UserAgent: Mozilla/5.0 (Windows; U; Windows NT 5.1; fi-FI; rv:1.7.8) Gecko/20050511 Firefox/1.0.4 IP: 194.251.240.113 URI: http://wesnoth.slack.it/?WesnothManual - - - - - Index: WesnothManual =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/WesnothManual,v retrieving revision 1.93 diff -u -r1.93 WesnothManual --- WesnothManual 9 Jun 2005 11:14:24 -0000 1.93 +++ WesnothManual 10 Jun 2005 11:09:14 -0000 @@ -1,319 +1,2 @@ -||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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