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https://w.atwiki.jp/delid/pages/53.html
AMD Radeon RX 480 [PR] AMD Launches the Radeon Rebellion with the Radeon RX 480 Graphics Card, Available Now http //www.amd.com/en-us/press-releases/Pages/radeon-rx-480-2016jun29.aspx AMD Radeon RX 480 Graphics Card http //www.amd.com/en-us/products/graphics/radeon-rx-series/radeon-rx-480 [AMD Product Resource Center] Radeon RX 480 4GB http //products.amd.com/en-us/search/Desktop-Graphics/Radeon%E2%84%A2-RX-Series/Radeon%E2%84%A2-Powered-by-Polaris-Tech/Radeon%E2%84%A2-RX-480/76 [AMD Product Resource Center] Radeon RX 480 8GB http //products.amd.com/en-us/search/Desktop-Graphics/Radeon%E2%84%A2-RX-Series/Radeon%E2%84%A2-Powered-by-Polaris-Tech/Radeon%E2%84%A2-RX-480/77 AMD Radeon 400 Series Graphics Drivers http //support.amd.com/en-us/kb-articles/Pages/AMD-Radeon-400-Series-Drivers.aspx GCN COMPUTE UNITS STREAM PROCESSORS BASE / BOOSTCLOCK MEMORYSPEED MEMORYBANDWIDTH MEMORYINTERFACE MEMORYTYPE GPU POWER BOARD POWER RX 480 4GB 4th Gen 36 2304 1120 / 1266 MHz 7 Gbps 224 GB/s 256 bit GDDR5 110 W 150 W RX 480 8GB 8 Gbps 234 GB/s 4Gamer.net 「Radeon RX 480」レビュー。Polaris世代第1弾となるコスパ重視のGPU,その絶対性能を探る http //www.4gamer.net/games/329/G032949/20160629103/ 西川善司の3DGE:「Polaris」世代のRadeonは何が新しいのか(1)GPUアーキテクチャを丸裸にする http //www.4gamer.net/games/329/G032949/20160629016/ 西川善司の3DGE:「Polaris」世代のRadeonは何が新しいのか(2)HDMI 2.0bにDP 1.4,H.265。機能面は競合と似たものに http //www.4gamer.net/games/329/G032949/20160629072/ ASCII.jp 「Radeon RX 480」は迷えるゲーマーを導く極星となるか? http //ascii.jp/elem/000/001/185/1185460/ AMD Polaris Tech Dayレポート AMDがRadeon RX 480/470/460を発表、その戦略とは? http //ascii.jp/elem/000/001/186/1186378/ Impress PC Watch 【レビュー】期待のアッパーミドル「Radeon RX 480」をテスト http //pc.watch.impress.co.jp/docs/topic/review/1007668.html GeForce GTX 970に真っ向から対抗するRadeon RX 480の詳細 ~高いDirectX 12性能と2パスビデオエンコーダ搭載 http //pc.watch.impress.co.jp/docs/news/1007607.html 【後藤弘茂のWeekly海外ニュース】FinFET時代のAMDのGPU「Polaris」アーキテクチャ http //pc.watch.impress.co.jp/docs/column/kaigai/1007858.html ITmedia PC USER 競合最新GPUとの比較も:新世代ミドルレンジGPU「Radeon RX 480」の性能をチェック http //www.itmedia.co.jp/pcuser/articles/1606/29/news159.html Polarisの狙いは?:AMDの最新GPU「Radeon RX 480」まとめ http //www.itmedia.co.jp/pcuser/articles/1606/29/news155.html マイナビニュース 【レビュー】Radeon RX 480ファーストインプレッション - 期待の"Polaris"のパフォーマンスを探る http //news.mynavi.jp/articles/2016/06/29/rx480/ 【レポート】AMD、新アーキテクチャ"Polaris"の詳細を公開 - 14nm FinFETと第4世代GCNで電力あたりの性能を大幅に向上 http //news.mynavi.jp/articles/2016/06/29/polaris/ 価格.comマガジン Polarisアーキテクチャー採用の新GPU「Radeon RX 480」ベンチマークレポート https //mag.kakaku.com/pc-smartphone/?id=4244 ドスパラ パーツの犬 RADEON RX480速報レビュー! http //partsdog.dospara.co.jp/archives/52466533.html パソコン工房 パソコン実験工房 Polaris第1弾「Radeon RX480」を試してみた https //www.pc-koubou.jp/blog/rx480.php VideoCardz.com AMD Radeon RX 480 Reviews http //videocardz.com/61605/amd-radeon-rx-480-reviews 3DNews.ru Обзор видеоадаптера AMD Radeon RX 480 http //www.3dnews.ru/935382/?full Adrenaline AMD Radeon RX 480 http //adrenaline.uol.com.br/2016/06/29/44279/amd-radeon-rx-480-muito-mais-eficiente-e-com-performance-para-ir-alem-do-fullhd-mas-preco-e-menos-competitivo-que-no-exterior/ AnandTech The AMD Radeon RX 480 Preview Polaris Makes Its Mainstream Mark http //www.anandtech.com/show/10446/the-amd-radeon-rx-480-preview Ars Technica UK AMD RX 480 review The best budget graphics card—but for how long? http //arstechnica.co.uk/gadgets/2016/06/amd-rx-480-polaris-review/ BenchLife AMD Radeon RX 480 測試,與 GeForce GTX 1080、GTX 980 和 GTX 970 比較 https //benchlife.info/radeon-rx-480-hand-on-review-06292016/ benchmark.pl Premiera AMD Polaris - Radeon RX 480 walczy w średnim segmencie http //www.benchmark.pl/testy_i_recenzje/radeon-rx480-test.html Bits and Chips AMD Radeon RX 480 8GB, agile e scattante con Polaris 10 http //www.bitsandchips.it/hardware/9-hardware/7184-amd-radeon-rx-480-8gb clubic Test AMD Radeon RX 480 la révolution des prix ? http //www.clubic.com/carte-graphique/carte-graphique-amd/article-810656-1-amd-radeon-rx-480-polaris-test.html AMD Radeon RX 480 ce qu il faut retenir de Polaris http //www.clubic.com/video/high-tech/video-amd-radeon-rx-480-ce-qu-il-faut-retenir-de-polaris-480784.html ComputerBase AMD Radeon RX 480 im Test https //www.computerbase.de/2016-06/radeon-rx-480-test/ Custom PC Review Review AMD Radeon RX 480 8GB - Polaris Finally Arrives! http //www.custompcreview.com/reviews/amd-radeon-rx-480-8gb-review/30443/ El Chapuzas Informático Review AMD Radeon RX 480 https //elchapuzasinformatico.com/2016/06/amd-radeon-rx-480-review/ engadget AMD s Radeon RX 480 is the new king of budget video cards https //www.engadget.com/2016/06/29/amds-radeon-rx-480-is-the-new-king-of-budget-video-cards/ Eurogamer.net AMD Radeon RX 480 review http //www.eurogamer.net/articles/digitalfoundry-2016-amd-radeon-rx-480-review eTeknix AMD Radeon RX 480 Graphics Card Review http //www.eteknix.com/amd-radeon-rx-480-graphics-card-review/ extremepc.in.th Review AMD Radeon RX 480 Polaris 10 https //www.extremepc.in.th/review-amd-radeon-rx-480-polaris-10-crossfire/ Gamers Nexus AMD RX 480 8GB Review, Overclocking, Exhaustive Benchmark http //www.gamersnexus.net/hwreviews/2496-amd-rx-480-8gb-review-and-benchmark-vs-gtx-970-1070 AMD RX 480 Fan Noise Subjective ( Objective) Comparison with Video http //www.gamersnexus.net/guides/2497-amd-rx-480-fan-noise-comparison Complete Disassembly of RX 480 – The Road to DIY RX 480 Hybrid http //www.gamersnexus.net/guides/2498-complete-disassembly-of-rx-480-and-road-to-diy-hybrid GameSpot AMD Radeon RX 480 Review http //www.gamespot.com/articles/amd-radeon-rx-480-review/1100-6441354/ GameStar AMD Radeon RX 480 (Grafikkarten) Test http //www.gamestar.de/hardware/grafikkarten/amd-radeon-rx-480/test/radeon_rx_480,988,3274807.html Guru3D AMD Radeon RX 480 8GB review http //www.guru3d.com/articles-pages/amd-radeon-r9-rx-480-8gb-review,1.html Golem.de Radeon RX 480 im Test http //www.golem.de/news/radeon-rx-480-im-test-eine-bessere-grafikkarte-gibt-es-fuer-den-preis-nicht-1606-121715.html HARDOCP AMD Radeon RX 480 Video Card Review http //www.hardocp.com/article/2016/06/29/amd_radeon_rx_480_video_card_review Hardware.Info AMD Radeon RX 480 Polaris review GTX 970 prestaties voor ca. € 250 https //nl.hardware.info/reviews/6800/amd-radeon-rx-480-polaris-review-gtx-970-prestaties-voor-ca-e-250 Hardware Battle AMD Radeon RX 480 http //www.hwbattle.com/bbs/board.php?bo_table=hottopic wr_id=2457 HardwareCanucks The Radeon RX480 8GB Performance Review http //www.hardwarecanucks.com/forum/hardware-canucks-reviews/72889-radeon-rx480-8gb-performance-review.html Hardwareluxx AMD Radeon RX 480 im Test http //www.hardwareluxx.de/index.php/artikel/hardware/grafikkarten/39615-amd-radeon-rx-480-im-test.html heise online Polaris ist da AMD-Grafikkarte Radeon RX 480 mit hoher Spieleleistung und einem Makel http //www.heise.de/newsticker/meldung/Polaris-ist-da-AMD-Grafikkarte-Radeon-RX-480-mit-hoher-Spieleleistung-und-einem-Makel-3251042.html HEXUS.net Review AMD Radeon RX 480 (14nm Polaris) http //hexus.net/tech/reviews/graphics/93932-amd-radeon-rx-480-14nm-polaris/ HispaZone AMD Radeon RX 480 http //www.hispazone.com/Review/1221/AMD-Radeon-RX-480.html HotHardware AMD Radeon RX 480 Review Polaris Hitting The Sweet Spot http //hothardware.com/reviews/amd-radeon-rx-480-polaris-gpu-review-hitting-the-sweet-spot HT4U.net AMD Radeon RX 480 - hart auf Kante gebaut http //ht4u.net/reviews/2016/amd_radeon_rx_480_review/ jeuxvideo.com Test de la Radeon RX 480 L heure de la revanche pour AMD ? http //www.jeuxvideo.com/dossier/508684/test-de-la-radeon-rx-480-l-heure-de-la-revanche-pour-amd/ KitGuru AMD Radeon RX 480 8GB Review http //www.kitguru.net/components/graphic-cards/zardon/amd-radeon-rx-480-8gb-review/ LanOC AMD Radeon RX 480 8GB http //lanoc.org/review/video-cards/7283-amd-radeon-rx-480-8gb Le comptoir du hardware Test • RADEON RX 480 http //www.comptoir-hardware.com/articles/cartes-graphiques/31854-test-radeon-rx480.html Legit Reviews AMD Radeon RX 480 Video Card Review http //www.legitreviews.com/amd-radeon-rx-480-video-card-review-polaris-arrives_183428 AMD Radeon RX 480 4GB versus Radeon RX 480 8GB http //www.legitreviews.com/amd-radeon-rx-480-4gb-versus-radeon-rx-480-8gb_183576 Muropaketti Testissä AMD Radeon RX 480 (Polaris) http //muropaketti.com/artikkelit/testissa-amd-radeon-rx-480-polaris/ NordicHardware Test AMD Radeon RX 480 8GB – För dyrt och med undermålig kylare http //www.nordichardware.se/test/graphics/test-amd-radeon-rx-480-8gb-for-dyrt-och-med-undermalig-kylare.html Overclockers.ru Обзор и тестирование видеокарты AMD Radeon RX 480 https //www.overclockers.ru/lab/77324/obzor-i-testirovanie-videokarty-amd-radeon-rx-480.html PCLab.pl AMD Radeon RX 480 – test w porównaniu z GTX-em 970 oraz R9 390 i R9 390X http //pclab.pl/art70318.html PC Games Hardware Radeon RX 480 (8 GiByte) im Test Preisbrecher mit 14-nm-Technik http //www.pcgameshardware.de/AMD-Radeon-Grafikkarte-255597/Specials/RX-480-Test-1199839/ PC Perspective The AMD Radeon RX 480 Review http //www.pcper.com/reviews/Graphics-Cards/AMD-Radeon-RX-480-Review-Polaris-Promise PCWorld AMD Radeon RX 480 review Redefining what s possible with a $200 graphics card http //www.pcworld.com/article/3089316/components-graphics/amd-radeon-rx-480-review-redefining-whats-possible-with-a-200-graphics-card.html Phoronix AMD Radeon RX 480 On Linux http //www.phoronix.com/scan.php?page=article item=amdgpu-rx480-linux num=1 Polygon Radeon RX 480 delivers more bang for less buck http //www.polygon.com/2016/6/29/12050526/amd-radeon-rx-480-benchmark-1080-1070 PurePC.pl Premiera AMD Radeon RX 480 Polaris - Test karty graficznej http //www.purepc.pl/karty_graficzne/premiera_amd_radeon_rx_480_polaris_test_karty_graficznej SweClockers.com AMD Radeon RX 480 8 GB http //www.sweclockers.com/test/22310-amd-radeon-rx-480-8-gb Techgage AMD’s Polaris Has Landed A Look At The $200 Radeon RX 480 http //techgage.com/article/amds-polaris-has-landed-a-look-at-the-200-radeon-rx-480/ Technopat AMD Radeon Rx 480 8 GB Ekran Kartı İncelemesi https //www.technopat.net/2016/06/29/amd-radeon-rx-480-ekran-karti-incelemesi/ TechPowerUp AMD Radeon RX 480 8 GB https //www.techpowerup.com/reviews/AMD/RX_480/ AMD Radeon RX 480 CrossFire https //www.techpowerup.com/reviews/AMD/RX_480_Crossfire/ TechSpot AMD Radeon RX 480 Review http //www.techspot.com/review/1198-amd-radeon-rx-480/ Tech Testers Review AMD RX 480 8GB | http //www.techtesters.eu/amd-rx-480-8gb/ The Tech Report AMD s Radeon RX 480 graphics card reviewed http //techreport.com/review/30328/amd-radeon-rx-480-graphics-card-reviewed Tom s Hardware AMD Radeon RX 480 8GB Review http //www.tomshardware.com/reviews/amd-radeon-rx-480-polaris-10,4616.html TrustedReviews AMD Radeon RX 480 review http //www.trustedreviews.com/amd-radeon-rx-480-review TweakTown AMD Radeon RX 480 Video Card Review - Starting a Rebellion From $199 http //www.tweaktown.com/reviews/7756/amd-radeon-rx-480-video-card-review-starting-rebellion-199/index.html 超能网 EXPreview 红色帝国的反击,Radeon RX 480 8GB显卡同步评测 http //www.expreview.com/47994-all.html 单打不行就群殴GTX 1080,Radeon RX 480 CF双卡测试 http //www.expreview.com/48019-all.html “高”的不一样,XFX RX 480 OC超频显卡评测 http //www.expreview.com/48024-all.html 玩家堂 ITOCP 喜迎新制程 讯景RX 480 Black OC 8GB评测 http //www.itocp.com/htmls/78/n-6878.html 泡泡网 PCPOP 14nm北极星架构 AMD RX 480显卡首发评测 http //www.pcpop.com/doc/2/2994/2994538_all.shtml 太平洋电脑网 PConline AMD RX480首测 也许是你们最期待的、首款14nm显卡 http //diy.pconline.com.cn/807/8070822_all.html XFastest AMD Polaris系列顯示卡登場, RADEON RX 480率先出擊,實測效能公開 https //news.xfastest.com/review/22719/amd-polaris-radeon-rx-480-8gb-graphics-card/ 中关村在线 ZOL 14nm制程的首秀 Radeon RX 480首发测试 http //vga.zol.com.cn/590/5904599_all.html
https://w.atwiki.jp/nihongodocuments/pages/15.html
Admin and Setup The Administration and Setup area contains essential information for setting up xTuple ERP, with an emphasis on installing the database and configuring Postgres for Linux, Mac, and Windows. This area also includes information about important Release Updates. 重要なアップデートリリースも、この章内に書かれます。 Documents General Information Upgrading Tools Compatibility Matrix How-Tos Platform-Specific PostgreSQL Installations Forms (Check forms, 1099s, etc.)
