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[Wesnoth-cvs-commits] wesnoth MANUAL


From: ott
Subject: [Wesnoth-cvs-commits] wesnoth MANUAL
Date: Sat, 30 Apr 2005 10:43:25 -0400

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     ott <address@hidden>    05/04/30 14:43:25

Modified files:
        .              : MANUAL 

Log message:
        Updated MANUAL.

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/MANUAL.diff?tr1=1.23&tr2=1.24&r1=text&r2=text

Patches:
Index: wesnoth/MANUAL
diff -u wesnoth/MANUAL:1.23 wesnoth/MANUAL:1.24
--- wesnoth/MANUAL:1.23 Sat Apr 16 19:35:32 2005
+++ wesnoth/MANUAL      Sat Apr 30 14:43:24 2005
@@ -1,8 +1,9 @@
-/* $Id: MANUAL,v 1.23 2005/04/16 19:35:32 ott Exp $ */
+/* $Id: MANUAL,v 1.24 2005/04/30 14:43:24 ott Exp $ */
 
 THE BATTLE FOR WESNOTH MANUAL
 
-If you are new to Battle for Wesnoth you might want to read the GettingStarted 
(http://wesnoth.slack.it/?GettingStarted) guide first.
+If you are new to Battle for Wesnoth you might want to read the
+GettingStarted (http://wesnoth.slack.it/?GettingStarted) guide first.
 
 
 CONTROLS
@@ -12,12 +13,13 @@
 Left click:     Select unit, move unit
 Right click:    Main menu, cancel action
 Middle click:   Center on pointer location
-Escape:         Exit game, exit menu
+Escape:         Exit game, exit menu, cancel message
 z:              Zoom in
 x:              Zoom out
 c:              Reset zoom to default
 u:              Undo last move (only deterministic moves can be undone)
 r:              Redo move
+m:              Message another player (in multiplayer)
 n:              Cycle through units that have movement left
 1-7:            Show how far currently selected unit can move in that many 
turns
 ctrl-v:         Show enemy moves (where the enemy can move next turn)
@@ -36,37 +38,61 @@
          
 ORBS
 
-On the top of the energy bar shown next to each unit of yours is an orb. This 
orb is:
+On the top of the energy bar shown next to each unit of yours is an orb.
+This orb is:
 
   * green if you control the unit and it hasn't moved this turn
-  * yellow if you control the unit and it has moved this turn, but could still 
move further or attack.
-  * red if you control this unit, but it has already used all its movement 
this turn
+  * yellow if you control the unit and it has moved this turn, but could
+    still move further or attack.
+  * red if you control this unit, but it has already used all its
+    movement this turn
   * blue if the unit is an ally you do not control 
 
-Enemy units have no orb on the top of their energy bar. (In older versions < 
0.5.2 there was a black orb on the top of energy bar of enemy units)
+Enemy units have no orb on the top of their energy bar. (In older
+versions < 0.5.2 there was a black orb on the top of energy bar of enemy
+units)
 
 
 DESCRIPTION
 
-The game takes place over a series of battles, or scenarios. Each scenario 
pits your troops against the troops of one or more adversaries. Each side 
begins with one leader in their keep.
+The game takes place over a series of battles, or scenarios. Each
+scenario pits your troops against the troops of one or more adversaries.
+Each side begins with one leader in their keep.
 
 
 GOLD
 
-Each side is given some amount of gold to begin with, and receives 2 gold 
pieces per turn, plus 1 more gold piece for every village that side controls.
-
-Each unit also has a upkeep cost. The upkeep cost is generally equal to the 
level of the unit (but see the 'Loyal' trait below). Units that are not 
recalled or recruited - i.e. that lead the side or join the side voluntarily - 
do not have a upkeep cost associated with them. Upkeep is only paid if the 
total upkeep of a side's units is greater than the number of villages that side 
controls. Upkeep paid is the difference between the number of villages and the 
upkeep cost. 
+Each side is given some amount of gold to begin with, and receives 2
+gold pieces per turn, plus 1 more gold piece for every village that side
+controls.
+
+Each unit also has a upkeep cost. The upkeep cost is generally equal to
+the level of the unit (but see the 'Loyal' trait below). Units that are
+not recalled or recruited - i.e. that lead the side or join the side
+voluntarily - do not have a upkeep cost associated with them. Upkeep is
+only paid if the total upkeep of a side's units is greater than the
+number of villages that side controls. Upkeep paid is the difference
+between the number of villages and the upkeep cost.
 
