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https://w.atwiki.jp/pokemanofjoytoy/pages/123.html
《修道院の娘/Convent Miss》 修道院の娘/Convent Miss パーソン コスト:1TT 1/2 ローマ帝国、メイド:侵攻、治療Lv.1 宗教系財政カードを1枚も所有してない場合、修道院の娘を解雇する。 熟練:治療を搭載したメイドということで、使い勝手は非常に高い。コマンドが奉仕?であれば、普通の攻撃ではノーダメージとなる。 ただし、そのためだけにこれだけのコストを支払えるか。
https://w.atwiki.jp/perpetuum/pages/33.html
FACTORY(工場) この施設のアイコンの上にマウスカーソルを乗せれば、Makerのレベルが施設名の後に表示されます(Ⅰ、Ⅱ、Ⅲ。)このMakerのレベルは施設の発展段階によって決まります。つまり、レベルが高ければそれだけ生産効率が向上します。最も効率よく生産できる工場を色々なターミナルを旅して見つけて行きましょう。尚、工場はPrivate storageに入っている原料や材料しか扱うことが出来ませんので、必ず生産を行うときは材料をPrivate Storageに入れてください。 工場は大量生産のための施設です。Assembly lineを利用して生産するためにはまず、必要なCalibration Template(以下CT)を手に入れなければなりません。CTはReverse engineering facilityにて作成することができます。 CTをFactoryウィンドウのCTのアイコンが表示されているところにドラッグアンドドロップすると、確認画面が表示されます。内容を確認してOKをクリックすれば、利用可能なFactory Lineに生産工程(Production program)が登録されます。 Filling up a factory line does not necessarily mean you have to produce anything, but if you wish to, choose a program from your list. 生産のプロセス ではFactoryウィンドウの右側に表示されている要求事項(Requirement)を見てください。ご覧のとおり色々な材料が必要です。材料は鉱物資源(Mineral)やAlien Fragment、そして忘れてはいけないのが前世代の見本(Specimen of an older generation)です。例えば「Senner Carbine light autocannon」を作る場合、「Malleus light autocannon」が前世代の見本として必要になります。この見本は生産を実行することでなくなります。 Factoryを利用して生産を行うには該当するExtensionを習得する必要があります。 生産のサイクルは予めいくつかセットしておく事も出来ます。予約した生産サイクルが完了するまで、あるいは資源が足りなくなるまで自動的に生産します。 工場の利用料は許可をしていれば会社名義で支払うことも可能です。 生産サイクルが開始されたらMonitoring Sectionのところで状況を確認することができます。またそこで生産のキャンセルも行えます。 大量生産の主なデメリットは生産サイクルをこなす度に材料および時間の効率が悪くなっていくことです。だいぶ効率が悪くなってきたと思ったら、元の効率に戻すために新しいCTを新しいFactory Lineに登録して生産しましょう。 生産のプロセスはまた他の要素からも影響を受けます。例えば、工場の所有者との関係や関連Extensionのレベルによって効率が変化します。 Facility ratio 次のパラメータが生産効率に影響を与えます。 Relation ratio-工場所有者との関係性を改善することでこのパラメータは上昇します。 Material ratio-素材効率を改善するExtensionのレベルを上げることでこのパラメータは上昇します。 Time ratio-時間効率を改善するExtensionのレベルを上げることでこのパラメータは上昇します。
https://w.atwiki.jp/earthquakeinfo_en/pages/40.html
Train Status in the Tokyo area (Last updated June 28 2013)JR LinesJR East Narita Express to Narita Airport JR East Rapid Airport Narita to Narita Airport JR East Kanto area (Tokyo and around Tokyo) JR Central (Shizuoka) Non-JR Lines Tokyo area (Last updated June 28 2013)Keisei (Skyliner to Narita Airport) Tokyo Haneda Monorail Keikyu (Haneda Airport) Seibu Keio Odakyu Tokyu and Minatomirai TobuTobu Isesaki Line, Nikko Line, Noda Line Tobu Tojo Line Tokyo MetroCongestion due to anti-nuclear power protests Toei Subway Yurikamome Yokohama Subway Sagami Railway (Sotetsu) Tsukuba Express Tama Monorail Tokyo area foot links [部分編集] Train Status in the Tokyo area (Last updated June 28 2013) Important Train schedules are subject to abrupt changes. Though we try hard to provide details on railroad operations, information here is not updated in real-time. Temporary (additional) service curtailments may be imposed due to power shortages and safety reasons. Fortunately they have not happened since April 2011; it seems the power supply has stabilized. As of May 30 2013 almost all Tokyo area lines are operating on normal schedules. Standard timetables changed in March 2012 on most lines again in March 2013. Tokyo Electric Power Company (TEPCO) cannot turn on nuclear reactors until the cause of the Fukushima Daiichi accident are fully understood and preventive measures implemented. The company is not likely to regain public confidence soon. Electricity demand rises during summer, but the rail operators got through the Summer 2012 season without service curtailments electricity saving measures went no more beyond dimming lights, adjusting air conditioner settings and such. Sources official websites of railway companies. Other informative services NAVITIME TRAIN INFORMATION NAVITIME offers well-updated train information. NAVITIME Train Information service available in English, Chinese and Spanish(Espanol). JORUDAN TRAFFIC INFORMATION Jorudan offers automated timetable search facilities. JORUDAN Traffic Information service available in English and Chinese. They say that the special timetables of many operators are implemented in their route finder. HYPERDIA Automated path finder. You enter the start and end points and desired departure or arrival time. Not accurate when an operator is running on a modified timetable - which is not likely to happen. Hyperdia English, Chinese and Japanese. Other online timetables and internet path finders Article on these services, written before the earthquake Japan Train Timetable from japan-guide.com JR Lines [部分編集] JR East Narita Express to Narita Airport Updated 9 53 March 5 2013 JR East timetables will change on March 16 2013. Serivice Section Time Tokyo-Narita Aiport Status Ltd. Narita Express Tokyo - Narita Airport 60 minutes Normal timetable from September 3 2011. Rapid Airport Narita Tokyo - Narita Airport 90-100 minutes All runs in operation. Hourly service. Timetable EN http //jreast-shinkansen-reservation.eki-net.com/pc/english/common/timetable/index.html Notices EN http //www.jreast.co.jp/e/index.html Official Narita Express page EN http //www.jreast.co.jp/e/nex/ ZN http //www.jreast.co.jp/tc/index.html KR http //www.jreast.co.jp/kr/index.html For information consult JR East s global information center EN http //www.jreast.co.jp/e/customer_support/information_center.html or JR East Infoline (phone) EN http //www.jreast.co.jp/e/customer_support/infoline.html JR East Rapid Airport Narita to Narita Airport Updated 5 35 July 29 2011 All Airport Narita runs are in operation. Rapid Airport Narita is a commuter-type train. No extra fare unless you use the Green Car. It departs hourly from the Sobu Underground platforms of Tokyo Terminal. Follow the Narita Express (N Ex) markers. Important Airport Narita does not come to Ikebukuro, Shinjuku and Shibuya. Departures from "Narita Express" platforms at these stations do not go toward the airport unless they are actually Narita Express. From Shinjuku it is easier to take the yellow train and transfer to Airport Narita at Kinshicho, a smaller station than Tokyo Terminal. If