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		<id>https://wiki.wesnoth.org/index.php?title=Observer:Profiles&amp;diff=20167</id>
		<title>Observer:Profiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Observer:Profiles&amp;diff=20167"/>
		<updated>2007-12-18T07:50:40Z</updated>

		<summary type="html">&lt;p&gt;Hagabaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Transcript: An Interview With [http://www.wesnoth.org/wiki/User:Sapient Sapient]''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi, [http://www.wesnoth.org/wiki/User:Sapient Sapient], and welcome to [http://www.wesnoth.org/wiki/The_Observer The Observer]. We have five questions we would like to ask you, today.&lt;br /&gt;
&lt;br /&gt;
'''1) How did you find wesnoth, and why have you stayed with the project for two years? What pull keeps you here, Sapient?'''&lt;br /&gt;
&lt;br /&gt;
I found wesnoth from a long and winding path. I used to hang out a lot on Radio Rivendell forums, then one day a guy posted a link in there to some video game music. The website led over to some free video game reviews, then that led over to Wesnoth. I was a Wesnoth player a long time before I touched the source code. I played around a lot with WML and had a lot of fun with it, As you can see from my old map pack, which still gets a lot of downloads I see. Then my relationship with Wesnoth changed a lot when I started getting into the C++. At first I just wanted to improve the MP Timer controls, then Soliton talked me into doing some UI improvements. He's a real good proponent for the project. I never read a book on C++ or officially studied it in a class, but I knew a lot about C and Java. It was fun learning the new language and I enjoyed it a lot; Xan was a good tutor when I had a question. I've never actually completed an official campaign to this day, unless you count the tutorial, So I guess you could say I'm a bit odd in that I like coding more than playing. I used to actually be addicted to video games such as MMORPGS so I try to keep a tight tab on how much time I play&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2) You dedicated to improving the WML. Are you coding in any new features at this moment? Is it difficult to manipulate WML at the source level?'''&lt;br /&gt;
&lt;br /&gt;
Yes, as you have noticed improving WML is one of the areas that I find the most fun. I have more plans for improving the language as well. Currently, I'd like to give the WML author a way to store all locations that are reachable by certain unit(s), and a way to use the pathfinding algorithm to store the path a unit would take if it can go from A to B. As for crazy ideas, maybe WML should have support for functions/calling. I recently refactored the Standard Location Filter code, but that was an internal change. The WML authors won't notice it, just C++ coders. Before that I made the C++ for WML variable lookups / modifications much cleaner. Again, an internal change; but one that will help future coders. These were difficult changes, yes, but they will make future work easier. As for creating WML events/additions, some of them are very very simple. But it requires a lot of foresight and planning so that you are adding value to the language and you don't have to go back later to change the way something works. I remember from my days as a WML Author that losing backwards compatibility is a real nuisance and a deterrent to development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3) Have you ever been tempted to misuse your power? (even if you have not, in the end)'''&lt;br /&gt;
&lt;br /&gt;
Honestly, no; I'm a pretty humble soul. I never wanted to give myself uber powers through manipulations. Although I do try to think up such scenarios sometimes. I think like a criminal mastermind sometimes, but this is more to put myself in someone else's frame of mind. Then you can anticipate their moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4) What sort of computer do you use, and what OS? Why do you use it?'''&lt;br /&gt;
&lt;br /&gt;
That's an interesting question. Maxy used to be the dev with the lowest end computer, but now I'm pretty sure I have that distinction. I'm running Windows XP Professional, on a Pentium 4 with 256 MB Ram. I have a 16MB video card. I intentionally had them downgrade it from a 32MB video card when I ordered the laptop just so I could get more work done in college and graduate. (Let that be a lesson to you college students, heh!) As for why I use this OS, well I'm a creature of habit I guess. I got everything set up the way I want it over a process of many years and I don't have enough drive space or spare computers or backup devices to really experiment too much with it. One of these days, I'll do that, at least, that's what I keep telling myself anyways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5) Sapient, does your [http://www.wesnoth.org/forum/images/avatars/1537513845d2bf5717318.png dodging ninja avatar] on the forums have any deeper meaning? What does it represent, symbolically?'''&lt;br /&gt;
&lt;br /&gt;
Yes, my avatar does have a deeper meaning. I'm not sure I want to give it away, though! I used to play a lot as Northerners and I would have some really lucky assassin strategies sometimes - I developed the saying &amp;quot;You can't kill a true ninja!&amp;quot; I have an appreciation for bounty hunter fiction stories, too. I was once contemplating creating a campaign based on the story of a bounty hunter during the beginning of Ashveire's reign. He would basically be tasked with rounding up dissidents who were still loyal to the previous ruler. And the game play would be focused on using the fewest number of units possible, rather than the usual bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Transcript: An Interview With [http://www.wesnoth.org/wiki/User:Jetryl Jetryl]''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1) As the art director for Wesnoth, where do you plan to take us, graphically? Do you have any 'big project' under way at the moment?'''&lt;br /&gt;
&lt;br /&gt;
First, I intend to see the team-coloration project to fruition; to give the drakes, naga, and mermen the same recolorable patches (and general cleanups to their sprites) that all the other races have.&lt;br /&gt;
&lt;br /&gt;
After that, there are a few possibilities - completing these would put us above the graphical level of quality seen in commercial games like final fantasy tactics, and because our graphics could (and have already) made other, radically different games possible, it would be a win for OSS as a whole. These include:&lt;br /&gt;
- Giving our units a set of northeast facings similar to our current southeast facings. This would solve most of the graphical cheapness that happens when one of our units plays an animation that depicts him swinging his weapon in the opposite direction of his opponent.&lt;br /&gt;
&lt;br /&gt;
- Giving our units walking animations. Far more difficult than the job I just mentioned, but this could well launch our content into being suitable for an RTS - something which open source has already finished code for in the form of the Stratagus Engine. It would also make Wesnoth itself look incredibly good - there are many similar games like FFT, Disgaea, and Tactics Ogre that demonstrate that walking animations work in a game of our type, and greatly enhance the visual experience. When the time comes, I'll probably be leveraging a lot of community help on this.&lt;br /&gt;
&lt;br /&gt;
- Providing our game with a single set of high quality, consistent portraits.&lt;br /&gt;
&lt;br /&gt;
- Cleaning up a few loose ends in the terrain department - coming up with a better solution to dirt tiles/transitions and snow transitions. Coming up with better bridges, replacing the desert hill/mountain tiles, and also finishing a start that freim made on snow mountain tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2) When you first joined, nearly four years ago, the art was quite different than it is now. How do you feel about the changes since then? Do you ever want to go back, and play the pre 1.0 releases?'''&lt;br /&gt;
&lt;br /&gt;
I really don't have any nostalgia for the old graphics, mostly because (at least ideally) the new graphics have preserved everything that was good about the old ones, and discarded everything that was bad.&lt;br /&gt;
&lt;br /&gt;
If nothing else; looking at the old versions really offers a sense of accomplishment. I feel that we've made as much of an improvement between the days of 0.6 and 1.3.x as was made between many sequels of commercial games. We still have plenty of things to do, but what has been done so far is very encouraging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3) What is your favorite program to draw with?'''&lt;br /&gt;
&lt;br /&gt;
Photoshop. It's a good &amp;quot;jack of all trades&amp;quot; program, and I've found it strangely better at pixel art that a lot of the programs out there that are dedicated solely to making pixel art easier. I think a lot of this has to do with depth in other features that photoshop developed to make general image editing easier, but which are equally applicable to sprite art and which are missing from a lot of the simpler &amp;quot;made for sprite art&amp;quot; programs.&lt;br /&gt;
&lt;br /&gt;