 So, the formula for determining the income per turn is,
 
   2 + villages - maximum(0,upkeep - villages)
 
-where upkeep is equal to the sum of the levels of all units that have been 
recalled and recruited.
+where upkeep is equal to the sum of the levels of all units that have
+been recalled and recruited.
 
 
 RECRUITING AND RECALLING
 
-Units may be recruited with gold, as long as the leader is on a keep, and 
there is at least one vacant castle hex in the castle the leader is in. 
Right-click and select Recruit to recruit new troops. After you complete a 
scenario, all surviving will be available to you next scenario. Right-click and 
select Recall to re-recruit units from previous scenarios. Recalling costs 20 
pieces of gold. You can first highlight free castle tile and then proceed with 
recruit, this way you can choose the tile for recruited unit to appear. This 
works for recruiting and recalling.
+Units may be recruited with gold, as long as the leader is on a keep,
+and there is at least one vacant castle hex in the castle the leader is
+in. Right-click and select Recruit to recruit new troops. After you
+complete a scenario, all surviving will be available to you next
+scenario. Right-click and select Recall to re-recruit units from
+previous scenarios. Recalling costs 20 pieces of gold. You can first
+highlight free castle tile and then proceed with recruit, this way you
+can choose the tile for recruited unit to appear. This works for
+recruiting and recalling.
 
 You are not able to move a unit on the turn you recruit or recall that unit.
 
@@ -78,36 +104,64 @@
 
 TRAITS
 
-Units have traits which reflect aspects of their character. Traits are 
assigned randomly to units when they are created. Each unit receives two 
traits. The possible traits are as follows:
-
-  Loyal:         The unit never has a upkeep cost above 1.
-  Strong:        The unit does extra damage in close combat, and has a few 
more hitpoints.
-  Quick:         The unit has one extra movement point, but a few less 
hitpoints.
-  Resilient:     The unit has more hitpoints.
-  Intelligent:   The unit requires less experience to advance a level.
+Units have traits which reflect aspects of their character. Traits are
+assigned randomly to units when they are created. Each unit receives two
+traits. The possible traits are as follows:
+
+  Loyal:         has zero upkeep cost
+  Strong:        does extra damage in close combat, and has a few more 
hitpoints
+  Quick:         has one extra movement point, but a few less hitpoints
+  Resilient:     has more hitpoints
+  Intelligent:   requires less experience to advance a level
 
 
 MOVING
 
-When a unit is clicked on, all the places it can move to on the current turn 
become lit up, while everywhere it can't move is greyed. You can then click on 
the hex you want it to move to. Moving onto a village that is neutral or owned 
by an enemy will take ownership of it. If you select destination which beyond 
reach in the current turn, the unit will enter 'goto-mode' and continue moving 
towards destination in subsequent turns. You can easily undo goto movements in 
the beginning of your turn; goto can be broken by selecting unit and choosing 
new destination.
+When a unit is clicked on, all the places it can move to on the current
+turn become lit up, while everywhere it can't move is greyed. You can
+then click on the hex you want it to move to. Moving onto a village that
+is neutral or owned by an enemy will take ownership of it. If you select
+destination which beyond reach in the current turn, the unit will enter
+'goto-mode' and continue moving towards destination in subsequent turns.
+You can easily undo goto movements in the beginning of your turn; goto
+can be broken by selecting unit and choosing new destination.
 
-You may not move through hexes adjacent to enemy units (their Zone of Control) 
without stopping. 
+You may not move through hexes adjacent to enemy units (their Zone of
+Control) without stopping.
 