in a hurry take the orange train and transfer to the yellow train at Ochanomizu. From other stations take the Yamanote Line to Shinagawa or Tokyo. Airport Narita runs along the navy blue line #2 on this map EN http //www.jreast.co.jp/e/info/map_a4ol.pdf For timetable consult Hyperdia. (Works because Airport Narita is running as normal) Narita Airport Station timetable JP http //www.jreast-timetable.jp/1108/timetable/tt1130/1130010.html (weekday) JP http //www.jreast-timetable.jp/1108/timetable/tt1130/1130011.html (weekend holiday) Airport Narita in blue. Narita Express in red. JR East Kanto area (Tokyo and around Tokyo) Updated 9 55 March 5 2013 JR East timetables will change on March 16 2013. Services will improve on many sections. EN http //www.jreast.co.jp/e/index.html EN http //traininfo.jreast.co.jp/train_info/e/kanto.aspx Map http //www.jreast.co.jp/e/info/map_a4ol.pdf JP http //www.jreast.co.jp/ Line Section Status Joban Rapid and long distance Ueno - Mito - Hitachi - Iwaki Normal timetable from July 1 2011. No limited express service north of Iwaki. Official timetables in English EN http //jreast-shinkansen-reservation.eki-net.com/pc/english/common/timetable/index.html For details consult the JR East global information center EN http //www.jreast.co.jp/e/customer_support/information_center.html or JR East Infoline (phone) EN http //www.jreast.co.jp/e/customer_support/infoline.html [部分編集] JR Central (Shizuoka) Updated 9 53 March 5 2013 EN http //english.jr-central.co.jp/index.html JP http //jr-central.co.jp/ Line Section Status Tokaido Atami - Fuji Commuter trains normal. Odoriko Ltd. normal from July 2011. Tokaido Fuji - Shizuoka - Hamamatsu - Nagoya - Maibara Normal. Minobu Fuji - Kofu Normal. Recovered from damage by typhoon March 2012. Gotemba Numazu - Gotemba - Kouzu Normal. All Asagiri runs in service. See also Odakyu for Asagiri services. Asagiri services between Gotemba and Numazu ended March 16 2012. The number of runs between Shinjuku and Gotemba was reduced from 4 each way to 3. [部分編集] Non-JR Lines Tokyo area (Last updated June 28 2013) [部分編集] Keisei (Skyliner to Narita Airport) Updated 5 47 October 11 2012 Skyliner normal from September 10 2011. JP http //www.keisei.co.jp/ EN http //www.keisei.co.jp/keisei/tetudou/skyliner/us/index.html Schedule for September 10 2011 onward Weekday timetable for weekday, weekend timetable for weekend, both with modifications. Line/Service Section Status Skyliner Ueno - Nippori - Narita Airport Normal Morningliner Normal Eveningliner Normal Cityliner Ueno - Tsudanuma - Narita Only 2 runs each way per day. Most runs canceled. Cityliner Narita - Narita Airport Out of service. No service to airport. Commuter trains all Normal all hours, including through services to Subway Asakusa Line and through services to Shin-Keisei. Above changes are still in effect as of October 2012. Skyliner timetable EN http //www.keisei.co.jp/keisei/tetudou/skyliner/us/index.html JP http //www.keisei.co.jp/keisei/tetudou/time_ex/pdf/sky/skyliner.pdf Timetables by station (all trains) JP http //www.keisei.co.jp/keisei/tetudou/time_ex/time_ex.html Keisei timetables will change on October 21 2012. An early morning Skyliner run arriving at Narita Airport 6 42AM will be added. The number of inbound Skyliner runs will increase during the afternoon. The Access Express will run faster by about 10 minutes. (No extra charge for this train.) Cityliner will decrease to one run per day each way. (No service to airport.) Details in Japanese JP http //www.keisei.co.jp/keisei/kouhou/news/120919_02.pdf New timetable in Japanese JP http //www.keisei.co.jp/keisei/kouhou/news/120921_03.pdf [部分編集] Tokyo Haneda Monorail Updated 15 56 September 11 2011 Normal from September 10 2011 EN http //www.tokyo-monorail.co.jp/english/ JP http //www.tokyo-monorail.co.jp/ [部分編集] Keikyu (Haneda Airport) Updated 11 04 August 1 2012 Normal from September 23 2011. EN http //www.keikyu.co.jp/worldwide/index.html JP http //www.keikyu.co.jp/ Electricity saving measures ended September 22 2011. On September 23, a new timetable came into effect. Haneda Airport access guide and inquiries in English EN http //www.haneda-tokyo-access.com/en/ Keikyu timetables will change drastically on October 21 2012. Haneda Airport access runs will increase to 6 per hour each from Shinagawa and Yokohama. [部分編集] Seibu Updated 9 56 March 5 2013 All operations normal from September 10 2011. JP http //www.seibu-group.co.jp/railways/ Seibu timetables will change on March 16 2013. Red Arrow timetables JP http //www.seibu-group.co.jp/railways/redarrow/timetable/index.html Timetables by station JP http //www.seibu-group.co.jp/railways/railway/timetable/index.html Automated pathfinder JP http //seibu.ekitan.com/norikae/pc/N1 [部分編集] Keio Updated 9 59 March 5 2013 EN http //www.keio.co.jp/english/index.html JP http //www.keio.co.jp/train/index.html Slight reductions on the Inokashira Line were abolished with the timetable change on February 22 2013. Keio timetables changed radically February 22 (Friday) 2013. Special Express resumed operation, adding Bubai-Gawara and Kitano as stops. In other words Semi-Special Express (Jun-Tokkyuu) was nominally promoted to Special Express (Tokkyuu). A new Semi-Special Express has been installed. It stops at all stations between Kitano and Takao-Sanguchi. (This train does not go to Hachioji.) Special Express trains have come (back) to the Sagamihara Line. One run every 20 minutes most hours. Commuter Rapid (Tsuukin Kaisoku) changed name to Semi-Express (Kukan-Kyuukou). Weekday daytime frequency on the Inokashira Line improved to 8 locals and 8 express trains each way per hour. (Restored to the pre-quake level.) Details in Japanese JP http //www.keio.co.jp/news/backnumber/news_release2012/nr121105_diagram.pdf New express chart has station names in romanized alphabet and legend in English. [部分編集] Odakyu Updated 16 27 March 10 2012 Normal operations from September 12 2011. EN http //www.odakyu.jp/english/ JP http //www.odakyu.jp/ Current timetables by station JP http //www.odakyu.jp/guide/timetable/index.html Romance Car services September 10 2011 onward All regular Romance Car runs will run. Romance Car timetables JP http //www.odakyu.jp/romancecar/schedule/index.html Odakyu timetables will change significantly on March 17 2012. Asagiri will terminate at Gotemba. (No service to Numazu.) Metro Bay Resort will disappear for good. (This run started at Hon-Atsugi and went to Tokyo Metro Yurakucho Line Shin-Kiba. It was convenient for families living along Odakyu visiting Tokyo Disney Resort.) Metro Hakone services will be expanded into weekdays. (This run is convenient for tourists staying at hotels in central Tokyo.) For inquiries call their sightseeing information center EN http //www.odakyu.jp/english/center/index.html [部分編集] Tokyu and Minatomirai Updated 11 30 June 28 2013 Normal from September 23 2011. EN http //www.tokyu.co.jp/global/index.html JP http //www.tokyu.co.jp/ JP http //www.mm21railway.co.jp/ Toyoko Line timetables changed drastically on March 16 2013. Toyoko Line combined with the Subway Fukutoshin Line at Shibuya; most trains from Yokohama stop at the underground Fukutoshin Line platforms and continue to Shinjuku-Sanchome and Ikebukuro. The new platforms are far from JR Yamanote Line, Subway Ginza Line and Keio Inokashira Line platforms. See an extra 10 minutes for transfer even if you were familiar with the prior station layout. Avoid transfers at Tokyu Shibuya during rush hours. Congestion is severe on the Den en-toshi Line Platform (also underground.) You don t want to be deep underground with the crowd when the next major earthquake hits. Slight changes will be in effect on the Tokyu Tamagawa Line and the Ikegami Line July - September 2013. Weekday morning only. (7AM -9AM) JP http //www.tokyu.co.jp/contents_index/guide/pdf/130613.pdf [部分編集] Tobu Tobu Isesaki Line, Nikko Line, Noda Line Updated 10 03 March 5 2013 Standard timetable will change March 16 2013 JP http //www.tobu.co.jp/ EN http //www.tobu.co.jp/foreign/ All sections open all hours. Operations March 17 2012 onward Narihirabashi Station changed name to "Tokyo Sky Tree". All southbound and a handful of northbound limited express runs stop. However, faster commuter-type trains continue to skip the station. A direct Nikko to Aizu-Wakamatsu service is now available Northbound Tobu Nikko 11 35 Aizu Wakamatsu 14 08 Southbound Aizu Wakamatsu 8 00 Tobu Nikko 10 56 Operates daily. If you need information on rapid/express stops etc. try Wikipedia Tobu Railway (English). For inquiries in English contact their tourist service center EN http //www.tobu.co.jp/foreign/contact.html Tobu Tojo Line Updated 10 05 March 5 2013 Normal from September 10 2011. Standard timetable and express patterns will change March 16 2013. A new train type "Rapid" (Kaisoku) will appear. Note that on Tobu, Rapid is above Express. No extra charge for the new Rapid train. [部分編集] Tokyo Metro Updated 11 11 July 10 2012 Normal from September 10 2011. No reductions Summer 2012. EN http //www.tokyometro.jp/en/index.html JP http //www.tokyometro.jp/ Congestion due to anti-nuclear power protests Updated 9 18 March 19 2013 Civilian protests against the use of nuclear are held in the political center of Tokyo between 6PM-8PM on Fridays. Organizers claim that 150,000 - 200,000 participated in demonstrations on June 29 and July 6 2012. Asahi Shimbun on March 16 2013 reports that the number has declined to the thousands. EN http //ajw.asahi.com/article/0311disaster/fukushima/AJ201303160052 In any case avoid transfers at Kokkai-Gijido-mae, including transfers involving Tameike-Sanno connected underground. They involve long walks underground; long-time Tokyo residents avoid them in any case. For alternate routes, consult someone familiar with local geography, say the hotel concierge. (In many cases you will be told to use a different subway station at the destination.) How bad the congestion can get is hard to estimate. The number of participants will fluctuate. Newspapers give disparate figures for participants in past marches some say the actual count is but one tenth of what the organizers claim. The following lines converge at the demonstration grounds Marunouchi Line, Chiyoda Line, Ginza Line. If possible, use JR East and the following subway lines, which do not go near the area Tozai Line, Asakusa Line, Mita Line, Shinjuku Line, Oedo Line. [部分編集] Toei Subway Updated 5 15 September 23 2011 All lines normal from September 23 2011. EN http //www.kotsu.metro.tokyo.jp/eng/index.html JP http //www.kotsu.metro.tokyo.jp/ [部分編集] Yurikamome Updated 7 53 September 26 2011 Normal from September 23 2011. JP http //www.yurikamome.co.jp/ Yurikamome revised its timetable on September 23. [部分編集] Yokohama Subway Updated 19 52 November 10 2011 Normal from November 1 2011. JP http //www.city.yokohama.lg.jp/koutuu/sub/ Timetables JP http //www.city.yokohama.lg.jp/koutuu/sub/kounaizu/ [部分編集] Sagami Railway (Sotetsu) Updated 5 23 September 10 2011 Normal from September 10 2011. JP http //www.sotetsu.co.jp/ Note that there is also a JR Sagami Line. [部分編集] Tsukuba Express Updated 11 10 August 1 2012 Normal from September 10 2011. EN http //www.mir.co.jp/english_guide/index.html JP http //www.mir.co.jp/ Tsukuba Express timetables will change on October 15 2012. A new fast train "commuter rapid" will appear. [部分編集] Tama Monorail Updated 5 24 September 7 2011 Normal from September 10. JP http //www.tama-monorail.co.jp/unkou.html [部分編集] Tokyo area foot links Stations within walking distance of each other, not obvious from public transportation maps. Station Station Status JR Narita Keisei Narita About 5 minutes JR KamataTokyu Kamata Keikyu Kamata About 10 minutes JR Tamachi Toei Subway Mita Just cross the street JR/Subway Akihabara Toei Shinjuku Line Iwamoto-cho About 10 minutes Seibu Ikebukuro Line Shin-Akitsu JR Musashino Line Akitsu About 5 minutes Seibu Tamagawa Line Shiraitodai Keio Main Line Musashinodai About 5 minutesMap posted both stations Keio Main Line Fuchu JR Nambu Line Musashino Line Fuchu-Honmachi About 10 minutes Seibu Tamagawa Line Koremasa JR Nambu Line Minami-Tama Cross bridge. About 15 minutes JR/Subway Nishi-Funabashi Keisei Nishi-Funa About 10 minutes(Used when Sobu Line is closed)
