基本Tips #8:Sniperでの監視 基本Tips #9:Panzershrenks/Bazookas (バズーカ/パンツァーシュレック) 基本Tips #10:Avoiding Grenades(手榴弾を避ける) 基本Tips #11:Mortar Accuracy and Damage(Mortar部隊の命中精度とダメージ) 基本Tips #12:Mine/Barbwire Combo(地雷と鉄条網の連携) 基本Tips #13:The Tactical Map(戦略マップ) 基本Tips #14:Unmanned AT Guns(クルーが居ないAT Gun) 基本Tips #15:tracking Enemy Snipers(敵Sniperの追跡) 基本Tips #16:Turning the Tide(ゲームの流れを変える) 基本Tips #17:Upgraded Infantry(アップグレードした歩兵) 基本Tips #18:Micro and Macro(細かい操作と広い視野) 基本Tips #19:Mine-triggering(地雷の起爆) 基本Tips #20:Anti-Tank Guns(対戦車砲) 基本Tips #21:Reload Times(リロード時間) 基本Tips #22:バンカーの守備 General Tip #23 - Dancing [10/29/2006] General Tip #24 - Grenades vs Garrisoned Troops [10/30/2006] General Tip #25 - Backing Up [10/31/2006] General Tip #26 - Know Your Enemy! [11/1/2006] General Tip #27 - Kiting [11/2/2006] General Tip #28 - Killing Snipers [11/4/2006] General Tip #29 - Hiding [11/6/2006] General Tip #30 - One Way Door [11/7/2006] General Tip #31 - Control Groups [11/9/2006] General Tip #32 - Garrisoned Snipers [11/10/2006] General Tip #33 - Riflemen vs Garrisoned MG's [11/13/2006] General Tip #34 - Destroying Hedgerows [11/14/2006] General Tip #35 - Tactical Map [11/27/2006] General Tip #36 - Attack Ground [01/01/2007] General Tip #37 - Pioneers vs Engineers [01/15/2007] General Tip #38 - Medic Bunkers [01/22/2007] General Tip #39 - Evading with Sniper [02/05/2007] General Tip #40 - Tanks [02/12/2007] General Tip #41 - Cover [02/18/2007] General Tip #42 - Roadways [03/12/2007] General Tip #43 - Rally points from buildings [03/19/2007] General Tip #44 - Using Shift+Click [03/26/2007] General Tip #45 - Tabbing Units [04/02/2007] General Tip #46 - Camo-Counters [04/09/2007] General Tip #47 - Countering Barbed Wire [04/16/2007] General Tip #48 - Control Sectors [04/30/07] General Tip #49 - Unit/Resource Management [05/06/07] General Tip #50 - Selective Exiting [05/14/07] General Tip #51 - MG/Sniper Counter [28/05/07] General Tip #52 - The Dead Have Eyes [04/06/2007] General Tip #53 - Targetting in Large Scale Engagements [6/10/07] General Tip #54 - Overextending [7/02/07] General Tip #55 - Anti-spam [7/16/07] General Tip #56 - Early Game Tips [7/30/07] General Tip #57 - Advanced Mine Tactics [12/8/07] General Tip #58 - Pursuing and retreating [30/8/07] General Tips /General Tips 1~10 General Tip #1 - Blind Spots (9-5-2006) General Tip #2 - Idle Units (9-10-2006) General Tip #3 - Garrisoned Units (9-15-2006) General Tip #4 - Retreating (9-20-2006) General Tip #5 - Enemy Footsteps (9-26-2006) General Tip #6 - Dropped Weapons (10-1-2006) General Tip #7 - Artillery (10-2-2006) General Tip #8 - Sniper Spotters(10-3-2006) General Tip #9 - Panzershrenks/Bazookas (10-7-2006)? General Tip #10 - Avoiding Grenades (10-8-2006) General Tip #11 - Mortar Accuracy and Damage (10-10-2006) General Tip #12 - Mine/Barb Wire Combo (10-11-2006)? General Tip #13 - The Tactical Map (10-12-2006) General Tip #14 - Unmanned AT Guns (10-13-2006) General Tip #15 - Tracking Enemy Snipers (10-16-2006) General Tip #16 - Turning the Tide (10-17-2006) General Tip #17 - Upgraded Infantry (10-19-2006) General Tip #18 - Micro & Macro (10-20-2006) General Tip #19 - Mine Triggering (10-21-2006) General Tip #20 - Anti-Tank Guns (10-24-2006) General Tip #21 - Reload Times (10-24-2006) General Tip #22 - Garrisoned Bunkers/MG Nests (10-27-2006)? 総合Tips #1 死角 建物の中には、建物内のユニットが撃てない方向(死角)がある。これを使えば駐屯しているMGを撃ったり、手榴弾を投げ入れるような場合に犠牲を出すことなく建物に近づくことができる。 逆に自分のユニットを建物に入れる場合は建物の死角を確認し、その場所を他のMGや歩兵でカバーするようにすることを忘れないように。 総合Tips #2 待機中の部隊 待機中の部隊を活用させよう。もし、PioneerやEngeneerが何もしていないなら、敵の旗を取るように命令を出す。相手の旗にちょっかいを出すことで、相手の注意をそこに向けることができる。 さらに、旗を取られないために相手はそこに兵力を分散させなくてはならなくなる。相手の兵力が分散すれば、こちらの攻撃もより簡単になる。 他にできるのは、地雷を施設したり、ワイヤを張ったり、土嚢を作ったり、戦車妨害をつくったりする等。これらの防御設備を駆使すれば、相手の主戦力の進行を遅らせたり、あるいは、増援を送ることを阻止できるようになる。 待機中の部隊をできるだけなくすようにしよう。 総合Tips #3 駐屯している部隊(建物内の部隊) 駐屯している部隊に直接、特定のターゲットへの攻撃を指示することはできない。しかし、家単位、建物単位で彼らを選択すれば、彼らにどの敵部隊を攻撃するかを指示できる。 例えば、あなたがMGを駐屯させていて、それぞれ違う方向からVolksgrenadiersと火炎放射機を持ったPionnerが近づいてきたとする。駐屯しているMGに火炎放射兵を攻撃するように支持することでMGをみすみす死なせずにすることができる。 基本Tips #4:Retreating(退却) 元記事 http //www.gamereplays.org/community/index.php?showtopic=140093 退却はゲーム内のアビリティのなかで、とても使い勝手の良い部類に入ります。 ある部隊が苦しい状況に陥った際に(MGに撃たれている、数的不利や全滅寸前等) その部隊を選択し、"T"キーを押す事で司令部まで退却させる事が出来ます。 退却中は大きな守備ボーナスが付き、移動速度も速くなります。 退却は部隊を司令部周辺まで速く戻したい時にも有効な手段です。 しかし守備ボーナスが付くとはいっても、敵部隊からの攻撃が無効になるわけではありません。 Sniper等は敵の攻撃に弱いことに変わりはないので、ユニットを退却させる場合には退却経路に注意する必要があります。 Pinned(釘付け)になった部隊は殆ど使い物にならないので、通常は退却させる事が被害を減らす最善の手段です。 退却を上手く利用する事で部隊の補充や代替部隊生産などのコストを抑える事ができるでしょう。 基本Tips #5:Enemy Footsteps(敵の足音) 元記事 http //www.gamereplays.org/community/index.php?showtopic=141752 未占拠状態のエリアにHMG部隊を単独で送り込む場合、部隊周辺の画面に切り替えて足音を聞くようにします。 敵部隊の喋り声や足音が不可視エリアから聞こえてくる場合があります。 敵部隊の声や足音を確認したら、HMGを迎撃態勢にして敵の不意を突きましょう。 このように敵の不意を突ければ、敵小隊の何人かを倒し、かつこちらのHMG部隊の損失、退却を防げます。 敵小隊が全滅もしくは退却したら、HMG部隊を当初の目的の場所へ配置しましょう。 ゲーム序盤でHMG部隊の全滅や退却という致命的な状況を回避するにあたって、このテクニックは有効です。 基本Tips #6:Dropped Weapon(落ちている武器) 元記事 http //www.gamereplays.org/community/index.php?showtopic=143349 役立ちそうな武器(重火器以外)は確実に拾っておきましょう。 例えばGrenadierがRiflemanの落としたBARを拾えば、対歩兵攻撃力を増すことになります。 またRiflemanがBazooka/Panzershrekを拾えば、対戦車部隊となるでしょう。 Engineer/Pioneerが最前線で戦車を修理しながらBazooka/Panzershrekを撃っている姿を想像して下さい。 戦車戦の最前線において、とても効果的ではないでしょうか。 BARを持ったPioneerは、Pioneerは優れたEngineerに匹敵しないと思い込んでいる敵を驚かせる結果を生むでしょう。 もしあなたが戦車隊を、そして相手がAT砲を数多く持っている場合、 AT砲のクルーを倒した後、残されたAT砲に戦車で「Ground Attack」を仕掛ける事で、残されたAT砲を破壊する事が可能です。 これは相手のAT砲を除去する為の効果的な手法です。 落ちている武器を効果的に使うことでゲームの流れを変える事が出来るでしょう。 基本Tips #7:Artillery(砲撃要請) 元記事 http //www.gamereplays.org/community/index.php?showtopic=143791 あなたが敵陣への反撃を考えているときに、複数の敵部隊を本陣へ退却させる事が出来たら 装甲車を敵司令部に素早く向かわせ、敵司令部とその周りの部隊へ砲撃要請をすることで、敵部隊をも巻き込む最大限の効果を得られる場合があります。 