fix bug in help.cfg wherein list of terrains wasn't generated

This commit is contained in:
Chris Beck 2014-07-16 02:38:15 -04:00
parent 42c58da859
commit 11b75f055d

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@ -494,8 +494,12 @@ Thick-bodied and clumsy, slow individuals of goblins and other species take a mo
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." + _"
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."
generator="contents:terrains"
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.
<header>text='Basic Terrain Types'</header>
"
generator="contents:generated"
[/topic]
#wmllint: markcheck off