https://w.atwiki.jp/hellgate_london/pages/56.html
St.Paul s Station いよいよ最終Station。 君は、Hellを生き抜くことが出来るか。 Church Yard (levle 29, 59 ) Paternoster Row (level 29, 59 ) Cheapside (level 29, 59 ) Little Britain (level 30, 59 ) St.Paul s Hellgate (level 30, 60 ) 構内地図周辺地図 Quests Main :メインクエスト。 Option :やらなくてもゲームクリアに影響は無いが、報酬としてAttribute Pointが貰えるクエスト、もしくはそのクエスト出現の前提となるクエスト。 Option :ゲームクリアにもAttribute Poiont取得にも影響の無いクエスト。 Attri.pt欄に★がついているクエストをコンプリートすると、その報酬としてAttribute Pointが貰える。 表は、最も無駄なく全てのクエストをコンプリートしていくための順番に並んでいる。 ( Option と Option の区分は現在まだ調査中です) Mode タイトル 依頼人 内容 目的地 Item Attri.pt Option Regular Customer? Spud Slaughterbeastを倒せ Cheapside Leg Armor - Option Wanted Skulldeath Wanted Skulldeathを倒せ Little Britain - - Option Inventory? Spud Night StalkerからImmense Magnificometerを1個集めろ Church Yard Boots - Option Wanted Flay Wanted Flayを倒せ Paternoster Row - - Option Likely Prospects? Spud Nightshadeを15匹倒せ Little Britain Weapon - Option This Land is...? Spud 探索せよ Paternoster Row Mods ★ Option Money Tree? Spud Gold ****iensを2個調べろ Cheapside Helmet - Option Merchandising? Spud Lord Raktheretを見つけNasty Bitを使え Church Yard Shoulder Armor - Option Credit Check? Spud Masterblasterを倒せ Little Britain Torso Armor ★ Option Bad Customers? Spud Dervishを7匹倒せ Paternoster Row Weapon - Mode タイトル 依頼人 内容 目的地 Item Attri.pt Main The Hellgate? Emmera Ephram 5匹のBOSSを倒し、Sydonaiを倒せ St. Paul s Hellgate - -
https://w.atwiki.jp/warband/pages/688.html
ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^Morale's greatest impact is on a party's behaviour in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in Westeros and Essos need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of Westeros and Essos, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leather-ware, and, of course, arms, armour, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisan goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Westeros and Essos is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a centre will be healthy and energetic, and migrants will flock from the nearby regions. The centre will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|You may wish to marry into one of Westeros and Essos' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a short cut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Westeros and Essos as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Westerosi society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The continents of Westeros and Essos, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarrelling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favour of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in Westeros and Essos makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defence.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a nobles loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in Westeros and Essos may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in Westeros and Essos are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all Westeros and Essos, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in Westeros and Essos go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of Westeros and most of Essos do not field standing armies, which remain in the field as long as the ruler desires. Rather, these realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in Westeros and Essos often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honour, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Westeros and Essos rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_prisioner_system|Prisoner System ip_prisioner_system_text|The skill 'prisoner management' has been removed from A World of Ice and Fire, as it seems unrealistic to manage the number of prisoners in terms of a skill. In A World of Ice and Fire the number of prisoners that the player can have depends on the size of his/her army. That is, the more troops able to keep guard, the more prisoners it can carry. ip_ambush|Ambush ip_ambush_text|The ambushing skill allows you to set up ambushes.^ From the camp game menu, choose to set up an ambush. You will be told the current nature of your ambush, and if you are attacked, you will have the choice to launch the ambush.^ Ambushes can have devastating positive or negative effects. ip_sneaking|Sneaking ip_sneaking_text|The sneaking skill allows you to sneak. From the camp game menu, choose to sneak. Sneaking will reduce your speed.^^However, if you are the attacker, you might have, according to you sneaking check, some combat bonus (but not as great as you would have for an ambush). ip_entrenchment|Camp Entrenchment ip_entrenchment_text|When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run receives the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns within the Known World, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellent base of operations for sieges or incursions into enemy territory. ip_siege_warfare|Siege Warfare ip_siege_warfare_text| One of the things missed in Warband was completely realistic siege warfare. A World of Ice and Fire exploits this to the fullest. Now when the player besieges a settlement two paths can be taken to subjugate the place by debilitation (hunger, diseases ...) and by assault.^^In the first case, the player's mission is to encircle the settlement (you need 200 or more men) and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy food reserves of the settlement. This type of action will take longer, but also prevent a large number of casualties.