タイミングが完璧であれば、相手は何も出来ません。 また敵が混乱していたり、1箇所に敵部隊が固まっている時にも砲撃要請は有効ですが、敵側も着弾数秒前から確認出来ます。 基本Tips #8:Sniperでの監視 元記事 http //www.gamereplays.org/community/index.php?showtopic=144108 Sniperは高コストで打たれ弱いユニットですが対Sniper用に使えたりと概ね有用で、中でも砲撃の監視役として最適です。 この砲撃監視はMortar部隊との組み合わせで有効です。 Mortarの砲撃範囲は部隊の視界外まで及びます。 Sniperで敵部隊の位置を見ながら、砲撃を行う事が可能になります。 射程距離が長いので、Mortar部隊を自分の戦力で守る事も容易でしょう。 相手はその場所をあきらめて退却せざるを得ないので、その隙に防衛線を押し上げていきます。 またマップ外からの砲撃支援や105mm howitzers、NebelwerferやWalking Stuka等でも、この戦術によって相手の予想しない打撃を与える事が出来ます。 身を隠しての監視により、敵が見ていないポイントへの砲撃を行い、敵軍へ打撃を与える事が出来ます。 (※注 敵はこちらの視界を考慮して戦っている為、こちらの視界外と思い込んでいる場所への砲撃は不意打ちになり得ます。) 敵戦車や部隊をしつこく狙っていく事で、敵はミニマップ上の表示に集中せざるを得なくなります。 基本Tips #9:Panzershrenks/Bazookas (バズーカ/パンツァーシュレック) 元記事 http //www.gamereplays.org/community/index.php?act=ST f=1252 t=145358 st=0#entry1769919 Panzershrenk/Bazookaを使う際に、覚えておきたい5項目。 1.部隊を広く散開させて、様々な角度から戦車を攻撃する 2.Riflemanでsticky bombを使う時のように、出来る限り接近する事 Panzershrenkは8yd以内で100%、17yd以内で60%の命中率。 Bazookaは8yd以内で100%、17yd以内で40%の命中率。 ちなみにsticky bombの投擲可能距離が17yd。 3.出来るだけ遮蔽物を利用する 石壁であったり、戦車主砲が貫通しない残骸等。 4.Panzershrenk/Bazookaはリロード(再充填)に7.5秒掛かる 撃った後3秒間はその場から離れ、次の3秒で目標に再接近する。 (遮蔽物に身を隠す事を忘れずに) 5.部隊が全滅して落としたPanzershrenk/Bazookaは必ず回収し、敵に渡さない事 1人だけの部隊でもPanzershrenk/Bazookaを2本回収する事が可能で、その部隊の人員補充をする事により、別の一人が自動的にPanzershrenk/Bazookaを装備します。 ※追記 連合のRangerでThompsonのupgradeを行った場合、1部隊で4本のバズーカを所有出来るとの事です。 (Tips本文以下のポスト参照) 基本Tips #10:Avoiding Grenades(手榴弾を避ける) 元記事 http //www.gamereplays.org/community/index.php?showtopic=145715 歩兵で銃撃戦をしている最中、特に敵歩兵部隊との距離が近い時には、敵歩兵の動きに注意しましょう。 敵部隊の一人が手榴弾を投げる動作を確認出来れば、あなたの部隊は余裕を持ってその手榴弾を避ける事が出来ます。 ※追記 手榴弾は回線遅延の関係でグラフィックから実際の炸裂までタイムラグが生じる場合があります。 特にチーム戦で起こりやすい症状のようです。 (Tip本文以下のポスト参照) 基本Tips #11:Mortar Accuracy and Damage(Mortar部隊の命中精度とダメージ) 元記事 http //www.gamereplays.org/community/index.php?showtopic=146067 Mortar部隊を最大限に活用していますか? Mortar部隊は敵からの距離が画面半分程度ならば、かなりの確率で命中させる事ができます。 また1.5画面分くらいの距離であれば、十分命中させる能力があり それ以上の距離でも命中に期待は出来ます。 またもう一つ…Mortarの砲撃は対装甲にレート1の貫通力を持っています。 ちなみにRifleの対装甲貫通力はレート0.01です。 つまりMortarの砲撃は装甲車に対して、単純にフルダメージを与えられると言う事です。 (※注 レートが何を意味するのかが不明瞭ですが、レート1=100%という事でしょう。多分.sga等の設定数値だと思います。) 基本Tips #12:Mine/Barbwire Combo(地雷と鉄条網の連携) 元記事 http //www.gamereplays.org/community/index.php?showtopic=146356 地雷と鉄条網に関するちょっとしたトリックです。 鉄条網で通路を塞いだ際に、真ん中の部分だけを取り壊して、そこに地雷を設置しておきます。 こうする事でここを通ろうとする敵は、100%地雷を踏む事なり、甚大なダメージを被ることになるでしょう。 地雷が炸裂した後は、再び地雷を設置したり、鉄条網できちんと塞いだりします。 必ずしも真ん中を空ける必要もなく、地雷を逆側に置いても構いません。 工兵であろうが、車両であろうが、そこを通り抜けようとすればダメージを受けるのです。 基本Tips #13:The Tactical Map(戦略マップ) 元記事 http //www.gamereplays.org/community/index.php?showtopic=146761 戦略マップでは部隊がアイコンで選択出来るので、ゲームスタート時などに便利です。 HQでEngineerを生産し、初期Engineerに施設建設を命令したら戦略マップを表示します。 戦略マップ上で工兵にShift+右クリックで拠点占領の行動予約をしておきます。 こうする事で無駄な操作や画面移動を省略する事が出来ます。 また自陣で待機しているユニットを前線へ動かしたい、 しかし戦闘中で視点を自陣まで動かし、ユニットを移動させ、また戦闘区域へ視点を戻すという作業はしたくない、という時。 ここでも戦略マップを使えば時間短縮ができ、操作量も相手に劣らなくなるでしょう。 NUM0キーを押し、自陣のユニットを動かし、再度NUM0キーを押せば元の視点にすぐ戻れます。 また自陣付近のユニットを動かしている間、戦闘状態を把握できる事も便利です。 例えば敵戦車がこちらの戦車の側面を取りに来た場合、すぐNUM0キーで元の画面に戻し、戦車に動かす事が可能です。 基本Tips #14:Unmanned AT Guns(クルーが居ないAT Gun) 元記事 http //www.gamereplays.org/community/index.php?showtopic=147051 クルーを倒した後のATGunの処理について考えた事がありますか?これには2つの選択肢があります。 1つは歩兵部隊でATGunを回収し、残った歩兵部隊を司令部等で人員補充する事です。 PioneerやEngineer以外であればATGunに人員を裂いて、残った部隊は人員補充する事が可能です。 VolksgrenaidierやRiflemanでATGunを回収し、残った部隊の人員を補充する方法が、無人のATGunを回収して自分のものにする際に一番得なやり方です。 もう一つの選択肢として、自分で回収する必要が無いが、敵に取られると困る場合、 戦車を無人のATGunの傍まで移動させ、ground attackで破壊する事です。 ground attackの際には、かなり傍まで寄らないとなかなか命中しない場合があります。 ATGunを壊す事はどちらの陣営であっても戦況に影響を及ぼし、壊した場合は若干のexpを得る事も出来ます。 まずはVolksgrenadierやRiflemanでATGunを回収し、残った部隊の人員補充をする方法をお奨めします。 基本Tips #15:tracking Enemy Snipers(敵Sniperの追跡) 元記事 http //www.gamereplays.org/community/index.php?showtopic=148323 敵Sniperに自分の兵士が攻撃された時には、画面左端に出る警告メッセージをチェックして下さい。 "Unit Sniped"という表示の脇の赤いアイコンをクリックすると、画面が敵Sniperの場所に飛びます。 アイコンが消えるまでは何回でもクリックでき、その間は敵Sniperが移動しても追跡する事が可能です。 ※スペースキーがイベントキュー発生地点に画面移動させるショートカットですので、Sniper対策に限らず活用出来ると思います。 ※Snipedのイベントキューが出た時は、ミニマップに赤い円が表示されるので、それも判断材料になります。 基本Tips #16:Turning the Tide(ゲームの流れを変える) 元記事 http //www.gamereplays.org/community/index.php?showtopic=149252 主に歩兵戦に関して言える事です。 ゲーム中に1on1の状況になった場合(Pioneer vs EngineerやRifleman vs Volks等)、その場所へもう1部隊向かわせて数的優位を作り出す事を常に心がけて下さい。 その時には、2部隊をどちらも敵部隊の正面へ置かないように。 1部隊を円を描くように回り込ませ、敵の背後を取るようにする事。 こうする事で2 engineer vs 1 Volksや2 pioneer vs 1 Riflemanでも勝機を見出す事が出来るでしょう。(多少運次第な部分はありますが) そしてもう1つ 歩兵戦の際には、良いカバーポジションを見つける事と止まる事を何より大事にして下さい。 良いカバーポジションを見つけてそこにしゃがみ、部隊が動き回るのを止めて下さい。 部隊が動きながら撃った場合の命中率は50%で、余り良くありません。 基本Tips #17:Upgraded Infantry(アップグレードした歩兵) 元記事 http //www.gamereplays.org/community/index.php?showtopic=149620 アップグレードして自動小銃(BARやMP40等)を持った部隊の場合、相手の部隊へ接近させた方がより効果的です。 長距離からでは半分がミスショットとなるでしょう。 敵に突撃することで、武器をアップグレードした効果をより発揮することが出来るでしょう。 基本Tips #18:Micro and Macro(細かい操作と広い視野) 元記事 http //www.gamereplays.org/community/index.php?showtopic=149976 これをマスターする為に努力しなければなりません。 敵と対峙する際にはいつも冷静に、集中し、そして広い視野で物事を考えなければいけません。 私がRTSゲームを始めた頃は、相手と同等もしくはそれ以上の操作や対応が出来ずに何回も負けていました。 そこで色々と練習をするようになりました。遠くからでも本陣の状態を注目することもそうです。 例えば本陣から離れたユニットを操作している間でも、時々資源を確認したり、ユニット探しのホットキー(動いていないユニットを探す)を使ってみたり。 CoHでは自陣施設のを選ぶのにF1、F2、F3…を良く使っています。 あなたが画面の中での戦いにより注目しながらも(ユニットの動きにより集中しながら)本陣を意識出来るようになった時、 あなたの中でミクロとマクロの融合が始まった、と考えます。 自分のものに出来れば、良い結果をもたらすことでしょう。 ※"Base"を「本陣」としましたが、「資源」や「自領内」など様々な意味合いを含んでいると思います。 基本Tips #19:Mine-triggering(地雷の起爆) 元記事 http //www.gamereplays.org/community/index.php?showtopic=150419 自軍のユニットが自分の設置した地雷のすぐ傍で銃撃戦をしている場合、少し遠ざかった方がいいでしょう。 敵の砲撃などで地雷が爆発する事があり、爆発範囲にいれば敵味方関係無くダメージを受けます。 特に連合M8で敷設した地雷は爆発ダメージが大きいです。 M8の地雷は即敷設が可能で、かつ2部隊を簡単に全滅させる事が出来る強力なものです。 M8で2部隊程の敵兵に接敵した場合、近寄って敵の目の前で地雷を敷設し、 車体2つ分くらい後ろに下がり、地雷を狙って起爆させるという技が使えます。 基本Tips #20:Anti-Tank Guns(対戦車砲) 元記事 http //www.gamereplays.org/community/index.php?showtopic=151513 対戦車砲は敵車両に対して最も基本且つ強力な対抗手段です。 