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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, accessible by hitting the 'Party Info' button on the 'Character' screen, 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 the Northlands 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 Northlands, 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 the Northlands 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 settlement will be healthy and energetic, and migrants will flock from the nearby regions. The settlement 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 mayor of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|You may wish to marry into one of the Northlands' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a 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 the Northlands 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 aristocracy of the Northlands, 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 these societies are 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 Northlands, although they represent different cultures, all shared a basic political system that preceded feudalism. At the top of Germanic social hierarchy was the king, elected by a council of noblemen from the royal house. All the land of the realm belonged to the king, who distributed it among the aristocracy and the warriors who had performed outstanding deeds. This land however did not become their property and in case of death, either the king or the client, returned to the ruler. The nobility governed each shire in king's name with the responsibility for administration and justice, raising and leading the levies of men to the battlefield. For this purpose they divided their land into smaller parcels among the freemen who formed the backbone of the rural economy of the kingdom. These farmers and householders paid rent to their overlord and/or had several duties with him, such as building fortifications or working some days of the week during the harvest-time.^^This system of clientship was also practised between nobles, which established hierarchies of homage and political support. The increasingly powerful monasteries were autonomous ecclesiastical establishments with their own land and clients.^^A distinctive feature of the Celtic societies (Gaelic, Welsh and Pictish) was the importance of the corporate lineage-group, the clan. A large group of related people supposedly descended from one common ancestor, acting as an independent social and legal entity.^^When one realm in the Northlands makes war on another, the political unity of 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 or to come to each other's defense.^^If it seems nobles' bickering and quarrels are self-defeating when the enemy is just around the corner, keep in mind that ultimately, a noble's loyalty doesn't belong 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 the Northlands 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 the Northlands 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 the Northlands, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in the Northlands 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. The second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of the Northlands do not field standing armies, which remain in the field as long as the ruler desires. Rather, the realms of the Northlands are protected by the nobles, their companions, and the feudal levies they raise. 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 for 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 the Northlands 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. The Northlands' 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|Viking Conquest 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 shipwright in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the town menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When 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 behaviour of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny.