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このページを編集 未分類(un-classification) 【お知らせ】 ・分類が不明のジャーナル。お分かりになる方はコメントにご記入下さい。ジャーナルでは無い可能性もあり。 ・カテゴリー人物・日誌等(People)、生態(Bestiary)、世界(World)、クエスト(Quests)のいずれかに分類されます。 ・可能なら該当箇所をコピー&ペーストで移動してください。もしくはコメントにてご連絡下さい。 ・足りていないものがあれば追加をお願いいたします。もしくはタイトル名をコメントにてご連絡下さい。 【編集の注意事項】 ・意訳を推奨しています。明らかに翻訳内容が間違っている時を除き、他者が翻訳した内容は消さないで下さい。 ・より良い翻訳を思いついた場合は、翻訳文を並べて記述してください。(既存の翻訳を削除しない)ですが、自信があれば上書きしても構いません。 ・併記された文章は折を見て管理人により1文に減少・修正され、全体の統一感を図ります。(2012/9/20追加) ・間違いや足りない会話があった場合、編集をお願いいたします。もしくは内容の一部(会話の1文)などを、下部コメントにてご連絡下さい。 +A Love Letter ■■■ From the pages of Solan, exalted poet of Kehjistan My love rises outof the oasis like a willow.Let me nourish herlike a pool of cool water.Let me wind myself up her curvesand hollows like fingers of ivy,and climb her shaded branchesto taste of her fruit. ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ Solan ■■■ +A Servant s Journal ■■■ My little Hakan has become so cruel... so paranoid in the last few weeks. I hear that he has ordered all of his staff to leave the city, or he will have them thrown from the walls. He cannot possibly mean me. I have cared for him since he was an infant! ■■■ Caldeum_GhostServant ■■■ +A Summoner s Journal ■■■ Maghda is a fool. I will raise an army of souls from these primitives and chain them to my invincible will.Yes, with these heathens at my command, the kingdoms of the world shall bow to the might of... the Lord of Goats!I may have to work on the title a bit more. ■■■■■■■■■ TriuneCultist_A ■■■ +Ghom s Log ■■■ The human prisoners are panicking now? They must have noticed that fresh meat only comes after one of their number is dragged away, screaming... This will not hold. Slaughter the ones who starve themselves and feed them to their hungry friends. When those ones are fully stuffed... I will be ready to dine. ■■■ Gluttony ■■■ +Iron Wolf Captain s Journal ■■■ Another sunset, and Alcarnus is still safe from the sudden madness that plagues Caldeum. Though we are seeing an influx of hooded pilgrims for some Zakarum holy day, the... demons out there are keeping their distance. I will double the guard at the gate. We must not be unprepared if our luck turns. ■■■ caldeumGuard_Cleaver_A_AlcarnusCaptain ■■■ +Captain ■■■ Day 9 Young commander Calderos believes that the demonic scourge will flee before a bloody show of righteous force. He intends to lead a charge from our fortifications tomorrow. Calderos can commit suicide by stupidity if he wants, but I ll be damned if I send my lads with him. ■■■ a4_CaptainHaile ■■■ +Kala s Poem ■■■ When the desert sands silencetheir whispers in the night,and the thousand lights of the starsbleed into the darkness,I will find you in the void.My love will pour from meas words pour from my pen. ■■■■■■■■■■■■■■■■■■■■■ caldeumWealthyPoet ■■■ +Larra s Diary ■■■ About a week has passed since the cultists found us. Mama told me to hide; I was always good at hiding. No one could ever find me because I would choose the places where no one wanted to look. Then they dragged my parents away... I can still hear them screaming. ■■■ A2_UniqueVendor_Tinker ■■■ +Mira s Letter to Haedrig ■■■ My dearest Haedrig,Do not feel despair, my love. You did everything you could. Our time together meant more than words can say, but in the end, fate is a cruel mistress. Your strength is needed to end the horrors that beset this world. My final wish is that you find your path.Love always,Mira ■■■■■■■■■■■■ ●●● ■■■ +Poltahr s Notes ■■■ I never thought I d become a treasure hunter, but I also never thought my family s fortunes would sink so low. Yesterday I heard a nobleman asking about the Rygnar idol--an artifact that belonged to the great mage Zoltun Kulle. If I can retrieve it, my family will never go hungry again. ■■■ A2C2Poltahr ■■■ +Queen Asylla s Journal ■■■ Starved of the sun, I no longer know what day it is. I can hear the Warden, my husband, and that dog Lazarus discussing my fate. My life will be over soon, yet I fear more for my poor Albrecht s future in the wake of his father s madness. If only Aidan were here. ■■■ Queen_Leoric_Alive ■■■ +the Lord of Despair ■■■ In the beginning, Rakanoth served Andariel, the Maiden of Anguish, with efficient brutality, for his touch may open up many painful wounds. He was also the warden of Izual during many long years that the angel suffered in Rakanoth s own Plains of Despair, but he has quit his realm unexpectedly in recent times. ■■■ Deckard Cain デッカード・ケイン +Secret Missive ■■■ Asheara is a good woman. She has to know that the emperor isn t the same sweet child she brought to Caldeum years ago. She has to act! If Caldeum falls, so do the trade routes, and people will start starving all over the world. We must tear Hakan from his throne! ■■■ caldeumGuard_Cleaver_A ■■■ +The Ancient Portal Device ■■■ The vault door is sealed by magic means. The stone faces upon the ground seem to have some reaction to our presence. We would investigate further, but our intrusion has woken something in these halls. We should not linger. ■■■ caldeumGuard_Cleaver_A_Jarulf ■■■ +The Ancient Portal Device ■■■ We have found the key to the ancient device, but I fear that these treasures will cost us our lives. At least my brother and I have made it this far, and we are still alive. Dare we use this machine? ■■■ Adventurer_B_PortalRoulette ■■■ +The History of Bastion s Keep ■■■ Many centuries ago, King Korsikk built Bastion s Keep to "pen the barbarian threat" in the north. After years of military disasters, the frustrated king led a large army out of the fortress and into the north to conquer the barbarians once and for all. Not one of them came back. ■■■ Deckard Cain デッカード・ケイン +The Khazra Massacre ■■■ Everyone is dead. Belard, that damned fool, was killed, trying to communicate with the khazra. And then the cultists showed up. As soon as I saw them, I ran. I wanted no part of their dark magic. I heard the screams of my companions, but there was nothing I could do to help. ■■■ tristram_villager_male_C ■■■ +The Last Will of Khan Dakab ■■■ My life has been long. I have gathered much wealth around me. But gold has brought me nothing but pain, and I will not let the curse of my wealth fall on my family. This room shall hold my treasure for all eternity; none shall divine its secrets... ■■■ KhanDakab ■■■ +The Spider Queen ■■■ Rumor holds that Archbishop Lazarus loosed a silent terror in the caves near Leoric s manor before he died. He labored for weeks over a group of unusually large spiders, and many of his servants quietly disappeared during this time... The largest creature led the others into the caves. None who have ventured there have returned. ■■■ Deckard Cain デッカード・ケイン +Traveler s Journal ■■■ While exploring a cave with hopes of finding hidden treasure, I came upon a most grisly sight--a heap of dead bodies. Unbelievably, as I was searching them for any items of value, they began to rise! I must tell them of this in New Tristram before it s too late. ■■■ DescentJournalVillager ■■■ +Wandering Tinker s Diary ■■■ We should have known. The farmers left over a fortnight ago, and yet we stayed. Last night, we heard the beasts creeping closer. My husband left to investigate, and I haven t seen him since... All I have left are the things we made together. Hopefully they are of more use to someone else. ■■■ A1_GenericVendor_Tinker ■■■ +Warriv s Journal ■■■ I return to Khanduras after twenty years, the burden of countless failures and tragedies heaped upon my shoulders. Am I being punished for helping that stranger hunt the Dark Wanderer? I always thought Deckard Cain half a madman, but perhaps... he was right. Perhaps he can banish the shadow hanging over my life. ■■■ Warriv ■■■ +●●●≪不明≫ ■■■ Leoric is dead. His words haunt me even as his blood runs fresh upon my sword. What will become of Tristram in the wake of the king s madness? Albrecht is missing, the Queen is dead, and Aidan, the king s eldest, has not returned from the wars. We are lost. ■■■ ●●● ■■■ 冒険者名 コメント すべてのコメントを見る un-classificationテスト -- (管理人) 2012-05-22 21 19 59
https://w.atwiki.jp/dicaption/pages/44.html
TEDでDicaption 英字幕 英字幕のみのTED作品です 自動翻訳機能が活用できます アルファベット順に並んでいます 利用法と日英はTEDを参考にしてください Adam Savage s obsessions 字幕 動画 Alberto Cairo_ There are no scraps of men 字幕 動画 Alice Dreger_ Is anatomy destiny_ 字幕 動画 Alison Jackson looks at celebrity 字幕 動画 Allan Jones_ A map of the brain 字幕 動画 Alwar Balasubramaniam_ Art of substance and absence 字幕 動画 Amy Smith shares simple, lifesaving design 字幕 動画 Anil Ananthaswamy_ What it takes to do extreme astrophysics 字幕 動画 Anna Deavere Smith_ Four American characters 字幕 動画 Antonio Damasio_ The quest to understand consciousness 字幕 動画 Anupam Mishra_ The ancient ingenuity of water harvesting 字幕 動画 Ariel Garten_ Know thyself, with a brain scanner 字幕 動画 Ashraf Ghani on rebuilding broken states 字幕 動画 Barbara Block_ Tagging tuna in the deep ocean 字幕 動画 Barry Schuler_ Genomics 101 字幕 動画 Ben Dunlap talks about a passionate life 字幕 動画 Bertrand Piccard s solar-powered adventure 字幕 動画 Beverly + Dereck Joubert_ Life lessons from big cats 字幕 動画 Bill Gross on new energy 字幕 動画 Bill Strickland makes change with a slide show 字幕 動画 Billy Collins_ Everyday moments, caught in time 字幕 動画 Billy Graham on technology and faith 字幕 動画 Brene Brown_ Listening to shame 字幕 動画 Bruce Bueno de Mesquita predicts Iran s future 字幕 動画 Bruce Feiler_ The council of dads 字幕 動画 Bruce McCall s faux nostalgia 字幕 動画 Bryan Stevenson_ We need to talk about an injustice 字幕 動画 C.K. Williams poetry of youth and age 字幕 動画 Caleb Chung plays with Pleo 字幕 動画 Cameron Sinclair on open-source architecture 字幕 動画 Carl Honore praises slowness 字幕 動画 Carl Safina_ The oil spill s unseen culprits, victims 字幕 動画 Carmen Agra Deedy spins stories 字幕 動画 Charity Tillemann-Dick_ Singing after a double lung transplant 字幕 動画 Charles Elachi on the Mars Rovers 字幕 動画 Charles Fleischer insists_ All things are Moleeds 字幕 動画 Cheryl Hayashi_ The magnificence of spider silk 字幕 動画 Chip Kidd_ Designing books is no laughing matter. OK, it is. 