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https://w.atwiki.jp/h_session/pages/6690.html
【絶対隷奴 サフィー=ラーティ PL名 八神のぞみ】 【パーソナリティ】 名前:サフィー=ラーティ 愛称:サフィー 性別:男 外見年齢:10 階級:魔人★ PL名:八神のぞみ 【魔族特性】 獣人 (運動+1/調教-1) 再生能力 (体力+1/魔力-1) 傾国の美 (誘惑+1/情報-1) 【魔王特性】 【能力値】 (要:記入例参照。基本値+アイテム補正値です。コピー時この()内は消すこと) 戦闘:7+0 調教:5+0 体力:7+1 運動:7+0 奉仕:6+0 魔力:5+0 情報:5+0 誘惑:7+0 自尊:6+1 【データ算出】 運動7 戦闘6 DMG12 回避6 装甲10 魔力5 魔抗5 自尊7 HP = 35 MP = 25 PP = 30 ○:装甲を通ったダメージはHPではなくPPに与えられる。 DP:19 ★:0/0 【所持アイテム】 >装備 22 鋭い爪 両手 ダメージ+5の鋭い爪。装甲を通ったダメージはHPではなくPPに与えられる。 26 暗黒甲冑 衣装 闇でできた重厚なる甲冑。装甲10、自尊+1 36 鬼神の腕輪 装飾 体力+1する凶悪な意匠の腕輪。 -- 闇の牢獄 装飾 亜空間結界の宝珠がついた指輪。奴隷化した存在を閉じ込めておき、任意に呼び出せる。 >未装備 UC 混沌の刃 片手 ダメージ±0の武器。装甲無効。 >配下 -- 魔奴隷 配下 少女や少年の姿をした下級魔族の奴隷。1セッションに1度だけHP・MP・PPのいずれかを10点だけ回復する。 所持金: 12ソウル 【呪文】 43 デストリア 10 デストリア1体をシナリオ終了まで、召喚支配する。 33 バーサーク 8 狂戦士化の強化呪文。以後1時間、対象の戦闘を+2する。 【奴隷】まで [] 星数:() 【モンスター奴隷】 氷雨 ★★ スノウレディ オーク ☆ オーク×3 【領地】 【キャラクター設定】 「…オレは、戦い続ける。この身朽ちるまで。」 とことん、戦闘を好むタイプの魔族。 しかしその姿は反してショタ系の出で立ちで、身につけている闇の甲冑もどこか可愛らしいデザインとなっている。 外見は狼の耳としっぽを生やしており、体格もまた男の娘らしく安産型のお尻に、ぺったんこな胸と引き締まったお腹となっている。 【PL嗜好/NG】 http //www2.atwiki.jp/h_session/pages/6683.html ここ参照で。
https://w.atwiki.jp/frontmission1st/pages/353.html
O.C.U.編 Tutorial Mission01|Mission02|Mission03|Mission04|Mission05|Mission06|Mission07|Mission08|Mission09|Mission10|Mission11|Mission12|Mission13|Mission14|Mission15|Mission16|Mission17|Mission18|Mission19|Mission20|Mission21|Mission22|Mission23|Mission24|Mission25|Mission26|Mission27|Mission28|Mission29|Mission30 Ex.Mission01|Ex.Mission02|Ex.Mission03|Ex.Mission04 インターミッション Mission24|マップ|入手アイテム|味方|敵 インターミッション 移動可能地域 バリンデン|ニューミルガン|メナサ|グレイロック|フリーダム|ペセタ|ベルチカ|O.C.U.駐屯地|フォートモーナス|野戦病院|ソレイト Mission24 クリア条件 全敵の撃破 ゲームオーバー ロイドの撃破 作戦の報酬 - 最大出撃数 11 出撃可能パイロット 必ず出撃 Roid 選択出撃 Sakata / Frederick / Yang / Paul / Alder / Hans / Gregorio / Maury / Bobby / Porunga / Yeehin / Ralph / Gentz ミッションクリア後、武器商人キャンプへ マップ 地形 名称 地形効果 ノーマル ホバー タンク タイヤ 進入不可 0% - - - - 草地 8% 3 2 3 2 ジャングル 25% 4 3 4 4 地形 名称 地形効果 ノーマル ホバー タンク タイヤ 土 8% 3 2 3 2 コンクリート 10% 3 2 3 2 敵ユニットの補給車を利用して、経験値稼ぎができるドリスコルを利用するといいアーム:120程度 レッグ:1000程度 上へ 入手アイテム WEAPON Grip WINEE-RR 1 敵4撃破 PARTS Arm L BLIZZAIA Ⅱ 1 敵9撃破 Computer Sl BD-6Kr 1 ミッションクリア後 ITEM Item Repair L 1 敵12撃破 上へ 味方 No. PILOT MACHINE WEAPON ITEM 修理費用 Name Level Skill Name HP Body Body Bullet Range State Fight Exp. Fight L. Arm L. Grip Short Short R. Arm R. Grip Long Long Leg L. Shoulder Agility Agility Move R. Shoulder 1 Roid Shrike - 2 3 4 5 6 7 8 9 10 11 12 Peewie Supply Car 210 --- 1850 -Large Unit-(No Parts) ARTASSAUT SP - 1-1 --- --- 14 --- 上へ 敵 No. PILOT MACHINE WEAPON 敵撃破ボ|ナス Name Level Skill Name HP Body Body Bullet Range State Fight Exp. Fight L. Arm L. Grip Short Short R. Arm R. Grip Long Long Leg L. Shoulder Agility Agility Move R. Shoulder 1 Driscoll 40 Stun Lv3Speed Lv1--------- TYPE 11DS 250 --- 7882 32 5900 120 TYPE11 CANNON - 1-1 30 5600 120 TYPE11 CANNON - 1-1 31 5700 250 --- 31 5800 16 --- 2 Missileer 23 --------------- BLIZZAIA Ⅱ 204 --- 1140 14 1300 144 BLIZZAIAⅡ PUNCH - 1-1 14 1300 144 BLIZZAIAⅡ PUNCH - 1-1 23 3750 180 CRANE 3 3-6 15 1650 16 --- 3 Attacker 24 Stun Lv2------------ FLUGEL 174 --- 1065 13 1250 132 FLUGEL PUNCH - 1-1 26 4550 144 WINEE-RR - 1-1 14 1350 114 --- 15 1750 16 --- 4 Attacker 24 Stun Lv2------------ FLUGEL 174 --- 1065 13 1250 132 FLUGEL PUNCH - 1-1 26 4550 144 WINEE-RR - 1-1 14 1350 114 --- 15 1750 16 --- 5 Missileer 23 --------------- BLIZZAIA Ⅱ 204 --- 1140 14 1300 144 BLIZZAIAⅡ PUNCH - 1-1 14 1300 144 BLIZZAIAⅡ PUNCH - 1-1 23 3750 180 CRANE 3 3-6 15 1650 16 --- 6 Attacker 24 Stun Lv2------------ PERZEA 156 --- 1115 13 1250 144 THUNDER BOLT - 1-4 26 4550 132 FLUGEL PUNCH - 1-1 14 1350 132 --- 15 1750 20 --- 7 Attacker 24 Stun Lv2------------ PERZEA 156 --- 1115 13 1250 144 THUNDER BOLT - 1-4 26 4550 132 FLUGEL PUNCH - 1-1 14 1350 132 --- 15 1750 20 --- 8 Attacker 24 Stun Lv2------------ FLUGEL 174 --- 1065 13 1250 132 FLUGEL PUNCH - 1-1 26 4550 144 WINEE-RR - 1-1 14 1350 114 --- 15 1750 16 --- 9 Attacker 24 Stun Lv2------------ FLUGEL 174 --- 1065 13 1250 132 FLUGEL PUNCH - 1-1 26 4550 144 WINEE-RR - 1-1 14 1350 114 --- 15 1750 16 --- 10 Carrier 24 --------------- Big Born 200 --- 312 14 1450 -Large Unit-(No Parts) EMPIRE - 1-1 14 1450 --- 14 1450 --- 26 4550 14 --- 11 Missileer 23 --------------- BLIZZAIA Ⅱ 204 --- 1140 14 1300 144 BLIZZAIAⅡ PUNCH - 1-1 14 1300 144 BLIZZAIAⅡ PUNCH - 1-1 23 3750 180 CRANE 3 3-6 15 1650 16 --- 12 Attacker 24 Stun Lv2------------ FLUGEL 174 --- 1065 13 1250 132 FLUGEL PUNCH - 1-1 26 4550 144 WINEE-RR - 1-1 14 1350 114 --- 15 1750 16 --- 13 Attacker 24 Stun Lv2------------ FLUGEL 174 --- 1065 13 1250 132 FLUGEL PUNCH - 1-1 26 4550 144 WINEE-RR - 1-1 14 1350 114 --- 15 1750 16 --- 14 Attacker 24 Stun Lv2------------ PERZEA 156 --- 1115 13 1250 144 THUNDER BOLT - 1-4 26 4550 132 FLUGEL PUNCH - 1-1 14 1350 132 --- 15 1750 20 --- 15 Attacker 24 Stun Lv2------------ PERZEA 156 --- 1115 13 1250 144 THUNDER BOLT - 1-4 26 4550 132 FLUGEL PUNCH - 1-1 14 1350 132 --- 15 1750 20 --- 上へ
https://w.atwiki.jp/spacepirateszombies/pages/37.html
星図 星図には、銀河内のワープゲートの接続状況、および強力なそれぞれの星であるを示しています。 自分のレベルを超えた技術レベルの星に行くときは注意してください。 危険な星は赤く、安全な星は緑で表示されます。 あなたとCIVILIANとUTAの関係は非常に重要です。 ミッションを受けることで関係は変化していきます。 この関係はこの銀河のみのもので、他の銀河に行けば新たにそことの関係が始まります。 ある銀河ではUTAと敵対しているが、ある銀河ではCIVILIANと敵対することが可能です。 原文 As you clear warp gate blockades, you ll unlock connections that allow you to travel to different star systems. The star map shows all the warp gate connections in the galaxy and how powerful each star is. As you get closer to the core, the stars tech levels will increase. Beware of traveling to a star with a level well beyond your own. The more dangerous a star is, the more red its icon will be. If a star is beneath your level, it will be green, while yellow means your levels are evenly matched. In addition to the tech level, there are many defining features of a star system. Most important is the Civilian and UTA relationship with you. Your actions can change these relationships, altering how they respond to you, and what missions are available. Your relationships do not carry over from one star to another. Every new star you come across will have an untainted (but not necessarily hospitable ) opinion of you.