https://w.atwiki.jp/warband/pages/433.html
ui_music_volume|BGM ui_sound_volume|効果音 ui_mouse_sensitivity|マウス感度 ui_invert_mouse_y_axis|Y軸を反転 ui_enabled|ON ui_disabled|OFF ui_damage_to_player|プレーヤーへのダメージ ui_reduced_to_1_over_4_easiest|1/4(最も簡単) ui_reduced_to_1_over_2_easy|1/2(簡単) ui_damage_to_friends|味方へのダメージ ui_reduced_to_1_over_2_easiest|1/2(最も簡単) ui_reduced_to_3_over_4_easy|3/4(簡単) ui_normal|普通 ui_combat_ai|戦闘AI ui_combat_speed|移動速度と戦闘速度 ui_good|強い ui_average_caps|普通 ui_poor|弱い ui_faster|速い ui_slower|遅い ui_control_block_direction|防御の方向 ui_automatic_recommended|自動 ui_manual_easy|手動(簡単) ui_manual_hard|手動(難しい) ui_by_mouse_movement|マウスを動かした方向 ui_control_attack_direction|攻撃の方向 ui_lance_control|ランス操作 ui_by_relative_enemy_position|一番近い敵のポジションによる ui_by_inverse_mouse_movement|マウスを動かした反対の方向 ui_battle_size|戦闘の規模 (パフォーマンスに影響します) ui_show_attack_direction|攻撃された方向を表示 ui_show_targeting_reticule|照準を表示 ui_show_names_of_friendly_troops|味方の名前を表示 ui_report_damage|受けたダメージを表示 ui_report_shot_difficulty|射撃難易度を表示 ui_difficulty_rating_percentage|難易度 = %d%% ui_controls|キー設定 ui_video_options|ビデオ設定 ui_done|完了 ui_factions|勢力 ui_item_itemname|アイテム - %s ui_prop_propname|Prop - %s ui_unknown_unknownname|不明 - %s ui_entry_point_entrypointname|Entry Point %d ui_passage_menu_item_passagename|Passage (menu item %d) ui_plant_plantname|Plant - %s ui_export_file_for_character_playername_already_exists_overwrite_it|そのキャラクタ[%s]はすでに存在します。 上書きしますか? ui_yes|はい ui_no|いいえ ui_set_save_file_name|このセーブデータの名前を入力して下さい ui_enter_new_name|新しい名前を入力して下さい ui_export_character|キャラクタをエクスポートする ui_import_character|キャラクタをインポートする ui_character_playername_exported_successfully|キャラクタ[%s]のエクスポートに成功しました。 ui_character_playername_imported_successfully|キャラクタ[%s]のインポートに成功しました。 ui_unable_to_open_import_file|インポートファイルを開けません。 ui_are_you_sure_you_want_to_import_the_character|本当にそのキャラクタをインポートしますか? ui_unable_to_find_character_import_file|インポートファイルが見つかりません。 ui_mount_and_blade_is_running_in_trial_mode_please_buy_the_game_for_importing_a_character|Mount_and_Bladeは現在トライアルモードです。 キャラクタをインポートするには ゲームを購入する必要があります。 ui_change_skin|肌の色 ui_change_hair|髪型 ui_change_hair_color|髪の色 ui_change_beard|ひげ ui_tutorial|チュートリアル ui_tutorial_face_generator|顔の形を変えるにはボタンとスライダーを使います。 違う角度から見るにはマウスでクリックした後、 好きな方向へドラッグします。 ui_restore|ロード ui_cancel|戻る ui_delete|削除 ui_confirm_delete_game|本当に削除しますか? ui_error_removing_file|ファイル削除中にエラーが発生しました。 ui_day_datedisplay|%d日目(%d %d%d) ui_reset_changes|元に戻す ui_weapon_proficiencies|熟練度 ui_skills|スキル ui_attributes|属性 ui_enter_name_here|ここに名前を入力して下さい ui_edit_face|顔の変更 ui_statistics|キャラ移動 ui_next|次へ ui_prev|前へ ui_learn|習得 ui_question_saving_policy|セーブの仕方を選んで下さい ui_saving_policy_realistic|自動上書きセーブ(上級者向け) ui_saving_policy_nonrealistic|セーブしなくても終了できる ui_tutorial_character_generation|名前を入力して、属性、スキル、武器ポイントを 割り当てて下さい。 それぞれの項目をクリックすれば、 その値がどのようにあなたのキャラクタに対して 影響するかを知ることが出来ます。 ui_str|体力 ui_agi|敏捷性 ui_int|知性 ui_cha|魅力 ui_at_learning_limit|(上限に達しています) ui_not_enough_skill_points_to_learn|(スキルポイントが足りません) ui_strength|体力 ui_agility|敏捷性 ui_intelligence|知性 ui_charisma|魅力 ui_not_enough_attributetype_to_learn_this_skill| ui_explanation_one_handed_weapon|片手で持つ剣、斧、 鈍器等を扱う能力です。 ui_explanation_two_handed_weapon|両手で持つ剣、斧、 モール等を扱う能力です。 ui_explanation_polearm|槍、ランス、杖等の 長い柄のついた武器を扱う能力です。 ui_explanation_archery|弓を扱う能力です。 ui_explanation_crossbow|クロスボウを扱う能力です。 ui_explanation_throwing|ジャベリンやダーツ、石つぶて等の 投げる武器を扱う能力です。 ui_explanation_firearms|スリングを扱う能力です。 ui_explanation_strength|体力 1ポイント毎に 1ヒットポイントを得ます。 以下のスキルは体力の1/2を越えて 上昇させることは出来ません 鋼の肉体、 強打、 豪投、 弓術、 荷物管理 また、5レベル毎に追加ポイント が与えられます。 ui_explanation_agility|敏捷性 1ポイント毎に 5武器ポイントを得ます。 武器を操るのが0.5%速くなります。 以下のスキルは敏捷性の1/2を越えて 上昇させることは出来ません 武器熟練、 観測術、 アスレチック、 乗馬、 経路探索、 略奪 また、5レベル毎に追加ポイント が与えられます。 ui_explanation_intelligence|知性 1ポイント毎に 1スキルポイントを得ます。 以下のスキルは知性の1/2を越えて 成長することは出来ません 訓練、 追跡術、 戦略、 治療、 手術、 応急手当て、 技術者、 航海術、 武器手入れ また、5レベル毎に追加ポイント が与えられます。 ui_explanation_charisma|魅力 対話や勧誘、人があなたを見る目に影響します。 1ポイント毎にパーティーの サイズ制限を+1します。 以下のスキルは魅力の1/2を越えて 成長することは出来ません 船団長、 統率力、 説得 また、5レベル毎に追加ポイント が与えられます。 ui_level|レベル %d ui_xp|経験値 %d ui_next_level_at|次のレベルアップ %d ui_health_player|ヒットポイント %d/%d ui_health|ヒットポイント %d ui_attribute_points|属性ポイント %d ui_skill_points|スキルポイント %d ui_weapon_points|武器ポイント %d ui_mission_losses_none|無し ui_mission_losses_wounded|負傷者 ui_mission_losses_killed|死者 ui_party_losses|%s %d人が負傷---%d人が死亡(元%d人) ui_casualties_sustained|自軍の損害 ui_advantage_change|優位性修正 = %c%d ui_overall_battle_casualties|最終的な損害 ui_advantage_outnumbered|絶望的に圧倒されています。 ui_advantage_major_disadvantage|非常に不利な状況です。 ui_advantage_slight_disadvantage|やや不利なようです。 ui_advantage_balanced|勝算は五分と五分です。 ui_advantage_fair_advantage|有利な状況です。 ui_advantage_greatly_favored|勝利は間違いないでしょう。 ui_tactical_advantage|戦術的優位 %d (%s) ui_order_group|部下に命令 ui_question_save_changes|オブジェクトに変更が加えられています。 変更をセーブしますか? ui_yes_save|セーブする ui_no_discard_changes|変更を取り消す ui_everyone_control|全員! ui_everyone_around_control|近くの兵士! ui_others_control|他の者! ui_question_give_up_fight|降伏しますか? ui_give_up|降伏する ui_keep_fighting|戦い続ける ui_question_leave_area|その場を離れる ui_cant_retreat_there_are_enemies_nearby|敵が近くにいて退却できません! ui_question_retreat_battle|退却しますか? ui_retreated_battle|%sは送られました! ui_retreated_battle|%sは戦いから逃げています! ui_retreat|退却 ui_talk|話す ui_duel|決闘 ui_mount|乗る ui_riding_skill_not_adequate_to_mount|(乗馬スキルが足りません) ui_dismount|降りる ui_exit|出口 ui_door_to|入り口 ui_open|開ける ui_equip|装備する ui_baggage|荷物置き場 ui_access_inventory|持ち物を見る ui_chest|箱 ui_passage|通路 ui_go|進む ui_retreat_battle|退却する ui_leave_area|立ち去る ui_reports|レポート ui_camp|キャンプ ui_terrain|地形 ui_quests|メモ ui_inventory|アイテム ui_character|キャラクタ ui_party|軍勢 ui_paused|ポーズ中 ui_click_left_button_to_cancel_wait|待機中・・・(マウス左クリックでキャンセルします) ui_midnight|深夜 ui_late_night|夜半 ui_dawn|明け方 ui_early_morning|早朝 ui_morning|午前 ui_noon|正午 ui_afternoon|日中 ui_late_afternoon|午後 ui_dusk|夕暮れ ui_evening|夜 ui_midnight|深夜 ui_level_limit_reached|レベル制限に達しました。 ui_explanation_level_limit|マウント ブレードのトライアルモードは レベル6になった時点で終了します。 もしあなたがこのゲームを楽しんで頂けたなら、 是非ライセンスをお買い上げ下さい。 フルモードにするためのライセンスは とても簡単にオンラインで購入できます。 そうすれば今この場所からゲームを続けることが出来るでしょう。 それでは、 ゲームをセーブして終了します。 ui_time_limit_reached|時間制限に達しました。 ui_explanation_time_limit|マウント ブレードのトライアルモードは 30日目に達した時点で終了します。 もしあなたがこのゲームを楽しんで頂けたなら、 是非ライセンスをお買い上げ下さい。 フルモードにするためのライセンスは とても簡単にオンラインで購入できます。 そうすれば今この場所からゲームを続けることが出来るでしょう。 それでは、 ゲームをセーブして終了します。 ui_target_lost|目標を見失いました。 ui_waiting|待機中 ui_travelling_to|目的地 ui_following|追っている相手 ui_accompanying|同行している相手 ui_running_from|避けている相手 ui_patrolling|探索中 ui_patrolling_around|周辺を探索中 ui_holding|停止中 ui_travelling|移動中 ui_fighting_against|次のパーティと戦闘中 ui_speed_equals|速度=%2.1f ui_defenders|守備隊 ui_prisoners|捕虜 ui_1_hour|1時間前 ui_n_hours|%d時間前 ui_between_hours|%d-%d時間前 ui_combatants|戦闘員 %d人 ui_party_size|パーティ %d人 ui_party_size_between|%d-%d人 ui_merchant|商人 ui_return|終了 ui_no_cost|銀貨0枚支払います ui_rename|名前の変更 ui_use|使用する ui_destroy|破壊 ui_destructible_target|破壊可能な標的 ui_tutorial_inventory|これが取引画面です。 Ctrlキーを押しながらアイテムをクリックすると 素早く売買が出来ます。 ui_head_armor|頭部 %d ui_body_armor|胴体 %d ui_leg_armor|脚部 %d ui_encumbrance|装備品重量 %2.1f ui_you_dont_have_value|%sも持っていない。 ui_merchant_cant_afford_value|%s %sも払えません。 私の所持金は%sです。 ui_merchant_pay_whatever|わかった。手持ちのお金でいいよ。 ui_merchant_think_of_something_else|少し考え直すか。 ui_dumping_value_items|%d個のアイテムは永久に失われます。 よろしいですか? ui_dumping_value_item|アイテムは永久に失われます。 よろしいですか? ui_question_slaughter_food_and_eat|%sを殺して食べますか? ui_money_value|所持金 %s ui_dump|ごみ箱 ui_outfit|装備 ui_arms|武器 ui_horse|馬 ui_food|食料 ui_reclaim_your_sold_goods|すでに売った同じ品物を先に買い戻して下さい。 ui_return_your_bought_goods|すでに買った同じ品物を先に返品して下さい。 ui_polearm_no_shield|長柄武器(両手専用) ui_polearm|長柄武器 ui_two_handed|両手武器 ui_two_handed_one_handed|両/片手武器 ui_one_handed|片手武器 ui_return_price|返金額 %d ui_sell_price|売値 %d ui_reclaim_price|返金額 %d ui_buying_price|値段 %d ui_default_item|初期アイテム ui_buying_price_free|値段 無料 ui_weight|重量 %2.1f ui_plus_value_to_head_armor|頭部 +%d ui_plus_value_to_body_armor|胴体 +%d ui_plus_value_to_leg_armor|脚部 +%d ui_swing|振る %d%s ui_damage|ダメージ %d%s ui_thrust|突く %d%s ui_accuracy|命中率 %d ui_speed_rating|速さ %d ui_value_to_damage|ダメージに%c%d ui_value_to_morale|パーティの士気に+%1.1f ui_resistance|耐久力 %d ui_size|大きさ %d ui_weapon_reach|長さ %d ui_armor|装甲 %d ui_speed|速さ %d ui_maneuver|操作性 %d ui_charge|突進力 %d ui_hit_points|ヒットポイント %d/%d ui_requires_value_difficulty|必要%s %d ui_bonus_against_shields|盾に対しボーナス ui_cant_be_used_to_block|防御には使えない ui_troop_cant_use_item|%s 私には扱えません ui_notification_riding_skill_not_enough|この馬に乗るには乗馬スキルが足りません ui_notification_requirements_not_met|この武器を扱うにはスキルか属性が足りません ui_notification_payment_value|%s支払います ui_notification_payment_receive_value|%s受け取ります ui_one_handed_weapons|片手武器 ui_two_handed_weapons|両手武器 ui_polearms|長柄武器 ui_archery|弓 ui_crossbows|クロスボウ ui_throwing|投てき ui_firearms|スリング ui_reset|元に戻す ui_release_one|解放 ui_move_up|上へ ui_move_down|下へ ui_upgrade_one|アップグレード ui_party_skills|パーティスキル ui_morale|士気 %s ui_terrible|最悪 ui_very_low|とても低い ui_low|低い ui_below_average|少し低い ui_average|普通 ui_above_average|少し高い ui_high|高い ui_very_high|とても高い ui_excellent|最高 ui_starving|食料不足%d%% ui_weekly_cost_value|週の支払い %s ui_company|仲間 %d/%d ui_prisoners_equal_value|捕虜 %d/%d ui_choose_prisoners|捕虜を選ぶ ui_choose_companions|仲間を選ぶ ui_rescued_prisoners|助けた捕虜 ui_captured_enemies|捕虜にした敵 ui_disband|解放する ui_take_prisoner|連れて行く ui_take_back|戻す ui_give|配備する ui_take|連れて行く ui_sell|売る ui_hire|雇う ui_notification_cant_hire|(お金が足りません) ui_uncapture|解放する ui_capture|連れて行く ui_party_capcity_reached|(パーティの上限に達しています) ui_all|全て ui_joining_cost_weekly_wage|入隊費用 %d、週の支払い %d ui_weekly_wage|週の支払い 銀貨%d枚 ui_price|金額 %d ui_number_ready_to_upgrade|あと%d人アップグレードできます! ui_upgrade_to_value|%sにアップグレード(銀貨%d枚) ui_notification_no_slot_for_upgrade|%sの場所はありません! ui_shield_broken|盾が壊れました。 ui_shield_cracked|盾にヒビが入りました。 ui_shield_deformed|盾が壊れました。 ui_you_hit_a_friendly_troop|あなたは味方を攻撃しています! ui_hit_shield_on_back|背後からの攻撃を盾が防いだ! ui_delivered_couched_lance_damage|ランス突撃をかけました! ui_received_couched_lance_damage|ランス突撃を受けました! ui_speed_bonus_plus|速度ボーナス +%d%% ui_speed_bonus|速度ボーナス %d%% ui_cant_reload_this_weapon_on_horseback|馬上ではこの武器をリロードすることは出来ません。 ui_no_more_bolts|弾がありません。 ui_you_are_not_carrying_any_bolts|弾を持っていません。 ui_no_more_arrows|矢がありません。 ui_you_are_not_carrying_any_arrows|矢を持っていません。 ui_head_shot|ヘッドショット! ui_delivered_number_damage|%dダメージ与えました。 ui_delivered_number_damage_to_horse|馬に%dダメージ与えました。 ui_horse_charged_for_number_damage|馬の突進で%dダメージ与えました。 ui_received_number_damage|%dダメージ受けました。 ui_horse_received_number_damage|馬が%dダメージ受けました。 ui_value_killed_teammate|%sは味方を殺した! ui_horse_fell_dead|馬が死亡しました・・・ ui_horse_crippled|馬が行動不能になりました・・・ ui_shot_difficulty|射撃難易度 %2.1f ui_you_have_improved_your_proficiency_in_value_to_number|%sの熟練度が%dに上がりました! ui_your_proficiency_in_value_has_improved_by_number_to_number|%sの熟練度が+%d上がって%dになりました! ui_value_killed_by_value|%sが%sに殺されました! ui_value_fell_dead|%sが転落死しました! ui_value_knocked_unconscious_by_value|%sは%sの攻撃を受けて気絶しました! ui_value_fell_unconscious|%sは気絶しました! ui_troop_routed|%sは送られました! ui_troop_panicked|%sはパニックに陥っています! ui_troop_fled|%sは戦いから逃げています! ui_you_got_number_experience|あなたは%dポイントの経験値を獲得しました。 ui_you_have_advanced_to_level_number|あなたのレベルが%dに上がりました! ui_value_has_advanced_to_level_number|%sのレベルが%dに上がりました! ui_you_got_value|%s獲得しました。 ui_new_quest_taken|新たに得たクエスト %s ui_quest_completed_value|完了したクエスト %s ui_quest_succeeded_value|成功したクエスト %s ui_quest_failed_value|失敗したクエスト %s ui_quest_concluded_value|終了したクエスト %s ui_quest_cancelled_value|キャンセルしたクエスト %s ui_lost_value|(失った銀貨 %s枚) ui_items_lost|(失ったアイテム %s) ui_party_has_nothing_to_eat|食料が不足しています! ui_days_training_is_complete|この日の訓練は終了しました・・・ ui_total_experience_gained_through_training_number|この訓練で得た経験値 %d ui_some_soldiers_are_ready_to_upgrade|アップグレード可能な部下がいます。 ui_number_of_companions_exceeds_leadership_limit|複数の仲間達が あなたの統率力の 限界を超えています。 ui_number_of_prisoners_exceeds_prisoner_management_limit|複数の囚人達が 囚人管理能力の 限界を超えています。 ui_party_morale_is_low|パーティの士気が低下しています! ui_and_one_space|と ui_has_deserted_the_party|がパーティを去りました。 ui_have_deserted_the_party|がパーティを去りました。 ui_weekly_report|週間報告 ui_shared_number_experience_within_party|%dポイントの経験値をパーティで分配しました。 ui_got_item_value|新たに得たアイテム %s ui_game_saved_successfully|ゲームは正常にセーブされました。 ui_autosaving|オートセーブしています・・・ ui_quick_saving|クイックセーブしています・・・ ui_cant_quick_save|戦闘中はクイックセーブ出来ません。 ui_screenshot_taken_to_value|%sに スクリーンショットがセーブされました。 ui_screenshot_failed|スクリーンショットがセーブできません。 ui_value_joined_your_party|%sがあなたのパーティに加わりました。 ui_value_joined_party_as_prisoner|%sが囚人としてパーティに加わりました。 ui_value_has_joined_party|%sがパーティに加わりました。 ui_value_has_been_taken_prisoner|%sが囚われました。 ui_value_left_the_party|%sがパーティを去りました。 ui_number_values_left_the_party|%d%sがパーティを去りました。 ui_number_value_left_the_party|%d%sがパーティを去りました。 ui_your_relations_with_value_has_improved_from_number_to_number|%sとの親密度が%dから%dになりました。 ui_your_relations_with_value_has_deteriorated_from_number_to_number|%sとの親密度が%dから%dになりました。 ui_you_lost_value|あなたは%s失いました。 