字幕 動画 Chris Bangle says great cars are Art 字幕 動画 Chris Bliss_ Comedy is translation 字幕 動画 Christoph Adami_ Finding life we can t imagine 字幕 動画 Craig Venter on DNA and the sea 字幕 動画 Cynthia Kenyon_ Experiments that hint of longer lives 字幕 動画 Dan Dennett s response to Rick Warren 字幕 動画 Daniel Goldstein_ The battle between your present and future self 字幕 動画 Daniel Pauly_ The ocean s shifting baseline 字幕 動画 Daniel Wolpert_ The real reason for brains 字幕 動画 Danny Hillis_ Back to the future (of 1994) 字幕 動画 David Agus_ A new strategy in the war on cancer 字幕 動画 David Carson on design + discovery 字幕 動画 David Deutsch on our place in the cosmos 字幕 動画 David Hoffman on losing everything 字幕 動画 David Holt plays mountain music 字幕 動画 David Keith s unusual climate change idea 字幕 動画 David Kelley on human-centered design 字幕 動画 David Logan on tribal leadership 字幕 動画 David Macaulay s Rome Antics 字幕 動画 David Pogue on cool phone tricks 字幕 動画 David Rockwell builds at Ground Zero 字幕 動画 Dean Kamen on inventing and giving 字幕 動画 Dean Ornish_ Help the body heal itself 字幕 動画 Deborah Scranton on her _War Tapes_ 字幕 動画 Dennis vanEngelsdorp_ a plea for bees 字幕 動画 Diana Nyad_ Extreme swimming with the world s most dangerous jellyfish 字幕 動画 Donald Sadoway_ The missing link to renewable energy 字幕 動画 Drew Berry_ Animations of unseeable biology 字幕 動画 E.O. Wilson on saving life on Earth 字幕 動画 Edward Burtynsky on manufactured landscapes 字幕 動画 Eleni Gabre-Madhin on Ethiopian economics 字幕 動画 Ellen Dunham-Jones_ Retrofitting suburbia 字幕 動画 Emily Levine s theory of everything 字幕 動画 Emily Oster flips our thinking on AIDS in Africa 字幕 動画 Enric Sala_ Glimpses of a pristine ocean 字幕 動画 Enric Sala_ Glimpses of a pristine ocean 字幕 動画 Eric Sanderson pictures New York -- before the City 字幕 動画 Erica Frenkel_ The universal anesthesia machine 字幕 動画 Eva Zeisel on the playful search for beauty 字幕 動画 Eve Ensler_ Suddenly, my body 字幕 動画 Evgeny Morozov_ How the Net aids dictatorships 字幕 動画 Felix Dennis_ Odes to vice and consequences 字幕 動画 Fields Wicker-Miurin_ Learning from leadership s _missing manual_ 字幕 動画 Franco Sacchi tours Nigeria s booming Nollywood 字幕 動画 Frank Gehry as a young rebel 字幕 動画 Frank Gehry asks _Then what__ 字幕 動画 Frans Lanting s lyrical nature photos 字幕 動画 Geoff Mulgan_ Post-crash, investing in a better world 字幕 動画 George Ayittey on Cheetahs vs. Hippos 字幕 動画 Gordon Brown on global ethic vs. national interest 字幕 動画 Greg Lynn on calculus in architecture 字幕 動画 Greg Stone_ Saving the ocean one island at a time 字幕 動画 Gregory Stock_ To upgrade is human 字幕 動画 Guy-Philippe Goldstein_ How cyberattacks threaten real-world peace 字幕 動画 Handspring Puppet Co._ The genius puppetry behind War Horse 字幕 動画 Harsha Bhogle_ The rise of cricket, the rise of India 字幕 動画 Hector Ruiz on connecting the world 字幕 動画 His Holiness the Karmapa_ The technology of the heart 字幕 動画 Homaro Cantu + Ben Roche_ Cooking as alchemy 字幕 動画 Iain Hutchison_ Saving faces 字幕 動画 Irwin Redlener on surviving a nuclear attack 字幕 動画 Isaac Mizrahi on fashion and creativity 字幕 動画 Jack Choi_ On the virtual dissection table 字幕 動画 Jaime Lerner sings of the city 字幕 動画 Jamais Cascio on tools for a better world 字幕 動画 James H Kunstler dissects suburbia 字幕 動画 James Hansen_ Why I must speak out about climate change 字幕 動画 James Randi s fiery takedown of psychic fraud 字幕 動画 James Surowiecki_ When social media became news 字幕 動画 Jan Chipchase on our mobile phones 字幕 動画 Jane Goodall helps humans and animals live together 字幕 動画 Janine Benyus shares nature s designs 字幕 動画 Jason Clay_ How big brands can help save biodiversity 字幕 動画 Jennifer Pahlka_ Coding a better government 字幕 動画 Jim Toomey_ Learning from Sherman the shark 字幕 動画 Joe DeRisi solves medical mysteries 字幕 動画 Johan Rockstrom_ Let the environment guide our development 字幕 動画 John Delaney_ Wiring an interactive ocean 字幕 動画 John Gerzema_ The post-crisis consumer 字幕 動画 John Hodgman_ Aliens, love -- where are they_ 字幕 動画 John Walker re-creates great performances 字幕 動画 Jonas Gahr Store_ In defense of dialogue 字幕 動画 Jonathan Haidt_ Religion, evolution, and the ecstasy of self-transcendence 字幕 動画 Jonathan Harris collects stories 字幕 動画 Joshua Prince-Ramus on Seattle s library 字幕 動画 Juan Enriquez on genomics and our future 字幕 動画 Julia Sweeney on letting go of God 字幕 動画 Karen Armstrong makes her TED Prize wish_ the Charter for Compassion 字幕 動画 Karen Tse_ How to stop torture 字幕 動画 Kary Mullis celebrates the experiment 字幕 動画 Keith Bellows on the camel s hump 字幕 動画 Kevin Bales_ How to combat modern slavery 字幕 動画 Kevin Kelly on how technology evolves 字幕 動画 Kevin Kelly tells technology s epic story 字幕 動画 Krista Tippett_ Reconnecting with compassion 字幕 動画 Kristina Gjerde_ Making law on the high seas 字幕 動画 Larry Brilliant makes the case for optimism 字幕 動画 Larry Brilliant wants to stop pandemics 字幕 動画 Lauren Zalaznick_ The conscience of television 字幕 動画 Laurie Garrett on lessons from the 1918 flu 字幕 動画 Lee Cronin_ Making matter come alive 字幕 動画 Lee Smolin on science and democracy 字幕 動画 Lennart Green does close-up card magic 字幕 動画 Leymah Gbowee_ Unlock the intelligence, passion, greatness of girls 字幕 動画 Lisa Harouni_ A primer on 3D printing 字幕 動画 Lisa Margonelli_ The political chemistry of oil 字幕 動画 Liz Coleman s call to reinvent liberal arts education 字幕 動画 Liz Diller plays with architecture 字幕 動画 Louise Leakey digs for humanity s origins 字幕 動画 Lucy McRae_ How can technology transform the human body_ 字幕 動画 Maajid Nawaz_ A global culture to fight extremism 字幕 動画 MacMaster + Leahy play the fiddle 字幕 動画 Mae Jemison on teaching arts and sciences together 字幕 動画 Majora Carter_ 3 stories of local eco-entrepreneurship 字幕 動画 Marco Tempest_ A magical tale (with augmented reality) 字幕 動画 Marcus du Sautoy_ Symmetry, reality s riddle 字幕 動画 Mark Roth_ Suspended animation is within our grasp 字幕 動画 Martin Hanczyc_ The line between life and not-life 字幕 動画 Martin Rees asks_ Is this our final century_ 字幕 動画 Mathieu Lehanneur demos science-inspired design 字幕 動画 Michael Moschen juggles rhythm and motion 字幕 動画 Mike Rowe celebrates dirty jobs 字幕 動画 Milton Glaser on using design to make ideas new 字幕 動画 Moshe Safdie on building uniqueness 字幕 動画 Myshkin Ingawale_ A blood test without bleeding 字幕 動画 Naif Al-Mutawa_ Superheroes inspired by Islam 字幕 動画 Nancy Etcoff on the surprising science of happiness 字幕 動画 Nandan Nilekani s ideas for India s future 字幕 動画 Natalie Jeremijenko_ The art of the eco-mindshift 字幕 動画 Natalie Merchant sings old poems to life 字幕 動画 Nathan Myhrvold on archeology, animal photography, BBQ ... 字幕 動画 Neil Burgess_ How your brain tells you where you are 字幕 動画 Neil Gershenfeld on Fab Labs 字幕 動画 Neil MacGregor_ 2600 years of history in one object 字幕 動画 Neil Turok makes his TED Prize wish 字幕 動画 Niall Ferguson_ The 6 killer apps of prosperity 字幕 動画 Nick Bostrom on our biggest problems 字幕 動画 Niels Diffrient rethinks the way we sit down 字幕 動画 Nina Jablonski breaks the illusion of skin color 字幕 動画 Noah Feldman says politics and religion are technologies 字幕 動画 Noel Bairey Merz_ The single biggest health threat women face 字幕 動画 Norman Foster s green agenda 字幕 動画 Paddy Ashdown_ The global power shift 字幕 動画 Paola Antonelli previews _Design and the Elastic Mind_ 字幕 動画 Paola Antonelli treats design as art 字幕 動画 Parag Khanna maps the future of countries 字幕 動画 Paul Bennett finds design in the details 字幕 動画 Paul Conneally_ Digital humanitarianism 字幕 動画 Paul Ewald asks, Can we domesticate germs_ 字幕 動画 Paul MacCready on nature vs. humans 字幕 動画 Paul Rothemund details DNA folding 字幕 動画 Paul Sereno digs up dinosaurs 字幕 動画 Paul Snelgrove_ A census of the ocean 字幕 動画 Paul Stamets on 6 ways mushrooms can save the world 字幕 動画 Paul Zak_ Trust, morality -- and oxytocin 字幕 動画 Paula Scher gets serious 字幕 動画 Penelope Boston says there might be life on Mars 字幕 動画 Peter Diamandis on our next giant leap 字幕 動画 Peter Diamandis_ Abundance is our future 字幕 動画 Peter Donnelly shows how stats fool juries 字幕 動画 Peter Eigen_ How to expose the corrupt 字幕 動画 Peter Hirshberg on TV and the web 字幕 動画 Peter Reinhart on bread 字幕 動画 Peter van Uhm_ Why I chose a gun 字幕 動画 Peter Ward on Earth s mass extinctions 字幕 動画 Phil Borges on endangered cultures 字幕 動画 Philip Rosedale on Second Life 字幕 動画 PW Singer on military robots and the future of war 字幕 動画 Raghava KK_ Five lives of an artist 字幕 動画 Rajesh Rao_ A Rosetta Stone for the Indus script 字幕 動画 Ray Anderson on the business logic of sustainability 字幕 動画 Ray Kurzweil on how technology will transform us 字幕 動画 Reed Kroloff on modern and romantic architecture 字幕 動画 Regina Dugan_ From mach-20 glider to humming bird drone 字幕 動画 Rev. James Forbes_ Compassion at the dinner table 字幕 動画 Richard Branson s life at 30,000 feet 字幕 動画 Richard Dawkins on militant atheism 字幕 動画 Richard Pyle dives the reef s Twilight Zone 字幕 動画 Rick Smolan tells the story of a girl 字幕 動画 Rick Warren on a life of purpose 字幕 動画 Rob Dunbar_ Discovering ancient climates in oceans and ice 字幕 動画 Rob Forbes on ways of seeing 字幕 動画 Rob Hopkins_ Transition to a world without oil 字幕 動画 Robert Fischell on medical inventing 字幕 動画 Robert Full on engineering and evolution 字幕 動画 Robert Neuwirth on our _shadow cities_ 字幕 動画 Robert Thurman_ Expanding your circle of compassion 字幕 動画 Robert Wright on optimism 字幕 動画 Robert Wright_ The evolution of compassion 字幕 動画 Rodney Brooks says robots will invade our lives 字幕 動画 Roger Ebert_ Remaking my voice 字幕 動画 Rogier van der Heide_ Why light needs darkness 字幕 動画 Romulus Whitaker_ The real danger lurking in the water 字幕 動画 Ron Eglash on African fractals 字幕 動画 Rory Bremner s one-man world summit 字幕 動画 Ross Lovegrove shares organic designs 字幕 動画 Roz Savage_ Why I m rowing across the Pacific 字幕 動画 Ryan Lobo_ Photographing the hidden story 字幕 動画 Samantha Power on a complicated hero 字幕 動画 Sarah Kaminsky_ My father the forger 字幕 動画 Sasa Vucinic invests in free press 字幕 動画 Saul Griffith on everyday inventions 字幕 動画 Scott McCloud on comics 字幕 動画 Sendhil Mullainathan_ Solving social problems with a nudge 字幕 動画 Seth Godin on standing out 字幕 動画 Shashi Tharoor_ Why nations should pursue _soft_ power 字幕 動画 Sheikha Al Mayassa_ Globalizing the local, localizing the global 字幕 動画 Sheila Patek clocks the fastest animals 字幕 動画 Shekhar Kapur_ We are the stories we tell ourselves 字幕 動画 Sherry Turkle_ Connected, but alone_ 字幕 動画 Sherwin Nuland on electroshock therapy 字幕 動画 Sherwin Nuland on hope 字幕 動画 Shimon Schocken s rides of hope 字幕 動画 Shimon Steinberg_ Natural pest control ... using bugs! 