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[Wesnoth-wiki-changes] WesnothManual
From: |
wiki |
Subject: |
[Wesnoth-wiki-changes] WesnothManual |
Date: |
Wed, 1 Dec 2004 13:35 +0100 |
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IP: 168.209.98.67
URI: http://wesnoth.slack.it/?WesnothManual
- - - - -
Index: WesnothManual
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/WesnothManual,v
retrieving revision 1.46
diff -u -r1.46 WesnothManual
--- WesnothManual 24 Nov 2004 00:39:39 -0000 1.46
+++ WesnothManual 1 Dec 2004 12:35:20 -0000
@@ -2,6 +2,7 @@
If you are new to //Battle for Wesnoth// you might want to read the
GettingStarted guide first.
+
|| Controls ||
F1: The Battle for Wesnoth Help
@@ -31,110 +32,127 @@
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. The
color of the orb will be:
+|| Orbs ||
-* 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 this unit, but it has already used all its movement this
turn.
+On the top of the energy bar shown next to each of your units is an orb.
+The color of the orb will be:
+* green if you control the unit and it hasn't yet 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 this unit, but it has already used all its movement this
turn, and
* blue if the unit is an ally you do not control.
-Enemy units have no orb on the top of their energy bar. (In older versions <
0.5.2 there was a black orb on the top of
-energy bar of enemy units)
+Enemy units have no orb on top of their energy bar.
+(In older versions < 0.5.2 enemy units had black orbs.)
-|| 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.
+|| Description ||
-|| Gold ||
+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.
-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 a 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
-as part of the scenario - do not have a upkeep cost associated with them.
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.
+|| Gold ||
-So, the formula for determining the income per turn is,
+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 a 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 as part of the scenario - do not have
+an upkeep cost associated with them.
+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 units that
+have been recalled and recruited.
-where upkeep is equal to the sum of the levels of all units that have been
recalled and recruited.
|| 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 and select Recruit to recruit new
troops.
-After you complete a scenario, all surviving will be available to you next
scenario. Right-click and select Recall to
+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 and select Recruit to recruit new troops.
+After you complete a scenario, all surviving will be available to you
+in the following scenario. Right-click and select Recall to
re-recruit units from previous scenarios. Recalling costs 20 pieces of gold.
-You can first highlight free castle tile and then proceed with recruit, this
way you can choose the tile for
-recruited
+You can first highlight a free castle tile and then proceed with recruit,
+this way you can choose the tile for recruited
unit to appear. This works for both recruiting and recalling.
You are not able to move 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.
+Units have traits which reflect aspects of their character.
+Traits are assigned randomly to units when they are created.
Each unit receives two traits. The possible traits are as follows:
+ Loyal: never has an upkeep cost more than 1
+ Strong: does extra melee damage, and has a few more hitpoints
+ Quick: has one extra movement point, but fewer hitpoints
+ Resilient: has more hitpoints
+ Intelligent: requires less experience to advance a level
- Loyal: The unit never has a upkeep cost above 1.
- Strong: The unit does extra damage in close combat, and has a few
- more hitpoints.
- Quick: The unit has one extra movement point, but a few less
- hitpoints.
- Resilient: The unit has more hitpoints.
- Intelligent: The unit requires 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 greyed. 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 out
of reach in the current turn, the unit will
-enter
-'goto-mode' and continue moving towards the destination in subsequent turns.
You can easily undo goto movements at the
-beginning of your turn; goto can also be broken by selecting the unit and
choosing a new destination.
+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 greyed.
+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 out of reach in the current turn,
+the unit will enter 'goto-mode' and continue moving towards the destination
+in subsequent turns.
+You can easily undo goto movements at the beginning of your turn;
+goto can also be broken by selecting the unit and choosing a new destination.
+
+You may not move through hexes adjacent to enemy units (their Zone of Control)
+without stopping.