These include things like photoshop's extensive history support, not only being able to &amp;quot;undo&amp;quot; as far as 50 steps back, but also being able to &amp;quot;save the state of the document&amp;quot;, so that you can explore a certain direction with a work, but are still able to roll back to the old one no matter how much further you progress into the work. The 800lb gorilla in the room is probably layers - I can place elements which would obscure things behind them, but which I'm unsure of the right position of, in a separate layer. For example, I can put the shield of a sprite in one layer, and his mostly-complete body underneath. As the balance of the sprite's pose changes during the drawing, I can shift his shield to accommodate with almost no drawing whatsoever. Photoshop's color manipulation tools are also useful for quick previews of radically different color schemes.&lt;br /&gt;
&lt;br /&gt;
The GIMP is another program that a number of our artists use. I'm not terribly fond of it's interface, since it makes certain basic operations that I do in photoshop take more time (such as selecting a range of pixels and translating their position without cutting and pasting them). I believe a few of these things came from an attempt to better position the gimp as a &amp;quot;photo editor&amp;quot; than Photoshop, which has some bias in its interface conventions that it inherited from older programs like Silicon Beach's SuperPaint - these programs had an interface for basic editing (drawing, selecting, moving) that was more like what the program MS Paint now has. However, I suspect that this might just be my acclimation to photoshop's style of interface, and I know that the gimp can be very powerful when a person becomes experienced at using it. It also has the benefit of being &amp;quot;free software&amp;quot; in both senses of the term.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4) What do you think of the new animations that the 1.3.x line introduced?'''&lt;br /&gt;
&lt;br /&gt;
The centerpiece of the new animations has been the idle animations, and I think they really help with a major flaw that wesnoth used to, and still does have. In many older games, even games within our general category, there is a considerable amount of visual action on the screen even when no gameplay interaction is taking place. I strongly suspect that this visual motion, this &amp;quot;liveliness&amp;quot; to the whole screen has a considerable and natural psychological appeal to players; in much the same way that vibrant, lively colors do. If you look even at the classic game civilization, it had animation of its water terrain through palette cycling, which often resulted in a while third or more of the screen having some sense of motion to it. Simcity (especially 2000 and thereafter), went to the length of animating many of the building tiles. Our idle animations don't completely solve this problem, but they do a lot to help with it.&lt;br /&gt;
&lt;br /&gt;
Boucman, as well, has done a number of changes and major cleanups with our animation WML which will really ease a number of future additions; mostly what I mentioned in the answer to question #1. He, and zookeeper who helped him with the content end, really deserve a standing ovation; they're the people who really made these improvements possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5) Is it difficult to deal with the different art styles brought to wesnoth? How do you reconcile the different artist's work to produce a 'Wesnoth' style?'''&lt;br /&gt;
&lt;br /&gt;
It is difficult, and it's resulted in a lot of wasted work. By far, the leading cause of &amp;quot;lost work&amp;quot; has been poor work that wasn't up to snuff, rather than bits of good work done in separate styles. Our sprite art, our terrain art, and our attack icons have all stabilized in style, and no one that was good enough to do them the right way has been so wasteful as to make images blatantly in the wrong style. Our portraits have not quite stabilized in style; we have more than one body of work in disparate &amp;quot;styles&amp;quot;, and this is a problem we'll need to resolve to get a full set (consider the difference between the drake and saurian portraits, and the human portraits).&lt;br /&gt;
&lt;br /&gt;
This lack of quality would be an issue with a commercial company, but they deal with it in a different way - they simply end or never begin an artist's employment. I have to make the same judgement that a commercial company would make, but on a piece by piece basis - often I can work with someone better to bring them up to par (like leonhard, who did some great work on the attack icons), but even with my own work I have to carefully judge if a piece is of the right quality to fit in.&lt;br /&gt;
&lt;br /&gt;
One of the problems we've run into is that it's far more attractive to most players to try to expand our content horizontally, than it is to expand it vertically. It's far more appealing to try and make a new monster, than to make the same number of images for an existing unit to improve its animations. A lot of this, I think, has to do with &amp;quot;authorship&amp;quot; - when someone makes a whole new monster, they can call it their own. The upside of this is that this phenomenon can be turned to our ends, but only if the person is willing to do enough work that whole units' worth of images can be done by them. People like Eternal and Neoriceisgood have done some excellent work on our team-color redesign, and have probably been spurred by the fact that by doing all the work necessary for the new imagery of a unit, they could really call it their own. We've had success by giving people like that &amp;quot;artistic license&amp;quot; over a major area if they're willing to do all the relevant work; I've certainly been a bit motivated by this myself. It's darkly ironic, because if the people who do UMC were willing to work on core content, their work would be seen every time someone played wesnoth - far more often than it would on UMC, and vastly more so than on content that never got finished; that was just left to die in a forum thread for some pipe-dream campaign/era. I think that a lot of this phenomenon is similar to what ESR described here:&lt;br /&gt;
http://www.firstmonday.org/issues/issue3_10/raymond/index.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How I reconcile the art is simple - if it's even directed at something useful to begin with, I make a judgement of whether it would be economical for the game if I spent my time editing it into shape. Sometimes something is far enough off-base that my time is simply better spent recreating it from scratch. At those times I either do exactly that, or just ignore the piece and continue working on what I was doing at the time. A lot of the time, I try to offer advice to people on how to improve their work - it's actually spurred a number of people to continue helping for quite a while, and has improved some to the point where they're independently able to do mainline work. The mechanics of how I actually fix an individual piece are probably beyond the scope of an interview like this - I'd probably have to explain a lot of &amp;quot;how to draw&amp;quot;.&lt;br /&gt;
&amp;lt;small&amp;gt;[[The Observer|Return to Page 1]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:The Observer]]&lt;/div&gt;</summary>
		<author><name>Hagabaka</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Observer:Profiles&amp;diff=20164</id>
		<title>Observer:Profiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Observer:Profiles&amp;diff=20164"/>
		<updated>2007-12-18T07:47:00Z</updated>

		<summary type="html">&lt;p&gt;Hagabaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Transcript: An Interview With [http://www.wesnoth.org/wiki/User:Sapient Sapient]''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi, [http://www.wesnoth.org/wiki/User:Sapient Sapient], and welcome to [http://www.wesnoth.org/wiki/The_Observer The Observer]. We have five questions we would like to ask you, today.&lt;br /&gt;
&lt;br /&gt;
'''1) How did you find wesnoth, and why have you stayed with the project for two years? What pull keeps you here, Sapient?'''&lt;br /&gt;
&lt;br /&gt;
I found wesnoth from a long and winding path. I used to hang out a lot on Radio Rivendell forums, then one day a guy posted a link in there to some video game music. The website led over to some free video game reviews, then that led over to Wesnoth. I was a Wesnoth player a long time before I touched the source code. I played around a lot with WML and had a lot of fun with it, As you can see from my old map pack, which still gets a lot of downloads I see. Then my relationship with Wesnoth changed a lot when I started getting into the C++. At first I just wanted to improve the MP Timer controls, then Soliton talked me into doing some UI improvements. He's a real good proponent for the project. I never read a book on C++ or officially studied it in a class, but I knew a lot about C and Java. It was fun learning the new language and I enjoyed it a lot; Xan was a good tutor when I had a question. I've never actually completed an official campaign to this day, unless you count the tutorial, So I guess you could say I'm a bit odd in that I like coding more than playing. I used to actually be addicted to video games such as MMORPGS so I try to keep a tight tab on how much time I play&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2) You dedicated to improving the WML. Are you coding in any new features at this moment? Is it difficult to manipulate WML at the source level?'''&lt;br /&gt;