字幕 動画 Shlomo Benartzi_ Saving for tomorrow, tomorrow 字幕 動画 Simon Berrow_ How do you save a shark you know nothing about_ 字幕 動画 Simon Lewis_ Don t take consciousness for granted 字幕 動画 Spencer Wells builds a family tree for humanity 字幕 動画 Stefan Wolff_ The path to ending ethnic conflicts 字幕 動画 Stefon Harris_ There are no mistakes on the bandstand 字幕 動画 Stephen Coleman_ The moral dangers of non-lethal weapons 字幕 動画 Stephen Palumbi_ Following the mercury trail 字幕 動画 Stephen Petranek counts down to Armageddon 字幕 動画 Steve Keil_ A manifesto for play, for Bulgaria and beyond 字幕 動画 Steve Truglia_ A leap from the edge of space 字幕 動画 Steven Johnson on the Web as a city 字幕 動画 Steven Levitt on child carseats 字幕 動画 Steven Strogatz on sync 字幕 動画 Stewart Brand on the Long Now 字幕 動画 Stewart Brand proclaims 4 environmental heresies 字幕 動画 Stuart Brown says play is more than fun 字幕 動画 Susan Savage-Rumbaugh_ The real-life culture of bonobos 字幕 動画 Svante Paabo_ DNA clues to our inner neanderthal 字幕 動画 Sylvia Earle s TED Prize wish to protect our oceans 字幕 動画 T. Boone Pickens_ Let s transform energy -- with natural gas 字幕 動画 The Raspyni Brothers juggle and jest 字幕 動画 They Might Be Giants play at 8_30 am 字幕 動画 Thom Mayne on architecture as connection 字幕 動画 Thomas Barnett draws a new map for peace 字幕 動画 Tod Machover and Dan Ellsey play new music 字幕 動画 Todd Kuiken_ A prosthetic arm that _feels_ 字幕 動画 Tom Honey on God and the tsunami 字幕 動画 Tom Rielly delivers a comic sendup of TED2006 字幕 動画 Tom Shannon_ The painter and the pendulum 字幕 動画 Tony Robbins asks why we do what we do 字幕 動画 Torsten Reil builds better animations 字幕 動画 Tyrone Hayes + Penelope Jagessar Chaffer_ The toxic baby_ 字幕 動画 Ursus Wehrli tidies up art 字幕 動画 Vik Muniz makes art with wire, sugar 字幕 動画 Virginia Postrel on glamour 字幕 動画 Vusi Mahlasela s encore, _Woza_ 字幕 動画 Wade Davis_ The worldwide web of belief and ritual 字幕 動画 Will Wright makes toys that make worlds 字幕 動画 Willard Wigan_ Hold your breath for micro-sculpture 字幕 動画 William McDonough on cradle to cradle design 字幕 動画 Yasheng Huang_ Does democracy stifle economic growth_ 字幕 動画 Zach Kaplan and Keith Schacht demo toys from the future 字幕 動画 Ze Frank s nerdcore comedy 字幕 動画 Ze Frank s web playroom 字幕 動画 Zeresenay Alemseged looks for humanity s roots 字幕 動画
https://w.atwiki.jp/vocaloidenglishlyric/pages/516.html
【Tags Luka U-ta-P tR R】 Original Music title regeneration Romaji music title regeneration Music Lyrics written, Voice edited by ウタP(U-ta-P) Music arranged by ウタP(U-ta-P) Singer(s) 巡音ルカ (Megurine Luka) Click here for the original Japanese Lyrics English Lyrics (translated by blacksaingrain): Under the moonlight that shines the dark night They gather under the moonlight Arias ring in the world that reached the day of perishing Travelers who recited with hopes in their minds open the legendary memories And set out with me for the hill where bells ring Animals running on the earth, birds flying in the sky Recite to protect lives belongs to the world I follow the wind and set leaves of words free in the sky Let the singing voice of prayers fill everything The sounds of bells are now melting into the song The best wishes to lives that were newly woven and born again The sun beams come down through trees and gently surround them who gather The breeze sways grasses in the grassland. The memories burn the heart. Led to the land, the twin stars meet again Even if we go the different ways, it s a fate to encounter Now, recite, my friend, to let it reach the place beyond the sky The song you sing will be a guide that leads them to tomorrow Even if the sand of time falls and today is gone May the unchangeable feelings lit in the heart ring on this planet! Praise my friend and dedicate the verse, Fill the prayers and soar into the sky Now, the ancient verse will be the light Making the wheel of fortune turn , the feelings go around A child who steps toward tomorrow, be with the wind The best wishes to lives that were newly woven and born again Now, recite, my friend. Romaji lyrics (transliterated by blacksaingrain): yami yo wo terasu tsukikage sono hikari no moto tsudou horobi no toki wo mukaeta sekai ni hibiku Aria negai wo kakete utatta tabibito wa ware to tomo ni denshou no kioku himo toki kane no naru oka mezasu daichi wo kakeru kemono sora wo wataru tori tachi kono yo ni yadoru inochi mamoru tame utae kaze wo oikakete sora ni tokihanatsu koto no wa inori no utagoe takaku subete wo mitase yo kane no oto ga ima uta ni toketeyuku umarekawari aratani tsumugareta inochi ni sachi are yasashiku tsutsumu komorebi tsudou mono tachi wo iyasu sougen yurasu soyokaze mune wo kogasu omoide kano chi ni michibikarete meguriau futatsuboshi yuku michi tagaou tomo kaikousuru sadame iza utae tomo yo sora no kanata e todoku youni kimi ga kuchizusamu uta wa asu no shirube to naru toki no suna ochite kyou ga sarou tomo kokoro ni tomosu yuruginaki omoi kono hoshi ni hibike tatae yo tomo wo sasage yo uta wo mitase yo inori sora eto maiagare inishie no uta ga ima hikari to naru sadame no haguruma mawashi omoi wa meguriyuku kaze to tomo ni are asu eto ayumu ko yo umarekawari aratani tsumugareta inochi ni sachi are iza utae tomo yo [Uta-P, UtaP, U-taP, U-ta-P]
https://w.atwiki.jp/orange_sherbet/pages/27.html
Introduction [katrina] Youkoso! Welcome! So you ve made it to ICU! Congratulations! Allow us to applaud you for making the decision to be part of this unique international environment that ICU offers. We re sure you re excited to take your first steps into this new world and meet people from different cultures and backgrounds. It won t be easy... but we assure you it will be fun. All you need is a dose of postive attitude, a desire to make friends, an open mind and this little step-by-step guide that we have created just for you. So if you re ready to make friends and enjoy your life at ICU, take a deep breath and dive in! So what is this guide really? This website is dedicated to newcomers and those who may still feel like newcomes to the ICU environment. Our goal is to present a step-by-step guide to allow you to make the most of ICU s culturally diverse community and help you build genuine friendships that go beyond languages and borders. ) How do I use this guide? It s simple! This guide consists of five parts 1. Motivation 2. Language 3. Initial Meetings 4. Everyday Conversations/ Manners 5. Social Interaction We are presenting these steps in the form of a staircase, wherein each part represents a single step. Feel free to move up and down the staircase depending on your own needs. We suggest starting from the very first step for maximum learning experience. (Besides, don t we all take the first step when we climb the stairs?) Read each module carefully and try not to skip any of the steps! About the creators This website is the product of the joint efforts of April, September and OYR students for our Intercultural Communication and Relations class. That being said, you need not worry that this guide would not be applicable to you. We ve all been there, done that. Trust us in this one. Courtney Smith an OYR from California! I owe a lot of my understanding of the Japanese culture to this project ) Daisuke Nakamura a super super senior April student. Never studied abroad, but loves american culture. Jin Katrina Soliman, 113890 an OYR from the Philippines. This is her first time abroad, and she s LOVING it. Masumi Moto 09 September student, majoring in Education! I lived in USA (MA) for 8 years and graduated hs there. I think I can understand both Japanese and American culture! and of course, I can accept both! Megumi Sato a sophomore April student, and studied at Toronto by SEA program. I love talking with people even who have different cultures! Miki Kansai April student. Don t worry! If you are poor English or Japanese speakers, somebody support you like this company supports me. Yoshimi 08 September student. I lived in Canada for 2 years and graduated Canadian public high school. I can accept both cultures and of course I have curiousty in ANY CULTURE. For the conclusion, it has been decided that everyone will write a paragraph about their own experiences about barriers and making friends at ICU. (please post this on the "intro" page on the wiki as soon as possible!) ← This page? Miki When I become a freshman at ICU, I was little bit nervous. I warried whether I could have good relationships with students who are younger than me (=making friends) or not, because I am older than other freshmans and I am not a good English speaker. I did not mind how old friends are or good speakers, but I thought that they may mind how old friends are or good speakers. This thinking is my barrier to make friends. Although there are not many, I have good friends here now. I am very satisfied with it. Through this group work, I think that it is not that barriers have already presented. Barriers are made by you and me. In addition what I learn it is that knowing and appreciating the differnces amoung people prevent us from barriers. Megumi I entered ICU with wish for making many non-Japanese friends. However, April, September, and OYR students have their own groups; there are big barriers. I thought if I spent my ICU life with only April students, it would be really hard to make other cultural freiends. Therefore, I tried to speak with OYR students at Bakayama, in class, and Library. Even though I was not a good English speaker, they talked with pleasure. Now, I have many friends all over the world. In addtion, my friends and I have cultural differences. In order to