^^In the second case direct action is taken, provided assault equipment is available (ladders, battering ram, ramps, mantlets ...) or offensive actions (wearing down the defenders, burning their houses and walls ...). This is when the player feels ready to launch a full-scale assault to conquer the settlement. This type of action has the advantage that the place can be vanquished in a short amount of time, but usually at a very high cost of lives.^^In addition to the above, a new system of assault involving both types of siege tactics is also available. When the settlement has a port, the player may equip a fleet and block the port. The player can then choose to continue the siege until the surrender by debilitation, or lead an assault by sea.^^The complexity and characteristics of the new siege system is long, and the best thing is to discover and develop strategies for yourself. Welcome to Realistic Siege Warfare. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries at various harbours on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the shipwright in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the town menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When travelling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behaviour of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny. This ca be somewhat reversed if the player chooses Ironborn as his culture when he created his character.^^Some troops like Sailors and certain Ironborn troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of Ash wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor. For further information, see the 'Your Custom Sails' folder among the files of this mod.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Ironborn ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Maesters in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed.^^If a wound is not treated after some time, it will change to a scar, and the negative effects will then become permanent. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in A World of Ice and Fire, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sailing Master,' 'Navigation' and 'Looting.'^^One's Sailing Master level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sailing Master level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the centre of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_awoiaf_formations|Battle Keys and Orders ip_awoiaf_formations_text|Advanced Formations active with F4 in Battle, then ^F4 - Form ranks - with best troops up front,^F7 - Form square - no particular order,^F5 - Form shield wall - ranks with shields in front and longer weapons in back,^F6 - Form wedge - with best troops up front,^F8 - Break any current formation,^^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times.^Memorize Division Placement and Formation active with F2 in Battle, then ^F7 - Memorize relative position to player and formation,^F8 - Revert to default relative position to player and formation,^^Orders active with F5 in Battle, then ^F5 or Key Z - Order 'use onehand weapons',^F6 or Key T - Order 'use twohands and polearms weapons',^F7 or Key N - Order 'use ranged weapons',^F8 or Key O - Order 'don't use shields',^^Hold-F1 on an enemy division - and the divisions you have selected will attack it,^^Others ^key U - Battlecry (encourage your wounded troop's) - You need to have the 'Natural Leader' trait,^key B - Warcry (scare away enemies surrounding you) - You need to have the 'Warrior' trait,^key T - Use Fire arrows (your troops will light their arrows. Used for sieges and ship battles only),^Key H - Use to call your horse in battle,^key F6 - Skirmish order (your troops avoid the enemy, moving away as the enemy approaches),^key F9 - Order beginning or ending volley fire for archers,^Right Click + Left Click - Shield Bash. ip_wolf_companion|Wolf/Dog Companion ip_wolf_companion_text|On the battlefield, your wolf/dog is placed in division 9. The skills and abilities of your wolf/dog companion can be improved by giving him good food. ip_quarters|Quarters ip_quarters_text|Quarters allow you leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_special_troops|Special Troops ip_special_troops_text|There are various special troops in A World of Ice and Fire that allow you to reap extra stats depending on the amount you have in your party.^^Below you can see the number needed ^^Hornmen^1+ = + 1 tactics^10+ = + 2 tactics^30+ = + 3 tactics^^Standard Bearers^1+ = + 1 leadership^10+ = + 2 leadership^30+ = + 3 leadership^^Religious Troops^1+ = + 1 surgery^10+ = + 2 surgery^30+ = + 3 surgery^^Vet Ironborn Reaver^5+ = + 1 looting^10+ = + 2 looting^40+ = + 3 looting^^Shepherd^1+ = + 1 foraging^10+ = + 2 foraging^30+ = + 3 foraging^^Unsullied^10+ = + 1 tactics^30+ = + 2 tactics^100+ = + 3 tactics^^Spy^5+ = + 1 spotting^10+ = + 2 spotting ip_wiki_and_forums|A World of Ice and Fire Wiki and Forums ip_wiki_and_forums_text|Don't forget to visit our wiki and forums for further information on this mod^- Forums https //www.aworldoficeandfire.co.uk/forum^- Wiki https //aworldoficeandfire.co.uk/wiki^- Patreon Page https //www.patreon.com/awoiaf^- Twitter @therealproduno^- YouTube https //www.youtube.com/user/produno^- ModDB Page https //www.moddb.com/mods/a-world-of-ice-and-fire ip_credits|Credits ip_credits_text|Please visit https //aworldoficeandfire.co.uk/wiki/index.php/Credits to see a full list of credits.
https://w.atwiki.jp/raycy/pages/251.html