&lt;br /&gt;
Yes, as you have noticed improving WML is one of the areas that I find the most fun. I have more plans for improving the language as well. Currently, I'd like to give the WML author a way to store all locations that are reachable by certain unit(s), and a way to use the pathfinding algorithm to store the path a unit would take if it can go from A to B. As for crazy ideas, maybe WML should have support for functions/calling. I recently refactored the Standard Location Filter code, but that was an internal change. The WML authors won't notice it, just C++ coders. Before that I made the C++ for WML variable lookups / modifications much cleaner. Again, an internal change; but one that will help future coders. These were difficult changes, yes, but they will make future work easier. As for creating WML events/additions, some of them are very very simple. But it requires a lot of foresight and planning so that you are adding value to the language and you don't have to go back later to change the way something works. I remember from my days as a WML Author that losing backwards compatibility is a real nuisance and a deterrent to development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3) Have you ever been tempted to misuse your power? (even if you have not, in the end)'''&lt;br /&gt;
&lt;br /&gt;
Honestly, no; I'm a pretty humble soul. I never wanted to give myself uber powers through manipulations. Although I do try to think up such scenarios sometimes. I think like a criminal mastermind sometimes, but this is more to put myself in someone else's frame of mind. Then you can anticipate their moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4) What sort of computer do you use, and what OS? Why do you use it?'''&lt;br /&gt;
&lt;br /&gt;
That's an interesting question. Maxy used to be the dev with the lowest end computer, but now I'm pretty sure I have that distinction. I'm running Windows XP Professional, on a Pentium 4 with 256 MB Ram. I have a 16MB video card. I intentionally had them downgrade it from a 32MB video card when I ordered the laptop just so I could get more work done in college and graduate. (Let that be a lesson to you college students, heh!) As for why I use this OS, well I'm a creature of habit I guess. I got everything set up the way I want it over a process of many years and I don't have enough drive space or spare computers or backup devices to really experiment too much with it. One of these days, I'll do that, at least, that's what I keep telling myself anyways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5) Sapient, does your [http://www.wesnoth.org/forum/images/avatars/1537513845d2bf5717318.png dodging ninja avatar] on the forums have any deeper meaning? What does it represent, symbolically?'''&lt;br /&gt;
&lt;br /&gt;
Yes, my avatar does have a deeper meaning. I'm not sure I want to give it away, though! I used to play a lot as Northerners and I would have some really lucky assassin strategies sometimes - I developed the saying &amp;quot;You can't kill a true ninja!&amp;quot; I have an appreciation for bounty hunter fiction stories, too. I was once contemplating creating a campaign based on the story of a bounty hunter during the beginning of Ashveire's reign. He would basically be tasked with rounding up dissidents who were still loyal to the previous ruler. And the game play would be focused on using the fewest number of units possible, rather than the usual bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Transcript: An Interview With [http://www.wesnoth.org/wiki/User:Jetryl Jetryl]''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1) As the art director for Wesnoth, where do you plan to take us, graphically? Do you have any 'big project' under way at the moment?'''&lt;br /&gt;
&lt;br /&gt;
First, I intend to see the team-coloration project to fruition; to give the drakes, naga, and mermen the same recolorable patches (and general cleanups to their sprites) that all the other races have.&lt;br /&gt;
&lt;br /&gt;
After that, there are a few possibilities - completing these would put us above the graphical level of quality seen in commercial games like final fantasy tactics, and because our graphics could (and have already) made other, radically different games possible, it would be a win for OSS as a whole. These include:&lt;br /&gt;
- Giving our units a set of northeast facings similar to our current southeast facings. This would solve most of the graphical cheapness that happens when one of our units plays an animation that depicts him swinging his weapon in the opposite direction of his opponent.&lt;br /&gt;
&lt;br /&gt;
- Giving our units walking animations. Far more difficult than the job I just mentioned, but this could well launch our content into being suitable for an RTS - something which open source has already finished code for in the form of the Stratagus Engine. It would also make Wesnoth itself look incredibly good - there are many similar games like FFT, Disgaea, and Tactics Ogre that demonstrate that walking animations work in a game of our type, and greatly enhance the visual experience. When the time comes, I'll probably be leveraging a lot of community help on this.&lt;br /&gt;
&lt;br /&gt;
- Providing our game with a single set of high quality, consistent portraits.&lt;br /&gt;
&lt;br /&gt;
- Cleaning up a few loose ends in the terrain department - coming up with a better solution to dirt tiles/transitions and snow transitions. Coming up with better bridges, replacing the desert hill/mountain tiles, and also finishing a start that freim made on snow mountain tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2) When you first joined, nearly four years ago, the art was quite different than it is now. How do you feel about the changes since then? Do you ever want to go back, and play the pre 1.0 releases?'''&lt;br /&gt;
&lt;br /&gt;
I really don't have any nostalgia for the old graphics, mostly because (at least ideally) the new graphics have preserved everything that was good about the old ones, and discarded everything that was bad.&lt;br /&gt;
&lt;br /&gt;
If nothing else; looking at the old versions really offers a sense of accomplishment. I feel that we've made as much of an improvement between the days of 0.6 and 1.3.x as was made between many sequels of commercial games. We still have plenty of things to do, but what has been done so far is very encouraging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3) What is your favorite program to draw with?'''&lt;br /&gt;
&lt;br /&gt;
Photoshop. It's a good &amp;quot;jack of all trades&amp;quot; program, and I've found it strangely better at pixel art that a lot of the programs out there that are dedicated solely to making pixel art easier. I think a lot of this has to do with depth in other features that photoshop developed to make general image editing easier, but which are equally applicable to sprite art and which are missing from a lot of the simpler &amp;quot;made for sprite art&amp;quot; programs.&lt;br /&gt;
&lt;br /&gt;
These include things like photoshop's extensive history support, not only being able to &amp;quot;undo&amp;quot; as far as 50 steps back, but also being able to &amp;quot;save the state of the document&amp;quot;, so that you can explore a certain direction with a work, but are still able to roll back to the old one no matter how much further you progress into the work. The 800lb gorilla in the room is probably layers - I can place elements which would obscure things behind them, but which I'm unsure of the right position of, in a separate layer. For example, I can put the shield of a sprite in one layer, and his mostly-complete body underneath. As the balance of the sprite's pose changes during the drawing, I can shift his shield to accommodate with almost no drawing whatsoever. Photoshop's color manipulation tools are also useful for quick previews of radically different color schemes.&lt;br /&gt;
&lt;br /&gt;
The GIMP is another program that a number of our artists use. I'm not terribly fond of it's interface, since it makes certain basic operations that I do in photoshop take more time (such as selecting a range of pixels and translating their position without cutting and pasting them). I believe a few of these things came from an attempt to better position the gimp as a &amp;quot;photo editor&amp;quot; than Photoshop, which has some bias in its interface conventions that it inherited from older programs like Silicon Beach's SuperPaint - these programs had an interface for basic editing (drawing, selecting, moving) that was more like what the program MS Paint now has. However, I suspect that this might just be my acclimation to photoshop's style of interface, and I know that the gimp can be very powerful when a person becomes experienced at using it. It also has the benefit of being &amp;quot;free software&amp;quot; in both senses of the term.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4) What do you think of the new animations that the 1.3.x line introduced?'''&lt;br /&gt;
&lt;br /&gt;
