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【登録タグ FELT Grow Color S 幽霊楽団 ~ Phantom Ensemble 曲 美歌】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); 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} /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; 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https://w.atwiki.jp/mrfrtech/pages/89.html
Market Highlights The Global Online Meeting Software Market Analysis is expected to register a CAGR of 11.1% during the forecast period of 2020–2027. There are various factors contributing to the growth of the global online meeting software such as the increasing digitalization and urbanization which is increasing the adoption of online meeting software among the enterprises to reduce the distance between the clients globally. The surge in the concept of work from home due to the ongoing coronavirus pandemic, the market share of online meeting software is estimated to rise steadily in the impending period. Their surging application in conducting webinars and for web conferencing is predicted to direct the online meeting software market in the forecast period. Segmental Analysis The segmental insight into the online meeting software market has been segmented based on component, organization size, deployment, end-user, and region. Based on the end-user, the online meeting software market has been segmented into IT telecom, government, healthcare, BFSI, manufacturing, and others. On the basis of organization sizes, the online meeting software market has been segmented into large enterprises and SMEs. The component basis of segmenting the online meeting software market consists of software and services. Based on the deployment, the online meeting software market has been divided into cloud-based and on-premise. Based on the region, the online meeting software market has been segmented into Europe, Asia-Pacific, North America, and the rest of the regions. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/8297 Detailed Regional Analysis The regional overview of the online meeting software market includes regions such as Europe, Asia-Pacific, North America, and the rest of the regions. The regional market of North America held the largest share in 2018 owing to the existence of several crucial retailers who are providing many software and services to industries and enterprises for directing online meetings. In addition, the APAC has been the initial adopter of progressive technologies and strong infrastructure in the region, which is one of the influences motivating the online meeting software market. Moreover, the businesses in the region are enhancing new features in the software to protect the meeting data. The US is credited for the largest segment in the region due to the incidence of numerous market companies in the region, such as which are advancing in advance of diverse new features in their software and services. Competitive Analysis The capability of contenders to influence change in the market is increasing at a stable rate in the impending period. The support from government bodies around the world is rising because the market needs an extra stimulus to achieve normalcy in such a scenario. The disharmony in the forces of demand and supply are estimated to create a slow growth background in the market. Furthermore, the need to adopt a rapid and cost-effective method of operation is estimated to profile the market in the impending period. The emphasis on innovation is estimated to rise in the coming years, as the consumer needs have to be addressed in a better manner to ensure the resurgence of the global market. Also, the need to encourage business to include the environmental impact of their decisions is estimated to shape the progress of the market in future. The need to mitigate losses sustained by the current public health crisis is estimated to be the sole focus of the market contenders in the upcoming years. The eminent contenders in the online meeting software market are Nextiva (US), RingCentral, Inc. (US), Amazon Web Services, Inc. (US), Zoho Corporation Pvt. Ltd. (India), Jive Communications (US), Vonage (US), Ooma, Inc. (US), FluentStream Technologies, LLC (US), Zoom Video Communications, Inc. (US), LogMeIn, Inc (US), Cisco Systems (US), Dialpad, Inc. (US), 8x8, Inc. (US), IBM Corporation (US), Microsoft Corporation (US) among others. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/online-meeting-software-market-8297 Table of Contents 1 Executive Summary 2 Scope of The Report 2.1 Market Definition 2.2 Scope of The Study 2.2.1 Research Objectives 2.2.2 Assumptions Limitations 2.3 Market Structure Continued… Trending Report** Application Management Services Market Open Source Intelligence (OSINT) Market https //www.scutify.com/articles/2022-04-25-b2b-telecommunication-market-research-focused-on-the-core-business-key-vendors-development- https //www.scutify.com/articles/2022-04-25-enterprise-file-synchronization-and-sharing-market-size-focused-on-the-core-business-key-vendors https //blogfreely.net/pranali004/social-media-security-market-companies-focused-on-the-core-business-global About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com
https://w.atwiki.jp/sanbgoo/pages/30.html
Offroad Thunder ARC 2000 Midway http //www.klov.com/game_detail.php?game_id=8911 http //www.arcade-history.com/?n=off-road-thunder page=detail id=4419 http //www.system16.com/hardware.php?id=620#1163 http //www.arcadeflyers.com/index.php?page=thumbs db=videodb id=748 http //en.wikipedia.org/wiki/Offroad_Thunder Tags 2000 ARC Midway Offroad Thunder Thunder
https://w.atwiki.jp/boare/pages/84.html
English 日本語 Release Note リリース日 2009/03/30 注意事項 このバージョンはCadencii version 1.4リリースに向けたデバッグを行うためのベータ・バージョンです。未確認の不具合が多数含まれている可能性がありますので、実際の作業に使用することはお勧めしません。 使用にはversion 2.0以降の.NET Framework RuntimeおよびVisual C++ ライブラリDLLが必要です。それぞれの入手先は以下の通りです。 .NET Framework Runtime .NET Framework Developer Center ダウンロード Visual C++ ライブラリDLL Microsoft Visual C++ 2008 再頒布可能パッケージ (x86) Download Cadencii version 1.4b1 (408KB) 新機能および仕様等の変更 version 1.4b1での変更 レンダリング結果の音声波形を見られるようにした。 コントロールカーブをコピー/カットする時に、ベジエ曲線もコピーされるようにした。 VsqFileクラスのDisposeメソッドを廃止(スクリプトの安全性確保のため)。 スペースキーを押しながらピアノロール/コントロールカーブ画面をマウスドラッグするとスクロールできるようにした(3ボタンマウスの中ボタンを押す動作に同じ。これに伴い、プレビュー再生を開始するショートカットキーはEnterキーのみとなります)。 「カーブ」モード時のポインターツールの動作を変更。 スクリプトのアセンブリをキャッシュし,2回目以降のスクリプトの起動を高速化した. スクリプトの設定を保存するようにした.(スクリプトを定義したクラス内のstaticかつpublicで,かつ[XmlIgnore]属性が付いていない,フィールドおよびプロパティは自動的に保存されます) ゲームコントローラのボタンアサイン設定を変更できるようにした。 version 1.3.0からversion 1.4a11で実施した変更 アプリケーションアイコンを仮導入(かっこいいアイコン募集中です)。 表示するコントロールカーブを選べるようにした。 VSTiドライバの、DLL読込み部分を変更。 複数トラックの同時再生を(とりあえず)可能にした。 