約 4,278,301 件
https://w.atwiki.jp/kz_iaeste/
@wikiへようこそ ウィキはみんなで気軽にホームページ編集できるツールです。 このページは自由に編集することができます。 メールで送られてきたパスワードを用いてログインすることで、各種変更(サイト名、トップページ、メンバー管理、サイドページ、デザイン、ページ管理、等)することができます まずはこちらをご覧ください。 @wikiの基本操作 用途別のオススメ機能紹介 @wikiの設定/管理 分からないことは? @wiki ご利用ガイド よくある質問 無料で会員登録できるSNS内の@wiki助け合いコミュニティ @wiki更新情報 @wikiへのお問合せフォーム 等をご活用ください @wiki助け合いコミュニティの掲示板スレッド一覧 #atfb_bbs_list その他お勧めサービスについて 大容量1G、PHP/CGI、MySQL、FTPが使える無料ホームページは@PAGES 無料ブログ作成は@WORDをご利用ください 2ch型の無料掲示板は@chsをご利用ください フォーラム型の無料掲示板は@bbをご利用ください お絵かき掲示板は@paintをご利用ください その他の無料掲示板は@bbsをご利用ください 無料ソーシャルプロフィールサービス @flabo(アットフラボ) おすすめ機能 気になるニュースをチェック 関連するブログ一覧を表示 その他にもいろいろな機能満載!! @wikiプラグイン @wiki便利ツール @wiki構文 @wikiプラグイン一覧 まとめサイト作成支援ツール バグ・不具合を見つけたら? 要望がある場合は? お手数ですが、メールでお問い合わせください。
https://w.atwiki.jp/thecockrockshockpop/pages/1571.html
http //www.chenelleworld.com/ http //www.universal-music.co.jp/chenelle/ CDLuv Songs LiveLive @ AEON Lake Town mori, Saitama February 11st 2015 wed CD Luv Songs 2011年7月20日 ( HP ) 1. Baby I Love U [ cover of Tee ] / 2. Sunshine Girl [ cover of moumoon ] / 3. For You [ cover of lecca ] / 4. So Sick [ cover of Ne-Yo / 5. Sakura [ cover of いきものがかり ] / 6. Everything [ cover of Misia ] / 7. ガラス越しに消えた夏 [ cover of 鈴木雅之 ] / 8. Missing [ english ver. / cover of 久保田利伸 ] / 9. Saving All My Love For You ( すべてをあなたに ) [ cover of Whitney Houston ] / 10. Lovin You [ cover of Minnie Riperton ] / 11. Without You ( さよなら夏の日 ) [ cover of Debbie Gibson, 山下達郎 ) / 12. 上を向いて歩こう [ cover of 坂本九 ] / 13. Missing [ japanese ver. / cover of 久保田利伸 ] Live Live @ AEON Lake Town mori, Saitama February 11st 2015 wed 1. Baby I Love U 2. Believe 3. 君に贈る歌 ~Song For You 4. Happiness
https://w.atwiki.jp/kurous/pages/14.html
トップメニュー トップページ メニュー 副管理人希望所 ゲーム攻略・裏ワザ紹介・コード紹介係希望所 荒らし報告所 要望コーナー イベント 宣伝コーナー ゲーム攻略&改造カード&裏ワザ攻略 遊☆戯☆王 コンボ デッキレシピ サーチ法等 雑談掲示板 PSP 真・三國無双 MULTI RAID DISSIDIA FINAL FANTASY DS ポケットモンスターソウルシルバー&ハートゴールド マリオ&ルイージRPG3 ファイナルファンタジー・クリスタルクロニクル エコーズ・オブ・タイム 皆さんのページ
https://w.atwiki.jp/wm_rev/pages/101.html
(96p) SIEGE MACHINES No besieging army would be complete without siege towers and rams with which to pound the enemy’s fortress to pieces. Some races have developed their own versions of these devices but all function in more or less the same fashion and have equal effectiveness. Concerning Victory Points, destroyed or lost Siege Machines immediately give the opponent their victory points no matter if the unit carrying them is destroyed or not. Siege Machines like Siege Towers, Battering Rams or Sows may use initiative to attack the nearest wall section (towers may be ignored). Siege Towers Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Siege Town/M/0/3/3+/-/1/20/ -/- A Siege Tower is a massive wooden tower that rolls forward on huge wheels. It is pushed to the enemу’ s fortress by troops who are protected by its stout timbers. Once the tower reaches its target, a ramp descends allowing the sheltering troops to swarm over the walls. A Siege Tower is a unique kind of machine. Its sole purpose is to deliver troops onto the enemу’ s walls. A Siege Tower must be assigned to a unit of infantry. To represent the fact that they are really inside the Siege Tower, the unit is arranged directly behind in column. A UNIT WITH A SIEGE TOWER The unit is arranged in column behind the Siege Tower. As Siege Towers are such huge constructions the same shooting rules apply to them as to wall sections. All shooting enemy units within reach of Siege Towers may choose which Tower they want to shoot at (but if they choose to shoot at units without Siege Towers they still have to shoot at the next visible unit). All enemy shots against the unit are assumed to hit the Siege Tower because the troops are actually inside