keep good relationships, we always try to understand each other, and talk a lot. With a little courage and comprehensive mind, you can make good relationships with people who are in other culture!! Just do it☆ Katrina Being neither a native speaker of English nor Japanese and considering that my stay in ICU would only be for a year, I was kinda hesitant about making friends. However, entering ICU somehow changed my perspective on things. My world suddenly expanded and I knew I had to pick either of these two choices to shut myself from this new world or take the risk and discover what it has to offer. I chose the latter and I m glad I did. I learned that you don t have to be afraid of making mistakes or try so hard to be someone you re not to make friends. Just be yourself, be open-minded and don t let all your differences freak you out. Lastly, don t let your broken Japanese/English hold you down! Believe me, most people don t mind! It s your willingness to make friends that counts! Courtney Breaking all the barriers and climbing all the steps on your own is a scary thing. And no one can live without others, which is why you must seek out people who are also interested in crossing barriers and cultures, because mutual motivation is the only that can truly break down walls between cultures and even groups within cultures. In some cases, you will have to change, and in some cases, it will be the other people who will change, and you can t just "be yourself" and expect to successfully fit into another culture. It takes effort and courage...you WILL make mistakes, and end up looking silly sometimes, but it s a small price to pay if at the end of the day you can call a foreign culture "home." Masumi If everyone at ICU is so desperate to make friends, don t you think that ALL the students at ICU are friends at first sight (although not love at first sight)? Why is it not possible to become friends with all the people in the same university? At first, they are all strangers…but we have all entered ICU with the same goal – study and graduate. There are similarities. Of course, there are differences, too. Different personality, hobbies, fashions, taste, interaction, culture… but because the similarities and differences coexist, there are varieties of people. When you get to know someone, don’t miss the chance of becoming more familiar with each other – keep in contact! People will love you, so don’t be afraid to meet new people – it changes the whole world around you and even your future! Thanks a lot to my group, my friends! Daisuke I ve held a party for OYRs last September, and more than 40 people attended the party.(mostly OYRs) Why could I meet that many OYRs? Because I really wanted to be friend with them, and also I really liked to hang out with them. Of course you need energy or efforts to get close with them, but if you are highly motivated, it s like nothing. Because energy or efforts means just go out with them and it should be fun! They are always "open" for you. If you want a chance, find a voluntray work for JLP. Once you make a friend, you will be the friend s friends. Or you can dive into their community. Which I did, and it was exciting! Yoshimi ICU is not the only place that has barriers making friends. From my experience in Canada, there definitely were barriers between local students and international students in Canada. And, of course, we would face unexpected barriers anywhere we go... man and women, old and young, handsome and ugly (just kidding) etc... However, We can learn how to deal with it and try to improve the situation! Our members, we all had luckily strong motivation to make friends from various cultures so that we became really good friends through this project. If you have strong motivation, it s there. I hope our website helps you to make friends at ICU and wherever you go. Jin The international environment that ICU has is very unique. I came into ICU, expecting some kind of an international culture like an melting pot. But however, I ve found out that the groups were bordered between the foreigners and April students, and there were not much people who could pass through those barriers existing between the groups. I was also one of those who wanted to make friends with OYRs, but didn t know how to go beyond the barrier. This is why I presented this title of "Making friends beyond the barriers". What we ve earned through the group discussion, with a wide variety of members including OYRs, April, ex-Shakaijin, super-super-senior, September students, was very fruitful. I realized how mutual understanding is important in intercultural communication, and each discussion was full of new findings. I hope our project will be an useful tip to your step beyond the barrier! Edit this page
https://w.atwiki.jp/bioshock_bigdaddy/pages/37.html
Atlas Now you ve met Andrew Ryan, the bloody King of Rapture. Now find your way to Emergency Access. Atlas 顔合わせは済んだな, Raptureの血塗れた王, Andrew Ryanだ. さあEmergency Accessに向かおう. Diane McClintock Dr. Steinman said he d release me today. Ryan didn t come to see me since the New Year s attack. Not once. But Dr. Steinman was very attentive. He told me that Diane McClintock Dr. Steinman は 彼は今日 私を退院させると言った. Ryan は New Year s attack (新年の暴動) 以来, 私に会いにこなかった. 一度も. ただ Dr. Steinman は とても人を気遣う人だった. Diane McClintock once the scar tissue was gone, he was going to fix me right up. Make me prettier than any girl I ve ever seen. He s sweet all right...and so interested in my case! Diane McClintock 彼は 傷跡となった組織を 一旦取り除き すぐに元に戻す と語り聞かせてくれた. 私が会ったことのある どんな女の子よりも 可愛らしくするって. 彼は申し分なく素敵... それに 私の症例に関心があるんですって! Doctor Steinman Ryan and Adam, Adam and Ryan...all those years of study, and was I ever truly a surgeon before I met them? How we plinked away with our scalpels and toy morality. Yes, we could lop a boil here, and shave down a beak there, Doctor Steinman Ryan と Adam, Adam と Ryan... ここ数年の研究, そして 彼らに会わずして 真の外科医であれたか? どうして つまらぬ道徳心で メスを振るえようか. そうだ. 我々は 腫れ物を切除すること - 司法の手を逃れることができたのだ. Doctor Steinman but... but could we really change anything? No. But Adam gives us the means to do it. And Ryan frees us from the phony ethics that held us back. Change your look, change your sex, change your race. It s yours to change, nobody else s. Doctor Steinman しかし... しかし 我々は本当に 何もかも変えることができたか? ノーだ. だが Adam は それを実行する手段を我々に与え, Ryan は 我らを縛る 偽りの道徳から解放した. 君の 容姿を変える, 性別を変える, 人種を変える. この変化は君のもの, 他の誰のものでもない. Atlas If you want to use the Emergency Access, you ll be needing Doctor Steinman s key. He s the one what runs this place. But I don t Atlas Emergency Access を使いたければ、Doctor Steinman のキーが要るってことだろう. ここの采配を振るう男だ. Atlas expect him to hand it to you out of the milk of human kindness. Steinman ain t that kind, and frankly, I m not even sure he s still human. Atlas だが それを人の情けから 君に渡してくれるとは思わない. Steinman にそんな情けはないし, はっきり言うと 今もって人なのかすら怪しい. Atlas Now you ve rattled the monkey cage. Here they come. Atlas 猿の檻を揺り起こしたちまったな. 来るぞ. Ghost Two You promised me pretty, Steinman, you promised me pretty...Now look at me...LOOK AT ME!!! Ghost Two あなたは私に約束したのよ, Steinman, 綺麗にするって約束した... ほら見てよ...私を見なさいよ!!! Atlas You keep an eye peeled for Steinman. The daft bastard s set up shop in the surgery wing. You wanna find him, just follow the blood. Atlas 目を皿にして Steinman を探すんだ. あの物狂いが 店を構えてるのは外科手術棟だな. 奴を見付けようと思ったら, 血を辿って行くだけで良い. Doctor Steinman Adam presents new problems for the professional. As your tools improve, so do your standards. There was a time, I was happy enough to take off a wart or two, or turn a real circus freak into something Doctor Steinman Adam は専門家達に 新たな課題を示した. 手段が向上する, それは同時に 規範とするものも向上させるのだ. 時間はあった. 私は いぼが取り除けたか, 本当に喧しい気狂いを 白昼 衆人環視の状態にしてやったかぐらいに 幸せだった. Doctor Steinman you can show in the daylight. But that was then, when we took what we got, but with Adam... the flesh becomes clay. What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done? Doctor Steinman まさにその時, まさに 我々が Adam を手に入れた時... 人体は粘土となったのだ. メスを振るわぬ どんな理由があろうか? 我らが責務を果たすまで 振るう, 振るう, 振るう. Andrew Ryan On the surface, the Parasite expects the doctor to heal them for free, the farmer to feed them out of charity. How little they differ from the pervert, who prowls the streets, looking for a victim he can ravish for his grotesque amusement. Andrew Ryan 地上の寄生虫たちは、医家は無償で療病をなし, 百姓が飲食を施してくれるものと思っている. それは変質者が, その異常な悦びを満たすため, 陵辱の餌食を求めて 通りをうろつくのと さして変わりない. Atlas Remember, all them machines will short out right and proper if you hit them with Electro Bolt! Atlas 忘れるな. Electro Bolt を当てれば, どんな機械も丸っ切りショートしてしまう. Doctor Steinman I am beautiful, yes. Look at me, what could I do to make my features finer? With Adam and my scalpel, I have been transformed. But is there not something better? What if now it is not my skill that fails me... but my imagination? Doctor Steinman 私は美しい, そうさ. 私を見てくれ. 自分の顔をより素晴らしくする為に 何をしたっていいだろう? 私は変わったのだ. Adam と我がメスによって. だが もっと他に 良い答え があるのではないか? 今や, 私の技術の問題ではないとしたら... イマジネーションか? Tenenbaum I was at German prison camp only of sixteen years old when I realize I have love for science. German doctor, he make experiment. Sometime, he make scientific error. I tell him of this error, and this make him angry. Tenenbaum ドイツ軍の捕虜収容所で 科学への愛を自覚した時, 私はまだ十六歳だった. あるドイツ人医師がいて, 彼は実験をしていた. 時には 科学的に誤りを犯したりもする. 私がそれを指摘すると, 彼は怒った. Tenenbaum But then he asks, how can a child know such a thing? I tell him, Sometimes, I just know. He screams at me, Then why tell me? Well, I said, if you re going to do such things, at least you should do them properly. Tenenbaum でもそのあとでこう言うの, "子供にこんなことがわかるものか." "わかることもあるわ." 私は答えた. すると彼は "ではなぜそれを私に教える?" と怒鳴った. "そうね." と私. "そんなことをするなら, せめて正しく行うべきだわ." Doctor Steinman When Picasso became bored of painting people, he started representing them as cubes and other abstract forms. The world called him a genius! I ve spent my entire surgical career creating Doctor Steinman ピカソは人々を描くことに飽いた. 立方体や 他の抽象的な姿に 彼は再表現をし始めたのだ. 世界は彼を天才と呼んだ! --- 私は 外科医としての経験の大部分を 同じ飽いた形を 幾度も作ることに費やした. Doctor Steinman the same tired shapes, over and over again the upturned nose, the cleft chin, the ample bosom. Wouldn t it be wonderful if I could do with a knife what that old Spaniard did with a brush? Doctor Steinman 上を向いた鼻, 割れたあご, 豊かな胸... 