現在選択されているトラックのプレビュー再生方法を、WAVEにレンダリングして再生する方法から、リアルタイムでレンダリングし再生する方法に変更。 ゲームコントローラとの接続方法を、DirectXを使用する方法からwinmmを使用する方法に変更。(これに伴い、DirectXランタイムは起動に必須ではなくなります。) VibratoのRateとDepthを、コントロールカーブ画面で編集できるようにした。 AccentとDecayを、VELと同様にコントロールカーブ画面で編集できるようにした。 繁体中国語用の言語ファイルを追加した。(翻訳者はEjiさんとkankanさんです。ありがとうございました) コントロールカーブの範囲選択時にも、クオンタイズするかどうかを選択できるようにした。 Panpotの設定が反映されるようにした。 Volumeの設定が反映されるようにした。 WAVE出力時のパフォーマンスを改善。 鍵盤押下げ時に用いる音源ファイルの生成機能を、別ツールに分離。 クオンタイズモードに1/128モードを追加. 固定長音符入力のモードに1/128を追加. VOCALOID2 VSTi Pluginを駆動するDLLをnativeのものからc++/CLIに変更。 VOCALOID2 VSTi Realtimeで使用する歌詞ファイル(*.vlf)を出力するスクリプトを同梱(動くかどうかは不明)。 ゲームコントローラを再接続できるようにした。 x86用アセンブリであることを明示してコンパイルするようにした。(これに伴い、64bit環境で起動時にクラッシュする不具合が改善されるはず) ゲームコントローラを使ってリアルタイムに音符を入力できるようにした。 ゲームコントローラ(PS2コントローラを想定)を使って音を出せるようにした。 ツールアイコンを導入。 スクリプトの呼び出し仕様を変更した。 不具合の修正 version 1.4b1での変更 プレビュー再生中に、レンダリングを開始できてしまう不具合を修正。 version 1.3.0からversion 1.4a11で実施した変更 Cadencii上で追加したトラックのコントロールカーブ画面の描画に必ず失敗し、クラッシュする不具合を修正。 「ジョブ」- 「小節の削除」および「小節の挿入」コマンドで、ベジエ曲線が正しくトリムされない不具合を修正。 ウィンドウサイズを小さくした場合、コントロールカーブ部分の表示が壊れる場合がある不具合を修正。 プレビュー再生時に、再生開始してから3秒以内にレンダリングが完了する場合に、正常にプレビューできない不具合を修正。 コントロールカーブ名の一覧が枠からはみ出る不具合を修正。 トラックの追加/削除を「元に戻す」または「やり直し」するとクラッシュする不具合を修正。 WAVEファイルへのレンダリング時に、曲の末尾部分数秒がレンダリングされずに途切れてしまう不具合を修正。 歌手を変更しても、強制的に再レンダリングしない限り、歌手変更が試聴結果に反映されない不具合を修正。 コントロールカーブの、データ点が無い部分をコピーし、ペーストするとクラッシュする不具合を修正。 「全てを選択」した場合、曲先頭の歌手変更イベントがコピーされてしまう不具合を修正。 ユーザー辞書を利用して歌詞を打ち込んだ場合、変換された発音記号列の先頭にタブ文字が挿入されてしまう場合がある不具合を修正。 歌詞入力時に、Tabキーを押さない限り入力内容が反映されない不具合を修正。 歌手変更トラック上の何も無いところを「消しゴム」モードでクリックするとクラッシュする不具合を修正. トラック先頭の歌手変更イベントを削除できてしまう不具合を修正. スクリプトの実行後に画面の表示が更新されない不具合を修正. スクリプトの実行結果のRedo/Undoが出来ない不具合を修正. 音符の先頭が左端に隠れている場合,ビブラートの範囲をマウスドラッグで編集できない不具合を修正. ビブラート範囲をマウスドラッグで編集する時,パーセンテージの表示が更新されない不具合を修正. 使用中のゲームコントローラを取り外すと必ずクラッシュする不具合を修正。 音符の表情ダイアログまたはビブラートダイアログをダブルクリックした直後にプレビューが必ず鳴る不具合を修正. ひらがな等を発音記号に変換する辞書がデフォルトでオフになってしまう不具合を修正。 How to get source codes 現在リポジトリが2つに分かれております。Cadenciiの次のコンポーネントはSourceForge.JPのLipSyncのCVSリポジトリにあります。 Boare.Lib.AppUtil Boare.Lib.Media Boare.Lib.Vsq bocoree また、次のコンポーネントはSourceForge.JPのCadenciiのSVNリポジトリにあります。 Cadencii vstidrv3 GenerateKeySound SourceForge.JPのリポジトリのチェックアウトは、次を参考に行ってください。パスワードが求められた場合は、単にエンターキーを押してください。 cvs -d pserver anonymous@cvs.sourceforge.jp /cvsroot/lipsync login cvs -z3 -d pserver anonymous@cvs.sourceforge.jp /cvsroot/lipsync co -r CADENCII_1_4_B_1 Boare.Lib.AppUtil cvs -z3 -d pserver anonymous@cvs.sourceforge.jp /cvsroot/lipsync co -r CADENCII_1_4_B_1 [[Boare.Lib.Media]] cvs -z3 -d pserver anonymous@cvs.sourceforge.jp /cvsroot/lipsync co -r CADENCII_1_4_B_1 [[Boare.Lib.Vsq]] cvs -z3 -d pserver anonymous@cvs.sourceforge.jp /cvsroot/lipsync co -r CADENCII_1_4_B_1 bocoree google codesのリポジトリのチェックアウトは、次を参考に行ってください。 svn checkout -r 51 http //svn.sourceforge.jp/svnroot/cadencii/trunk ./ 上記のコマンドは、このバージョンのソースコードをチェックアウトする場合のものです。最新のソースコードをチェックアウトしたい場合は、いずれも「-r」オプションを省いて入力する必要があります。
https://w.atwiki.jp/mountandblade/pages/44.html
menu_start_game_1|Welcome, adventurer, to Mount Blade. Before you can start playing the game you must create a character. To begin, select your character's gender. mno_start_male|Male mno_start_female|Female mno_go_back|Go back menu_start_phase_2|You arrive at Calradia, a land torn between rival kingdoms battling each other for supremacy, a haven for knights and mercenaries, cutthroats and adventurers, all willing to risk their lives in pursuit of fortune, power, or glory... In this land which holds great dangers and even greater opportunities, you will leave your past behind and start a new life. Now, on a rise above a distant training field, you feel that you hold the key of your destiny in your hands, free to choose as you will, and that whatever course you take, great adventures await you. mno_continue|Continue... mno_tutorial_cheat|CHEAT! menu_start_game_3|Choose your scenario mno_custom_battle_scenario_1|Skirmish 1 mno_custom_battle_scenario_3|Skirmish 2 mno_custom_battle_scenario_4|Siege Defense 1 mno_custom_battle_scenario_5|Skirmish 3 mno_custom_battle_scenario_6|Siege Attack 1 mno_go_back|Go back menu_tutorial|You approach a field where the locals are training with weapons. You can practice here to improve your combat skills. mno_tutorial_1|Tutorial #1 Basic movement and weapon selection. {s1} mno_tutorial_2|Tutorial #2 Fighting with a shield. {s2} mno_tutorial_3|Tutorial #3 Fighting without a shield. {s3} mno_tutorial_3b|Tutorial 3 b mno_tutorial_3b_door|next level mno_tutorial_4|Tutorial #4 Riding a horse. {s4} mno_tutorial_5|Tutorial #5 Commanding a band of soldiers. {s5} mno_go_back_dot|Go back. menu_reports|Character Renown {reg5}^Honor Rating {reg6}^Party Morale {reg8}^Party Size Limit {reg7}^ mno_cheat_faction_orders|Cheat Faction orders. mno_view_character_report|View character report. mno_view_party_size_report|View party size report. mno_view_morale_report|View party morale report. mno_view_character_report|NPC status check. mno_view_faction_relations_report|View faction relations report. mno_resume_travelling|Resume travelling. menu_custom_battle_2|{s16} mno_custom_battle_go|Start. mno_leave_custom_battle_2|Cancel. menu_custom_battle_end|The battle is over. {s1} Your side killed {reg5} enemies and lost {reg6} troops over the battle. You personally slew {reg7} men in the fighting. mno_continue|Continue. menu_start_character_1|You were born years ago, in a land far away. Your father was... mno_start_noble|An impoverished noble. mno_start_merchant|A travelling merchant. mno_start_guard|A veteran warrior. mno_start_forester|A hunter. mno_start_nomad|A steppe nomad. mno_start_thief|A thief. mno_go_back|Go back menu_start_character_2|{s10}^^ You started to learn about the world almost as soon as you could walk and talk. You spent your early life as... mno_page|A page at a nobleman's court. mno_apprentice|A craftsman's apprentice. mno_stockboy|A shop assistant. mno_urchin|A street urchin. mno_nomad|A steppe child. mno_go_back|Go back. menu_start_character_3|{s11}^^ Then, as a young adult, life changed as it always does. You became... mno_squire|A squire. mno_lady|A lady-in-waiting. mno_troubadour|A troubadour. mno_student|A university student. mno_peddler|A goods peddler. mno_craftsman|A smith. mno_poacher|A game poacher. mno_go_back|Go back. menu_start_character_4|{s12}^^But soon everything changed and you decided to strike out on your own as an adventurer. What made you take this decision was... mno_revenge|Personal revenge. mno_death|The loss of a loved one. mno_wanderlust|Wanderlust. mno_disown|Being forced out of your home. mno_greed|Lust for money and power. mno_go_back|Go back. menu_choose_skill|{s13} mno_begin_adventuring|Become an adventurer and ride to Calradia. mno_go_back_dot|Go back. menu_past_life_explanation|{s3} mno_view_next|{s5} mno_continue|Continue