it. A Siege Tower and the unit inside it cannot be driven back by missile fire. Should a Siege Tower be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Siege Tower has no value in close combat. If the unit is attacked, the Tower is simply ignored. If the unit is forced to retreat, the Siege Tower is destroyed. Units in Siege Towers may pursue or advance in combat leaving their machine behind which effectively means the Siege Tower is destroyed. The Siege Tower can be pushed forward at a speed of 15cm. As it is an incredible effort to move a massive construction like a Siege Tower, command rolls get an extra -1 from second command onward (so the second command would work at a -3 instead of -2). A unit accompanying a Siege Tower cannot make way for other units. If all its accompanying infantry are killed in combat before it reaches the walls, the Siege Tower is considered to have been immobilized or destroyed. Once the Siege Tower reaches the enemy s walls it has effectively done its job. As soon as the walls are reached, the accompanying infantry can assault the defenders or, if there are no defenders, they can occupy the wall as described below. A Siege Tower is usually not tall enough to reach a tower. However, if there is doubt because a tower is especially low, the players should agree before the game whether it can be assaulted like this. Troops making an assault from a Siege Tower cancel out the advantage of fortifications. Both sides count as being in the open (4+ to hit) and the assaulting stand gets the usual +1 bonus for charging. The assaulting unit fights with only one stand (the warriors at the top of the Siege Tower) whilst the defenders fight with all stands that would theoretically be touching were it possible to move all the stands properly into place! As stands touching corner-to-corner would normally fight, defending stands adjacent to the stand directly facing the Siege Tower will fight, assuming they are otherwise free to do so. Once a Siege Tower has reached the walls and is not destroyed, up to three stands of infantry can move up (97p) it and onto the walls in subsequent turns, assuming that there is room for them to spread out whilst remaining in physical contact with each other. (Once stands have moved onto the ramparts they cannot move further that turn, even if unopposed). If a unit assaulting walls via Siege Tower loses the combat and retreats 4cm or less, it still counts as being in the tower and can assault again in the next turn. If the unit retreats more than 4cm and the wall section it faces is subsequently occupied by the enemy, it is automatically destroyed. They push it over! Troops defending walls from a counter attack cannot retreat down a Siege Tower and enemy cannot pursue or advance using a Siege Tower. If the unit pushing the Siege Tower consists of missile armed troops, all stands can shoot as if they were positioned on top of the tower. This brings them up to the same height as the walls. Targets on the ramparts of walls count as being defended from a Siege Tower rather than being fortified. Targets in higher towers still count as being fortified. Battering Rams Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Ram/M/0/3/3+/-/1/10/ -/- Battering Rams are mounted on a wheeled chassis and protected by a wooden roof so that troops inside can push the ram forward under cover. A Battering Ram can be incorporated into a Siege Tower in which case it simply combines the attributes of both. A Battering Ram’s purpose is to affect a breach in the enemy s gate or walls. A UNIT WITH A BATTERING RAM The unit is arranged in column behind the battering ram A Battering Ram must be assigned to a unit of infantry. To