* commit the changes proposed by beetlenaut on the forum
(http://www.wesnoth.org/forum/viewtopic.php?p=266584#266584) with some tweaks
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#textdomain wesnoth
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[tip]
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text= _ "Don't neglect to earn your leader experience! You need to keep him safe, but if you coddle him too much he may be at too low a level to survive future battles."
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source= _ "- Great Mage Delfador, 516YW"
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[/tip]
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[tip]
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text= _ "In the 'Actions' menu, you can select 'Show Enemy Moves' to highlight all possible hexes your adversary can actually move to (assuming your units stay where they are). Use this to make sure the enemy can't reach your weak or injured units on his next turn."
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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[tip]
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text= _ "Units with the 'intelligent' trait need fewer experience points to level up. Early in a campaign, try to give killing blows to these units so you can get some high-level troops sooner."
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source= _ "- King Konrad, 536YW"
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[/tip]
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[tip]
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text= _ "The encircling tactic by two units is very powerful, particularly against long range units. By placing two units on opposite sides of an opposing unit, their zones of control limit it to one hex move in any direction."
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source= _ "- Memoirs of Gweddry, 627YW"
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[/tip]
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[tip]
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text= _ "You can access the 'recruit' and 'recall' commands by right-clicking on a castle tile. That will let you chose which hex you put a new unit in. Placing units wisely can sometimes let you get to a village a turn earlier."
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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[tip]
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text= _ "There are some helpful summary screens in the main menu: the 'Status Table', for instance, will let you know how your enemies are doing, and how you are doing in comparison."
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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[tip]
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text= _ "Units with the 'quick' trait move one extra hex per turn. This can be very important when moving through difficult terrain such as water or caves. It can make the difference between being able to move one hex or two."
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source= _ "- High Lord Kalenz, 470YW"
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[/tip]
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[tip]
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text= _ "After you have played a few scenarios, read the 'Gameplay' section in the help screen carefully. Details become important as scenarios get harder!"
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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[tip]
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text= _ "It is usually better to start the next scenario in a campaign with lower-level units that are about to level up than with those same units at a higher level."
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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[tip]
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text= _ "On www.wesnoth.org you can find strategy guides, technical support, the history of Wesnoth, and much more."
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source= _ "- The Wesnoth Community"
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[/tip]
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[tip]
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text= _ "Lawful units fight better at day, and chaotic units fight better at night. Neutral units are unaffected by day and night."
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source= _ "- Royal Compendium of Battle Terminology - Volume II, 212YW"
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[/tip]
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[tip]
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text= _ "In a campaign, you can use veteran units from previous scenarios by using the 'recall' option."
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source= _ "- The Wesnoth Tactical Guide"
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text= _ "An otherwise sound plan can fail if you attack at the wrong time of day."
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source= _ "- Handbook of Tactical Analysis Volume I - Haldric II, 42YW"
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[/tip]
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[tip]
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text= _ "There are six types of attacks: pierce, blade, impact, fire, cold, and arcane. Different units have weaknesses against different types of attacks. Right-click on a unit, and then select 'Unit Description', and then click 'Resistance' to see how much resistance a unit has against different attack types."
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text= _ "If you are playing in the fog or with a shroud, you don't know what you're facing. In this case, long-range scouting units are worth their cost. Try to choose scouts that can easily move across the surrounding terrain, because units see as far as they can move in one turn."
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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[tip]
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text= _ "There are six types of attacks: pierce, blade, impact, fire, cold, and arcane. Different units have weaknesses against different types of attacks. Right-click on a unit and select 'Unit Description' to see which attacks it is resistant to, and which will affect it the most."
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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text= _ "The terrain your units are occupying determines the chance your opponents have of hitting them in battle. The defensive rating for the currently selected unit in the currently selected terrain is displayed in the top right corner of the screen."
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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[tip]
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text= _ "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 'cures' ability."
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text= _ "Poisoned units lose 8 hitpoints every turn, but they will not die from poison: poison will never reduce them below 1 hitpoint. Poisoned units next to a healer will not lose hitpoints on their next turn. If they are in a village or next to a unit with the 'cures' ability, the poison will be completely cured on their next turn."
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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[tip]
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text= _ "You can use units from a previous scenario by selecting 'Recall' in the game menu. By recalling the same units over and over, you can build up a powerful and experienced army."
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text= _ "You can use units from a previous scenario by selecting 'Recall' in the 'Actions' menu. By recalling the same units over and over, you can build up a powerful and experienced army."
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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[tip]
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text= _ "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. Level 0 units are too frail to control a zone; and skirmisher units are skilled enough to ignore these zones."
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text= _ "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. This means that units can have two empty hexes between them and still create a barrier to the enemy. (Level 0 units are too frail to control a zone; and skirmisher units are skilled enough to ignore these zones.)"
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source= _ "- Handbook of Tactical Analysis Volume I - Haldric II, 42YW"
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[/tip]
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[tip]
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@ -34,7 +79,7 @@
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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[tip]
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text= _ "Units rest if they do not move or attack during their turn. They will recover 2 hitpoints at the beginning of their next turn."
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text= _ "Don't move an injured unit if you don't have to--let it rest. If a unit does not move or attack, it will recover 2 hit points at the beginning of its next turn."
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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[tip]
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source= _ "- Memoirs of Gweddry, 627YW"
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[/tip]
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[tip]
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text= _ "Units with leadership ability make lower level adjacent units on the same side fight better."
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text= _ "Units with the 'leadership' ability make lower-level adjacent units on the same side fight better. Use these units to help your other units level up faster."
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source= _ "- Handbook of Tactical Analysis Volume I - Haldric II, 42YW"
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[/tip]
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[tip]
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text= _ "Generally avoid moving next to an unoccupied village. An enemy unit may move onto the village and attack you, while enjoying the defense and healing of the village."
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source= _ "- Great Mage Delfador, 516YW"
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[/tip]
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[tip]
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text= _ "Holding the mouse cursor on an ability or trait shows a description of that ability or trait."
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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[tip]
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text= _ "Use lines of units to screen injured units to let them recover."
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source= _ "- Princess Li'sar, 515YW"
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source= _ "- Sir Kaylan, 498YW"
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[/tip]
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[tip]
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text= _ "Units can gain After Maximum Level Advancements (AMLAs), which usually increase the unit's maximum hitpoints by 3. Gaining an AMLA becomes progressively harder for each AMLA the unit receives, however. Thus, it is often more useful to try to advance your lower level units."
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text= _ "Instead of leveling up, high-level units gain an 'After Maximum Level Advancement' (AMLA), which usually increases the unit's maximum hit points by 3. This is less than the normal difference gained by advancing a level. Thus, it is usually more useful to try to advance your lower level units."
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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[tip]
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[/tip]
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[tip]
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text= _ "You cannot undo a move that reveals any fog or shroud. Toggle the 'Delay Shroud Updates' option on when you need to move units while retaining the ability to undo."
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source= _ "- King Konrad, 536YW"
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source= _ "- The Wesnoth Tactical Guide"
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[/tip]
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