to face creation... mno_go_back_dot|Go back. menu_auto_return|This menu automatically returns to caller. menu_morale_report|{s1} mno_continue|Continue... menu_faction_orders|{s9} mno_faction_orders_next_faction|Select next faction. mno_faction_orders_defend|Force defend. mno_faction_orders_gather|Force gather army. mno_faction_orders_increase_time|Increase last offensive time by 24 hours. mno_faction_orders_rethink|Force rethink. mno_faction_orders_rethink_all|Force rethink for all factions. mno_go_back_dot|Go back. menu_character_report|{s9} mno_continue|Continue... menu_party_size_report|{s1} mno_continue|Continue... menu_faction_relations_report|{s1} mno_continue|Continue... menu_camp|You set up camp. What do you want to do? mno_camp_action_1|Cheat Walk around. mno_camp_action|Take an action. mno_camp_wait_here|Wait here for some time. mno_camp_cheat|CHEAT MENU! mno_resume_travelling|Resume travelling. menu_camp_cheat|Select a cheat mno_camp_cheat_1|Increase player renown. mno_camp_action_4|Back to camp menu. menu_camp_action|Choose an action mno_camp_recruit_prisoners|Recruit some of your prisoners to your party. mno_action_read_book|Select a book to read. mno_action_modify_banner|Modify your banner. mno_action_retire|Retire from adventuring. mno_camp_action_4|Back to camp menu. menu_camp_recruit_prisoners|You offer your prisoners freedom if they agree to join you as soldiers. {s18} mno_camp_recruit_prisoners_accept|Take them. mno_camp_recruit_prisoners_reject|Reject them. mno_continue|Go back. menu_camp_no_prisoners|You have no prisoners to recruit from. mno_continue|Continue... menu_camp_action_read_book|Choose a book to read mno_action_read_book_1|{s1}. mno_action_read_book_2|{s1}. mno_action_read_book_3|{s1}. mno_action_read_book_4|{s1}. mno_action_read_book_5|{s1}. mno_action_read_book_6|{s1}. mno_action_read_book_7|{s1}. mno_camp_action_4|Back to camp menu. menu_camp_action_read_book_start|{s1} mno_continue|Continue... menu_retirement_verify|You are at day {reg0}. Your current luck is {reg1}. Are you sure you want to retire? mno_retire_yes|Yes. mno_retire_no|No. menu_end_game|The decision is made, and you resolve to give up your adventurer's life and settle down. You sell off your weapons and armour, gather up all your money, and ride off into the sunset.... mno_end_game_bye|Farewell. menu_pay_day|{s1}. mno_continue|Continue... menu_cattle_herd|You encounter a herd of cattle. mno_cattle_drive_away|Drive the cattle onward. mno_cattle_stop|Bring the herd to a stop. mno_cattle_kill|Slaughter some of the animals. mno_leave|Leave. menu_cattle_herd_kill|How many animals do you want to slaughter? mno_cattle_kill_1|One. mno_cattle_kill_2|Two. mno_cattle_kill_3|Three. mno_cattle_kill_4|Four. mno_cattle_kill_5|Five. mno_go_back_dot|Go back. menu_cattle_herd_kill_end|You shouldn't be reading this. menu_arena_duel_fight|You and your opponent prepare to fight for honour. mno_continue|Continue... menu_simple_encounter|{s2} You have {reg10} troops fit for battle against their {reg11}. mno_encounter_attack|Charge the enemy. mno_encounter_order_attack|Order your troops to attack without you. mno_encounter_leave|Leave. mno_encounter_retreat|Pull back, leaving some soldiers behind to cover your retreat. mno_encounter_surrender|Surrender. menu_encounter_retreat_confirm|As the party member with the highest tactics skill, ({reg2}), {reg3?you devise {s3} devises} a plan that will allow you and your men to escape with your lives, but you'll have to leave {reg4} soldiers behind to stop the enemy from giving chase. mno_leave_behind|Go on. The sacrifice of these men will save the rest. mno_dont_leave_behind|No. We leave no one behind. menu_encounter_retreat|You tell {reg4} of your troops to hold the enemy while you retreat with the rest of your party. mno_continue|Continue... menu_order_attack_begin|Your troops prepare to attack the enemy. mno_order_attack_begin|Order the attack to begin. mno_call_back|Call them back. menu_order_attack_2|{s4}^^Your casualties {s8}^^Enemy casualties {s9} mno_order_attack_continue|Order your soldiers to continue the attack. mno_order_retreat|Call your soldiers back. mno_continue|Continue... menu_battle_debrief|{s11}^^Your Casualties {s8}{s10}^^Enemy Casualties {s9} mno_continue|Continue... menu_total_victory|You shouldn't be reading this... {s9} mno_continue|Continue... menu_enemy_slipped_away|{s17} mno_continue|Continue... menu_total_defeat|You shouldn't be reading this... menu_permanent_damage|{s0} mno_s0|{s0} menu_pre_join|You come across a battle between {s2} and {s1}. You decide to... mno_pre_join_help_attackers|Move in to help the {s2}. mno_pre_join_help_defenders|Rush to the aid of the {s1}. mno_pre_join_leave|Don't get involved. menu_join_battle|You are helping the {s2} against the {s1}. You have {reg10} troops fit for battle against the enemy's {reg11}. mno_join_attack|Charge the enemy. mno_join_order_attack|Order your troops to attack with your allies while you stay back. mno_join_leave|Leave. menu_join_order_attack|{s4}^^Your casualties {s8}^^Allies' casualties {s9}^^Enemy casualties {s10} mno_continue|Continue... menu_zendar|You enter the town of Zendar. mno_zendar_enter| mno_zendar_enter_door|Door to the town center. mno_zendar_tavern| mno_zendar_tavern_door|Door to the tavern. mno_zendar_merchant| mno_zendar_merchant_door|Door to the merchant. mno_zendar_arena| mno_zendar_arena_door|Door to the arena. mno_town_1_leave| menu_salt_mine|You enter the salt mine. mno_enter|Enter. mno_leave|Leave. menu_four_ways_inn|You arrive at the Four Ways Inn. mno_enter|Enter. mno_leave|Leave. menu_test_scene|You enter the test scene. mno_enter|Enter. mno_leave|Leave. menu_battlefields|Select a field... mno_enter|Field 1 mno_enter|Field 2 mno_enter|Field 3 mno_enter|Field 4 mno_enter|Field 5 mno_leave|Leave. menu_dhorak_keep|You enter the Dhorak Keep mno_enter|Enter. mno_leave|Leave. menu_join_siege_outside|{s1} has come under siege by {s2}. mno_approach_besiegers|Approach the siege camp. mno_pass_through_siege|Pass through the siege lines and enter {s1}. mno_leave|Leave. menu_cut_siege_without_fight|The besiegers let you approach the gates without challenge. mno_continue|Continue... menu_besiegers_camp_with_allies|{s1} remains under siege. The banners of {s2} fly above the camp of the besiegers, where you and your men are welcomed. mno_talk_to_siege_commander| Request a meeting with the commander. mno_join_siege_with_allies|Join the next assault. mno_join_siege_stay_back|Order your soldiers to join the next assault without you. mno_leave|Leave. menu_castle_outside|You are outside {s2}.