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ver0.20s (220528-2) ver 0.20r (220528) ver 0.20q (220525) ver 0.20o (220523) ver 0.20n (220521) ver 0.20m (220520) ver 0.20k (220519) ver 0.20j (220516) ver 0.20h (220515) ver 0.20g (220514) ver 0.20e (220509) ver 0.20d (220508 19 00) ver 0.20c (220508) ver 0.20b (220506) ver0.20s (220528-2) Updated Korean and Traditional Chinese languages. The title screen of ver0.20r was showing ver0.20q, so it was corrected. ver 0.20r (220528) Fixed an issue where the game would freeze when the fox and sponge appeared at the same time. Fixed an issue where the staging would overlap when bashing the fox's fireball. Fixed an issue where the game could not be launched on macOS running on Apple silicon. Fixed an issue where pressing the green switch could jam the map where the comet dive could not be obtained Noel is an idiot. Fixed Kenzan's drill attack being prevented by shield bash. Fixed an issue where snakes running out of mp would stop working. ver 0.20q (220525) Fixed Simplified Chinese B. Corrected processing when initializing INBE (Noel-chan Sticky Engine). Fixed a problem in which the blood description reduction was not reflected in the repainting content when saving and reloading data with a dirty Noel-chan. ver 0.20p (220524) ver0.09Fixed a problem in which recipes, enhancer slots, etc. were not listed in the store inventory in the data loaded from the Updated Traditional Chinese and Korean. Fixed a problem in which White Arrow and Energy Ball magic did not slow down during the slow motion effect. Fixed an issue where the coordinates of the ground on which rain falls were out of alignment when it rains. Fixed a problem where a large number of items would be generated from the tree of materials. Fixed so that the inventory count of items in the warehouse of a house can be known even when using the nightingale's store. Magic movement speed is now increased when the weather is windy. Instead, the correction for the maximum number of enemies that can appear when the wind is blowing has been changed from -3 to -2. Fixed a problem where jumping on a slope would gradually send you flying sideways. Fixed a problem in the puzzle to the right of the needle rat, where acid could flood the area where the checkpoint was located. Fixed an issue where new enemy restraints would sometimes fail when Noel was being restrained by multiple enemies. Fixed an issue where skipping a masturbation scene would not yield Noel juice or climax counts. Fixed incorrect materials being sold by Ms. Nightingale. Reviewed and sped up the processing of some staging, such as the UI gauge during egg holding. Fixed an issue where HP and MP could be recovered by replacing skills. Fixed an issue where the display position of QTE sometimes overlapped. ver 0.20o (220523) ver0.09Simplified Chinese version just arrived from our Simplified Chinese translation team! Thanks to @rolling_badger ,@szsrkirby ,@kokonoekyu ,@Chiyuki34885962, , Phenix02, Updated Traditional Chinese. Added option to accept evade input while shield is deployed. The "small attack" and "weak attack" are now unified as "small attack". Fixed a typo in the scenario. The volume of the sound for the sponge tornado attack has been lowered. Fixed an issue where stragglers were sometimes pushed to the right side of the map during a straggler battle. Fixed an issue where a successful wand swing parry or shield bash during a falling attack on a contaminated body in Kenzan would cause a series of reflection staging. Fixed an issue where markers could not be placed on the map. When a contaminant is destroyed, it now sprays golden mana even if its MP is low. Doubled the amount of golden mana recovered when using Haniwa no Amulet. Speeded up the speed at which it takes to place bombs. Fixed so that the player does not lose magic power for chanting while using a charger slot, even if he/she takes damage. Fixed an issue where the Charger Slot would be consumed during normal magic chanting when the Charger Slot is charged, hold, and then resume chanting. Fixed a problem where Ukemi was difficult to perform. Fixed an issue where materials could be buried in a wall when a large amount of items were obtained from a material tree close to the wall. Fixed an issue where loading with confusion lv.2 on would freeze. Fixed being able to shoot bursts while sleeping. Fixed an issue where the comatose state would not be released if the user was restrained while in a comatose state. Improved the ease of getting out of restraints during shield break. Fixed a decrease in the efficiency of collecting magic power when the White Arrow is used repeatedly by the demon. Fixed the selling price of Life Bottle. ver 0.20n (220521) Simplified Chinese B Fansub included. Thanks to 哥哥我欧尼酱 Korean update. Fixed a problem that prevented loading when the data of ver0.09 was full of items. Fixed a problem in which the data carried over from ver0.09 listed benches and treasure chests that did not exist on the current map. Added scaffolding to the "Emptiness of the Flying Waterfall" to make it easier. The opacity of the enemy aura has been increased to make it easier to see at night. ver 0.20m (220520) Korean, Traditional Chinese text untranslated corrected. It is now possible to select day/evening/night to depart until the third day. Fast travel is possible at night as long as it is after departure and before the battle starts anywhere. In order to depart on the second day, you must survive until the third day before returning to your base. Fixed a problem in which the update of the inventory in the Nightingale Levy store was not executed until after the battle, unless you saved once after the battle. The input acceptance time to start chanting has been increased significantly. (When pressing the magic key during evasion, you can now chant at the end of the evasion) Fixed an issue where loading data that did not have a charger slot while playing data that did have a charger slot would leave the slot in the UI. Fixed an issue where textures of characters could be destroyed when resuming the game after returning to the title in the middle of the game. ver 0.20k (220519) Partial correction of untranslated portions of the Traditional Chinese version. Fixed a system whereby it is now possible to acquire more than 9 reels for treasure chests and instead discard them when opening a treasure chest until there are 8 reels. Fixed an issue where it was easy to gain danger by going back and forth between two hunting grounds. Fixed an issue where the left side of the king of mycelium was shown as passable on the map. Fixed an issue where it was possible to disengage from a moving floor if you were caught between two moving floors. For Translaters few sentences are added to *_tx2.txt . ver 0.20j (220516) Traditional Chinese version implemented. Thanks a lot @zelda05151 Fixed a problem with Noel-chan sprinting when running by pressing the run button on the right wall. More solid fixes for the enemy wall burial bug. Forced combat was occurring outside of the night, so we limited it to after the 4th. Fixed an issue where Noel would fall when talking to Ms. Nightingale on the bench in front of the house, depending on her position. Fixed a problem where the same weather sometimes occurred twice in a row. Fixed a problem where the weather cannot be progressed by sprinkling Noel Juice. Fixed a problem where the total number of enemies would not increase after the 5th day of the adventure, but instead enemies would respawn at a blazing speed. Increased the amount of enemies at Moonless Veil from the second day cycle. ver 0.20h (220515) Now compatible with the Korean version of Fansub! Thanks to @Cilloom The maximum number of contaminants that can be generated by lightning strikes at the same time has been set. There will be 1 contaminant until the night of the 2nd, 2 until the night of the 5th, and 3 thereafter. Fixed so that after the 3rd day, the night raid decision will occur even in places that have already been defeated in the current adventure. Fixed an issue where a contaminated body would be buried in the floor when lightning strikes in a thief. Fixed an issue where saving on a map with a nightingale would not bring it back when loading. Fixed an issue where items could be used during a burst. Fixed an issue where QTE input for restraining attacks received while in a coma was not increasing. Fixed an issue where Incubated Lv 2 would not occur even if a lot of eggs were spawned. Fixed an issue where infinite treasure chests could be opened. Fixed an issue where options were "Enabled" and "Disabled" in all languages. Fixed an alert when shopping in a store if the store is full of items. When shopping in the store, if Noel already has an item of a different grade, an icon will now appear on the right side of the row. Fixed a problem in which the event message did not change when changing the font to a different language, such as Chinese, in the middle of the game. ver 0.20g (220514) Implemented running buttons. Also adjusted the default keymap. The quality of Noel juice and egg grade has been modified