生産に弾薬も燃料も必要無い上に、素晴らしい対車両攻撃力を持っています。 そこで対戦車砲が簡単に倒されないようにするにはどうしたらいいでしょうか? ●散開させて、上手くお互いをカバー出来るようにしましょう 距離を取る事で、砲撃によって一斉に叩く事が出来なくなります。 お互いが側面をカバー出来るように配置する事もポイントです。 1部隊が側面を取られても、他の部隊が対応出来るようにします。 枢軸であればカモフラージュを使う事で、相手に気づかれないように配置する事が出来ます。 ●敵車両の側面や背面を狙えるように配置を工夫してみましょう ●守備的に配置する場合、前面に砂嚢を積むとカバー効果が期待できます そして地雷も活用していきましょう。 対戦車砲を攻撃しに来た歩兵を制圧/釘付けにするだけでなく、側面を取りに来た車両にエンジンダメージを与える事も可能です。 ●歩兵、SniperやMortarなどから対戦車砲を守りましょう 対戦車砲は上手に配置すれば車両にやられる事はまずありません。 そこで相手は対戦車砲を歩兵で排除しようとしてくるはずです。 その為に歩兵対策をしておかなければなりません。 MG等が適任ですが、余り近くに配置しないように注意が必要です。 敵の砲撃により全滅させられないようにしましょう。 ●対戦車砲の体力バーは砲の耐久力では無く、砲手の体力を示しています 戦闘毎に工兵で対戦車砲を修理するようにしましょう。 修理する事で戦車の砲撃をより食い止める事が出来ます。 ●常に後方に配置するようにします 対戦車砲の射程距離はかなり長いです。このアドバンテージを活かしましょう。 常に自戦力の後方へ待機させるように心がけましょう。 基本Tips #21:Reload Times(リロード時間) 元記事 http //www.gamereplays.org/community/index.php?showtopic=151922 全てのユニットは移動している間は厳しいペナルティ(命中率の補正)を受けます。 発砲している間は静止するのも良い手段です。 しかし全ての車両は砲弾のリロード時間が存在します。 戦車で一般的に6~7秒くらいの時間です。 そこでこのリロード時間の間、より有利な場所へ移動させ、次の砲撃までに停止するようにします。 高価で重要な戦車を倒されにくくする方法です。 基本Tips #22:バンカーの守備 BunkerかMGNestにユニットを駐留させれば、あらゆる側面から建物への攻撃を防ぐ、素晴らしい効果を上げるでしょう。 これらの建物に駐留したユニットは、敵の攻撃に対して大きな耐性を得ることができます。 Sniperの狙撃にも幾度となく耐え、Grenadeの投擲すら大きな効果を上げることは出来ません。 Heavy Machine Gun Teamを駐留させれば、装甲部隊やMortarによる攻撃を除く、ほぼ全ての攻撃から安全だと保障されます。 しかも、Heavy Machine Gun Teamのコストのみで済むので、これは大変安価な作戦です。 資源を無駄にせずに済むことも第一に、これはBunkerを防衛している他の部隊を別のことに動かす余裕ができ、 必要ならば、Bunkerに補助的なアップグレードを施すことも出来るからです。 General Tip #23 - Dancing [10/29/2006] Oftentimes an MG squad will just barely beat your Riflemen/Volks into a building, soon to unleash hell on your troops. There is a counter, however, that enables your infantry to deal with the garrisoned MG. Simply dance or strafe the building from one side to the other, back and forth, continuously and never standing still. The main MG dude will constanly change windows to fire at your squad but, due to the deploy and redeploy times, actually never get a shot off. This way, your infantry squad will wear the MG squad down and kill it, or force it to ungarrison and retreat. With a little practice, you can thus reverse the entire situation of the classic Garrisoned MG ™. By Gnug315 General Tip #24 - Grenades vs Garrisoned Troops [10/30/2006] When using a grenade on a garrisoned mg42, try to get the mg42 firing out of one of the shorter sides of the house. This will cause the mg42 team inside to get closer together, and in most cases allow your grenade to kill the entire team. By Bentguru General Tip #25 - Backing Up [10/31/2006] A completely crucial part of tank warfare is backing up and away from danger while keeping your protective front armor, as well as your turret, facing your enemy. Tanks are quite maneuverable this way too, being able to make just as sharp turns backing up as when going forward. Do this by clicking a short length behind your tank, and if needed, shift-queue and entire escape route away from the battle, dodging obstacles et al and providing the speediest, safest retreat possible. The only vehicle that can t do this, in fact, is the Axis Motorcycle. By Gnug315 General Tip #26 - Know Your Enemy! [11/1/2006] Ever wish you could figure out who you are going up against when the match starts? Well, now you can! When you have a few seconds of free time in the beginning of a match, hit ctrl + shift + ~ on your keyboard and it will bring up the console. Search a bit and you will find your opponents name. At first it may be hard to spot amongst all the other words, but if he lags it will say it 4-5 times between some [ ]. Usually you can find it about halfway down the console page. Now you can know who you re fighting without waiting to see one of his units! By Lewclan General Tip #27 - Kiting [11/2/2006] Kiting is a term used when a vehicle seemingly attaches itself to an enemy squad by an invisible thread, usuing it s superior range to deal out damage whilst staying outside sticky-bomb or bazooka range. It requires studious micro, but can effectively completely counter any number of enemy squads. Simply keep your vehicle at the correct length, advancing and backing up as needed while unleashing a constant stream of salvos at your target. Your enemy will be forced to deal with your unit with other means. It is most commonly seen with Jeeps vs Pioneers, Pumas vs Riflemen w/ stickies, and Ostwinds vs Rangers, but also goes for the slower, more lumbersome tanks. By Gnug315 General Tip #28 - Killing Snipers [11/4/2006] If you spot a sniper, and don t have a jeep/bike then don t be afraid of charging it with e.g. riflemen. All units are able to detect the sniper, if you are close enough. Even a squad of pioneers are able to take out a sniper if you are lucky enough. So if you see a unsupported sniper starts shooting at your riflemen, press space (go to last event), trace the "smoke tail" and move your riflemen towards the direction of the "smoke tail". Then either use a Jeep/Motorcycle to detect the Sniper or charge it with your infantry. Goodbye, Sniper. By decon General Tip #29 - Hiding [11/6/2006] Hiding is an important part of warfare. As Sun Tzu states, when badly outnumbered, avoid the enemy entirely. In CoH, hiding can be used effectively against your enemy for example when you have decapped an opponent s point, but know he has dispatched troops to deal with you. Instead of trying to cap the point too, in the middle of enemy territory, run off with your units and hide in the corner. You will see that your enemy has defended the point when it starts blinking again as he captures it. Then, when he has done so, and most likely moved on, return your sneaky little squad to the