私がナイフでもって あの年老いたスペイン人が 絵筆でしたようにできるなら それは素晴らしくはないだろうか? Atlas Security cameras. I can hear the infernal things all around you. Ryan s eyes and ears. Atlas 防犯カメラだ. 阿鼻叫喚に包まれるのが聞こえるようだよ. Ryan の目耳になってるんだ. Andrew Ryan A parasite wanders the halls. We rebuild our city, and the doubters send a fly to spoil our ointment. One thousand Adam to the man or woman who pins its wings. Andrew Ryan 寄生虫が広間を徘徊している. 我々が 都市を再興すると見るや, 不信を抱いて 香油に蠅 (玉に瑕, の意) を一匹忍ばせ, これを損なわんとするのだ. その翅を刺し留めた者に 一千 Adam を進呈しよう. Atlas All roads in Rapture lead to Ryan. The security, the splicers, the Big Daddies, the Little Sisters he pumps some kind of chemical scent in the air, pheromones they call it, makes them all dance to his tune. Atlas Rapture の全ては Ryan に行き着く. セキュリティ, splicer, Big Daddy, Little Sister. 空気中に ある種の合成香料を送っているんだ, フェロモンと呼んでいるが, それで 全てを意のままに動かしている. Andrew Ryan It has been brought to my attention that some citizens have discovered ways to...hack the vending machines. I should not need to remind each Andrew Ryan 一部の市民が 自動販売機器を "不正に" 用いる方途を 探り当てたことには留意している... Andrew Ryan and every citizen of Rapture that free enterprise is the foundation upon which our society has been established. Parasites will be punished. Andrew Ryan 自由な企業活動が 我らが社会の基盤たると, 市民の一人一人に 重ねて指導せねばならないとは 思いもしなかった. 寄生虫には 罰が下されるだろう. McDonagh Steinman, I know Medical Pavilion is your manor, but you might want to cogitate on this ocean water is colder than a witch s tit. You don t heat the pipes, the pipes freeze. Pipes freeze, pipes burst. Then Rapture leaks. Now, McDonagh Steinman, 私は Medical Pavilion は 君のものだとわかってるよ. だけど "海の水は 魔女の乳首より冷たい" ということは良く考えて欲しいな. 配管は加熱しないと凍る. 凍った配管は破裂する. そのとき Rapture は漏水する. McDonagh I realize you re a posh sort of geezer, and, frankly, I don t give a toss if you piss or go fishing. But once Rapture starts leaking, the old girl s never gonna stop. And then I ll be sure to tell Ryan he s got you to thank. McDonagh 今, 正直言うと 君が素晴らしく変人なのを実感してるよ. 関わり合いになりたくないね. だが Rapture は漏水を始めたんだ. 年増女は 誰も止められやしないってね. それから Ryan にもよろしく言っとくよ. Tenenbaum At the German prison camp they put me to work on genetic experiments on other prisoners. They call me Das Wunderkind , the wonder child. Germans, all they can talk about is blue eyes, and shape of Tenenbaum 収容所で, ドイツ人は他の捕虜の遺伝実験に私を従事させたわ. 私はヴンダーキント, "神童"と呼ばれた. 彼らにとって 気になるのは 青い瞳とか 額の形とか, そんなことばかり. Tenenbaum forehead. All I care about is why is this one born strong, and that one weak? This one smart, that one stupid? All that killing, you think the Germans could have been interested in something useful? Tenenbaum 私が気に掛けたのは, なぜこの人は生まれつき強く あっちは弱いのかということだけ. これが賢く あれが鈍いのはどうして? 何につけても 殺人, 殺人. ドイツ人は, 何でも良いわ, 実のあることに目を向ければ 良かったと思わない? Suchong Clinical Trial Lot 23 Dr. Suchong/Client Fontaine Futuristics. Work on telekinesis plasmid proceeding well. Lifting objects at distance present no problem. Moving objects through Suchong 医療実験 第23号 Dr. Suchong / 検体 Fontaine Futuristics. Telekinesis plasmid の経過は良好. 距離の離れた物体を持ち上げ, 問題無し. 宙での物体の移動, 問題無し. Suchong space, no problem. Cannot stop speeding bullet, but can catch and throw fast moving object. Problem not with plasmid. Problem with reaction time. ...Suchong just get new idea for plasmid. Suchong 加速のついた弾丸は停止できないが 高速で飛来する物体を受け止めることができる. plasmid による問題無し. 反応時間の問題無し. ...私 Suchong は plasmid の新たなアイディアを得た. Suchong Clinical Trial Lot 44 Dr. Suchong/Client Fontaine Futuristics. Subject is white male, one Roland Wallace. Can you hear me, Mr. Wallace? Yes sir, Mr. Suchong 医療実験 第44号 Dr. Suchong / 検体 Fontaine Futuristics. 対象は白人男性 Roland Wallace. Mr. Wallace 私の声が聞こえるかい? "はい. Suchong 博士." Suchong Suchong, sir Very well. Right, I m introducing Lot 44 now...We ve codenamed Lot 44 Enrage because of its tendency to... Nurse, hold him down...nurse! Nurse!!! Suchong よろしい. 今 直ちに第44号を投入する... 我々が 44号 と呼んでいる "Enrage" は その傾向によって... ナース, 彼を押さえて! ナース! ナース!!! Suchong Tenenbaum...sometimes I pity the little freak. Such a tiny imagination... Content to sit there with her tanks of Adam, tweaking and optimizing. I need to create... Adam is a canvas of genetic modification...but plasmids are the paint. Suchong Tenenbaum... 時々私は その矮小な狂人に哀れみを感じる. あまりに想像力が貧困... Adam のタンクに座って, 調整と最適化で満足している. 私は Adam を... 造りだすことを欲している. Adam は 遺伝子操作のキャンバスだ... まさに plasmid は絵の具なのだ. Doctor Steinman With genetic modifications, beauty is no longer a goal, or even a virtue. It is a moral obligation. Do we force the healthy to Doctor Steinman 遺伝子改変をもってすれば, 美はもはや目標にも, 取り柄にすらならない. それは倫理上の義務だ. Doctor Steinman live with the contagious? Do we mix the criminal with the law-abiding? Then why are the plain allowed to mingle with the fair? Doctor Steinman 健康者を 疫病患者と一緒に押し込んでおくか? 犯罪者を 順法者と取り違える? ならばなぜ 十人並みの者が 佳人と混淆を許されるというのか? Atlas You ll have to find some way to get through to surgery...and Steinman. Chin up, now. The Lord hates a quitter. Atlas 手術室に抜ける道を見付けないと... Steinmanもそこだ. 顔を上げろ, ほら. 主, 匙投ぐを憎む (初志貫徹せよ, の意) だ. Atlas I can hear that splicer sounding off like it s the 4th of July. Explosives are hard to come by down here...if only you could get your hands on some of them bombs he s tossing... Things like that could help you turn the tables, or clear a path. Atlas そこの splicer が 独立記念日並みに ぶっ放してるのが聞こえるよ. 下で受け止めるには 爆発物ってのは厳しいが, Telekinesis plasmid が手に入れば, クソ火炎瓶も掴めるし, そのまま 奴の大口目掛けて投げ返したり... その他 邪魔になりそうなものなら何にでもだ. Doctor Steinman Today I had lunch with the Goddess. Steinman, she said... I m here to free you from the tyranny of the commonplace. I m here to show Doctor Steinman 今日は女神と食事をした. "Steinman" 彼女は言った... "私は貴方を ありふれた一般の抑圧から 解放しに来たのです. 私は貴方に 美の新たな本質を 見せに来たのです." Doctor Steinman you a new kind of beauty. I asked her, What do you mean, goddess? Symmetry, dear Steinman. It s time we did something about symmetry... Doctor Steinman 私は尋ねた. "女神よ どういう事ですか?" "左右の調和です. かわいい Steinman. もう私達は 左右の調和に対して 何らかの手を加える時に来ています..." Doctor Steinman Aphrodite is walking the halls - shimmering, like a scalpel... Steinman, she calls, Steinman! I have what you re looking for! Just open your eyes! And when I see her, she cuts me into a thousand beautiful pieces. Doctor Steinman Aphrodite はホールを歩いた - その揺らぎは まるでメスのようだった... "Steinman" と私を呼ぶ. "Steinman! 私は 貴方が探しているもの を持っています! ただ目を開くのです!" そして 私が彼女を見た時, 女神は私を 美しい 千のかけらに切り刻んだ. Doctor Steinman What can I do with this one, Aphrodite? She WON T. STAY. STILL! I want to make them beautiful, but they always turn out wrong! That Doctor Steinman こいつをどうしろと言うのだ, アフロディテ? じっと, して, くれないんだ! 美しくしてやりたいのに, いつだってうまくいかない! Doctor Steinman one...too fat! This one...too tall! This one...too symmetrical! And now- What s this, goddess? An intruder! He s ugly! Ugly ugly UGLY! Doctor Steinman あれは...太り過ぎだ! これは... 丈が余分! こっち... 余りに左右整っている! こうなったら--- これは何であろうか? 侵入者か! 醜悪だな! 醜い醜い醜い! Atlas You all right? It was time somebody took care of that sick bastard. Make sure you get the key off Steinman and head back to Emergency Access. I m working my way to the back side of Port Neptune meself. We ll get there soon enough. Atlas 大丈夫か? 丁度誰かに その病み耄けの 面倒を見てもらわなきゃならなかったんだ. Steinman から キーを取ったのを確認して Emergency Access に戻ってくれ. 俺は Port Neptune の裏に回ってみる. 間に合わせるんだ. Doctor Steinman Steinman Four-oh silk and ...done. Nurse The nose looks terrific, Doctor Steinman ...Doctor? Steinman You know, looking at it now...I didn t realize how much her face sags...Scalpel... Nurse Excuse me? Steinman Doctor Steinman 40番の糸と... 完了. 看護婦 鼻が酷いようですが Steinman 先生... 先生? Steinman 君はわかってる, これから見てろ... 私は彼女の顔が どれほどたわむのか解っていない... メスだ... 看護婦 どうされたんです? Doctor Steinman Scalpel! Nurse Uh, doctor, she s not booked for a face lift... Steinman Let s just come in here and... Nurse Doctor... Stop cutting... Doctor, stop cutting... Get me the chief of surgery! Get me the chief of surgery NOW!!! Doctor Steinman メスだ! 看護婦 ああ, 先生, 彼女は顔のしわ取りは希望していません... Steinman いいからこっちへ来るんだ. あと... 看護婦 先生... 切るのを止めてください... 先生, 切らないで... ああ! 私を施術の責任者にしてください! 責任者にして 今すぐ!!! Atlas Sounds like another tunnel collapse. Welcome to Rapture, the world s fastest growing pile of junk. Atlas また 通路が崩落したのか. Rapture, この 世界一の速さで肥大する 瓦礫の山へようこそ. Atlas It s a Little One... Here s your chance to get some Adam. Atlas 例の子供だ... Adam を得るチャンスがやって来たな. Male Splicer ...it s just you, me, and all of the tasty Adam I can drink... Male Splicer ...お前と俺と, 二人っ切りで Adam にそっくりありつけて... Tenenbaum Stay away from her or it is you who will be shot next... Tenenbaum その子から退いてないと 次はあなたに一発入れるわよ. Atlas Easy now, Doctor...He s just looking for a wee bit of Adam, just enough to get by... Atlas 楽にしてくれ, 博士... ほんのちょっと Adam を探してるだけだ, どうにかしのげるだけの量を... Tenenbaum I ll not have him hurt my Little Ones... Tenenbaum 私の子たちを 傷付けさせはしないわ... Atlas It s okay, lad. That s not a child, not anymore it ain t. Dr. Tenenbaum saw to that. Atlas 構うなよ. そいつは人の子じゃない, というか今はもう違う. Tenenbaum 博士が 手を掛けたんだからな. Tenenbaum Bitte, do not hurt her! Have you no heart? Tenenbaum お願い, 傷付けないで! 感情はあるでしょう? Atlas Aye, that s a pretty sermon coming from the ghoul who cooked up them creatures in the first place. Took fine little girls and turned them into that, didn t you? Listen to me, boyo you won t survive without the Adam those...things...are carrying. Are you prepared to trade your life, the lives of my wife and child for Tenenbaum s little Frankensteins? Atlas いやはや、その生き物を拵えた そもそもの墓暴きの口から とんだ説法が出るもんだ. 元気な娘を攫って来て そんな風に変えたのは あんただろう? 良く聞けよ. 君が生き存らおうとしたら, そいつら... それら...が運んでいる Adam なしには仕様がない. 自分の命, 私の妻子の命を Tenenbaum の異形の小人と 引き換えにする覚悟はあるのか? Tenenbaum Here! There is another way...use this, free them from their torment...I will make it to be worth your while...somehow. Tenanbaum ねえ! 途はもう一つある... これを使って その責め苦から 解放してあげて... その分のお礼も... どうにかして返すわ. Tenenbaum The path of the righteous is not always easy, yes? The reward will become clear in time ...be patient. Tenenbaum 善き者たる道は 容易いものとは限らない, そうでしょう? その内に はっきりと報われるわ... 待っていて. Atlas Tenenbaum s playing you for a sap. Those things may look like wee little girls, but looks don t make it so. You ll need all the Adam you can get to survive. Atlas Tenembaum に良いようにあしらわれたな. ほんの小さな女の子に 見えるからと言って, その通りだってことには ならないんだぞ. 