 
 FIGHTING
 
-If you move next to an enemy unit, you may attack them. Click on your unit 
that is next to an enemy unit, and click on the enemy you want to attack. Every 
unit has one or more weapons they can attack with. Some weapons, such as 
swords, are melee weapons, and some weapons, such as bows, are ranged weapons.
-
-If you attack with a melee weapon, the enemy you attack will be able to strike 
back at you with its melee weapon. If you attack with a ranged weapon, the 
enemy will be able to attack back with its ranged weapon, if it has one.
-
-Different types of attacks do different amounts of damage, and a certain 
number of strikes may be made with each weapon. For instance, an Elvish Fighter 
does 5 points of damage with his sword every time it hits, and he can strike 4 
blows with it in one exchange. This is generally written as 5-4.
-
-Every unit has a chance of being hit based on the terrain they are on. F ex, 
units in castles and villages have a lower chance of being hit, Elves in forest 
have a low chance of being hit, etc. To see a unit's defense rating (i.e. 
chance not to be hit) in terrain, click on the unit, and then mouse over the 
terrain you're interested in, and the defense rating will be displayed as a % 
in the top right corner. 
+If you move next to an enemy unit, you may attack them. Click on your
+unit that is next to an enemy unit, and click on the enemy you want to
+attack. Every unit has one or more weapons they can attack with. Some
+weapons, such as swords, are melee weapons, and some weapons, such as
+bows, are ranged weapons.
+
+If you attack with a melee weapon, the enemy you attack will be able to
+strike back at you with its melee weapon. If you attack with a ranged
+weapon, the enemy will be able to attack back with its ranged weapon, if
+it has one.
+
+Different types of attacks do different amounts of damage, and a certain
+number of strikes may be made with each weapon. For instance, an Elvish
+Fighter does 5 points of damage with his sword every time it hits, and
+he can strike 4 blows with it in one exchange. This is generally written
+as 5-4.
+
+Every unit has a chance of being hit based on the terrain they are on. F
+ex, units in castles and villages have a lower chance of being hit,
+Elves in forest have a low chance of being hit, etc. To see a unit's
+defense rating (i.e. chance not to be hit) in terrain, click on the
+unit, and then mouse over the terrain you're interested in, and the
+defense rating will be displayed as a % in the top right corner.
 
 
 ALIGNMENT
 
-Every unit has an alignment: lawful, neutral, or chaotic. Their alignment 
affects how they perform at different times of day. The following table 
illustrates the different times of the day:
+Every unit has an alignment: lawful, neutral, or chaotic. Their
+alignment affects how they perform at different times of day. The
+following table illustrates the different times of the day:
 
 | turn |  day-phase |
 ---------------------
@@ -118,33 +172,62 @@
 |  5   |    night   |
 |  6   |    night   |
 
-Units that are Lawful deal 25% more damage at day, and 25% less damage at 
night. Units that are Chaotic deal 25% more damage at night, and 25% less 
damage at day. Neutral units have their fighting unaffected by the day/night 
cycle. Note also that in-game, the two "day" and "night" phases are 
differentiated as Morning, Afternoon and First Watch, Second Watch, by the 
positions of the sun and moon in the graphic. 
+Units that are Lawful deal 25% more damage at day, and 25% less damage
+at night. Units that are Chaotic deal 25% more damage at night, and 25%
+less damage at day. Neutral units have their fighting unaffected by the
+day/night cycle. Note also that in-game, the two "day" and "night"
+phases are differentiated as Morning, Afternoon and First Watch, Second
+Watch, by the positions of the sun and moon in the graphic.
 
 
 HEALING
 
-Injured units in villages will recover 8 hitpoints every turn. Injured units 
that are adjacent to units with the 'heal' or 'cure' abilities will also heal. 
A unit that does not move or fight during a turn is 'resting' and will recover 
2 hitpoints. Hitpoints recovered through 'resting' is added on top of hitpoints 
recovered through healing or regenerating.
-
-A unit with the 'heals' ability may heal up to 8 hitpoints total per turn. A 
unit with the 'cures' ability may heal up to 18 hitpoints total per turn. 
-
-Units next to unit(s) with the 'heals' ability will recover a maximum of 4 
hitpoints per turn; units next to unit(s) with the 'cures' ability will recover 
a maximum of 8 hitpoints per turn. However, the more units around a unit that 
can heal, the less each one will be healed. 
+Injured units in villages will recover 8 hitpoints every turn. Injured
+units that are adjacent to units with the 'heal' or 'cure' abilities
+will also heal. A unit that does not move or fight during a turn is
+'resting' and will recover 2 hitpoints. Hitpoints recovered through
+'resting' is added on top of hitpoints recovered through healing or
+regenerating.
+
+A unit with the 'heals' ability may heal up to 8 hitpoints total per
+turn. A unit with the 'cures' ability may heal up to 18 hitpoints total
+per turn.
+
+Units next to unit(s) with the 'heals' ability will recover a maximum of
+4 hitpoints per turn; units next to unit(s) with the 'cures' ability
+will recover a maximum of 8 hitpoints per turn. However, the more units
+around a unit that can heal, the less each one will be healed.
 