point and decap it once again. Prime examples would include the two corner medium munition points on Semois, but almost all can be used like this in some way or the other. By Gnug315 General Tip #30 - One Way Door [11/7/2006] Barbed wire plays a crucial role in CoH, used to prevent enemy access to critical areas or thru chokepoints. There s a little detail you might not be aware of, tho because you can delete your own barbed wire at any time (simply select it and hit the delete key), it really acts as a one-way door. This is why you ll occasionally see good players wire off the same chokepoint; if the passage is already blocked to the second player, he might as well deny the first one this luxury. By Gnug315 General Tip #31 - Control Groups [11/9/2006] If you have decent amount of soldiers, group them together by select the units you want, then press "Ctrl" + a number. ex. Ctrl + 1 for Riflemen Ctrl + 2 for HMGs Ctrl + 3 for supportive infantry etc. This will prevent you from getting panic when your enemy surprise attack you, you can fight back instantly by these short cut numbers. Also, although this feature is comfy, don just select them and fight because they tend to stick together(BIG target for rockets/bombs), u have to micro them to take hard cover as many as possible. By total90 General Tip #32 - Garrisoned Snipers [11/10/2006] Garrisoned Snipers have a number of advantages over ungarrisoned Snipers. They fire more quickly, inflicting the same amount of damage, and are basically immune to infantry charges. However, a lone Sniper in a building is a sitting duck for an enemy Sniper -- they can be killed in one hit. Use this to your advantage if you see a Garrisoned enemy Sniper as well. It is bets to Garrison a Sniper with another unit, be it an Engineer squad or a Heavy Machine Gun team. The enemy Sniper trying to get yours will hit the other unit in the building and yours will be free to snipe his in one shot. By Moony General Tip #33 - Riflemen vs Garrisoned MG s [11/13/2006] 2 Riflemen Sqd 1 Garrisoned HMG (No Grenades) Try this on semois. If the axis player garrisons a HMG in a building, take one rifleman squad and place it in a nearby building to take their fire. Once he s shooting at the first squad, move the 2nd squad in. Unless you approach from the same vector as the 1st squad (please don t, that s just silly) they won t get suppressed. This 2nd squad can walk right up to the garrisoned building and just shoot the crap outta the MG squad. The MG squad cannot change targets, they will keep on shooting at the rifler squad in the building. It s rather silly, but I ve had it done to me and I ve done it to others. By th15 General Tip #34 - Destroying Hedgerows [11/14/2006] Mid-game and with no unit to push through hedgerows, break out the mines. Place a mine or two (usually needs two) real close to or even under a piece of heavy hedgerow, step back and lob a grenade or have a stug shot at the mines. A new front has just been opened for attack for your armor and infantry. For less than 100 munitions it s possible to bypass nasty chokepoints, flank them, and catch them with their pants down. By tnx3 General Tip #35 - Tactical Map [11/27/2006] Using tactical map to track enemy movement, when you bring up the tactical map, you see all the points thats not in LOS in gray, when you select a unit. and hover your mouse over the points, you will see 1 of 2 things 1. the pointer will change to the capping icon, the white circle with a tail like thing 2. no change Translations 1. the point if not being capped 2. enemy is capping that point Scan the map early on will let you get a grip where your enemy is heading to and how many units he might have The tactical map also tell you which points are OPed without having to scout it out. if you see a high fuel point giving +26, you know its OPed and its best to bring a flamer if you wish to destory it Normal - OPed High 16 - 26 Med 10 - 18 Low 5 - 8 By Sturmtruppen General Tip #36 - Attack Ground [01/01/2007] Why is there an attack ground option? Well there are many uses, to destroy unmanned AT guns to gain experience and deny the enemy a free AT gun. Do destroy any hidden units or mines that you think might be somewhere but just can t see it. Another good use is to use it to purposely miss when the Allies have War Machine on. That way if you can soak up some damage you can just shoot the ground until the power is over. Also if you see a Tiger/Tiger Ace that has no guns and damaged engine just ignore it. Remember they can only get 1 Tiger Ace and 2 Tigers. If you leave it alone that will buy you time before he destory/repair that on and get another Tiger. By Neubine General Tip #37 - Pioneers vs Engineers [01/15/2007] Pioneers HP 140 Build Time 14 Build Manpower 120 Engineers HP 165 Build Time 21 Build Manpower 140 Now, I’m an axis player and I hear many complaints from other Axis players about the inability of Pioneers to compete in a fight with Engineers, but the HP difference is only 25, so if at all possible put your Pioneers in cover (even light) and they will stand a good chance of coming out victorious. Another bonus of Pioneers is that they build so quickly you are able to have more out quicker, early game, compared to engineers, giving you a short (but sometimes) helpful advantage rushing to a certain strategic point, or barb wiring off an area, while your first Pioneer builds you base. (Or vice versa, take your starting Pioneer and rush and your built one will begin constructing your Wehrmacht Quarters before the allies built Engineer would start building a barracks) One