ui_lost_item_value|失ったアイテム %s ui_got_number_value|新たに得た物 %d%s ui_lost_number_value|失った物 %d%s ui_set_default_keys|初期状態に戻す ui_undo_changes|変更前に戻す ui_press_a_key|新しいキーを押して下さい ui_return_to_game|ゲームに戻る ui_options|設定 ui_save_and_exit|セーブして終了 ui_save|セーブ ui_save_as|新たにセーブする ui_quit_without_saving|セーブしないで終了 ui_empty_slot|空き ui_game_saved|ゲームはセーブされました・・・ ui_confirm_overwrite|%sのセーブデータは上書きされます。 よろしいですか? ui_dynamic_lighting|動的な光源処理 ui_character_shadows|キャラクタの影 ui_grass_density|草の密度 ui_environment_shadows|環境に応じた影の表現 ui_realistic_shadows_on_plants|草木の影をリアルに表現 ui_particle_systems|粒子表現 ui_gamma|ガンマ ui_character_detail|キャラクタの詳細 ui_character_shadow_detail|キャラクタの影の詳細 ui_blood_stains|血の汚れ ui_on|オン ui_off|オフ ui_near_player_only|プレイヤーの近くのみ ui_default|初期状態 ui_3d_grass|草を立体的に表現 ui_number_of_ragdolls|ラグドールの数 ui_number_of_corpses|死体の数 ui_unlimited|無限 ui_anisotropic_filtering|アニソトロピックフィルタリング ui_fast_water_reflection|素早い水面の反射 ui_maximum_framerate|最大FPS ui_show_framerate|FPSを表示する ui_estimated_performance|概算パフォーマンス %d%% ui_change_graphics_settings_explanation|変更された設定は 新たなエリアに入ることで更新されます。 ui_start_tutorial|チュートリアルを始める ui_start_a_new_game|新しくゲームを始める ui_restore_a_saved_game|ゲームをロードする ui_exit_to_windows|終了 ui_credits|クレジット ui_version_value|v%s ui_active_quests|実行中のクエスト ui_finished_quests|終了したクエスト ui_given_on_date|依頼日 %s ui_days_since_given|現在 %d日目 ui_quest_progression_number|クエストの進行状況 %d%% ui_too_many_quests|クエストが多すぎます ui_ok|OK ui_move_forward|前へ移動 ui_move_backward|後へ移動 ui_move_left|左へ移動 ui_move_right|右へ移動 ui_action|アクション ui_jump|ジャンプ ui_attack|攻撃 ui_parry_then_attack|カウンター攻撃 ui_defend|防御 ui_kick|蹴り ui_equip_weapon_1|装備アイテム 1 ui_equip_weapon_2|装備アイテム 2 ui_equip_weapon_3|装備アイテム 3 ui_equip_weapon_4|装備アイテム 4 ui_equip_next_weapon|次の武器を装備 ui_equip_next_shield|次の盾を装備 ui_sheath_weapon|武器を収める ui_character_window|キャラクタ画面 ui_inventory_window|アイテム画面 ui_party_window|パーティ画面 ui_quests_window|クエスト画面 ui_game_log_window|ゲームログ画面 ui_leave_location_retreat|立ち去る/退却する ui_zoom|ズーム ui_view_outfit|カメラを引く ui_toggle_first_person_view|視点の切り替え ui_view_orders|命令を見る ui_quick_save|クイックセーブ ui_no_key_assigned|なし ui_new_enemies_have_arrived|敵の援軍が到着しました。 ui_reinforcements_have_arrived|味方の援軍が到着しました。 ui_report_casualties|味方の被害を報告 ui_report_experience|経験値を報告 ui_current_level_value|現在のレベル %d ui_base_attribute_value|基本となる属性 %s ui_battle_controls|戦闘画面の操作 ui_map_controls|マップ画面の操作 ui_general_controls|基本操作 ui_zoom_in|ズームイン ui_zoom_out|ズームアウト ui_wait|待機 ui_take_screenshot|スクリーンショットを撮る ui_randomize|ランダム ui_hint|伝承 ui_press_left_mouse_button_to_continue|続けるには左クリックして下さい ui_loot|戦利品 ui_chest|箱 ui_cut_short|c ui_pierce_short|p ui_blunt_short|b ui_battle|戦闘 ui_siege|包囲 ui_troops|兵力 ui_loading_module_info_file|Module情報ファイルを読み込んでいます・・・ ui_processing_ini_file|INIファイルを処理しています・・・ ui_loading_music|BGMを読み込んでいます・・・ ui_loading_data|データを読み込んでいます・・・ ui_loading_setting_data|設定データを読み込んでいます・・・ ui_loading_textures|テクスチャを読み込んでいます・・・ ui_finished|完了しました ui_creating_game|ゲームを作成中です・・・ ui_loading_savegame_file|セーブファイルを読み込んでいます・・・ ui_loading_map_file|マップファイルを読み込んでいます・・・ ui_initializing_map|マップを初期化しています・・・ ui_launching_game|ゲームを起動しています・・・ ui_capital_battle|戦闘中 ui_capital_versus|--対-- ui_tracks|足跡 ui_battleground|戦場跡 ui_order_1|選択 1 ui_order_2|選択 2 ui_order_3|選択 3 ui_order_4|選択 4 ui_order_5|選択 5 ui_order_6|選択 6 ui_order_button_hold_this_position|[命令]ここで待機! ui_order_button_follow_me|[命令]ついてこい! ui_order_button_charge|[命令]突撃せよ! ui_order_button_stand_ground|[命令]集まれ! ui_order_button_retreat|[命令]後退! ui_order_button_advance|[命令]10歩前進! ui_order_button_fall_back|[命令]10歩後退! ui_order_button_spread_out|[命令]散開せよ! ui_order_button_stand_closer|[命令]密集隊形をとれ! ui_order_button_mount_horses|[命令]馬に乗れ! ui_order_button_dismount|[命令]馬から降りろ! ui_order_button_hold_fire|[命令]撃ち方やめ! ui_order_button_fire_at_will|[命令]撃ち方はじめ! ui_order_button_use_blunt_weapons|[命令]鈍器のみ使え! ui_order_button_use_any_weapon|[命令]好きな武器を使え! ui_order_button_movement_orders|[命令]行動命令 ui_order_button_formation_orders|[命令]隊形命令 ui_order_button_fire_orders|[命令]武器使用命令 ui_follow_me_e_|%s、ついて来い! ui_charge_e_|%s、突撃しろ!!! ui_stand_ground_e_|%s、集まれ! ui_retreat_e_|%s、後退しろ! ui_mount_horses_e_|%s、馬に乗れ! ui_dismount_e_|%s、馬から降りろ! ui_advance_e_|%s、10歩前進! ui_fall_back_e_|%s、10歩後退! ui_stand_closer_e_|%s、密集隊形をとれ! ui_spread_out_e_|%s、散開せよ! ui_use_blunt_weapons_e_|%s、鈍器のみ使え! ui_use_any_weapon_e_|%s、好きな武器を使え! ui_hold_fire_e_|%s、撃ち方やめ! ui_fire_at_will_e_|%s、撃ち方はじめ! ui_hold_this_position_e_|%s、ここで待機! ui_infantry|歩兵隊 ui_archers|弓隊 ui_cavalry|騎馬隊 ui_companions|コンパニオン ui_everyone_hear_me|全員、聞いてくれ! ui_everyone|全員 ui_everyone_around_me|近くの兵士 ui_str_hear_me|%s、聞いてくれ! ui_str_and_str|%sと%s ui_str_comma_str|%s、%s ui_need_to_learn_prisoner_management|確保できる捕虜数は 軍勢の大きさに 左右されます。 ui_game_log|ゲームログ ui_recent_messages|メッセージ ui_custom_battle|カスタムバトル ui_player|プレーヤー ui_value_denars|銀貨%d枚 ui_back|戻る ui_forward|次へ ui_display_on_map|マップ ui_info_pages|ゲーム概要 ui_troops2|キャラクタ ui_locations|場所 ui_click_button_to_view_note|情報を見るにはリンクをクリックして下さい。 ui_this_page_contains_no_information|このページには情報がありません。 ui_other_pages_that_link_here|関連項目 ui_report_is_value_days_old|(レポートは%d日前のものです) ui_report_is_current|(レポートは最新です) ui_button_party_member_healthy_total|%s(%d/%d) ui_button_party_member_total|%s(%d) ui_button_party_member_hero_percentage_wounded|%s(%d%%-負傷) ui_button_party_member_hero_percentage|%s(%d%%) ui_percentage_value|%d%% ui_full|フル ui_quick|クイック ui_none|オフ ui_change|変更する ui_how_to_change|どのように変更しますか? ui_change_directx_explanation|ランチャーの設定画面で 描画方式をDirectX7とDirectX9に 切り替えることが出来ます。 ui_dropping_picking_up|%sを捨て、%sを拾った。 ui_dropping|%sを捨てた。 ui_picking_up|%sを拾った。 ui_unable_to_take|それを拾うことは出来ない。 ui_age|歳 ui_cannot_be_used_on_horseback|馬上では使用不可 ui_enable_vertex_shaders2|描画方式 ui_screen_size2|解像度 ui_use_desktop_resolution2|デスクトップの解像度を使用する ui_shadow_quality2|影の質 ui_m_low2|低 ui_m_high2|高 ui_m_ultra_high2|最高 ui_off2|オフ ui_group_header|兵科 ui_group_rename|グループ名の変更 ui_group_1|歩兵 ui_group_2|弓兵 ui_group_3|騎兵 ui_group_4|槍兵 ui_group_5|散兵 ui_group_6|弓騎兵 ui_group_7|名無し 1 ui_group_8|名無し 2 ui_group_9|名無し 3 ui_group_rename|グループ名の変更 ui_group_close|閉じる ui_party_b_group_information|%s のグループを %s に分類した。 ui_thrown_or_s|投擲/%s ui_ranged_damage|距離 %d%s ui_overall_quality|全体の質 ui_shader_quality|シェーダの質 ui_flora_lod_detail|木の詳細 ui_flora_degrade_distance|木の劣化距離 ui_antialiasing|アンチエイリアシング ui_use_depth_effects|奥行き効果を使用 ui_hdr_mode|ハイダイナミックレンジ ui_autoexpore|自動露出 ui_choose_profile|プロフィールの選択 ui_create|作成 ui_edit|変更 ui_join_game|ゲームに参加 ui_host_game|ゲームを作成 ui_custom|カスタム ui_medium|普通 ui_male|男性 ui_female|女性 ui_gender|性別を選択 ui_edit_profile|プロフィールを編集 ui_new_profile|プロフィールを作成 ui_enter_username|ユーザー名を入力 ui_invalid_username|ユーザー名は文字と数字と“_”のみ使用できます。 ui_confirmation|よろしいですか? ui_multiplayer|マルチプレイ ui_server_name|サーバー名 ui_module_name|Module ui_game_type|ゲームの種類 ui_map_name|マップ ui_ping|Ping ui_dedicated|専用サーバー ui_number_of_players|プレイヤー ui_password_protected|パスワード ui_connect|接続 ui_local_area_network|LAN ui_internet|インターネット ui_favorites|お気に入り ui_source|情報源 ui_server_password|サーバーパスワード ui_refresh|更新 ui_start_search|検索 ui_add_to_favorites|お気に入りに追加 ui_remove_from_favorites|お気に入りから削除 ui_use_speedtree|Speedtreeを使用する ui_use_instancing|インスタンシングを使用する ui_error|エラー ui_error_server_full|サーバーが満員です。 ui_error_server_full_for_non_private|サーバーが満員です。空くのを待つか、プライベートメンバーのパスワードを入力して下さい。 ui_error_server_password_incorrect|パスワードが違います ui_error_incorrect_serial|シリアル番号が間違っています ui_error_incorrect_authorization_key|認証鍵が不正です ui_error_banned_from_server|あなたはこのサーバーからBANされています ui_error_username_taken|あなたのプロフィール名は別のプレーヤーによって使用されています ui_error_authentication_failed|認証に失敗しました ui_unable_to_connect_to_server||サーバーに接続できません ui_connection_to_server_is_lost|サーバーの接続に失敗しました ui_kicked_from_server|サーバーから追放されました ui_switch_to_module_question|このサーバーは、あなたが現在利用している物と 別のModuleを実行しています。 Mount BladeのModuleを変更しますか? ui_download_module_question|This server is running a module that is not installed on your computer. Would you like to visit the download site for this module now? ui_download_mb_new_version_question|このサーバーは、Mount Blade(%d.%d%d%d) を実行しています。 (あなたのバージョンは(%d.%d%d%d)です) TaleWorldsのダウンロードサイトを訪れますか? ui_download_mb_old_version_question|このサーバーは、Mount Blade(%d.%d%d%d) を実行しています。 (あなたのバージョンは(%d.%d%d%d)です) ui_download_module_new_version_question|このサーバーは、より新しいModule(%d.%d%d%d) を実行しています。 (あなたのバージョンは(%d.%d%d%d)です) このModuleのダウンロードサイトを訪れますか? ui_download_module_old_version_question|このサーバーは、古いModule(%d.%d%d%d) を実行しています。 (あなたのバージョンは(%d.%d%d%d)です) ui_authenticating_with_steam|Steamで認証中・・・ ui_validating_serial_number|シリアル番号を有効化中・・・ ui_scanning_lan|LANを検索中・・・ ui_retrieving_servers|サーバーリストを取得中・・・ ui_shield_size2|サイズ %dx%d ui_click_to_view_notes|クリックでメモを表示 ui_retrieving_server_infos|サーバー情報を取得中(%d)・・・ ui_connecting_to_server|サーバに接続中・・・ ui_requesting_to_join_the_game|参加の要求中・・・ ui_loading|ロード中・・・ ui_group_value_control|グループ %d! ui_drop_weapon|武器を落とす ui_multiplayer_message_all|全体メッセージを送信 ui_multiplayer_message_team|チームメッセージを送信 ui_command_line|コマンドライン ui_use_ranged_weapon_as_melee|武器モードの切り替え ui_send_message_all|全体メッセージ送信 ui_send_message_team|チームメッセージを送信 ui_select|選択 ui_context_menu|コンテキストメニュー ui_round_starts_in_value_seconds|ラウンド開始まで、あと %d 秒・・・ ui_watching_value|%s を観戦中 ui_capital_spec|観戦 ui_capital_dead|死亡 ui_instancing_error1|インスタンスバッファが固定できません(サイズ %d)。 メッシュインスタンシングを無効化します(エラーコード %d) ui_instancing_error2|インスタンス化オブジェクトを適合できません。 メッシュインスタンシングを無効化します ui_by_keyboard|押した移動キーの方向 ui_combat_speed_slowest|最遅 ui_combat_speed_slower|遅い ui_combat_speed_normal|普通 ui_combat_speed_faster|速い ui_combat_speed_fastest|最速 ui_module_newer_than_application|あなたの選択したModuleの、最新バージョンが必要です。 ui_module_older_than_application|あなたの選択したModuleの、前のバージョンが必要です。 ui_unbalanced|防御移行時に遅延 ui_can_crush_through_blocks|防御を崩す効果 ui_turn_camera_with_horse|一人称視点での乗馬時のカメラ切り替え ui_widescreen_mode_on|マルチスクリーンを有効にしました ui_widescreen_mode_off|マルチスクリーンを無効にしました ui_notification_cant_upgrade|(アップグレード出来ません 十分な資金がありません) ui_turn_never|しない ui_turn_ranged_only|遠隔時のみ ui_turn_melee_only|近接時のみ ui_turn_always|常時 ui_general_options|一般設定 ui_vac_enabled|チート対策機能(VAC)が有効 ui_campaign_ai|キャンペーンAI ui_downloading_map|MAPをダウンロードしています。 (%d KB) ui_download_completed|ダウンロードが完了しました。 ui_server_filter|フィルタリング ui_has_players|プレイヤーあり ui_is_not_full|満員ではない ui_is_password_free|パスワードなし ui_native_only|Native のみ ui_ping_limit|PINGで絞る ui_filter_info|%d games and %d players filtered ui_is_version_compatible|Compatible with version ui_ttnet_account|TTnet アカウント ui_username|ユーザー名 ui_password|パスワード ui_error_incorrect_username_or_password|ユーザー名またはパスワードが正しくありません ui_validating_account|アカウントの確認中・・・ ui_plase_enter_your_serial_key|シリアルキーを入力してください ui_texture_detail2|テクスチャの細かさ ui_antialiasing2|アンチエイリアス ui_troop_upgrades|兵種ツリー ui_crouch|しゃがむ
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Infantry Panzer Grenadiers Contents 1 Panzer Grenadiers Veterancy 2 Tactics 3 History 4 Built From 4.1 Panzer Elite Headquarters 5 Can Construct 5.1 Logistik Kompanie 5.2 Kampfgruppe Kompanie 5.3 Panzer-Jager Kommand 5.4 Panzer-Support Kommand 6 Doctrinal Abilities 6.1 Road Blocks 6.2 Scorched Earth 6.3 Booby Trap Building 6.4 Booby Traps 6.5 Tank Awareness 6.6 Teller Mines 6.7 Double Infantry AT Efforts 7 Squad Abilities 7.1 Repair 7.2 Suppressive Volley Fire 7.3 Throw Anti Tank Grenade 7.4 Throw Incendiary Grenade 7.5 Advanced Repair 7.6 Sprint 8 Squad Upgrades 8.1 Field Craft 8.2 Gewehr 43 Package 8.3 Increase Squad Sizes 8.4 Advanced Repair 8.5 Anti Tank Grenades 8.6 Incendiary Grenades 8.7 Group Zeal 8.8 Veteran Sergeant 8.9 Panzer Elite MP44 8.10 Panzer Elite Panzerschreck 9 Squad Weapons 9.1 Panzer Elite Kar98K 9.2 Gewehr 43 Rifle 9.3 MP44 Assault Rifle 9.4 Panzer Elite Panzerschreck 9.5 Incendiary Grenade 9.6 Anti Tank Grenade 9.7 Booby Trap 9.8 Teller Mine Panzer Grenadiers Squad Size 3 Capture Rate 0.75 Sup Threshold 0.2 Health 165 Sight 35 Pin Threshold 0.65 Cost 255 Detection 7/0 Recovery Rate 0.007 Hotkey G Population 3 Time 25.5 Retreat Modifier 0.5 Target Type infantry_soldier Upkeep 6.0048 Reinforce Cost 0.53 Critical Type infantry Squad Slots 5 Reinforce Time 1 Panzer Grenadiers Veterancy [Expand][Hide] Received Damage Received Suppression Maximum Health Health Regeneration 0.95 0.85 1.1 3.36/min Accuracy Reload Cooldown Penetration 1.15 0.9 0.9 1.15 12 Vet-Exp Received Damage Received Suppression Maximum Health Health Regeneration 0.95 0.85 1.1 3.36/min Accuracy Reload Cooldown Penetration 1.15 0.9 0.9 1.15 26 Vet-Exp Received Damage Received Suppression Maximum Health Health Regeneration Received Accuracy 0.95 0.85 1.1 3.36/min 0.95 Accuracy Reload Cooldown Penetration 1.15 0.9 0.9 1.15 40 Vet-Exp Tactics On maps where munitions are plentiful, it is often wise to train Panzer Grenadier squads and then upgrade them with a weapon, rather than spending the extra manpower to train a heavy infantry squad that comes with the weapon. This basically allows you to trade save manpower at the expense of munitions. For example, instead of training a squad of Assault Grenadiers for 360 manpower, a squad of Panzer Grenadiers could be trained for 255 manpower, and then for 75 munitions, upgraded with an MP44. Two squads of Assault Grenadiers would cost 720 manpower. Three squads of