 An example of 'heals' with multiple adjacent units: 
 
   Two units next to a 'healer' will receive 4 hitpoints each.
 
-  Three units next to a 'healer' will not receive 4 hitpoints each; instead, 
two will receive 3 hitpoints each and one will receive 2 hitpoints.
-
-A unit may be healed a maximum of 8 hitpoints per turn, with a possible 2 
hitpoints extra if resting. Therefore trolls, which have the regenerate 
ability, will only recover 8 hitpoints when residing in a village, not 16. Nor 
will a unit inside a village get extra healing from adjacent healers. 
-
-'Heals' prevents poison from causing damage while 'cures' removes poison. When 
poison is cured or prevented the unit does not gain or lose hitpoints on that 
turn due to healing/poisoning. 
+  Three units next to a 'healer' will not receive 4 hitpoints each;
+  instead, two will receive 3 hitpoints each and one will receive 2
+  hitpoints.
+
+A unit may be healed a maximum of 8 hitpoints per turn, with a possible
+2 hitpoints extra if resting. Therefore trolls, which have the
+regenerate ability, will only recover 8 hitpoints when residing in a
+village, not 16. Nor will a unit inside a village get extra healing from
+adjacent healers.
+
+'Heals' prevents poison from causing damage while 'cures' removes
+poison. When poison is cured or prevented the unit does not gain or lose
+hitpoints on that turn due to healing/poisoning.
 
 For more information see the in-game help. 
 
 
 EXPERIENCE
 
-Units are awarded experience for fighting. After obtaining enough experience, 
they will advance a level and become more powerful. The amount of experience 
gained depends on the level of the enemy unit and the outcome of the battle: if 
a unit kills its opponent, it receives 8 experience points per level of the 
enemy (4 if the enemy is level 0), while units that survive a battle without 
killing their opponents are awarded 1 experience point per level of the enemy. 
In other words: 
+Units are awarded experience for fighting. After obtaining enough
+experience, they will advance a level and become more powerful. The
+amount of experience gained depends on the level of the enemy unit and
+the outcome of the battle: if a unit kills its opponent, it receives 8
+experience points per level of the enemy (4 if the enemy is level 0),
+while units that survive a battle without killing their opponents are
+awarded 1 experience point per level of the enemy. In other words:
 
 | enemy level | kill bonus | fighting bonus |
 ---------------------------------------------
@@ -159,7 +242,9 @@
 
 MULTIPLAYER
 
-You can host multiplayer game with your client or connect to wesnoth game 
server and setup your game there. If you host game with your client other 
players need to be able to connect your port 15000 (TCP).
+You can host multiplayer game with your client or connect to wesnoth
+game server and setup your game there. If you host game with your client
+other players need to be able to connect your port 15000 (TCP).
 
 Public servers:
 
@@ -170,10 +255,19 @@
 
 Setting up multiplayer game
 
-  Step 1: select multiplayer from main screen and choose to either: a) join 
official server and create game,  b) join any other server or game hosted by 
another player, c) select to host game on your client, d) create a multiplayer 
game on your own computer as a hotseat game or e) to play against the computer.
-
-  Step 2: select map and configure game settings (fog of war, shroud, gold per 
village)
-
-  Step 3: configure players (teams/alliances, starting gold, faction) and then 
wait for all players set to 'network player' to join the game, you will see 
"network player" replaced with their nicknames as they join.
+  Step 1: select multiplayer from main screen and choose to either:
+    a) join official server and create game,
+    b) join any other server or game hosted by another player,
+    c) select to host game on your client,
+    d) create a multiplayer game on your own computer as a hotseat game or
+    e) to play against the computer.
+
+  Step 2: select map and configure game settings (fog of war, shroud,
+  gold per village)
+
+  Step 3: configure players (teams/alliances, starting gold, faction)
+  and then wait for all players set to 'network player' to join the
+  game, you will see "network player" replaced with their nicknames as
+  they join.
 
   Step 4: click [I'm Ready].




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