renamed GAME_RULES -> MANUAL; removed TODO; updated MANUAL
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GAME_RULES
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GAME_RULES
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In the Battle for Wesnoth, you take command of an army in a fantasy world,
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and have to maneuver the army to accomplish one or more goals. The game is
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divided into scenarios. Once you complete one scenario, you move onto the
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next. A story sequence during which the key players in the game discuss
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the situation occurs at the beginning and end of each scenario.
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Basic controls:
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* Escape: Exit game
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* z: Zoom in
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* x: Zoom out
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* d: Default zoom level
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* Arrow key: Scroll
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* Left click: Select unit/move unit
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* Right click: Main menu, cancel action
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* u: undo last move (only moves which have a deterministic outcome may
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be undone)
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* r: redo move
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When you complete a scenario, your game is automatically saved, so that it
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can be loaded later. A game may not be saved during a scenario at this time.
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The map is made up of hexagons. Each army is divided up into units. Up to 1
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unit can be in each hexagon.
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Every scenario will have your army fighting against one or more enemy armies.
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The scenario will be divided up into turns. You move your units and decide
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who to attack on your turn, and your enemies do the same on your turn.
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At the start of each scenario, you will start with one unit, your commander,
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and perhaps a few other key units. You will usually start on castle terrain.
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While you're on a castle, you can recruit units into your army. Each unit
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has a cost associated with it, which is deducted from your gold balance
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displayed on the right. You recruit units by right-clicking and select the
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'recruit' option from the menu that is displayed.
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If you have successfully completed previous scenarios, and have surviving
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units in those scenarios, you may re-recruit them into your army with the
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'recall' option. The recall option has a cost of 20 gold pieces for each
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time it is used.
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Scattered around the map are villages. If you move a unit onto a village, it
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will turn to your army's color (red). For each village you control, you earn
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revenue of 2 gold every turn. For each unit your army has fielded, you pay
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expenses of 1 gold every turn.
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Each unit can move a certain number of hexagons every turn. Typically foot
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soldiers will be able to move 5 hexagons every turn, but this will vary
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depending upon the unit. However, some terrain types are more difficult for
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some units to traverse than others, and units may move at half, a third, or
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a quarter of their normal speed over some types of terrain. Additionally,
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some types of terrain cannot be traversed at all by certain units.
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If you click on a unit, all the hexagons it can move to this turn are
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colored, while all the hexagons it cannot move to are displayed in black and
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white. You may then click on the hexagon you want the unit to move to, to
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move it there.
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If a unit moves next to an enemy unit, it must stop moving immediately.
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A unit that moves next to an enemy unit may attack the enemy unit. You can
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do this by clicking on the unit, and then clicking on the adjacent enemy you
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want to attack.
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Every unit has one or more attacks it can use. Every attack has a rating for
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how much damage it does, and how many times the unit can strike with that
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attack in a turn. When you attack an enemy, they will be able to strike back
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at you.
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Some attacks are short range, and some attacks are long range. If you attack
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with a short range attack, then the enemy you are attacking will strike back
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at short range. If you attack with a long range attack, they will strike back
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with a long range attack, if they have one. If you attack a unit that has no
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long range attack with a long range attack, it will not be able to strike
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back at all.
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When a unit attacks another unit, it will be given a % chance that each
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attack will hit its target. This chance to hit is based on the terrain the
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defending unit is standing in. Different units have better defense in
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different types of terrain.
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When a unit is hit, it loses some hitpoints. If a unit runs out of hitpoints,
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it is killed and removed from the game. Units are rewarded experience for
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each battle they are in, and especially for each unit that they kill.
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If a unit reaches its experience needed, it will become a more powerful unit.
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If a unit is injured, it may move onto a village to heal itself. It will
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receive 8 hitpoints back every turn it remains on the village.
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Every attack has a type. For instance, swords are 'blade' attacks.
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Bows are 'piercing' attacks. Each unit has different vulnerability to
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different kinds of attacks. For instance, horsemen are especially vulnerable
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to piercing attacks. The more vulnerable a unit is to an attack, the more
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damage it will suffer against it.
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On the right of the screen, an image is displayed which shows what time of
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day it is. It may be dawn, day, dusk, or night. Every unit is Lawful,
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Neutral, or Chaotic. It is possible for evil units to be lawful and good
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units to be chaotic. For instance, a soldier might concentrate on how they
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can lawfully do as much evil as they can.