https://w.atwiki.jp/h_session/pages/8880.html
@メニュー 編集 表示 ツール ヘルプ このウィキに参加 ログイン h_session @Wiki メニュー トップページ ページの左側 検索 予定表 重要通知 不安定報告 メンバー一覧 セッション関連以外の部屋 削除依頼用のページ エロセWIKIの使い方 ※Wiki操作方法 超初心者簡単Wiki講座 アップローダー 画像専用あぷろだ ※FEAR系列 アリアンロッドRPG アルシャードff アルシャードG アルシャードセイヴァー 異界戦記カオスフレア 異能使い 魔獣の絆(旧約・新約・トリニティ) 風の聖痕 テラ:ザ・ガンスリンガー 天羅WAR セブン=フォートレス ダブルクロス トーキョーN◎VA-D ナイトウィザード BLADEofARCANA BLADE of ARCANA The 3rd Edition METAL HEAD EXTREME 神曲奏界ポリフォニカ まじしゃんず・あかでみい エンゼルギア The 2nd Edition モノトーン・ミュージアム 天下繚乱SRS 世界樹の迷宮SRS メタリックガーディアンRPG サイキックハーツRPG ※SNE系列 GURPS ゲヘナ SW2.0 ソードワールドRPG デモンパラサイト 六門世界RPG シルバーレインRPG セイクリッド・ドラグーン エンドブレイカー! ※冒険企画局系列 サタスペREmix+ アジアンパンクRPG サタスペ 迷宮キングダム シノビガミ ハンターズ・ムーン マギカロギア カードランカー ※その他メーカー GUNDAM SENTINEL RPG ガンドッグ 真・女神転生TRPG ワースブレイド Dungeons Dragons トンネルズ&トロールズ TRPGスーパーセッション大饗宴 番長学園!!大吟醸 無限のファンタジア メイドRPG ゆうやけこやけ 深淵 Shadowrun4版 エンジェル☆クエスト りゅうたま ブルーローズ・ネクサス 駅前魔法学園!! 永い後日談のネクロニカ Vampire the Masquerade 神我狩 ※オリジナル・同人 絶対隷奴 千夜月姫 Heroine Crisis TRPG PTRPG 魔都物語 スーパーロボット大戦RPG スーパーロボット大戦TRPG ロマンシングSaGa 東方千幻抄 仮面ライダーTRPGマスカレイド・スタイル 夢神楽 R-TYPE TRPG サガ・フロンティアTRPG ※特殊レギュレーション BLセッションしませんか? ※開発中 DayByDay LovingBrave! スーパーロボット大戦MG 魔法少女十字軍 大商売時代 半熟英雄TRPG ローズ・トゥ・ロード私家版 狼煙のしるべ アナザーガンダムTPRG 触手宮TRPG ※休止中 女神異聞録ペルソナTRPG パッヘルベルの鐘 館(仮称) ドレッド・ノート 試作3on3バスケゲーム DoLLs War RPG ルリルラ予備ページ BLACK/MATRIX TRPG エンゼルギア スターレジェンド 学園ぱらだいす 維新の嵐 メカ娘TRPG ※エロチャ設定 近親ちゃんねる 街の灯火 私立序院学園 NTR実験室 アップローダー 画像専用あぷろだ したらば 不安定報告 リンク BBT/三輪 創氏郎の編集 (pukiwikiライクモード-ベータ版) 非ログインでの編集投稿には、下の画像で表示された文字列を入力する必要があります。 (読みにくい場合はここをクリック) » タグ(このWIKIのタグ一覧) @Wikiのご利用ガイドはこちら | 新しいページ | 編集 | 差分 | 編集履歴 | ページ名変更 | アップロード | 検索 | ページ一覧 | タグ | RSS | ご利用ガイド | 管理者に問合せ | ログイン
https://w.atwiki.jp/otome-gamecatalog/pages/195.html
MESSIAH MESSIAH 通常版 MESSIAH 限定版 MESSIAH 廉価版 タイトル メサイア メーカー CORE 発売日 2006/8/25 機種 Windows 98/98SE/2000/Me/XP カテゴリー AVG 対象年齢 18才以上対象 CV 黒瀬鷹/皇帝/凪野隼斗 備考 体験版あり 攻略サイト Half Adder SIGNPOST
https://w.atwiki.jp/warband/pages/400.html
ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurancebraveryand 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 handa commander who gives his men everything they want may find that they grow softand waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battledetermining how aggressively troops engage the enemyand 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 speedas a less motivated party will move more slowlyas the men are not pushing themselves to their physical limitand pause more frequentlyas it waits for stragglers to catch up. Finallya party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For examplea 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 foodand pay them on time demonstrate that they care about their troops' welfareand 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 partyfor examplemen 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 strainedas the commander has less time to supervise the menlisten to their grievancesand resolve their disputes. Frequent battles will strengthen the bonds between menwhile long periods without combat will see the troops become bored and quarrelsome.^^ The morale reportaccessibly 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 Calradia 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 Calradiabut people also need fat and protein in the form of meatfishor cheese. It takes almost as much work to preserve meat as to produce it in the first placeso salt is also in high demand. After food comes clothing heavy woollighter linens or luxurious velvet. Finallypeople need the tools of their trade ironwarepotteryleatherwareandof course armsarmorand horses for war.^^Most agricultural products are produced in the villageswhile artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Alsodifferent resources can be found in different parts of the country. Consequentlythe key to prosperity in Calradia is trade -- both between the villages and the townsand between the major towns themselves.^^When trade flowsgoods will be available and affordablethe population of a center will be healthy and energeticand migrants will flock from the nearby regions. The center will produce moreconsume moreand be able to contribute more in taxes to their lords. When trade dries uptowns and villages will see their workers flee to seek work elsewhereand economic activity will drift to a stand-still. Thusit is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchanthowevermay want to seek out towns which have become isolated from the rest of the landas 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 townsvillage markets will be rather quiet placesand villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profitalthough 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-byalthough they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|Players may wish to marry into one of Calradia's noble families. Marriage is not necessary for a player to rise in power and staturebut it does provide players 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 Calradian aristocratic societyget on good terms with his bride's parents or guardiansand then woo the lady according to local custom. If a player grows impatienthe may attempt to take a shortcut -- 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. Alsoa lady's tastes are unpredictableand a player may also find that the object of his love does not love him in return. Romancein Calradia as elsewheredoes not always prosper. Of coursea player may resort to otherless gentlemanly means of winning a lady's heartbut againthat will have a serious impact on his reputation.^^To get started on the path of courtshipa male player should try to get involved in the social life of the Calradian aristocracy attending feasts and tournaments. Alsowandering troubadours and poets can serve as a useful repository of information on courtshipand keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Calradian society is very traditionalandas adventurersthey 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 sidea female character does not have to go through the elaborate rituals of courtshipand she also may gain more from a marriage than her male counterpart. For a woman adventurermarriage 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 realms of Calradiaalthough they represent different culturesall 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 oaththe vassal will usually receive a fiefa 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 vassalsand to treat them justly.