{s11} {s3} {s4} mno_approach_gates|Approach the gates and hail the guard. mno_town_sneak|Disguise yourself and try to sneak into the town. mno_castle_start_siege|Besiege the {reg6?town castle}. mno_cheat_castle_start_siege|CHEAT Besiege the {reg6?town castle}... mno_castle_leave|Leave. mno_castle_cheat_interior|CHEAT! Interior. mno_castle_cheat_exterior|CHEAT! Exterior. menu_castle_guard|You approach the gate. The men on the walls watch you closely. mno_request_shelter|Request entry to the castle. mno_request_meeting_commander|Request a meeting with someone. mno_guard_leave|Leave. menu_castle_entry_granted|After a brief wait, the guards open the gates for you and allow your party inside. mno_continue|Continue... menu_castle_entry_denied|The lord of this castle has forbidden you from coming inside these walls, and the guard sergeant informs you that his men will fire if you attempt to come any closer. mno_continue|Continue... menu_castle_meeting|With whom do you want to meet? mno_guard_meet_s5|{s5}. mno_guard_meet_s5|{s5}. mno_guard_meet_s5|{s5}. mno_guard_meet_s5|{s5}. mno_forget_it|Forget it. menu_castle_meeting_selected|Your request for a meeting is relayed inside, and finally {s6} appears in the courtyard to speak with you. mno_continue|Continue... menu_castle_besiege|You are laying siege to {s1}. {s2} {s3} mno_siege_request_meeting|Call for a meeting with the castle commander. mno_wait_24_hours|Wait until tomorrow. mno_castle_lead_attack|Lead your soldiers in an assault. mno_attack_stay_back|Order your soldiers to attack while you stay back... mno_build_ladders|Prepare ladders to attack the walls. mno_build_siege_tower|Build a siege tower. mno_cheat_castle_lead_attack|CHEAT Instant build equipments. mno_lift_siege|Abandon the siege. menu_siege_attack_meets_sally|The defenders sally out to meet your assault. mno_continue|Continue... menu_castle_besiege_inner_battle|{s1} mno_continue|Continue... menu_construct_ladders|As the party member with the highest Engineer skill ({reg2}), {reg3?you estimate {s3} estimates} that it will take {reg4} hours to build enough scaling ladders for the assault. mno_build_ladders_cont|Do it. mno_go_back|Go back. menu_construct_siege_tower|As the party member with the highest Engineer skill ({reg2}), {reg3?you estimate {s3} estimates} that building a siege tower will take {reg4} hours. mno_build_siege_tower_cont|Start building. mno_go_back|Go back. menu_castle_attack_walls_simulate|{s4}^^Your casualties {s8}^^Enemy casualties were {s9} mno_continue|Continue... menu_castle_attack_walls_with_allies_simulate|{s4}^^Your casualties {s8}^^Allies' casualties {s9}^^Enemy casualties {s10} mno_continue|Continue... menu_castle_taken_by_friends|Nothing to see here. menu_castle_taken|{s3} has fallen to your troops, and you now have full control of the castle.{reg1? It would seem that there is nothing stopping you from taking it for yourself... } mno_continue|Continue... menu_castle_taken_2|{s3} has fallen to your troops, and you now have full control of the castle. It is time to send word to {s9} about your victory. {s5} mno_castle_taken_claim|Request that {s3} be awarded to you. mno_castle_taken_no_claim|Ask no rewards. menu_requested_castle_granted_to_player|You receive a message from your liege, {s3}.^^ {reg4?She He} has decided to grant {s2}{reg3? and the nearby village of {s4} } to you, with all due incomes and titles, to hold in {reg4?her his} name for as long as you maintain your oath of homage. mno_continue|Continue. menu_requested_castle_granted_to_another|You receive a message from your monarch, {s3}.^^ 'I was most pleased to hear of your valiant efforts in the capture of {s2}. Your victory has gladdened all our hearts. You also requested me to give you ownership of the castle, but that is a favour which I fear I cannot grant, as you already hold significant estates in my realm. Instead I have sent you {reg6} denars to cover the expenses of your campaign, but {s2} I give to {s5}.' mno_accept_decision|Accept the decision. mno_leave_faction|You have been wronged! Renounce you oath to your liege! menu_leave_faction|Renouncing your oath is a grave act. Your lord may condemn you and confiscate your lands and holdings. However, if you return them of your own free will, he may let the betrayal go without a fight. mno_leave_faction_give_back|Renounce your oath and give up your holdings. mno_leave_faction_hold|Renounce your oath and hold on to your lands, including {s2}. mno_leave_faction_cancel|Remain loyal and accept the decision. menu_give_center_to_player|Your lord offers to extend your fiefs! {s1} sends word that he is willing to grant {s2} to you in payment for your loyal service, adding it to your holdings. What is your answer? mno_give_center_to_player_accept|Accept the offer. mno_give_center_to_player_reject|Reject. You have no interest in holding {s2}. menu_give_center_to_player_2|With a brief ceremony, you are officially confirmed as the new lord of {s2}{reg3? and its bound village {s4} }. {reg3?They It} will make a fine part of your fiefdom. You can now claim the rents and revenues from your personal estates there, draft soldiers from the populace, and manage the lands as you see fit. However, you are also expected to defend your fief and your people from harm, as well as maintaining the rule of law and order. mno_continue|Continue... menu_oath_fulfilled|You had a contract with {s1} to serve him for a certain duration. Your contract has now expired. What will you do? mno_renew_oath|Renew your contract with {s1} for another month. mno_dont_renew_oath|Become free of your bond. menu_siege_started_defender|{s1} is launching an assault against the walls of {s2}. You have {reg10} troops fit for battle against the enemy's {reg11}. You decide to... mno_siege_defender_join_battle|Join the battle. mno_siege_defender_troops_join_battle|Order your men to join the battle without you. menu_siege_join_defense|{s4}^^Your casualties {s8}^^Allies' casualties {s9}^^Enemy casualties {s10} mno_continue|Continue... menu_enter_your_own_castle|As you approach, you are spotted by the castle guards, who welcome you and open the gates for their {lord/lady}. mno_continue|Continue... menu_village|{s10}{s11}{s6}{s7} mno_village_manage|Manage this village. mno_recruit_volunteers|Recruit Volunteers. mno_village_center|Go to the village center. mno_village_center_door|Door to the village center. mno_village_buy_food|Buy supplies from the peasants. mno_village_attack_bandits|Attack the bandits. mno_village_wait|Wait here for some time. mno_collect_taxes_qst|{reg5?Continue collecting taxes Collect taxes} due to {s1}. mno_train_peasants_against_bandits_qst|Train the peasants. mno_village_hostile_action|Take a hostile