to increase with the growth of Noel's sexual sensitivity. Added a new area for the foxes, as there was a problem with not being able to return home at night when entering the foxes from above. This will slightly lower the map breakthrough rate, which is currently at 100%. When using the haniwa amulet, the effect is now doubled when using recovery items. Fixed a problem where eggs would poke through the UI when the haniwa was removed while a large number of eggs were being held by the haniwa. The effect of the recovery potion is now doubled when using haniwa. Fixed a problem with broccoli's special effect text. Fixed a problem with Noel-chan's urine pressure when loading data after she peed. Fixed a bug when organizing items. Fixed a problem that caused BTB Noel-chan when using magic immediately after being reflected off a wall by a cyclone. Fixed an issue where warding would not turn off when exiting a warding while falling, and warding would not turn on after entering a warding. Fixed a floor that could only be broken by sliding, not by bombs. Fixed a problem where a bomb would automatically explode when placed in a large number, causing the blast to go upward. Fixed a problem that made it difficult to pick up items that fell down a slope. Fixed a problem with messages that could not be erased in the abuse log settings. Fixed QTEs only going up, down, left, and right when sequence input is used when leveraging. Fixed that HP/MP remains unchanged when HP/MP skills are replaced. Fixed so that the levagacha is easier to pull off even when in bad status (even easier to pull off when using Haniwa). Fixed an issue where the warning line would disappear if a sorcerer took damage after releasing a spell. Fixed the state abnormality "coma" being inflicted when bursting in a row with less MP. Enemies now return to the combat area when stuck inside a wall. Fixed an issue where enemies would sometimes not return after being blown away. Fixed an issue with ground bombs reacting to chikuwa blocks. Fixed an issue where the long cane would not penetrate the mushroom's guard when attached to the cane and the swing of the cane would not be shotgun. Fixed an issue where the long cane was a placebo enhancer that extended downward. Fixed an issue where the same weather condition could occur more than once. Fixed an issue where the "~create one" in the cooking UI could not be focused when using the mouse. Fixed an issue where ovulation did not begin at the end of a battle, even if you were holding an ovulation Lv 2. Fixed an issue where the effect of the Cyclone Slash would disappear if the hit point made contact with a ceiling or other object at the beginning of the Cyclone Slash. Fixed that Ms. Nightingale's bell will be sold again when she throws it away. The window size can now be changed. Fixed an issue where water could not be acquired correctly when the item field was full. Fixed an issue where opening the item menu after saving or configuring an item would corrupt the placement of the description field. Fixed an issue where the amount of recovery displayed in the item description and the actual amount of recovery would sometimes be off by 1. Fixed an issue where loading would sometimes fail if the player immediately loaded upon defeat. Fixed an issue where the white arrow would be able to hit the demon repeatedly under certain conditions. Fixed an issue where reloading would change the contents of Mr. Levy/Nightingale's store. Fixed an issue where Mr. Nightingale would appear when the hunting ground and bench were on the same map and the player saved immediately after killing an enemy in the hunting ground, even though he should not have been there when reloading. Fixed an issue where opening and closing the menu when a large number of logs were being issued would cause stacked logs to appear on top of each other. Fixed a problem with fog being blown away when a burst is fired. Added effect when confusion is broken. Also, modified the color of the balloon to change if the user is restrained while confused. Extended the maximum danger level to 160. Fixed problem with weather mess in the same location. Fixed an issue where the title was not displayed in some parts of the night battle inside the giant tree. For Translater tx_enemy Summoner_forest_wood_nightlake = Summoner_forest_nightlake Summoner__obtainable_dangerousness tx2 追加 SerTitle_burst_tired/ SerDesc_burst_tired tx_option Add several items. ver 0.20e (220509) Fixed a bug that could occur in the region environments. Speeded up some processing. Fixed an issue where the texture of the standing picture could be corrupted in some environments. ver 0.20d (220508 19 00) Fixed a hang-up problem at startup. Fixed a problem with crawling in gamepad mode. ver 0.20c (220508) Probably fixed the problem that Noel-chan does not work correctly, such as being displayed very large on French OS. : (Maybe) fixed problems on a French OS (e.g. portrait of Noel-chan is displayed very large) : If you still have problems with ver 0.20c, please comment including your detailed language environment and OS! Fixed an issue where the treasure chest recovery rate was capped at 80.21%. Fixed an issue where the label input GUI for key configurations was not being displayed in the Windows version. Fixed an issue where "Return to Base" would not be unlocked until you returned home once when you left the house to the woods at the beginning of the second day. Fixed large rocks on the house road being automatically destroyed after rescue of Ixha. It will be destroyed automatically if you have gone through the Pollies Tutorial, or after rescuing Ixia or after seeing the SOS event with the wand. Fixed If you select "return to base," you will be returned to Noel's room. Fixed a problem where saving at the lake in the lower left corner of the house would result in a stalled save. There is currently no scenario after rescuing Ixia, but a temporary destination has been set. The puzzle hints in the upper right corner of the map from the Ixia rescue point have been made clearer. Fixed a misaligned display position of the bomb's detonation effect. Fixed so that the mushroom contaminant (king of mycelium) does not wall frame. Also, modified to scatter MP when charging, and to increase charge time when MP is insufficient. Fixed acid/current/wall pincer damage, which used to be calculated as percentage damage, so that the percentage is now lowered by the HP correction value from skills. Fixed an issue where hitting Cyclone/Comet Dive when using magic with an overcharger did not update the UI. Fixed overcharger buildup when MP gauge is full of cracks. Fixed an issue where the gacha input would sometimes be dis- blinked and not visible. Fixed an issue where talking to an event, etc. was prioritized before opening the menu when the menu display and decision are on the same input. Fixed left tab input/right tab input not appearing in the Levagacha. Fixed problems when using the keyboard. Some errors around messing around have been fixed. But the Levagacha display may disappear. ...... Cyclone Pot Uncle Noel-chan is fun and will not be fixed until the next major update. ver 0.20b (220506) The "Forest of The Storytellers" Map will be sold in the merchant's store. : It will not be sold until the replacement of the store inventory occurs once, so you will have to go through the battle once when the merchant is near the bench now! Softened the first evasive tutorial athleticism on day 2. Fixed a problem with the INBE (the engine that pollutes Noel-chan) being lightly colored in the macOS version. : The "UI dirt expression density" in the config has been temporarily initialized accordingly. In the hunting ground "Dog Run", the problem that the enemy who starts the battle at the danger level where the number of enemies is high was sometimes buried has been corrected. Fixed an issue in the lower left corner of the "spore dance floor" where falling into a mushy swamp sometimes prevented the player from coming back. Fixed an issue where the rush attack of the kenzan would end immediately and was not apparent. Fixed an issue where the setting to not repair clothing when sitting on a bench was not working. Fixed an issue where the icons for treasure chests and benches would be in the upper left corner of the screen when loaded. Fixed an issue where hunting locations on the map were not being recorded in the save data. Fixed an issue where the contaminant in Kenzan would freeze when defeated while launching a needle thrust attack. Fixed an issue where the puzzle on the upper map of the "Acid Bottom Needle Rat" hunting ground would cause a jamming pattern. Changed the fog charge time of the tainted body of the mushroom from 90F to 130F (making it easier to defeat). Fixed an issue where the dirty parts of the tainted Noel-chan were misaligned after a save/load. Fixed an issue where the battle would sometimes start while the player was caught between terrain in the "Acid Appetizer" battle location. Fixed an issue where a bug would occur when destroying the Acid Appetizer" battle location, causing the terrain judgment to remain.
