UserAgent: Mozilla/4.0 (compatible; MSIE 6.0; Windows NT 5.1; SV1) IP: 213.226.250.58 URI: http://wesnoth.slack.it/?WesnothManual - - - - - Index: WesnothManual =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/WesnothManual,v retrieving revision 1.77 diff -u -r1.77 WesnothManual --- WesnothManual 7 Jun 2005 12:26:35 -0000 1.77 +++ WesnothManual 7 Jun 2005 12:27:03 -0000 @@ -1,280 +1 @@ -||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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