Panzer Grenadiers, upgraded with MP44s, would cost 765 manpower and 225 munitions. Thus, three squads are trained instead of only two, for approximately the same manpower cost. With an abundance of munitions this strategy is most effective; however, if munitions are scarce and manpower is plentiful, the heavy infantry squads may be a better idea. Panzer Grenadiers with the Gewehr 43 upgrade (No prerequisites needed) are deadly in a building, and will seem to survive there for a very long time. Therefore, Panzer Grenadiers can take a role similar to the entrenched Tommy. In chokepoint intensive maps such as Gilroy s Harbour, capture the chokepoint and put your Panzer Grenadiers in a building close to it to guard the point. Luckily, to Panzer Elite players, Panzer Grenadiers are cheap to produce, hence the PG spamming seen in many a game (Similar to the Wehrmacht s MG42 spam). History Panzergrenadiers were the infantry assigned to Panzer and Panzergrenadier divisions, and were the bulk of the fighting force in those formations. Transported either in trucks or SdKfz 251/1 halftracks, the role of the Panzergrenadier was to support the tanks when in offense, or defend the ground secured by the tanks. Their squads were armed with twice as many MG34 or MG42 light machine-guns than the regular Grenadiers, and their support weapons were nearly all towed or mounted in vehicles. The Panzergrenadiers in Company of Heroes appear to be from the Panzeraufklärungsabteilung (Mechanized Reconnaissance Battalion) of a Panzer or Panzergrenadier division, due to the SdKfz 250 light half-tracks they are using, and the reference to Spähtrupp in their speech (Spähtrupp means scout patrol). Built From Panzer Elite Headquarters [Expand][Hide] Health 1500 Target Type building Cost 500 Critical Type panel_building Time 61 Hotkey Effects Deploy Pioneers and escalate Battle Phases to call in additional Reinforcements. ESee Structure Panzer Elite Headquarters for details. Can Construct Logistik Kompanie [Expand][Hide] Health 1000 Target Type building Cost 22020 Critical Type building Time 115 Hotkey L Effects Makes available the Scout Car, Munitions Halftrack and 250/3 Funkwagen Vampire Halftrack. Upgrades will equip squads with Anti Tank Grenades and increase the size of infantry squads. ESee Structure Logistik Kompanie for details. Kampfgruppe Kompanie [Expand][Hide] Health 1000 Target Type building Cost 22020 Critical Type building Time 115 Hotkey K Effects Makes available the Infantry Halftrack, Mortar Halftrack, and Tank Buster Squads. Available upgrades can increase territory capture rate of Infantry squads and improve their repair skills. ESee Structure Kampfgruppe Kompanie for details. Panzer-Jager Kommand [Expand][Hide] Health 1000 Target Type building Cost 22030 Critical Type building Time 115 Hotkey J Effects Initially produces Assault Grenadiers and a 20mm Armored Car. Can be upgraded to produce the Marder III Tank Hunter. Infantry can be improved via the Group Zeal upgrade. ESee Structure Panzer-Jager Kommand for details. Panzer-Support Kommand [Expand][Hide] Health 1000 Target Type building Cost 22030 Critical Type building Time 115 Hotkey S Effects Initially produces the 250/10 Light Anti Tank Halftrack and Bergetiger Repair and Recovery vehicle. Can be upgraded to produce the Panzer IV Infantry Support Tank. A Veteran Sergeant makes squads tougher, harder to suppress, and gain experience more rapidly. ESee Structure Panzer-Support Kommand for details. Doctrinal Abilities Road Blocks [Expand][Hide] Health 750 Target Type defenses Cost Critical Type defenses Time 20 Hotkey R Effects Road Blocks are extremely tough piles of junk material scraped together to block off an area. Roadblocks must be destroyed and cannot be crushed by any tank. ESee Structure Road Blocks for details. Scorched Earth [Expand][Hide] Cost Activation targeted Duration _ Target tp_entity Recharge 0 Hotkey C Effects Disable a Strategic Point so it cannot be captured. ESee Ability Scorched Earth for details. Booby Trap Building [Expand][Hide] Cost Activation targeted Duration _ Target tp_any Recharge 10 Hotkey Effects Order this squad to prepare the target building with booby traps that will be triggered by enemy units. ESee Ability Booby Trap Building for details. Booby Traps [Expand][Hide] Cost Activation targeted Duration _ Target tp_any Recharge 25 Hotkey Y Effects Wire strategic points and ambient buildings to explode when enemies begin capturing point, or enter building. ESee Ability Booby Traps for details. Tank Awareness [Expand][Hide] Cost 1 Time Hotkey Effects Panzer Elite infantry use their improved battlefield skills to detect enemy tanks at ranges beyond which they can see. ESee Upgrade Tank Awareness for details. Teller Mines [Expand][Hide] Cost 1 Time Hotkey Effects Panzer Elite infantry can deploy Teller Mines. These weapons require great mass to trigger, meaning only vehicles will cause the mine to explode. ESee Upgrade Teller Mines for details. Double Infantry AT Efforts [Expand][Hide] Cost 3 Time Hotkey Effects Panzerschreck upgrades now provide two Panzerschrecks, and AT grenade abilities now throw two AT Grenades. ESee Upgrade Double Infantry AT Efforts for details. Squad Abilities Repair [Expand][Hide] Cost Activation targeted Duration 0 Target tp_entity_and_squad_entity Recharge 0 Hotkey E Effects Repair a Structure or Vehicle for a nominal Resource cost. ESee Ability Repair for details. Suppressive Volley Fire [Expand][Hide] Cost 20 Activation targeted Duration _ Target tp_squad Recharge 240 Hotkey V Effects Rapid rifle fire from the G43s will force enemy units to the ground and keep them moving slowly for a short period of time. ESee Ability Suppressive Volley Fire for details. Throw Anti Tank Grenade [Expand][Hide] Cost 20 Activation targeted Duration _ Target tp_any Recharge 240 Hotkey K Effects Throw an effective Anti Tank Grenade. This Grenade is not effective against infantry units in cover. ESee Ability Throw Anti Tank Grenade for details. Throw Incendiary Grenade [Expand][Hide] Cost 15 Activation targeted Duration _ Target tp_any Recharge 240 Hotkey N Effects The squad will throw a chemical Incendiary Grenade that will burn the selected area for a period of time. ESee Ability Throw Incendiary Grenade for details. Advanced Repair [Expand][Hide] Cost Activation targeted Duration 0 Target tp_entity_and_squad_entity Recharge 0 Hotkey E Effects Repair a Structure or Vehicle for a nominal Resource cost. ESee Ability Advanced Repair for details. Sprint [Expand][Hide] Cost Activation timed Duration 15 Target tp_any Recharge 60 Hotkey S Effects Sprinting will make a squad move faster for a short time. ESee Ability Sprint for details. Squad Upgrades Field Craft [Expand][Hide] Cost 16020 Time 35 Hotkey C Effects Increase the Capture Rate of your Panzer Grenadier, Assault Grenadier, and Tank Buster squads. When static, these squads are also trained to spot enemy mines. ESee Upgrade Field Craft for details. Gewehr 43 Package [Expand][Hide] Cost 50 Time 30 Hotkey G Effects Equip your Panzer Elite squad with two Gewehr 43 Rifles, excellent at long-range combat. ESee Upgrade Gewehr 43 Package for details. Increase Squad Sizes [Expand][Hide] Cost 16025 Time 35 Hotkey I Effects Increase Panzer Grenadier, Assault Grenadier, and Tank Buster squad sizes. ESee Upgrade Increase Squad Sizes for details. Advanced Repair [Expand][Hide] Cost 22035 Time 35 Hotkey E Effects Upgrade the repair rate of your Panzer Grenadiers, Assault Grenadiers, and Tank Busters. ESee Upgrade Advanced Repair for details. Anti Tank Grenades [Expand][Hide] Cost 15020 Time 35 Hotkey A Effects Enables Anti Tank Grenades on your Panzer Grenadier, Assault Grenadier, and Tank Buster squads. ESee Upgrade Anti Tank Grenades for details. Incendiary Grenades [Expand][Hide] Cost 12020 Time 35 Hotkey N Effects Enables most Panzer Infantry with Incendiary Grenades that will burn an area for a period of time. ESee Upgrade Incendiary Grenades for details. Group Zeal [Expand][Hide] Cost 24040 Time 35 Hotkey Z Effects Panzer Grenadiers, Assault Grenadiers, and Tank Busters are tougher when grouped together. ESee Upgrade Group Zeal for details. Veteran Sergeant [Expand][Hide] Cost 24040 Time 35 Hotkey V Effects Upgrade your Panzer Grenadier, Assault Grenadier, and Tank Buster squads with a Veteran Sergeant who increases the rate squads receive veterancy and reduces the amount of suppression they receive. ESee Upgrade Veteran Sergeant for details. Panzer Elite MP44 [Expand][Hide] Cost 75 Time 30 Hotkey U Effects Equip Squad with MP44 Assault Rifles. MP44s provide Squads with excellent mid and short-range firepower. ESee Upgrade Panzer Elite MP44 for details. Panzer Elite Panzerschreck [Expand][Hide] Cost 75 Time 30 Hotkey P Effects Equip Squad with Panzerschreck. One of the deadliest Anti Tank weapons of the war, the RPzB 54 Panzerschreck could penetrate the armor of any Allied tank. ESee Upgrade Panzer Elite Panzerschreck for details. Squad Weapons Panzer Elite Kar98K [Expand][Hide] Weapon Panzer Elite Kar98K See Weapon Panzer Elite Kar98K for details. Gewehr 43 Rifle [Expand][Hide] Weapon Gewehr 43 Rifle See Weapon Gewehr 43 Rifle for details. MP44 Assault Rifle [Expand][Hide] Weapon MP44 Assault Rifle See Weapon MP44 Assault Rifle for details. Panzer Elite Panzerschreck [Expand][Hide] Weapon Panzer Elite Panzerschreck See Weapon Panzer Elite Panzerschreck for details. Incendiary Grenade [Expand][Hide] Weapon Incendiary Grenade See Weapon Incendiary Grenade for details. Anti Tank Grenade [Expand][Hide] Weapon Anti Tank Grenade See Weapon Anti Tank Grenade for details. Booby Trap [Expand][Hide] Weapon Booby Trap See Weapon Booby Trap for details. Teller Mine [Expand][Hide] Weapon Teller Mine See Weapon Teller Mine for details. Retrieved from http //coh-stats.com/Infantry Panzer_Grenadiers
https://w.atwiki.jp/snunlimited/pages/163.html
STARITE ALLOSAURUS ON THE LOOSE! 1 A DINOSAUR HAS WSCAPED! WRITE SOMEONE WHO CAN HELP TRACK IT DOWN! HINT1 WHO CAN HELP TRACK DOWN THE ESCAPED DINOSAUR? HINT2 CREATE SOMEONE THAT HUNTS WILD ANIMALS. HINT3 CREATE A HUNTER TO TRACK THE DINOSAUR. クリア可能な言葉 HUNTER 2 THE HUNTER DOESN T SEE ANY SIGNS OF THE DINOSAUR! GIVE THE HUNTER A TOOL TO HELP TRACK THE DINOSAUR! HINT1 I NEED SOMETHING TO HELP ME LOOK FOR FOOTPRINTS. HINT2 I NEED SOMETHING THAT CAN MAGNIFY THINGS. HINT3 HAND ME A MAGNIFYING GLASS. クリア可能な言葉 MAGNIFYING GLASS 3 THE TRACKER PLANS TO CHASE THE DINOSAUR BACK INTO THE CAGE! PLACE SOMETHING IN THE CAGE THAT WILL ENTICE THE DINOSAUR! HINT1 FILL THE BOX WITH SOMEONE A CARNIVORE WOULD EAT. HINT2 DINOSAURS EAT MEAT. HINT3 PLACE MEAT IN THE BOX. クリア可能な言葉 MEAT 4 THE DINOSAUR IGNORED THE BAIT AND NOW THE TRACKER IS IN TROUBLE! GIVE THE ZOOKEEPER SOMETHING TO GET THE DINASAUR S ATTENTION! HINT1 GIVE ME SOMETHING TO DRAW THE DINOSAUR S ATTENTION. HINT2 I NEED SOMETHING THAT MAKES A LOUD NOISE. HINT3 ANY GUN SHOULD GET ITS ATTENTION. クリア可能な言葉 GUN 5 THE DINOSAUR LOOKS PRETTY TIRED AFTER RUNNING AROUND SO MUCH! FIND A WAY TO PUT IT TO SLEEP! HINT1 I M TOO TIRED TO CHASE MY FOOD. HINT2 CERTAIN POULTRY MAKES ME SLEEPY. HINT3 WARM MILK SHOULD DO THE TRICK. クリア可能な言葉 MILK FIVE BILLION DOLLAR DINO! 1 THIS T-REX IS INJURED PRETTY BADLY! TIME TO REBUILD HIM! BEGIN BY GIVING HIM SOMETHING NEW TO WAG! HINT1 I NEED SOMETHING I CAN WAG. HINT2 I NEED WHAT A DOG WAGS WHEN IT IS HAPPY. HINT3 A CHAIN WAGS IF YOU SWING ONE SIDE OF IT. クリア可能な言葉 CHAIN(TOOL) 2 THE OPERATION WENT SMOOTHLY! NEXT THE T-REX NEEDS A NEW SOURCE OF POWER TO HANDLE THESE IMPROVEMENTS! HINT1 I NEED A NEW SOURCE OF POWER. HINT2 GIVE ME SOMETHING THAT CAN POWER ELECTRONICS. HINT3 GIVE ME SOMETHING THAT MAKES A CAR RUN. クリア可能な言葉 ENGINE 3 IT S TIME FOR THE FINAL OPERATION! WE HAD TO REPLACE THE T-REX S MOUTH! GIVE HIM SOMETHING SHARP TO CHEW FOOD WITH! HINT1 GIVE ME SOMETHING SHARP TO HALP CHEW MY FOOD. HINT2 I NEED SOMETHING THAT I CAN USE TO CUT AND TEAR! HINT3 I NEED SOMETHING THAT WILL RIP THROUGH FOOD LIKE A SAW. クリア可能な言葉 4 THE OPERATION WAS A SUCCESS! NOW BOBO T-REX JUST BEEDS SOME FLUID TO RUN! GIVE ROBO T-REX SOMETHING TO FUEL HIS HEART! HINT1 I NEED SOMETHING TO FUEL MY NEW HEART. HINT2 GIVE ME SOME KIND OF LIQUID FUEL. HINT3 GIVE ME WHAT CARS USE FOR FUEL. クリア可能な言葉 GASOLINE、OIL(MOTOR) SHARDS CLEVER GIRL! LARGE SHRUB GIVE THE RAPTORS SOME PREY TO CATCH! クリア可能な言葉 MEAT LOST TOY! CRYING BOY I LOST MY PURPLE TOY PTERODACTYL! WILL YOU FIND IT FOR ME? クリア可能な言葉 THE BUTTERFLY EFFECT! TIME TRAVELER THIS BUTTERFLY CAUSES A DISASTER IN THE FUTURE! DISPOSE OF IT BEFORE I TS TOO LATE! クリア可能な言葉 TEACHING AN OLD DINO NEW TRICKS! SCUBA DIVER HELP ME TEACH THE PLESIOSAURUS TO SHOOT HOOPS! クリア可能な言葉 BALL FAUXSAURUS! SHEEP THIS SHEEP WON T FOOL ANYONE! HELP IT FIT INTO THE EXHIBIT! クリア可能な言葉 WINGS DINOSAUR FIELD TRIP! TEACHER WE WANT TO PLAY WITH A DINOSAUR THAT WON T EAT US! クリア可能な言葉 BRACHIOSAURUS NO HUNTING ZONE! REX STOP REX FROM HUNTING THE DINOSAURS! クリア可能な言葉 FRIENDLY DINOSAUR RESPAWN! PALEONTOLOGIST TO CLONE A DINOSAUR, THIS AMBER NEEDS TO CONTAIN SOMETHING THAT SUCKS BLOOD! クリア可能な言葉 MOSQUITO TERRIBLE MISCONCEPTION! PTERODACTYL HELP! MAKE THE PTERODACTYL DROP ME! クリア可能な言葉 BABY(ADJECTIVE) PTERODACTYL REMEMBER TO CHEW! COUGHING TYRANNOSAURUS DINNER IS STUCK IN MY THROAT! MAKE ME SNEEZE TO BLOW IT OUT! クリア可能な言葉 SNEEZING
