fixup some comments about terrains in help.cfg added earlier

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Chris Beck 2014-07-16 05:22:04 -04:00
parent 81ec8ca2fa
commit 65da898a4c

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@ -492,9 +492,11 @@ Thick-bodied and clumsy, slow individuals of goblins and other species take a mo
title= _ "Terrains"
text= _ "Game maps feature a variety of terrains that affect both unit movement and a units defensive capability in combat." + _"
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." + _"
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. For example, this is the case with <italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, and <italic>text='cave hills'</italic>. One notable exception is <italic>text='bridge'</italic>-type terrains, such as bridges over shallow water, fords, and bridges over chasms. Fords are easily passable to both merfolk and humans -- all units moving on a ford enjoy the best defense and best movement out of flat and shallow water, rather than the worse movement of the two. Similarly, bridges over chasms are passable to nonfliers (unsurprisingly)." + _"
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.
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 which includes that basic 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>