https://w.atwiki.jp/stradaryu/pages/173.html
Grand Theft Auto IV 企業まとめ @ ウィキ まだ出来たばかりなので、編集願います。 □■カウンター■□ 累計: - 本日: - 昨日: - AL DENTE S ALPHA MALL ANNA REX BANNER BEAN MACHINE COFFEE BURGER SHOT CCC CHELLY POPPER CLUCKIN BELL CNT COMRADE S BAR DIDIERSACHS DRUSILLA S E-COLA ERIS FLY HIGH PIZZA PIE FLY U6 TGoBT WHIZ
https://w.atwiki.jp/ps3hack/pages/60.html
PSGrade PS Downgradeのオープンソース版。 以前のPS Jailbreakと同じく、USBアナライザで解析され、オープンソースでリリースされた。 扱えるのはPSGrooveと同じUSBマイコン基盤やPSGrooPICなど ソース ボード拡張版ソース 各基盤のHEX PSX-Scene PSGRADE finally WORKING! - Attached Compiled Hex's for All Boards! 導入方法 HEXの入れ方はPSGrooveと一緒で、やり方は本家PS Downgradeとほぼ同じなので別で参照。
https://w.atwiki.jp/pipopipo555jp/pages/2001.html
http //query.nytimes.com/gst/abstract.html?res=9902E5D8123AE733A25756C2A96F9C946597D6CF SAVAGE ISLAND OF FORMOSA TRANSFORMED BY JAPANESE Wonders Worked in a Few Years With a People That Others Had Failed to Subdue ---- A Lesson for Other Colonizing Nations. LONDON, Sep. 24.1904 - The Times today publishes the following article from a correspondent, dealing with Japan s transformation of Formosa To achieve success in any art three things are necessary - native talent, close application, and experience. The art of colonizing is no exception to the rule. Hence the Germans have failed in their attempts at colonization, notwithstanding their close application, either from want of native talent or from the lack of experience; but most probably the fact that the first attempt in any art is usually a failure has been the cause of Germany s non-success. (引用者注)ドイツ人による植民地化失敗とは何を指すのか不明です。 For this reason Japan s first attempt at colonizing is particularly interesting, especially as the Island of Formosa, which is Japan s first colony, probably so-called offers difficulties to a colonizing nation which in the past have appeared insurmountable to many other nations. The Island of Formosa has ever been a favorite haunt of outlaws from China and from various other countries, and the savageness and unruliness of the population were so great that those parts of the country which were conquered several times were never colonized. The Spanish and the Dutch made attempts at colonizing Formosa, but they gave it up in despair. The Chinese left the land virtually a wilderness, and the French and English, who might easily enough have acquired it, preferred not to put their foot into the interior of that savage island. Taming the Wild Natives. Therefore, when Japan demanded Formosa after the conclusion of the Chinese-Japanese war of 1894-1895, China was willing, if not glad, to cede to it, and Li Hung-Chang remarked sarcastically that Japan would find the island an exceedingly bad bargain. When Japan entered Formosa she found the coast at the mercy of pirates. The interior was ruled partly by the savage aborigines, partly by organized bands of outlaws and robbers, who plundered ships wrecked on the coast and murdered the crews who approached the island. While Formosa was in the possession of China, trouble with the United States and other countries was frequently caused by these murderous attacks on the crews of foreign ships. China was probably glad to get rid of the unruly island. The conquest of the island took a year, and on the 31st of March, 1896, it was placed under civil administration. But the former Chinese officers and officials who used to be on duty in the island, and who feared to be deprived of their positions, joined hands with the unruly elements of Formosa, instigated them to revolt against their new rulers, and the country was constantly in a state of restlessness and turmoil up to the end of 1901, when a sweeping movement of the troops rid the island at last of its revolutionary elements. Leniency in Enforcing Laws. Though the country has hitherto enjoyed only a few years of complete peace under Japanese rule, the appearance of the country and the spirit of its formerly savage inhabitants have already completely changed, and the natives begin to understand the blessings of Japanese rule and to praise it. The policy by which Japan has achieved this remarkable success has been the following Japan has, so far as possible, respected the prejudices of the inhabitants, and has tried rather to gently guide than to coerce them on the path of civilization. For instance, the ancient "Peace Corps," which was established by the Chinese and which protected the inhabitants against the raids of armed banditti, and against fire, floods, and other natural calamities, was maintained, but at the same time the enlightened laws of Japan were introduced. However, while these laws are in the main applied with their full force to the Japanese residing in the island, they are modified in the case of the aboriginal inhabitants whose lack of civilization makes them unable to appreciate at once civilized conditions and the necessity to respect those laws whereby civilization is upheld. Curing the Opium Habit. Even the opium habit has in so far been respected that the natives are not punished for consuming opium, though opium smoking and dealing in opium is a crime for which Japanese citizens in Japan and in Formosa as well are punished with penal servitude of varying degrees. But in order to gradually diminish the amount of opium consumed, on the same principle on which a drunkard may gradually be weaned from his drink, the Japanese Government has made the opium trade a monopoly, which it judiciously uses for at the same time permitting and discouraging opium smoking. Only confirmed smokers are able to obtain opium, and they can secure the drug only under the strictest serveillance. The Government controlling the supply of opium doles it out through licensed agents to licensed smokers, and the police watch with the greatest vigilance that the circle of opium smokers does not enlarged. At the same time moral pressure is brought to bear. All doctors have constantly to point out the evils of opium smoking to the grown-up, and all school teachers have to warn the children against the injurious and demoralizing effects of the opium habit. The population of the island amounts to present roughly to 3,000,000, of whom in September, 1900, 169,064 were opium smokers. By the end of March, 1902, only 152,044 were registered and licensed as opium smokers, the decrease of 17,020 having been caused by death or by the discontinuance of the opium habit, and this number will no doubt rapidly be further reduced by the wise policy that is being pursued. It is significant that the opium imported, which represented in 1900 a value of 3,392,602 yes, amounted in 1903 to the value of 1,121,455 yen only. From a revenue point of view the policy restricting the use of opium in Formosa is no doubt unfavorable, for it means the State a serious loss of income on the one sides, and increased expenses for administration and the surveillance of opium smokers on the other side. While the Japanese Government has in no way tried to hurt the susceptibilities of the natives by meddling with their religion and their customs, it has given them tangible proof of