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updated INSTALL and MANUAL
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53
INSTALL
53
INSTALL
@ -1,6 +1,6 @@
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PREREQUISITES
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Prerequisites:
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You'll need to have these libraries (with equivalent devel versions) to build Wesnoth:
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You'll need to have these libraries (with equivalent devel versions) to build Wesnoth:
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libsdl1.2
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libsdl-image1.2
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@ -11,41 +11,48 @@ You'll need to have these libraries (with equivalent devel versions) to build We
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These libraries can be found at http://www.libsdl.org
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SOURCECODE
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Sourcecode:
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You can get it here: http://www.wesnoth.org/downloads or check http://www.ventu.info/wesnoth/?WesnothCVS
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You can get it here:
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http://www.wesnoth.org/downloads
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http://www.ventu.info/wesnoth/?WesnothCVS
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COMPILING
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Compiling:
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First untar the package:
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$ tar xfzv wesnoth-0.x.tar.gz
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then
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then
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$ cd wesnoth-0.x
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followed by
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$ make
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and finally
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Installing:
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$ make install
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$ ./wesnoth
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Relocating Data:
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to run the program. Have fun.
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By default game is installed to /usr/local. There is a way to get Wesnoth to locate its data and have the data files not under the executable. Variables with defaults are:
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DESTDIR=/usr/local # base path for game binaries, pixmaps, and man pages
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DATADIR=/usr/local # base path for wesnoth-data
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SERVDIR=/usr/local # base path for server-binary
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These are given as args to make. To install wesnoth to /opt...
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$ make DESTDIR=/opt/wesnoth-0.5.1-cvs DATADIR=/opt/wesnoth-0.5.1-cvs SERVDIR=/opt/wesnoth-server-0.5.1-cvs
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$ make install DESTDIR=/opt/wesnoth-0.5.1-cvs DATADIR=/opt/wesnoth-0.5.1-cvs SERVDIR=/opt/wesnoth-server-0.5.1-cvs
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RELOCATING DATA
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Note:
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There is a way to get Wesnoth to locate its data and have the data files not under the executable. You just add the preprocessor symbol WESNOTH_PATH to point to the path the data is at. So when compiling add the flag,
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-DWESNOTH_PATH=\"/usr/share/wesnoth\"
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and Wesnoth will look for its data under /usr/share/wesnoth.
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NOTE:
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Users compiling CVS sources should 'make clean' before 'make' after any tree update.
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Users compiling CVS sources should 'make clean' before 'make' after any tree update.
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78
MANUAL
78
MANUAL
@ -1,48 +1,54 @@
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Controls
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/* $Id$ */
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* Arrow key: Scroll
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* Left click: Select unit/move unit
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* Right click: Main menu, cancel action
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* Escape: Exit game
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* z: Zoom in
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* x: Zoom out
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* c: Default zoom level
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* u: Undo last move (only deterministic moves can be undone)
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* r: Redo move
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* n: Cycle through units that have movement left
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* : End unit turn and cycle to next unit that has movement left
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* l: Move to leader unit
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* ctrl-f: Toggle fullscreen/windowed mode
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* ctrl-r: Recruit unit
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* ctrl-c: Recall unit
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* ctrl-a: Toggle accelerated game mode
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* d: Describe current unit
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* ctrl-d: View defensive ratings of current unit against attacks
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* ctrl-t: View how the current unit behaves in various terrain
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* ctrl-s: Save game
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Controls
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Arrow keys: Scroll
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Left click: Select unit/move unit
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Right click: Main menu, cancel action
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Middle click: Center on pointer location
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Escape: Exit game, exit menu
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z: Zoom in
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x: Zoom out
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c: Default zoom level
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u: Undo last move (only deterministic moves can be undone)
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r: Redo move
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n: Cycle through units that have movement left
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1-3: Cycle through 1st/2nd/3rd level units
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space: End unit turn and cycle to next unit that has movement left
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l: Move to leader unit
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ctrl-f: Toggle fullscreen/windowed mode
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ctrl-r: Recruit unit
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ctrl-c: Recall unit
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ctrl-a: Toggle accelerated game mode
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d: Describe current unit
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ctrl-d: View defensive ratings of current unit against attacks
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ctrl-t: View how the current unit behaves in various terrain
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ctrl-s: Save game
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ctrl-shift-r: Repeat recruit
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Orbs
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How do I tell if a unit is a friend or an enemy? On the top of the energy bar shown next to each unit is an orb. This orb is:
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On the top of the energy bar shown next to each unit of yours is an orb. This orb is:
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* green if you control the unit and it hasn't moved this turn
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* yellow if you control the unit and it has moved this turn, but could still move further.
