made some corrections to manual.
Described traits in the manual. Removed some diagnostics in-game.
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2 changed files with 22 additions and 13 deletions
25
MANUAL
25
MANUAL
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@ -13,18 +13,18 @@ Controls
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u: Undo last move (only deterministic moves can be undone)
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r: Redo move
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n: Cycle through units that have movement left
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1-3: Cycle through 1st/2nd/3rd level units
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1-7: Show how far currently selected unit can move in that many turns
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space: End unit turn and cycle to next unit that has movement left
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l: Move to leader unit
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ctrl-f: Toggle fullscreen/windowed mode
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ctrl-r: Recruit unit
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ctrl-shift-r: Repeat last recruit
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ctrl-c: Recall unit
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ctrl-a: Toggle accelerated game mode
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d: Describe current unit
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ctrl-d: View defensive ratings of current unit against attacks
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ctrl-t: View how the current unit behaves in various terrain
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ctrl-s: Save game
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ctrl-shift-r: Repeat recruit
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Orbs
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@ -46,7 +46,15 @@ The game takes place over a series of battles, or scenarios. Each scenario pits
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Gold
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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.
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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.
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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.
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So, the formula for determining the income per turn is,
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2 + villages - maximum(0,maintenance - villages)
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where maintenance is equal to the sum of the levels of all units that have been recalled and recruited.
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Recruiting and recalling
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@ -62,8 +70,17 @@ You are not able to move a unit on the turn you recruit or recall that unit.
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Unit specialties
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Unit specialties are decribed under Unit Description in main menu.
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Unit specialties are decribed under Unit Description in-game.
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Traits
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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:
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Loyal: The unit never has a maintenance above 1.
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Strong: The unit does extra damage in close combat, and has a few more hitpoints.
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Quick: The unit has one extra movement point, but a few less hitpoints.
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Resilient: The unit has more hitpoints.
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Intelligent: The unit requires less experience to advance a level.
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Moving
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@ -491,21 +491,15 @@ int play_multiplayer(display& disp, game_data& units_data, config cfg,
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if((**sd)["description"].empty())
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(**sd)["description"] = preferences::login();
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}
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std::cerr << "starting second dialog...\n";
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// Wait to players, Configure players
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gui::draw_dialog_frame((disp.x()-width)/2, (disp.y()-height)/2,
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width, height, disp);
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std::cerr << "a\n";
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//Buttons
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gui::button launch2_game(disp,string_table["launch"]);
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launch2_game.set_xy((disp.x()/2)-launch2_game.width()/2,(disp.y()-height)/2+height-29);
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std::cerr << "a\n";
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//Title and labels
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SDL_Rect labelr;
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font::draw_text(&disp,disp.screen_area(),24,font::NORMAL_COLOUR,
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@ -516,7 +510,7 @@ int play_multiplayer(display& disp, game_data& units_data, config cfg,
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font::draw_text(&disp,disp.screen_area(),14,font::GOOD_COLOUR,
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string_table["player_type"],((disp.x()-width)/2+30)+(launch2_game.width()/2)-(labelr.w/2),
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(disp.y()-height)/2+35);
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std::cerr << "b\n";
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labelr.x=0; labelr.y=0; labelr.w=disp.x(); labelr.h=disp.y();
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labelr = font::draw_text(NULL,labelr,14,font::GOOD_COLOUR,
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string_table["race"],0,0);
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@ -542,8 +536,6 @@ int play_multiplayer(display& disp, game_data& units_data, config cfg,
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string_table["gold"],((disp.x()-width)/2+480)+(launch2_game.width()/2)-(labelr.w/2),
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(disp.y()-height)/2+35);
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std::cerr << "c\n";
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//Options
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std::vector<std::string> player_type;
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player_type.push_back(preferences::login());
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