represent the fact that they are inside the covered frame the unit is arranged directly behind in column. All enemy shots against the unit are assumed to hit the Battering Ram because the troops are actually inside it. A Battering Ram and the unit inside it cannot be driven back by missile fire. Should a Battering Ram be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Battering Ram has no value in close combat. If the unit is attacked, the Ram is simply ignored. If the unit is forced to retreat, the Ram is destroyed. If units with Battering Rams pursue or advance in combat they leave their machine behind which effectively means it is destroyed. The Battering Ram can be pushed forward at 15cm. A unit accompanying a Battering Ram cannot make way for other units. If all its accompanying infantry stands are killed before it reaches the walls, the Ram is abandoned and is considered to have been immobilized or destroyed. Once the Ram reaches the enemy s walls it can begin to batter! The rules for battering are described above. The Ram must be accompanied by a unit of infantry of at least one stand in order for it to batter (they provide the muscle). A unit may not batter and assault at the same time. Sows Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Sows/M/0/3/3+/-/1/5/ -/- These are roofed and wheeled structures that offer protection to troops as they advance towards a castle. A Sow is very much like a big shed on wheels or, to put it another way, a Battering Ram without a ram. A Sow is represented by the same rules as a Battering Ram except that it cannot batter. Sows have no value in close combat. If the unit is attacked it is simply ignored. If the unit is forced to retreat, the Sow is destroyed. Units with Sows may pursue or advance in combat leaving their machine behind which effectively means the Sow counts as destroyed. (98p) Mantlets These are large mobile shields made from stout wood. They offer protection to troops behind them and can gradually be shuffled forward without exposing the sheltering troops to enemy fire. They are used by infantry units and are provided with arrow slits through which missile armed units can shoot. In a siege game, units of infantry can have Mantlets for +10 points per unit. This is enough to cover the unit’s frontage and the unit is considered to be in a defended position. If it charges, it must abandon its Mantlets. If the unit suffers casualties, it automatically abandons any unnecessary Mantlets (these cannot be used by other troops). If retreating or pursuing in combat its Mantlets are abandoned if they haven’t been already. If a unit equipped with Mantlets is driven back by shooting it will carry its Mantlets with it. However, if driven back more than its half pace move (10cm for standard infantry), the unit automatically abandons its Mantlets as it moves. As units carrying Mantlets count as occupying defended positions, they deduct one dice from their drive back distance. A unit can abandon its Mantlets at any time during the Command phase, in which case it is not restricted to one move that Command phase. In this case, the Mantlets are overturned or cast aside and removed from the battle. Boiling Oil or Rock Droppers Defenders are liable to throw anything they can get their hands on at enemies trying to scale the castle walls. Well prepared defenders will have amassed numerous large rocks, prodigious amounts of garbage, masonry, furniture, statuary, dead horses, stone sinks, anvils and the like. Of course, the professional choice is boiling oil but scalding water and hot sand are also used to good effect. We won’t worry much about the exact type of missile. For our purposes it’s enough to