^^This is how it works in theoryanyway. In practicevassals will not always work in their factions' interestsparticular as they are often quarreling with one another. Nobles have different personalitiesand sometimes those personalities clash. Orperhaps two nobles were once friendsbut 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 favor of the king -- perhaps over newly conquered landsor over who will be given the coveted office of marshalthe lord in charge of organizing large-scale campaigns.^^When one realm in Calradia makes war on anotherthe 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 quarrelslords will fail to respond to the marshal's summonsor 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 factionlords will be less likely to join together on raids and patrolsand come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizonkeep this in mind -- ultimatelya noble's loyalty goes not to a particular faction or culturebut to himself and to his family. If a noble fears that his faction is collapsingor if he is being neglected by his liege he can usually find a reason to withdraw his oath of allegianceand change sides. Players should keep this in mindas 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 Calradia may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipmentbut also the course of his or her career as an adventurer.^^War and politics in Calradia are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quicklybut 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 difficultand starting as a female commoner is probably the most challenging way to begin a game.^^Howeverwomen have some starting advantages. Simply by taking up armsa female warrior will draw attention to herselfand she may find that she can build up her reputation faster than a male. Alsoit is traditionally easier for a woman to marry up the social ladder than it is for a manand a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finallykeep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or commonmale or femalemarried or unmarried -- anyone can rise to become ruler of all Calradiaif they are sufficiently braveluckyor resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in Calradia go to wartheir armies have two basic offensive options. They can try to attack villages and lay waste to the countrysidedamaging their enemy's prestige and economy. Orthey can try to seize and hold castles or townstaking territory This second option can involve longbloody siegesbut will yield more decisive results.^^It is important to note that the realms of Calradia do not field standing armieswhich remain in the field as long as the ruler desires. RatherCalradian realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimesthese nobles launch their own private attacks into enemy territorybut the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshala noble appointed by the kingwill summon the host before the campaign and lead them out to battle. Howeverhe should be careful not to keep them in the field too long. Otherwisethe host will begin to disintegrateas the vassals drift off to pursue their own businessand the army will be vulnerable to a counter-attack.^^For this reasonthe rhythm of wars in Calradia 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 timethen the campaign may end before it has even begun. A large realm will have an advantage over a smaller onejust as a brawny combatant has an edge over a smaller foebut a realm's political cohesion can also be a factorjust as a fighter with great stamina can outlast her opponent. Sometimesthe armies of two realms will meet head onresulting 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 townswhich broadcast intelligence about enemy movements in the area. Such intelligence will be imprecisehoweverparticularly 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 miscalculateand find that it is the one to be overwhelmed. Attackersin turnmust be careful how far they advance into enemy territorywith aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaigneither by joining the hostor by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautiousor too aggressivefor their tastes. In this casethey can intrigue with other lords to try to replace the marshalor build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war willfor the sake of honorfeel obligated to pursue the conflict for a short while. Howeverunless he is soundly beating his enemy. he may soon start looking for a way out of the conflictlest he leave himself vulnerable to an attack by a third party. Calradia's rulers are keenly aware that today's ally may be tomorrow's enemyand vice versa. ip_crap|Crap ip_crap_text|A player character in Calradia may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipmentbut also the course of his or her career as an adventurer.^^War and politics in Calradia are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quicklybut women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male noblemanyou can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficultand starting as a female commoner is probably the most challenging way to begin a game.^^Howeverwomen have some starting advantages. Simply by taking up armsa female warrior will draw attention to herselfand she may find that she can build up her reputation faster than a male. Alsoit is traditionally easier for a woman to marry up the social ladder than it is for a manand a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finallykeep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or commonmale or femalemarried or unmarried -- anyone can rise to become ruler of all Calradiaif they are sufficiently braveluckyor resourceful.
