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(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.
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メモの翻訳 Town hall The history of Shepherd’s Glen is one of opportunity and enterprise. First settled nearly a century and a half ago, its founders came here as pilgrims, searching for a new home to practice their faith and ensure the prosperity of their four families. It soon flourished into a thriving small town. Shops and businesses sprung up on what is now Main Street. The turn of the century brought tourists, eager to explore the region’s lake and rivers. And with tourists, came more businesses. In the 1950s, many of the original municipal buildings, such as the town hall and the library, were restored. The 1990s encouraged further investment, modernizing Shepherd’s Glen as it headed into the new millennium. But throughout its success, Shepherd’s Glen has always managed to remain a close-knit community, maintaining the same ideals on which it was founded. One can only hope that the founding families would be proud, if they saw the town as it is today. シェパード・グレンの歴史はチャンスと積極性に象徴される。この地に人が住み始めたのは150年近く前のことである。設立者である4人の宣教師は自らの信仰を実践し、家族の繁栄を確かなものとするため、新たな生活の地を求めてこの土地を訪れた。 ここはすぐに豊かな小さな町へと発展した。現在メイン通りとなっている場所には商店や事業所ができた。今世紀に入ると、地元の湖や川の観光に人が訪れるようになり、産業も活性化した。 50年代には市営施設の復元が行われた。この中には市役所や図書館も含まれる。90年代にはそれまで以上に投資を推進し、シェパード・グレンは新世紀に向けて近代化を遂げた。しかしこうして発展する間にも、シェパード・グレンの結束は失われることはなく、設立時の思想を維持し続けている。設立者たちが現在の町の姿を見れば誇りに思うだろうと願うばかりだ。 What should have been a normal school run home turned into tragedy last week when a freak thunderstorm washed a school bus into the raging torrent of the Toluca River. The normally placid river, swollen by nearly a week of record-breaking rainfall, was running almost 15ft higher than normal. Mark Ward, the conscientious school bus driver for Toluca County, was unprepared for what he found when entering River View Road that runs parallel with the river. The fast moving water eroded the soil underneath the asphalt, leaving it unsupported. The road suddenly collapsed as the bus pitched into the roaring river below. Carried along a white water ride for a 1/4 of a mile, amongst the screams of the petrified children, the bus became lodged under the aptly named Hope Bridge. Doctor Martin Fitch MD had just finished a house call and was on his way back to the office, following directly behind the school bus when the road gave way. Managing to stop in time Doctor Fitch got out of his car, braving the downpour, and ran alongside the river for 1/4 of a mile when the bus finally became jammed under the bridge. Without a thought for his own personal safety, Doctor Fitch jumped into the river and swam towards the bus. After breaking the rear window, he climbed inside to assess the situation. Inside he found a terrible scene. The driver, trapped by his safety-belt, had been killed when the front of the bus flooded. All of the 2nd and 3rd Grade Students survived without major injury, but appeared severely frightened by the events. The children were evacuated to the nearby Alchemilla Hospital in Silent Hill to recuperate after their ordeal. During the evacuation, the situation took another terrifying turn. His leg trapped by the partially crumpled front of the vehicle, brave 8-year-old Alex Shepherd was unable to move. Doctor Fitch knew that if Alex didn t drown, the cold waters of the Toluca River would put him into cold shock as his core temperature plummeted and he succumbed to hypothermia. Time was critical. The Doctor quickly stripped off his shirt; taking a hold of the boy, he wrapped his arms as tightly as he could around him, and then waited for the rescue crews to reach them. The heat and warmth of the doctor s body may well have been the only thing that saved Alex s life that day. It took the fire crews nearly 4 hours to finally free Alex from the wreckage of the school bus. During the entire time he was trapped in the bus, Doctor Fitch never left his side. For his feat of bravery the City council gave their highest award to Doctor Fitch, along with the Key to the City. Though tragedy struck for Martin Ward; the potential loss of all those children was averted by the selfless act of one man, Dr. Martin Fitch MD. 先週、いつも通り下校するバスを悲劇が襲った。異常な雷雨が原因でバスがトルーカ川へと転落したのだ。トルーカ川は普段は流れが穏やかな川だが、一週間近く続いた記録的な大雨によって水位が4.5メートルほど上昇していた。 スクールバスを運転していたのはマーク・ウォードさん。入念な運転手だったが、川沿いのリバービューロードの状況は予想外のものだった。事故当時、激流が道路下の土壌を侵食し、アスファルトが不安定な状態にあった。 道路の崩落に巻き込まれてバスは川に転落した。急流に流されるバスは児童の絶叫に包まれていた。400メートルほど進んだところでバスはホープ橋にせき止められた。バスにとってはまさに「希望の橋」である。 