生き残るには 手に入るだけの Adam が全部必要になる. Atlas If you cross paths with another of them Gatherer s Garden machines, make sure you pick up a new plasmid or two. That s if the price ain t too dear, of course... Atlas Gatherer s Garden の筐体に出くわしたら, 必ず その都度 plasmid を 新しく 一つ二つ買うようにしてくれ. 勿論, そこまで 値の張らない奴を だが... Doctor Steinman Not only are those little girls veritable Adam factories, they re nearly indestructible. They regenerate any wounded flesh with stem versions of the dead cells. But their relationship with the Doctor Steinman これらの少女は真の Adam 製造機というだけではない. 彼女らは 破壊できないに近い. いかに傷ついた肉体も 死んだ幹細胞を使い再生する. まさにこれは 埋め込まれたスラッグ (ナメクジ状の生物) との共生関係だ. Doctor Steinman implanted slugs is symbiotic...if you harvest the slug, the host will die. So you see it s not like killing, Tenenbaum said. It s more like removing a terminal patient from life support. Doctor Steinman もし スラッグの摘出をしたとしたら 宿主は死亡するだろう. "殺そうとしているようには 見えないでしょうね." と Tanenbaum は言った. "でもそれは 集中治療室で 生命維持装置を 外すことに近いのですよ." Atlas You re ready now...it s time to take on one of them Big Daddies. It won t be easy, but it s the only way to get to the Little Sisters...and the Adam they carry. Atlas 心構えはできたな... Big Daddy を一人 相手にしてみても良いだろう. 決して 易しくはないが, Little Sister を... そして その Adam を手に入れる方法は それしかない. Atlas Are you almost back to Emergency Access? Come through as soon as you get there. You got Ryan s eye now. You won t hear him coming...but he ll be there before you know it. Atlas そろそろ Emergency Access に着くか? 戻り次第通過してくれ. Ryan の目を 引いてしまってる. 奴が近寄るのを聞くことはないが... 気付いた時には そこにいるんだ. Announcer Security alert deactivated. Thank you for your patience! Announcer 警備警報は解除されました. お待ち頂いたこと感謝致します! Atlas I don t know how you managed it, but you did. Come through to Port Neptune now. I m looking forward to shaking your hand. Atlas どうやって切り抜けたのか分からないが, やったんだな. Port Neptune まで来てくれ. 君と 手を握るのが楽しみだよ. 名前 コメント
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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 behaviour in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in Westeros and Essos 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 Westeros and Essos, 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, leather-ware, and, of course, arms, armour, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisan goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Westeros and Essos 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 centre will be healthy and energetic, and migrants will flock from the nearby regions. The centre will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|You may wish to marry into one of Westeros and Essos' 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 short cut -- 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 Westeros and Essos 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 aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Westerosi society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The continents of Westeros and Essos, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarrelling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favour of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in Westeros and Essos makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defence.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a nobles loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in Westeros and Essos 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 Westeros and Essos 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 Westeros and Essos, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in Westeros and Essos go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of Westeros and most of Essos do not field standing armies, which remain in the field as long as the ruler desires. Rather, these realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in Westeros and Essos 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 honour, 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. Westeros and Essos rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_prisioner_system|Prisoner System ip_prisioner_system_text|The skill 'prisoner management' has been removed from A World of Ice and Fire, as it seems unrealistic to manage the number of prisoners in terms of a skill. In A World of Ice and Fire the number of prisoners that the player can have depends on the size of his/her army. That is, the more troops able to keep guard, the more prisoners it can carry. ip_ambush|Ambush ip_ambush_text|The ambushing skill allows you to set up ambushes.^ From the camp game menu, choose to set up an ambush. You will be told the current nature of your ambush, and if you are attacked, you will have the choice to launch the ambush.^ Ambushes can have devastating positive or negative effects. ip_sneaking|Sneaking ip_sneaking_text|The sneaking skill allows you to sneak. From the camp game menu, choose to sneak. Sneaking will reduce your speed.^^However, if you are the attacker, you might have, according to you sneaking check, some combat bonus (but not as great as you would have for an ambush). ip_entrenchment|Camp Entrenchment ip_entrenchment_text|When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run receives the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns within the Known World, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellent base of operations for sieges or incursions into enemy territory. ip_siege_warfare|Siege Warfare ip_siege_warfare_text| One of the things missed in Warband was completely realistic siege warfare. A World of Ice and Fire exploits this to the fullest. Now when the player besieges a settlement two paths can be taken to subjugate the place by debilitation (hunger, diseases ...) and by assault.^^In the first case, the player's mission is to encircle the settlement (you need 200 or more men) and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy food reserves of the settlement. This type of action will take longer, but also prevent a large number of casualties.^^In the second case direct action is taken, provided assault equipment is available (ladders, battering ram, ramps, mantlets ...) or offensive actions (wearing down the defenders, burning their houses and walls ...). This is when the player feels ready to launch a full-scale assault to conquer the settlement. This type of action has the advantage that the place can be vanquished in a short amount of time, but usually at a very high cost of lives.^^In addition to the above, a new system of assault involving both types of siege tactics is also available. When the settlement has a port, the player may equip a fleet and block the port. The player can then choose to continue the siege until the surrender by debilitation, or lead an assault by sea.^^The complexity and characteristics of the new siege system is long, and the best thing is to discover and develop strategies for yourself. Welcome to Realistic Siege Warfare. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries at various harbours 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 travelling 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. This ca be somewhat reversed if the player chooses Ironborn as his culture when he created his character.^^Some troops like Sailors and certain Ironborn 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 Ash 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. 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. For further information, see the 'Your Custom Sails' folder among the files of this mod.^^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 Ironborn 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. Maesters 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 a wound is not treated after some time, it will change to a scar, and the negative effects will then become permanent. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in A World of Ice and Fire, 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 'Sailing Master,' 'Navigation' and 'Looting.'^^One's Sailing Master level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sailing Master 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_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the centre 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_awoiaf_formations|Battle Keys and Orders ip_awoiaf_formations_text|Advanced Formations active with F4 in Battle, then ^F4 - Form ranks - with best troops up front,^F7 - Form square - no particular order,^F5 - Form shield wall - ranks with shields in front and longer weapons in back,^F6 - Form wedge - with best troops up front,^F8 - Break any current formation,^^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times.^Memorize Division Placement and Formation active with F2 in Battle, then ^F7 - Memorize relative position to player and formation,^F8 - Revert to default relative position to player and formation,^^Orders active with F5 in Battle, then ^F5 or Key Z - Order 'use onehand weapons',^F6 or Key T - Order 'use twohands and polearms weapons',^F7 or Key N - Order 'use ranged weapons',^F8 or Key O - Order 'don't use shields',^^Hold-F1 on an enemy division - and the divisions you have selected will attack it,^^Others ^key U - Battlecry (encourage your wounded troop's) - You need to have the 'Natural Leader' trait,^key B - Warcry (scare away enemies surrounding you) - You need to have the 'Warrior' trait,^key T - Use Fire arrows (your troops will light their arrows. Used for sieges and ship battles only),^Key H - Use to call your horse in battle,^key F6 - Skirmish order (your troops avoid the enemy, moving away as the enemy approaches),^key F9 - Order beginning or ending volley fire for archers,^Right Click + Left Click - Shield Bash. ip_wolf_companion|Wolf/Dog Companion ip_wolf_companion_text|On the battlefield, your wolf/dog is placed in division 9. The skills and abilities of your wolf/dog companion can be improved by giving him good food. 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 ip_special_troops|Special Troops ip_special_troops_text|There are various special troops in A World of Ice and Fire that allow you to reap extra stats depending on the amount you have in your party.^^Below you can see the number needed ^^Hornmen^1+ = + 1 tactics^10+ = + 2 tactics^30+ = + 3 tactics^^Standard Bearers^1+ = + 1 leadership^10+ = + 2 leadership^30+ = + 3 leadership^^Religious Troops^1+ = + 1 surgery^10+ = + 2 surgery^30+ = + 3 surgery^^Vet Ironborn Reaver^5+ = + 1 looting^10+ = + 2 looting^40+ = + 3 looting^^Shepherd^1+ = + 1 foraging^10+ = + 2 foraging^30+ = + 3 foraging^^Unsullied^10+ = + 1 tactics^30+ = + 2 tactics^100+ = + 3 tactics^^Spy^5+ = + 1 spotting^10+ = + 2 spotting ip_wiki_and_forums|A World of Ice and Fire Wiki and Forums ip_wiki_and_forums_text|Don't forget to visit our wiki and forums for further information on this mod^- Forums https //www.aworldoficeandfire.co.uk/forum^- Wiki https //aworldoficeandfire.co.uk/wiki^- Patreon Page https //www.patreon.com/awoiaf^- Twitter @therealproduno^- YouTube https //www.youtube.com/user/produno^- ModDB Page https //www.moddb.com/mods/a-world-of-ice-and-fire ip_credits|Credits ip_credits_text|Please visit https //aworldoficeandfire.co.uk/wiki/index.php/Credits to see a full list of credits.