action. mno_village_reports|CHEAT! Show reports. mno_village_leave|Leave... menu_village_hostile_action|What action do you have in mind? mno_village_take_food|Force the peasants to give you supplies. mno_village_steal_cattle|Steal cattle. mno_village_loot|Loot and burn this village. mno_forget_it|Forget it. menu_recruit_volunteers|{s18} mno_continue|Continue... mno_recruit_them|Recruit them ({reg6} denars). mno_forget_it|Forget it. menu_village_hunt_down_fugitive_defeated|A heavy blow from the fugitive sends you to the ground, and your vision spins and goes dark. Time passes. When you open your eyes again you find yourself battered and bloody, but luckily none of the wounds appear to be lethal. mno_continue|Continue... menu_village_infest_bandits_result|{s9} mno_continue|Continue... menu_village_infestation_removed|In a battle worthy of song, you and your men drive the bandits out of the village, making it safe once more. The villagers have little left in the way of wealth after their ordeal, but they offer you all they can find. mno_village_bandits_defeated_accept|Take it as your just due. mno_village_bandits_defeated_cont|Refuse, stating that they need these items more than you do. menu_center_manage|{s19}^{reg6?^^You are currently building {s7}. The building will be completed after {reg8} day{reg9?s }. } mno_center_build_manor|Build a manor. mno_center_build_fish_pond|Build a mill. mno_center_build_watch_tower|Build a watch tower. mno_center_build_school|Build a school. mno_center_build_messenger_post|Build a messenger post. mno_center_build_prisoner_tower|Build a prisoner tower. mno_go_back_dot|Go back. menu_center_improve|{s19} As the party member with the highest engineer skill ({reg2}), {reg3?you reckon {s3} reckons} that building the {s4} will cost you {reg5} denars and will take {reg6} days. mno_improve_cont|Go on. mno_forget_it|Forget it. mno_improve_not_enough_gold|I don't have enough money for that. menu_town_bandits_failed|{s4} {s5} mno_continue|Continue... menu_town_bandits_succeeded|The bandits fall before you as wheat to a scythe! Soon you stand alone in the streets while most of your attackers lie unconscious, dead or dying. Searching the bodies, you find a purse which must have belonged to a previous victim of these brutes. Or perhaps, it was given to them by someone who wanted to arrange a suitable ending to your life. mno_continue|Continue... menu_village_steal_cattle_confirm|As the party member with the highest looting skill ({reg2}), {reg3?you reckon {s1} reckons} that you can steal as many as {reg4} heads of village's cattle. mno_village_steal_cattle_confirm|Go on. mno_forget_it|Forget it. menu_village_steal_cattle|{s1} mno_continue|Continue... menu_village_take_food_confirm|It will be difficult to force and threaten the peasants into giving their precious supplies. You think you will need at least one hour. mno_village_take_food_confirm|Go ahead. mno_forget_it|Forget it. menu_village_take_food|The villagers grudgingly bring out what they have for you. mno_take_supplies|Take the supplies. mno_let_them_keep_it|Let them keep it. menu_village_start_attack|Some of the angry villagers grab their tools and prepare to resist you. It looks like you'll have a fight on your hands if you continue. mno_village_raid_attack|Charge them. mno_village_raid_leave|Leave this village alone. menu_village_loot_no_resist|The villagers here are few and frightened, and they quickly scatter and run before you. The village is at your mercy. mno_village_loot|Plunder the village, then raze it. mno_village_raid_leave|Leave this village alone. menu_village_loot_complete|On your orders your troops sack the village, pillaging everything of any value, and then put the buildings to the torch. From the coins and valuables that are found, you get your share of {reg1} denars. mno_continue|Continue... menu_village_loot_defeat|Fighting with courage and determination, the villagers manage to hold together and drive off your forces. mno_continue|Continue... menu_village_loot_continue|Do you wish to continue looting this village? mno_continue|Yes. mno_continue|No. menu_close|Nothing. menu_center_tax|You receive the accumulated rents and taxes of this fief, amounting to {reg1} denars. mno_continue|Continue... menu_town|{s10}{s11}{s12}{s13} mno_castle_castle|Go to the Lord's hall. mno_castle_castle_door|Door to the castle. mno_join_tournament|Join the tournament. mno_town_castle|Go to the castle. mno_town_castle_door|Door to the castle. mno_town_center|Take a walk around the streets. mno_town_center_door|Door to the town center. mno_town_tavern|Visit the tavern. mno_town_tavern_door|Door to the tavern. mno_town_merchant|Speak with the merchant. mno_town_merchant_door|Door to the shop. mno_town_arena|Enter the arena. mno_town_arena_door|Door to the arena. mno_town_dungeon|Never Enter the prison. mno_town_dungeon_door|Door to the dungeon. mno_castle_inspect|Take a walk around the courtyard. mno_castle_inspect_door|To the castle courtyard. mno_trade_with_merchants|Go to the marketplace. mno_walled_center_manage|Manage this {reg0?town castle}. mno_castle_station_troops|Station a garrison here... mno_castle_wait|Wait here for some time{s1}. mno_town_alley|CHEAT Go to the alley. mno_collect_taxes_qst|{reg5?Continue collecting taxes Collect taxes} due to {s1}. mno_town_leave|Leave... mno_town_leave_door|Leave Area. mno_castle_cheat_interior|CHEAT! Interior. mno_castle_cheat_town_exterior|CHEAT! Exterior. mno_castle_cheat_dungeon|CHEAT! Prison. mno_castle_cheat_town_walls|CHEAT! Town Walls. mno_cheat_town_start_siege|CHEAT Besiege the {reg6?town castle}... mno_center_reports|CHEAT! Show reports. mno_sail_from_port|Sail from port. menu_town_tournament_lost|You have been eliminated from the tournament. mno_continue|Continue... menu_town_tournament_won|You have won the tournament of {s3}! You are filled with pride as the crowd cheers your name. In addition to honour, fame and glory, you earn a prize of {reg9} denars. {s8} mno_continue|Continue... menu_town_tournament_won_by_another|As the only {reg3?woman man} to remain undefeated this day, {s1} wins the lists and the glory of this tournament. mno_continue|Continue... menu_town_tournament|{s1}You are at tier {reg0} of the tournament, with {reg1} participants remaining. In the next round, there will be {reg2} teams with {reg3} {reg4?fighters fighter} each. mno_tournament_view_participants|View participants. mno_tournament_bet|Place a bet on yourself. mno_tournament_join_next_fight|Fight in the next round. mno_leave_tournament|Withdraw from the tournament. menu_tournament_withdraw_verify|Are you sure you want to withdraw from the tournament? mno_tournament_withdraw_yes|Yes. This is a pointless affectation. mno_tournament_withdraw_yes|No, not as long as there is a chance of victory! menu_tournament_bet|The odds against you are {reg5} to {reg6}.