last bonus of Pioneers is the free wire cutters at tier 2, which you can have within the first 5 min of a game while allied engineers seem to never take time to upgrade wire cutters for 50 munitions. The main advantage of the Engineer is that it has the obvious 3 man squad, allowing you to overcome the pitiful 2 man Pioneers if you charge. This also aids in the survivability of a squad against Axis snipers therefore allowing you to rush one and kill him if lucky as well as providing a greater chance of preserving the upgrades (be it flamethrower or mine sweeper) of that squad. by BroVVn General Tip #38 - Medic Bunkers [01/22/2007] In 1vs1 games you rarley see medic bunkers being used, this is problably because people tend to overlook their usefulness. As long as you get casaulties (not deaths) from fighting, the medics will run over there, picking up the injured carrying them back to the bunker. Once they ve gathered enough injured you will get a new squad. Axis spawns a grenadier unit. Allies spawns a riflemen unit. build the bunker close to the fighting, this way you will get your new unit deployed in the middle of the battle. If you also combine this with Axis defensive doctrine you can reinforce any casualties sustained if you move your squad close to the bunker, much like a forward barracks. Just build your bunker in cover to make sure it doesent take to many hits from the enemy player. you could also garrison a MG42 in the Axis bunker to make it an Mg nest that spawns troops. By Status Quo General Tip #39 - Evading with Sniper [02/05/2007] If you see an enemy engineer or pioneer squad rushing at your sniper-don t retreat! Instead shoot down one of the squad and then unactivate camouflage and run back. The sniper will be able to move back at either the same or greater speed than the enemy engineer squad, so you won t be taking much damage from their SMGs. Just be sure that you stay away from close combat with the enemy squad and you ll be fine. Once their squad gives up the chase-have your sniper shoot them in the back. This tip works best against Engineers and Pioneers because their weapons are only good at close range combat and they have a low number of squad members-don t try and use it against riflemen! By General Grant General Tip #40 - Tanks [02/12/2007] Knowing all the best things to do when using a tank can save many of them. Make the tank face threats. The front of every vehicle is the strongest spot. Sometimes shells will even bounce off the tiger s front armour. Sometimes facing all your tanks at once won t work because they are being attacked from more than one direction. In this case, command them individually or try moving them back a bit. This should reduce the amount of directions your tanks are being attacked from. If you re still being attacked from a lot of directions, make your tanks face the center vector of the attacks. You will force a lot of the attacks to hit the front of the vehicle instead of the side. Use the tanks reload times. I m pretty sure this has been said before but Every tank has a long reload time (Except for the Flakpanzer of course.) You can use this time to move your tank into a place where it can deal more damage to the enemy tanks. Make sure you tell your tank to face the enemy after you move it. If the enemy hasn t noticed, they won t turn their tanks toward you until you ve done a lot of damage. Halt your vehicle just before it shoots then move again. The next time they reload, try moving to the back of the tanks (If they haven t already turned.) Do not try to go to the back on the first move. DO NOT BUNCH UP. If you bunch up your tanks, they are extremely vulnerable to artillery and other explosive attacks. If you have to, move your tanks individually. It will save you a lot of fuel. Retreating. Your tanks are low on health and you want to get them out of the battle. DO NOT turn them around. Individually tell them to drive backwards away from the enemy. Much less damage will be done to them because the front of the tank is being hit. This can save a lot of tanks. It is also a good idea to get your mortar to fire smoke between the enemy and your tanks. Flanking. If you re having a tanks vs tanks battle with your enemy, and you re sending in another group of tanks, DO NOT send the tanks to the same place your other tanks are. Send them to the opposite side of the tanks. You will do much more damage to the enemy, and they won t be able to "Face You" because you have tanks on both sides. If there is any AT, tell the new group of tanks to kill it first. Get close. If you don t have any time of weapon to "launch" on the enemy tanks in battle, but they do, make sure you get your tanks as close as possible to the enemy without allowing them to get behind you. They are much less likely to attack you with artillery. If they do, the artillery will probably be farther away from you than usual, because they don t want to damage themselves at all. By EarthHunter General Tip #41 - Cover [02/18/2007] Cover has many uses and is not simply something you stick your troops into when in a battle. If you know you have lost a skirmish and all you have left to do is retreat your squad, you may want to manuever them a few steps left or right so that their direct line to your HQ contains some cover. Retreating units already have a huge armor bonus, and when this is added to medium and high cover, the unit is almost invincible. This can prevent you from losing your squads while retreating. Also, if your unit is on a road (like the one in the middle of Angoville) try to avoid retreating them on the road