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Going my rail [429] Client error `POST https //webservices.amazon.co.jp/paapi5/getitems` resulted in a `429 Too Many Requests` response { __type com.amazon.paapi5#TooManyRequestsException , Errors [{ Code TooManyRequests , Message The request was de (truncated...) Going my rail アーティスト 鈴村健一 発売日 2018年5月9日 レーベル ランティス デイリー最高順位 3位(2018年5月9日) 週間最高順位 3位(2018年5月15日) 月間最高順位 10位(2018年5月) 上半期最高順位 63位(2018年) 初動売上 3874 累計売上 5041 収録内容 曲名 タイアップ 視聴 Disc1 1 in my space 2 The whole world 3 ミトコンドリア 4 ポジティヴマンタロウ 5 NAKED MAN 6 おもちゃ箱 7 シンプルな未来 8 CHAPPY 9 HIDE-AND-SEEK はんだくん ED 10 All right 11 シロイカラス CODE BREAKER ED 12 あいうえおんがく 13 SHIPS 14 ハナサカ 15 Go my rail Disc2 1 INTENTION 2 brand new 3 あすなろ 神様のメモ帳 ED 4 ALL GREEN 5 messenger 6 CHRONICLE 7 Landscaper 8 そりゃそうです 9 スケッチ 10 Butterfly 11 月とストーブ 12 ロスト 13 太陽のうた 14 and Becoming 15 この世界の好きなところ ランキング 週 月日 順位 変動 週/月間枚数 累計枚数 1 5/15 3 新 3874 3874 2 5/22 14 ↓ 595 4469 3 5/29 ↓ 369 4838 4 6/5 203 5041 2018年5月 10 新 5041 5041 関連CD あすなろ シロイカラス All right HIDE-AND-SEEK
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My Everything(by Richard Smallwood) Oh Lord, You re my everything Praise waiteth for Thee my King Oh-Oh, Thou who heareth every prayer Oh Lord, You re my everything (repeat as directed) You ---- are my light That shines ---- in midst of darkness You ---- are my help You re there ---- in times of trouble and where ---- would I be If not for all your mercies Oh Lord, You re my everything (repeat as directed) praise waitheth for thee my everything (repeat as directed)
https://w.atwiki.jp/warband/pages/454.html
ip_Building_a_Village|Building a Village ip_Building_a_Village_text|Once you have over a hundred men in your army you can build a village from the camp menu. ^^ This is the dark ages, and new villages and settlements rose and fell regularly.^ Using your troops to found a village will remove them from your party, its suggested you leave your best troops at a camp quarters and raise low teir troops that can used for the village founding. ^^ If you are not yet part of a kingdom, founding a village will also found a new kingdom under your rule. ^ Your court will be established at the village and can be lost if raided. ^^Villages can also be upgraded into towns. ip_armies_size|Army Size ip_armies_size_text|The size of your army, similar to the armies of the lords, depends on several factors ^^Leadership each point will increase the maximum size of your army by 5. Companions with Leadership help lead the party.^^Charisma each point of your charisma will increase the maximum size of your army by 1. It is your ability to attract men to your cause.^^Renown every 9 points will increase the maximum size of your army by 1. Fame attracts followers.^^Holdings every town will add 80 men and each fort 40 to the maximum size of your army. These spots represent men you can raise through a levy.^^Bear in mind that party size at sea is restricted by ship capacity. Extra troops can always be left at a settlement garrison, player Refuge (once built), or any Camp Quarters. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^ The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in these lands need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of the Isles, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Calradia is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|Players may wish to marry into one of these lands noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in the Isles aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Calradia as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the Isles aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of the Isles, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in the Isles makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in these lands may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in these lands are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all these lands, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in the Isles go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of these lands do not field standing armies, which remain in the field as long as the ruler desires. Rather, realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in these lands often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. These rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_siege_warfare|Siege Warfare ip_siege_warfare_text|Age of Arthur offers siege warfare accurate to the Dark Ages period. When the player besieges a settlement, two paths can be taken to conquer the place by debilitation (hunger, diseases ...) or by assault.^^In the former case, the player's goal is to blockade the settlement and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy the food reserves of the settlement. This type of action will take longer, but also avoid a large number of casualties.^^In the latter case, direct action is undertaken, provided assault equipment is available or preparatory actions have been taken, such as wearing down the defenders or burning their houses and walls. This option should be used when the player feels ready to launch a full-scale assault to conquer the settlement. It has the advantage of leading to success more quickly, but usually at a relatively high cost in lives.^^In addition, when the settlement has a port, the player may equip a fleet and assault the port, leading an assault from the sea.^^The complexity and characteristics of the new siege system are too numerous to describe here in detail. The best thing is to discover and develop strategies on your own. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the ship captains and befriending them in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the port menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When traveling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behavior of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny.^^Some troops like Sailors and certain Saxon troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Physicians in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed. If wound is not treated after some time, it will change to a scar, and the negative effects will then be permanent. ip_recruitment|Recruitment ip_recruitment_text|Recruitment in Age of Arthur is not always automatic but depends on a number of factors.^^Firstly, in order to recruit in a town, you need to obtain the permission of its lord. To do this, you'll need to have enough renown (150+) and be on good terms with the lord and his faction.^^For villages, you dont need to obtain permission, however the troop quality is always the lowest. ^^Once permission is obtained, you are free to recruit as long as your relations with the settlement remain positive. In villages you may be able to recruit tier 1 troops, and if have high enough relations (60+), you may be able to recruit tier 2 troops. If you happen to be the village's lord, you need only 20+ relations to do this.^^In towns, you maybe able to recruit tier 2 troops, as well as specialized troops from special cities. The maximum number of troops that you may be able to recruit is determined by your relations with the settlement, your leadership, your charisma, your religion, the predominant religion of the settlement, and whether or not you are the lord of the place.^^Other options are available. If you're Christian, you may be able to find some desperate refugees in monasteries. There is always a chance to find fellows looking for work at farmsteads. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in Age of Arthur, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sea King,' 'Navigation' and 'Looting.'^^One's Sea King level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sea King level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_tactical_controls|Tactical Controls ip_tactical_controls_text|Use the keyboard NUMBERS to select a division. Press 0 to select your entire force.^^Use F1-F4 to order selected divisions. Keep the F1 key down to place selected divisions. You may target an enemy division through this mechanism.^^Pressing the ENTER key often initiates an overhead Strategy Camera.^^Pressing the BACKSPACE key often initiates a Battle Command Display with 'radar.^^Pressing the H key will make your horse come to you (requires riding skill of 4 or higher).^^Pressing the Z key will enable Crouching.^^Pressing the T key will trigger your war-cry and can be used to rally your troops.^^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the center of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_formations|Formations ip_formations_text|The Complex Formations on the Battle Menu are ^^- RANKS with best troops up front^- SHIELD WALL, ranks with shields in front and longer weapons in back^- WEDGE with best troops up front^- SQUARE in no particular order^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times. ip_children|Children ip_children_text|Children can play an important part of Age of Arthur. Both the player and NPC's can have children during the course of the game.