terrain descriptions for help, edits of Jetryl's originals

This commit is contained in:
András Salamon 2005-07-11 14:45:39 +00:00
parent 222d9459c5
commit eab25df562
2 changed files with 122 additions and 3 deletions

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@ -7,6 +7,7 @@ CVS HEAD:
* document that Woses receive no traits (#13630)
* replay suggested save game now translated (#13558)
* fixed some typos (#13714,#13715,#13716,#13717,#13718)
* added terrain descriptions to in-game help
* unit balancing and modifications:
* max level units given After-Max-Level-Advancement (AMLA) of 3 HP/100XP
with no auto-heal; Necrophage has healing AMLA with no bonus HP

View file

@ -45,8 +45,7 @@ generator=weapon_specials
[section]
id=terrains
title= _ "Terrains"
#generator=terrains
text= _ "Placeholder text." + " Fill this in, with topics and images -- terrain generator has been removed."
topics=terrain_grassland,terrain_road,terrain_forest,terrain_hills,terrain_mountains,terrain_swamp,terrain_shallow_water,terrain_deep_water,terrain_tundra,terrain_ice,terrain_castle,terrain_sand,terrain_desert,terrain_cave,terrain_savanna,terrain_village
[/section]
[topic]
@ -268,5 +267,124 @@ Dextrous is a trait possessed only by Elves. The Elven people are known for thei
#generator=traits
[/topic]
[/help]
[topic]
id=terrain_grassland
title= _ "Grassland"
text= _ "Grassland represents open plains, whether cultivated, cut back for grazing, or wild. Being open ground, Grassland is both very easy to move across, but is also difficult to defend oneself in. Typically, those units that perform best on grassland are either cavalry, or very agile units which take advantage of the open space.
Most units have defense of 30 to 40% on grassland."
[/topic]
[topic]
id=terrain_road
title= _ "Road"
text= _ "Roads are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, Roads are identical to <ref>dst=terrain_grassland text=Grassland</ref>."
[/topic]
[topic]
id=terrain_forest
title= _ "Forest"
text= _ "Forests represent any woodland with significant undergrowth, enough to hinder passage. Though they slow nearly everyone down, forests do offer better defense to most units than open ground. Cavalry, however, have so much trouble navigating them that any benefit gained by stealth is negated. Elves are an exception to this general rule for forests. Not only do they possess full movement in forests, but they also gain a considerable defensive bonus. Dwarves are another exception to this rule; though they are able to plow through the forests without much loss of speed, their utter unfamiliarity with the terrain causes them to receive no defensive bonus.
Most units have 50% defense in forests, but cavalry are limited to 40%. Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. Dwarves generally receive only 30% defense in forests."
[/topic]
[topic]
id=terrain_hills
title= _ "Hills"
text= _ "Hills represent any reasonably rough terrain, with enough dips and rises in the ground to provide some cover. Hills are difficult for most troops to navigate. Dwarves, Trolls, and Orcs have enough familiarity with the terrain that they can pass through it without being slowed down. Cavalry have enough trouble navigating the terrain that any defensive aid lent by cover is negated.
Most units have about 50% defense in hills, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in hills."
[/topic]
[topic]
id=terrain_mountains
title= _ "Mountains"
text= _ "Mountains are steep enough that units often have to climb over obstacles to move. By this nature, they provide a considerable defensive bonus for most troops, but they also severely impede any passage through them. Most cavalry simply cannot enter mountainous terrain; however, elvish cavalry is an exception to this, as are the goblin wolf riders. Both Dwarves and Trolls are native to mountainous terrain, and have a very easy time getting around.
Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
[/topic]
[topic]
id=terrain_swamp
title= _ "Swamp"
text= _ "Swamps represent any sort of wetlands. Swamps slow down nearly everyone, and inhibit their ability to defend themselves. An exception to this is any race bodily skilled in navigating water; these receive both full movement and a defensive bonus. Those that make their living in the wetlands are also adept at using this terrain for cover.
Most units make do with 30% defense in swamps. Mermen, Naga, and Saurians all generally enjoy 60%."
[/topic]
[topic]
id=terrain_shallow_water
title= _ "Shallow Water"
text= _ "Shallow water represents any body of water deep enough to come up to roughly a man's waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement.
Most units make do with 20 to 30% defense in shallow water, whereas both Naga and Mermen enjoy 60%."
[/topic]
[topic]
id=terrain_deep_water
title= _ "Deep Water"
text= _ "Deep water represents any body of water deep enough to cover a man's head. Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.
Mermen and Naga both receive 50% defense in deep water, with full movement."
[/topic]
[topic]
id=terrain_tundra
title= _ "Tundra"
text= _ "Tundra is any grassland covered by snow, either permanently, or temporarily. Most units are slowed down by tundra, and have a harder time defending themselves.
Most units have 20 to 40% defense in Tundra."
[/topic]
[topic]
id=terrain_ice
title= _ "Ice"
text= _ "Ice represents any body of frozen water. For gameplay purposes, it is identical to <ref>dst=terrain_tundra text=Tundra</ref>. Note that swimming units, even those who can breathe underwater, cannot swim underneath ice."
[/topic]
[topic]
id=terrain_castle
title= _ "Castle"
text= _ "Castles are any sort of permanent fortification. Nearly all units receive a considerable bonus to their defense by being stationed in a castle, and all units receive full movement in a castle. Stationing units in a castle represents its defensive capability. Without a unit in each wall hex, an enemy can simply sneak into the castle unchallenged, gaining the same defensive bonus as everyone inside.
Most units have about 60% defense in a castle."
[/topic]
[topic]
id=terrain_sand
title= _ "Sand"
text= _ "The instability of sand makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the lizardly races make sand much easier for them to navigate.
Most units receive 20 to 40% defense in Sand."
[/topic]
[topic]
id=terrain_desert
title= _ "Desert"
text= _ "Deserts have a somewhat different composition than small sand pits or beaches, however for gameplay purposes they are identical. See <ref>dst=terrain_sand text=Sand</ref>."
[/topic]
[topic]
id=terrain_cave
title= _ "Cave"
text= _ "Cave terrain represents any underground cavern with enough room for a unit to pass. Most units are wholly unfamiliar with the terrain, and thus are both slowed down and hindered in defense. Dwarves and Trolls, who make their homes in caves, both have a relatively easy time navigating this terrain, especially dwarves, who by dint of their small size can navigate many obstacles that other races cannot.
Most units receive 20 to 40% defense in Caves, whereas dwarves have 50%."
[/topic]
[topic]
id=terrain_savanna
title= _ "Savanna"
text= _ "Savannas are plains of tall grass, found in the warmer climates of the world. For gameplay purposes, they are identical to <ref>dst=terrain_grassland text=Grassland</ref>."
[/topic]
[topic]
id=terrain_village
title= _ "Village"
text= _ "Villages represent any group of buildings, human or otherwise. Almost all units, even cavalry, have any easy time navigating villages, and most units gain a defensive bonus from being stationed in a village. Villages allow units the resources to clean and tend to their wounds, which allows any unit stationed therein to heal eight hitpoints each turn, or to be cured of poison.
Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%."
[/topic]
[/help]