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Index: WesnothManual
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RCS file: /home/wesnoth/cvsroot/wikiroot/WesnothManual,v
retrieving revision 1.93
diff -u -r1.93 WesnothManual
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-||The Battle For Wesnoth Manual||
-
-//This document is kept in synch with 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.
-
-
-||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
- 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
- N              Cycle through units that have movement left, in reverse order
- space          End unit turn and cycle to next unit that has movement left
- 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
- 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 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, or
-* 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,
-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 - 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
-
-  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||
-
-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||
-
-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:
-
- 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||
-
-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 a 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 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.
-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 status pane, as well as shown over the terrain hex.
-
-
-||Alignment||
-
-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:
-
- | turn |  day-phase             |  lawful |  chaotic |
- ------------------------------------------------------
- |  1   |  dawn                  |    -    |    -     |
- |  2   |  day (Morning)         |   +25%  |   -25%   |
- |  3   |  day (Afternoon)       |   +25%  |   -25%   |
- |  4   |  dusk                  |    -    |    -     |
- |  5   |  night (First Watch)   |   -25%  |   +25%   |
- |  6   |  night (Second Watch)  |   -25%  |   +25%   |
-
-For example:
-consider a fight between a Lawful and a Chaotic unit when both
-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
-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.  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 on a public server or 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 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 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) 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].
+http://koti.mbnet.fi/winuus/vote.php?act=vote&id=4190 - Manual
+http://koti.mbnet.fi/levelup - Tips and hints




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