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* red if you control this unit, but it has already used all its movement this turn
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* blue if the unit is an ally, but not controlled by you
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* black if the unit is an enemy unit
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* green if you control the unit and it hasn't moved this turn
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* yellow if you control the unit and it has moved this turn, but could still move further.
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* red if you control this unit, but it has already used all its movement this turn
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* blue if the unit is an ally, but you cannot move it
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Enemy units have no orb on the top of their energy bar. (In older versions < 0.5.2 there was a black orb on the top of energy bar of enemy units)
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Description
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The game takes place over a series of battles, or scenarios. Each scenario pits your troops against the troops of an adversary. Each side begins with one leader in their keep.
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Gold
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Each side is given some amount of gold to begin with, and receives 2 gold pieces per turn, plus 2 more gold pieces for every village that side controls. Each side must pay maintenance of 1 gold piece every turn for each unit they have fielded.
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Recruiting and recalling
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Units may be recruited for a price, as long as the leader is on a keep, and there is at least one vacant castle hex in the castle the leader is in. Right-click and select Recruit to recruit new troops.
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@ -51,14 +57,21 @@ After you complete a scenario, all surviving will be available to you next scena
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You can first highlight free castle tile and then proceed with recruit, this way you can choose the tile for recruited unit to appear, this works for recruiting and recalling.
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You are not able to move a unit on the turn you recruit or recall that unit.
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Unit specialties
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Unit specialties are decribed under Unit Description in main menu.
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Moving
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When a unit is clicked on, all the places it can move to on the current turn become lit up, while everywhere it can't move is greyed. You can then click on the hex you want it to move to. Moving onto a village that is neutral or owned by an enemy will take ownership of it. If you select destination which beyond reach in your turn the unit will enter 'goto-mode' and continue moving towards destination thru next turn(s). You can easily undo goto movements in the beginning of your turn, goto can be broken by selecting unit and choosing new destination.
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You may not move through the six spaces around an enemy piece (their Zone of Control) without stopping.
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Fighting
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If you move next to an enemy unit, you may attack them. Click on your unit that is next to an enemy unit, and click on the enemy you want to attack. Every unit has one or more weapons they can attack with. Some weapons, such as swords, are melee weapons, and some weapons, such as bows, are ranged weapons.
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@ -69,12 +82,11 @@ Different types of attacks do different amounts of damage, and a certain number
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Every unit has a chance of being hit based on the terrain they are on. Units in castles and villages have a lower chance of being hit. Elves in forest have a low chance of being hit.
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Alignment
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Every unit has an alignment: lawful, neutral, or chaotic. Their alignment affects how they perform at different times of day. The following table illustrates the different times of the day:
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| turn | day-phase |
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---------------------
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| 1 | dawn |
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@ -83,18 +95,16 @@ Every unit has an alignment: lawful, neutral, or chaotic. Their alignment affect
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| 4 | dusk |
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| 5 | night |
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| 6 | night |
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Units that are Lawful deal 25% more damage at day, and 25% less damage at night. Units that are Chaotic deal 25% more damage at night, and 25% less damage at day. Neutral units have their fighting unaffected by the day/night cycle.
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Healing
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Injured units in villages will recover 8 hitpoints every turn. Injured units that are adjacent to units with the 'heal' or 'cure' abilities will also heal. Units next to units with the 'heal' ability will heal a maximum of 4 hitpoints per turn, and 8 hitpoints per turn for units with the 'cure' ability. However the more units around a unit that can heal, the less each one will be healed.
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Injured units in villages will recover 8 hitpoints every turn. Injured units that are adjacent to units with the 'heal' or 'cure' abilities will also heal. Units next to unit(s) with the 'heal' ability will heal a maximum of 4 hitpoints per turn, and 8 hitpoints per turn for unit(s) with the 'cure' ability. However the more units around a unit that can heal, the less each one will be healed.
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Experience
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Units are awarded experience for fighting, and after obtaining enough experience, they will advance a level, and become more powerful.
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/* $Id$ */
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