^^Some troops like Sailors and certain Norse troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of beech wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. While all port towns offer ships, one finds the best ships in Norse and Frisian ports. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor (not included in Viking Conquest). For further information, see the 'Your Custom Sails' folder among the files of this DLC.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Norse ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. 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_traits|Traits ip_traits_text|When you reach level 13, you can get one of these traits depending on your skill choices ^^Berserker Going berserk will give you momentary improved speed and strength in the heat of the battle. This brutal ferocity will make your vision turn red.^^Inspiring This acquired skill will increase your leadership in battle as your war cries strengthen the fierceness of your men in combat.^^Tough This skill will make your troops move faster and increase their agility in the battle.^^Strong Your preoccupation with the maintenance of your men's shields and armors will make it harder for the enemy to wound them.^^Use key T to activate these traits on the battlefield. ip_recruitment|Recruitment ip_recruitment_text|Recruitment in Viking Conquest is not automatic but depends on a number of factors.^^Firstly, in order to recruit in a village, fort or 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 can also obtain permission from the village leader. For this route, you may use high renown (150+) and high relations (15+), or you can just try bribery. Bribing may or may not work, so you may have to try to bribe the leader more than once.^^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. 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 castles and towns, you maybe able to recruit tier 2 troops. If your relations with the place are high enough (30+), there is 30% chance you may get a tier 3 troop. 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_wages|Wages ip_wages_text|Troop wages in Viking Conquest are affected primarily by the player's leadership. For higher level troops, the player's persuasion skill may become a bonus or a malus, depending on how good it is. For outlaw type troops, such as Robbers and Vikings, the player's reputation comes into play, giving a discount if player's reputation is worse than Notorious. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in Viking Conquest, 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.^^Holding the game key for Defending and pressing the game key for Action will execute a Shield Bash.^^Once you have developed a Trait, pressing the T key will activate it.^^In Multiplayer, holding the Q key and pressing the key for Defending will allow you to Taunt your opponents.' 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_dog_companion|Dog Companion ip_dog_companion_text|While wandering about, lost in your own thoughts, you suddenly hear a dog bark at you. Luckily, you have a piece of sausage with you. It's the beginning of a companionship. The dog will not leave your side, even on the battlefield, and soon earns a name.