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autolink 占有/Take Possession (5)(青)(青) エンチャント ― オーラ(Aura) 刹那(この呪文がスタックにある限り、プレイヤーは呪文を唱えられず、マナ能力でない起動型能力を起動できない。) エンチャント(パーマネント) あなたはエンチャントされているパーマネントをコントロールする。 《占有/Take Possession》をGathererで確認 《占有/Take Possession》をGoogleで検索 《占有/Take Possession》が使用された大会 取得中です。 カードテキスト転載元:Wisdom Guild様 2012 / 10 / 01
https://w.atwiki.jp/frontmission4/pages/380.html
E.C.編 Stage00|Stage01|Stage02 Stage05|Stage06|Stage07 Stage11|Stage12 Stage16 Stage18|Stage19 Stage22|Stage23|Stage24 Stage27|Stage28 南米編 Stage03|Stage04 Stage08|Stage09|Stage10 Stage13|Stage14|Stage15 Stage17 Stage20|Stage21 Stage25|Stage26 Stage29 Stage10マップ 味方 敵 ストーリーイベント(後半)Save Point 難民村 Save Point Stage10 難民村 天候 晴れ 時間 夜 → 朝(11ターン) 勝利条件 敵全滅 敗北条件 味方全滅 出撃パイロット選択 Darril / Renges / Chaeffer クリアすると、「U.S.N. Simulator 03」追加 マップ 地形 進入不可 木 平地(0°≦傾斜≦15°) 砂地 岩地 浅瀬 平地(4脚移動不可) 段差 平地(15°<傾斜≦30°) 砂地(15°<傾斜≦30°) 岩地(15°<傾斜≦30°) 深瀬 平地(4脚移動可) 段差(柵など) 平地(30°<傾斜≦45°) 砂地(30°<傾斜≦45°) 岩地(30°<傾斜≦45°) マップ X 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 Y 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 ▼ 補給コンテナ投下地点(HP=-) 敵ユニットリンク設定 アタックリンク:[支援機]―→ | ディフェンスリンク:[支援機]―→ 敵ユニット動作敵ユニットは基本的に、ダメージを受けるか、接近すると行動を開始する 敵ユニット その他行動条件 1 / 2 / 5 / 6 1ターン目に行動開始 3 / 4 / 7 / 8 ルイス機とイネス機が出現すると行動開始 初回戦闘後、イベントが発生し、ルイス機(4)とイネス機(5)が出現する 上へ 味方 No. Name UNIT PILOT PARTS WEAPONS SUPPORT Lv. Speed MG 武器熟練度 SKILLS Name Body HPNow / Max L Hand R Hand L Shoulder R Shoulder Atk. Eva. Evasion SG L Arm 武器種 Def. APNow / Max AP Charge RF R Arm 攻撃属性 ITEMS BZ Legs Dmg.(Dmg. Cut) BP Systems Resist MS Type Move × Armor Attack RK BP 機能(AP) AP Move GR 攻撃回数 Link ML Range BP CN HIt% / Area / Homing 1 2 3 4 Luis 5 3 MG 0 No Skills Tierra Husky Mk.Ⅴ 780 / 780 Gale SG Cemetery L Hand 14% 9% SG 1 Husky Mk.Ⅴ 390 / 390 SG MG L Hand 10 / 10 10 RF 0 Husky Mk.Ⅴ 390 / 390 Repair 200MG Ammo 20 BZ 0 Husky Mk.Ⅴ 520 / 520 12×12 15×10 Item Systems 0% MS 0 2Legs 7 48 40 Attack 0% RK 0 BP-S01 Item Space:4 3 4 Move 0% GR 0 ×2 ×2 Link 0% ML 0 1-3 1-4 BP 0% CN 0 75%-58% 80%-62% 5 Ines 5 0 MG 0 No Skills Guaria Calm 200 900 / 900 Skull Buster Thunderbolt L Hand 12% 0% SG 0 Calm 200 450 / 450 KN GR L Hand 14 / 14 14 RF 0 Calm 200 450 / 450 Repair 200Repair 200GR Ammo MAXGR Ammo MAX BZ 0 Calm 200 600 / 600 112×1 320×1 Item Systems 0% MS 0 2Legs 4 ∞ 4 Attack 0% RK 0 BP-S02 Item Space:6 1 12 Move 0% GR 1 ×1 ×1 Link 0% ML 1 1-1 4-6 BP 0% CN 0 80%-80% 2 上へ 敵 No. Name UNIT PILOT PARTS WEAPONS SUPPORT 獲得 Lv. Speed MG 武器熟練度 SKILLS Name Body HPNow / Max L Hand R Hand L Shoulder R Shoulder Atk. 金 Body Eva. Evasion SG L Arm 武器種 Def. L Arm APNow / Max AP Charge RF R Arm 攻撃属性 ITEMS R Arm BZ Legs Dmg.(Dmg. Cut) Legs BP Systems Resist MS Type Move × 経験値 Armor Attack RK BP 機能(AP) AP Move GR 攻撃回数 Link ML Range EP BP CN HIt% / Area / Homing 1 V.S.A. Assault 5 1 MG 1 Block DMG 30 Moth VR.5 Moth VR.5 740 / 740 22snLeosocial 22snLeosocial L Hand 金 424 13% 6% SG 1 Moth VR.5 370 / 370 MG MG L Hand 86 10 / 10 10 RF 0 Moth VR.5 370 / 370 No Items 86 BZ 0 Moth VR.5 492 / 492 8×16 8×16 150 -- Systems 0% MS 0 2Legs 7 100 100 経験値 150 Attack 0% RK 0 ----- 4 4 Move 0% GR 0 ×2 ×2 Link 0% ML 0 1-4 1-4 EP 20 BP 0% CN 0 80%-62% 80%-62% 2 V.S.A. Assault 5 1 MG 1 No Skills Husky Mk.Ⅳ Husky Mk.Ⅳ 570 / 570 22snLeosocial 22snLeosocial L Hand 金 196 19% 6% SG 1 Husky Mk.Ⅳ 285 / 285 MG MG L Hand 40 10 / 10 10 RF 0 Husky Mk.Ⅳ 285 / 285 No Items 40 BZ 0 Husky Mk.Ⅳ 380 / 380 8×16 8×16 68 -- Systems 0% MS 0 2Legs 6 100 100 経験値 100 Attack 0% RK 0 ----- 4 4 Move 0% GR 0 ×2 ×2 Link 0% ML 0 1-4 1-4 EP 15 BP 0% CN 0 80%-62% 80%-62% 3 V.S.A. Assault 5 1 MG 1 No Skills Husky Mk.Ⅳ Husky Mk.Ⅳ 570 / 570 Kirishima 51 Kirishima 51 L Hand 金 196 19% 6% SG 1 Husky Mk.Ⅳ 285 / 285 SG SG L Hand 40 10 / 10 10 RF 0 Husky Mk.Ⅳ 285 / 285 No Items 40 BZ 0 Husky Mk.Ⅳ 380 / 380 10×12 10×12 68 -- Systems 0% MS 0 2Legs 6 100 100 経験値 100 Attack 0% RK 0 ----- 3 3 Move 0% GR 0 ×2 ×2 Link 0% ML 0 1-3 1-3 EP 15 BP 0% CN 0 75%-58% 75%-58% 4 V.S.A. Assault 5 1 MG 1 No Skills Husky Mk.Ⅳ Husky Mk.Ⅳ 570 / 570 Kirishima 51 Kirishima 51 L Hand 金 196 19% 6% SG 1 Husky Mk.Ⅳ 285 / 285 SG SG L Hand 40 10 / 10 10 RF 0 Husky Mk.Ⅳ 285 / 285 No Items 40 BZ 0 Husky Mk.Ⅳ 380 / 380 10×12 10×12 68 -- Systems 0% MS 0 2Legs 6 100 100 経験値 100 Attack 0% RK 0 ----- 3 3 Move 0% GR 0 ×2 ×2 Link 0% ML 0 1-3 1-3 EP 15 BP 0% CN 0 75%-58% 75%-58% 5 V.S.A. Jammer 5 3 MG 0 No Skills Tempest Tempest 600 / 600 F-6 Hand Rod F-6 Hand Rod L Hand 金 152 12% 6% SG 0 Tempest 300 / 300 RD RD L Hand 20 10 / 10 10 RF 0 Tempest 300 / 300 No Items 20 BZ 0 Tempest 400 / 400 50×1 50×1 38 -- Systems 0% MS 0 2Legs 4 ∞ ∞ 経験値 100 Attack 0% RK 0 ----- 1 1 Move 0% GR 0 ×1 ×1 Link 0% ML 1 1-1 1-1 EP 15 BP 0% CN 0 120%-120% 120%-120% 6 V.S.A. Jammer 5 3 MG 0 No Skills Tempest Tempest 600 / 600 F-6 Hand Rod F-6 Hand Rod L Hand 金 152 12% 6% SG 0 Tempest 300 / 300 RD RD L Hand 20 10 / 10 10 RF 0 Tempest 300 / 300 No Items 20 BZ 0 Tempest 400 / 400 50×1 50×1 38 -- Systems 0% MS 0 2Legs 4 ∞ ∞ 経験値 100 Attack 0% RK 0 ----- 1 1 Move 0% GR 0 ×1 ×1 Link 0% ML 1 1-1 1-1 EP 15 BP 0% CN 0 120%-120% 120%-120% No. Name UNIT PILOT PARTS WEAPONS SUPPORT 獲得 Lv. Speed MG 武器熟練度 SKILLS Name Body HPNow / Max Weapon 1 Weapon 2 Weapon 3 Weapon 4 Atk. 金 Body Eva. Evasion SG L Arm 武器種 Def. L Arm APNow / Max AP Charge RF R Arm 攻撃属性 ITEMS R Arm BZ Legs Dmg.(Dmg. Cut) Legs BP Systems Resist MS Type Move × 経験値 Armor Attack RK BP 機能(AP) AP Move GR 攻撃回数 Link ML Range EP BP CN HIt% / Area / Homing 7 V.S.A. Heli Pilot 5 0 MG 0 No Skills VH07 Gaston VH07 Gaston 1000 / 1000 VH07 MS VH07 MG VH07 MS L Hand 金 440 0% 3% SG 0 ----- MS MG MS L Hand 16 / 16 16 RF 0 ----- No Items BZ 0 ----- 140×1 7×10 140×1 -- Systems 0% MS 1 6 ∞ ∞ ∞ 経験値 100 Attack 0% RK 0 ----- 6 5 6 Move 0% GR 0 ×1 ×2 ×1 Link 0% ML 1 6-8 1-4 6-8 EP 10 BP 0% CN 0 72%-69% 80%-75% 72%-69% 8 V.S.A. Heli Pilot 5 0 MG 0 No Skills VH07 Gaston VH07 Gaston 1000 / 1000 VH07 MS VH07 MG VH07 MS L Hand 金 440 0% 3% SG 0 ----- MS MG MS L Hand 16 / 16 16 RF 0 ----- No Items BZ 0 ----- 140×1 7×10 140×1 -- Systems 0% MS 1 6 ∞ ∞ ∞ 経験値 100 Attack 0% RK 0 ----- 6 5 6 Move 0% GR 0 ×1 ×2 ×1 Link 0% ML 1 6-8 1-4 6-8 EP 10 BP 0% CN 0 72%-69% 80%-75% 72%-69% 上へ ストーリーイベント(後半) Save Point Save セーブ Load ロード Exit セーブ/ロードを終了します 難民村 〔外〕 会話イベント 会話-ロジーナと話すヴァンツァーショップを利用可能になる ヴァンツァーショップ会話イベント コンピューターショップを利用可能になる 民家に移動 〔民家〕 会話イベント 外に出る 〔外〕 会話イベント 学校に移動 〔学校〕 会話イベント 外に出る 〔外〕 会話イベント Save Point Save セーブ Load ロード Exit セーブ/ロードを終了します E.C.編(Stage11)へ 上へ