{reg1? You have already bet {reg1} denars on yourself, and if you win, you will earn {reg2} denars. } How much do you want to bet? mno_bet_100_denars|100 denars. mno_bet_50_denars|50 denars. mno_bet_20_denars|20 denars. mno_bet_10_denars|10 denars. mno_bet_5_denars|5 denars. mno_go_back_dot|Go back. menu_tournament_bet_confirm|If you bet {reg1} denars, you will earn {reg2} denars if you win the tournament. Is that all right? mno_tournament_bet_accept|Go ahead. mno_tournament_bet_cancel|Forget it. menu_tournament_participants|You ask one of the criers for the names of the tournament participants. They are ^{s11} mno_go_back_dot|Go back. menu_collect_taxes|As the party member with the highest trade skill ({reg2}), {reg3?you expect {s1} expects} that collecting taxes from here will take {reg4} days... mno_start_collecting|Start collecting. mno_collect_later|Put it off until later. menu_collect_taxes_complete|You've collected {reg3} denars in taxes from {s3}. {s19} will be expecting you to take the money to him. mno_continue|Continue... menu_collect_taxes_rebels_killed|Your quick action and strong arm have successfully put down the revolt. Surely, anyone with a mind to rebel against you will think better of it after this. mno_continue|Continue... menu_collect_taxes_failed|You could collect only {reg3} denars as tax from {s3} before the revolt broke out. {s1} won't be happy, but some silver will placate him better than nothing at all... mno_continue|Continue... menu_collect_taxes_revolt_warning|The people of {s3} are outraged at your demands and decry it as nothing more than extortion. They're getting very restless, and they may react badly if you keep pressing them. mno_continue_collecting_taxes|Ignore them and continue. mno_halve_taxes|Agree to reduce your collection by half. ({s1} may be upset) menu_collect_taxes_revolt|You are interrupted while collecting the taxes at {s3}. A large band of angry {reg9?peasants townsmen} is marching nearer, shouting about the exorbitant taxes and waving torches and weapons. It looks like they aim to fight you! mno_continue|Continue... menu_train_peasants_against_bandits|As the party member with the highest training skill ({reg2}), {reg3?you expect {s1} expects} that getting some peasants ready for practice will take {reg4} hours. mno_make_preparation|Train them. mno_train_later|Put it off until later. menu_train_peasants_against_bandits_ready|You put the peasants through the basics of soldiering, discipline and obedience. You think {reg0} of them {reg1?have has} fully grasped the training and {reg1?are is} ready for some practice. mno_peasant_start_practice|Start the practice fight. menu_train_peasants_against_bandits_training_result|{s0} mno_continue|Continue... menu_train_peasants_against_bandits_attack|As you get ready to continue the training, a sentry from the village runs up to you, shouting alarums. The bandits have been spotted on the horizon, riding hard for {s3}. The elder begs that you organize your newly-trained militia and face them. mno_peasants_against_bandits_attack_resist|Prepare for a fight! menu_train_peasants_against_bandits_attack_result|{s9} mno_continue|Continue... menu_train_peasants_against_bandits_success|The bandits are broken! Those few who remain run off with their tails between their legs, terrified of the peasants and their new champion. The villagers have little left in the way of wealth after their ordeal, but they offer you all they can find to show their gratitude. mno_village_bandits_defeated_accept|Take it as your just due. mno_village_bandits_defeated_cont|Refuse, stating that they need these items more than you do. menu_disembark|Do you wish to disembark? mno_disembark_yes|Yes. mno_disembark_no|No. menu_ship_reembark|Do you wish to embark? mno_reembark_yes|Yes. mno_reembark_no|No. menu_center_reports|Town Name {s1}^Rent Income {reg1} denars^Tariff Income {reg2} denars^Food Stock for {reg3} days mno_to_price_and_productions|Show prices and productions. mno_go_back_dot|Go back. menu_price_and_production|Productions are ^{s1}^^Price factors are ^{s2} mno_go_back_dot|Go back. menu_town_trade|You head towards the marketplace. mno_assess_prices|Assess the local prices. mno_trade_with_arms_merchant|Trade with the arms merchant. mno_trade_with_armor_merchant|Trade with the armor merchant. mno_trade_with_horse_merchant|Trade with the horse merchant. mno_trade_with_goods_merchant|Trade with the goods merchant. mno_back_to_town_menu|Head back. menu_town_trade_assessment_begin|You overhear several discussions about the price of trade goods across the local area. You listen closely, trying to work out the best deals around. mno_continue|Continue... menu_town_trade_assessment|As the party member with the highest trade skill ({reg2}), {reg3?you try to figure out {s1} tries to figure out} the best goods to trade in. {s2} mno_continue|Continue... menu_sneak_into_town_suceeded|Disguised in the garments of a poor pilgrim, you fool the guards and make your way into the town. mno_continue|Continue... menu_sneak_into_town_caught|As you try to sneak in, one of the guards recognizes you and raises the alarm! You must flee back through the gates before all the guards in the town come down on you! mno_sneak_caught_fight|Try to fight your way out! mno_sneak_caught_surrender|Surrender. menu_sneak_into_town_caught_dispersed_guards|You drive off the guards and cover your trail before running off, easily losing your pursuers in the maze of streets. mno_continue|Continue... menu_sneak_into_town_caught_ran_away|You make your way back through the gates and quickly retreat to the safety of the hills. mno_continue|Continue... menu_enemy_offer_ransom_for_prisoner|{s2} offers you a sum of {reg12} denars in silver if you are willing to sell him {s1}. mno_ransom_accept|Accept the offer. mno_ransom_reject|Reject the offer. menu_training_ground|You approach a training field where you can practice your martial skills. What kind of training do you want to do? mno_camp_trainer|Speak with the trainer. mno_camp_train_melee|Sparring practice. mno_camp_train_archery|Ranged weapon practice. mno_camp_train_mounted|Horseback practice. mno_go_to_track|Cheat Go to track. mno_go_to_range|Cheat Go to range. mno_leave|Leave. menu_training_ground_selection_details_melee_1|How many opponents will you go against? mno_camp_train_melee_num_men_1|One. mno_camp_train_melee_num_men_2|Two. mno_camp_train_melee_num_men_3|Three. mno_camp_train_melee_num_men_4|Four