mirror of
https://github.com/wesnoth/wesnoth
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115 lines
5.3 KiB
Plaintext
115 lines
5.3 KiB
Plaintext
In the Battle for Wesnoth, you take command of an army in a fantasy world,
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and have to maneuver the army to accomplish one or more goals. The game is
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divided into scenarios. Once you complete one scenario, you move onto the
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next. A story sequence during which the key players in the game discuss
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the situation occurs at the beginning and end of each scenario.
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Basic controls:
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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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* d: Default zoom level
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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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* u: undo last move (only moves which have a deterministic outcome may
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be undone)
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* r: redo move
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When you complete a scenario, your game is automatically saved, so that it
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can be loaded later. A game may not be saved during a scenario at this time.
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The map is made up of hexagons. Each army is divided up into units. Up to 1
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unit can be in each hexagon.
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Every scenario will have your army fighting against one or more enemy armies.
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The scenario will be divided up into turns. You move your units and decide
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who to attack on your turn, and your enemies do the same on your turn.
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At the start of each scenario, you will start with one unit, your commander,
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and perhaps a few other key units. You will usually start on castle terrain.
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While you're on a castle, you can recruit units into your army. Each unit
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has a cost associated with it, which is deducted from your gold balance
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displayed on the right. You recruit units by right-clicking and select the
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'recruit' option from the menu that is displayed.
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If you have successfully completed previous scenarios, and have surviving
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units in those scenarios, you may re-recruit them into your army with the
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'recall' option. The recall option has a cost of 20 gold pieces for each
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time it is used.
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Scattered around the map are villages. If you move a unit onto a village, it
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will turn to your army's color (red). For each village you control, you earn
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revenue of 2 gold every turn. For each unit your army has fielded, you pay
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expenses of 1 gold every turn.
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Each unit can move a certain number of hexagons every turn. Typically foot
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soldiers will be able to move 5 hexagons every turn, but this will vary
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depending upon the unit. However, some terrain types are more difficult for
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some units to traverse than others, and units may move at half, a third, or
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a quarter of their normal speed over some types of terrain. Additionally,
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some types of terrain cannot be traversed at all by certain units.
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If you click on a unit, all the hexagons it can move to this turn are
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colored, while all the hexagons it cannot move to are displayed in black and
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white. You may then click on the hexagon you want the unit to move to, to
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move it there.
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If a unit moves next to an enemy unit, it must stop moving immediately.
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A unit that moves next to an enemy unit may attack the enemy unit. You can
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do this by clicking on the unit, and then clicking on the adjacent enemy you
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want to attack.
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Every unit has one or more attacks it can use. Every attack has a rating for
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how much damage it does, and how many times the unit can strike with that
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attack in a turn. When you attack an enemy, they will be able to strike back
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at you.
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Some attacks are short range, and some attacks are long range. If you attack
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with a short range attack, then the enemy you are attacking will strike back
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at short range. If you attack with a long range attack, they will strike back
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with a long range attack, if they have one. If you attack a unit that has no
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long range attack with a long range attack, it will not be able to strike
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back at all.
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When a unit attacks another unit, it will be given a % chance that each
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attack will hit its target. This chance to hit is based on the terrain the
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defending unit is standing in. Different units have better defense in
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different types of terrain.
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When a unit is hit, it loses some hitpoints. If a unit runs out of hitpoints,
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it is killed and removed from the game. Units are rewarded experience for
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each battle they are in, and especially for each unit that they kill.
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If a unit reaches its experience needed, it will become a more powerful unit.
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If a unit is injured, it may move onto a village to heal itself. It will
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receive 8 hitpoints back every turn it remains on the village.
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Every attack has a type. For instance, swords are 'blade' attacks.
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Bows are 'piercing' attacks. Each unit has different vulnerability to
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different kinds of attacks. For instance, horsemen are especially vulnerable
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to piercing attacks. The more vulnerable a unit is to an attack, the more
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damage it will suffer against it.
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On the right of the screen, an image is displayed which shows what time of
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day it is. It may be dawn, day, dusk, or night. Every unit is Lawful,
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Neutral, or Chaotic. It is possible for evil units to be lawful and good
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units to be chaotic. For instance, a soldier might concentrate on how they
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can lawfully do as much evil as they can.
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Lawful units fight better at day, and Chaotic units fight better at night.
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Neutral units are unaffected by day and night.
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Some units may have special skills or abilities that allow them to operate
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in ways which distort the normal game rules. If you right-click on a unit
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and select 'Description', the abilities of that unit will be described
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(This is not yet fully implemented for all units).
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David White
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davidnwhite@optusnet.com.au
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/* $Id$ */
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