assume that the defenders have something appropriate to hand. For the sake of explanation, we’ll assume that Boiling Oil is our preferred option. A 40 to 50mm wide section of wall may be provisioned with Boiling oil or Rock Droppers. This may be used by any unit of troops manning that section. If an assault is launched against a fortress section which is provisioned with Boiling Oil or Rock Dropper units on this and any adjacent sections may use their equipment against the assaulting enemy. Boiling Oil or Rock Droppers can also be used against units making an assault via Siege Tower or Sow but the attackers may use the 3+ armour save of their Siege equipment instead their own. Note that a unit may only use one Stand and Shoot attack. So units equipped with bows or similar have to choose if they use Boiling Oil or their bows when they are assaulted. They may never use both. Boiling Oil or Rock Dropper attacks are worked out immediately before normal combat at the same time, as shots at chargers. A unit can pour oil or shoot with its own weapons at the same time. Any hits inflicted are carried over into the combat and count as having been struck in the first round. Roll a dice and consult the chart below. D6/Result 1/No effect, you miss or the enemy successfully protect themselves from your barrage. 2-3/The enemy unit suffers 1 attack with a -1 on armour saves. 4-5/The enemy unit suffers 2 attacks with a -1 on armour saves. 6/The enemy unit suffers 3 attacks with a -1 on armour saves. (99p) Tribock When helping a Bretonnian army in the Border Princes two empire engineers encountered a massive Bretonnian machine called “Trebuchet”. It was used to reoccupy a fortress treacherous greenlings had taken and proved very useful there. Otto Ressel and his assistant Fritz Hobel further developed the concept of this siege machine, made it bigger and even more effective and gave it the Reikspiel name “Tribock”. Most Empire generals despise this “woodwork” and prefer massive cannons when it comes to sieges. But in the Border Princes black powder is expensive and good iron hard to get and so Warlords there often choose the Tribock at Sieges. Some even say it is more effective than the bombard. Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Tribock/Art/ 1/6 /4/0/-/1/120/ -/1 Range 20-120cm Attack Close Combat 1 / Shooting 6 As the Tribock is such a giant machine it has to be placed on a special stand with a front edge of 40mm and flank edges of 60mm. For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the Tribock has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Tribock only has a 4cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Tribock allow no save. Because of its immense size the Tribock has a range of 120cm but a minimum range of 20cm as the slingshot like nature of the weapon makes it impossible to shoot at closer targets. This obviously makes units that are under 20cm ineligible as potential targets; thus they are ignored as far as the rules for firing at the closest target are concerned. The Tribock may not shoot at enemy units that charge it. Bombard Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Bombard/Art/ 0/4+bounce /3/0/-/1/130/ -/1 Range 90cm Attack Close Combat 0 / Shooting 4+bounce For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the bombard has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the bombard only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Bombard allow no save. In addition, fortified targets only count as being defended (5+ to hit) and defended targets count as being in the open (4+ to hit). The Bombards shot bounce like a normal cannon’s. This does not apply when shooting at walls/towers