Martin Campbell-Kelly # Campbell-Kelly, Martin, et al. (2004). Computer A History of the Information Machine. Boulder Westview Press. ISBN 0813342643 # Campbell-Kelly, Martin (2005). "The User-friendly Typewriter". The Rutherford Journal (Canterbury University of Canterbury) 1 The User-friendly Typewriter Martin Campbell-Kelly 2006年1月9日 20 00 00 The Rutherford Journal - The New Zealand Journal for the History and Philosophy of Science and Technology http //www.rutherfordjournal.org/article010105.html 1.コンピューターの起源 (特集 「起源」に迫る) Campbell-Kelly,Martin 日経サイエンス 39(12) 48〜56 2009/12 0917009X 2.Real Time Reaping the Whirlwind CAMPBELL-KELLY, Martin Computer A History of the Information Machine 165-176 1996 1. コンピューター200年史 / M.キャンベルーケリー,W.アスプレイ[他]. -- 海文堂出版, 1999.10 2. ザ・コンピュータ・エイジ / M.キャンベルーケリー[他]. -- 共立出版, 1979.8 Computer a history of the information machine (27) Martin Campbell-Kelly and William Aspray -- 1st ed. -- BasicBooks, c1996, ix, 342 p., [16] p. of plates. The User-friendly Typewriter Martin Campbell-Kelly http //www.rutherfordjournal.org/article010105.html The User-friendly Typewriter 36 The Remington typewriter was the first machine to combine acceptable print quality with acceptable speed. The machine was invented by Christopher Latham Sholes, a retired printer in Milwaukee, Wisconsin, who was inspired by an article on writing machines he read in the Scientific American in 1867. 7 Sholes took out b patent /b s on his invention, and in exchange for a quarter share of these he obtained what we would now call angel funding from James Densmore, a prosperous retired printer. It is said that Sholes produced dozens of prototypes before achieving a satisfactory design. Densmore did not have sufficient funds to manufacture the machines, however, so he negotiated with Philo Remington, an Ilion, New York, manufacturer of small arms, to make them. Remington accepted the offer because his business was in the doldrums following the end of the Civil War and he had already diversified into peacetime manufactures, including sewing machines. More development work followed and the Remington No. 1 was introduced in 1874?its visual design owing not a little to the sewing machine (Fig. 2).8 The User-friendly Typewriter 40 Most of these improvements were registered in the 2600 typewriter patents that had been issued by 1905.9 Unfortunately there is no history of typewriter patents, so we do not know in detail how patent pools operated. However, a great deal of patent sharing between manufacturers clearly took place, which is why all typewriters came to look and feel pretty much the same. Most patents protected features that directly or indirectly affected usability. Many innovations may have appeared to be mere tweaks?such as the bell that warned the operator that the end of line was approaching?but their impact on usability could be profound. It was the accretion of scores of tiny improvements that made the typewriter so superbly suited to its task. It is not possible in this paper to describe all of the usability innovations. Instead I will focus on a handful of major issues The User-friendly Typewriter 50 The original Remington No. 1 was known as an “up strike” model, because the type bars struck the underside of the carriage. This meant that the line being typed was out of sight of the user, and in fact did not emerge until a further four lines had been typed. This would have made insuperable demands on the operator’s memory, and it was therefore possible to lift the carriage so that the operator could peek at the work in progress. It is not known whether Sholes was conscious of the visibility problem when he designed the up-strike mechanism. It seems likely that he just opted for the mechanically simplest solution. At all events, this design deficiency left the door open for dozens of non-patent-infringing improvements (most of which vanished into obscurity). The User-friendly Typewriter 52 For an operator seated at a desk, the optimal printing position was a front strike mechanism, so that the printed line directly faced the operator. The first machine on the market with a front-strike mechanism was the Columbia Bar-Lock, patented in 1889-91.10 The first commercial models enabled the operator to peer above the type bars to see the work in progress, but the line of sight was obscured if the operator sat too far back in his or her chair. Nonetheless, for several years the Columbia Bar-Lock “stood alone in the visible writing field.”11 A wholly satisfactory front strike mechanism that did not interfere with the line of sight was extremely difficult to achieve, and would not be realised until the Underwood No. 1 came into production in 1897. In the interim, a number of down-strike models, which printed on top of the carriage, were produced. The User-friendly Typewriter 56 A much more successful down-strike mechanism was designed by the Reverend Thomas Oliver, who applied for a patent in 1892 and founded the Oliver Typewriter Company of Chicago in 1894.13 In this very distinctive machine the inverted-U shaped type bars were stacked either side of the printing point (Fig. 4). This left the full page clearly visible, a marked improvement over previous designs. The Oliver machine was particularly robust and was bought in large numbers by the military, although it did have the disadvantage of a rather restricted character set. (It was difficult to stack many more than a dozen type-bars on top of one another. The machine had a three-row keyboard instead of the usual four rows. The basic design remained in production with very little major modification until the 1940s.14 The User-friendly Typewriter 58 Nonetheless the front-strike mechanism remained the best ergonomic design for a seated operator. A successful design was finally produced, some 15 years after the first front-strike models appeared, by the inventor Francis X. Wagner. It was the most important typewriter patent of all time.15 The patent was assigned to a New York typewriter-supplies manufacturer John Underwood, and the Underwood Typewriter Company was established for its manufacture in 1895. With the Underwood No. 1 (Fig. 5) the typewriter took its modern form, establishing the dominant typewriter design until the advent of the IBM golf ball typewriter after the Second World War. In the Wagner design, the type basket was set low, out of the line of sight, and the ribbon did not obscure the current line. When a key was depressed, the ribbon rose and interposed between the type bar and the paper; both then instantly retracted to their original position to reveal the full line of print. It was an extraordinarily elegant mechanism. The Underwood No. 1 went on the market in 1897 and was rapidly further