the benefit of Japanese rule by improving in every respect the conditions of the people. In the first place, the law-abiding tollers are no longer terrorized and tyrannized over by robber bands, and enjoy freedom under a just Government. In the second place much has been done for their bodily welfare. The country used to suffer much from epidemic diseases, which ere largely caused by the wretchedly bad water which the natives obtained from stagnant pools and contaminated streams. Consequently the Japanese set about to provide a supply of pure water. The total number of artesian wells that have bored in Formosa is not available, but in the Tajhoku district alone, where about one-tenth of the population is living, more than 800 wells have been sunk. Fine System of Schools Started. Education being the basis and starting point of all progress, Japan has introduced her splendid education system in Formosa. There are schools for the Japanese, with 60 teachers and 2,000 pupils, and there are 130 elementary schools for the natives with a teaching staff of 521 teachers, who are educating 18,149 children and transforming them into civilized beings. However, Japan is not satisfied with providing elementary education for the natives, for it is her ambition to give to Formosa the best she has to give. Consequently Japan has established for the use of the natives a medical school, a Japanese language school, and a school for training school teachers. The medical school in Formosa has the grand distinction that it is the only school in the Far East which gives a regular course of the modern science and practice of medicine to students of Chinese origin. It is domiciled in Taihoku, and at the present moment about 150 students are studying medicine there under the guidance of competent Japanese professors. The Japanese language school serves two objects. Its purpose is to spread the Japanese language among the natives, and at the same time to furnish opportunities to the Japanese to learn the native languages, and thus to prepare them to act as teachers and interpreters iin the interior. The happiness of the individual depends not only on his security, his freedom from tyranny, and on his bodily wellbeings, but also on his prosperity. Consequently Japan has made it her aim to increase the prosperity of her new colony. Making Network of Railways. When Japan took over Formosa there were no roads in existence, but strange to say there was a short piece of railway which was almost useless, so badly was it built and so wretchedly was it managed. Railway fares and freights were changed almost daily, and trains were run "when convenient." Understanding the fundamental requirements of Formosa, the Japanese started methodically upon road making in many parts of the island, and according to a recent report of the United States Consul more than 1,000 miles of road have already been built. At the same time the Japanese Government mapped out a comprehensive scheme or railways, on which it proposes to spend 28,8000,000 yen, or almost £ 3,000,000, an amount which for a country like Japan sounds almost fabulous. The piece of railway which the Japanese found in existence has already been thoroughly reconstructed, and a new line from Shinhiku to Takao was commence simultaneously from both termini with the greatest energy. Between 1897 and 1903, 95 miles of railway were laid, 37 stations were built, and 210 freight cars and passenger wagons and 20 engines introduced. During this period the number of passengers carried has grown fourfold and the quantity of good transported tenfold. Besides, light railways were introduced, of which 125 miles were laid within a few months. A further 52 mildes of light railroad are about to be built. The post, telegraph, and telephones have also been introduced with the greatest success. Between 1896 and 1902 eigthy-seven Post Offices were opened for the public throughout the island, which, in 1902, handled 13,285,105 letters and post cards and 114,779 parcels, and issued 336,207 domestic money orders. The length of telegraph wire has grown from 900 miles in 1896 to 2,600 miles in 1902, and 1350 miles of telephone wire have been laid, over which in 1902 3,690,228 messages were sent. The native industries which were carried on n Formosa when the Japanese arrived were pursued in a very unsatisfactory fashion. Scientific cultivation, and even thorough cultivation, of the fruitful ground was unknown; the natives relies chiefly on the bounty of Nature unaided, and though the Formosa farmer did obtain two, and even three, crops of rice a year, his harvest was not proportionate to his toil and his income was totally inadequate. Through the improved methods which have been introduced by the Japanese, the production of rice has increased by 10 percent between 1896 and 1902. The production of tea has grown fivefold between the same years, and the other agricultural staple products, such as sugar, sweet potatoes, cane, ramie, jute, turmetric, c., all show a very large increase. The enormous forests also were insufficiently utilized, and the wastefulness of the natives was such that, for instance, camphor oil was treated as waste by the native refiners, who extracted camphor from the wood. The consequence of the reforms which have been introduced by the Japanese has been that the production of camphor has steadily increased from 1,534,596 kin in 1897 to 3,588,814 kin in 1903, and the output of camphor oil has risen from 638,603 kin in 1897 to 2,670,561 kin in 1903. Mining likewise was carried on in the most superficial and improvident fashion and consequently the maximum of labor yielded but a minimum of result. By patient tuition and gentle insistence the Japanese have succeeded in introducing improved methods in all industries. The farms yield better harvests, the forests are scientifically exploited, and millions of young camphor trees have been planted in suitable places, and the mining industry has made an enormous progress in the last few years. Bank and Currency System. The improvement in trade and industries of Formosa naturally made apparent the need of improved banking organs and an improved currency system. Consequently, the Formosan Bank was established as the central baning organ in the island, and private banking offices were opened in the more important centres. Post Office savings banks have also been opened, and have had a highly gratifying success. The number of depositors has increased from 5,847 in 1896 to 41,145 in 1902, and the amount deposited from 228,487 yen in 1806 to 763,575 yen in 1902. The currency of Formosa also had to be reformed. Formosa used to be a country where the medium of exchange was bullion, not coin, exactly as in China, and the bulky copper coinage used to make commercial transactions of any magnitude wellnigh an impossibility. This antediluvian monetary system has now been replaced by the up-to-date monetary system of Japan. Japan has poured money like water into Formosa. She has established factories for making brown sugar, white