The centerpiece of the new animations has been the idle animations, and I think they really help with a major flaw that wesnoth used to, and still does have. In many older games, even games within our general category, there is a considerable amount of visual action on the screen even when no gameplay interaction is taking place. I strongly suspect that this visual motion, this &amp;quot;liveliness&amp;quot; to the whole screen has a considerable and natural psychological appeal to players; in much the same way that vibrant, lively colors do. If you look even at the classic game civilization, it had animation of its water terrain through palette cycling, which often resulted in a while third or more of the screen having some sense of motion to it. Simcity (especially 2000 and thereafter), went to the length of animating many of the building tiles. Our idle animations don't completely solve this problem, but they do a lot to help with it.&lt;br /&gt;
&lt;br /&gt;
Boucman, as well, has done a number of changes and major cleanups with our animation WML which will really ease a number of future additions; mostly what I mentioned in the answer to question #1. He, and zookeeper who helped him with the content end, really deserve a standing ovation; they're the people who really made these improvements possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5) Is it difficult to deal with the different art styles brought to wesnoth? How do you reconcile the different artist's work to produce a 'Wesnoth' style?'''&lt;br /&gt;
&lt;br /&gt;
It is difficult, and it's resulted in a lot of wasted work. By far, the leading cause of &amp;quot;lost work&amp;quot; has been poor work that wasn't up to snuff, rather than bits of good work done in separate styles. Our sprite art, our terrain art, and our attack icons have all stabilized in style, and no one that was good enough to do them the right way has been so wasteful as to make images blatantly in the wrong style. Our portraits have not quite stabilized in style; we have more than one body of work in disparate &amp;quot;styles&amp;quot;, and this is a problem we'll need to resolve to get a full set (consider the difference between the drake and saurian portraits, and the human portraits).&lt;br /&gt;
&lt;br /&gt;
This lack of quality would be an issue with a commercial company, but they deal with it in a different way - they simply end or never begin an artist's employment. I have to make the same judgement that a commercial company would make, but on a piece by piece basis - often I can work with someone better to bring them up to par (like leonhard, who did some great work on the attack icons), but even with my own work I have to carefully judge if a piece is of the right quality to fit in.&lt;br /&gt;
&lt;br /&gt;
One of the problems we've run into is that it's far more attractive to most players to try to expand our content horizontally, than it is to expand it vertically. It's far more appealing to try and make a new monster, than to make the same number of images for an existing unit to improve its animations. A lot of this, I think, has to do with &amp;quot;authorship&amp;quot; - when someone makes a whole new monster, they can call it their own. The upside of this is that this phenomenon can be turned to our ends, but only if the person is willing to do enough work that whole units' worth of images can be done by them. People like Eternal and Neoriceisgood have done some excellent work on our team-color redesign, and have probably been spurred by the fact that by doing all the work necessary for the new imagery of a unit, they could really call it their own. We've had success by giving people like that &amp;quot;artistic license&amp;quot; over a major area if they're willing to do all the relevant work; I've certainly been a bit motivated by this myself. It's darkly ironic, because if the people who do UMC were willing to work on core content, their work would be seen every time someone played wesnoth - far more often than it would on UMC, and vastly more so than on content that never got finished; that was just left to die in a forum thread for some pipe-dream campaign/era. I think that a lot of this phenomenon is similar to what ESR described here:&lt;br /&gt;
http://www.firstmonday.org/issues/issue3_10/raymond/index.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How I reconcile the art is simple - if it's even directed at something useful to begin with, I make a judgement of whether it would be economical for the game if I spent my time editing it into shape. Sometimes something is far enough off-base that my time is simply better spent recreating it from scratch. At those times I either do exactly that, or just ignore the piece and continue working on what I was doing at the time. A lot of the time, I try to offer advice to people on how to improve their work - it's actually spurred a number of people to continue helping for quite a while, and has improved some to the point where they're independently able to do mainline work. The mechanics of how I actually fix an individual piece are probably beyond the scope of an interview like this - I'd probably have to explain a lot of &amp;quot;how to draw&amp;quot;.&lt;br /&gt;
&amp;lt;small&amp;gt;[[The Observer|Return to Page 1]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Observer]]&lt;/div&gt;</summary>
		<author><name>Hagabaka</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Observer:Profiles&amp;diff=20163</id>
		<title>Observer:Profiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Observer:Profiles&amp;diff=20163"/>
		<updated>2007-12-18T07:46:31Z</updated>

		<summary type="html">&lt;p&gt;Hagabaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Transcript: An Interview With [http://www.wesnoth.org/wiki/User:Sapient Sapient]''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi, [http://www.wesnoth.org/wiki/User:Sapient Sapient], and welcome to [http://www.wesnoth.org/wiki/The_Observer The Observer]. We have five questions we would like to ask you, today.&lt;br /&gt;
&lt;br /&gt;
'''1) How did you find wesnoth, and why have you stayed with the project for two years? What pull keeps you here, Sapient?'''&lt;br /&gt;
&lt;br /&gt;
I found wesnoth from a long and winding path. I used to hang out a lot on Radio Rivendell forums, then one day a guy posted a link in there to some video game music. The website led over to some free video game reviews, then that led over to Wesnoth. I was a Wesnoth player a long time before I touched the source code. I played around a lot with WML and had a lot of fun with it, As you can see from my old map pack, which still gets a lot of downloads I see. Then my relationship with Wesnoth changed a lot when I started getting into the C++. At first I just wanted to improve the MP Timer controls, then Soliton talked me into doing some UI improvements. He's a real good proponent for the project. I never read a book on C++ or officially studied it in a class, but I knew a lot about C and Java. It was fun learning the new language and I enjoyed it a lot; Xan was a good tutor when I had a question. I've never actually completed an official campaign to this day, unless you count the tutorial, So I guess you could say I'm a bit odd in that I like coding more than playing. I used to actually be addicted to video games such as MMORPGS so I try to keep a tight tab on how much time I play&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2) You dedicated to improving the WML. Are you coding in any new features at this moment? Is it difficult to manipulate WML at the source level?'''&lt;br /&gt;
&lt;br /&gt;
Yes, as you have noticed improving WML is one of the areas that I find the most fun. I have more plans for improving the language as well. Currently, I'd like to give the WML author a way to store all locations that are reachable by certain unit(s), and a way to use the pathfinding algorithm to store the path a unit would take if it can go from A to B. As for crazy ideas, maybe WML should have support for functions/calling. I recently refactored the Standard Location Filter code, but that was an internal change. The WML authors won't notice it, just C++ coders. Before that I made the C++ for WML variable lookups / modifications much cleaner. Again, an internal change; but one that will help future coders. These were difficult changes, yes, but they will make future work easier. As for creating WML events/additions, some of them are very very simple. But it requires a lot of foresight and planning so that you are adding value to the language and you don't have to go back later to change the way something works. I remember from my days as a WML Author that losing backwards compatibility is a real nuisance and a deterrent to development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3) Have you ever been tempted to misuse your power? (even if you have not, in the end)'''&lt;br /&gt;
&lt;br /&gt;
Honestly, no; I'm a pretty humble soul. I never wanted to give myself uber powers through manipulations. Although I do try to think up such scenarios sometimes. I think like a criminal mastermind sometimes, but this is more to put myself in someone else's frame of mind. Then you can anticipate their moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4) What sort of computer do you use, and what OS? Why do you use it?'''&lt;br /&gt;
&lt;br /&gt;