^On the battlefield, your dog is placed in division 9. The skills and abilities of your dog companion can be improved by giving him good food. ip_rents|Rents ip_rents_text|Every settlement that you own generates rents. Rents are paid weekly on average over a long term, but the frequency of payment is variable. Some weeks you may get payments, and during others you may get nothing. If the payment hasn't been processed by paydate, the entry in your budget will state that the rents were unpaid. If the village is looted, or fort or town is plundered, the entry in your budget will state that no rents are available. Once the village/fort/town is back to normal state, they will restart processing rent payments. Rents are also affected by prosperity of the settlement, presence of any special buildings, religious composition, tax rate and difficulty settings. Special buildings will continue generating rents even if the place is plundered. ip_quarters|Quarters ip_quarters_text|Quarters allow you leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map
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http //www.warrantweb.net/ http //www.myspace.com/warrantband member Joey Allen guitar Erik Turner guitar Jani Lane vocal Jerry Dixon bass Steven Sweet drums ex-member Adam Shore vocal Jaime St. James vocal CDUnder The Influence Live Out TakesLive @ Aardvark, Fort Worth, TX, US April 2nd 2006 Live @ House Of Blues, Chicago, IL, US November 6th 1998 Acoustic In Brazil [ Live 1998 ] Live In Tokyo, Japan April 21th 1991 Live @ La Fayette, Louisana, US 1991 Live In Tampa, Florida, US October 21th 1989 Live @ Gazzaris 1987 Out Takes V.A. world / We Wish You A Hairy Christmas ( 2003年10月7日 ) CD Under The Influence 2001年6月12日 1. Toys In The Attic / 2. Hollywood ( Down On Your Luck ) / 3. Dead, Jail Or Rock N Roll / 4. Hair Of The Dog / 5. Tie Your Mother Down / 6. Suffragette City / 7. Surrender / 8. Down Payment Blues / 9. Come and Get It / 10. Sub Human / 11. Face Live Out Takes Live @ Aardvark, Fort Worth, TX, US April 2nd 2006 1. Intro / 2. Down Boys / 3. Sure Feels Good To Me / 4. 32 Pennies / 5. Love In Stereo / 6. In The Sticks / 7. I Saw Red / 8. Bed Of Roses / 9. Hole In My Wall / 10. Mr. Rainmaker / 11. Bourbon County Line / 12. Sometimes She Cries / 13. Heaven / 14. So Damn Pretty / 15. Jam / 16. Hold On To 18 / 17. Uncle Tom s Cabin / 18. Dirty Jack / 19. Cherry Pie Jaime St. James (vo), Joey Allen Erik Turner (g), Jerry Dixon (b), Steven Sweet (ds) Live @ House Of Blues, Chicago, IL, US November 6th 1998 1. Down Boys / 2. Machine Gun / 3. A.Y.M. / 4. Uncle Tom s Cabin / 5. Heaven / 6. Maybe I m Amazed ~ Saw Red / 7. Hole In My Wall / 8. Cherry Pie / 9. War Pigs Acoustic In Brazil [ Live 1998 ] Live In San Paulo, Brazil October 18th 1998 1. D.R.F.S.R. / 2. Down Boys / 3. Heaven / 4. Letter To A Friend / 5. Feels So Good / 6. Uncle Tom s Cabin / 7. Blind Faith / 8. Sometimes She Cries ~ Maybe I m Amazed / 9. I Saw Red / 10. Asshole ~ Indian Giver / 11. Tequila ~ Stronger Now / 12. Washington State / 13. Very Fine Line / 14. Cherry Pie Live In Tokyo, Japan April 21th 1991 1. Down Boys / 2. Thin Disguise / 3. Uncle Tom s Cabin / 4. Heaven / 5. Love In Stereo / 6. Song And Dance Man / 7. I Saw Red / 8. Joey Allen s Guitar Solo / 9. Train, Train / 10. Mr. Rainmaker / 11. Sure Feels Good To Me / 12. Jam / 13. Cherry Pie / 14. Big Talk ~ Elvis / 15. Baby Loves To Rock / 16. Jailhouse Rock ~ Baby Loves To Rock Live @ La Fayette, Louisana, US 1991 1. Unknown Title / 2. Down Boys / 3. 32 Pennies / 4. Unknown Title / 5. Uncle Tom s Cabin / 6. I Saw Red / 7. Love In Stereo / 8. Unknown Title / 9. Unknown Title / 10. Heaven / 11. Cherry Pie / 12. Unknown Title Live In Tampa, Florida, US October 21th 1989 1. So Damn Pretty / 2. Big Talk / 3. 32 Pennies / 4. Ridin High / 5. Heaven / 6. Sometimes She Cries / 7. JAM / 8. Cold Sweat ~ Livin After Midnight / 9. Down Boys / 10. D.R.F.S.R. Live @ Gazzaris 1987 1. Cold Sweat / 2. Down Boys / 3. Let It Rain / 4. Sad Theresa / 5. Jimmy / 6. All Night Long / 7. Heaven / 8. Bang Bang / 9. It s Not The Size That Counts / 10. Down The Road / 11. Tease Machine / 12. My Baby Loves To Rock Live @ Gazzaris, California, US 1987 Out Takes 1. Down Boys / 2. Big Talker / 3. So Damn Pretty / 4. 32 Pennies / 5. Sometimes She Cries / 6. Hole In The Wall / 7. Heaven / 8. Sure Feels Good / 9. Machine Gun ( Jerry Dixon bass solo ) / 10. I Saw Red / 11. Bed Of Roses / 12. Ridin High / 13. Blind Faith / 14. Mr. Rainmaker / 15. Uncle Toms Cabin / 16. Dirty Rotten Filthy Stinkin Rich / 17. We Will Rock You [ cover of QUEEN ] / 18. Cherry Pie