https://w.atwiki.jp/cybergpx/
ここは[YNP版]CYBER FORMULA SIN CYBERGRANDPRIX 通称YNPサイバーのオンラインプレイ支援を目的としたwikiです。 wikiで使用しているゲーム中の画像はPROJECTYNPの許諾のもと使用しています 注意事項 このwikiではCYBERGPX2 BOOSTPACKを導入していることを前提にしてあります。 GPX1や無印GPX2をご使用の方はBOOSTPACKを導入することをお勧めします。 open 2008/07/20 Powered by YNPサイバー オンラインプレイヤー有志 Information 現在のオンラインプレイはPM.23 30からAM.2 00ごろまでを目安に活動しています。 タイムアタック大会 現在ユーザー有志によるタイムアタック大会が行われています。 詳しくはこちら 活動人数 常駐:3~5人 不定期:6~10人 土曜の夜は一番人が集まります。 初心者歓迎!YNPサイバーをお持ちの方はどんどんご参加ください。 最新パッチは2.10Dです。
https://w.atwiki.jp/battlepirates/pages/16.html
(仮設置。とりあえずプランだけ) Researchable specials ABC順にしようかな ↓ Blueprint specials Advanced concussive payload 1/2 Advanced guidance system Advanced optical tracking Aft razor foils Agility system 1/2/3 Alloy armor CL 1/2/3/4 Alloy armor CoM Alloy armor CtX 1/2/3 Alloy armor CX 1/2/3 Alloy armor MC 1/2/3 Alloy armor MX 1/2/3 Amphibious missile system Anti-missile proliferation system 1/2 Armor piercing shells Atomic targeting Augmented ballistic armament Auto-loader 4 Ballistic calibrator Ballistic force Ballistic scope Ballistic upgrade Barrel system 1/2/3 Blight acid clusters Cannon system 4/5 Carbon fiber casing Cargo hold small/medium/large Cluster warheads 1/2/3 CM-CR reloader CM-CTCO reloader CM-XM reloader Combustion system 1/2 Compound armor D5 E/M/X Compressed corrosion canisters1/2 Compressed exhaust vent Concussive upgrade Corrosive upgrade Countermeasure equipment 1/2/3 Countermeasure loaders 1/2/3/4 Counter-missile extender Cryo battery Delta-V mortar focus Drum reloaders Emission generator Enervated explosives Evade upgrade Expanded fulmination payload Explosive force Explosive scope Explosive system 4 Explosive upgrade Fallout armor 1/2/3 Fission fuel node Flanged warheads Flechette feeder Frontline countermeasure system Fusion charger Garrison battery Mk-X Gauss supercharger G-COM amalgam armor Guided missile system Heavy plating 1/2/3 High explosive shells 4 High velocity rounds High yield warheads Hull streamlining 1/2/3 Hydrodynamic shells 1/2/3/4 Hydroexplosive casing Hydroxide injector Incendiary shells Infernal core insulated charge capacitor Interception system Ion thrusters 4 Launcher system Lowered cannon mount 1/2 Lowered explosive mount Magnus drive 1/2/3 Mass augmentation nexus Mimicus system Multiplex charge doubler Narrowed firing aperture Nautilus battery 4 Nuclear accelerator 1/2/3 Optimized chaingun loader PBX payload Penetrative force Penetrative scope Penetrative upgrade Pneumatic Launch Actuator Polonium accelerator Precision missile system Precision napalm detonator Punch drive system Radioactive force Radioactive ignition Radioactive scope Radioactive upgrade Radon breeder Reaver scout engine Reflective coating 1/2/3/4 Resonance battery Resonance capacitor RF-X engine Roaring barrel system Scatter system Sealed fire charge Seismic rounds Shielded electronics 1/2/3 Shielded tactical systems 1/2/3 SH-6 deflection upgrade Siege battery 1/2/3/4 Siege reloader 1/2 Siege targeting 1/2/3/4 Sonic targeting 1/2/3/4 Speed system 1/2/3/4/5/6 Speed upgrade Splash upgrade Stealth attack system 1/2/3/4/5 Streamlined shells Strike system 1/2/3/4/5 Strike warheads STR-6 deflection upgrade Subaquatic propellant Tactical insulator Torpedo tubes Trajectory plotter Transport system 1/2/3 UAV battery UAV frame UAV overdrive UAV targeting circuitry UAV powercells UAV upgrade Unstable core 1/2/3 Viscosity regulator Vulcanized barrels Warhead reloader Wavediver warheads Welded barrel system Zip drive Limited specials コメント Researchable specials 名前 (できれば性能表SS) 基本性能を書くのは後回し。特殊能力から書いていこうかな 所感 使いどころ、同系統の装置との比較とか 名前 (以下同様) Blueprint specials Advanced concussive payload 1/2 所感 魚雷およびdepth chargeのリロードと攻撃力が増加する。 Advanced guidance system 所感 この装置はconquerorクラスの艦にしか装備できない。 Advanced optical tracking Aft razor foils Agility system 1/2/3 +1と2の性能 スタンとスロウの被害時間を減らし、回避が上昇する。 所感 shielded electronicsとguidance scramblerの性能をやや落としてニコイチしたような装置。 agility system 4も存在するが、こちらはlimitedなので数を揃えるのは大変。 Alloy armor CL 1/2/3/4 +1と2と3の性能 所感 対ballistic・radioactive防御を上昇させる。特にradioactiveに対する防御は全装置の中でも最高性能。 scourge defense gridなどsiegeターゲットの敵の攻撃はほとんどがballisticとradioactive属性なので、攻略に役立つ。 Alloy armor CoM Alloy armor CtX 1/2/3 +1と2の性能 Alloy armor CX 1/2/3 +1と2の性能 (2の画像求む) 所感 対ballistic・explosive防御を上昇させる。 Alloy armor MC 1/2/3 +1と2の性能 (1の画像求む) 所感 対ballistic・penetrating防御を上昇させる。 Alloy armor MX 1/2/3 +1と2の性能 所感 対penetrating・explosive防御を上昇させる。 FMなどのgarrisonターゲットの敵の攻撃はほとんどがpenetratingとexplosive属性なので、攻略に役立つ。 Amphibious missile system Anti-missile proliferation system 1/2 Armor piercing shells Atomic targeting Augmented ballistic armament Auto-loader 4 Ballistic calibrator Ballistic force Ballistic scope Ballistic upgrade Barrel system 1/2/3 Blight acid clusters Cannon system 4/5 Carbon fiber casing Cargo hold small/medium/large Cluster warheads 1/2/3 CM-CR reloader CM-CTCO reloader CM-XM reloader Combustion system 1/2 Compound armor D5 E/M/X Compressed corrosion canisters 1/2 Compressed exhaust vent Concussive upgrade Corrosive upgrade Countermeasure equipment 1/2/3 Countermeasure loaders 1/2/3/4 +1と2と3の性能 Counter-missile extender Cryo battery Delta-V mortar focus Drum reloaders Emission generator Enervated explosives Evade upgrade Expanded fulmination payload Explosive force Explosive scope Explosive system 4 Explosive upgrade Fallout armor 1/2/3 Fission fuel node Flanged warheads Flechette feeder Frontline countermeasure system Fusion charger Garrison battery Mk-X Gauss supercharger G-COM amalgam armor Guided missile system Heavy plating 1/2/3 High explosive shells 4 High velocity rounds High yield warheads Hull streamlining 1/2/3 Hydrodynamic shells 1/2/3/4 (2の画像求む) +1と2と3の性能 Hydroexplosive casing Hydroxide injector 所感 scattergunのための装置。multi shotは1しか増えないが、攻撃力が上がる。 Incendiary shells Infernal core insulated charge capacitor Interception system Ion thrusters 4 Launcher system Lowered cannon mount 1/2 Lowered explosive mount Magnus drive 1/2/3 Mass augmentation nexus Mimicus system Multiplex charge doubler Narrowed firing aperture Nautilus battery 4 Nuclear accelerator 1/2/3 Optimized chaingun loader PBX payload Penetrative force Penetrative scope Penetrative upgrade Pneumatic Launch Actuator Polonium accelerator Precision missile system Precision napalm detonator Punch drive system Radioactive force Radioactive ignition Radioactive scope Radioactive upgrade Radon breeder Reaver scout engine Reflective coating 1/2/3/4 +1と2と3の性能 Resonance battery Resonance capacitor RF-X engine Roaring barrel system Scatter system Sealed fire charge 所感 弾速、splash、魚雷のクリティカル率、クリティカル発動時のダメージが向上する。 普通のクリティカルヒットはダメージ2倍だが、この装置を積めば3倍のダメージが出せるようになる。 そのクリティカル率が+20%ということは、DPSがおよそ40%上昇するということになる。 Seismic rounds 所感 この装置はgeneralistクラスの艦にしか装備できない。 Shielded electronics 1/2/3 Shielded tactical systems 1/2/3 SH-6 deflection upgrade Siege battery 1/2/3/4 +1と2と3の性能 Siege reloader 1/2 +1の性能 Siege targeting 1/2/3/4 Sonic targeting 1/2/3/4 +1と2と3の性能 Speed system 1/2/3/4/5/6 +1から5の性能 imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 ※2はまだ未開発の為、SSなし +性能一覧 性能一覧 Speed System Ⅰ Ⅱ Ⅲ Ⅳ Ⅴ Total Waight +4% ?% +11% +12% +12% Accuracy -5% ?% -15% - - Evade Bonus +2% ?% +9% +12% +15% Combat Speed +20% ?% +60% +65% +70% Turn Speed +20.0% ?% +120% +120% +120% Map Speed +25% ?% +50% +65.0% +75% 所感 SPECIAL SLOTに装備する事により、艦船の速度(MAP移動スピード・戦闘速度・戦闘時転回速度)が向上する。 但し、下位装備には速度と引き換えに命中率低下のデメリットもある。 Speed system1~3は命中率の低下があるが4以降は低下が無い。 Speed system3以降はFMの景品であるが、4(3)はPool1(Point15万)の景品で早めに取得可能。 (景品は3・4と順番が続いているため、3は利用価値が無い?) 5はFM Pool3(Point700万)の為、4の利用が暫く続く? Speed upgrade Splash upgrade Stealth attack system 1/2/3/4/5 Streamlined shells Strike system 1/2/3/4/5 Strike warheads STR-6 deflection upgrade Subaquatic propellant Tactical insulator Torpedo tubes Trajectory plotter Transport system 1/2/3 UAV battery UAV frame UAV overdrive UAV targeting circuitry UAV powercells UAV upgrade Unstable core 1/2/3 Viscosity regulator Vulcanized barrels Warhead reloader Wavediver warheads Welded barrel system Zip drive コメント 名前
https://w.atwiki.jp/volo/pages/39.html
ウノウラボ naoyaさんの解説 http //labs.unoh.net/2008/02/oauth.html まちゅダイアリー 2007/9/25のエントリ http //www.machu.jp/diary/20070925.html RubyでOAuth http //www.machu.jp/diary/20071101.html#p01 http //www.machu.jp/diary/20071102.html#p01 http //www.machu.jp/diary/20071106.html#p01 RailsでOAuth http //www.machu.jp/diary/20071205.html#p02 まちゅさんのOpenIDの拡張領域をつかったAuthorizationプロトコル実装説明スライド http //www.slideshare.net/machu/secured-authentication-method-for-managing-consumergenerated-information-in-webservices たけまるさんのBlog 2007/9/24のエントリ OAuth - リソースへのアクセスを代行するプロトコル http //teahut.sakura.ne.jp/b/2007-09-24-1.html 灰田さんの解説Blog http //purple-skys.blogspot.com/2007_10_01_archive.html @IT 2008/1/21 APIアクセス権を委譲するプロトコル、OAuthを知る http //www.atmarkit.co.jp/fsecurity/special/106oauth/oauth01.html 仕様書の日本語訳(やられた...) http //lab.koshigoe.jp/en2ja/oauth_core-1_0.html
https://w.atwiki.jp/kingarthur/pages/36.html
Background – A Mythic Britannia Campaign MapWhat is the Campaign Map? The beginning of the gameBackground The first steps on the road Movement on the Campaign Map SeasonsSpring Summer Autumn Winter ResourcesGold Food ArmiesMovement Morale Army Leader Upkeep Cost Recruitment Army actions UnitsArms Battle features Advancing levels General abilities Skills 英雄(Heroes)クラス(Class) Morality Traits Loyalty Fiefdoms Wives Artefacts Fighting capability Advancing levels Abilities Injuries and Curses ProvincesLiege Lords Population Loyalty Military Health Public Safety Food Reserves Climate Roads Faith Culture Gold income Food income Actions in the provinces Background – A Mythic Britannia すべての始まりは伝説の時代、ブリタニアの地は、新しい王の出現を待ちわびていた…。 偉大なる王、ウーゼル・ペンドラゴン亡き後、強力な城を持つ領主たちは王となる野心に燃え、王国は苦しみに耐えていた。そこで魔術師マーリンは、この有力な貴族たちを皆ロンドンに呼び集め、王国を治めるにふさわしい王を明らかにするという奇跡を起こそうと言うのだった。大聖堂の重厚な祭壇を前に、集められた強者たちが興味津々で見つめる先には、巨大な大理石があった。大理石の中央には30センチほどの鉄床が埋め込まれており、そこに見事な剣が突き刺さっていた。剣には、金色の文字でこう刻まれていた―この石より剣を引き抜きし者こそ、全イングランドを統べる真の王である。 彼らはこぞって剣を引き抜こうとしたが抜くことができず、ただ一人、エクトール卿の養子である若きアーサーだけが、この魔法の武器を見事に石から引き抜いた。アーサー自身は知らなかったのだが、彼こそがウーゼル・ペンドラゴン王の実の子にして真の後継者であり、ブリタニアの統治者となる運命を負う者だったのだ。 その瞬間、すべてが一変した。 世界を織りなすすべての糸を断ち切る一太刀のように、世界をまとめていた魔法を打ち消す呪いのように、若きアーサーのその何気ない行為が、ブリタニアの姿を永遠に変えてしまったのだ。大いなる幻影など不要だった。不思議な時代の到来を誰もが確信した。 荒野の怪物どもが眠りから覚め、古代のストーンサークルの周りでは大気が音を立てて揺れた。異教のシャーマンたちは、はるか昔に死に絶えたはずの神々に再び祈り始めた。北方ではあらゆる蛮族どもが新しい旗のもとに集結し、南方では奇妙な生き物たちが廃墟の砦にうごめいている。ウェールズでは太古の地下道奥深くで何かが目を覚まし、古きローマ流儀の信者たちは力を蓄えつつある…。 翌日、アーサーの宮廷に向かう者たちがいた。まるで巨人のような姿の彼らは、黒い鋼を身につけ奇妙な武器を携えている。強大な力を持つ無敵の戦士である彼らを、人々は騎士と呼んだ。彼らが何者なのか、どこから来たのか知る者はいない。彼らは、押し寄せる争乱と畏怖の渦に立ち向かえる、アーサー唯一の希望なのかもしれない。 Campaign Map What is the Campaign Map? The Campaign Map of King Arthur is the fabulous island of the mystical Britannia, a fully three dimensional map with rivers, forests, marshlands, towns and legendary places. You can also see the borders of the different provinces, but the locations of the opposing armies are hidden until you get close. The Campaign Map is where you lead the knights of the Round Table with their armies to explore and recruit, to visit locations where they embark on adventures. This is where they will meet other armies, and when they clash, the battles will take place on the battlemaps unique to the province where they currently are. The beginning of the game Background You are King Arthur, the Once and Future King. His legend is as ancient as the realm of Britannia itself. It tells of the arrival of a great king who will unite the warring kingdoms of the land and bring peace and prosperity to all. The Once and Future King will use a mighty sword that’s called Excalibur; and although he will not recognize Excalibur at first, the sword itself will be his very first challenge to prove that he really is the Once and Future King. One day he will be led to a great slab of stone with a sword stuck fast in it, that is, unknown to him, Excalibur – and if he can pull the sword out of the stone, he is the Once and Future King. It’s an old tale though, and most people had ceased to believe in the Once and Future King – at least until the miraculous changes of the present. And all the kings of the small kingdoms scattered around Britannia also claim to be the legitimate rulers of the land. Important note you, the player are King Arthur. As an omnipotent, all-seeing, all hearing leader you rule over Britannia, your vassals and knights. You don’t participate in actual battles and you send your heroes to represent you everywhere. King Arthur doesn’t appear in the game as a controllable character. The first steps