That's an interesting question. Maxy used to be the dev with the lowest end computer, but now I'm pretty sure I have that distinction. I'm running Windows XP Professional, on a Pentium 4 with 256 MB Ram. I have a 16MB video card. I intentionally had them downgrade it from a 32MB video card when I ordered the laptop just so I could get more work done in college and graduate. (Let that be a lesson to you college students, heh!) As for why I use this OS, well I'm a creature of habit I guess. I got everything set up the way I want it over a process of many years and I don't have enough drive space or spare computers or backup devices to really experiment too much with it. One of these days, I'll do that, at least, that's what I keep telling myself anyways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5) Sapient, does your [http://www.wesnoth.org/forum/images/avatars/1537513845d2bf5717318.png dodging ninja avatar] on the forums have any deeper meaning? What does it represent, symbolically?'''&lt;br /&gt;
&lt;br /&gt;
Yes, my avatar does have a deeper meaning. I'm not sure I want to give it away, though! I used to play a lot as Northerners and I would have some really lucky assassin strategies sometimes - I developed the saying &amp;quot;You can't kill a true ninja!&amp;quot; I have an appreciation for bounty hunter fiction stories, too. I was once contemplating creating a campaign based on the story of a bounty hunter during the beginning of Ashveire's reign. He would basically be tasked with rounding up dissidents who were still loyal to the previous ruler. And the game play would be focused on using the fewest number of units possible, rather than the usual bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Transcript: An Interview With [http://www.wesnoth.org/wiki/User:Jetryl Jetryl]''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1) As the art director for Wesnoth, where do you plan to take us, graphically? Do you have any 'big project' under way at the moment?'''&lt;br /&gt;
&lt;br /&gt;
First, I intend to see the team-coloration project to fruition; to give the drakes, naga, and mermen the same recolorable patches (and general cleanups to their sprites) that all the other races have.&lt;br /&gt;
&lt;br /&gt;
After that, there are a few possibilities - completing these would put us above the graphical level of quality seen in commercial games like final fantasy tactics, and because our graphics could (and have already) made other, radically different games possible, it would be a win for OSS as a whole. These include:&lt;br /&gt;
- Giving our units a set of northeast facings similar to our current southeast facings. This would solve most of the graphical cheapness that happens when one of our units plays an animation that depicts him swinging his weapon in the opposite direction of his opponent.&lt;br /&gt;
&lt;br /&gt;
- Giving our units walking animations. Far more difficult than the job I just mentioned, but this could well launch our content into being suitable for an RTS - something which open source has already finished code for in the form of the Stratagus Engine. It would also make Wesnoth itself look incredibly good - there are many similar games like FFT, Disgaea, and Tactics Ogre that demonstrate that walking animations work in a game of our type, and greatly enhance the visual experience. When the time comes, I'll probably be leveraging a lot of community help on this.&lt;br /&gt;
&lt;br /&gt;
- Providing our game with a single set of high quality, consistent portraits.&lt;br /&gt;
&lt;br /&gt;
- Cleaning up a few loose ends in the terrain department - coming up with a better solution to dirt tiles/transitions and snow transitions. Coming up with better bridges, replacing the desert hill/mountain tiles, and also finishing a start that freim made on snow mountain tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2) When you first joined, nearly four years ago, the art was quite different than it is now. How do you feel about the changes since then? Do you ever want to go back, and play the pre 1.0 releases?'''&lt;br /&gt;
&lt;br /&gt;
I really don't have any nostalgia for the old graphics, mostly because (at least ideally) the new graphics have preserved everything that was good about the old ones, and discarded everything that was bad.&lt;br /&gt;
&lt;br /&gt;
If nothing else; looking at the old versions really offers a sense of accomplishment. I feel that we've made as much of an improvement between the days of 0.6 and 1.3.x as was made between many sequels of commercial games. We still have plenty of things to do, but what has been done so far is very encouraging.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3) What is your favorite program to draw with?'''&lt;br /&gt;
&lt;br /&gt;
Photoshop. It's a good &amp;quot;jack of all trades&amp;quot; program, and I've found it strangely better at pixel art that a lot of the programs out there that are dedicated solely to making pixel art easier. I think a lot of this has to do with depth in other features that photoshop developed to make general image editing easier, but which are equally applicable to sprite art and which are missing from a lot of the simpler &amp;quot;made for sprite art&amp;quot; programs.&lt;br /&gt;
&lt;br /&gt;
These include things like photoshop's extensive history support, not only being able to &amp;quot;undo&amp;quot; as far as 50 steps back, but also being able to &amp;quot;save the state of the document&amp;quot;, so that you can explore a certain direction with a work, but are still able to roll back to the old one no matter how much further you progress into the work. The 800lb gorilla in the room is probably layers - I can place elements which would obscure things behind them, but which I'm unsure of the right position of, in a separate layer. For example, I can put the shield of a sprite in one layer, and his mostly-complete body underneath. As the balance of the sprite's pose changes during the drawing, I can shift his shield to accommodate with almost no drawing whatsoever. Photoshop's color manipulation tools are also useful for quick previews of radically different color schemes.&lt;br /&gt;
&lt;br /&gt;
The GIMP is another program that a number of our artists use. I'm not terribly fond of it's interface, since it makes certain basic operations that I do in photoshop take more time (such as selecting a range of pixels and translating their position without cutting and pasting them). I believe a few of these things came from an attempt to better position the gimp as a &amp;quot;photo editor&amp;quot; than Photoshop, which has some bias in its interface conventions that it inherited from older programs like Silicon Beach's SuperPaint - these programs had an interface for basic editing (drawing, selecting, moving) that was more like what the program MS Paint now has. However, I suspect that this might just be my acclimation to photoshop's style of interface, and I know that the gimp can be very powerful when a person becomes experienced at using it. It also has the benefit of being &amp;quot;free software&amp;quot; in both senses of the term.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4) What do you think of the new animations that the 1.3.x line introduced?'''&lt;br /&gt;
&lt;br /&gt;
The centerpiece of the new animations has been the idle animations, and I think they really help with a major flaw that wesnoth used to, and still does have. In many older games, even games within our general category, there is a considerable amount of visual action on the screen even when no gameplay interaction is taking place. I strongly suspect that this visual motion, this &amp;quot;liveliness&amp;quot; to the whole screen has a considerable and natural psychological appeal to players; in much the same way that vibrant, lively colors do. If you look even at the classic game civilization, it had animation of its water terrain through palette cycling, which often resulted in a while third or more of the screen having some sense of motion to it. Simcity (especially 2000 and thereafter), went to the length of animating many of the building tiles. Our idle animations don't completely solve this problem, but they do a lot to help with it.&lt;br /&gt;
&lt;br /&gt;
Boucman, as well, has done a number of changes and major cleanups with our animation WML which will really ease a number of future additions; mostly what I mentioned in the answer to question #1. He, and zookeeper who helped him with the content end, really deserve a standing ovation; they're the people who really made these improvements possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5) Is it difficult to deal with the different art styles brought to wesnoth? How do you reconcile the different artist's work to produce a 'Wesnoth' style?'''&lt;br /&gt;
&lt;br /&gt;
It is difficult, and it's resulted in a lot of wasted work. By far, the leading cause of &amp;quot;lost work&amp;quot; has been poor work that wasn't up to snuff, rather than bits of good work done in separate styles. Our sprite art, our terrain art, and our attack icons have all stabilized in style, and no one that was good enough to do them the right way has been so wasteful as to make images blatantly in the wrong style. Our portraits have not quite stabilized in style; we have more than one body of work in disparate &amp;quot;styles&amp;quot;, and this is a problem we'll need to resolve to get a full set (consider the difference between the drake and saurian portraits, and the human portraits).&lt;br /&gt;