mno_go_back_dot|Cancel. menu_training_ground_selection_details_melee_2|Choose your opponent #{reg1} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_s0|{s0} mno_training_ground_selection_details_melee_random|Choose randomly. mno_go_back_dot|Go back. menu_training_ground_selection_details_mounted|What kind of weapon do you want to train with? mno_camp_train_mounted_details_1|One handed weapon. mno_camp_train_mounted_details_2|Polearm. mno_camp_train_mounted_details_3|Bow. mno_camp_train_mounted_details_4|Thrown weapon. mno_go_back_dot|Go back. menu_training_ground_selection_details_ranged_1|What kind of ranged weapon do you want to train with? mno_camp_train_ranged_weapon_bow|Bow and arrows. mno_camp_train_ranged_weapon_crossbow|Crossbow. mno_camp_train_ranged_weapon_thrown|Throwing Knives. mno_go_back_dot|Go back. menu_training_ground_selection_details_ranged_2|What range do you want to practice at? mno_camp_train_ranged_details_1|10 yards. mno_camp_train_ranged_details_2|20 yards. mno_camp_train_ranged_details_3|30 yards. mno_camp_train_ranged_details_4|40 yards. mno_camp_train_ranged_details_5|50 yards. mno_camp_train_ranged_details_6|60 yards. mno_camp_train_ranged_details_7|70 yards. mno_go_back_dot|Go back. menu_training_ground_description|{s0} mno_continue|Continue... menu_training_ground_training_result|{s7}{s2} mno_continue|Continue... menu_marshall_selection_candidate_ask|{s15} will soon select a new marshall for {s23}. Some of the lords have suggested your name as a likely candidate. mno_marshall_candidate_accept|Let {s15} learn that you are willing to serve as marshall. mno_marshall_candidate_reject|Tell everyone that you are too busy these days. menu_captivity_avoid_wilderness|Suddenly all the world goes black around you. Many hours later you regain your conciousness and find yourself at the spot you fell. Your enemies must have taken you up for dead and left you there. However, it seems that none of your wound were lethal, and altough you feel awful, you find out that can still walk. You get up and try to look for any other survivors from your party. menu_captivity_start_wilderness|Stub menu_captivity_start_wilderness_surrender|Stub menu_captivity_start_wilderness_defeat|Your enemies take you prisoner. menu_captivity_start_castle_surrender|Stub menu_captivity_start_castle_defeat|Stub menu_captivity_start_under_siege_defeat|Your enemies take you prisoner. menu_captivity_wilderness_taken_prisoner|Your enemies take you prisoner. mno_continue|Continue... menu_captivity_wilderness_check|stub menu_captivity_end_wilderness_escape|After painful days of being dragged about as a prisoner, you find a chance and escape from your captors! mno_continue|Continue... menu_captivity_castle_taken_prisoner|You are quickly surrounded by guards who take away your weapons. With curses and insults, they throw you into the dungeon where you must while away the miserable days of your captivity. mno_continue|Continue... menu_captivity_rescue_lord_taken_prisoner|You remain in disguise for as long as possible before revealing yourself. The guards are outraged and beat you savagely before throwing you back into the cell for God knows how long... mno_continue|Continue... menu_captivity_castle_check|stub menu_captivity_end_exchanged_with_prisoner|After days of imprisonment, you are finally set free when your captors exchange you with another prisoner. mno_continue|Continue... menu_captivity_end_propose_ransom|You spend long hours in the sunless dank of the dungeon, more than you can count. Suddenly one of your captors enters your cell with an offer; he proposes to free you in return for {reg5} denars of your hidden wealth. You decide to... mno_captivity_end_ransom_accept|Accept the offer. mno_captivity_end_ransom_deny|Refuse him, wait for something better. menu_captivity_castle_remain|More days pass in the darkness of your cell. You get through them as best you can, enduring the kicks and curses of the guards, watching your underfed body waste away more and more... mno_continue|Continue... menu_kingdom_army_quest_report_to_army|{s8} sends word that he wishes you to join his new military campaign. You need to bring at least {reg13} troops to the army, and are instructed to raise more men with all due haste if you do not have enough. mno_continue|Continue... menu_kingdom_army_quest_messenger|{s8} sends word that he wishes to speak with you about a task he needs performed. He requests you to come and see him as soon as possible. mno_continue|Continue... menu_kingdom_army_quest_join_siege_order|{s8} sends word that you are to join the siege of {s9} in preparation for a full assault. Your troops are to take {s9} at all costs. mno_continue|Continue... menu_kingdom_army_follow_failed|You have disobeyed orders and failed to follow {s8}. In anger he has disbanded you from the army, and sends a stern warning that your actions will not be forgotten. mno_continue|Continue... menu_invite_player_to_faction_without_center|You receive an offer of vassalage!^^ {s8} of {s9} has sent a royal herald to bring you an invititation in his own hand. You would be granted the honour of becoming a vassal {lord/lady} of {s9}, and in return {s8} asks you to swear an oath of homage to him and fight in his military campaigns, although he offers you no lands or titles. He will surely be offended if you do not take the offer... mno_faction_accept|Accept! mno_faction_reject|Decline the invitation. menu_invite_player_to_faction|You receive an offer of vassalage!^^ {s8} of {s9} has sent a royal herald to bring you an invititation in his own hand. You would be granted the honour of becoming a vassal {lord/lady} of {s9}, and in return {s8} asks you to swear an oath of homage to him and fight in his military campaigns, offering you the fief of {s2} for your loyal service. He will surely be offended if you do not take the offer... mno_faction_accept|Accept! mno_faction_reject|Decline the invitation. menu_invite_player_to_faction_accepted|In order to become a vassal, you must swear an oath of homage to {s3}. You shall have to find him and give him your oath in person. {s5} mno_continue|Continue... menu_question_peace_offer|You Receive a Peace Offer^^{s1} offers you a peace agreement. What is your answer? mno_peace_offer_accept|Accept mno_peace_offer_reject|Reject menu_notification_player_faction_active|You now posess land in your name without being tied to any kingdom, as a masterless warlord who knows no higher authority. Enjoy this freedom, but know that the kings of the land will not look to you kindly and will make every attempt to dispose of you. You may find life very difficult without the protection of a kingdom. mno_continue|Continue... menu_notification_player_faction_deactive|You no longer hold any land. mno_continue|Continue... menu_notification_center_under_siege|{s1} has been besieged by {s2} of {s3}! mno_continue|Continue... menu_notification_village_raided|Enemies have Laid Waste to a Fief^^{s1} has been raided by {s2} of {s3}! mno_continue|Continue... menu_notification_village_raid_started|Your Village is under Attack!