https://w.atwiki.jp/matchmove/pages/58.html
Constraining Camera Position and Motion Sometimes you may already know some or all of the path of the camera, for example, · it may be available from a motion controlled camera, · the camera motion may be mechanically constrained by a camera dolly, · you may have measured some on-set camera data to determine overall scene sizing, or · you may have already solved the camera path, then hand-edited it for cleanup. SynthEyes lets you take advantage of this information to improve a solution or help set up the coordinate system, using the trajectory lock controls at the bottom of theSolver Control Panel, theHard and Soft Lock Controldialog, and the camera s seed path information. Warning using camera position, orientation, and field of view locks is avery advanced topic. You need to thoroughly understand SynthEyes and the coordinate system setup process, and have excellent mental visualization skills, before you are ready to consider camera locks. Under no circumstances should they be considered a way to compensate for inadequate basic tracking skills. Concept and Terminology SynthEyes allows you to create locks on path (X, Y, and/or Z translation), rotation (pan, tilt, and roll), and field of view. You can lock one or more channels, and locks are animated, so they might apply to an entire shot, a range of frames, or one frame. Each lock forces the camera to, or towards, the camera s seed path. The seed path is what you see before solving, or after clearing the solution. You can see the seed path at any time using theView/Show seed pathmenu control, or the button on the Hard and Soft Lock Control dialog. Locks may be hard or soft. Hard locks force the camera to the specified values exactly (except if Constrain is off), similar to pegged trackers. Soft locks force the camera towards the specified value, but with a strength determined by a weight value. Locks are affected by theConstraincheckbox on the solver panel, similar to what happens with trackers. With Constrain off, locks are appliedaftersolving, anddo notwarp the solution. All soft locks are treated as hard locks. With Constrain on, locks are applied before and during solving, soft locks are treated as such, and locksdowarp the solution. Field of view locks are not affected by Constrain, and are always applied. Camera position locks are more useful than orientation locks; we’ll consider position locks separately to start with. You can also constrain objects, but this is even more complex. Basic Operation Set up generally proceeds as follows 1. If you have not already attempted to solve the scene, go to step 5. 2. Go to the Solver Control Panel. Click themorebutton to bring up theHard and Soft Lock Controlpanel. 3. Position and animate the camera as desired, creating a key on each frame where you want the position to be constrained. The Get buttons can help with this. 4. Turn on the L/R, F/B, and/or U/D buttons as appropriate depending on the axes to be constrained — these stand for left/right, front/back, and up/down respectively. 5. Adjust the Constrain checkbox as needed. The camera position constraints behave similarly to constraints on the trackers if the Constrain checkbox on, they are enforced exactly during the solve, but if the Constrain checkbox is off, they are enforced only loosely after the completion of the solve. Loosely means that they are satisfied as best as can be, without modifying the trajectory or overall RMS error of the solution. The result of this process is to make the camera match the X, Y, and/or Z coordinates of the seed path at each key. This basic setup can be used to accomplish a variety of effects, as described above and covered in more detail below. At the end of the section, we’ll show some even more exotic possibilities. Using a Camera Height Measurement Suppose the camera is sitting on a moving dolly in a studio, and you measured the camera (lens s) height above the floor, and you have some trackers that are (exactly) on that floor. You can use the height measurement to set up the scene size as follows 1. Show the seed path View/Show Seed Path menu item 2. At frame 0, position the camera at the desired height above the ground plane 2 meters, 48 inches, whatever. 3. Turn on the U/D button on frame 0,turn it back off at frame 1. 4. Set up a main coordinate system using 3 or more trackers on the floor. Make sure tonotcreate a size constraint in the process if using the *3 button on the Coordinate system panel or the Coord button on the Summary panel, select the 2nd(on-axis) tracker, and in the Coordinate panel, change it from Lock Point (at 20,0,0) to On X Axis or On Y Axis. 5. Solve with Go! on the Solver panel Note that you can use whatever more complex setup you like in step 4, as long as it completely constrains both the translation and rotation, but not the size. WARNING You might be tempted to think “Hmmm, the camera is on a dolly, so the entire path must be exactly 43 inches off the floor, let me set that up!” (by not turning U/D back off). But this is almost alwaysa bad idea! The obvious problem is that the dolly track is never really completely flat and free of bumps. If the vertical field of view is 2 meters, and you are shooting 1080i/p HDTV, then roughly your track must beperfectly flat to 1 millimeteror so to have a sub-pixel impact. If your track is that flat, congratulations. The conceptually more subtle, but