as the stonework will obviously stop the cannon ball and prevent it bouncing. Bombards cannot shoot at charging enemy units. Bombards may not be used by Elves or Bretonnians. (100p) Mangonel Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Mangonel/Art/ 0/4 /3/0/-/1/80/ -/1 Range 20-90cm Attack Close Combat 0 / Shooting 4 For siege use only! Mangonels must be deployed before any other unit and cannot move once it is deployed. If firing it fires “straight ahead”. This means it can only draw a line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Mangonel only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Mangonel allow no save. The Mangonel has a minimum range of 20cm as it is impossible to adjust its mechanism to shoot at closer target. Mangonels can’t shoot at charging enemy units. Earthworks These are defensive works built by both defending and attacking forces in a siege and sometimes in other situations as well. These are usually hastily constructed out of earth, log barricades, upturned carts, barrels and whatever else comes to hand. Each section of earthworks purchased is 40mm long and 10mm wide, half the size of a standard Warmaster base. Unless otherwise specified in a particular scenario, earthworks are always deployed before the armies set up in the relevant deployment zones, starting with the defender deploying all his earthworks first, or dice off to decide if for some reason there is no defined attacker or defender. Earthworks can be arranged together in whatever formation is desired by the purchasing player. Earthworks count as a linear feature that confers fortified status against missile fire and defended status against any close combat attacks. To remove earthworks to make way for your siege towers and battering rams, a unit of infantry (and only infantry) must be adjacent to the earthworks. If the unit is not in combat at the beginning of the combat phase each stand in contact with an earthwork section gets its basic attacks against it (no charge bonuses, as what the troops are doing is getting their entrenching tools out). Any 6’s that are rolled will destroy the earthwork that is attacked in this way. It is important that you declare exactly which earthwork sections each stand is attacking, as each 40x10mm section is effectively counted as a separate unit for these purposes. Log Rams Log rams are effectively Battering rams but without the added protection of an armoured covering to shield the battering unit. Log rams can be brought to bear much more rapidly than a Battering ram can be. The main disadvantage is, of course, the lack of protection, especially against boiling oil poured on the battering unit by troops on the ramparts above or stand and fire from these units. Attacking infantry units may be equipped with Log rams. A unit that is equipped with Log rams may abandon its Log rams at any point and is then unrestricted by this. Also, when equipped with Log rams a unit may not cross or move through any terrain which is classed as difficult for movement purposes, such as forests or earthworks. If a unit equipped with Log rams is driven back by enemy shooting or magic and is forced to enter difficult terrain it loses its log rams and moves on. When a unit with a Log ram makes contact with a fortress wall it will commence battering in much the same way as a Battering ram. However, if as a result of a boiling oil attack or stand and fire from units on the walls enough hits are inflicted to remove a whole stand then the battering attempt fails. For every wound the unit has to retreat 1cm. Ladders Infantry units may only assault the walls of a fortress with a siege tower or by using ladders. It costs +5 points to equip all stands of a unit with ladders. Infantry units based as cavalry cannot climb ladders.