sugar, glass, pager, c.; she has sent out many of her ablest men as administrators, and she will no doubt in due time receive her reward for her enlightened policy. Only a few years have elapsed since the island has been completely pacified. Nevertheless, the economic ordinary progress which has already been made is very striking. The increased prosperity of the inhabitants may be seen from the fact that the general revenue, which is principally derived from Government works and undertakings, the opium monopoly, customs, and various taxes has expanded from 2,711,822 yen in 1896 to 12,738,587 yen in 1903, having grown almost tenfold. The ordinary local revenue, which is chiefly composed of taxes on land, houses, businesses, c., has risen from 747,850 yen in 1898, to 1,952,220 yen in 1902, having almost been trebled in four years. In the collection of the general and local taxes, no undue hardship has been exercised in order to obtain these magnificent results. It is, therefore only natural that the population of Formosa has rapidly increased parl passu with the development of its resources. In 1897, the population of Formosa amounted to 2,455,357, but in 1903 it had risen to 3,082,404. 【資料】NHK JAPANデビュー第1回『アジアの“一等国”』をめぐって
https://w.atwiki.jp/thunderstone/pages/159.html
Trader/交易商 カードタイプ:Village/村 エキスパンション:Dragonspire/竜の尖塔 英語版 Card Name Number Class Cost Gold Weight Light VP Text TRADER 8 VILLAGER・MERCENARY 4 VILLAGE In addition to your buy, you may destroy 1 card to take any non-Hero card worth up to 2 cost more from village.DUNGEON Draw 1 card. If it is a Monster, draw another card. 日本語版 カード名 枚数 分類 コスト 金貨値 重量 明かり 勝利点 テキスト 交易商 8 村人・傭兵 4 村:通常の購入とは別に、手札を1枚選んで廃棄し、代わりに廃棄したカードのコスト+2以下のコストのカード1枚(英雄を除く)を村から取って捨て山に移してもよい。ダンジョン:カード1枚を引く。それがモンスターだったなら、さらにカード1枚を引く。 カード解説/CARD GLOSSARY カード分析 所感 手札のカードを廃棄して、より高いカードを手に入れる。わらしべ長者を思い出させる能力。 交換を繰り返すことでどんどん高いカードに変えていくことができる。通常の買い物とは別枠なのがうれしい。 とはいえコストに大きな溝がある場合、交換が底で途切れてしまう。(例:7コスト以上のカードがないならばFireball/ファイアボールを手に入れることはできない。)コスト帯が固まっている場合もうまみが少ない。 手に入れるカードは英雄以外という制限がついているが、廃棄するカードにはその制限がないので英雄も廃棄可能。 ということで民兵/Militia廃棄能力持ちカードの1枚に数えることができる。この場合代わりに2コストのカード(普通はIron Rations/保存食)が手に入る。だがこの時点では攻撃力が下がったわりに、デック総枚数は減っていないので、ダンジョン戦力は下がる。再度交換に出せばコスト4に化けるが少々悠長。圧縮カードとしては機能しないので何も考えず使用するのはやめよう。買い物を重視したい場合や、食料の廃棄能力を別に確保してるなら有力な手。他のコスト2カードとしてはArcane Energies/アーケイン・エネルギー、Barkeep/酒場の主人、Spoiled Food/傷んだ食料、Guiding Light/不滅の灯がある。 任務を終えたカードを後半に使えるカードに変換することも重要。この場合より高コストにこだわる必要もない。Grognardや、自己廃棄能力のない圧縮カード(Burnt Offering/バーント・オファリング、Drill Sergeant/鬼教官)など。 自身を廃棄することももちろん適正。この場合コスト6までのカードが入手可能。 4コスト以下のカードが魅力に欠ける場合、とりあえずこれを買っておき即使い捨てて6コストカードと交換するのも有力な選択肢となる。狙ったカードの売り切れにだけは注意。 ダンジョン効果は特に癖はない。村中心のカードが手札を圧迫しないのはうれしい。モンスターを引くと2枚ドローになるが、モンスター自体が有益である場面は少ないので2枚ドローと捉えるよりも、有効カードを引きやすい1枚ドローと見たほうが良い。 村効果は非常に多くの問題をはらんでいるのに、CARD GLOSSARYに何ものっていない。1. "In addition to your buy"とはどういう意味か?買い物後で発動するのか?2. "worth up to 2 cost more"とは廃棄したカードの金貨値とコストどちらに+2なのか3. コストが適切なカードが村にない場合、空廃棄は可能か?4. 病気、モンスター等のコストを持たないカードを廃棄できるか? 1.についてはDragonspireルールブックに"For instance, if the Trader destroys a card with a gold value, you do not gain the gold value of the destroyed card."とあるので買い物よりも前に廃棄は発動していると見るべきだろう(買い物に廃棄カードの金貨値は使用できない)。あくまで買い物とは別の効果であるということを強調したかったと考えられるが、この文章がないほうが逆に迷うことが少なかった気がする。)日本語版では「通常の購入とは別に」と訳されたので迷うことはないと思われる。 2. 同じくルールブックに"She then uses the first ability on the Trader to destroy Polymorph and take a Soul Gem from its pile in the village and put it in her discard pile."とある。Polymorph/ポリモルフ(コスト3金貨値なし)を廃棄してSoul Gem/魂の宝石(コスト5金貨値2)を入手しているのでコスト⇔コストの関係で間違いない。(金貨値0と金貨値なしは違う)日本語訳でははっきりコストと明記された。 3. については明確な回答が見つからなかった。適切なものがある限りは、それを入手することは義務である。売り切れ等の場合、能力使用不可とするか、廃棄はできるが何も手に入らないとするか、プレイヤー間で事前に決めておこう。4.の結果を考えると廃棄不可としておくのが妥当か。 4. について、3月31日に発表された最新裁定により、購入コストを持たないカード(病気やモンスター)は廃棄できないと裁定された。 シナジー アンチシナジー 得意なモンスター 苦手なモンスター
https://w.atwiki.jp/youge_wiki/pages/35.html
Software Back to Sort ABC Sort Category FileUtil File_copier v1.0 100c 1Gq Copies programs and data from one databank to another standard software tool given free to all Agents FileUtil File_Deleter v1.0 100c 1Gq Delete programs and data from a databank standard software tool given free to all Agents FileUtil Defrag v1.0 5000c 2Gq Pushes all of your files together at the top of your memory banks and free up large blocks of space of for use FileUtil Security Firewall_Disable v1.0 2000c 1Gq Disables a firewall with a security level of 1.This action will be detected immediately Security Firewall_Disable v2.0 3000c 1Gq Disables a firewall with a security level of 2 or below..This action will be detected immediately Security Firewall_Disable v3.0 4000c 1Gq Disables a firewall with a security level of 3 or below..This action will be detected immediately Security Firewall_Disable v4.0 6000c 2Gq Disables a firewall with a security level of 4 or below.This action will be detected immediately Security Firewall_Disable v5.0 8000c 3Gq Disables a firewall with a security level of 5 or below..This action will be detected immediately Security Log_Deleter v1.0 500c 1Gq Deletes the contents of an access log from a computer leaves an empty log behind Security Log_Deleter v2.0 1000c 1Gq Deletes the contents of an access log from a computer leaves a distinctive blank space behind Security Log_Deleter v3.0 2000c 1Gq Copies another user s legitimate access log over the top of your own.very difficult to detect. Security Log_Deleter v4.0 4000c 1Gq Deletes an access from a computer Moves other logs up to cover empty space impossible to detect. Security Log_Modifier v1.0 4000c 2Gq Allows you to make modifications to an existing log Security Log_Modifier v2.0 6000c 2Gq Allows you to make modifications to an existing log,and create logs in blank spaces Security Log_undeleter v1.0 5000c 1Gq Recovers previously deleted logs Security Proxy_Disable v1.0 3000c 1Gq Disables aproxy with a security level of 1.This action will be detected immediately Security Proxy_Disable v2.0 3000c 1Gq Disables aproxy with a security level of 2 or below.This action will be detected immediately Security Proxy_Disable v3.0 6000c 1Gq Disables aproxy with a security level of 3 or below.This action will be detected immediately Security Proxy_Disable v4.0 8000c 1Gq Disables aproxy with a security level of 4 or below.This action will be detected immediately Security Proxy_Disable v5.0 10000c 1Gq Disables aproxy with a security level of 5 or below.This action will be detected immediately Security Trace_Tracker v1.0 300c 1Gq informs you on the progress of any traces on your connection(No trace detected,Trace in progress,Trace complete) Security Trace_Tracker v2.0 600c 1Gq informs you on the progress of any traces on your connection(No trace detected,Trace in progress,Trace complete) Security Trace_Tracker v3.0 1400c 2Gq informs you on the progress of any traces on your connection(No trace detected,Trace in progress,Trace complete) Security Trace_Tracker v4.0 2500c 3Gq informs you on the progress of any traces on your connection(No trace detected,Trace in progress,Trace complete)including an estimate of the exaxt time remaining Security Crackers Decrypter v1.0 800c 2Gq Decrypts any file