^^{s2} of {s3} is laying waste to {s1}. mno_continue|Continue... menu_notification_one_faction_left|Calradia Conquered by One Kingdom^^{s1} has defeated all rivals and stands as the sole kingdom. mno_continue|Continue... menu_notification_oath_renounced_faction_defeated|Your Old Faction was Defeated^^You won the battle against {s1}! This ends your struggle which started after your enounced your oath to them. mno_continue|Continue... menu_notification_center_lost|An Estate was Lost^^You have lost {s1} to {s2}. mno_continue|Continue... menu_notification_troop_left_players_faction|Betrayal!^^{s1} has left {s2} and joined {s3}. mno_continue|Continue... menu_notification_troop_joined_players_faction|Good news!^^ {s1} has left {s2} and joined {s3}. mno_continue|Continue... menu_notification_war_declared|Declaration of War^^{s1} has declared war against {s2}! mno_continue|Continue... menu_notification_peace_declared|Peace Agreement^^{s1} and {s2} have accepted a peace deal! mno_continue|Continue... menu_notification_faction_defeated|Faction Eliminated^^{s1} is no more! mno_continue|Continue... menu_notification_rebels_switched_to_faction|Rebellion Success^^ Your rebellion is victorious! Your faction now has the sole claim to the title of {s11}, with {s12} as the single ruler. mno_continue|Continue... menu_kill_local_merchant_begin|You spot your victim and follow him, observing as he turns a corner into a dark alley. This will surely be your best opportunity to attack him. mno_continue|Continue... menu_auto_return_to_map|stub
https://w.atwiki.jp/spellbreakjapan/pages/56.html
Asia SQUAD Tournament Rules Tournament Summary The tournament will be carried out on the Asia server in SQUAD mode The tournament consists of 3 matches (with a short break between the 2nd and 3rd match) After the tournament, players are invited to join in a fun, custom game. This is designed to give players a chance to interact with other players outside of a competitive environment and to unwind after the tournament. The rules will be announced together with the announcement of the tournament. The tournament consists of A League for high level players and B League for casual players. Entry Register for the tournament on the ASC discord server (https //discord.gg/mmn5NgR) For A League, register in the registration-a channel For B League, register in the registration-b channel When registering, follow the template provided in the channels You are allowed to change team members up until the event starts The maximum number of teams is 13. In the case of more than 13 teams registering, priority will be given to Asia teams, then priority will be given based on first to register. Tournament Rules - Do not wear the same skin as your teammates. All of your teammates should be wearing different skins. - Turn streamer mode off. - Excessively passive play such as staying outside the circle and healing using pyro, bulwark, etc. is not allowed. - Inappropriate conduct such as trolling, verbal abuse, etc. is not allowed. - If a team breaks any of the rules, the points from that match are forfeit. - If you have any issue, please DM the Event Hosts. - If you are streaming the event, please put on a 3 minute delay. This is to prevent stream-sniping. - If you are streaming the event, please mention the tournament in the title of your stream. Tournament Flow - Team Leaders ONLY must be in the ready room with the referees / organisers 5 mins before the event starts. - Team Leaders go join their teammates after confirming the lobby number. - Team Leaders rejoin the Ready Room once they verify that their teammates have uploaded their screenshots. - After teams post screenshots, Team Leaders stay in the Ready Room, while members go to their respective rooms. Screenshots - You must take and submit your own screenshots of the end-game screen. - Team Leaders are responsible for making sure their teams screenshots are submitted. - Do not crop screenshots. - No phone screenshots allowed. - If your screenshots show multiple monitors or need to use your phone, download "Greenshot" and use that instead (can use Lightshot if you prefer). - You MUST post your screenshot after each defeat/victory. If you fail to provide a screenshot of your post-game screen you will not receive points. - IMPORTANT Attempting to manipulate your score or post-game screenshots, hack, or trick the system, will result in an immediate ban from all events hosted / organized by ASC. Point System 1st Place = 12 Points 2nd Place = 9 Points 3rd Place = 7 points 4th - 5th = 5 points 6th - 8th = 3 points 9th - 10th = 1 Points 1 Point Per Kill 1 Extra Point at 3 Kills 1 Extra Point at 5 Kills 1 Extra Point at 7 Kills - Team points are determined by the placement of the last member of the team in the match. - The kills of all team members are added together. - If you are getting killed denied, please provide definite proof that it happened in that very game which happened. トップページに戻る
https://w.atwiki.jp/fifa-pc/pages/34.html
デモ版同梱のReadmeは英語なので翻訳サイトで翻訳しやすいように転載しました。 Last Updated 06-23-2014 Thank you for trying the EA SPORTS FIFA 15 Demo. This README file contains information on features that are not covered in the manual, as well as more detailed information on certain features already covered in the manual. This README file also contains information on known issues, multiplayer issues and hardware issues. Content of Web Links within this document may not be under the control of Electronic Arts. NOTE Windows is a registered trademark of Microsoft Corporation in the United States and other countries. TABLE OF CONTENTS 1. Minimum System Requirements 2. Installing the Game 3. .Net Framework 4.0 4. Microsoft Visual C++ Redistributable 2012 Update 3 5. Uninstalling FIFA 15 6. Memory Requirements 7. Improving Game Speed 8. Hot Keys 9. Mouse, Keyboard, and Controller Functionality 10. EA SPORTS Online 11. Notes on Video Card Chipsets 12. Notes on Video Card Support 13. Notes on Windows 14. Troubleshooting USB Devices
https://w.atwiki.jp/kabutempra/pages/192.html
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https://w.atwiki.jp/warband/pages/688.html
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.
https://w.atwiki.jp/kabutempra/pages/191.html
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