because they will have negative cover - meaning their retreat armor bonus is severly decreased. Also, if you are charging another unit with your own, I. E. riflemen charge unupgraded volks, or mp40 d volks charge riflemen, etc, instead of simply beelining towards them over open ground, check to see if there is a line of bushes or a wall that you can run through to get to them. This way you decrease the odds of you losing too many men before you reach an advantageous distance from your enemy. If you have to charge an enemy across a road, try to stay on the sides of the road, most of the roads have ditches which are yellow or medium cover. Finally, cover can really buff otherwise weak units and give them a decisive advantage over the enemy. I m not just talking about sticking regular infantry in there, stick some pioneers in a bush with your mg and riflemen that try to flank and then run up close may find the nasty suprise of 4 mp40 s firing back. Also, when you are defending a postion, you can have your troops in your selected cover, and then use your tanks to run over bushes, walls, fences, etc, so that when the enemy does attack, he ll realize that there is no cover except yours! All in all, remember that cover is a major part of Company of Heroes and that it has equal significance in the early, middle, and late game. Remember that nearly everything in this game is cover - for example, sneak your infantry behind their lines, kill the AT guns and then use the unmanned AT gun as green or high cover! By Lewclan. General Tip #42 - Roadways [03/12/2007] Roadways are a terrain feature that is present in all 3 of the 1v1 maps. When vehicles traverse the map on a road they get a very significant speed bonus that makes traveling to a destination much less difficult. Though not confirmed I would say the speed bonus is about 1.5x their normal speed, making it worthwhile if you can. One of the dangers of road travel however is that your opponent may place mines on the roads, rendering it dangerous to travel on. A Mine Flail or a squad of Engineers with Minesweepers can make this a little less dangerous, and cost your opponent munitions while giving you a slight peace of mind. For the Axis, there are a couple benefits as well, mainly for StuGs. StuGs not only move faster on a road but they also TURN faster, making them able to keep up and shoot at circling Shermans, which is very handy in a tank battle. The same mine danger is present however, and you should be especially weary if you see M8s running around the battlefield. Here are some tactical map shots with the roadways marked with a red line Angoville Semois Sturzdorf So as you can see they are placed in very tactically viable positions on the map that are good for quick escapes or a speed boost in combat for any vehicle from jeeps and bikes to Pershings and Tigers. By Kleatus The Road Bonus Not only does the road impart a speed bonus to vehicles that travel down it, but it also imparts a "Turning Speed Bonus" to a StuG parked on it. (or any other tracked vehicle) A StuG on a road can keep up with a tank attempting to circle-strafe it and thus defend itself. By JohnHardtack General Tip #43 - Rally points from buildings [03/19/2007] This is a helpful feature from all buildings, you have the ability to send units where ever you want them as soon as they are built. Select the building and simply right click where you want them to go. You can set rally point to other units on the field so that any new unit will automatically go to where that unit is. Helpful with engineers to repair units. You can also set rally points to buildings that can be garrisoned and your units will automatically enter them and set up to attack when they arrive. Just be careful with this option and make sure no enemies beat you into the building you want to occupy. This is important throughout the game, always use this to start your troops moving in an appropriate direction instead of standing around in your base! Further, you can set the rally point from your HQ unto your first building and the first Engy/Pio who pops out will automatically start to help build! By hillhome General Tip #44 - Using Shift+Click [03/26/2007] Shift + Click is a method you can use to queue up orders for your units. This can be used in many different areas of the game and I list some ways of what this can be used for below. So say you are on Beaux Lowlands in the Allied normal starting position. You want your 2nd engineer in this game to go cap the strat point left of your base, the munitions in the lower left corner, and the fuel point right above that. Instead of trying to time your clicks so that you get back to the unit right when a point is capped do the following Click on your unit. Press down the shift key and hold it in. Click on the 3 points you want to capture with that unit (you can even do it from the tactical map!). Once all 3 are clicked let of the shift key and click off of that unit. It will then go about its ordered task to cap those points for you! This can also be used with the tactical map for even faster early capping order speed. Further, you can use the same thing, holding down shift and issuing orders to lay multiple different sections of wire, sandbags, mines or a mix of all three things! What will end up happening is that once you lay down a section you will need to right click, this will instantly bring up a new section attached to the one you just ordered to go in. Simply right click again to get out of that and move your mouse to what you want to wire/bag/mine next. Click or use the hotkeys for whichever