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Index: WesnothManual
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RCS file: /home/wesnoth/cvsroot/wikiroot/WesnothManual,v
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-||The Battle For Wesnoth Manual||
 
-If you are new to //Battle for Wesnoth// you might want
-to read the GettingStarted guide first.
-
-
-||Controls||
-
- F1            The Battle for Wesnoth Help
- Arrow keys     Scroll
- Left click     Select unit, move unit
- Right click    Main menu, cancel action
- Middle click   Center on pointer location
- Escape         Exit game, exit menu, cancel message
- z              Zoom in
- x              Zoom out
- c              Reset
- alt-r          Recall unit
- ctrl-a         Toggle accelerated game mode
- d              Describe current unit
- ctrl-d         View defensive ratings of current unit against attacks
- ctrl-s         Save game
- ctrl-l         Load game
-
-       
-||Orbs||
-
-On the top of the energy bar shown next to each of your units 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 the unit, but it has 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.
-
-
-||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.
-
-
-||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 an 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 - are usually Loyal.
-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 your non-loyal units.
-
-
-||Recruiting and Recalling||
-
-You'll need more troops than just your leader to win the battle.  There
-are two ways to summon help: recruiting and recalling.  Both actions
-require that your leader be in the keep hex and that there be at least
-one empty hex in that castle.  Right-click in the empty hex and select
-"recruit" or "recall."  A dialog box will pop up showing you what
-units you can select from.
-
-Recruiting summons a brand new unit.
-Recalling takes place during a Campaign and
-allows you to summon back a unit you Recruited in a previous scenario.
-A Recalled unit retains its previous Level, Experience Points, and
-(sometimes) any magic items acquired.
-
-Recalling always costs 20 gold pieces.  The cost to Recruit depends
-on the unit, but Level 1 units cost between 10 and 20 gold.
-
-You are not able to move or attack with
-a unit on the turn it is summoned.
-However, your leader can move before and/or after summoning,
-and can attack afterward.
-
-
-||Unit Specialties||
-
-Unit specialties are described under Unit Description in-game.
-
-
-||Traits||
-
-Units have traits which reflect aspects of their character.
-Traits are assigned randomly to units when they are created.
-Most units receive two traits. The possible traits are as follows:
-
-  Loyal         has zero upkeep cost
-  Strong        does 1 extra damage per strike in melee, and has 2 extra 
hitpoints
-  Quick         has one extra movement point, but 10% fewer hitpoints
-  Resilient     has 7 more hitpoints
-  Intelligent   requires 20% 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 marked in grey.
-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 a destination which is beyond reach in the current turn,
-the unit will enter 'goto-mode' and continue moving towards
-that 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.
-However, level 0 units have no Zone of Control.
-
-
-||Fighting||
-
-If you move next to an enemy unit, you may attack it.
-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 it 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
-its sword every time it hits, and can strike 4 blows
-in one exchange. This is generally written as 5-4.
-
-Every unit has a chance of being hit based on the terrain it is in.
-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
-percentage value in the top right corner.
-
-
-||Alignment||
-
-Every unit has an alignment: Lawful, Neutral, or Chaotic.
-"Neutral" units always do the same amount of damage throughout the day,
-while Lawful units do best in daylight and Chaotic units best at night.
-You can determine the time of day by looking at the sun or moon
-graphic in the upper left side of the screen.
-The following table illustrates the different times of the day:
-
-<table border=1>
-<tr><td>turn</td><td>day-phase</td><td>Lawful</td><td>Chaotic</td></tr>
-<tr><td>1</td><td>dawn</td><td>0</td><td>0</td></tr>
-<tr><td>2</td><td>day (Morning)</td><td>+25%</td><td>-25%</td></tr>
-<tr><td>3</td><td>day (Afternoon)</td><td>+25%</td><td>-25%</td></tr>
-<tr><td>4</td><td>dusk</td></td><td>0</td><td>0</td></tr>
-<tr><td>5</td><td>night (First Watch)</td><td>-25%</td><td>+25%</td></tr>
-<tr><td>6</td><td>night (Second Watch)</td><td>-25%</td><td>+25%</td></tr>
-</table>
-
-For example:
-consider a fight between a Lawful and a Chaotic unit when both
-have a base damage of 12.  At dawn, both will do 12 points of damage
-if they hit.
-During the two day turns, the
-Lawful unit will do (12 * 125%) or 15 points, while the Chaotic unit
-will do (12 * 75%) or 9 points.  During the two night turns, the
-Lawful unit would do 9 points compared to the Chaotic unit's 15.
-
-If an equivalent Neutral unit were fighting, it would always do 12 points
-of damage regardless of the hour.
-
-
-||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' are 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.
-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.
-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:
-
- | enemy level | kill bonus | fighting bonus |
- ---------------------------------------------
- | 0           | 4          | 0              |
- | 1           | 8          | 1              |
- | 2           | 16         | 2              |
- | 3           | 24         | 3              |
- | 4           | 32         | 4              |
- | 5           | 40         | 5              |
- | 6           | 48         | 6              |
-
-
-||Multiplayer||
-
-You can host multiplayer games with your client or
-connect to the wesnoth game server and setup your game there.
-If you host a game with your client other players need to
-be able to connect to your port 15000 using TCP, so you will
-probably need to change your firewall settings to allow this.
-You should not need to make firewall changes to join games
-hosted by someone else.
-
-Public Official servers:
-  server.wesnoth.org        most recent release of the game
-  devsrv.wesnoth.org        up-to-date CVS version of the game
-
-Additional servers are listed at http://wesnoth.slack.it/?MultiplayerServers
-
-
-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 (  Alternative servers setup by users ) 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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