encrypted with an Encrypter v1.0 or below Cracker Decrypter v2.0 1200c 2Gq Decrypts any file encrypted with an Encrypter v2.0 or below Cracker Decrypter v3.0 1600c 2Gq Decrypts any file encrypted with an Encrypter v3.0 or below Cracker Decrypter v4.0 2200c 2Gq Decrypts any file encrypted with an Encrypter v4.0 or below Cracker Decrypter v5.0 3000c 3Gq Decrypts any file encrypted with an Encrypter v5.0 or below Cracker Decrypter v6.0 7000c 4Gq Decrypts any file encrypted with an Encrypter v6.0 or below Cracker Decrypter v7.0 15000c 5Gq Decrypts any file encrypted with an Encrypter v7.0 or below Cracker Decypher v1.0 3000c 2Gq Breaks through Encryption Cyphers. Uses a Quadratic Decryption Algorithm to force crack an Elliptiv-curve Encryption Cypher Cracker Decypher v2.0 5000c 2Gq Breaks through Encryption Cyphers. Uses a Quadratic Decryption Algorithm to force crack an Elliptiv-curve Encryption Cypher Cracker Decypher v3.0 8000c 2Gq Breaks through Encryption Cyphers. Uses a Quadratic Decryption Algorithm to force crack an Elliptiv-curve Encryption Cypher Cracker Dictionary_Hacker v1.0 1000c 4Gq A cheap and fast method of breaking passwords.this software tool tries every rod in a ten-thousand word dictionary as a password.it is faster than a Password Breaker,but not graunted to find an answer Cracker Password_Breaker v1.0 1500c 2Gq Hack past passwor protection screens not as fast a DictionaryHacker but is guranteed to find the password eventually Cracker HUD Upgrade HUD_ConnectionAnalaysis v1.0 20000c 0Gq Upgrade your HUD so that you can see the security systems installed on your target computer,and launch Bypass software at them HUDUpgrade HUD_IRC-Client v1.0 4000c 0Gq Upgrade your HUD with a new screen,in which you can participate in internet Relay Chat.This allows you to talk to other hackers for help.You will also need an internet connection on your local machine. HUDUpgrade HUD_MapShowTrace v1.0 5000c 0Gq Upgrade your HUD so that your map shos the progress of any your connection.Replace the Trace Tracker HUDUpgrade Hud_LANView v1.0 5000c 0Gq Uograde your HUD so that you can analyse and connect to Local Area Network(LAN) systems.this upgrade is required you can install an run any LAN software. HUDUpgrade Bypassers Firewall_Bypass v1.0 3000c 1Gq Actively bypasses firewall systems with a security level of 1.bypassers require a HUD connectionAnalaysis upgrade first Bypasser Firewall_Bypass v2.0 4000c 1Gq Actively bypasses firewall systems with a security level of 2 or below.bypassers require a HUD connectionAnalaysis upgrade first Bypasser Firewall_Bypass v3.0 6000c 1Gq Actively bypasses firewall systems with a security level of 3 or below.bypassers require a HUD connectionAnalaysis upgrade first Bypasser Firewall_Bypass v4.0 8000c 1Gq Actively bypasses firewall systems with a security level of 4 or below.bypassers require a HUD connectionAnalaysis upgrade first Bypasser Firewall_Bypass v5.0 10000c 1Gq Actively bypasses firewall systems with a security level of 5 or below.bypassers require a HUD connectionAnalaysis upgrade first Bypasser Monitor_Bypass v1.0 10000c 1Gq Active bypasses a monitor with a security level of 1.All bypassers require a HUD connectionAnalaysis upgrade first Bypasser Monitor_Bypass v2.0 12000c 1Gq Active bypasses a monitor with a security level of 2 or below.All bypassers require a HUD connectionAnalaysis upgrade first Bypasser Monitor_Bypass v3.0 16000c 1Gq Active bypasses a monitor with a security level of 3 or below.All bypassers require a HUD connectionAnalaysis upgrade first Bypasser Monitor_Bypass v3.0 16000c 1Gq Active bypasses a monitor with a security level of 4 or below.All bypassers require a HUD connectionAnalaysis upgrade first Bypasser Monitor_Bypass v3.0 16000c 1Gq Active bypasses a monitor with a security level of 5 or below.All bypassers require a HUD connectionAnalaysis upgrade first Bypasser Proxy_Bypass v1.0 6000c 1Gq Active bypasses a proxy server with a Security level of 1.All bypassers require a HUD connectionAnalaysis upgrade first HUDUpgrade Proxy_Bypass v2.0 8000c 1Gq Active bypasses a proxy server with a Security level of 2 or below.All bypassers require a HUD connectionAnalaysis upgrade first HUDUpgrade Proxy_Bypass v3.0 12000c 1Gq Active bypasses a proxy server with a Security level of 3 or below.All bypassers require a HUD connectionAnalaysis upgrade first HUDUpgrade Proxy_Bypass v4.0 16000c 1Gq Active bypasses a proxy server with a Security level of 4 or below.All bypassers require a HUD connectionAnalaysis upgrade first HUDUpgrade Proxy_Bypass v1.0 20000c 1Gq Active bypasses a proxy server with a Security level of 5 or below.All bypassers require a HUD connectionAnalaysis upgrade first HUDUpgrade LAN tools LAN_Probe v1.0 15000c 3Gq Scans a single system on a LAN,and the links running from it LAN LAN_Probe v2.0 20000c 3Gq Scans a single system on a LAN,and the links running from it LAN LAN_Probe v3.0 30000c 4Gq Scans a single system on a LAN,and the links running from it LAN LAN_Scan v1.0 10000c 2Gq Scans an entire LAN,looking for systems LAN LAN_Scan v2.0 15000c 2Gq Scans an entire LAN,looking for systems LAN LAN_Scan v3.0 25000c 2Gq Scans an entire LAN,looking for systems LAN LAN_Spoof v1.0 20000c 2Gq Spoofs a system on the network,fooling the network itself into believing you are that system.Works on level 1system only. LAN LAN_Spoof v2.0 30000c 3Gq Spoofs a system on the network,fooling the network itself into believing you are that system.Works on level 2and 2 systems. LAN LAN_Spoof v3.0 45000c 4Gq Spoofs a system on the network,fooling the network itself into believing you are that system.Works on level all LAN systems. LAN LAN_Force v1.0 15000c 2Gq This tool will force open any lock system you might encounter on a LAN system.The sysAdmin will probably notice this LAN LAN_Force v2.0 20000c 3Gq This tool will force open any lock system you might encounter on a LAN system.The sysAdmin will probably notice this LAN LAN_Force v3.0 25000c 4Gq This tool will force open any lock system you might encounter on a LAN system.The sysAdmin will probably notice this LAN Other IP_Lookup v1.0 500c 1Gq Converts a raw IP number into internet address and adds it to your links Other IP_Probe v1.0 2000c 3Gq Scans a given IP address for security systems and reports the types in use Other IP_Probe v2.0 4000c 3Gq Scans a given IP address for security systems and reports the types in use.their version information Other IP_Probe v3.0 5000c 3Gq Scans a given IP address for security systems and reports the types in use.their version information and their Status Other voice_Analyser v1.0 5000c 4Gq Recors and analyses voice patterns for reproduction.Can be used to simulate voice authorisations. Other voice_Analyser v2.0 10000c 5Gq Recors and analyses voice patterns for reproduction.Can store load voice to and from gateway memory.Can used to simurate voice authorisation. Other
https://w.atwiki.jp/flaita/pages/430.html
Parade Performers 概要 yama_ko?氏とこな氏によるマスカレユニット。 紅白FLASH合戦2007にてコラボ作品『Memory Parade』を発表。 互いの作風が違う為、発表時に多くの人を驚かせたコラボである。 作品 Memory Parade(高画質var.)