wire/bag/mines you were working on building and put the next section where you want it to go. As soon as your unit is done with the first sections of wire/bag/mines it will move automatically to the next one until it dies or runs out of queued orders. Plus you can use this with your units to deliberately tell them where to go, say for instance you want to down by the river on the upper left side of Beaux to flank your enemy. This method allows you to do that instead of having those units charge towards the shallows like the normal pathing would tell them to do. Last, but not least, you can use this to help your tanks reverse and hide behind buildings. It is much easier to reverse and curve your reverse by using Shift + Click. Now go practice and learn new ways to use this method soldier! By hillhome To queue wire or mines, you have to know a little trick. Here is the key sequence to wire 2 seperate sections Say your first pio is busy building Wehrmacht Quarters in the South on Semois, and you want him to go wire the northwest pin, stopping your opponent from getting at that House and that hi-Ammo. While building, do this 1.Select the Pios 2.Click or use hotkey to "build defensive" 3.Click or use hotkey on "build wire" 4.HOLD SHIFT and left-click the hedges to start the wire 5.KEEP HOLDING SHIFT left-click to finish the wire 6.RIGHT-CLICK anywhere (this is the trick, this stops you from continuing to wire) 6a. insert It s a good idea to now HOLD SHIFT RIGHT CLICK them towards the next destination (this prevents them from funny pathing bugs and you can make sure you wind up on the correct side of the wire after you build it) 7.Click or use hotkey to "build defensive" again 8.Click "build wire" 9.HOLD DOWN SHIFT left-click to start the next wire location by the road 10.KEEP HOLDING SHIFT drag the wire into the little lake, left-click to finish the wire 11.RIGHT-CLICK to break the wiring pattern 12.Now HOLD SHIFT right-click to go cap the +16 ammo that you just secured! If you want to wire a box, you can just keep shift-left-clicking and draw the four points of the box. When you want to stop wiring and go on to something else, just right click anywhere. Same is true for mines. Building single mines in different locations is far more effective than stringing a line of mines (which all blow up at once and usually only do 1 mine s worth of damage). 1.Select the Pios 2.Click or use hotkey to "build defensive" 3.Click "build mines" 4.Left-click a location to start 5.Spin them to the perfect spot and left-click again to finish the mines 6.HOLD SHIFT right-click them to move to the next mining spot 7.Click "build defensive" 8.Click "build mines" 9.HOLD SHIFT left-click to place the mine 10.KEEP HOLDING SHIFT left-click again to finish the mine 11.Right-click anywhere to stop stringing mines 12.HOLD SHIFT right-click your Pios to some cover near by (never hang around your mines or you may get blown up by them) note whether or not you hold shift while clicking "build defensive" and "build mines" is unimportant By AmiPolizeiFunk General Tip #45 - Tabbing Units [04/02/2007] General Tip #46 - Camo-Counters [04/09/2007] General Tip #47 - Countering Barbed Wire [04/16/2007] General Tip #48 - Control Sectors [04/30/07] General Tip #49 - Unit/Resource Management [05/06/07] General Tip #50 - Selective Exiting [05/14/07] General Tip #51 - MG/Sniper Counter [28/05/07] General Tip #52 - The Dead Have Eyes [04/06/2007] General Tip #53 - Targetting in Large Scale Engagements [6/10/07] General Tip #54 - Overextending [7/02/07] General Tip #55 - Anti-spam [7/16/07] General Tip #56 - Early Game Tips [7/30/07] General Tip #57 - Advanced Mine Tactics [12/8/07] General Tip #58 - Pursuing and retreating [30/8/07]
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memo source 1 /* Licensed to the Apache Software Foundation (ASF) under one or more 2 * contributor license agreements. See the NOTICE file distributed with 3 * this work for additional information regarding copyright ownership. 4 * The ASF licenses this file to You under the Apache License, Version 2.0 5 * (the "License"); you may not use this file except in compliance with 6 * the License. You may obtain a copy of the License at 7 * 8 * http //www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 #ifndef APACHE_HTTP_MAIN_H 18 #define APACHE_HTTP_MAIN_H 19 20 #include "apr_optional.h" 21 22 /* AP_SERVER_BASEARGS is the command argument list parsed by http_main.c 23 * in apr_getopt() format. Use this for default ing args that the MPM 24 * can safely ignore and pass on from its rewrite_args() handler. 25 */ 26 #define AP_SERVER_BASEARGS "C c D d E e f vVlLtSh?X" 27 28 #ifdef __cplusplus 29 extern "C" { 30 #endif 31 32 /** 33 * @package Command line options 34 */ 35 36 /** The name of the Apache executable */ 37 AP_DECLARE_DATA extern const char *ap_server_argv0; 38 /** The global server s ServerRoot */ 39 AP_DECLARE_DATA extern const char *ap_server_root; 40 41 /* for -C, -c and -D switches */ 42 /** An array of all -C directives. These are processed before the server s 43 * config file */ 44 AP_DECLARE_DATA extern apr_array_header_t *ap_server_pre_read_config; 45 /** An array of all -c directives. These are processed after the server s 46 * config file */ 47 AP_DECLARE_DATA extern apr_array_header_t *ap_server_post_read_config; 48 /** An array of all -D defines on the command line. This allows people to 49 * effect the server based on command line options */ 50 AP_DECLARE_DATA extern apr_array_header_t *ap_server_config_defines; 51 52 APR_DECLARE_OPTIONAL_FN(int, ap_signal_server, (int *, apr_pool_t *)); 53 54 #ifdef __cplusplus 55 } 56 #endif 57 58 #endif /* !APACHE_HTTP_MAIN_H */