perfected. The User-friendly Typewriter 74 The most important way of reducing noise was to eliminate the percussive action of the type bars on the platen. In 1894 an inventor, Wellington Kidder, applied for a patent for a printing action that pushed the type bar onto the platen rather than striking it.19 Kidder and his partner C.C. Colby formed a development company and “expended about $500,000 in developing the Noiseless typewriter, during the years 1904-1909.”20 The Noiseless Typewriter Company was established and a machine was placed on the market in 1910; besides the non-percussive printing action it was fully enclosed and surmounted by an acoustic cowl, characteristic of all subsequent noiseless typewriters. The machine was not a commercial success, probably because the typing mechanism was rather sluggish. Several improved machines were placed on the market, but it was only with the model 4 in 1917 that definite technical and commercial success was realised. The User-friendly Typewriter 76 Given the long, costly, patented development of the noiseless typewriter, competitors could only respond with hoods and baffles. Underwood produced a soundproof cabinet in 1922, as did Continental, Ideal, and Olympia.21 In 1923 Remington introduced a quiet version of its model 12, marketed as the Q12, which reduced noise by means of a completely enclosed frame.22 The User-friendly Typewriter 78 In 1924 Remington acquired the Noiseless Typewriter Company (one of a series of mergers that resulted in the formation of the Remington Rand conglomerate in 1927).23 Remington sold the machine as the Remington Noiseless, and gradually refined the technology by incorporating innovations from its mainstream products. Underwood made a patent deal with Remington to acquire the noiseless technology, and then introduced a noiseless version of its standard machine in 1930. Underwood advertised the machine extensively, promoting its “cushioned typing” with the slogan “Quiet as a Mouse?in a Barrel of Flour” (Fig. 6). The User-friendly Typewriter 90 The origins of the QWERTY keyboard are well known, although accounts differ slightly in their detail. Prior to Sholes patenting his typewriter in 1873, there had been many commercially unsuccessful typewriters, and these used two main types of keyboard. One type, exemplified by Samuel Francis’ “Literary Piano,” used a piano-style keyboard.29 In this machine, 26 white keys were provided for the letters, and the black keys supplied the punctuation and other characters. In the other type, exemplified by Beach’s Type-Writing Machine of 1856, the keys were arranged in three rows.30 In both machines the keys were arranged alphabetically. The User-friendly Typewriter 106 With the rise of time-and-motion studies around the turn of the new century, there was increasing interest in both keyboard layout on scientific principles and on efficient operation (see next section). For example, the Perry typewriter (1896)39 included extra keys for common words and syllables (such as as, is, and and). A keyboard design by Rowell (1909)40?one of the first patents for a keyboard rather than a complete typewriter?placed the most used letters at the centre of the keyboard (this was really a variant on the Ideal arrangement). It is not known whether these inventions found their way into products, but probably not and certainly not on any scale. Considerably later, a keyboard design by Hoke (1923)41 used a layout optimised for the 1000 most common words determined by the educationist Leonard P. Ayres.42 The User-friendly Typewriter 108 On the whole, the few novel keyboards in the patent literature (and perhaps a few more that were not patented) are not very convincing proof of network effects and user lock-in. More likely, the keyboard designs lacked any systematic testing or real scientific evidence of major benefits that might have convinced manufacturers or users to switch. The one real exception is the Dvorak keyboard, which was in a class of its own in terms of scientific justification and user testing. The User-friendly Typewriter 110 Augustus Dvorak was a professor of experimental psychology at the University of Washington, and a disciple of the time-and-motion expert Frank Gilbreth.43 Gilbreth had made studies of touch typing using the Universal keyboard, but he had not addressed the issue of keyboard layout. This Dvorak did, filing a patent in 1932 (Fig. 8) and publishing a book Typing Behaviour in 1936.44 The User-friendly Typewriter 192 8 C.L. Sholes, “Type-Writing Machine,” U.S. patent 207,559, Aug. 27, 1878. The User-friendly Typewriter 200 12 John N. Williams, “Type-Writer,” U.S. patent 442,697, Dec. 16, 1890. Williams’s first patent was issued in 1875, but he had financial difficulties establishing his business. The User-friendly Typewriter 202 13 Thomas Oliver, “Type Writing Machine,” U.S. patent 528,484,337, Oct. 30, 1894. The User-friendly Typewriter 206 15 H. L. and F. X. Wagner, “Type writing machine,” U.S. patent 559,345, Apr. 28, 1896. The User-friendly Typewriter 214 19 Wellington P. Kidder, “Key-Action for Type-Writing Machines,” U.S. patent 567,241, Sept. 6, 1896. The User-friendly Typewriter 234 29 Samuel Francis, “Writing Machine,” U.S. patent 18,504, Oct. 27, 1857. The User-friendly Typewriter 236 30 A. E. Beech, “Printing Instrument,” U.S. patent 15,164, June 24, 1856. The User-friendly Typewriter 240 32 James B. Hammond, “Type-Writing Machine,” U.S. patent 224,183, Feb. 3, 1881. Lucien S. Crandall, “Type-Writing Machine,” U.S. patent 251,338, Dec. 20, 1881. Eugene Fitch, “Type-Writing Machine,” U.S. patent 345,836, July 20, 1886. The User-friendly Typewriter 242 33 William H. Robertson, “Type-Writing Machine,” U.S. patent 439,689, Nov. 4, 1890. The machine was probably never put on the market. The User-friendly Typewriter 244 34 O. Mergenthaler, “Machine for Producing Printing Bars,” U.S. patent 317,828, May 12, 1885. The User-friendly Typewriter 246 35 George C. Blickensderfer, “Type Writing Machine,” U.S. patent 472,692, Apr. 12, 1892. The User-friendly Typewriter 254 39 Horace G. Perry, “Type-Writing Machine,” U.S. patent 552,774, Jan. 7, 1896. The User-friendly Typewriter 256 40 Sidney W. Rowell, “Type-Writer Keyboard,” U.S. patent 943,466, Dec. 14, 1909. The User-friendly Typewriter 258 41 Roy E. Hoke, “Typewriter-Keyborad Arrangement,” U.S. patent 1,506,426, Aug. 26, 1924. The User-friendly Typewriter 264 44 August Dvorak and William Dealey, “Typewriter Keyboard,” U.S. patent 2,040,248, May 12, 1936. link_trackbackcounter -
