update help markup in terrains page
This commit is contained in:
parent
5f32302c00
commit
e6c36b914e
1 changed files with 14 additions and 24 deletions
|
@ -543,47 +543,37 @@ Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and dwa
|
|||
title= _ "Terrains"
|
||||
text= _ "Game maps feature a variety of terrains that affect both unit movement and a unit’s defensive capability in combat." + _ "
|
||||
|
||||
Terrains come in two types: <italic>text='basic'</italic> and <italic>text='mixed'</italic>." + _ "
|
||||
Terrains come in two types: <italic>basic</italic> and <italic>mixed</italic>." + _ "
|
||||
|
||||
<header>text='Basic Terrain Types'</header>" + _ "
|
||||
<header>Basic Terrain Types</header>" + _ "
|
||||
|
||||
Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. There are many more besides these — a list of the terrain types you have discovered can be found at the end of this page.
|
||||
|
||||
" + "<img>src='terrain/grass/green.png'</img>" + "<img>src='terrain/hills/regular.png'</img>" + "<img>src='terrain/mountains/dry-tile.png'</img>" + "<img>src='terrain/sand/desert.png'</img>" + "<img>src='terrain/water/coast-tile.png'</img>" + "<img>src='terrain/swamp/water-tile.png'</img>" + _ "
|
||||
" + "<img src='terrain/grass/green.png'/>" + "<img src='terrain/hills/regular.png'/>" + "<img src='terrain/mountains/dry-tile.png'/>" + "<img src='terrain/sand/desert.png'/>" + "<img src='terrain/water/coast-tile.png'/>" + "<img src='terrain/swamp/water-tile.png'/><br/>" + _ "Every unit has a defense rating and a movement cost for each of the basic terrain types, and these values are listed in the unit’s help page. Basic terrain types may have unique properties like illumination effects as well." + _ "
|
||||
|
||||
Every unit has a defense rating and a movement cost for each of the basic terrain types, and these values are listed in the unit’s help page. Basic terrain types may have unique properties like illumination effects as well." + _ "
|
||||
<header>Mixed Terrain Types</header>" + _ "
|
||||
|
||||
<header>text='Mixed Terrain Types'</header>" + _ "
|
||||
Mixed terrain types share the properties of multiple basic terrain types — units generally receive the <italic>best defense</italic> and <italic>worst movement</italic> of the underlying basic types when they move onto a mixed type. For example, this is the case with <italic>forested hills</italic>, <italic>sand hills</italic>, and <italic>cave hills</italic>.
|
||||
|
||||
Mixed terrain types share the properties of multiple basic terrain types — units generally receive the <italic>text='best defense'</italic> and <italic>text='worst movement'</italic> of the underlying basic types when they move onto a mixed type. For example, this is the case with <italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, and <italic>text='cave hills'</italic>.
|
||||
" + "<img src='terrain/hills/regular.png~BLIT(terrain/forest/pine-tile.png)'/>" + "<img src='terrain/hills/desert.png'/>" + "<img src='terrain/cave/hills-variation.png'/><br/>" + _ "One notable exception is bridge terrains, such as <italic>bridges over shallow water</italic>, <italic>fords</italic>, and <italic>bridges over chasms</italic>. Fords are easily passable to both merfolk and humans — all units moving on a ford enjoy the best defense and best movement out of flat and shallow water, rather than the worse movement of the two. Similarly, bridges over chasms are passable to nonfliers (unsurprisingly).
|
||||
|
||||
" + "<img>src='terrain/hills/regular.png~BLIT(terrain/forest/pine-tile.png)'</img>" + "<img>src='terrain/hills/desert.png'</img>" + "<img>src='terrain/cave/hills-variation.png'</img>" + _ "
|
||||
" + "<img src='terrain/water/coast-tile.png~BLIT(terrain/bridge/wood-se-nw.png)'/>" + "<img src='terrain/water/ford-tile.png'/>" + "<img src='terrain/chasm/regular-tile.png~BLIT(terrain/cave/chasm-stone-bridge-sw-ne-tile.png)'/>" + _ "<br/>Land-based villages generally give the best defense and movement as well. These villages are mixed terrains, based on the village terrain type, together with hill, swamp, and cave, respectively.