https://w.atwiki.jp/pocketplanes/pages/236.html
MANILA [マニラ] MANILA は ASIA に位置する人口約 10.00 millionの都市。 MANILA Airportは Class 3 の空港。 “MANILA IS THE MOST DENSELY POPULATED CITY IN THE WORLD WITH 43,079 INHABITANTS PER SQUARE KILOMETER.” OPEN(coins) 51000coins 宣伝(coins) 61000coins レベル1 レベル2 レベル3 アップグレードコスト(coins) - 102000 153000 LAYOVERS 20 40 60 CLOSE時の払戻(coins) 25500 76500 153000 空港 一覧 AFRICA [アフリカ] AL FASHIR・ALGIERS・BAMAKO・BEIRA・BENGHAZI・CAIRO・CAPE TOWN・CASABLANCA・DAKAR・DJIBOUTI・DURBAN・HARARE・IN SALAH・JOHANNESBURG・JUBA・KADUNA・KAMPALA・KANANGA・KHARTOUM・KINSHASA・KISANGANI・LAGOS・LILONGWE・LIVINGSTONE・LOBITO・MAHAJANGA・MOGADISHU・MOMBASA・MONROVIA・NAIROBI・PORT ELIZABETH・PORT SUDAN・TIMBUKTU・TRIPOLI・WINDHOEK・ZANZIBAR ASIA [アジア] ADEN・AHMEDABAD・ANADYR・BAGHDAD・BANGALORE・BANGKOK・BEIJING・BUTWAL・CEBU・CHENGDU・DELHI・DHAKA・GUANGZHOU・HANOI・HARBIN・HONG KONG・HYDERABAD・ISTANBUL・JAKARTA・JERUSALEM・KABUL・KANDAHAR・KARACHI・KOLKATA・KUCHING・KUWAIT CITY・LHASA・MAGADAN・MANILA・MUMBAI・MUSCAT・NAGASAKI・NANPING・NORILSK・NOVOSIBIRSK・OSAKA・PADANG・PALU・PEVEK・PORT MORESBY・RANGOON・RIYADH・SAPPORO・SENDAI・SEOUL・SHANGHAI・SHENYANG・SINGAPORE・TAIPEI・TEHRAN・TIKSI・TOKYO・ULAN BATOR・URUMQI・VLADIVOSTOK・XI AN・XINING・YAKUTSK・YINCHUAN EUROPE [ヨーロッパ] AMSTERDAM・ATHENS・BARCELONA・BEIRUT・BELFAST・BELGRADE・BERGEN・BERLIN・BERN・BORDEAUX・BRUSSELS・BUCHAREST・COPENHAGEN・CORDOBA(SPAIN)・GLASGOW・HAMMERFEST・HELSINKI・KIEV・LISBON・LONDON・LULEA・LYON・MADRID・MANCHESTER・MINSK・MOSCOW・MUNICH・MURMANSK・NAPLES・OSLO・OULU・PARIS・PERM・PRAGUE・REYKJAVIK・RIGA・ROME・ST.PETERSBURG・STOCKHOLM・TBILISI・TRONDHEIM・VENICE・VIENNA・VOLGOGRAD・WARSAW NORTH AMERICA [北アメリカ] ANCHORAGE・ATLANTA・BARROW・BISMARCK・BOSTON・CALGARY・CANCUN・CHARLESTON・CHICAGO・CHIHUAHUA・CINCINNATI・DALLAS・DENVER・DETROIT・EDMONTON・FAIRBANKS・GOOSE BAY・GUATEMALA・HAVANA・HILO・HONOLULU・HOUSTON・INUVIK・IQALUIT・JUNEAU・KANSAS CITY・KETCHIKAN・LAS VEGAS・LOS ANGELES・MEXICO CITY・MIAMI・MINNEAPOLIS・MONTERREY・MONTREAL・NEW ORLEANS・NEW YORK・NOME・NUUK・OAXACA・ORLANDO・OTTAWA・PANAMA CITY・PHILADELPHIA・PHOENIX・PORTLAND・QUEBEC・SALT LAKE CITY・SAN DIEGO・SAN FRANCISCO・SAN JOSE・SANTO DOMINGO・SASKATOON・SEATTLE・SPOKANE・ST.LOUIS・THUNDER BAY・TORONTO・VANCOUVER・WASHINGTON DC・WHITEHORSE・WINNIPEG・YELLOWKNIFE SOUTH AMERICA [南アメリカ] ARAGUAINA・ASUNCION・BARILOCHE・BELEM・BOGOTA・BRASILIA・BUENOS AIRES・CAMPO GRANDE・CARACAS・CORDOBA(ARGENTINA)・CUIABA・CUZCO・EASTER ISLAND・FORTALEZA・GEORGETOWN・IQUITOS・LA PAZ・LIMA・MANAUS・PORTO VELHO・PUNTA ARENAS・QUITO・RECIFE・RIO DE JANEIRO・SALVADOR・SANTIAGO・SAO PAULO・TERESINA OCEANIA [オセアニア] ADELAIDE・ALICE SPRINGS・AUCKLAND・BRISBANE・BROKEN HILL・BROOME・CAIRNS・CHRISTCHURCH・DARWIN・GERALDTON・HOBART・KALGOORLIE・KATHERINE・MELBOURNE・MOUNT ISA・NEWMAN・PERTH・PORT HEDLAND・ROCKHAMPTON・SYDNEY・WELLINGTON
https://w.atwiki.jp/pocketplanes/pages/262.html
CUZCO [クスコ] CUZCO は SOUTH AMERICA に位置する人口約 0.36 millionの都市。 CUZCO Airportは Class 1 の空港。 “CUZCO WAS THE CAPITAL OF THE INCA EMPIRE WHICH EXISTED FROM THE 13TH CENTURY TO 1532.” OPEN(coins) 2795coins 宣伝(coins) 12795coins レベル1 レベル2 レベル3 アップグレードコスト(coins) - 5590 8385 LAYOVERS 5 10 15 CLOSE時の払戻(coins) 1397 4192 8385 空港 一覧 AFRICA [アフリカ] AL FASHIR・ALGIERS・BAMAKO・BEIRA・BENGHAZI・CAIRO・CAPE TOWN・CASABLANCA・DAKAR・DJIBOUTI・DURBAN・HARARE・IN SALAH・JOHANNESBURG・JUBA・KADUNA・KAMPALA・KANANGA・KHARTOUM・KINSHASA・KISANGANI・LAGOS・LILONGWE・LIVINGSTONE・LOBITO・MAHAJANGA・MOGADISHU・MOMBASA・MONROVIA・NAIROBI・PORT ELIZABETH・PORT SUDAN・TIMBUKTU・TRIPOLI・WINDHOEK・ZANZIBAR ASIA [アジア] ADEN・AHMEDABAD・ANADYR・BAGHDAD・BANGALORE・BANGKOK・BEIJING・BUTWAL・CEBU・CHENGDU・DELHI・DHAKA・GUANGZHOU・HANOI・HARBIN・HONG KONG・HYDERABAD・ISTANBUL・JAKARTA・JERUSALEM・KABUL・KANDAHAR・KARACHI・KOLKATA・KUCHING・KUWAIT