UserAgent: Mozilla/5.0 (Macintosh; U; PPC Mac OS X Mach-O; en-US; rv:1.7.8) Gecko/20050511 Firefox/1.0.4 IP: 198.54.202.218 URI: http://wesnoth.slack.it/?WesnothManual - - - - - Index: WesnothManual =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/WesnothManual,v retrieving revision 1.91 diff -u -r1.91 WesnothManual --- WesnothManual 9 Jun 2005 10:05:04 -0000 1.91 +++ WesnothManual 9 Jun 2005 11:11:00 -0000 @@ -1,5 +1,7 @@ ||The Battle For Wesnoth Manual|| +This document is a reformatted version of the MANUAL file +distributed with the game -- please do not edit. If you are new to //Battle for Wesnoth// you might want to read the GettingStarted guide first. @@ -12,35 +14,53 @@ 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 zoom to default + ctrl-r Recruit unit + ctrl-shift-r Repeat last recruit + alt-r Recall unit u Undo last move (only deterministic moves can be undone) r Redo move m Message another player (in multiplayer) + M Message your allies (in multiplayer) + alt-m Message everyone in the game (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) + N Cycle through units that have movement left, in reverse order space End unit turn and cycle to next unit that has movement left - l Move to leader unit - ctrl-f Toggle fullscreen/windowed mode - ctrl-r Recruit unit - ctrl-shift-r Repeat last recruit - alt-r Recall unit + alt-e End this player's turn + ctrl-space Hold unit position; skip this unit when cycling through units + ctrl-v Show enemy moves (where the enemy can move next turn) + ctrl-f Toggle full screen/windowed mode 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 + / Search + t Continue interrupted unit move + z Zoom in + x Zoom out + c Reset zoom to default + ctrl-n Rename unit + 1-7 Show how far currently selected unit can move in that many turns + l Move to leader unit + d Describe current unit + ctrl-b Show best enemy moves + ctrl-d View defensive ratings of current unit against attacks + ctrl-g Toggle grid + alt-k Toggle shroud + ctrl-k Update shroud + alt-l Attach a text label to a terrain hex + alt-s Show status table + ctrl-t Show terrain table + ctrl-m Toggle muting of game sounds + : Command mode, see http://wesnoth.slack.it/?CommandMode + ||Orbs|| -On the top of the energy bar shown next to each of your units is an orb. +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 the unit, but it has used all its movement this turn, +* red if you control the unit, but it has used all its movement this turn, or * blue if the unit is an ally you do not control. Enemy units have no orb on the top of their energy bar. @@ -60,16 +80,16 @@ 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). +The upkeep cost is generally equal to the level of the unit, +unless the unit has the 'Loyal' trait (see below). Units that are not recalled or recruited - i.e. that lead the side -or join the side voluntarily - are usually Loyal. +or join the side voluntarily - usually have the Loyal trait. 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, +So, the formula for determining the income per turn is 2 + villages - maximum(0,upkeep - villages) @@ -78,26 +98,20 @@ ||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. +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 in the empty hex and select Recruit to recruit new +units from the list that is presented. The cost to Recruit depends on +the unit, but is usually between 10 and 20 gold. + +After you complete a scenario, all surviving units will be available to +you in the next scenario. Right-click and select Recall to recall units +from previous scenarios. Recalling costs 20 pieces of gold. A Recalled +unit retains its previous Level, Experience Points, and +(sometimes) any magic items acquired, but will arrive with full hitpoints. + +You are not able to move or attack with a unit on the turn you recruit +or recall that unit. ||Unit Specialties|| @@ -109,13 +123,18 @@ 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: +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 + 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 (not Trolls) + +There are also some traits that are not assigned randomly: + + Loyal has zero upkeep cost + Dextrous does 1 extra damage per strike in ranged combat (Elves only) + Undead immune to poison (Undead only) ||Moving|| @@ -129,7 +148,7 @@ 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. +goto can be broken by selecting unit and choosing a new destination. You may not move through hexes adjacent to enemy units (their Zone of Control) without stopping. @@ -153,44 +172,50 @@ 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. +its sword every time it hits, and can strike 4 blows with the sword +in one exchange. This is generally written as 5-4, +meaning 5 damage per hit, and 4 strikes. 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. +For instance, units in castles and villages have a lower chance of +being hit, and Elves in forest have a low chance of being hit. 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. +percentage value in the status pane, as well as shown over the terrain hex. ||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: +Every unit has an alignment: lawful, neutral, or chaotic. Alignment +affects how units perform at different times of day. Neutral units are +unaffected by the time of day. Lawful units do more damage during the +day and less at night. Chaotic units do more damage at night and less +during the day. + +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 time of day graphic. + +The following table shows the effects of different times of the +day on the damage dealt by lawful and chaotic units: <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>1</td><td>dawn</td><td>-</td><td>-</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>4</td><td>dusk</td></td><td>-</td><td>-</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 +have a base damage of 12. At dawn and dusk, both will do 12 points +of damage if they hit. During Morning or Afternoon, the +Lawful unit will do (12 * 1.25) or 15 points, while the Chaotic unit +will do (12 * 0.75) or 9 points. During First or Second Watch, 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 @@ -262,11 +287,14 @@ 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. +If you host a game with your client, other players need to +be able to connect to your port 15000 using TCP. If you are +behind a firewall, you will probably need to change your +firewall settings to allow incoming connections to port 15000, +and tell your firewall to forward such traffic to the machine +hosting the game. You should not need to make firewall changes to join games -hosted by someone else. +hosted on a public server or by someone else. Public Official servers: server.wesnoth.org most recent release of the game @@ -275,17 +303,17 @@ Additional servers are listed at http://wesnoth.slack.it/?MultiplayerServers -Setting up multiplayer game +Setting up a 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, + * 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. + * d) create a multiplayer game on your own computer as a hotseat game, or + * e) play against the computer. * Step 2: select map and configure game settings -(fog of war, shroud, gold per village) +(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. +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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