|
||||
|
||||
One notable exception is bridge terrains, such as <italic>text='bridges over shallow water'</italic>, <italic>text='fords'</italic>, and <italic>text='bridges over chasms'</italic>. Fords are easily passable to both merfolk and humans — all units moving on a ford enjoy the best defense and best movement out of flat and shallow water, rather than the worse movement of the two. Similarly, bridges over chasms are passable to nonfliers (unsurprisingly).
|
||||
" + "<img src='terrain/hills/regular.png~BLIT(terrain/village/human-hills-tile.png)'/>" + "<img src='terrain/swamp/water-tile.png~BLIT(terrain/village/swampwater-tile.png)'/>" + "<img src='terrain/cave/floor6.png~BLIT(terrain/village/cave-tile.png)'/><br/>" + _ "Finally, water villages are generally inhospitable to land units, and do not give defense or movement benefits associated with the village terrain type. Instead, they count only as water tiles.
|
||||
|
||||
" + "<img>src='terrain/water/coast-tile.png~BLIT(terrain/bridge/wood-se-nw.png)'</img>" + "<img>src='terrain/water/ford-tile.png'</img>" + "<img>src='terrain/chasm/regular-tile.png~BLIT(terrain/cave/chasm-stone-bridge-sw-ne-tile.png)'</img>" + _ "
|
||||
" + "<img src='terrain/water/coast-tile.png~BLIT(terrain/village/coast-tile.png)'/><br/>" + _ "You can see what basic types a mixed terrain is comprised of by mousing over its hex and checking the terrain type icons displayed in the upper right (under the default theme)." + _ "
|
||||
|
||||
Land-based villages generally give the best defense and movement as well. These villages are mixed terrains, based on the village terrain type, together with hill, swamp, and cave, respectively.
|
||||
You can see what type of behavior the mixed terrain gives by mousing over its hex and viewing the <italic>terrain description</italic> by either pressing the hotkey, or right clicking and selecting from the context menu." + _ "
|
||||
|
||||
" + "<img>src='terrain/hills/regular.png~BLIT(terrain/village/human-hills-tile.png)'</img>" + "<img>src='terrain/swamp/water-tile.png~BLIT(terrain/village/swampwater-tile.png)'</img>" + "<img>src='terrain/cave/floor6.png~BLIT(terrain/village/cave-tile.png)'</img>" + _ "
|
||||
<header>Defense Caps</header>" + _ "
|
||||
|
||||
Finally, water villages are generally inhospitable to land units, and do not give defense or movement benefits associated with the village terrain type. Instead, they count only as water tiles.
|
||||
Some units have <italic>defense caps</italic> for a particular basic terrain type. These units suffer a penalty on mixed terrains with that type — their defense cannot exceed the cap." + _ "
|
||||
|
||||
" + "<img>src='terrain/water/coast-tile.png~BLIT(terrain/village/coast-tile.png)'</img>" + _ "
|
||||
|
||||
You can see what basic types a mixed terrain is comprised of by mousing over its hex and checking the terrain type icons displayed in the upper right (under the default theme)." + _ "
|
||||
|
||||
You can see what type of behavior the mixed terrain gives by mousing over its hex and viewing the <italic>text='terrain description'</italic> by either pressing the hotkey, or right clicking and selecting from the context menu." + _ "
|
||||
|
||||
<header>text='Defense Caps'</header>" + _ "
|
||||
|
||||
Some units have <italic>text='defense caps'</italic> for a particular basic terrain type. These units suffer a penalty on mixed terrains with that type — their defense cannot exceed the cap." + _ "
|
||||
|
||||
For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> has a defense rating of 30% on forests, and a defense cap for forests. Thus, on forested hills, he has a defense rating of 30% rather than 40%, because the mixed rating cannot exceed the cap." + _ "
|
||||
For example, the <ref dst='unit_Cavalryman'>Loyalist Cavalryman</ref> has a defense rating of 30% on forests, and a defense cap for forests. Thus, on forested hills, he has a defense rating of 30% rather than 40%, because the mixed rating cannot exceed the cap." + _ "
|
||||
|
||||
If a unit has a defense cap for some terrain, it is always the same as its defense rating on that terrain (it cannot be larger)." + _ "
|
||||
|
||||
<header>text='Basic Terrain Types'</header>
|
||||
<header>Basic Terrain Types</header>
|
||||
|
||||
"
|
||||
generator="contents:generated"
|
||||
|
|
Loading…
Add table
Reference in a new issue