https://w.atwiki.jp/wormsfan/
はじめに WormsFanJP@WikiはTeam17が開発したゲーム「Worms」に関するまとめサイトです。 Wormsはワームズと読み、小さなみみずを操作して、様々なアイテムを用いて敵を倒すポトリスと元となったゲームです。 もし、Wormsを遊んだことがあったり、興味を持っているのであれば、ぜひWikiの編集並びにIRCやSkypeのコミュニティに参加してみてください。 コミュニティ Wormsは海外のゲームで、日本で以前オンラインゲームとしてサービスされていました。 しかし、今ではPSPやDS,XBOX360海外PCウェアでしか利用できなくなったため、あ日本人同士でのネット対戦の機会がめっきり減ってしましました。 そこで、Wormsファンのためにコミュニティの場があればとWikiの開設と同時に、IRCチャンネルを設けました。(下記詳細) IRCチャンネル IRCチャンネルでは、Wormsに関する情報交換などのコミュニティとしての場、並びに、ネット対戦の待ち合わせ場として部屋を設けています。 自由参加ですので気軽に遊びに来てください。 ホスト名 irc.friend-chat.jp ポート 6664 チャンネル名 #WormsJP 連絡 Wikiの編集やWormsや、IRCの使い方などについては、 nacika.mail@gmail.com または、Skype ID nacika_skype で対応してます。
https://w.atwiki.jp/warband/pages/454.html
ip_Building_a_Village|Building a Village ip_Building_a_Village_text|Once you have over a hundred men in your army you can build a village from the camp menu. ^^ This is the dark ages, and new villages and settlements rose and fell regularly.^ Using your troops to found a village will remove them from your party, its suggested you leave your best troops at a camp quarters and raise low teir troops that can used for the village founding. ^^ If you are not yet part of a kingdom, founding a village will also found a new kingdom under your rule. ^ Your court will be established at the village and can be lost if raided. ^^Villages can also be upgraded into towns. ip_armies_size|Army Size ip_armies_size_text|The size of your army, similar to the armies of the lords, depends on several factors ^^Leadership each point will increase the maximum size of your army by 5. Companions with Leadership help lead the party.^^Charisma each point of your charisma will increase the maximum size of your army by 1. It is your ability to attract men to your cause.^^Renown every 9 points will increase the maximum size of your army by 1. Fame attracts followers.^^Holdings every town will add 80 men and each fort 40 to the maximum size of your army. These spots represent men you can raise through a levy.^^Bear in mind that party size at sea is restricted by ship capacity. Extra troops can always be left at a settlement garrison, player Refuge (once built), or any Camp Quarters. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^ The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in these lands need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of the Isles, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Calradia is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|Players may wish to marry into one of these lands noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in the Isles aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Calradia as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the Isles aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of the Isles, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in the Isles makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in these lands may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in these lands are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all these lands, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in the Isles go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of these lands do not field standing armies, which remain in the field as long as the ruler desires. Rather, realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in these lands often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. These rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_siege_warfare|Siege Warfare ip_siege_warfare_text|Age of Arthur offers siege warfare accurate to the Dark Ages period. When the player besieges a settlement, two paths can be taken to conquer the place by debilitation (hunger, diseases ...) or by assault.^^In the former case, the player's goal is to blockade the settlement and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy the food reserves of the settlement. This type of action will take longer, but also avoid a large number of casualties.^^In the latter case, direct action is undertaken, provided assault equipment is available or preparatory actions have been taken, such as wearing down the defenders or burning their houses and walls. This option should be used when the player feels ready to launch a full-scale assault to conquer the settlement. It has the advantage of leading to success more quickly, but usually at a relatively high cost in lives.^^In addition, when the settlement has a port, the player may equip a fleet and assault the port, leading an assault from the sea.^^The complexity and characteristics of the new siege system are too numerous to describe here in detail. The best thing is to discover and develop strategies on your own. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the ship captains and befriending them in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the port menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When traveling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behavior of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny.^^Some troops like Sailors and certain Saxon troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Physicians in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed. If wound is not treated after some time, it will change to a scar, and the negative effects will then be permanent. ip_recruitment|Recruitment ip_recruitment_text|Recruitment in Age of Arthur is not always automatic but depends on a number of factors.^^Firstly, in order to recruit in a town, you need to obtain the permission of its lord. To do this, you'll need to have enough renown (150+) and be on good terms with the lord and his faction.^^For villages, you dont need to obtain permission, however the troop quality is always the lowest. ^^Once permission is obtained, you are free to recruit as long as your relations with the settlement remain positive. In villages you may be able to recruit tier 1 troops, and if have high enough relations (60+), you may be able to recruit tier 2 troops. If you happen to be the village's lord, you need only 20+ relations to do this.^^In towns, you maybe able to recruit tier 2 troops, as well as specialized troops from special cities. The maximum number of troops that you may be able to recruit is determined by your relations with the settlement, your leadership, your charisma, your religion, the predominant religion of the settlement, and whether or not you are the lord of the place.^^Other options are available. If you're Christian, you may be able to find some desperate refugees in monasteries. There is always a chance to find fellows looking for work at farmsteads. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in Age of Arthur, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sea King,' 'Navigation' and 'Looting.'^^One's Sea King level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sea King level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_tactical_controls|Tactical Controls ip_tactical_controls_text|Use the keyboard NUMBERS to select a division. Press 0 to select your entire force.