apply a modified patch by Vladimír Slávik
(patch #835: Some small changes to manual)
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1 changed files with 19 additions and 21 deletions
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@ -550,8 +550,7 @@ Intelligent::
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can advance to higher levels more quickly. Later in campaigns Intelligent
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is not quite as useful because the After Maximum Level Advancement (AMLA)
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is not as significant a change as advancing a level. If you have many
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'maximum level' units you may wish to recall units with more desirable
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traits.
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'maximum level' units you may wish to recall units with more useful traits.
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Quick::
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Quick units have 1 extra movement point, but 5% less HP than usual.
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Quick is the most noticeable trait, particularly in slower moving units
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@ -609,16 +608,14 @@ Loyal::
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such units or to send them to a foolish death.
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Undead::
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Undead units are immune to poison, also drain and plague doesn't work on them.
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Undead units generally have 'Undead' as their only trait. Since Undead units
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are the bodies of the dead, risen to fight again, poison has no effect upon
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them. This can make them invaluable in dealing with foes who use poison in
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Undead units generally have 'Undead' as their only trait. Since Undead units
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are the bodies of the dead, risen to fight again, poison has no effect upon
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them. This can make them invaluable in dealing with foes who use poison in
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conjunction with their attacks.
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Mechanical::
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Mechanical units are immune to poison, also drain and plague doesn't work on
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them.
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Mechanical units generally have 'Mechanical' as their only trait. Since
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mechanical units don't really have life, drain, poison and plague has no
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effect upon them.
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Mechanical units aren't alive and thus are immune to poison, also drain and
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plague doesn't work on them.
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Mechanical units generally have 'Mechanical' as their only trait.
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Unit Specialties
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^^^^^^^^^^^^^^^^
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@ -795,8 +792,9 @@ destination which is beyond reach in the current turn, the unit will
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move as far as it can in the current turn and enter 'goto-mode'. In
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'goto-mode' your unit will continue moving towards its destination in
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subsequent turns. You can easily undo goto movements at the beginning
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of your next turn; you may also change a unit's destination by selecting
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that unit and choosing a new destination.
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of your next turn. You may also change a unit's destination by selecting
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that unit and choosing a new destination or clicking the unit again to
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cancel the 'goto'.
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Moving onto a village that is neutral or owned by an enemy will take
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ownership of it and end your move for that unit.
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@ -940,7 +938,7 @@ recover up to a total of 10 hit points per turn.
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There are two basic ways for a unit to be healed:
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- Resting in a village. The unit will heal 8 hitpoints every turn.
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- Being adjacent to units with the 'heals' abilitiy. The number of
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- Being adjacent to units with the 'heals' ability. The number of
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hitpoints healed is specified in the unit's ability description. This
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is invariably 'heals +4' or 'heals +8'.
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@ -957,8 +955,8 @@ Poison
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^^^^^^
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Some attacks can inflict poison damage on your unit. When this happens
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you will take 8 damage each turn until it is cured. Poison can be
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cured by resting on a village or being next to a unit with the 'cures'
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the poisoned unit will take 8 damage each turn until it is cured. Poison
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can be cured by resting on a village or being next to a unit with the 'cures'
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ability. Units with the 'heals' ability can only prevent the poison from
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causing damage that turn, not cure it. When poison is cured the unit does
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not gain or lose hitpoints on that turn due to healing/poisoning. A unit
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@ -1125,7 +1123,7 @@ strikes next turn, it is often wise to attack at the range that
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allows the enemy to do least damage to you, rather than choosing the
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maximum expected damage to the enemy.
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In particualar, use your ranged weapons if the enemy has no ranged
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In particular, use your ranged weapons if the enemy has no ranged
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attack. The computer's default choice only looks for the most damage
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you can deal, so using it will often result in your units taking more
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damage than necessary.
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@ -1208,22 +1206,22 @@ During the scenario
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^^^^^^^^^^^^^^^^^^^
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- Try to capture and keep control of as many villages as possible to
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keep the gold coming in
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keep the gold coming in.
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- Keep units in packs so the enemy cannot attack from as many sides, and
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so you can outnumber each enemy unit. Put your units in a line so that
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the enemy cannot attack any one of your units from more than two sides.
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- Different units have different strengths and weaknesses depending
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on terrain and who they are attacking; right click on units and select
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"Describe unit" to learn more
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"Unit Description" to learn more.
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- You can use lower level units as cannon fodder, to slow down
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enemy. e.g. you can use them to block enemy reaching your important units
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- You can cause damage to enemies with advanced units and then finish
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them with lower level units - to give them more experience (and finally
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make them advance to next level)
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make them advance to next level).
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- When you have a White Mage (advances from Mage) or Druid (advances
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from Shaman), put it in the middle of a circle of units to heal them
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as they move across the map (Shamans can do this too, but not as well)
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- Losing units is expected, even advanced units
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as they move across the map (Shamans can do this too, but not as well).
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- Losing units is expected, even advanced units.
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- Time of day really matters:
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* lawful units do more damage at day and less damage at night
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* chaotic units do more damage at night and less damage at day
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