Correction of tip on marksman, re: bug #10999

This commit is contained in:
Susanna Björverud 2004-11-15 14:55:07 +00:00
parent d469214549
commit 815b3a4d4f

View file

@ -5,7 +5,7 @@ tip_of_day4= _ "The terrain your units are on determines the chance your opponen
tip_of_day5= _ "Poisoned units lose 8 hitpoints every turn, but they will not die from poison: poison will never reduce them below 1 hitpoint. Poisoned units can be cured by moving them to a village, or placing them next to a unit with the 'cure' ability."
tip_of_day6= _ "You can use units from a previous scenario by selecting 'Recall' by the game menu. By recalling the same units over and over, you can build up a powerful and experienced army."
tip_of_day7= _ "All units have a Zone of Control in each of the hexes next to them. If a unit moves into an enemy's Zone of Control, it may not move any further that turn."
tip_of_day8= _ "The chance to hit a unit usually depends on how well that unit can defend itself in the terrain it is standing in, however magical attacks always have a 70% chance to hit, and marksman attacks have at least 60% chance to hit."
tip_of_day8= _ "The chance to hit a unit usually depends on how well that unit can defend itself in the terrain it is standing in, however magical attacks have a 70% chance to hit both when attacking and defending, and marksman attacks have at least 60% chance to hit when attacking."
tip_of_day9= _ "Units stationed in villages heal 8 hitpoints at the beginning of their turn."
tip_of_day10= _ "Units that do not move or attack during their turn rest, and will recover 2 hitpoints at the beginning of their next turn."
tip_of_day11= _ "Most foot units defend better in villages and castles than in most other terrain, while most mounted units don't get any defensive advantage in villages and castles."