&lt;br /&gt;
This lack of quality would be an issue with a commercial company, but they deal with it in a different way - they simply end or never begin an artist's employment. I have to make the same judgement that a commercial company would make, but on a piece by piece basis - often I can work with someone better to bring them up to par (like leonhard, who did some great work on the attack icons), but even with my own work I have to carefully judge if a piece is of the right quality to fit in.&lt;br /&gt;
&lt;br /&gt;
One of the problems we've run into is that it's far more attractive to most players to try to expand our content horizontally, than it is to expand it vertically. It's far more appealing to try and make a new monster, than to make the same number of images for an existing unit to improve its animations. A lot of this, I think, has to do with &amp;quot;authorship&amp;quot; - when someone makes a whole new monster, they can call it their own. The upside of this is that this phenomenon can be turned to our ends, but only if the person is willing to do enough work that whole units' worth of images can be done by them. People like Eternal and Neoriceisgood have done some excellent work on our team-color redesign, and have probably been spurred by the fact that by doing all the work necessary for the new imagery of a unit, they could really call it their own. We've had success by giving people like that &amp;quot;artistic license&amp;quot; over a major area if they're willing to do all the relevant work; I've certainly been a bit motivated by this myself. It's darkly ironic, because if the people who do UMC were willing to work on core content, their work would be seen every time someone played wesnoth - far more often than it would on UMC, and vastly more so than on content that never got finished; that was just left to die in a forum thread for some pipe-dream campaign/era. I think that a lot of this phenomenon is similar to what ESR described here:&lt;br /&gt;
http://www.firstmonday.org/issues/issue3_10/raymond/index.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How I reconcile the art is simple - if it's even directed at something useful to begin with, I make a judgement of whether it would be economical for the game if I spent my time editing it into shape. Sometimes something is far enough off-base that my time is simply better spent recreating it from scratch. At those times I either do exactly that, or just ignore the piece and continue working on what I was doing at the time. A lot of the time, I try to offer advice to people on how to improve their work - it's actually spurred a number of people to continue helping for quite a while, and has improved some to the point where they're independently able to do mainline work. The mechanics of how I actually fix an individual piece are probably beyond the scope of an interview like this - I'd probably have to explain a lot of &amp;quot;how to draw&amp;quot;.&lt;br /&gt;
&amp;lt;small&amp;gt;[[The Observer|Return to Page 1]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Category:Observer&lt;/div&gt;</summary>
		<author><name>Hagabaka</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:WML_Tags&amp;diff=16963</id>
		<title>Template:WML Tags</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:WML_Tags&amp;diff=16963"/>
		<updated>2007-08-08T09:55:11Z</updated>

		<summary type="html">&lt;p&gt;Hagabaka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;width:175px;float: right;border: 1px solid #B48648; color:#B48648; font-size: 7pt;margin-left;10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;span style=&amp;quot;float: right;&amp;quot;&amp;gt;&amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt;[{{SERVER}}{{localurl:Template:WML Tags|action=edit}} edit ]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
'''WML Tags'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|''A:'' &lt;br /&gt;
[[AbilitiesWML|abilities]],&lt;br /&gt;
[[CampaignWML#The_.5Babout.5D_tag|about]],&lt;br /&gt;
[[UnitWML|advancefrom]],&lt;br /&gt;
[[UnitWML|advancement]],&lt;br /&gt;
[[StatisticalScenarioWML|advances]],&lt;br /&gt;
[[AiWML|ai]],&lt;br /&gt;
[[DirectActionsWML|allow_recruit]],&lt;br /&gt;
[[DirectActionsWML|allow_undo]],&lt;br /&gt;
[[VariablesWML|array]],&lt;br /&gt;
[[AttackWML|attack]],&lt;br /&gt;
[[StatisticalScenarioWML|attacks]],&lt;br /&gt;
[[AiWML|avoid]];&lt;br /&gt;
|-&lt;br /&gt;
|''B:'' &lt;br /&gt;
[[UnitWML|base_unit]],[[CampaignWML#The_.5Bbinary_path.5D_tag|binary_path]],[[HelpWML|bold]];&lt;br /&gt;
|-&lt;br /&gt;
|''C:'' &lt;br /&gt;
[[CampaignWML#The_.5Bcampaign.5D_tag|campaign]], [[DirectActionsWML|capture_village]], [[ReplayWML|choose]],&lt;br /&gt;
[[InternalActionsWML|clear_variable]],&lt;br /&gt;
[[InterfaceActionsWML|colour_adjust]],&lt;br /&gt;
[[ReplayWML|command]];&lt;br /&gt;
|-&lt;br /&gt;
|''D:'' &lt;br /&gt;
[[StatisticalScenarioWML|deaths]],[[UnitWML|defend]],[[StatisticalScenarioWML|defends]],&lt;br /&gt;
[[UnitWML|defense]],&lt;br /&gt;
[[InterfaceActionsWML|delay]],&lt;br /&gt;
[[ReplayWML|destination]],&lt;br /&gt;
[[DirectActionsWML|disallow_recruit]],&lt;br /&gt;
[[InternalActionsWML|do]];&lt;br /&gt;
|-&lt;br /&gt;
|''E:'' &lt;br /&gt;
[[EffectWML|effect]],[[InternalActionsWML|else]],[[ReplayWML|end_turn]],&lt;br /&gt;
[[DirectActionsWML|endlevel]],&lt;br /&gt;
[[EraWML|era]],&lt;br /&gt;
[[EventWML|event]],&lt;br /&gt;
[[ThemeWML|expenses]];&lt;br /&gt;
|-&lt;br /&gt;
|''F:'' &lt;br /&gt;
[[FilterWML|filter]], [[FilterWML|filter_location]], [[FilterWML|filter_second]], [[HelpWML|format]], [[AttackWML|frame]];&lt;br /&gt;
|-&lt;br /&gt;
|''G:'' &lt;br /&gt;
[[GameConfigWML|game_config]], [[ScenarioWML|generator]], [[DirectActionsWML|gold]], [[ThemeWML|gold]];&lt;br /&gt;
|-&lt;br /&gt;
|''H:'' &lt;br /&gt;
[[InternalActionsWML|have_unit]], [[HelpWML|header]], [[InterfaceActionsWML|hide_unit]];&lt;br /&gt;
|-&lt;br /&gt;
|''I:'' &lt;br /&gt;
[[InternalActionsWML|if]], [[TimeWML|illuminated_time]], [[TerrainGraphicsWML|image]],&lt;br /&gt;
[[HelpWML|img]], [[ThemeWML|income]], [[HelpWML|italic]], [[InterfaceActionsWML|item]];&lt;br /&gt;
|-&lt;br /&gt;
|''J:''&lt;br /&gt;
[[HelpWML|jump]];&lt;br /&gt;
|-&lt;br /&gt;
|''K:'' &lt;br /&gt;
[[DirectActionsWML|kill]], [[StatisticalScenarioWML|killed]];&lt;br /&gt;
|-&lt;br /&gt;
|''L:'' &lt;br /&gt;
[[LabelWML|label]] ([[InterfaceActionsWML|map]], [[ThemeWML|theme]]), [[LanguageWML|language]], [[AiWML|leader_goal]];&lt;br /&gt;
|-&lt;br /&gt;
|''M:'' &lt;br /&gt;
[[ThemeWML|main_map]],[[ThemeWML|menu]], [[InterfaceActionsWML|message]], [[ThemeWML|mini_map]],&lt;br /&gt;
[[AttackWML|missile_frame]], [[SingleUnitWML|modifications]], [[DirectActionsWML|modify_side]],&lt;br /&gt;
[[DirectActionsWML|modify_turns]], [[ReplayWML|move]], [[InterfaceActionsWML|move_unit_fake]], [[UnitWML|movement costs]],&lt;br /&gt;
[[UnitsWML|movetype]], [[ScenarioWML|multiplayer]], [[EraWML|multiplayer_side]], [[InterfaceActionsWML|music]];&lt;br /&gt;
|-&lt;br /&gt;
|''N:'' &lt;br /&gt;
[[FilterWML|not]], [[ThemeWML|num_units]];&lt;br /&gt;
|-&lt;br /&gt;
|''O:'' &lt;br /&gt;
[[DirectActionsWML|object]], [[InterfaceActionsWML|objectives]], [[InterfaceActionsWML|objective]],&lt;br /&gt;
[[ThemeWML|observers]], [[InterfaceActionsWML|option]], [[InternalActionsWML|or]];&lt;br /&gt;
|-&lt;br /&gt;
|''P:'' &lt;br /&gt;
[[ThemeWML|panel]], [[IntroWML|part]], [[DirectActionsWML|place_shroud]], [[ThemeWML|position]],&lt;br /&gt;
[[InterfaceActionsWML|print]], [[AiWML|protect_location]], [[AiWML|protect_unit]];&lt;br /&gt;
|-&lt;br /&gt;
|''R:'' &lt;br /&gt;
[[UnitsWML|race]], [[ReplayWML|random]], [[ReplayWML|recall]], [[StatisticalScenarioWML|recalls]],&lt;br /&gt;
[[ReplayWML|recruit]], [[StatisticalScenarioWML|recruits]], [[InterfaceActionsWML|redraw]],&lt;br /&gt;
[[HelpWML|ref]], [[DirectActionsWML|remove_shroud]], [[InterfaceActionsWML|remove_unit_overlay]],&lt;br /&gt;
[[InterfaceActionsWML|removeitem]], [[SavefileWML|replay]], [[SavefileWML|replay_start]],&lt;br /&gt;
[[UnitWML|resistance]], [[ThemeWML|resolution]], [[ReplayWML|results]], [[InternalActionsWML|role]];&lt;br /&gt;
|-&lt;br /&gt;
|''S:'' &lt;br /&gt;
[[SavefileWML|save]], [[ScenarioWML|scenario]],&lt;br /&gt;
[[InterfaceActionsWML|scroll]], [[InterfaceActionsWML|scroll_to]],&lt;br /&gt;
[[InterfaceActionsWML|scroll_to_unit]], [[HelpWML|section]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bset_menu_item.5D_.28SVN_trunk_only.29|set_menu_item]], [[DirectActionsWML|set_recruit]],&lt;br /&gt;
[[InternalActionsWML|set_variable]], [[SideWML|side]], [[ThemeWML|side_playing]], [[SavefileWML|snapshot]],&lt;br /&gt;
[[InterfaceActionsWML|sound]], [[ReplayWML|source]], [[AbilitiesWMLTechnical1.1.3|specials]]&lt;br /&gt;
[[StatisticalScenarioWML#The_.5Bstatistics.5D_tag|statistics]],&lt;br /&gt;
[[ThemeWML|status]], [[DirectActionsWML|stone]], [[InternalActionsWML|store_gold]], [[InternalActionsWML|store_locations]],&lt;br /&gt;
[[InternalActionsWML|store_starting_location]], [[DirectActionsWML|store_side]], [[InternalActionsWML|store_unit]], [[IntroWML|story]];&lt;br /&gt;
|-&lt;br /&gt;
|''T:'' &lt;br /&gt;
[[AiWML|target]],&lt;br /&gt;
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|team]],&lt;br /&gt;