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PhotoShop について色々 設定 ワコムのペンタブを使う絵描きさんに 作業効率を上げる「マッピング」のすすめ | お絵かき速報!萌え絵上達法 ワコムのペンタブを使う絵描きさんに 作業効率を上げる「マッピング」のすすめ2 | お絵かき速報!萌え絵上達法 一般 グラデーションをより美しく滑らかにするPhotoshopのアクション -No More Banding | コリス Photoshop用ライティングエフェクトブラシ - 無料 - CG Game Brain Photoshop Illustrator CS6 の進化したところと不具合まとめ | Stocker.jp / diary Photoshopでのフォトレタッチ革命!カラーグレーディングプラグイン:Magic Bullet PhotoLooks CS6対応、Photoshopのレイヤー周りの機能をもっと便利にする12のツール-Trevor Morris Scripts for CS6 | コリス ウェブデザインのセンスを学ぼう、2012年上半期洗練されたディテールのUIデザインのまとめ | コリス スクリプティング Adobe Photoshop CS2自動化作戦 Adobe Photoshop CS4自動化作戦 Adobe Photoshop CS5自動化作戦 PS-Scripts Forum Web用に保存機能をスクリプトで(VBS COM) Pete Hanshaw Creating Guides in a Photoshop document using Python(Python COM comtypes ) Pete Hanshaw Creating Guides in a Photoshop document using Python- Part Two(Python COM comtypes ) Pete Hanshaw Python and photoshop- code snippets(Python COM comtypes ) Scripting Photoshop CS with C#
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If you see people who needs help Precautions This article is still incomplete and may not be accurate. First of all, please follow these basic rules when helping someone 1. Do not try to help them on your own. Help them with people who are actually trained to rescue people in emergency. 2. Even when helping out, keep close your radio for new information. 3. Always think about what you can and cannot do for your own safety. Secondary disasters may happen anytime anywhere. 4. Always keep calm when rescuing someone. 5. If you are not an trained medical professional, the only thing you can do is to seek other help. Amateur medical knowledge can be dangerous. 6. When calling for help, be as clear as possible, and express words in the most simplistic way. Do not try to use jargons. In Japan, you will not be penalized/sued for rescuing someone, even if they end up dying. So please be actively involved in rescuing activities as much as possible. Often people die in disasters because it was just "too late". Be brave and god speed! How to make noise When you want to call for someone and not getting attention, it is much easier for someone to hear and notice you when you scream with a lower pitched voice, and the usage of Vowels (AEIOU). (e.g. "AHHHHHHH!" in a low pitch voice, rather than "KYAHHHH" in high pitched voice.) If you see someone under a debris and cannot move If you see someone that has been pinned under debris for long periods of time, do not try to rescue them on their own, and call ambulance instead. If you try to move them, what s known as a Crash Syndrome can occur, resulting in shock death of the person. If the person has JUST been pinned under the debris, pull them out immediately without hesitation, if possible. Few More Basic Stuff REMOVE FROM DANGER If you or the person you are rescuing is near IMMEDIATE danger (burning vehicle or building), move them to safety. ELECTROCUTION If the person is suffering electrocution, immediately switch off current. If that s impossible, stand on dry, non-conductive surface (concrete, etc), and push or lever the person being electrocuted by a dry, also non-conductive stick of some sort. DO NOT touch them while they are being electrocuted. UNCONSCIOUS BUT BREATHING? If you see someone that is unconscious, but breathing, do not try to move them (unless in immediate danger) in case of spinal injuries. Check that there are nothing that obstructs them from breathing properly, and deal with any serious bleeding by tying up places that are closer to the heart from the injury. Position them so that they are on one side, to stop vomit, blood or tongue falling back blocking their airways. You can try to do all these above, but the most important thing is to call for professional help. These rescue tips come second.
