apply a modified patch by Vladimír Slávik

(patch #835: Some small changes to manual)
This commit is contained in:
Gunter Labes 2007-11-08 15:18:08 +00:00
parent d890d30c8b
commit e2949517de

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@ -550,8 +550,7 @@ Intelligent::
can advance to higher levels more quickly. Later in campaigns Intelligent
is not quite as useful because the After Maximum Level Advancement (AMLA)
is not as significant a change as advancing a level. If you have many
'maximum level' units you may wish to recall units with more desirable
traits.
'maximum level' units you may wish to recall units with more useful traits.
Quick::
Quick units have 1 extra movement point, but 5% less HP than usual.
Quick is the most noticeable trait, particularly in slower moving units
@ -609,16 +608,14 @@ Loyal::
such units or to send them to a foolish death.
Undead::
Undead units are immune to poison, also drain and plague doesn't work on them.
Undead units generally have 'Undead' as their only trait. Since Undead units
are the bodies of the dead, risen to fight again, poison has no effect upon
them. This can make them invaluable in dealing with foes who use poison in
Undead units generally have 'Undead' as their only trait. Since Undead units
are the bodies of the dead, risen to fight again, poison has no effect upon
them. This can make them invaluable in dealing with foes who use poison in
conjunction with their attacks.
Mechanical::
Mechanical units are immune to poison, also drain and plague doesn't work on
them.
Mechanical units generally have 'Mechanical' as their only trait. Since
mechanical units don't really have life, drain, poison and plague has no
effect upon them.
Mechanical units aren't alive and thus are immune to poison, also drain and
plague doesn't work on them.
Mechanical units generally have 'Mechanical' as their only trait.
Unit Specialties
^^^^^^^^^^^^^^^^
@ -795,8 +792,9 @@ destination which is beyond reach in the current turn, the unit will
move as far as it can in the current turn and enter 'goto-mode'. In
'goto-mode' your unit will continue moving towards its destination in
subsequent turns. You can easily undo goto movements at the beginning
of your next turn; you may also change a unit's destination by selecting
that unit and choosing a new destination.
of your next turn. You may also change a unit's destination by selecting
that unit and choosing a new destination or clicking the unit again to
cancel the 'goto'.
Moving onto a village that is neutral or owned by an enemy will take
ownership of it and end your move for that unit.
@ -940,7 +938,7 @@ recover up to a total of 10 hit points per turn.
There are two basic ways for a unit to be healed:
- Resting in a village. The unit will heal 8 hitpoints every turn.
- Being adjacent to units with the 'heals' abilitiy. The number of
- Being adjacent to units with the 'heals' ability. The number of
hitpoints healed is specified in the unit's ability description. This
is invariably 'heals +4' or 'heals +8'.
@ -957,8 +955,8 @@ Poison
^^^^^^
Some attacks can inflict poison damage on your unit. When this happens
you will take 8 damage each turn until it is cured. Poison can be
cured by resting on a village or being next to a unit with the 'cures'
the poisoned unit will take 8 damage each turn until it is cured. Poison
can be cured by resting on a village or being next to a unit with the 'cures'
ability. Units with the 'heals' ability can only prevent the poison from
causing damage that turn, not cure it. When poison is cured the unit does
not gain or lose hitpoints on that turn due to healing/poisoning. A unit
@ -1125,7 +1123,7 @@ strikes next turn, it is often wise to attack at the range that
allows the enemy to do least damage to you, rather than choosing the
maximum expected damage to the enemy.
In particualar, use your ranged weapons if the enemy has no ranged
In particular, use your ranged weapons if the enemy has no ranged
attack. The computer's default choice only looks for the most damage
you can deal, so using it will often result in your units taking more
damage than necessary.
@ -1208,22 +1206,22 @@ During the scenario
^^^^^^^^^^^^^^^^^^^
- Try to capture and keep control of as many villages as possible to
keep the gold coming in
keep the gold coming in.
- Keep units in packs so the enemy cannot attack from as many sides, and
so you can outnumber each enemy unit. Put your units in a line so that
the enemy cannot attack any one of your units from more than two sides.
- Different units have different strengths and weaknesses depending
on terrain and who they are attacking; right click on units and select
"Describe unit" to learn more
"Unit Description" to learn more.
- You can use lower level units as cannon fodder, to slow down
enemy. e.g. you can use them to block enemy reaching your important units
- You can cause damage to enemies with advanced units and then finish
them with lower level units - to give them more experience (and finally
make them advance to next level)
make them advance to next level).
- When you have a White Mage (advances from Mage) or Druid (advances
from Shaman), put it in the middle of a circle of units to heal them
as they move across the map (Shamans can do this too, but not as well)
- Losing units is expected, even advanced units
as they move across the map (Shamans can do this too, but not as well).
- Losing units is expected, even advanced units.
- Time of day really matters:
* lawful units do more damage at day and less damage at night
* chaotic units do more damage at night and less damage at day