道路の崩落時、医師のマーチン・フィッチさんがバスのすぐ後ろを走っていた。往診を終えて診療所に帰る途中だった。 フィッチさんはなんとか車を止めると豪雨の中に飛び出し、バスが止まるまで川沿いに400メートル走っていった。 フィッチさんは自らの安全をいとわず、川に飛び込んでバスまで泳いでいくと後部窓を割り、中の状況を確認しようとバスに乗り込んだ。 フィッチさんが中に入ると悲惨な光景を目のあたりにすることになった。運転手のマーク・ウォードさんはシートベルトで身動きがとれず、バスの前部が浸水する頃には死亡していた。 2年生と3年生の児童は大きな怪我もなく命に別状はなかったが、一連の出来事にひどく怯えているようだった。児童は救助後、事故のショックを治療するため近くのアルケミラ病院(サイレントヒル)へと運ばれた。 こうした中、別の危機的な状況も発生していた。アレックス・シェパード君(8)が潰れた車体に足を挟まれ、バスの前部で動けなくなっていたのだ。 フィッチさんは、アレックス君が溺死していないにしても、トルーカ川の冷水が原因で低体温ショックを引き起こしてしまうと判断した。中核体温が急激に低下し、低体温症に陥っていたからである。 一刻を争う状況だった。フィッチさんはすぐに服を脱ぎ、アレックス君の体をつかんで腕をできるだけしっかりと体にまわし、レスキュー隊の到着を待った。 この日、アレックス君の生命を救うことができたのはフィッチさんの熱意と体温に他ならない。最終的に消防隊がアレックス君をバスから救出するまでに4時間を要した。アレックス君がバスの中で身動きが取れない間ずっと、フィッチさんはアレックス君の側についていた。 この勇気ある偉業を賞し、市議会はフィッチさんに最高市民栄誉賞と共に市の鍵を送った。 この日、マーク・ウォードさんを襲った出来事は不幸と言うほかない。しかしマーチン・フィッチさんの無償の行動によって、児童たちの死は避けられたのだ。 In the pursuit of creating a more perfect Way, rules must be followed and rules must be enforced. Any member who ignores this command shall be dealt with swiftly and in view of all. This shall ensure continued prosperity. It is, therefore, imperative that the effective Master Of Arms not waive in the responsibility of enacting this power until his last day in this life. In God s name, so shall it be. 道をより完全なものにするには、規律に従い、規律を励行させなければならない。この命に背く者はあらゆる措置を視野に入れた上で速やかに処罰するものとする。これにより繁栄は確かなものとなるのである。 それゆえ力の所有者はその権限を成立させる責務により、今生の終わりまでこれを放棄してはならない。 神の御名に誓い、斯くの如く。 With the truth of the old believers fractured, it is essential that one person maintain and effectuate the modern sectarian rites we have toiled so faithfully to create and protect. After taking up the mantle of this post, The Performer Of Rites shall make a pilgrimage to the edge of the forsaken region to purify himself from the sins of the past. There he will beseech the forefathers for forgiveness and understanding. In God s name, so shall it be. 旧信徒が分裂したという事実を踏まえ、分派たる我々が懸命に作り上げ守ってきた儀式は、一人の人間が受け継ぎ執り行わなければならない。 この儀式の執行者の担い手は我々が見捨てた地の外れまで巡礼し、過去の罪を清めねばならない。儀式の執行者はその地で先祖に許しと理解を請うこととなる。 神の御名に誓い、斯くの如く。 To continue on the path we have laid before us, it is vital that the people remember the road traveled. We must continually provide, update and nurture accurate records of the past that cannot be challenged by outsiders. Once the lore has been handed over, The Keeper shall confine himself to an uncorrupted sanctuary. There he shall learn the history of The Founders. In God s name, so shall it be. 我々が目の前に築いた道を歩み続けるには、過去に歩んだ道を人々が記憶していなければならない。そのため、部外者に疑われようのない正確な過去の記録を提供し、更新し、形成し続けなければならない。 伝承を受け継いだ守護者は汚れなき聖域に身を留めねばならない。そこで伝承の守護者は設立者の歴史を学ぶこととなる。 神の御名に誓い、斯くの如く。 In defense of The Tenets, it is necessary that one person preside over the punishments of any members who have fallen from the Path. These rulings must be based on complete understanding of the laws set forth and must be executed without prejudice. The Executor Of Law must not waive in the responsibility of enacting this power, he must declare his oath, in public forum, to uphold the ideals of The Book. In God s Name, so shall it be. 教義を守るためには、一人の人間が道から外れた者への処罰を取り仕切らなければならない。この処罰は法の完全な理解にもとづき、偏見なく決定されなければならない。 これを行う法の決定者はその権限を成立させる責務によりそれを放棄してはならない。また公の場で宣誓を行い、書の理念を支持しなければならない。 神の御名に誓い、斯くの如く。
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FAQ (作成中) 登録したけれどもバリデーションemailがこない If you ve checked your junk mail and it s definately not in there either, you may have typo d your email address. ジャンクメールをチェックしてそこにもなければ、emailアドレスをタイプミスしたのかもしれません。 Please click here to check and/or resend your validation email. バリデーションemailのチェックもしくは再送をするにはここをクリックして下さい。 登録したけれども自分のスコアとゲーマー画像が表示されない Don t panic - the TrueAchievement Scanner takes a little time to grab your achievements the first time (especially if you have lots of them). 落ち着いて - TrueAchievement Scannerが最初に実績を取得するのには少し時間がかかります(とくに実績が多いときには)。 We suggest that after registering you wait a while (up to half an hour) before checking your page. 登録した後、あなたのページをチェックするまで、しばらく(最大30分程度)待つことをお勧めします。 Unless of course you get excited by watching your TA gradually increase as it grabs your achievement list - in that case just F5 away, but please note it will fluctuate during this initial calculation period. And, for the love of God, get a grip of yourself. It s a number, increasing. The same effect can be enjoyed by pressing 1++ on a calculator and repeatedly pressing =. TAが実績のリストを取得するにつれてあなたのTAが次第に増えていくのを見て興奮したい場合はこの限りではありません - その場合はF5を押しまくってください。この初期の計算の間、数字が上下することに注意してください。そして、後生だから、落ち着いてください。それは、単なる増えてゆく数字です。同じ効果は電卓で1++を押し、繰り返し=を押すことでも得られるでしょう。 ゲーマー画像とゲーマースコアは表示されるけど、実績とTAスコアが表示されない You are probably blocking our scanner in your xbox live settings. たぶんXbox Liveの設定でわれわれのスキャナーをブロックしているのでしょう。 