updating terrain images used in help, fixing broken links etc.
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1 changed files with 5 additions and 5 deletions
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@ -539,7 +539,7 @@ Most units have about 50% defense in hills, whereas cavalry are limited to 40%.
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[topic]
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id=terrain_mountains
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title= _ "Mountains"
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text= "<img>src=terrain/mountains/basic-tile.png align=left box=no</img> <img>src=terrain/mountains/snow-tile.png align=middle box=no</img> <img>src=terrain/mountains/desert.png align=right box=no</img>
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text= "<img>src=terrain/mountains/basic-tile.png align=left box=no</img> <img>src=terrain/mountains/snow-tile.png align=middle box=no</img> <img>src=terrain/mountains/dry-tile.png align=right box=no</img>
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" + _ "Mountains are steep enough that units often have to climb over obstacles to move. By this nature, they provide a considerable defensive bonus for most troops, but they also severely impede any passage through them. Most cavalry simply cannot enter mountainous terrain; however, elvish cavalry is an exception to this, as are the goblin wolf riders. Both Dwarves and Trolls are native to mountainous terrain, and have a very easy time getting around.
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@ -551,7 +551,7 @@ Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
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[topic]
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id=terrain_swamp_water
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title= _ "Swamp"
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text= "<img>src=terrain/swamp/water-tile.png align=middle box=no</img>
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text= "<img>src=terrain/swamp/water-tile.png align=left box=no</img> <img>src=terrain/swamp/mud-tile.png align=right box=no</img>
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" + _ "Swamps represent any sort of wetlands. Swamps slow down nearly everyone, and inhibit their ability to defend themselves. An exception to this is any race bodily skilled in navigating water; these receive both full movement and a defensive bonus. Those that make their living in the wetlands are also adept at using this terrain for cover.
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@ -563,7 +563,7 @@ Most units make do with 30% defense in swamps. Mermen, Naga, and Saurians all ge
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[topic]
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id=terrain_shallow_water
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title= _ "Shallow Water"
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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>
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text= "<img>src=terrain/water/coast-grey-tile.png align=left box=no</img> <img>src=terrain/water/coast-tile.png align=middle box=no</img> <img>src=terrain/water/coast-tropical-tile.png align=right box=no</img>
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" + _ "Shallow water represents any body of water deep enough to come up to roughly a man’s 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.
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@ -575,7 +575,7 @@ Most units make do with 20 to 30% defense in shallow water, whereas both Naga an
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[topic]
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id=terrain_deep_water
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title= _ "Deep Water"
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text= "<img>src=terrain/water/ocean.png align=middle box=no</img>
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text= "<img>src=terrain/water/ocean-grey-tile.png align=left box=no</img> <img>src=terrain/water/ocean-tile.png align=middle box=no</img> <img>src=terrain/water/ocean-tropical-tile.png align=right box=no</img>
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" + _ "Deep water represents any body of water deep enough to cover a man’s head. Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.
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@ -721,7 +721,7 @@ Merfolk and Nagas have 60% defense in submerged villages, whereas land based uni
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[topic]
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id=terrain_lava
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title= _ "Lava"
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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>
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text= "<img>src=terrain/unwalkable/lava.png align=left box=no</img> <img>src=terrain/mountains/volcano-tile.png align=middle box=no</img> <img>src=terrain/unwalkable/lava-chasm-tile.png align=right box=no</img>
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" + _ "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."
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[/topic]
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