CITY・LHASA・MAGADAN・MANILA・MUMBAI・MUSCAT・NAGASAKI・NANPING・NORILSK・NOVOSIBIRSK・OSAKA・PADANG・PALU・PEVEK・PORT MORESBY・RANGOON・RIYADH・SAPPORO・SENDAI・SEOUL・SHANGHAI・SHENYANG・SINGAPORE・TAIPEI・TEHRAN・TIKSI・TOKYO・ULAN BATOR・URUMQI・VLADIVOSTOK・XI AN・XINING・YAKUTSK・YINCHUAN EUROPE [ヨーロッパ] AMSTERDAM・ATHENS・BARCELONA・BEIRUT・BELFAST・BELGRADE・BERGEN・BERLIN・BERN・BORDEAUX・BRUSSELS・BUCHAREST・COPENHAGEN・CORDOBA(SPAIN)・GLASGOW・HAMMERFEST・HELSINKI・KIEV・LISBON・LONDON・LULEA・LYON・MADRID・MANCHESTER・MINSK・MOSCOW・MUNICH・MURMANSK・NAPLES・OSLO・OULU・PARIS・PERM・PRAGUE・REYKJAVIK・RIGA・ROME・ST.PETERSBURG・STOCKHOLM・TBILISI・TRONDHEIM・VENICE・VIENNA・VOLGOGRAD・WARSAW NORTH AMERICA [北アメリカ] ANCHORAGE・ATLANTA・BARROW・BISMARCK・BOSTON・CALGARY・CANCUN・CHARLESTON・CHICAGO・CHIHUAHUA・CINCINNATI・DALLAS・DENVER・DETROIT・EDMONTON・FAIRBANKS・GOOSE BAY・GUATEMALA・HAVANA・HILO・HONOLULU・HOUSTON・INUVIK・IQALUIT・JUNEAU・KANSAS CITY・KETCHIKAN・LAS VEGAS・LOS ANGELES・MEXICO CITY・MIAMI・MINNEAPOLIS・MONTERREY・MONTREAL・NEW ORLEANS・NEW YORK・NOME・NUUK・OAXACA・ORLANDO・OTTAWA・PANAMA CITY・PHILADELPHIA・PHOENIX・PORTLAND・QUEBEC・SALT LAKE CITY・SAN DIEGO・SAN FRANCISCO・SAN JOSE・SANTO DOMINGO・SASKATOON・SEATTLE・SPOKANE・ST.LOUIS・THUNDER BAY・TORONTO・VANCOUVER・WASHINGTON DC・WHITEHORSE・WINNIPEG・YELLOWKNIFE SOUTH AMERICA [南アメリカ] ARAGUAINA・ASUNCION・BARILOCHE・BELEM・BOGOTA・BRASILIA・BUENOS AIRES・CAMPO GRANDE・CARACAS・CORDOBA(ARGENTINA)・CUIABA・CUZCO・EASTER ISLAND・FORTALEZA・GEORGETOWN・IQUITOS・LA PAZ・LIMA・MANAUS・PORTO VELHO・PUNTA ARENAS・QUITO・RECIFE・RIO DE JANEIRO・SALVADOR・SANTIAGO・SAO PAULO・TERESINA OCEANIA [オセアニア] ADELAIDE・ALICE SPRINGS・AUCKLAND・BRISBANE・BROKEN HILL・BROOME・CAIRNS・CHRISTCHURCH・DARWIN・GERALDTON・HOBART・KALGOORLIE・KATHERINE・MELBOURNE・MOUNT ISA・NEWMAN・PERTH・PORT HEDLAND・ROCKHAMPTON・SYDNEY・WELLINGTON
https://w.atwiki.jp/xbox360score/pages/84.html
Quake4 総スコア:1000 項目数:50 難易度:★★★★★ オンライン実績は、すでにプレイヤーがほとんどいないため、実質的にコンプリート不可能。 仮にプレイヤーがいたとしても、比較的簡単なものですらランクマッチで100win points獲得、100戦とか(各5G)。 フラッグ系のルールは最低4人~でないと開始出来ない。 同梱ディスク内でQuake 2をプレイ可能。 ただし北米版本体でしか起動せず、実績こそ搭載されているものの全て0Gとなっている。 本作の初期版(アクティビジョン販売)はリージョンフリーだが、後期版(ベセスダ販売)はリージョンロックありで北米版本体でないと起動しない。 攻略サイト http //www.game-damashi.com/pc/quake4/strategyguide.htm オフライン:540 Private - Act 1 難易度PrivateでAct 1をクリア 15p Private - Act 2 難易度PrivateでAct 2をクリア 20p Private - Defeated the Strogg 難易度Privateでゲームをクリア 25p Corporal - Act 1 難易度CorporalでAct 1をクリア 25p Corporal - Act 2 難易度CorporalでAct 2をクリア 25p Corporal - Defeated the Strogg 難易度Corporalでゲームをクリア 30p Lieutenant - Act 1 難易度LieutenantでAct 1をクリア 25p Lieutenant - Act 2 難易度LieutenantでAct 2をクリア 25p Lieutenant - Defeated the Strogg 難易度Lieutenantでゲームをクリア 30p General - Act 1 難易度GeneralでAct 1をクリア 25p General - Act 2 難易度GeneralでAct 2をクリア 25p General - Defeated the Strogg 難易度Generalでゲームをクリア 30p Enlightening 1レベルをlightning gunのみでクリア 15p The Dark Lord 1レベルをdark matter gunのみでクリア 15p The Sniper 1レベルをrailgunのみでクリア 15p Hyperactive 1レベルをhyperblasterのみでクリア 15p Ballistics Expert 1レベルをrocket launcherのみでクリア 15p Tooth and Nail 1レベルをnailgunのみでクリア 15p The Pineapple King 1レベルをgrenade launcherのみでクリア 15p The Blazing Buckshot 1レベルをshotgunのみでクリア 15p The Machine 1レベルをmachine gunのみでクリア 15p Blaster Master 1レベルをblasterのみでクリア 15p Untouchable 1レベルをノーダメージでクリア 10p Solar Star of Courage Viper Squadのメンバーを1人も殺されずにレベルをクリア 20p Sky Marshall's Medal of Valor Eagle squadのPVT Lanierを救出し、死なせずにレベルをクリア 20p Galactic Order of Heroism Raven squadのメンバーを1人も殺されずにレベルをクリア 20p Full Arsenal 全ての武器を当てて敵を倒す。