moved farm terrain to proper subfolder,

corrected the name of several castle icons, and added new terrains
variants to the help.  Also added a description of 'Submerged
Villages' and altered the 'Illuminated Cave' description to include
more than the cave floor.
This commit is contained in:
J.W. Bjerk 2007-02-23 15:28:36 +00:00
parent 02a47c282d
commit 7b87956f24
14 changed files with 27 additions and 19 deletions

View file

@ -50,7 +50,7 @@ sort_topics=generated
[section]
id=terrains
title= _ "Terrains"
topics=terrain_castle,terrain_village,terrain_deep_water,terrain_shallow_water,terrain_swamp_water,terrain_ford,terrain_bridge,terrain_sand,terrain_desert,terrain_savanna,terrain_grassland,terrain_road,terrain_forest,terrain_canyon,terrain_cave,terrain_cavewall,terrain_rockbound_cave,terrain_illuminated_cave,terrain_fungus,terrain_lava,terrain_hills,terrain_mountains,terrain_tundra,terrain_ice,terrain_impassable_mountain
topics=terrain_castle,terrain_village,terrain_water_village,terrain_deep_water,terrain_shallow_water,terrain_swamp_water,terrain_ford,terrain_bridge,terrain_sand,terrain_desert,terrain_savanna,terrain_grassland,terrain_road,terrain_forest,terrain_canyon,terrain_cave,terrain_cavewall,terrain_rockbound_cave,terrain_illuminated_cave,terrain_fungus,terrain_lava,terrain_hills,terrain_mountains,terrain_tundra,terrain_ice,terrain_impassable_mountain
sort_topics=yes
[/section]
@ -341,7 +341,7 @@ text= _"Renowned for their vitality, some dwarves are sturdier than others and r
[topic]
id=terrain_grassland
title= _ "Grassland"
text= "<img>src=terrain/flat/grass-r1.png align=left box=no</img>
text= "<img>src=terrain/flat/grass-r1.png align=left box=no</img> <img>src=terrain/flat/grass-flowers2.png align=middle box=no</img><img>src=terrain/flat/farm-veg-spring-icon.png align=right box=no</img>
" + _ "Grassland represents open plains, whether cultivated, cut back for grazing, or wild. Being open ground, Grassland is both very easy to move across, but is also difficult to defend oneself in. Typically, those units that perform best on grassland are either cavalry, or very agile units which take advantage of the open space.
@ -351,7 +351,7 @@ Most units have defense of 30 to 40% on grassland."
[topic]
id=terrain_road
title= _ "Road"
text= "<img>src=terrain/flat/road.png align=left box=no</img> <img>src=terrain/desert-road.png align=middle box=no</img>
text= "<img>src=terrain/flat/road.png align=left box=no</img> <img>src=terrain/desert-road.png align=middle box=no</img> <img>src=terrain/flat/dirt.png align=right box=no</img>
" + _ "Roads are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, Roads are identical to <ref>dst=terrain_grassland text=Grassland</ref>."
[/topic]
@ -469,9 +469,9 @@ text= "<img>src=terrain/desert.png align=left box=no</img>
[topic]
id=terrain_cave
title= _ "Cave"
text= "<img>src=terrain/cave/floor1.png align=left box=no</img>
text= "<img>src=terrain/cave/floor3.png align=left box=no</img>
" + _ "Cave terrain represents any underground cavern with enough room for a unit to pass. Most units are wholly unfamiliar with the terrain, and thus are both slowed down and hindered in defense. Dwarves and Trolls, who make their homes in caves, both have a relatively easy time navigating this terrain, especially dwarves, who by dint of their small size can navigate many obstacles that other races cannot.
" + _ "Cave terrain represents any underground cavern with enough room for a unit to pass. Most units are wholly unfamiliar with the terrain, and thus are both slowed down and hindered in defense. Dwarves and Trolls, who make their homes in caves, both have a relatively easy time navigating this terrain, especially dwarves, who by dint of their small size can navigate many obstacles that other races cannot. Occasionally caves are <ref>dst=terrain_illuminated_cave text=Illuminated</ref>.
Most units receive 20 to 40% defense in Caves, whereas dwarves have 50%."
[/topic]
@ -481,7 +481,7 @@ id=terrain_rockbound_cave
title= _ "Rockbound Cave"
text= "<img>src=terrain/cave/hills-variation1.png align=left box=no</img>
" + _ "Rockbound cave terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which reduces efficiency of most units, but shoulders defense. Dwarves and Trolls, who are main settlers of caves, have a relatively easy time navigating this terrain. Dwarves, who by dint of their small size have the full advantage of navigation in such topography.
" + _ "Rockbound cave terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which reduces efficiency of most units, but shoulders defense. Dwarves and Trolls, who are main settlers of caves, have a relatively easy time navigating this terrain. Dwarves, who by dint of their small size have the full advantage of navigation in such topography. Occasionally caves are <ref>dst=terrain_illuminated_cave text=Illuminated</ref>
Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in Rockbound caves."
[/topic]
@ -489,11 +489,9 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
[topic]
id=terrain_illuminated_cave
title= _ "Illuminated Cave"
text= "<img>src=terrain/cave/beam-tile.png align=left box=no</img>
text= "<img>src=terrain/cave/beam-tile.png align=left box=no</img> <img>src=terrain/cave/hills-beam-tile.png align=right box=no</img>
" + _ "Illuminated cave is a patch of ground where light from the surface shines down into the gloomy darkness. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units. In all other regards this terrain is functionally identical to normal cave terrain.
Most units receive 20 to 40% defense in Caves, whereas dwarves have 50%."
" + _ "Rare patches of the underground world are illuminated by light from the surface shining down into the gloomy darkness. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units. In all other regards this terrain is functionally identical to normal cave terrains."
[/topic]
[topic]
@ -523,7 +521,17 @@ text= "<img>src=terrain/village/human-tile.png align=left box=no</img> <img>src=
Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
" + "<img>src=terrain/village/coast-tile.png align=left box=no</img> <img>src=terrain/village/tropical-tile.png align=middle box=no</img> <img>src=terrain/village/desert-tile.png align=right box=no</img>"
" + "<img>src=terrain/village/human-snow-hills-tile.png align=left box=no</img> <img>src=terrain/village/dwarven-tile.png align=middle box=no</img> <img>src=terrain/village/desert-tile.png align=right box=no</img>"
[/topic]
[topic]
id=terrain_water_village
title= _ "Submerged Village"
text= "<img>src=terrain/village/coast-tile.png align=left box=no</img> <img>src=terrain/village/swamp-merfolk-tile.png align=right box=no</img>
" + _ "Submerged villages are the homes of Merfolk and Nagas. While water-dwelling creatures are at home here, land-dwellers have a hard time navigating and defending these villages. However, like any village, the facilites are available to all creatures which allow units to tend to their wounds. Any unit stationed in a village can heal eight hitpoints each turn, or be cured of poison.
Merfolk and Nagas have 60% defense in submerged villages, whereas land based units usually have a low defence."
[/topic]
[topic]

