On Wed, Apr 13, 2005 at 01:52:32PM -0400, James Barton wrote: > Anyway, as I a sizeable chunk of the bare bones help system we > currently have in place, I thought I'd offer a bare bones > implementation of terrain help which I have lying around.
I like these. In a reversal of my role as en_GB maintainer, here are some minor edits, mostly to keep the text consistent with the current en_US usage elsewhere: > [i]Shallow Water[/i] > Several feet deep, shallow water is shallow enough for most land units > to ford, but deep enough to severely hinder movement and defence. Of > course, it has little impact on flying units, save for the spirits of > the dead, who are loathe to cross running water. defence -> defense > [i]Swamp[/i] > A morass of sodden soil and bog, cattails and quicksand, swamps are > treacherous terrain for the majority of units, both hard to move > through and difficult to defend. Certain aquatic units, however, find > them very favourable terrain. favourable -> favorable > [i]Bridge[/i] > Spanning across bodies of water, bridges offer both faster movement and > better defence for land units than attempting to ford, making them key > strategical points on many maps. Keep in mind that aquatic units can > swim underneath bridges. defence -> defense strategical -> strategic (for consistency with Village) > [i]Sand[/i] > Patches of dune and drifting sand, most units find sandy terrain more > difficult to cover than firm ground, and have poorer defence as well. defence -> defense > [i]Road[/i] > While stone roads tend to follow the easiest route from place to place, > making them perfect for travellers, they offer little benefit in > warfare. Units move across roads no faster than across other open > terrain, and gain no defensive benefit. travellers -> travelers > [i]Dirt[/i] > Whether trampled into dust by constant use or laid bare by blight, Dirt > offers no real differences to Grassland when it comes to movement or > defence. defence -> defense > [i]Grassland[/i] > The most common type of open terrain, Grassland is easy for all units > to move across, though it does not offer much by way of defence. defence -> defense > [i]Village[/i] > Offering both healing to units occupying them and gold to their > controller, villages are important strategic points on many maps. In > addition to this, villages offer improved defence for most foot units, > making them easier to hold than most terrain. defence -> defense > [i]Snow Village[/i] > Offering shelter from the cold and snow around them, snow villages > offer the usual healing and gold benefits, along with considerably > improved defence when compared to the surrounding terrain. defence -> defense > [i]Hills[/i] > While more difficult for many units to travel, hills offer better > defence than open ground, and can be tactically important. They are > also favoured terrain for Orcs and Dwarves, who move considerably > faster in them than other races. defence -> defense favoured -> favored > [i]Mountains[/i] > Steep and rugged terrain, mountains offer superb defence, but at the > cost of great movement difficulty - most cavalry and heavy infantry > cannot move in them at all! The primary exception to this is dwarves, > who are at home in the mountains and are not slowed by them at all. defence -> defense > [i]Forest[/i] > Offering slightly better defence than grassland at the cost of greater > movement difficulty, forest can be useful for most units, though > cavalry have difficulty moving and defending in the close-packed trees. > Elves, on the other hand, are true masters of the forest, both moving > with ease and gaining exceptional defensive bonuses there. defence -> defense > [i]Cave Floor[/i] > Alternately smooth and rugged, with various dips and rises, stalagmites > and other interesting features, caves can be pretty places, but are > also pretty awful places to fight for the majority of surface-dwellers. > While Dwarves and Orcs are entirely at home in caves, Elves in > particular suffer in enclosed spaces. > > Being underground, cave maps tend to be shrouded, and are almost > inevitably perpetual night. Um, "maps...are...perpetual night", something missing here, eg. "shrouded in" or "blanketed by"? > [i]Dwarf Village[/i] > Rising from floor to ceiling in most caverns, dwarf villages offer the > usual healing and gold benefits, along with better defence for most > surface dwellers. defence -> defense > [i]Castle[/i] > Stone fortifications, usually old, castles provide good defence for the > vast majority of units, along with easy movement - assuming someone > else isn't already occupying one, of course. > > Leaders may recruit units onto surrounding castle squares if they > control the keep. defence -> defense squares -> hexes > [i]Encampment[/i] > Hasty fortifications thrown up by armies on the move, encampments offer > similar defence to castles, with the same ease of movement. > > Leaders may recruit units onto surrounding encampment squares if they > control the keep (tent). defence -> defense squares -> hexes > [i]Cave Fort[/i] > Elaborate fortifications constructed to control entrance to cave > systems and fortify key points, cave forts offer all the defensive > benefits of surface castles. > > Leaders may recruit units onto surrounding fort squares if they control > the keep (throne). squares -> hexes > [i]Keep[/i] > The central point of any fortification, keeps vary in design and shape, > but their purpose is always the same; allowing the leader of an army to > command units in safety. > > Leaders on a keep may recruit units onto surrounding encampment, fort > or castle squares. point -> points squares -> hexes -- [EMAIL PROTECTED]