ガーディアンかマクロン以外不可能 20p オンライン:460 Perfect Win Ranked matchで1度も殺されずに勝利 5p Basic Training Ranked matchを100回プレイ 5p First Tour of Duty Ranked matchを500回プレイ 10p Combat Veteran Ranked matchを1000回プレイ 25p Seasoned Warrior Ranked matchを5000回プレイ 50p The Best Impression Ranked matchでimpressiveを250回 10p Your Excellency Ranked matchでexcellentを500回 10p Guts But No Glory Ranked matchでassistを100回 10p The Defender Ranked matchでdefense awardを250回 10p The Golden Gauntlet Gauntletで250人倒す 20p The Bronze Flag Ranked match(Capture the Flag)で100回フラッグを奪取 5p The Silver Flag Ranked match(Capture the Flag)で500回フラッグを奪取 10p The Gold Flag Ranked match(Capture the Flag)で1000回フラッグを奪取 25p Number One All Gametypes leaderboardのトップになる 20p Top Ten All Gametypes leaderboardのトップ10以内に入る 15p Private - Multiplayer Ranked matchで100win points獲得 5p Corporal - Multiplayer Ranked matchで500win points獲得 10p Lieutenant - Multiplayer Ranked matchで1000win points獲得 25p General - Multiplayer Ranked matchで5000win points獲得 50p Viper Squad Ranked matchで100人殺す 5p Warthog Squad Ranked matchで500人殺す 10p Raven Squad Ranked matchで5000人殺す 50p Rhino Squad Ranked matchで10000人殺す 75p 無敵や全武器取得などCheat Codeがあるのだが(海外サイトに行けばすぐ見つかる)、これには罠があるので注意。 Cheat Codeを使うとその時点から一切実績が解除されなくなり、 Cheat Codeを使ったセーブデータが一つでも残ってるとNew Gameで始めても全く実績は解除出来ない。 当該セーブデータを全て消せばまた実績解除出来るようになる。(※使用しても問題のないチートもある模様?未確認) キャンペーン全般 敵の攻撃を避けながら撃ち込んでいくという、最初から最後まで純粋にプレイヤースキルが求められる。 上位難易度をクリアしても下位難易度は解除されないので、最低4周必要。 いつでもセーブ可能(ただし任意セーブは3、4秒程かかる)なので、苦手でなければLieutenantはなんとかなるだろう。 Generalとなると敵の耐久力が高く、即死級の攻撃も出てくるので、プレイヤースキルは勿論、学習も重要な要素となる。 事前に敵の出現パターンとアイテムの配置を覚えておけば、どこまでなら無茶をしても大丈夫かが把握しやすい。 また、ゲーム全体に渡ってフレームレートが安定せず、場面によっては結構な処理落ちの中で戦うこともあるので注意。 ●Untouchable 乗り物系のレベルで容易に解除可能。 ●スカッドメンバーを生存させる 仲間のAIは戦闘能力が高いのであまり神経質になる必要はないが、積極的に前に出よう。 HealthやArmorを無制限に回復してくれるメンバーがいる場合は、自分が盾になって戦い、その都度回復してもらえば進行も楽。 ●武器限定クリア 後半のData Processing Security Tower(レベル名はセーブデータで確認可能)のEXITに入る前にセーブ 実績取得したい武器を装備してEXITへ 次のレベルでガーディアンに武器を連射(イベントなので戦うというようなものでもない) EXITして実績解除 ロードして武器変更してやり直し、の繰り返しで簡単に全部取れる。 ランクマッチ実績全般 各マッチングは、最終のリーダーボードが表示された時点で切断、カウント。 リーダーボード表示後、ロビーに戻ると実績解除。 ●アワード系実績 impressive→規定の時間内にrailgunで2回連続、致命傷を与える excellent→2秒以内にダブルキル(範囲攻撃によるダブルキルは無効) Gauntlet→初期武器で持っている電ノコ ●win points Game Length(Frag Limitなどを設定するオプション)によって獲得できるwin pointsが異なる。 一番短いQuickieで1位になると10win points、長いEnduranceで30win pointsといったところ チーム戦のゲームタイプの場合は、勝利したチームのプレイヤーの成績によってポイントが分配される それ以外は容赦なく0win pointsでゲーム終了 ●All Gametypes leaderboard 全て、上記したwin pointsの累計、降順でランキングされている。 にもかかわらず、100戦ちょっとでTOP10入りしているものには何か邪悪なものを感じる。 桁数が足りずに表示しきていないプレイヤーがいる事も合わせて、実績解除の目安は全く分からないが 筆者は850ゲーム、15000win pointsで300位といったところ ●累計キル数 他のカウント系実績に比べると随分と極端だが、500→5000キルで実績解除確認(両方とも秘密の実績)
https://w.atwiki.jp/openmusic/pages/150.html
ALEA BAKER2 Arguments seed int [generic-function] Baker s transformation (Stretch, cut and paste) , for this transformation we consider that the dough has an initial length of one. At moment zero a grain of spice is placed at the coordinate seed. This module allows the position of that grain to be determined after int number of iterations. The bakers work is, in this case, modeled in such a way as that each iteration corresponds to the complete stretching of the dough to double its length, the cutting of the dough into two pieces and the superposition of those pieces.
https://w.atwiki.jp/akatonbowiki/pages/13604.html
このページはこちらに移転しました CHINKO 作詞/627スレ127 作曲/627スレ148 C!H!I!N!K!O! CHINKO! C!H!I!N!K!O! CHINKO! Welcome to the CHINKO~ Welcome to the CHINKO~ Oh SHANANANANANANANA CHIN↑CHIN↓ Welcome to the CHINKO~ Welcome to the CHINKO~ Yeah yeah SHANANANANANANANA CHIN↑CHIN↓ C!H!I!N!K!O! CHINKO! C!H!I!N!K!O! CHINKO! 音源 CHINKO(仮歌)(SHANANANANANANANAのNAが一個足りてないけど気にしない) CHINKO(オケ)
https://w.atwiki.jp/keisks/pages/260.html
ついに、Machine Learning Big Dataに取り組む必要性が出てまいりました。 とりあえずサーベイ的なメモを集めていく。 Machine Learning Framework for Big Data mahout (hadoop) http //enterprisezine.jp/dbonline/detail/4727 http //www.slideshare.net/pfi/mapreduce-7022974 spark http //itpro.nikkeibp.co.jp/article/NEWS/20140602/560894/?ST=bigdata P=1 その他 MLBase MLLib Columbus Bismarck Parameter Server GraphLab AIDE REEF