^^Use F1-F4 to order selected divisions. Keep the F1 key down to place selected divisions. You may target an enemy division through this mechanism.^^Pressing the ENTER key often initiates an overhead Strategy Camera.^^Pressing the BACKSPACE key often initiates a Battle Command Display with 'radar.^^Pressing the H key will make your horse come to you (requires riding skill of 4 or higher).^^Pressing the Z key will enable Crouching.^^Pressing the T key will trigger your war-cry and can be used to rally your troops.^^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the center of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_formations|Formations ip_formations_text|The Complex Formations on the Battle Menu are ^^- RANKS with best troops up front^- SHIELD WALL, ranks with shields in front and longer weapons in back^- WEDGE with best troops up front^- SQUARE in no particular order^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times. ip_children|Children ip_children_text|Children can play an important part of Age of Arthur. Both the player and NPC's can have children during the course of the game.^^ For NPC's, children give factions new lords and ladies, while also creating heirs for faction leaders.^^ For players, children grant both new companions, or lords if the player is a vessel/monarch of their own lands.^If the player is female, they must be careful when entering battle while pregnant as being wounded can cause the death of their child and bad relations with your husband.^^ Both male and female players should be married before having children or their child will be a Bastard.^ ip_quarters|Quarters ip_quarters_text|Quarters allow you to leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_war_cry|War Cry ip_war_cry_text|You can use a war-cry in battle to rally your men, hit 'T' to do so. This has the best effect of the troops closest to you on the field. ip_horse_calling|Call your Horse ip_horse_calling_text|If you riding skill is higher then level 3 you can call your horse (provided you have one) during battle by hitting 'H'. ip_special_triats|Special Traits ip_special_triats_text|Once you go past level 12 special traits become possible, however you will need to meet the conditions and play style to develop one.^^ They include ^^ Words-smith A person who read books, or learns poems and has recruited companions or lovers. This trait unlocks a more powerful war-cry use it once per battle by hitting 'Y' ^^ Trickster A person who has won many battles no matter the cost and either has taken many lords prisoner, or has many enemies. This trait unlocks shield taunting in battle use it by hitting 'Y' ^^Musician A person who has leaned a number of poems and either carries a musical instrument or has developed their entertainment skills. This trait gives you a horn, use it in battle to inspire men by hitting 'Y'^^ Knowledge of the Dark arts (magic must be turned on in mod option), A person who has studied magic and knows the right companion. This trait unlocks spell casting in battle by hitting 'Y'^ ip_ambushing|Ambushing ip_ambushing_text|Ambushing was an important part of dark age battle tactics. To this end, both the player and AI can set ambushes.To set an ambush you will need to hold down the left CTRL key while hitting 'A' on the overland map. Also an ambush will only remain set while you stay resting in the same map position.^^You can increase the effectiveness of ambushes by increasing you parties tactics and spotting skills. ip_partition_laws|Partition Laws ip_partition_laws_text|Every kingdom in Age of Arthur now has their own possible succession laws which govern how heirs will inherit lands upon a rulers death. If a kingdom is big enough, and has more then one possible heir these laws come into play...^^Confederate Partition In this law all sons/daughters and eldest brother have a chance of being included in succession. Depending on how large a kingdom is it may be divided up to three times. The kingdom vessels and former monarchs wealth will be divided among them equally. Although the main title holder (the oldest heir) does maintain a slight advantage it can severly weaken their original kingdom. All kingdoms start at this level, though it can be even more devestating for Britonnic kingdoms.^^Regular Partition After game year 508 (530 for Britonnic Kingdoms) regular partitions become available. In this case, although the kingdom is still divided, the eldest brother is no longer included in succession if there are sons/daughters and the main heir does maintain a greater advantage when dividing up vessels and wealth.^^High Partition In this case a kingdom can only be divided once between the two eldest sons/daughters. The main heir maintains most of the kingdoms vessels and wealth and the second heir will be an ally/tributary of the eldest. This law is not available until the year 540 (or 560 for Britonnic Kingdoms).^^No Partition / Single heir After the year 550 the single heir law becomes available and thus returns to default play of the eldest inheriting everything.^^In order to change the laws for your kingdom you need to be the factions head of government and talk to your chancellor. They will call a vote of your vessels and you will need a majority of yes votes for the law to change.^If you are a vessel in another kingdom, your liege may call the vote to change laws from time to time, yet either way a majority of yes votes are needed. ip_stress_system|Stress System ip_stress_system_text|From now on decisions you make during your course of play, or events such as running our of food, can cause you stress.^^ If you make choices that don't align with your current honor rating, or personality you will see stress start to mount. Having high stress unlocks a number of possible negative health events and could even cause your character to loss thier mind!^^ Once stress gets too high you will suffer a mental break and will be forced to pick an activity to reduce stress, though at a cost of possible wealth, ability or even changes to your body wieght. Stress adds another element to consider when making decisions.
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ApachからのBacis承認 1. Apachの設定 2. Passwordファイル作成 Add user for basic authorization Make New file and first User htpasswd -c /home/katsuya/script/App_Annie/config/passwd/passwords DearDaveMcClure Add other users htpasswd /home/katsuya/script/App_Annie/config/passwd/passwords DearDaveMcClure -c Create a new file. -n Don t update file; display results on stdout. -m Force MD5 encryption of the password. -d Force CRYPT encryption of the password (default). -p Do not encrypt the password (plaintext). -s Force SHA encryption of the password. -b Use the password from the command line rather than prompting for it. -D Delete the specified user. http //httpd.apache.org/docs/2.2/ja/howto/auth.html Location / AuthType Basic AuthName "Please fill in username/password" AuthUserFile /home/katsuya/script/App_Annie/config/passwd/passwords Require valid-user /Location