Please log in to your xbox live profile and click on the Privacy Settings option. Your Played Games setting must be set to Everyone for us to be able to track you. Xbox Liveのプロファイルにログインし、プライバシー設定オプションをクリックしてください。われわれがあなたを追跡するためには「プレイしたゲーム」の設定が「全員」になっている必要があります。 リストに自分がプレイしたことのないゲームが入っている Occasionally the scanners throw a little wobbly and grab achievements from someone else s profile. 時々、スキャナーが不安定になって他の人のプロファイルから実績を入手することがあります。 If this happens, you can clear the details for that game from your account by using the Clear this game and it s achievements button below the game image on the game page. これが起きたときは、あなたのアカウントのゲーム画像の下の「Clear this game and its achievements」を使って該当のゲームの詳細を消すことができます。 Note This will only clear the achievements for the game you click on. They will be rescanned the next time your GamerScore changes. 注意 この操作はクリックしたゲームの実績だけを消します。またゲーマースコアが変化した際には再度スキャンされます。 How do you post achievements in the forums so the pictures appear? Simply paste the full URL of the achievement page in your post. I ve changed my GamerTag on Xbox Live - what should I do? You can update it by going to the Customize- My GamerTag menu. I don t think the way you ve calculated the scores are fair The score for an achievement is calculated based on a set formula - there is no decision by any of the TrueAchievement team about which game gets more or less points than any other. That would be silly. The formula itself is based on a number of factors... The first thing that the TrueAchievement takes into account is the normal GamerScore for that achievement - we could have abandoned this completely but we felt that the games programmers had chosen how to distribute their 1000 (or 200 for XBLA) games with good reason (OK, maybe not with Avatar) so we would use that as our base. We then look at how many people own the game (we decided this by saying anyone that has at least one achievement owns the game - this clears people playing demos out of the stats). Finally we look at how many people have the achievement compared to how many people own the game - this gives us a difficulty factor which we multiply the original achievement gamerscore by. We call this maths. Obviously there are a hundred different ways we could have decided on how to calculate the score but we felt that this was the fairest way. If 100 people own a game and only one person has a certain achievement in that game then that achievement is obviously very tough to get, so the TA score for that achievement is marked up considerably. Or the game is extremely dull. My TrueAchievement score has gone down dramatically since yesterday The factor used to calculate the score is related to the proportion of people that have the achievement compared to the proportion that own the game. So the score remains the same if, for example 2 people own the game and 1 person has the achievement 10 people own the game and 5 people have the achievement 1,000,000 people own the game and 500,000 have the achievement We think that this is a fair way to calculate things. The reason your score has gone down overnight is due to the relative number of achievement winners compared to game owners for your achievements going up. This could be due to an existing user gaining the achievement, or a new user registering that has won the achievement. Or it could be something to do with the position of the stars. Or maybe you ve been bad this week. But it s most likely something to do with proportionality. But conversely, if a new user registers that has the game but not the achievement, or an existing user buys the game, the score for that achievement, and your score in turn, will go up as your achievement becomes more rare. So think about that and do a little dance. My verification email hasn t come through We are occasionally experiencing problems with the emails getting through, although we have fixed this for 99% of our subscribers. If this happens to you, please contact us here, let us know your GamerTag and we will verify you manually. Please note We are working hard to resolve this problem and should have it fixed shortly. WTF? I don t want anything to do with this madness! That s fine, if you want to be excluded from TrueAchievements please contact us here, let us know your GamerTag and we will remove you and prevent others from adding you. But you ll be missing out. We re all the rage you know. Bill Gates signed up last week. (That last bit may have been a lie). コメントのテスト -- 管理人 (2012-08-15 16 59 51) 名前 コメント
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