Remove the maximum size for the character-select dialog, the window will
automatically choose the minimum size that fits the text.
Extend the map 1 hex south. This means that, if the full map fits on screen,
the horizontal center of the map (where the print statements appear) is between
the keep and the south village, thus their labels don't overlap the print
statements.
I hadn't realized the player could reach that village, but then be trapped away from
reaching their keep next move. This puts it within range of the keep.
This also provides an out if by some chance, the player is blocked from the village
across the river.
1. removed the quintain in the forest from scenario 1 - terrain
defense isn't part of the lesson, and it's possible to advance a
fighter and level 2 recalls aren't handled in scenario 2
2. fixed the problem with turn 2+ recruits in scenario 2
3. changed the map: moved the recalls to prevent quick recalled units
from dealing a death blow to torc in turn 2 (from the shallow water
hex), and used elf-castle, stone path etc terrains
4. added a check to the scripted moves to see if units are standing in
the path (prevents bug #6745)
5. fixed orc counter attack event/dialog