bigger impact problem is this a normal tripod head puts the camera lens very far from the center of rotation of the head—roughly 1 foot or 0.25 meter. As you tilt the head, the position of the camera increases and decreases up to that much in height! Unless your camera does not tilt during the shot, or you have an extra-special nodal-pan head, the camera height will change dramatically during the shot. A Straight Dolly Track Setup If your camera rides a straight dolly track, you can use the length of that track to set the scale, and almost the entire coordinates system if desired. While the camera height measurement setup discussed above is simpler, it is appropriate mainly for a studio environment with a flat floor. The dolly track setup here is useful when a dolly track is set up outdoors in an environment with no clearly-defined ground plane—in front of a hillside, say. For this setup, you should measure the distance traveled by the camera head down the track, by a consistent point on the camera or tripod. For example, if you have a 20’ track, the camera might travel only 16’ or so because there will be a 2’ dead zone at each end due to the width of the tripod and dolly. Measure the starting/ending position of the right front wheel, say. Next, clear any solved path (or click View/Show seed path), and animate the camera motion, for example moving from 0,0,0 at the beginning of the shot to 16,0,0 at the end (or wherever it reaches the maximum, if it comes back). You now have two main options A) mostly tracker-based coordinate setup, or B) mostly dolly-based coordinate setup, for side-of-hillside shots. For setup A, turn on only the L/R camera axis constraint checkbox on the first and last frames (only). The X values you have set up for the camera have set up an X positioning for the scene, so when you set up constraints on the trackers, they should constrain rotation fully, plus the front/back and up/down directions—but not the L/R direction since that would duplicate and conflict with the camera constraint (unless you are careful and lucky). For setup B, turn on L/R, F/B, and U/D on the first and last frames (only). You should take some more care in deciding exactly what coordinate values you want to use for each axis of the animated camera path, because those will be defining the coordinate system. [By setting keys only at the beginning and end of the shot, you largely avoid problems with the camera tilting up and down—at most it tilts the overall coordinate system from end to end, without causing conflicting constraints.] If the track is not level from end to end, you can adjust the beginning or ending height coordinate of the tracker as appropriate. But usually we expect the track to have been leveled from end to end. With X, Y, and Z coordinates keyed at the beginning and end of the shot, you have already completely constrained translation and scale, and have constrained 2 of the 3 rotation axes. The only remaining unconstrained rotation axis is a rotation around the dolly. To constrain this remaining rotation requires only a single additional tracker, and only its height measurement! On the set, you should measure the relative height of a trackable feature compared to the track (usually this will be to the base of the track, so you should also measure the height of the camera versus the base). You can measure this height using a level line (a string and a clip-on bubble level) and a ruler. On theCoordinate System Control Panel, select the tracker and set it toAny XY Planeand set the Z coordinate (for Z-up mode), or selectAny XZ Planeand set the Y coordinate (for Y-up mode). Now you’re ready to go! This setup is a valuable one for outdoor shots where a true vertical reference is required, but the features being tracked are not structured (rocks, bushes, etc). Again, we recommendnot trying to constrain the camera to be exactly linear, though you can easily set this up by locking Y and Z to be fixed for the duration of the shot, with single-frame locks on X at the beginning and end of the shot. This setup forces the camera motion to be exactly straight, but moving in an unknown fashion in X. Although the motion will be constrained, the setup willnotallow you to use fewer trackers for the solve. Using a Supplied Camera Path This section addresses the case where you have been supplied with an existing camera translation path, either from a motion-controlled camera rig, or as a result of hand-editing a previous camera solution, which can be useful in marginal tracks where you have a good idea what the desired camera motion is. After editing the path, you want to find the best orientation data for the given path. If you have an existing camera path in an external application (either from a rig, or after editing in maya or max, for example), typically you will import it using a standard or custom camera-path import script. Be sure that the solved camera path is cleared first, so that the seed path is loaded. If you have a solved camera path in SynthEyes, you can edit it directly. First, select the camera, and hit the Blast button on the 3-D panel. This transfers the path data from the solved path store into the seed path store. Clear the solved path and edit the seed path. Rewind and turn on all 3 camera axis locks L/R, F/B, and U/D. Next, configure the solver s seeding method. This requires some care. You can use the Path Seeding methodonly if your existing path includes correct orientation and field of view data. Otherwise, you can use the Automatic method or maybe Seed Points. The Refine mode is not an option since you have already cleared the solution to load the seed path, and don’t have orientation data anyway or you’d use Path Seeding. You can use Seed Points mode if you are editing the path in SynthEyes—but be sure to hit theSet Allbutton on the Coordinate System Setup Control panelbeforeclearing the prior solution, so that the points