fix bug in help.cfg wherein list of terrains wasn't generated
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1 changed files with 6 additions and 2 deletions
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@ -494,8 +494,12 @@ Thick-bodied and clumsy, slow individuals of goblins and other species take a mo
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Terrains come in two types: <italic>text='basic'</italic> terrain types and <italic>text='mixed'</italic> terrain types. Descriptions of the basic terrain types are listed in this section. Mixed terrain types share properties of multiple basic terrain types -- units generally recieve the <italic>text='best defense'</italic> and <italic>text='worst movement'</italic> of the underlying basic types when they move onto a mixed type. You can see what basic types are associated to a mixed type by mousing over its hex and checking the terrain type icons displayed in the upper right, under the default theme." + _"
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Some units have <italic>text='defense caps'</italic> for a particular basic terrain type. In that case, the 'best defense' behavior is overrided -- they can never recieve a higher defense rating than the lowest defense cap value for any mixed terrain type. For example, the loyalist cavalryman has a defense rating of 30% on forests, and a defense cap for forests. Thus, on forested hills, he has a defense rating of 30% rather than 40%, because the mixed rating cannot exceed the cap."
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generator="contents:terrains"
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Some units have <italic>text='defense caps'</italic> for a particular basic terrain type. In that case, the 'best defense' behavior is overrided -- they can never recieve a higher defense rating than the lowest defense cap value for any mixed terrain type. For example, the loyalist cavalryman has a defense rating of 30% on forests, and a defense cap for forests. Thus, on forested hills, he has a defense rating of 30% rather than 40%, because the mixed rating cannot exceed the cap.
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<header>text='Basic Terrain Types'</header>
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"
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generator="contents:generated"
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[/topic]
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#wmllint: markcheck off
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