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Lawful units fight better at day, and Chaotic units fight better at night.
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Neutral units are unaffected by day and night.
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Some units may have special skills or abilities that allow them to operate
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in ways which distort the normal game rules. If you right-click on a unit
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and select 'Description', the abilities of that unit will be described
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(This is not yet fully implemented for all units).
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David White
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davidnwhite@optusnet.com.au
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/* $Id$ */
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100
MANUAL
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100
MANUAL
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Controls
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* Arrow key: Scroll
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* Left click: Select unit/move unit
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* Right click: Main menu, cancel action
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* Escape: Exit game
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* z: Zoom in
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* x: Zoom out
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* c: Default zoom level
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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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* : 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-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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Orbs
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How do I tell if a unit is a friend or an enemy? On the top of the energy bar shown next to each unit is an orb. This orb is:
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* green if you control the unit and it hasn't moved this turn
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* yellow if you control the unit and it has moved this turn, but could still move further.
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* red if you control this unit, but it has already used all its movement this turn
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* blue if the unit is an ally, but not controlled by you
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* black if the unit is an enemy unit
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Description
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The game takes place over a series of battles, or scenarios. Each scenario pits your troops against the troops of an adversary. Each side begins with one leader in their keep.
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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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Recruiting and recalling
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Units may be recruited for a price, as long as the leader is on a keep, and there is at least one vacant castle hex in the castle the leader is in. Right-click and select Recruit to recruit new troops.
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After you complete a scenario, all surviving will be available to you next scenario. Right-click and select Recall to re-recruit units from previous scenarios. Recalling costs 20 pieces of gold.
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You can first highlight free castle tile and then proceed with recruit, this way you can choose the tile for recruited unit to appear, this works for recruiting and recalling.
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Unit specialties
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Unit specialties are decribed under Unit Description in main menu.
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Moving
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When a unit is clicked on, all the places it can move to on the current turn become lit up, while everywhere it can't move is greyed. You can then click on the hex you want it to move to. Moving onto a village that is neutral or owned by an enemy will take ownership of it. If you select destination which beyond reach in your turn the unit will enter 'goto-mode' and continue moving towards destination thru next turn(s). You can easily undo goto movements in the beginning of your turn, goto can be broken by selecting unit and choosing new destination.
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Fighting
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If you move next to an enemy unit, you may attack them. Click on your unit that is next to an enemy unit, and click on the enemy you want to attack. Every unit has one or more weapons they can attack with. Some weapons, such as swords, are melee weapons, and some weapons, such as bows, are ranged weapons.
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If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to attack back with its ranged weapon, if it has one.
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Different types of attacks do different amounts of damage, and a certain number of strikes may be made with each weapon. For instance, an Elvish Fighter does 5 points of damage with his sword every time it hits, and he can strike 4 blows with it in one exchange. This is generally written as 5-4.
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Every unit has a chance of being hit based on the terrain they are on. Units in castles and villages have a lower chance of being hit. Elves in forest have a low chance of being hit.
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Alignment
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Every unit has an alignment: lawful, neutral, or chaotic. Their alignment affects how they perform at different times of day. The following table illustrates the different times of the day:
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| turn | day-phase |
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---------------------
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| 1 | dawn |
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| 2 | day |
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| 3 | day |
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| 4 | dusk |
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| 5 | night |
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| 6 | night |
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Units that are Lawful deal 25% more damage at day, and 25% less damage at night. Units that are Chaotic deal 25% more damage at night, and 25% less damage at day. Neutral units have their fighting unaffected by the day/night cycle.
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Healing
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Injured units in villages will recover 8 hitpoints every turn. Injured units that are adjacent to units with the 'heal' or 'cure' abilities will also heal. Units next to units with the 'heal' ability will heal a maximum of 4 hitpoints per turn, and 8 hitpoints per turn for units with the 'cure' ability. However the more units around a unit that can heal, the less each one will be healed.
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Experience
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Units are awarded experience for fighting, and after obtaining enough experience, they will advance a level, and become more powerful.
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/* $Id$ */
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TODO
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TODO
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- The AI is currently a little slow, and a little dumb in some situations.
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- The game could generally be a little faster
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- More scenarios are needed
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- The terrain graphics could be made to look a little more interesting
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- The introduction sequence needs some work
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- network multiplayer
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/* $Id$ */
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