are set up properly as seeds. You should probablynotmake them locks, unless you are confident of the positions already. With the camera path locked to a complex path (other than a straight line), no further coordinate system setup is required, or it will be redundant. You can solve the scene first with the Constrain checkbox off, then switch to Refine mode, turn on Constrain, and solve again. This will make it apparent during the second solve whether or not you have any problems in your constraint setup, instead of having a solution fail unexpectedly due to conflicting constraints the first time. Camera-based Coordinate System Setup The camera axis constraints can be used in small doses to set up the coordinate system, as we’ve seen in the prior sections. Typically you will want to use only 1 or 2 keys on the seed path; 3 or more keys will usually heavily constrain the path and require exact knowledge of the camera move timing. Roughly, each keyed frame is equivalent in effect to a constrained tracker located at the same spot. You should keep that in mind as you plan your setup, to avoid under- or over-constraining the coordinate system. Soft Locks So far we have described hard locks, which force the camera exactly to the specified values. Soft locks pull more gently on the camera path, for example, to add stability to a section of the track with marginal tracking. In either case, for a lock to be active, the corresponding lock button (U/D, L/R, pan, etc) must be on. The weight values on the Hard and Soft Lock dialog controls whether locks are hard or soft. If the weight is zero (the default), it is a hard lock. A non-zero weight value specifies a soft lock. Weight values range from 1 to 120, with 60 a nominal neutral value. However, we recommend that when creating soft locks, you start with a weight of 10, and work upwards through 20, 30, etc until the desired effect is obtained. Weight values are in decibels, a logarithmic scale where 20 decibels is a factor of 10, and 6 decibels is a factor of two. So 40 is 10 times stronger than 20, and 26 is twice as strong as a weight of 20. (Decibels are commonly used for sound level measurements.) A lock can switch from hard to soft on a frame-by-frame basis, ie frames 0-9 can be hard, and 10-14 soft. You may need to key the weight track carefully to avoid slow transitions from 20 down to 0, for example. Soft locks are treated as such only when the Constrain check box is on it is the solver that distinguishes between hard and soft locks. If Constrain is off, the locks will be applied during the final alignment, when they do not affect the path at all, just re-orient it, so soft locks are treated the same as hard locks. Note that the soft lock weight isnota path blending control. You might naively be tempted to set up a nominal locked path, and try to animate the soft lock weights expecting a smooth blend between the solved path and your animated locked path. But that is not what will happen. The weight changes how seriously SynthEyes takes your request that the camera should be located at the specified position—but it will affect the tracker positions and everything else as well. Orientation Locks You can apply Pan, Tilt, and Roll rotation locks as well as translational locks. They can be used for path editing and, to a lesser extent, for coordinate system setup. For example, a roll-angle constraint can be used to keep the camera forced upright. That can be handy on tripod shots with large pans small amounts of lens distortion can bend the path into a banana shape; the roll constraint can flatten that back out. If the camera looks in two different directions with the roll locked, it constrainstwodegrees of freedom only a single pan angle is undetermined! For example, if looks along the X axis then along the Y axis, both with roll=0. You might want to think about that for a minute. The perspective window s local-coordinate-system and path-relative handles can help make specific adjustments to the camera path. Inherently, SynthEyes is not susceptible to “gimbal-lock” problems. However, when you have orientation locks, you are using pan, tilt, and roll axes that do define overall north and south poles, and you may encounter some problems if you are trying to lock the camera almost straight up or down. If this is the case, you may want to change your coordinate system so those views are along the +Y and –Y axes, for example. Object Tracking You can also use locks on moving objects, in addition to cameras. However, there are several restrictions on this, because moving objects are solved relative their hosting camera path, but the locks are world coordinate system values. If a moving object has path locks, then 1. the host camera must have been previously solved, pre-loaded, or pre-keyed, and the camera solving mode set to Disabled, 2. the translation axis locks must either all be on, or all off, and 3. the rotation axis locks must either all be on, or all off. Normally, when SynthEyes handles shots with a moving camera and moving object, it solves camera and object simultaneously, optimizing them both for the best overall solution. However, when object locks are present, SynthEyes must be able to access the camera solution first, in order to be able to apply the object locks. With the camera path, SynthEyes changes the translation and rotation axis lock values into a form usable for the object, but the individual axes are no longer available, and either all must be constrained, or none. SynthEyes will automatically turn all the enables on or off together if a moving object is active. Object locks have very hard-to-think-about impacts on the local coordinate system of the trackers within the object. Most object locks will wind up over-constraining the object coordinate system. We recommend that object locking be used only to work on the object path, not to try to set up the object coordinate system.