[[DirectActionsWML|teleport]], [[UnitWML|teleport_anim]],&lt;br /&gt;
[[TerrainWML|terrain]], [[DirectActionsWML|terrain]], [[TerrainGraphicsWML|terrain_graphics]], [[TerrainMaskWML|terrain_mask]], [[ScenarioWML#Test_scenario|test]],&lt;br /&gt;
[[CampaignWML#The_.5Btextdomain.5D_tag|textdomain]], [[ThemeWML|theme]], [[InternalActionsWML|then]],&lt;br /&gt;
[[TerrainGraphicsWML|tile]], [[TimeWML|time]], [[ScenarioWML|time_area]], [[ThemeWML|time_of_day]],&lt;br /&gt;
[[HelpWML|topic]], [[HelpWML|toplevel]], [[SingleUnitWML|trait]], [[ThemeWML|turn]], [[ScenarioWML|tutorial]];&lt;br /&gt;
|-&lt;br /&gt;
|''U:'' &lt;br /&gt;
[[InterfaceActionsWML|unhide_unit]], unit&amp;amp;nbsp;([[UnitWML|define]], [[SingleUnitWML|create]]),&lt;br /&gt;
[[ThemeWML|unit_abilities]], [[ThemeWML|unit_alignment]], [[ThemeWML|unit_description]],&lt;br /&gt;
[[ThemeWML|unit_hp]], [[ThemeWML|unit_image]], [[ThemeWML|unit_level]], [[ThemeWML|unit_moves]],&lt;br /&gt;
[[InterfaceActionsWML|unit_overlay]], [[ThemeWML|unit_profile]], [[ThemeWML|unit_status]],&lt;br /&gt;
[[ThemeWML|unit_traits]], [[ThemeWML|unit_type]], [[ThemeWML|unit_weapons]], [[ThemeWML|unit_xp]],&lt;br /&gt;
[[UnitsWML|units]], [[DirectActionsWML|unstone]], [[DirectActionsWML|unstore_unit]], [[ThemeWML|upkeep]];&lt;br /&gt;
|-&lt;br /&gt;
| ''V:'' &lt;br /&gt;
[[InternalActionsWML|variable]], [[VariablesWML|variables]], [[SideWML|village]], [[ThemeWML|villages]];&lt;br /&gt;
|-&lt;br /&gt;
| ''W:'' &lt;br /&gt;
[[InternalActionsWML|while]], [[FilterWML|wml_filter]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hagabaka</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=16291</id>
		<title>Northern Rebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=16291"/>
		<updated>2007-07-03T18:33:00Z</updated>

		<summary type="html">&lt;p&gt;Hagabaka: /* Stolen Gold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Strategy Guide for Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
(Doesn't yet cover the optional Evil-Tallin branch you can start from Clearing The Mines. That is still under development.)&lt;br /&gt;
&lt;br /&gt;
===Breaking the Chains===&lt;br /&gt;
&lt;br /&gt;
All you can recruit is level-0 units, so you have to use human-wave tactics.  The wolf-riders have no missile attack; swarm them and shoot arrows and throw pitchforks a lot.  Isolated units are useless, form masses and solid lines and wrap them around any orcs you can reach.  Five recruiting rounds should do it if you're careful -- three or four at your starting keep, then move Tallin south to the central castle and recruit a round or two from there.  Try to direct your kills to the peasants who get lucky early, so that you can level up a handful of spearmen and swarm the orc leaders with them.  Resist the temptation to go with all Woodsmen, as Peasants upgrade to better units.&lt;br /&gt;
&lt;br /&gt;
===Infested Caves===&lt;br /&gt;
&lt;br /&gt;
First, move east to the main chamber and then find the keep with 6 recruitment squares on it. This will be your base for the most of the battle. &lt;br /&gt;
There will be a big brawl between skeletons and trolls going on to&lt;br /&gt;
your east in the main chamber; stay out of it as long as possible and&lt;br /&gt;
let them chew on each other.  Send parties to the northwest and&lt;br /&gt;
southwest corners; in the north you can recruit Camerin, a friendly if&lt;br /&gt;
somewhat crazed fire mage.  Both areas have troll bosses you have to&lt;br /&gt;
whack.  North and south of the main chamber there are skeleton bosses;&lt;br /&gt;
secret doors lead to them from the NE and SE rooms.  Again it's best&lt;br /&gt;
to avoid engagement with these and let your enemies kill each other,&lt;br /&gt;
Push eastward in the north, south and center when you've got the&lt;br /&gt;
firemage and some leveled-up thugs to work with.&lt;br /&gt;
&lt;br /&gt;
===To The Mines===&lt;br /&gt;
&lt;br /&gt;
Recruit lots of dwarves and sweep north in a line.  You'll lose a few but&lt;br /&gt;
level up more, which will be your most reliable heavy infantry in later&lt;br /&gt;
scenarios.  Beware wolfriders nipping around your flanks and don't leave&lt;br /&gt;
any units isolated.&lt;br /&gt;
&lt;br /&gt;
===Clearing The Mines===&lt;br /&gt;
&lt;br /&gt;
If you allow Malifor's generals to mass against you they'll crush you.&lt;br /&gt;
Recruit two large groups (at least twelve units each), send one north&lt;br /&gt;
and the other east, and just slug your way through.  Work on leveling&lt;br /&gt;
up more dwarves; you should have at least two or three Lords by the&lt;br /&gt;
time you finish this one.&lt;br /&gt;
&lt;br /&gt;
===The Pursuit===&lt;br /&gt;
&lt;br /&gt;
Once you get past the revenants, run a veteran to cover each passage&lt;br /&gt;
mouth; this will buy enough time for you to raise troops to plug them&lt;br /&gt;
more securely.  There are three healers captive in a dungeon off to&lt;br /&gt;
the southwest of your camp; you'll need them, because the undead just&lt;br /&gt;
keep coming, but you have to fight your way past a skeleton boss and&lt;br /&gt;
some guards first.  Also captive is Krash the dragon, who will be an&lt;br /&gt;
ally in later scenarios if you liberate him.  The southeast passage&lt;br /&gt;
leads to another character; bear left at the lake to find Alfred the&lt;br /&gt;
friendly specter.  Northwest is a treasury that can be looted for&lt;br /&gt;
large amounts of gold, but you have to kill the revenants guarding it&lt;br /&gt;
first.  The lightning-throwing Rod of Justice is in the northwest&lt;br /&gt;
corner past the roomful of nasty giant spiders.&lt;br /&gt;
&lt;br /&gt;
===Old Friend===&lt;br /&gt;
&lt;br /&gt;
You don't have to defeat the Orcs to win this one -- and a good thing&lt;br /&gt;
too, as there are huge numbers of them. If you lurk just inside the&lt;br /&gt;
two-hex-wide aperture of the cave only two orcs at a time will be able&lt;br /&gt;
to get at you; it's not hard to fend them off until time runs out.&lt;br /&gt;
Spend as little gold as possible and level up some troops.&lt;br /&gt;
&lt;br /&gt;
===Settling Disputes===&lt;br /&gt;
&lt;br /&gt;
Tactics in this one are pretty straightforward but time is scant; your&lt;br /&gt;
biggest issue may be getting to the enemy keep in the southeast with&lt;br /&gt;
enough time left to take out defenders before the clock runs out.&lt;br /&gt;
There's a ford in the middle of the map, and the enemy will slide&lt;br /&gt;
trolls and ogres over it to try to cause trouble in your rear; if you&lt;br /&gt;
mean to prevent this, it's best to place some blocking troops right on&lt;br /&gt;
the shoreline where they can hit enemies still in the water.&lt;br /&gt;
&lt;br /&gt;
===Elvish Princess===&lt;br /&gt;
&lt;br /&gt;
In this one it's best to go straight at Bitterhold with a small group&lt;br /&gt;
of hardened veterans -- you need to be in there fast (Camerin and&lt;br /&gt;
the Rod of Justice will be particularly helpful here).  Your objective,&lt;br /&gt;
getting a unit onto the cage at the center of the castle, may be best&lt;br /&gt;
accomplished with a flyer or skirmisher once you've chewed a few holes&lt;br /&gt;
in the inner ring of defenders.&lt;br /&gt;
&lt;br /&gt;
===Introductions===&lt;br /&gt;
&lt;br /&gt;
Standard dungeon-crawling tactics should work fine in this one -- minimize&lt;br /&gt;
your exposed front, and cycle wounded units back to the healers before &lt;br /&gt;
they get killed. The destination signpost is in the northwest corner.  &lt;br /&gt;
There is nothing interesting in any of the side passages.&lt;br /&gt;
&lt;br /&gt;
===Stolen Gold===&lt;br /&gt;
&lt;br /&gt;
You'll have two problems in this scenario.  One is lots and lots and&lt;br /&gt;
lots of trolls.  The other is that Krash is going to fly off and&lt;br /&gt;
recruit level-one drakes to help you, but if they get swarmed by all&lt;br /&gt;
the level-two trolls they're not going to live long.  Krash's camp&lt;br /&gt;
will materialize in the mountains near the map-edge west of your camp; the&lt;br /&gt;
house at edge of board will be one hex NW of his tent square.  Recall&lt;br /&gt;
nine or ten veterans, go there and laager up around where his camp&lt;br /&gt;
will appear.  Hold off the troll swarm until the drakes show&lt;br /&gt;
up, then bust out of the encirclement and clean up.&lt;br /&gt;
&lt;br /&gt;
The spectre can be extremely &amp;quot;sturdy&amp;quot; against the trolls; place him in the&lt;br /&gt;
village on the northern tip of the eastern island, and he should be able to&lt;br /&gt;
safely defend against one to three trolls each turn.&lt;br /&gt;
&lt;br /&gt;
The elvish shyde and sorceress, as well as the two liches can be put to&lt;br /&gt;
better use if you move them into the forest on the eastern island in the&lt;br /&gt;
beginning of the scenario. Stay within the forest and lure in trolls one or&lt;br /&gt;
two at a time to level up the sorceress and create a distraction.&lt;br /&gt;
&lt;br /&gt;
After Krash's camp is set up, you will be controlling both Tallin's and&lt;br /&gt;
Krash's troops. Krash's team will take its turn after all the trolls, and&lt;br /&gt;
before Tallin. The trolls will probably be still swarming in front of&lt;br /&gt;
Tallin's defense, but you can create opportunities for the drakes to level&lt;br /&gt;
up by withdrawing one of Tallin's units, and defeating the two trolls&lt;br /&gt;
