made some corrections to manual.

Described traits in the manual. Removed some diagnostics in-game.
This commit is contained in:
Dave White 2003-11-21 17:32:11 +00:00
parent 9acc59cd49
commit 19ac46178b
2 changed files with 22 additions and 13 deletions

25
MANUAL
View file

@ -13,18 +13,18 @@ Controls
u: Undo last move (only deterministic moves can be undone)
r: Redo move
n: Cycle through units that have movement left
1-3: Cycle through 1st/2nd/3rd level units
1-7: Show how far currently selected unit can move in that many turns
space: End unit turn and cycle to next unit that has movement left
l: Move to leader unit
ctrl-f: Toggle fullscreen/windowed mode
ctrl-r: Recruit unit
ctrl-shift-r: Repeat last recruit
ctrl-c: Recall unit
ctrl-a: Toggle accelerated game mode
d: Describe current unit
ctrl-d: View defensive ratings of current unit against attacks
ctrl-t: View how the current unit behaves in various terrain
ctrl-s: Save game
ctrl-shift-r: Repeat recruit
Orbs
@ -46,7 +46,15 @@ The game takes place over a series of battles, or scenarios. Each scenario pits
Gold
Each side is given some amount of gold to begin with, and receives 2 gold pieces per turn, plus 2 more gold pieces for every village that side controls. Each side must pay maintenance of 1 gold piece every turn for each unit they have fielded.
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 maintenance cost. The maintenance 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 - do not have a maintenance cost associated with them. Maintenance is only paid if the total maintenance of a side's units is greater than the number of villages that side controls. Maintenance paid is the difference between the number of villages and the maintenance cost.
So, the formula for determining the income per turn is,
2 + villages - maximum(0,maintenance - villages)
where maintenance is equal to the sum of the levels of all units that have been recalled and recruited.
Recruiting and recalling
@ -62,8 +70,17 @@ You are not able to move a unit on the turn you recruit or recall that unit.
Unit specialties
Unit specialties are decribed under Unit Description in main menu.
Unit specialties are decribed 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. Each unit receives two traits. The possible traits are as follows:
Loyal: The unit never has a maintenance 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

View file

@ -491,21 +491,15 @@ int play_multiplayer(display& disp, game_data& units_data, config cfg,
if((**sd)["description"].empty())
(**sd)["description"] = preferences::login();
}
std::cerr << "starting second dialog...\n";
// Wait to players, Configure players
gui::draw_dialog_frame((disp.x()-width)/2, (disp.y()-height)/2,
width, height, disp);
std::cerr << "a\n";
//Buttons
gui::button launch2_game(disp,string_table["launch"]);
launch2_game.set_xy((disp.x()/2)-launch2_game.width()/2,(disp.y()-height)/2+height-29);
std::cerr << "a\n";
//Title and labels
SDL_Rect labelr;
font::draw_text(&disp,disp.screen_area(),24,font::NORMAL_COLOUR,
@ -516,7 +510,7 @@ int play_multiplayer(display& disp, game_data& units_data, config cfg,
font::draw_text(&disp,disp.screen_area(),14,font::GOOD_COLOUR,
string_table["player_type"],((disp.x()-width)/2+30)+(launch2_game.width()/2)-(labelr.w/2),
(disp.y()-height)/2+35);
std::cerr << "b\n";
labelr.x=0; labelr.y=0; labelr.w=disp.x(); labelr.h=disp.y();
labelr = font::draw_text(NULL,labelr,14,font::GOOD_COLOUR,
string_table["race"],0,0);
@ -542,8 +536,6 @@ int play_multiplayer(display& disp, game_data& units_data, config cfg,
string_table["gold"],((disp.x()-width)/2+480)+(launch2_game.width()/2)-(labelr.w/2),
(disp.y()-height)/2+35);
std::cerr << "c\n";
//Options
std::vector<std::string> player_type;
player_type.push_back(preferences::login());