^^ For NPC's, children give factions new lords and ladies, while also creating heirs for faction leaders.^^ For players, children grant both new companions, or lords if the player is a vessel/monarch of their own lands.^If the player is female, they must be careful when entering battle while pregnant as being wounded can cause the death of their child and bad relations with your husband.^^ Both male and female players should be married before having children or their child will be a Bastard.^ ip_quarters|Quarters ip_quarters_text|Quarters allow you to leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_war_cry|War Cry ip_war_cry_text|You can use a war-cry in battle to rally your men, hit 'T' to do so. This has the best effect of the troops closest to you on the field. ip_horse_calling|Call your Horse ip_horse_calling_text|If you riding skill is higher then level 3 you can call your horse (provided you have one) during battle by hitting 'H'. ip_special_triats|Special Traits ip_special_triats_text|Once you go past level 12 special traits become possible, however you will need to meet the conditions and play style to develop one.^^ They include ^^ Words-smith A person who read books, or learns poems and has recruited companions or lovers. This trait unlocks a more powerful war-cry use it once per battle by hitting 'Y' ^^ Trickster A person who has won many battles no matter the cost and either has taken many lords prisoner, or has many enemies. This trait unlocks shield taunting in battle use it by hitting 'Y' ^^Musician A person who has leaned a number of poems and either carries a musical instrument or has developed their entertainment skills. This trait gives you a horn, use it in battle to inspire men by hitting 'Y'^^ Knowledge of the Dark arts (magic must be turned on in mod option), A person who has studied magic and knows the right companion. This trait unlocks spell casting in battle by hitting 'Y'^ ip_ambushing|Ambushing ip_ambushing_text|Ambushing was an important part of dark age battle tactics. To this end, both the player and AI can set ambushes.To set an ambush you will need to hold down the left CTRL key while hitting 'A' on the overland map. Also an ambush will only remain set while you stay resting in the same map position.^^You can increase the effectiveness of ambushes by increasing you parties tactics and spotting skills. ip_partition_laws|Partition Laws ip_partition_laws_text|Every kingdom in Age of Arthur now has their own possible succession laws which govern how heirs will inherit lands upon a rulers death. If a kingdom is big enough, and has more then one possible heir these laws come into play...^^Confederate Partition In this law all sons/daughters and eldest brother have a chance of being included in succession. Depending on how large a kingdom is it may be divided up to three times. The kingdom vessels and former monarchs wealth will be divided among them equally. Although the main title holder (the oldest heir) does maintain a slight advantage it can severly weaken their original kingdom. All kingdoms start at this level, though it can be even more devestating for Britonnic kingdoms.^^Regular Partition After game year 508 (530 for Britonnic Kingdoms) regular partitions become available. In this case, although the kingdom is still divided, the eldest brother is no longer included in succession if there are sons/daughters and the main heir does maintain a greater advantage when dividing up vessels and wealth.^^High Partition In this case a kingdom can only be divided once between the two eldest sons/daughters. The main heir maintains most of the kingdoms vessels and wealth and the second heir will be an ally/tributary of the eldest. This law is not available until the year 540 (or 560 for Britonnic Kingdoms).^^No Partition / Single heir After the year 550 the single heir law becomes available and thus returns to default play of the eldest inheriting everything.^^In order to change the laws for your kingdom you need to be the factions head of government and talk to your chancellor. They will call a vote of your vessels and you will need a majority of yes votes for the law to change.^If you are a vessel in another kingdom, your liege may call the vote to change laws from time to time, yet either way a majority of yes votes are needed. ip_stress_system|Stress System ip_stress_system_text|From now on decisions you make during your course of play, or events such as running our of food, can cause you stress.^^ If you make choices that don't align with your current honor rating, or personality you will see stress start to mount. Having high stress unlocks a number of possible negative health events and could even cause your character to loss thier mind!^^ Once stress gets too high you will suffer a mental break and will be forced to pick an activity to reduce stress, though at a cost of possible wealth, ability or even changes to your body wieght. Stress adds another element to consider when making decisions.
https://w.atwiki.jp/warband/pages/536.html
ip_mod_tips|Tips ip_mod_tips_text|1. You can select a character in your party as the commander for battles and control him/her to fight in battles personally. ^^2. In auto-loot menu, you can let characters select equipments automaticly, also you can talk to them to tell them how to upgrade their equipments. ^^3. Companions can also read books, and you can use auto-loot to let them to select and read readable books automaticly. ^^4. You can adjust raining and snowing possibilities in Camp options. Snowing for snowlands and raining for the other lands. ^^5. During auto-sell, items in the inventory of companions which selected as the type for sell and their prices below the auto-sell price limit will be sold to all merchants in towns or the elders in villages automaticly. Specifically foods, trade goods and books will never be sold. ^^6. To quickly move members or upgrade members in party window, hold down the control key while you left click. ^^7. All parties can reinforce their ally like Lord parties and they can join in the battle directly. ^^8. If you enounter stronger enemies and leave some soldiers behind to cover your retreat or after escaping, the movement speed will be twice the normal speed for half an hour (game time), then it will return to normal. ^^9. You can turn on formations in the mod options menu. ^^10. You can order your soldiers to move to a spot by pressing and holding down the F1 key. ^^11. Horses and men move less quickly in rainy weather. ^^12. You can wait on the world map by holding down the space bar. ^^13. You can recruit new men to your party in taverns, villages, castles and towns. ^^14. You can give orders to your party while in battle. ^^15. A party with high morale moves more quickly while travelling on the map. ^^16. Wounded party members will heal faster while resting in taverns. ^^17. To quickly buy and sell items in the inventory window, hold down the control key while you left click. ^^18. You can press the Backspace key during battle to bring up the command interface. ^^19. You will pay half wages to your troops while you are staying in a town or castle. Similarly, you will pay half wages to troops you garrison in a castle. ^^20. You can leave any location instantly by pressing the tab key. ^^21. You can hold down the shift key to zoom-in while aiming at distant enemies. ^^22. You can talk to various lore characters around the world. Some might give you quests, some might just have a bit of story for you. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^ The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in the world of A Clash of Kings 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 known world, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Calradia is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|Players may wish to marry into one of the noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in the 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 Westeros and Easos 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, 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 the society of A Clash of King is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of Westeros and Essos, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character 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 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 world, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms do not field standing armies, which remain in the field as long as the ruler desires. Rather, realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars 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.^^Sovereignties 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. Rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_sea_travel|Sea Travel ip_sea_travel_text|Many locations in Westeros and Essos are only accesable by sea. To reach an island destination, or to travel from one continent to another, simply click on your desired location, and your character will find the nearest port and depart from there. ip_formations|Formations ip_formations_text|You can turn on formations in the Mod Options menu. To access the Mod Options, click the Camp menu. ip_entrenchment|Camp Entrenchment ip_entrenchment_text| When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^ If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run recieves the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^ In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns in Calradia, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^ When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellant base of operations for sieges or incursions into enemy territory.