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■暇つぶ.com■ *みんなで作るサイトをコンセプトに、2013年3月辺りに開設。
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【登録タグ Alter Ego GET IN THE RING R あなたの町の怪事件 みぃ 曲 秋葉文化祭 ~第二章~ 秋葉文化祭コンピレーションCD Vol.3 購入特典CD】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*
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dispinfo.iniについて dispinfo.iniは試験的なものなので今後内容がかわるかもしれません。 [HUD] tachometerx=650.000000 タコメーターのスクリーンX座標 tachometery=480.000000 タコメーターのスクリーンY座標 tachometer_m=0.700000 タコメーターの倍率 tachometer_deg=23.500000 1000rpmが何°に対応しているか。 tachometer_zure=10.000000 針の中心を左にいくつずらすか。0では針の画像の真ん中を基準に回転する。 tachometer_dedeg=-44.000000 0rpmでの角度 tachometer_usedefault=yes デフォルトのメータを使用するか否か。 yes以外に設定した場合オリジナルメーターになる。 車フォルダ内にmeterフォルダをあらかじめ作成し、 tako.png タコメータ h1.png 針 tcs.png abs.png m0~m9.png を入れておく。 disp_tcsx=707.000000 TCS表示の位置 disp_tcsy=530.000000 disp_absx=734.000000 ABS表示の位置 disp_absy=530.000000 disp_tcs_m=0.700000 TCS表示の倍率 disp_abs_m=0.700000 ABS表示の倍率
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某掲示板ブラックリスト一覧 @yahoo.co.jp @xxne.jp は警戒した方がいいです 信じるほど裏切られて遊ばれます ストーカー 荒らし 冷やかし 変質者 日本人以外 値下げ希望を断ると暴言して拒否する人 写真送らないと暴走して拒否する人 身体を強要してくる人 強引にホテルへ誘う人 hiuji86@gmail.com ← IPアドレスから相手の住所とか調べるストーカー・かなり危険 警察へ通報済み dangerousfromviews@docomo.ne.jp ← 警察へ通報済み 横浜旭警察 地域考案課:報告番号4338251 koji-shinotheki@docomo.ne.jp ← 掲示板荒らしを鵜呑みにして情報を流す 33massa33@gmail.com ← 掲示板にて自作自演・成りすまし・断られた女の子の名前で投稿 無視が一番の策 akinaidayo.722@ezweb.ne.jp ← 携帯電話複数所持者・荒らし目的 kohire123@softbank.ne.jp ← 情報提供頂きました 写真のもらい逃げ常習犯のようです 証拠メール確認 war-lock@xxne.jp ← 情報提供頂きました 荒らし目的 すぐ怒り出す変質者 alice.dom@xxne.jp ← 情報提供頂きました 最低な冷やかし 遠方待ち合わせして放置して隠れて見て楽しむ andy_biersack_@ezweb.ne.jp ← 未成年 omankonametaina@yahoo.co.jp ←yahooメール作っては荒らしての繰り返し IPアドレス通報済み r-a-jza70kai@softbank.ne.jp ← 未成年 メールエッチ希望としつこい choco-1028@ezweb.ne.jp m.hiro-0223-ok@docomo.ne.jp www.-_-.www@wcm.ne.jp nkakthsnykrh@xxne.jp kentakakrada@gmail.com taro.5910@gmail.com address.528si@docomo.ne.jp xxx.0320@ezweb.ne.jp kasai595@gmail.com with-jun1111@docomo.ne.jp kawaiiyukiktky41@ezweb.ne.jp mizushitatariteishiougatsu@xxne.jp 1matsu2ume3sakura@ezweb.ne.jp pan0915-1122.3year.ys@softbank.ne.jp sp4g6ded4g0tru@emobile.ne.jp esai5k3aph@i.softbank.jp saraburejapan@hotmail.co.jp momo200043@gmail.com d.m.w.a.j.t.g.p.@xxne.jp
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PHANTASY STAR ONLINE Blue Burst のエミュ鯖 SCHTHACK Server で暗躍する 日本人チームの NO-BRAND でございます ※Wiki内の一部のページを表示するには… ●フレームをサポートしているブラウザが必要です。 ●JavaScript実行を許可する必要があります。 ●ポップアップ表示を許可する必要があります。 Microsoft® InternetExplorer8 (build8.0.6001.18702) Mozilla® Firefox3.5 (Shiretoko/3.5.8pre ayakawa PGU) Mozilla® Firefox3.6 (Namoroka/3.6.2pre ayakawa PGU)で表示動作確認しています。 一言連絡所 cβ始まったけど テンキーンで自宅のPCが触れませんぬ GWにはいったん戻れると思う・・・思う -- (L.A.C.O.) 2012-04-22 18 11 41 PSO2Cβ全日程終了。 日程の半分位は、ピークタイムのラグや 切断に苦しめられたのは残念だけど それ以外はそこそこいい感じ。 -- (体は鋼鉄心は乙女) 2012-05-01 01 50 48 最後の2日間だけ遊んできた。 死んだときAP使ってスケド復活するか?が出た時ギョッとしたぐらいかな。 旧PSOの月額相当分ぐらいはセガにお布施してもいいかなとは思えた。 そしてDQX予約した\(^o^)/ -- (L.A.C.O.) 2012-05-02 03 12 49 Cβ面白かったです でもゲームスピードがちょっと速すぎかな ノーマルでこれだと難易度上がったら ハンターが何もできないゲームにならないか不安(特にボス) -- (Sophia) 2012-05-03 15 09 14 まったりドラクエ中。 新しいビデオカード買ったのでPSO2にも本格復帰の予定だよ! -- (L.A.C.O.) 2012-08-22 02 01 35 名前 コメント すべてのコメントを見る 過去のコメントはこちら コメントログ2010年上半期コメントログ2009年下半期コメントログ2009年上半期コメントログ2008年下半期 @ウィキモバイル始まりました 携帯電話に最適化され使いやすくなりました QRコードは株式会社シーマン様のサービスを利用して作成しました CREDITS "PHANTASY STAR ONLINE Blue Burst" --(c) SONICTEAM / SEGA, 2000, 2005 (c) SEGA, 2000, 2005 "SCHTHACK PSO Private Server" --Server production and hosting Schthack 2003-2009
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