more and better images for terrain help.

This commit is contained in:
J.W. Bjerk 2010-08-13 14:37:02 +00:00
parent 7039dbb924
commit 0c26a8ce4f

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@ -494,7 +494,9 @@ Most units have defense of 30 to 40% on grassland." + "
title= _ "Road"
text= "<img>src=terrain/flat/road.png align=left box=no</img> <img>src=terrain/flat/dirt.png align=middle box=no</img> <img>src=terrain/flat/stone-path.png align=right box=no</img>
" + _ "Roads are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, Roads behave as <ref>dst='terrain_flat' text='Flat'</ref> terrain."
" + _ "Roads are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, Roads behave as <ref>dst='terrain_flat' text='Flat'</ref> terrain.
" + "<img>src=terrain/flat/dirt-dark3.png align=left box=no</img> <img>src=terrain/flat/road-clean.png align=middle box=no</img> <img>src=terrain/flat/desert-road2.png align=right box=no</img>"
[/topic]
#wmllint: markcheck on
@ -517,11 +519,13 @@ Most units have 50% defense in forests, but cavalry are limited to 30%. Elves, o
[topic]
id=terrain_hills
title= _ "Hills"
text= "<img>src=terrain/hills/regular.png align=left box=no</img> <img>src=terrain/hills/snow.png align=middle box=no</img> <img>src=terrain/hills/desert.png align=right box=no</img>
text= "<img>src=terrain/hills/regular.png align=left box=no</img> <img>src=terrain/hills/desert.png align=right box=no</img>
" + _ "Hills represent any reasonably rough terrain, with enough dips and rises in the ground to provide some cover. Hills are difficult for most troops to navigate. Dwarves, Trolls, and Orcs have enough familiarity with the terrain that they can pass through it without being slowed down. Cavalry have enough trouble navigating the terrain that any defensive aid lent by cover is negated.
Most units have about 50% defense in hills, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in hills."
Most units have about 50% defense in hills, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in hills.
" + "<img>src=terrain/hills/dry3.png align=left box=no</img> <img>src=terrain/hills/snow.png align=right box=no</img>"
[/topic]
#wmllint: markcheck on
@ -553,7 +557,7 @@ Most units make do with 30% defense in swamps. Mermen, Naga, and Saurians all ge
[topic]
id=terrain_shallow_water
title= _ "Shallow Water"
text= "<img>src=terrain/water/coast.png align=middle box=no</img>
text= "<img>src=terrain/water/coast.png align=left box=no</img> <img>src=terrain/water/coast-tropical-A01.png align=right box=no</img>
" + _ "Shallow water represents any body of water deep enough to come up to roughly a mans waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement.
@ -627,7 +631,7 @@ Most units receive 20 to 40% defense in Sand."
[topic]
id=terrain_cave
title= _ "Cave"
text= "<img>src=terrain/cave/floor3.png align=middle box=no</img>
text= "<img>src=terrain/cave/floor3.png align=left box=no</img> <img>src=terrain/cave/earthy-floor6.png align=right box=no</img>
" + _ "Cave terrain represents any underground cavern with enough room for a unit to pass. Most units are wholly unfamiliar with the terrain, and thus are both slowed down and hindered in defense. Dwarves and Trolls, who make their homes in caves, both have a relatively easy time navigating this terrain, especially dwarves, who by dint of their small size can navigate many obstacles that other races cannot. Occasionally caves are <ref>dst='terrain_illuminated_cave' text='Illuminated'</ref>.
@ -701,7 +705,7 @@ Merfolk and Nagas have 60% defense in submerged villages, whereas land based uni
[topic]
id=terrain_unwalkable
title= _ "Unwalkable" # wmllint: no spellcheck
text= "<img>src=terrain/chasm/regular-tile.png align=left box=no</img> <img>src=terrain/chasm/earthy-tile.png align=right box=no</img>
text= "<img>src=terrain/chasm/regular-tile.png align=left box=no</img> <img>src=terrain/chasm/abyss-tile.png align=middle box=no</img> <img>src=terrain/chasm/earthy-tile.png align=right box=no</img>
" + _ "Unwalkable terrain covers any chasm or gorge which, as the name implies, cannot be crossed simply by walking. Chasms are noted for sheer walls which would take days to traverse. As far as gameplay is concerned, only units capable of flying can cross this terrain."
[/topic]
@ -711,7 +715,7 @@ Merfolk and Nagas have 60% defense in submerged villages, whereas land based uni
[topic]
id=terrain_lava
title= _ "Lava"
text= "<img>src=terrain/unwalkable/lava.png align=left box=no</img> <img>src=terrain/unwalkable/lava-chasm-tile.png align=right box=no</img>
text= "<img>src=terrain/unwalkable/lava.png align=left box=no</img> <img>src=terrain/mountains-volcano-tile.png align=right box=no</img> <img>src=terrain/unwalkable/lava-chasm-tile.png align=right box=no</img>
" + _ "The dangers inherent in trying to walk on lava are fairly obvious. As far as movement is concerned, lava is equivalent to <ref>dst='terrain_unwalkable' text='Unwalkable'</ref> terrain, and can only be crossed by those units capable of flying a considerable distance above it. The molten magma also produces a substantial glow, illuminating the area immediately above it. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units."
[/topic]
@ -731,7 +735,7 @@ Merfolk and Nagas have 60% defense in submerged villages, whereas land based uni
[topic]
id=terrain_reef
title= _ "Coastal Reef"
text= "<img>src=terrain/water/reef.png align=middle box=no</img>
text= "<img>src=terrain/water/reef-tile.png align=middle box=no</img>
" + _ "Coastal reefs are shallows formed by stone, coral and sand. This provides most land units with a more steady footing and defensive positions than wading in shallow water normally would and also grants most water-dwelling races an exceptionally high defense.