View file

@ -367,9 +367,9 @@
# > O V E R L A Y S <
#
{SHEX_LAYER Rfvs farm -10 33 farm-veg-spring1}
{SHEX_LAYER Rfvs farm -10 50 farm-veg-spring2}
{SHEX_LAYER Rfvs farm -10 100 farm-veg-spring3}
{SHEX_LAYER Rfvs farm -10 33 flat/farm-veg-spring1}
{SHEX_LAYER Rfvs farm -10 50 flat/farm-veg-spring2}
{SHEX_LAYER Rfvs farm -10 100 flat/farm-veg-spring3}
#
@ -942,7 +942,7 @@
{TERRAIN_ADJACENT -280 (Gs,Ft,Vht) (!,Gs,Ft,Vht,Qxu) flat/savanna}
{TERRAIN_ADJACENT -290 Rr (!,Rr) flat/road}
{TERRAIN_ADJACENT_CUSTOM -250 Rfvs (!,Rfvs,C*,K*,F*,M*,H*,W*,S*) farm-veg-spring transition2}
{TERRAIN_ADJACENT_CUSTOM -250 Rfvs (!,Rfvs,C*,K*,F*,M*,H*,W*,S*) flat/farm-veg-spring transition2}
{TERRAIN_ADJACENT -259 (Re,Rf*) (!,Re,Rf*) flat/dirt}
{TERRAIN_ADJACENT -310 Rd (!,Rd) desert-road}
{TERRAIN_ADJACENT -320 (Dd,Do,Vda) (!,Dd,Do,Vda) desert-oasis}

View file

@ -199,7 +199,7 @@ editor_group=castle, cave
[terrain]
symbol_image=castle/castle-ruin-tile
symbol_image=castle/ruin-tile
id=ruin
name= _ "Ruin"
string=Chr
@ -211,7 +211,7 @@ editor_group=castle
[/terrain]
[terrain]
symbol_image=castle/castle-sunken-ruin-tile
symbol_image=castle/sunken-ruin-tile
id=sunkenruin
name= _ "Sunken Ruin"
string=Chw
@ -224,7 +224,7 @@ editor_group=castle, water
[/terrain]
[terrain]
symbol_image=castle/castle-swamp-ruin-tile
symbol_image=castle/swamp-ruin-tile
id=swampruin
name= _ "Swamp Ruin"
string=Chs
@ -616,7 +616,7 @@ editor_group=flat
[/terrain]
[terrain]
symbol_image=farm-veg-spring-icon
symbol_image=flat/farm-veg-spring-icon
id=farm
name= _ "Farmland"
string=Rfvs

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