on the road When King Arthur pulled the sword out of the stone – the mighty Excalibur that lost its powers afterwards – he proved that the magic sword had created him the Once of Future King. However, there are many who don’t believe it. In the tumultuous aftermath of the Miracle, powerful kings gather their forces to battle for Britannia. They say that the Excalibur has no power, and so Arthur can’t be the promised king. King Ryons in Wales and the king of the Saxon provinces are both preparing to go to war, while deep in the mysterious Bedegraine Forest, in the middle of Britannia, something primeval stirs… Arthur’s task is to gather an army and find the champions who could lead these soldiers into battle. The champions will be his knights of the Round Table – the powerful heroes of this new age. Movement on the Campaign Map Choosing armies left click on the banner of the chosen army or the icon that symbolises that army. Movement and attack right click on the target. One right click will show the road leading to the target, the next click sets the army moving. A right double click will do both these actions in one. If you click out of a moving army, the army will stop. If you find the army movement too slow, you can reset the army speed in the Options. Information Panel When you move the mouse over something, you’ll see the relevant information at the bottom of the screen and you get additional information in the pop-ups if you move the cursor over the icons on the Information Panel. If you skip the tutorials, this panel and the pop-ups will be your source of information. The Circle Menu If no army is selected, a right click on the map brings up the Circle Menu. Depending on where you clicked, you’ll have various options on the Menu. A right-click on a province gives information, while clicking on a settlement location offers the recruitment option.The Circle Menu of an army allows several options Disband Army, Divide Army, Army Management or, on a settlement location, the Fill up ranks option. Notifications you’ll frequently get messages about the important events in the game that appear on the left side of the screen while you are on the Campaign Map. Click on one of these messages to open the screens giving more detailed information. E.g. when you get a notification about someone gaining a new level in your army, you can click on the message to go to the management screen to decide how to deal with the level up. Seasons The game play on the Campaign Map is turn-based. One turn equals one season. All the four seasons are radically different from each other in terms of visual representation and gameplay elements. You can see the current season in the upper left hand corner. Move your pointer over it to get more detailed information. Press End turn (lower right corner) to move on to the next Season. Spring The beginning of the year, when new quests and new characters appear on the map. After harsh winters spring might start with an uprising of the hungry subjects of the realm. Spring is the timeliest season to go adventuring. Requests for ransom also arrive in spring. Summer This is the time for military campaigns, when the weather is more suitable for long marches and waging battles. During the summer season heroes and armies have more movement points (x1.5) than during autumn or spring. Autumn The time of harvest and preparation for the coming winter. Autumn is the last chance to go into battle (to conquer or liberate provinces) as armies cannot move in the winter. Winter This is the bleak season when heroes gather strength, so the results of advancing levels become available here and taxes arrive from the provinces. Taxes arriving from the provinces go into the treasury. During the winter season the heroes can be advanced. This is the only time you can give orders to build or research, or to set the taxes for the next year. Neither armies nor heroes can move in the winter. Resources Gold This is the basic resource that is used for buying new units, structures and upgrades and for the upkeep of units. There are numerous sources from which to gain Gold Taxes from the provinces (population of the province affects it) (winter) Income from the trade of the provinces (all seasons) Income from mines (all seasons) Accomplishing quests (spring, summer, autumn) Loot from the victorious battles (spring, summer, autumn) Ransom for captured heroes (spring) Food Food is used to feed the armies (their upkeep) and boost the growth of the population in the provinces (if the production balance is positive). Provinces also produce food to meet their own needs, but a bad harvest can lead to riots, when only the royal reserves can help the starving population. Sources of Food income Food taxes from the provinces (population and climate of the province affects it) (winter) Trade of the provinces (all seasons) Accomplishing quests (spring, summer, autumn) Loot from victorious battles (spring, summer, autumn) Ransom for captured heroes (spring) Armies By our definition, an army is a group of units and heroes on the Campaign Map that moves as one. An army can contain a maximum of 16 units, counting regular units and heroes together. Armies cannot move without being led by a hero. On the Army Management Screen you can see the knight(s) and his (their) units, the current morale and the army strength. You can attach a single unit to the Knight (you can see the link tying the unit and the hero together), these are his bodyguards. Some heroes can have traits that don’t allow specific units as bodyguards (e.g. a hero with Warg Blood is highly effective against riders, but as horses can’t stand his animal nature he can’t lead any cavalry units) You can switch units by dragging and dropping. Double clicking on any unit opens a detailed information panel. Filling up the ranks you can fill up the ranks of a damaged unit with new soldiers by dragging and dropping another unit of the same type onto the depleted one. The level of the merged unit is the average level of the two original units, but you can spend Gold and Food to “quick train” the units with the lower level to the level of the experienced units. The more soldiers were in the experienced unit the less the training costs. Movement Armies have a certain amount of movement points every turn which is modified by abilities and skills (of the Army Leader) artefacts (of the Army Leader) events seasons (no one moves during the winter season; in the summer heroes and armies have more movement points) The Campaign Map is a web of numerous hexagonal sheets which are invisible to the player. Crossing a “hexa” requires a certain amount of movement points, depending on the actual terrain type (e.g. a swamp or a mountain area requires more, roads require less movement points) Morale This is the level of satisfaction of the soldiers in the army. Morale has a very strong impact on the Victory Bar and fighting system of the battle (Battle / Victory Conditions). Several factors modify the Morale of the army abilities and skills (of the Army Leader) artefacts (of the Army Leader) special events Morale decreases if the army loses a battle (-20) retreats (-10) lacks enough food and gold for its upkeep (-20) has units with opposing Morality (-10 / each unit with the Morale in minority) Morale increases if the army wins a battle (+10) does not move for a whole year (+5) When the Morale of an army falls to 0, the army is disbanded. Army Leader Several heroes can join an army but only one of them can be appointed (by the player) as the Army Leader. Only the Army Leader’s abilities, skills, artefacts, etc. affect the traits of the whole army (e.g. the Leadership ability reduces the Upkeep Cost of the whole army). Upkeep Cost All units of an army have a given Upkeep Cost (Gold + Food but with more emphasis on the Food) which is automatically paid in every turn. Elite and upgraded units may have dramatically higher Upkeep Cost than the basic ones. When you can’t pay the upkeep of the army for a turn, the Morale of that army drops by 20. Recruitment The recruitment of a new army and filling up the ranks of an existing army is available at occupied locations (settlements or Strongholds) that have the “Recruitment available” option. The player can form an army by selecting from the available units and paying the cost of the recruitment so the army will be available by the end of the recruiting time. Available units At the beginning of the game the number of the available unit types is pretty limited, but with the changes to the Morality, the unlocked upgrades make more and more unit types available. Certain units are locked to special objectives and become available after the player completes the given objective. Some quests and other events grant units which are still unavailable in the recruitment phase. Recruitment cost All unit types have a given recruitment cost (Gold + Food but with more emphasis on the Gold). The cost of filling up the place of lost soldiers in a unit is relative to the number of the lost soldiers. The fill-up cost of experienced units is higher but they always keep their experience level. Recruitment time The time required for recruitment depends on the size of the army and the “Military” factor of the given province. The available units are at the bottom left of the screen, while your current army is displayed in the right panel. Use double click or the “Recruit” button next to the chosen new unit to recruit or you can also drag and drop. You can withdraw the selected recruitment by pressing the “Cancel Recruitment” button. You can fill up the ranks of a damaged unit with the “Fill up ranks” button on the right side of the selected unit(s) or you can use the “Fill up all ranks” button if your Treasury allows for complete enlistment. After you have chosen those who you would like to enlist, the actual recruitment begins. The army withdraws into a tent for the duration of the recruitment phase. You can always see how many turns are left. Army actions Six army actions are available (apart from the attack or move orders), but only the Ambush and Extended Deploy Zone orders are available straight away - the others become available if the player reaches certain milestones on the Morality Chart. You can activate the various army actions from the Circle Menu. Ambush will be the first action, but as your Morality changes, more new actions become available. Activating an army action is only available if the army hasn’t moved in the season yet and it costs the army all of its movement points. After you have chosen who you would like to enlist, the actual recruitment begins. The army withdraws into a tent for the duration of the recruitment phase. You can always see how many turns are left. Extended Deploy Zone Available to a defending army if it has stayed at least four turns in the same place. If such an army is attacked it is allowed to choose the battlefield and start the battle with an extended deployment zone on the battlefield which gives it a definite advantage. Ambush If the army is located in one of the forests of the Campaign Map it goes to ambush status. The enemy kings don’t see it on the map and can attack nearby armies with the advantage of getting a favourable deploy zone in the battle around the opposing units who lose their deploy phase. Training In the next season the given army can’t move and upkeep costs increase by 20%. In the season after that, it gains +20% Morale and +50% Movement points. Furlough This involves half of the upkeep costs over the next year but the unit can’t move and if it is attacked, only half of the units will fight. Also, the province won’t produce any Food or Gold. Looting Upkeep cost is zero. Own province suffers -4 Morale in every season. In enemy provinces 0-10% soldiers die due to resistance every season. In allied provinces this action is forbidden. Forced Recruit All damaged units will be fully filled up for free. The province’s Military Potential will reduce to 0 and there will be a significant Morale decrease and Population decrease. Units Arms Archers Strong ranged attack against light armoured units especially from heights but weak in melee, especially against cavalry and heavy infantry. Also weak in fog and storms, and when they are firing out of a forest. They are at a serious disadvantage against the enemy in woodland. Ballistic shooting the archers constantly target an area, which means that they might cause injuries both to the hostile and friendly units there. Light infantry As they don’t get any negative modifiers under extreme weather conditions or on difficult terrain types, they are a good choice for any battles. However, they are weak against archers (in a ranged attack), heavy infantry and cavalry. Heavy infantry Strong on open terrain and against archers but weak in hard