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環境;FreeBSD6.3 コピペパーツ 時計あわせ ntpdate -s -b 133.100.11.8 カーネルチューニング ===/boot/loader.conf=== echo /boot/loader.conf; echo kern.ipc.nmbclusters=32768 /boot/loader.conf; echo kern.ipc.maxsockets=32768 /boot/loader.conf; echo accf_http_load="YES" /boot/loader.conf; echo beastie_disable="YES" /boot/loader.conf; echo kern.maxssiz="134217728" /boot/loader.conf; echo kern.dfldsiz="1073741824" /boot/loader.conf; echo kern.maxdsiz="1073741824" /boot/loader.conf ===/etc/sysctl.conf=== echo /etc/sysctl.conf echo net.inet.tcp.inflight_enable=1 /etc/sysctl.conf echo kern.maxfiles=16384 /etc/sysctl.conf echo kern.maxfilesperproc=14745 /etc/sysctl.conf echo kern.ipc.somaxconn=4096 /etc/sysctl.conf echo kern.ipc.maxsockbuf=1048576 /etc/sysctl.conf ===前準備 ~ パッケージからインストール -r するとリモートからとってくるよ編~ === pkg_add -r perl pkg_add -r rsync pkg_add -r cvsup-without-gui pkg_add -r zip pkg_add -r unzip pkg_add -r wget pkg_add -r curl pkg_add -r libxml2 pkg_add -r expat2 pkg_add -r cclient pkg_add -r tidy-lib pkg_add -r freebsd-update pkg_add -r jpeg pkg_add -r png pkg_add -r freetype pkg_add -r freetype2 pkg_add -r gd pkg_add -r mhash pkg_add -r bsdsar pkg_add -r openssl ===cvsup=== cvsupは vi /usr/share/examples/cvsup/ports-supfile で host=backup1.atwiki.jp に設定。 rehash でパスを再読み込み ==cvsupでportsを更新== cvsup /usr/share/examples/cvsup/ports-supfile アパッチ fetch ftp //ftp.lab.kdd.co.jp/infosystems/apache/dist/httpd/apache_1.3.41.tar.gz tar zxvf apache_1.3.41.tar.gz cd apache_1.3.41 setenv EXTRA_CFLAGS -DFD_SETSIZE=16384 ./configure --prefix=/usr/local/apache13 --enable-module=most --enable-module=so --enable-shared=max --enable-suexec --suexec-caller=www --suexec-logfile=/usr/local/apache13/logs/suexec_log --suexec-uidmin=10000 --suexec-gidmin=10000 make make install mod_layout改造版をどっかからとってくる。 tar zxvf mod_layout cd mod_layout-3.4 vi Makefile make make install Mysql cd /usr/ports/databases/mysql41-client/ make WITH_CHARSET=sjis WITH_XCHARSET=all make install cd /usr/ports/databases/mysql41-server/ make make install /etc/my.cnf設置→どこかのサーバーからコピー PHP fetch http //jp.php.net/get/php-5.2.8.tar.gz/from/this/mirror mv mirror php-5.2.8.tar.gz tar zxvf php-5.2.8.tar.gz cd php-5.2.8/ ./configure --with-apxs=/usr/local/apache13/bin/apxs --enable-mbstring --with-openssl --with-tidy --with-gd --with-jpeg-dir=/usr/local --with-zlib --enable-mbregex --enable-gd-jis-conv --with-freetype-dir=/usr/local/ --enable-zend-multibyte --enable-mbstring=japanese --enable-ftp --with-png-dir=/usr/local --enable-memory-limit --with-xmlrpc --enable-imap --with-mysql=/usr/local --with-pdo-mysql=/usr/local --enable-iconv --with-gettext --with-curl --with-mh make make install proftpd cd /usr/ports/ftp/proftpd make (defolut + quota + mysql) make install APC ===autoconf/aotoheader=== cd /usr/ports/devel/autoconf213/ make make install ln -s /usr/local/bin/autoconf213 /usr/local/bin/autoconf ln -s /usr/local/bin/autoheader213 /usr/local/bin/autoheader ===APC=== fetch http //pecl.php.net/get/APC-3.0.12p2.tgz tar zxvf APC-3.0.12p2.tgz cd APC-3.0.12p2 phpize ./configure --enable-apc-mmap--with-apxs --with-php-config=/usr/local/bin/php-config make make install mod_bandwidth.c mkdir tmp cd tmp/ fetch ftp //ftp.cohprog.com/pub/apache/module/1.3.0/mod_bandwidth.c /usr/local/apache13/bin/apxs -c mod_bandwidth.c /usr/local/apache13/bin/apxs -i -a mod_bandwidth.so /usr/local/apache13/bin/apachectl restart httpd.confを設定する前に作業デレクトリを作成。 mkdir /usr/local/apache13/bandwidth mkdir /usr/local/apache13/bandwidth/link mkdir /usr/local/apache13/bandwidth/master chown -R www www /usr/local/apache13/bandwidth mod_limitipconn fetch http //dominia.org/djao/limit/mod_limitipconn-0.04.tar.gz tar zxvf mod_limitipconn-0.04.tar.gz cd mod_limitipconn-0.04 vi Makefile APXS=/usr/local/apache13/bin/apxs ←apxsをフルパスで指定 make make install 権限変更 権限変更750 chmod 750 /root/ chmod 750 /usr/local/apache13/conf/* chmod 750 /usr/local/etc/ chmod 750 /usr/local/etc/proftpd.conf chmod 750 /usr/home/ now ディレクトリ ファイル設置 /usr/local/www/以下 /usr/local/www/htdocs/_/ /root/_atpages/ /usr/local/www/session/ /usr/local/www/skel/ /usr/local/lib/php.ini /etc/my.cnf python インストール cd /usr/ports/lang/python25/ make make install ruby インストール cd /usr/ports/lang/ruby18/ make make install /etc/rc.confに追加 mysql_enable="YES" mysql_dbdir="/usr/local/mysql_data" proftpd_enable="YES" analog cd /usr/ports/www/analog/ make make install vi /usr/local/etc/analog.cfg ↓修正 LOGFORMAT COMMON LOGFILE /usr/local/apache13/logs/access_log OUTFILE /usr/local/www/htdocs/_analog/index.html その他 mysql設定 apache設定 proftpd設定 pf追加 /etc/crontab 編集 /etc/newsyslog.conf 編集 CGI グループ追加 pw groupadd -n pages -g 10000 php,cgiインストーラーのスクリプト設置 scp -rp dir/ ImageMagick cd /usr/ports/graphics/ImageMagick/ make make install perlモジュール cpan Jcode.pm モジュール cpan install Jcode DB_File モジュール cpan install DB_File DBI モジュール cpan install DBI DBD mysql モジュール cpan install DBD mysql ↑失敗したら、下記のURLからダウンロード http //www.cpan.org/modules/by-module/DBD/ tar zxvf DBD-mysql-4.010.tar.gz cd DBD-mysql-4.010 perl Makefile.PL make make install CGI.pm モジュール cpan install CGI image size http //search.cpan.org/~rjray/Image-Size-3.1.1/lib/Image/Size.pm Pythonモジュール ./ez_py.pv mysql /usr/ports/database/py-Mysqldb/ make make install SQLite /usr/local/bin/easy_install SQLObject ipython追加 cd /usr/ports/devel/ipython/ make make install ruby モジュール cd /usr/ports/databases/ruby-mysql/ make make install cd /usr/ports/databases/ruby-sqlite/ make make install
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