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Infantry Airborne Contents 1 Airborne Veterancy 2 Tactics 3 History 4 Called In Using 4.1 Airborne Infantry 5 Squad Abilities 5.1 Fire Up 5.2 Throw Satchel Charge 5.3 Throw Mk2 Grenade 6 Squad Upgrades 6.1 Mk2 Grenades 6.2 M18 57mm Recoilless Rifle 7 Squad Weapons 7.1 M1 Carbine 7.2 Mk2 Grenade 7.3 Recoilless Rifle 7.4 Satchel Charge Airborne Squad Size 6 Capture Rate 1.25 Sup Threshold 0.2 Health 420 Sight 35 Pin Threshold 0.6 Cost 375 Detection 7/0 Recovery Rate 0.008 Hotkey Population 6 Time 90 Retreat Modifier 0.5 Target Type infantry_airborne Upkeep 17.28 Reinforce Cost 0.72 Critical Type infantry Squad Slots 4 Reinforce Time 1 Airborne Veterancy [Expand][Hide] Accuracy Received Accuracy Fire Up Recharge 1.15 0.8 -15 8 Vet-Exp Cooldown Rec. Suppression Rec. Damage Fire Up Recharge 0.75 0.75 0.85 -15 16 Vet-Exp Accuracy Damage Fire Up Recharge 1.2 1.5 -15 32 Vet-Exp Tactics Paratroopers can only be used with the Airborne Doctrine. Paratroopers can be dropped and reinforced anywhere on the battle field, they can be used to raid enemy bases or resource points. Paratroopers are very vulnerable to anti-air weapons while dropping. Under no circumstances should you drop paratroopers in the immediate proximity of a Wirbelwind Flak Panzer, Ostwind Flakpanzer, or Puma armored cars. Fire up can be used to overcome suppression and flank around the enemy. Recoilless rifles are very accurate anti-tank weapons with high penetration against most tanks and vehicles. Satchel charges make short work of garrisoned structures and light vehicles, but their 5 second fuse gives an alert enemy plenty of time to withdraw or retreat. Keep an eye on your Paratroopers, They are pretty weak unsupported and expensive to reinforce. Build a Triage Center to keep Paratroopers alive. History Airborne forces are military units, usually light infantry, set up to be moved by aircraft and dropped into battle. Thus they can be placed behind enemy lines, and have an ability to deploy almost anywhere with little warning. The formations are limited only by the number and size of their aircraft, so given enough capacity a huge force can appear out of nowhere in minutes, an action referred to as vertical envelopment. Conversely, airborne forces typically lack the supplies and equipment for prolonged combat operations, and are therefore more suited for airhead operations than long-term occupation; furthermore, parachute operations are particularly sensitive to adverse weather conditions. Advances in helicopter technology since World War II have brought increased flexibility to the scope of airborne operations, and helicopters have largely replaced large-scale parachute operations, and (almost) completely replaced combat glider operations. However, due to the limited range of helicopters and the limited number of troops that can be transported by them many countries retain Paratroopers as a valuable strategic asset. In Company of Heroes, the Airborne division featured in game may be the 101st Airborne Division, due to their motto Screaming Eagles. Called In Using Airborne Infantry [Expand][Hide] Cost 375 Activation targeted Duration 0 Target tp_position Recharge 40 Hotkey Effects A Squad of well-armed and highly-trained Paratroopers will paradrop onto the ordered location. ?ESee Ability Airborne Infantry for details. Squad Abilities Fire Up [Expand][Hide] Cost 5 Activation timed Duration 15 Target tp_any Recharge 90 Hotkey F Effects While Fired-Up, Squads are less prone to Suppression and move faster for a short time. ?ESee Ability Fire Up for details. Throw Satchel Charge [Expand][Hide] Cost 50 Activation targeted Duration _ Target tp_entity_and_position Recharge 30 Hotkey S Effects Satchel Charges are bundles of explosives that do heavy damage against Buildings, but can be thrown at Vehicles or Infantry. ?ESee Ability Throw Satchel Charge for details. Throw Mk2 Grenade [Expand][Hide] Cost 25 Activation targeted Duration _ Target tp_any Recharge 15 Hotkey N Effects The Squad will throw a Mk2 Pineapple Grenade. ?ESee Ability Throw Mk2 Grenade for details. Squad Upgrades Mk2 Grenades [Expand][Hide] Cost 10040 Time 45 Hotkey N Effects Equip Riflemen Squads with the Mk2 Pineapple grenade for flushing Enemy infantry out of cover, or attacking garrisoned Buildings. ?ESee Upgrade Mk2 Grenades for details. M18 57mm Recoilless Rifle [Expand][Hide] Cost 125 Time 45 Hotkey O Effects Equip Paratroopers with the M18 57mm AT Recoilless Rifle to provide an effective counter to Vehicles and hardened Structures. ?ESee Upgrade M18 57mm Recoilless Rifle for details. Squad Weapons M1 Carbine [Expand][Hide] Weapon M1 Carbine See Weapon M1 Carbine for details. Mk2 Grenade [Expand][Hide] Weapon Mk2 Grenade See Weapon Mk2 Grenade for details. Recoilless Rifle [Expand][Hide] Weapon Recoilless Rifle See Weapon Recoilless Rifle for details. Satchel Charge [Expand][Hide] Weapon Satchel Charge See Weapon Satchel Charge for details. Retrieved from http //coh-stats.com/Infantry Airborne