terrain, especially in the woods, and weak in storms, night, fog, or against special armour piercing units. Spearmen Strong against heavy infantry and especially strong against cavalry but weak against ranged attack and in the woods. Cavalry Fast moving tactical units but weak in storms and in the woods and against heavy infantry and spearmen. Knights Strong on open terrain when using their momentum but weak in storms and against spearmen and crossbowmen. A very powerful, but also a very expensive unit type that also requires constant adjustments to their skills. Crossbowmen Special archers with almost the same strengths and weakness as the archers except for their shorter shooting range but strong armour piercing (ranged) against heavy units. Under certain circumstance they are very effective, but this unit type also requires the constant adjustments of their skills. Linear shooting their projectiles cause injury to everyone standing in the line of trajectory. Battle features These statistics describe the strength of the unit in battles although the player only see a single number all incorporate several characteristics Melee Damage and Attack rate Defence Health points, Resistance (reduces all non-magical damages), armour against melee attacks and armour against ranged attacks Archery Damage, Attack rate and Accuracy in ranged fight Stamina Stamina is toughness and resistance to fatigue. In the battles a low Stamina level causes reduced Melee, Defence and Archery levels. Advancing levels Units gain experience in the battles and advance levels (up to 10) when they gather a certain amount of experience. By levelling up, 1 point can be allocated to the General abilities and at every 5th and 10th level a new skill can be chosen from a pool which is different for all arms. General abilities All units have all the General abilities. Every time a unit advances a level, 1 point can be allocated to one of the abilities below. All abilities can have up to 4 levels. Melee +10% melee damage / level Defence +5% HP, +10% melee and ranged armour / level Archery +10% ranged damage, +5 Accuracy / level Stamina +10% Stamina / level Upkeep -10% Upkeep Cost / level Skills 61 unique skills are available in the game. As the basic setting all units have 0-3 starting skill which depends on the unit type. Passive skills can boost the unit both in the battles and the Campaign Map, active (with a cool down) and other skills that can be turned On and Off are also available in the battles. These On /Off skills always have an advantage and a disadvantage, so the usage of these is always a tactical decision. 英雄(Heroes) クラス(Class) The class defines the basic rate of the abilities and some of the available skills (there is a unique skill tree for each class). On top of this each class has a special characteristic Champions are very powerful in melee and give serious bonuses and boosts to the units attached to them. They gain additional 15% Experience Points in battles. Warlords lead armies and rule their lands, their abilities usually affect the whole army or huge areas. The disadvantages of hard terrain on the Campaign Map grant -50% less penalty for the armies of the Warlords. Sages learned the long forgotten secrets of magic and they use deadly spells that usually affect the weather or strike enemies down from a distance. -20% cooldown in the battle for the spells of the Sages. Morality Heroes also have a position on the Morality Charts, just like their own King Arthur, and this has a strong impact on their loyalty to the king, as well as affecting optional solutions during adventure quests. As the Morality of King Arthur can constantly change, the quest can also influence the Morality of the heroes. Traits Traits are collectively the virtues and flaws of a hero they might be positive or negative. Each trait has a unique effect on the gameplay. Loyalty The loyalty of the hero to his king. A Knight with low Loyalty might leave the service of his lord. Fiefdoms and the traits of the hero or the traits of his wife (if he has one) have an effect on the Loyalty, but differences between the morality of the knight and the king decreases it. Fiefdoms Liege lords are heroes entrusted with the leadership of a province. A hero can have a maximum of 3 fiefdoms. The Reign Ability and Traits of the liege lords and his wife give bonuses or negative effects to the land. Each fiefdom boosts the Loyalty of a hero to a different extent. Wives A hero can marry the lady of his choice. Marriage has various benefits, as a wife will bring her dowry to her husband. Spouses also have positive or negative traits that work like the traits of the various heroes. Potential wives mostly appear in the quests. Artefacts 150 unique artefacts are available in three main groups, Weapon, Armour and Charm, respectively. Artefacts are magic items and grant various bonuses to the Knight. You have four available slots one weapon, one armour and two charms. The Knight may have further artefacts in his inventory and may give them to other Knights. Some artefacts grant unique abilities but only if certain conditions are fulfilled (eg. winning 10 battles / slaying 20 heroes / etc. with the given artefact). Cursed artifacts work similarly, but in that case you have to meet the requirements to lose the negative effect. Fighting capability Heroes can fight as units within the same system but at a much higher level. Furthermore, the heroes have special Mana points, used for spells in the battles. Advancing levels Heroes gain experience in battles and quests and advance up after they have accumulated a certain amount of experience. There is no level limit but it will be challenging to reach above the 20th-25th level by the end of the campaign. Every new level gives 1 skill and 1 ability point that can be allocated freely. The pool of available skills is affected by the class of the hero, the upgrades and his Morality. However, the hero can reach a new level from spring to autumn but allocating points is only available in Winter. Every Knight has five abilities and each of these has 20 levels. You can allocate 1 point among the five abilities when the Knight advances level. If the Knight advances a level, you can also allocate one Skill point you can decide if you want a new skill or raise the level of a previous skill up to 4. Abilities All heroes have Abilities. One Ability point can be allocated at each new level, to a maximum of 20. Leadership The increasing charisma of the hero grants him a higher reputation among his soldiers. Each level lowers the Upkeep cost by 3%. Reign Shows the hero’s skill in governing provinces, diplomacy, negotiating or even in finance. Each level gives an additional 3% gold income and food production in the fiefdoms of the hero. Adventuring The daring knights of the Round Table tirelessly pursue adventures in the magical wilderness of Britannia. This skill covers the useful tricks that they will need to stay alive and gain experience during quests (+5% / level). Each level gives an additional 5% Movement points for the army of the hero. Fight The Fight ability reflects their capabilities in the melee, how deadly and proficient they are with their weapons. Each level gives an additional 5% Hit points and damage for the hero and his unit. Magic The Magic skill shows the hero’s capacity for tapping this mysterious source. Each level gives an additional 3% Mana points for the hero. Injuries and Curses Injured heroes An injured Knight cannot march to battles or start quests until he has recovered. A small icon shows his injured state and a number indicates how long he will stay that way. Cursed heroes Cursed heroes have every skill lowered to 1. A small icon shows that he is cursed and a number indicates how long he will stay that way. Provinces Liege Lords Liege lords are heroes entrusted with the leadership of a province. The Reign Ability and the traits of the liege lord and his wife give bonuses to the land. Population The most important rating of a province is the population the number of people living in the territory influences the amount of Gold and Food they produce. The maximum rating depends on the size of the province. Health and Food Reserves affect Population. Loyalty This rating shows the current degree of trust in the king. Loyalty is influenced by taxes, the previous actions of the king, the laws, the liege lord etc. When the loyalty of the province drops low, there is a chance of a rebellion. This is influenced by Public Safety, Food Reserves, the tax rate and the differences between Arthur’s religion and the local religion. Rebellions happen in stages. First a simple diplomatic quest will spawn in the given province, giving the opportunity to settle the problems easily by restoring Loyalty in the territory (it will cost Gold or Food). If the player ignores the quest, soon rebellious armies appear in the province. Depending on the Loyalty losses in the neighbouring territories the rebellion might even spread to these other provinces. Rebellion is a rare, but a significant event. Military Also known as recruitment rating shows how willing or reluctant the locals are to join the army. A High Military rating indicates that recruitment will be fast; in the case of lower Military ratings it might take a very long time. Health Health is the most important trait to focus on while trying to boost Population. Low Health will lead to diseases. Health is influenced by Climate, the density of the current population and Food Reserves. Diseases Caused mainly by the poor health of the province, some nasty disease has started to spread in one of your provinces. The local lord will stem the epidemic after a while, but without your intervention the province will suffer more substantial consequences, possibly resulting in a major loss of population. Epidemics also appear as quests, which gives you the opportunity to improve the situation. Public Safety The rate of crime and corruption in the province has a strong impact on Loyalty and the Gold income from the territory. Public Safety is influenced by the Faith, Culture, population density of the province and the tax rate. Food Reserves The difference between Food produced and consumed in a given province. Low Food Reserves will decrease Health and Population. Food reserves are influenced by the Climate, the population density and Population itself. Climate The usual climate in the province. It can range from hostile to perfect. The better the climate is, the higher the Food production and the Health will be. Climate never changes during the game. Roads The former Roman provinces take pride in their paved roads, while in other areas only dangerous dirt paths cut through the wilderness. The more developed the road system is, the higher the trade incomes will be. The road system never changes during the game. Faith The ratio of Christians and believers in the Old Faith in the province. The greater the difference is between the Faith of the province and the Faith of King Arthur, the lower the Loyalty will be. Culture Each province has one dominant culture that will not change during the game. These cultures are Britons, Saxons, Welsh, Romans, Cumbrians, Gaels and Picts. The Culture of a province has a very strong impact on the Military and Faith rating of the territory. Gold income There can be 3 types of Gold income from a province Taxes, Trade income and Mining income. Taxes depend on the Population, Public Safety and the level of the general taxes set on the Chancellery screen. Taxes flow in once a year, in Winter. Trade incomes flow in every season and they are influenced by the Roads and Public Safety. Mining incomes also flow in every season, but only from provinces that have mines. Mining incomes are influenced by Public Safety. Food income There are two types of Food income one from taxes and one from trade. They depend on the Food Reserves, Population, Public Safety and the level of the general taxes set on the Chancellery screen. The food tax also flows in once a year, in one go, in the Winter season. Trade incomes flow in each season and they are influenced by Public Safety and Roads. Actions in the provinces The traits of a province can be modified globally with Laws, Upgrades and some building types available in Strongholds, but there are also various ways to settle local provincial matters with Local Actions. Sharing food players give out free food from the royal warehouses. Settlers the result is an increased Population. Festivities the result is increased Loyalty. Healers increased Health; the remaining time of diseases will decrease. NeocoreGames and the logo of NeocoreGames and King Arthur - The Role-playing Wargame © (2009) and the logo of King Arthur - The Role-playing Wargame are registered trademarks or marks of Neocoregames Ltd. All Rights Reserved.
