Save-loading: remove "under discussion", add hint about accepting losses

This removes some subtle todo text that didn't have a explicit "TODO" in
the text, although it was tracked as part of #4280. The discussion ended
without a conclusion about whether those statements were correct for all
mainline campaigns.

The existing text in this help topic represented paragraphs by having
translatable strings that start with whitespace (two newlines), as described in
issue #4480. As this commit already needed to change all but two of the
paragraphs, I've switched them all to using non-translatable paragraph
separators.  Even though the whole save-loading topic is new in 1.15, it has
already been translated in some languages, and making this consistent means two
unnecessary fuzzy strings. Sorry to the translators, but I think it's
worthwhile.
This commit is contained in:
Steve Cotton 2020-08-15 19:38:10 +02:00
parent 4e36b2a184
commit ba690adc41

View file

@ -285,18 +285,16 @@ Normally you can undo a units movement, as long as an event with a randomized
[topic]
id=saveload
title= _ "Save-loading"
text= _ "Random numbers are part of Wesnoth, attacks can fail and units can die due to bad luck. This is an expected part of the game, and one of the aims of the game is that a sufficiently skilled player should be able to complete all of the mainline campaigns, on hard, without needing to save-load. Going back to a previous turn to try a different strategy is a part of learning the game, but we recommend against reloading merely to try the same strategy again while hoping for better luck." + _ "
text= _ "Random numbers are part of Wesnoth, attacks can fail and units can die due to bad luck — this is an expected part of the game. Going back to a previous turn to try a different strategy is a part of learning the game, but we recommend against reloading merely to try the same strategy again while hoping for better luck." + "
One of the challenges of the game is to work out how to protect your heroes. Small risks quickly build up: if you have five important units, and they each have just a 1% chance of death each turn, you can <italic>text='expect'</italic> one of them to die about every 20 turns. So, youll rarely make it through a scenario without having it happen." + _ "
" + _ "One of the challenges of the game is to work out how to protect your heroes. Small risks quickly build up: if you have five important units, and they each have just a 1% chance of death each turn, you can <italic>text='expect'</italic> one of them to die about every 20 turns. So, youll rarely make it through a scenario without having it happen." + "
The following points are under discussion on the forums. At least for the 1.15.x series before 1.16.0 please assume that the forum threads are more authoritative than the text on this page." + _ "
" + # po: exceptions to the "rarely any penalty" include plague, and campaign-specific events in UtBS (the cost of new recruits rises during the campaign, which is accelerated by losses during the campaign).
_ "Small risks build up for your non-hero units too. While the story and dialogue usually aim to give you some emotional bond with your troops, the game mechanics reward remembering that its just a game — there is rarely any penalty for letting these units die, other than being unable to recall them in future scenarios. Your battle plan should distribute the risks based on which troops you want to recall later." + "
In the mainline campaigns, on hard:
• A sufficiently skilled player will have a good chance to win each scenario on the first time that they see that scenario, without foreknowledge of what will happen.
• This assumes that the player picks up all of the clues given in the dialogue.
• There are more experience points available than on easy, and the player will be able to train enough troops to cope with losing some L2 or L3 units." + _ "
" + _ "The difficulty levels are balanced assuming that the player wont save-load. In the mainline campaigns, harder difficulties generally have more enemies and thus more experience points available; this leads to them being balanced assuming that the player will be able to train enough troops to cope with losing some level two or level three units." + "
That said, its a game; the best way to play it is whichever way gives you the most enjoyment."
" + _ "That said, its a game; the best way to play it is whichever way gives you the most enjoyment."
[/topic]
# wmllint: markcheck on