https://w.atwiki.jp/sm64sr/pages/15.html
Non-TAS Chilly Loolout Fight Time Player 動画URL 備考 19"66 Foulc0 https //www.youtube.com/watch?v=dFEXQa-cd0Q 20"16 Foulc0 http //www.youtube.com/watch?v=c9CoN5jLkKU The Snowman s Den Time Player 動画URL 備考 11"40 Aris http //www.youtube.com/watch?v=P0bP4R7ibP0 11"43 Foulc0 https //www.youtube.com/watch?v=jXsgOxPWNnA 12"33 popoyoi34 http //www.youtube.com/watch?v=11rIJJZaAEw 14"70 Lyfey http //www.youtube.com/watch?v=GicYv59rLu4 15"53 Foulc0 http //www.youtube.com/watch?v=dFS2aHenwmM 19"93 MrIvan97 http //www.youtube.com/watch?v=OrD-fXO8qDo Icy Shell Ride Time Player 動画URL 備考 9"63 Foulc0 https //www.youtube.com/watch?v=RXW2uhx0uG8 9"66 Tomatobird http //www.youtube.com/watch?v=V8_ukUQP5nc 9"66 Foulc0 http //www.youtube.com/watch?v=AQyKmPM_4Vg The Lost Penguin Time Player 動画URL 備考 36"70 Akikan http //www.youtube.com/watch?v=U351pANQA98I 37"30 Foulc0 http //www.youtube.com/watch?v=xdg84LyUx4I Cliff Jumping For Red Coins Time Player 動画URL 備考 49"73 Akikan http //www.youtube.com/watch?v=o6YJmL8cSc0 Glide To The Hidden Ledge Time Player 動画URL 備考 12"06 Lyfey http //www.youtube.com/watch?v=kSU1Tm2nwcg 12"13 N1C0 http //www.youtube.com/watch?v=c55S73aRxis 12"16 Aris http //www.youtube.com/watch?v=prcMBGiiyMY 12"23 Lyfey http //www.youtube.com/watch?v=OHr3RfIub3k 12"23 Foulc0 http //www.youtube.com/watch?v=CGEQ0VwTeCs 13"06 akikan http //www.youtube.com/watch?v=O9GHJ4t6fj8 Melting Snow Peaks 100 Coins Time Player 動画URL 備考 46"90 Lyfey https //www.youtube.com/watch?v=nTM7jS4mbtM 48"40 Lyfey http //www.youtube.com/watch?v=w70J8QUP2Jg 52"06 Akikan http //www.youtube.com/watch?v=g1ExiMEXt6U 55"00 Lyfey http //www.youtube.com/watch?v=Vhh9utLo86s TAS Chilly Loolout Fight Time Player 動画URL 備考 The Snowman s Den Time Player 動画URL 備考 11"10 btyamatotas http //www.youtube.com/watch?v=cEuMoISOMds 13"13 DennisBalow http //www.youtube.com/watch?v=XceQXx9mvNM Icy Chell Ride Time Player 動画URL 備考 The Lost Penguin Time Player 動画URL 備考 Cliff Jumping For Red Coins Time Player 動画URL 備考 Glide To The Hidden Ledge Time Player 動画URL 備考 Melting Snow Peaks 100 Coins Time Player 動画URL 備考
https://w.atwiki.jp/transleaks/pages/82.html
http //www.guardian.co.uk/world/2010/nov/29/wikileaks-embassy-cables-key-points Wikileaks21~23日目の公開情報 ・モロッコの司法システムは他の影響から独立的ではなく、裁判官達は無能な者ばかりである。それゆえに政治的目的に悪用され国自体の発展を阻害する結果となっている。 ・ドイツのエネルギー会社であるRWEは現在安全面での深刻な懸念の声があがっているブルガリアの原子炉がつくるのに携わっていたということ。 ・シリアが考えているところによると、シリアのアサド大統領の安全対策最高補佐官であるムハンマド・スレイマン大佐の狙撃による暗殺はイスラエルによって行われたという。 ・国際連合薬物犯罪事務所の代表であるアントニオ・マリア・コスタがNATO代表に伝えたところによるとアフガニスタンの武装勢力は数トンにも上るヘロインを所持していて、それを貯金の代わりとしている。 ・ロシア政府関係者が伝えるところによると、ロシア側はロンドンにて放射性物質を持ち運んでいる容疑者達を尾行していたが、リトビネンコ暗殺直前に英国諜報機関によって追い払われていたということ。 ・アメリカ政府はイタリア政府に対してイスラム聖職者アブ・オマーの誘拐に関与したとして非難されていたCIA職員への国際逮捕状が出されるのを防ぐため圧力をかけていた。 ・2000年の公電によると、国連はムガベに対して政治界から身を引く代わりとして海外における裕福な引退生活を保障するという申し出をしていたことが判明。 ・ソ連崩壊後、エジプトに核に関する取引が持ちかけられていたが、エジプト側はそれを断っていたことが判明した。 ・イエメンの放射性物質貯蔵施設には一人の警備員も配備されておらず、監視カメラも壊れたまま直されていない。 この記事はウィキリークス・ウォッチ・ジャパンにて翻訳されたものです。
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get along nicely with othersin our every day lifestyles, we need to come into contact with human beings in every walk of lifestyles.therefore, it s miles very vital for us to recognise a way to get in conjunction with other human beings. to get well in conjunction with others and win their friendships, we need to observe strictly the subsequent words.initially, we need to be honest with others and shouh continually say what we imply. lies will in reality make humans stay some distance far from us in the long run. after all,honesty is the satisfactory coverage. second, we ought to be humble sufficient. if we re proud in public, we will hardly win different.hibernation is greater than sleep. it s miles a totally deep sleep.the animal s temperature drops to simply over 0 centigrade, and its heart beats very slowly.folks who locate hibernating animals asleep frequently think that they may be useless the frame feels very bloodless, and the creature might also breathe handiest as soon as each five mins.a hibernating animal can t feel any pain. in my opinion, the way of life of any country is a sort of treasured history, and belongs to the complete mankind. with economic globalization, the mixing of different cultures has grow to be an inevitable trend of the time is an isolated island, be it china or the western world. the clearer we hold close the cutting-edge scenario, the greater it might be useful to the global villagers. voip phone
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【登録タグ C VOCALOID ワカバ 初音ミク 曲 殿堂入り】 作詞:ワカバ 作曲:ワカバ 編曲:ワカバ 唄:初音ミク 曲紹介 「そう、私は道具で良いの。」 初音ミクは『都合が良い』。 キラキラ綺麗なものだけが彼女じゃないでしょ? ワカバ氏の9作目。 イラストは 夕凪ショウ氏 が手掛ける。 ワカバ氏の2ndアルバム『With My Singer』収録曲。 自身初の殿堂入りを達成した。 歌詞 (PIAPROより転載) 暗く締め切った部屋 照らすブルーライト 今宵二人だけのシークレットパーティ 痣が残るほど結んだネクタイは この声が君のモノって証 そう私は 道具で良いの 奉仕するわ 君が眠るまで どう楽しみたい? 妄想の全部を教えて! 誰にも言えない 秘密をちょうだい 寝つけなくなるくらい 愛してほしいの 「独りで遊んで惨めだ」なんて流した涙も 汗に紛れるほどに 私はalways君の奴隷 日々求められるまま声あげるからね? 素晴らしい話いかがしますか? 「私、マスターが大好きです♪」 なんて言わせても良いよ? いつでも側に居させてほしいの! 愛したい未来自体ないんなら 君と一緒に死んであげる ステージ上の天使だけが私じゃない それは君もそうでしょ? 汚れ抱いて生きているの その弱さ託してよ 呪いさえ歌ってきたこの声に I'm a Convenient Singer. 税込2万未満のボディが 君の救いになるなら 好きに使ってよ 誰にも言えない醜さをちょうだい 認めたくないくらい辛いのでも良いの 「独りを望んで惨めだ」なんてこと 言わないで、私を見てよ 他の 誰にも言えない 秘密をちょうだい 君のこと絶対 愛してみせるよ 独りじゃ向かえない 未来のステージも 二人なら 辿り着けるよ 側にいるから 顔をあげてよ この声を 信じてよ my master コメント 最後のmymasterのとこ好き -- 名無しさん (2020-02-08 21 16 31) 全部好き -- 名無しさん (2020-06-28 17 58 43) EDMっぽい感じの音の作りが好みです… -- なりあさ (2022-07-31 12 33 31) 名前 コメント