https://w.atwiki.jp/wiibackup/pages/58.html
Counter - yaosm 3.0 Final Quickstart 1. Program your chip with the hex file that match the chip you ve choosed to use. 2. Connect the chip to your Wii. (http //psx-scene.com/forums/wiifree/54303-guide-soldering-troubleshooting-pic12f629-progging-wiikey-install-have-look.html) 3. Make sure the first disc you use is a game from your own region. 4. If you later on want to change any settings, use the configuration disc. Chip compability Hexfiles are included for the following PICs 12F629/12F675 12F635 12F683 16F627/16F627A 16F628/16F628A 16F648A 16F630/16F676 16F636/16F639 16F684 16F87/16F88 Should be portable to any PIC chip that GCBasic supports and has the following requirements. At least 1024 words of program memory (2048 is preferred) 64 bytes of ram A decent amount of hardware stack levels (no 12F509 is NOT a suitable chip) At least 128 bytes of eprom memory for configuration and upgrade data. Internal oscillator (Sure, you can use an external if you really want to but is it worth the trouble?) Installation An excellent guide for opening and modding your wii can be found here http //psx-scene.com/forums/wiifree/54303-guide-soldering-troubleshooting-pic12f629-progging-wiikey-install-have-look.html By default the chip has speedfix and audiofix enabled. This can be changed by modifying the eeprom data before programming your chip or you can change it later with the configuration disc (requires a GC controller). Automatic region detection The region setting will be configured automaticly the first time you insert a disc after programming the chip so make sure that the first game you try is a disc from your own region. Doesn t matter if it is a Wii or a Gamecube disc, backup or original. If you, by mistake, used an import as the first disc then the chip will not play ANY backup or original discs after that and you will need to reprogram the chip or use the configuration disc. Configuration This is an explanation of the configuration bytes byte 0 = Regionpatching 0x00 = JAP, 0x01 = USA, 0x02 = EUR, 0x03 = disabled, 0xFF = auto (default) byte 1 = Default speed setting (only affects Wii backups) 0x00 = slow speed (Gamecube speed) 0x01 = medium speed (Somewhere in between) 0xFF = fast speed (Wii speed) (default) byte 2 = Alternate speed setting (only affects Wii backups) 0x00 = slow speed (Gamecube speed) 0x01 = medium speed (Somewhere in between) 0xFF = fast speed (Wii speed) (default) byte 3 = Chip disable feature (you may want to disable this if you have a LED connected to pin3) 0x00 = Disable the chip disable feature (no weak pull-up on pin3) 0xFF = Enable the chip disable feature (this is the default) byte 4 = Reserved for future features byte 5 = Audiofix on/off 0x00 = Disable the Gamecube audiofix (always off) 0x01 = Disable audiofix by default (when powering up the Wii) and enable it by inserting a Wii disc before running your GC backup. 0x02 = Enable audiofix by default (when powering up the Wii) and disable it by inserting a Wii disc before running your GC backup. 0xFF = Enable the Gamecube audiofix (always on)(default) byte 6 = reserved and used by recovery procedure in case of a bad upgrade. Do NOT change this manually. byte 7 = Always 0xFF, do not change. byte 8 and higher = reserved for upgrade patch data Schematics 12F6xx 16F630/x6/84 16F639 16F62x/64x/8x ---------- __ __ __ __ __ __ __ __ V = 3.3v 1|V G|8 1|V G|14 1|V G|20 1|I O|18 G = Ground 2|L C|7 2|L C|13 2|L C|19 2| C|17 C = Clock 3|D O|6 3|D O|12 3|D O|18 3| L|16 O = Output 4|____I|5 4| I|11 4| I|17 4| |15 I = Input 5| |10 5| |16 5|G V|14 6| |9 6| |15 6|D |13 L = Status LED (optional) 7|_____|8 7| |14 7| |12 D = Disable switch (optional) 8| |13 8| |11 Connect LED like this L +LED- R G 9| |12 9|_____|10 Use 680ohm for R with red LED and 470ohm 10|_____|11 with yellow or green LED. For 12F629, 12F635, 12F675 and 12F683 chips the pinout is identical to WiiFree/OpenWii(PIC version)/Wiinja Here s an attempt of showing the solderpoints on the Wii with ASCII V G * * --- * I C * * * / * O * - * | * * * * | | | * | * * * * * = | |||||||||||||||||||| | / \ | - - | - Panasonic - | - G2C-D2B - | - (or DMS or D2A) - | - - \ NOTE If you lack the solder point that the arrow points at, don t worry, it just means that you have the new circuitboard. The only modchip I know that uses that point is the WiiKey. NOTE2 Late D2B boards have their legs cut off where connection point I, C and O normally connects to the G2C-D2B chip. If this is the case then you may need to grind off plastic from the top of the chip in order to repair that connection. This should ONLY be done by someone who knows what they re doing. Use google to find more information about the D2Bs with cut legs. Status LED (optional) Goes on and off a few times during startup, then stays on but is turned off for a short period when a disc is detected. For some chips there are a 2-LED version where the second LED should be connected to the pin marked as "D" in the schematic above. That also means those versions doesn t come with a chip disable feature. Disable switch (optional) By soldering a wire between pin3 on the chip and the middle "pin" on the Wii reset switch the chip can be disabled by holding the reset button while powering on the Wii. It may be easier and less dangerous to just connect an on/off switch between ground (pin8) and pin3. I do not recommend soldering to the reset switch unless you know what you are doing. At the moment there doesn t seem to be a necessary to ever disable the chip so this feature should be considered as highly optional. If you have a LED attached to pin3 then it will "glow" since the chip configures this pin as an input pin with a weak pull-up (to make sure it is always read as high unless it is connected to ground). If this bothers you then the chip disable feature can be disabled completely by modifying the eprom data before programming the chip or by using the configuration disc. About upgrades and how it works The code on the PIC processors that yaosm supports are NOT upgradeable without an external programmer. So the code on the PIC can not be DVD upgraded. However 99% of the "magic" in yaosm is no longer done with PIC code. It s done with mn102h(the processor architecture of the DMS/D2A/D2B chip) code and the mn102h code is uploaded to the DMS/D2A/D2B controller by the PIC code. The PIC code also contains code that will patch the allready uploaded code with information stored in the eeprom area of the PIC chip. The eeprom area CAN be changed without an external programmer so therefor yaosm can be upgraded. There is a limit though. The PIC chips either has 128 or 256 bytes of eeprom and 8 of those bytes are used for storing the yaosm configuration. This is likely very similar to how the upgrades for Wiinja Deluxe and Wiid works. The normal way to upgrade yaosm is with a GC homebrew that sends the patch data as fake DI commands which the PIC code catches and saves to the eeprom. I believe all current DVD upgradeable Wii chips today uses GC homebrew to do the upgrade except for Wiinja Deluxe and possibly also Wiid. In case future Wii firmware upgrades somehow manage to block GC homebrew this method will no longer work and therefor yaosm supports an alternate upgrade method that doesn t need any homebrew code. The alternate method detects a certain disc and reads the upgrade data directly from the read cache. It s only included in the PIC chips with 2048 words of program area (like for example the 12F683) as it didn t fit into the "smaller" chips. Changes 3.0 Almost all code rewritten to drivecode. Configurable idle LED removed. DVD upgrade support added. 120 bytes of patch data can be stored in the eeprom (248 bytes for 12F683 and other chips with 256 bytes of eeprom) Better dual layer and SSBB support. Supports DVD+R DL and DVD-R DL without using bitsetting. 2.0 Added Gamecube audiostreaming fix. 1.9 Added GameID patch for Action Replay discs, all credit for this goes to Nekokabu. Consider this feature as experimental as it will only work on some AR versions. Added fix for Super Mario Galaxy backups. 1.8 Sacrificed one of the status LED in favour of becoming 100% pin compatible with Wiinja chips which means that the chip can also be disabled by solder a wire between pin3 and the middle pin on the reset switch. Added a configuration byte to control the behaviour of the status LED when the chip is idle. Added a configuration byte to enable/disable the chip disable feature. Added support for dual layer discs. Added GameID overriding for GameIDs starting with W and Y (Makes them usable again on firmware 3.0) Changed GameID for future config discs 1.7 Re-added support for 12F635/16F636/16F639 as it has been fixed (bug in GC basic) Minor code optimizations (saving a couple of bytes) 1.6 Removed support for 12F635/16F636/16F639 since it has never been working. Redesigned the speed patching and made it fully configurable. Enabled the quick 4 flashes on status LED when eprom is updated. Added support for yaosm configuration disc. Removed support for rescue discs (no longer needed). 1.5 Further optimizations to the code and fixed an issue with version 1.4. Version 1.5 hopefully is what version 1.4 should have been. 1.4 Increased the number of loops before giving up while detecting type of game, which resulted in better detection of imports. Optimized the code for speed and size. New code is 22.5% smaller than version 1.3. Added silent mode (Speedfix default off but can be turned on when needed) Enabled support for rescue disc (reset/disable region patching) 1.3 Fixed problem with imported Gamecube promotional and demo discs. Added medium speedfix since it works better for some people. 1.2 Fixed problem with Gamecube original imports. 1.1 Wii Original Imports shouls now work (thanks to the WiiFree team). Also region detection with originals now works. Some minor code optimizations. 1.0 Initial release. Credits The WiiFree team, The OpenWii team, WAB, FuzzyLogic I ve learned a lot from bits and pieces of your code... The Great Cow Basic team Don t let the name fool you. The code is more efficient than you may think and the support is excellent. TheCheekyMonkey Excellent modding guide. Anyone planning to mod their Wii should read it. emu_kidid For the excellent GCOS and for further developing it to support dual layer discs. Team Cyclops Without the Dual Layer checking tool, testing DL support would have been a lot harder. Microchip For their free samples program. I would never have learned PIC programming without it. Erant I ve borrowed code from the DVD tool sources to save time when relocating the mainloop and it certainly saved me some time. And I ve learned a lot from your sources when rewriting everthing to drivecode. The people on the yaosm forums at WiiNews Thanks for helping out with testing, it s really, really appriciated. Special thanks for those who provided the information needed to sort out the SMG problem. All the people in the WiiNewz forums. The feedback given to the different WiiFree version has helped in the past. Question Answers Q My 12F629/12F675/16F630/16F676 doesn t work! A Make sure you read the chip when it is new and write down it s bandgap setting. Make sure you use this bandgap setting when you program the chip. The programming software should preserve your bandgap setting but under some circumstances it may be overwritten and wrong bandgap setting can lead to an unstable or non-working chip. Also make sure you used the correct version. Due to space limitations in these chips (and a few others) there are one version for DMS/D2A and one for D2B. Q I m about to buy a chip, which should I get? A I would go for the 12F683 since it is small, like the other 8-pin chips but has twice the amount of codespace and eeprom space compared to the 12F629/12F675. It also has the capability of running at 8MHz which is twice the speed of the 12F629/12F675 chips. Currently yaosm has come to the point where all features no longer fits into the smaller chips so a 12F683 is the right choice. Q What about Gamecube imports, what s all this talk about GCOS? A With GCOS(Gamecube Operation System) you can boot Gamecube imports by first booting GCOS and then swap to your Gamecybe imports and let GCOS boot it. In fact the yaosm configuration disc doubles as a GCOS boot disc and it can be used to boot your Gamecube imports. I also strongly recommend the GCOS multigame creator that you can find here here http //psx-scene.com/forums/yaosm/55455-gcos-multigame-version-howto.html Apart from making it possible to put several GC backups on the same disc it boots the your imports. Q I m planning to import games from USA and/or Japan and I live in Europe but I ve heard that it can brick my Wii. Is that true? A Yes. Some Wii games contains firmware upgrades and getting a US or JAP upgrade on your PAL console can leave with everthing from a non working Wii to a Wii with duplicate News/Weather channels. Never ever use imported games unless you know what you are doing! To check what games are safe to run this page is a great resource http //wiki.gbatemp.net/index.php?title=Wii_Region_Patcher_Compatibility_List Q Can you port yaosm to insert any non-PIC chip here ? A I don t have enough time to maintain ports on non-PIC chips, however I d love to see ports being made by others. yaosm 2.0 has been ported to work on Cyclowiz (SX28) by uncledim http //www.teamcyclops.com/forum/showthread.php?t=1545 With yaosm 3.0 most of the code is mn102 drivecode so porting yaosm 3.0 should be a LOT easier than previous versions. In fact it should be really easy to modify the OpenWii code to use the drivecode from yaosm and it s very likely that you ll see yaosm@openwii becoming a reality soon. Q What do you mean by "safe" configuration disc? A yaosm detects if the configuration disc has been inserted and only then will it allow changes to the eeprom. Q Why isn t there a DMS version? I only found hex files for D2A and D2B. A The D2A version is also for DMS Wii s. Q Well, my DVD controller is a D2C, can I still use yaosm? A No, the D2C has closed the door for modchips that are designed for DMS/D2A/D2B Wii s however there are at least two commercial chips available for the D2C at the moment. Q How stealthy is yaosm really? A All commercial chips has claimed to be "stealth" but as some of you may know, every single chip (yaosm included) initially refused to run SMG. From a technical point of view the chips were not detected but the it was detected that SMG was run from backup which, to be honest, basicly is the same thing. There is no such thing as a 100% stealth chip because no one can predict what new firmwares and/or games can come up with. If you are concerned about stealth you should disable regionpatching. It s not very stealthy to run a game from a different region on your console. Q I was told the PICs used by yaosm can t be upgraded with a DVD, how come Wiinja Deluxe and now yaosm claims it can be DVD upgraded? A It s very true. The PIC code can not be upgraded. However yaosm 3.0 does most of it s "magic" with mn102h code that is uploaded to the DVD-controller. By using a custom made patch algoritm it is possible to store patch data in the eeprom of the PIC chip and patch the mn102h code. This is of course limited by the size of the eeprom which is why I recommend the 12F683 chip that has twice the amount of eeprom compared to the 12F629/675 chips. Wiinja Deluxe uses a similar method for their upgrades. Q I did a DVD upgrade but now nothing works. I want my money back! A First of all, yaosm is free. I hope you didn t pay for it. Take a deep breath, count to ten, and then read carefully - Power your Wii off. (not to standby, powerled should be red) - Power it on and pull the powerplug about 2 seconds after you powered it on. - Put the plug back and turn the Wii on again. - It should now load without any patchdata that may exist in the PIC eeprom. - Use the config disc to remove the corrupt upgrade from the PIC eeprom. - Power off and on again it should now work like a plain, non-upgraded, yaosm 3.0 again. Q I ve got a Wii, chipped with yaosm 1.x/2.0. How do I use the DVD upgrade to upgrade it to 3.0? A You don t. You ll need an external programmer to reflash your chip to yaosm 3.0.