-You may not move through hexes adjacent to enemy units (their Zone of Control)
without stopping.
|| Fighting ||
-If you move next to an enemy unit, you may attack them. 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 they 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 his sword every
time it hits, and he can strike 4 blows
-with it in one exchange. This is written as 5-4.
-
-Every unit has a chance of being hit based on the terrain they are on. 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 % in the top right corner).
+If you move next to an enemy unit, you may attack them. 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 they 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 his sword
+every time it hits, and can strike 4 blows in one exchange.
+This is written as 5-4.
+
+Every unit has a chance of being hit based on the terrain it is on.
+Units in castles and villages have a lower chance of being hit, and
+elves in forest also 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.
+The defense rating will be displayed as a percentage in the top right corner.
-|| Alignment ||
-Every unit has an alignment: lawful, neutral, or chaotic. Their alignment
affects how they perform at different times
-of day. The following table illustrates the different times of the day:
+|| Alignment ||
+Every unit has an alignment: lawful, neutral, or chaotic.
+Their alignment affects how they perform at different times of day.
+The following table illustrates the different times of day:
| turn | day-phase |
---------------------
| 1 | dawn |
@@ -144,54 +162,62 @@
| 5 | night |
| 6 | night |
-Units that are Lawful deal 25% more damage at day, and 25% less damage at
night. Units that are Chaotic deal 25% more
-damage at night, and 25% less damage at day. Neutral units have their fighting
unaffected by the day/night cycle.
-Note also that in-game, the two "day" and "night" phases are differentiated as
Morning, Afternoon and First Watch,
+Units that are Lawful deal 25% more damage during the day,
+and 25% less damage at night. Units that are Chaotic deal 25% more
+damage at night, and 25% less damage during the day.
+Neutral units have their fighting unaffected by the day/night cycle.
+Note also that in-game, 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 graphic.
+
|| Healing ||
-Injured units in villages will recover 8 hitpoints every turn. Injured units
that are adjacent to units with
-the 'heals' or 'cures' 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' is added on top of hitpoints
+Injured units in villages will recover 8 hitpoints every turn.
+Injured units that are adjacent to units with
+the 'heals' or 'cures' 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
+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.
-However, the more units around a unit that can heal, the less each one will be
healed.
+However, 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 4hp each.
- Three units next to a 'healer' will not receive 4hp each; instead, two will
receive 3hp each and one
- will receive 2hp.
+ Three units next to a 'healer' will not receive 4hp each;
+ instead, two will receive 3hp each and one will receive 2hp.
-A unit may be healed a maximum of 8 hitpoints per turn, with a possible 2
hitpoints extra if resting. Therefore
-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.
+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
+'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:
+|| 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 |
@@ -202,37 +228,40 @@
| 5 | 40 | 5 |
| 6 | 48 | 6 |
+
|| Multiplayer ||
-You can host multiplayer game with your client or connect to wesnoth game
server and setup your game there. If you host
-game with your client other players need to be able to connect your port 15000
(TCP).
+You can host a multiplayer game with your client or connect to a wesnoth
+game server and setup your game there. If you host a game with your
+client other players need to be able to connect your port 15000 (TCP).
Public servers:
-
server.wesnoth.org for stable releases of the game
devsrv.wesnoth.org for testing releases of the game
devsrv.wesnoth.org:14999 for CVS versions of the game
+
|| 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 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 1: select multiplayer from main screen and choose either to:
+a) join official server and create game,
+b) join any other server or game hosted by another player,
+c) host a 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].
||Replaying other people's replays||
-
* In Mac OS X
* Press ||ctrl-f|| to switch to windowed mode.
* Open the ||folders||-menu.
@@ -241,10 +270,11 @@
* Linux
* Move the replay file to ||~/.wesnoth/saves/||
* Other Operating Systems
- * I have no idea so if someone figures this out maybe (s)he could enter it
here? thx
+ * If someone figures this out maybe they could enter it here?
Then just select the replay in the ||Load Game|| list.
Select ||Show replay|| if necessary.
+
||See Also||