next to that opening, so that the trolls will not be able to get into the&lt;br /&gt;
opening due to zoc. The drakes will have the advantage that after they&lt;br /&gt;
attack, they can be healed by Tallin's healers, before the trolls retaliate.&lt;br /&gt;
&lt;br /&gt;
===Eastern Fortress===&lt;br /&gt;
&lt;br /&gt;
The mistake to avoid in this scenario is exposing level 1 drakes to&lt;br /&gt;
being swarmed by the wolfriders and assassins that head north.  Keep&lt;br /&gt;
your drakes in line, close the gap between the east end of the drake&lt;br /&gt;
line and the west flank of the human troops, and anchor the west flank&lt;br /&gt;
of the drake line on a board edge.  Recruit lots of drakes so you can&lt;br /&gt;
cycle injured ones out of the line before they get killed.  Use mages&lt;br /&gt;
and the Rod of Justice to blast the defenders off the walls; you'll&lt;br /&gt;
need at least six units of heavy infantry to follow through.&lt;br /&gt;
&lt;br /&gt;
===Get the Gold===&lt;br /&gt;
&lt;br /&gt;
Don't recruit a lot for this one; if you have enough level 2 and 3 units&lt;br /&gt;
to fill your starting camp, you can probably take out the orc leader with &lt;br /&gt;
those.  Krash and friends aren't likely to be able to fly over in time to&lt;br /&gt;
do much.&lt;br /&gt;
&lt;br /&gt;
===Showdown===&lt;br /&gt;
&lt;br /&gt;
Pull out all the stops, because this is it.  You'll want to draw the&lt;br /&gt;
Orc Warlords off the walls before engaging them, they're dangerous&lt;br /&gt;
enough as it is without the fortification bonus; hanging a unit our&lt;br /&gt;
two just within their engagement range will do it.  Because there are&lt;br /&gt;
so many orcs, you need to be especially careful about neither leaving &lt;br /&gt;
units isolated nor presenting unanchored flanks for them to swarm&lt;br /&gt;
around (the drakes, in particular, should fort up in the northern camp &lt;br /&gt;
until they've thinned out their attackers considerably).&lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
&lt;br /&gt;
This is just a plot wrap-up.&lt;/div&gt;</summary>
		<author><name>Hagabaka</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=16290</id>
		<title>Northern Rebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=16290"/>
		<updated>2007-07-03T18:30:21Z</updated>

		<summary type="html">&lt;p&gt;Hagabaka: /* Stolen Gold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Strategy Guide for Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
(Doesn't yet cover the optional Evil-Tallin branch you can start from Clearing The Mines. That is still under development.)&lt;br /&gt;
&lt;br /&gt;
===Breaking the Chains===&lt;br /&gt;
&lt;br /&gt;
All you can recruit is level-0 units, so you have to use human-wave tactics.  The wolf-riders have no missile attack; swarm them and shoot arrows and throw pitchforks a lot.  Isolated units are useless, form masses and solid lines and wrap them around any orcs you can reach.  Five recruiting rounds should do it if you're careful -- three or four at your starting keep, then move Tallin south to the central castle and recruit a round or two from there.  Try to direct your kills to the peasants who get lucky early, so that you can level up a handful of spearmen and swarm the orc leaders with them.  Resist the temptation to go with all Woodsmen, as Peasants upgrade to better units.&lt;br /&gt;
&lt;br /&gt;
===Infested Caves===&lt;br /&gt;
&lt;br /&gt;
First, move east to the main chamber and then find the keep with 6 recruitment squares on it. This will be your base for the most of the battle. &lt;br /&gt;
There will be a big brawl between skeletons and trolls going on to&lt;br /&gt;
your east in the main chamber; stay out of it as long as possible and&lt;br /&gt;
let them chew on each other.  Send parties to the northwest and&lt;br /&gt;
southwest corners; in the north you can recruit Camerin, a friendly if&lt;br /&gt;
somewhat crazed fire mage.  Both areas have troll bosses you have to&lt;br /&gt;
whack.  North and south of the main chamber there are skeleton bosses;&lt;br /&gt;
secret doors lead to them from the NE and SE rooms.  Again it's best&lt;br /&gt;
to avoid engagement with these and let your enemies kill each other,&lt;br /&gt;
Push eastward in the north, south and center when you've got the&lt;br /&gt;
firemage and some leveled-up thugs to work with.&lt;br /&gt;
&lt;br /&gt;
===To The Mines===&lt;br /&gt;
&lt;br /&gt;
Recruit lots of dwarves and sweep north in a line.  You'll lose a few but&lt;br /&gt;
level up more, which will be your most reliable heavy infantry in later&lt;br /&gt;
scenarios.  Beware wolfriders nipping around your flanks and don't leave&lt;br /&gt;
any units isolated.&lt;br /&gt;
&lt;br /&gt;
===Clearing The Mines===&lt;br /&gt;
&lt;br /&gt;
If you allow Malifor's generals to mass against you they'll crush you.&lt;br /&gt;
Recruit two large groups (at least twelve units each), send one north&lt;br /&gt;
and the other east, and just slug your way through.  Work on leveling&lt;br /&gt;
up more dwarves; you should have at least two or three Lords by the&lt;br /&gt;
time you finish this one.&lt;br /&gt;
&lt;br /&gt;
===The Pursuit===&lt;br /&gt;
&lt;br /&gt;
Once you get past the revenants, run a veteran to cover each passage&lt;br /&gt;
mouth; this will buy enough time for you to raise troops to plug them&lt;br /&gt;
more securely.  There are three healers captive in a dungeon off to&lt;br /&gt;
the southwest of your camp; you'll need them, because the undead just&lt;br /&gt;
keep coming, but you have to fight your way past a skeleton boss and&lt;br /&gt;
some guards first.  Also captive is Krash the dragon, who will be an&lt;br /&gt;
ally in later scenarios if you liberate him.  The southeast passage&lt;br /&gt;
leads to another character; bear left at the lake to find Alfred the&lt;br /&gt;
friendly specter.  Northwest is a treasury that can be looted for&lt;br /&gt;
large amounts of gold, but you have to kill the revenants guarding it&lt;br /&gt;
first.  The lightning-throwing Rod of Justice is in the northwest&lt;br /&gt;
corner past the roomful of nasty giant spiders.&lt;br /&gt;
&lt;br /&gt;
===Old Friend===&lt;br /&gt;
&lt;br /&gt;
You don't have to defeat the Orcs to win this one -- and a good thing&lt;br /&gt;
too, as there are huge numbers of them. If you lurk just inside the&lt;br /&gt;
two-hex-wide aperture of the cave only two orcs at a time will be able&lt;br /&gt;
to get at you; it's not hard to fend them off until time runs out.&lt;br /&gt;
Spend as little gold as possible and level up some troops.&lt;br /&gt;
&lt;br /&gt;
===Settling Disputes===&lt;br /&gt;
&lt;br /&gt;
Tactics in this one are pretty straightforward but time is scant; your&lt;br /&gt;
biggest issue may be getting to the enemy keep in the southeast with&lt;br /&gt;
enough time left to take out defenders before the clock runs out.&lt;br /&gt;
There's a ford in the middle of the map, and the enemy will slide&lt;br /&gt;
trolls and ogres over it to try to cause trouble in your rear; if you&lt;br /&gt;
mean to prevent this, it's best to place some blocking troops right on&lt;br /&gt;
the shoreline where they can hit enemies still in the water.&lt;br /&gt;
&lt;br /&gt;
===Elvish Princess===&lt;br /&gt;
&lt;br /&gt;
In this one it's best to go straight at Bitterhold with a small group&lt;br /&gt;
of hardened veterans -- you need to be in there fast (Camerin and&lt;br /&gt;
the Rod of Justice will be particularly helpful here).  Your objective,&lt;br /&gt;
getting a unit onto the cage at the center of the castle, may be best&lt;br /&gt;
accomplished with a flyer or skirmisher once you've chewed a few holes&lt;br /&gt;
in the inner ring of defenders.&lt;br /&gt;
&lt;br /&gt;
===Introductions===&lt;br /&gt;
&lt;br /&gt;
Standard dungeon-crawling tactics should work fine in this one -- minimize&lt;br /&gt;
your exposed front, and cycle wounded units back to the healers before &lt;br /&gt;
they get killed. The destination signpost is in the northwest corner.  &lt;br /&gt;
There is nothing interesting in any of the side passages.&lt;br /&gt;
&lt;br /&gt;
===Stolen Gold===&lt;br /&gt;
&lt;br /&gt;
You'll have two problems in this scenario.  One is lots and lots and&lt;br /&gt;
lots of trolls.  The other is that Krash is going to fly off and&lt;br /&gt;
recruit level-one drakes to help you, but if they get swarmed by all&lt;br /&gt;
the level-two trolls they're not going to live long.  Krash's camp&lt;br /&gt;
will materialize in the mountains near the map-edge west of your camp; the&lt;br /&gt;
house at edge of board will be one hex NW of his tent square.  Recall&lt;br /&gt;
nine or ten veterans, go there and laager up around where his camp&lt;br /&gt;
will appear.  Hold off the troll swarm until the drakes show&lt;br /&gt;
up, then bust out of the encirclement and clean up.&lt;br /&gt;
&lt;br /&gt;
The spectre can be extremely &amp;quot;sturdy&amp;quot; against the trolls; place him in the&lt;br /&gt;
village on the northern tip of the eastern island, and he should be able to&lt;br /&gt;
safely defend against one to three trolls each turn.&lt;br /&gt;
&lt;br /&gt;
The elvish shyde and sorceress, as well as the two liches can be put to&lt;br /&gt;
better use if you move them into the forest on the eastern island in the&lt;br /&gt;
beginning of the scenario. Stay within the forest and lure in trolls one or&lt;br /&gt;
two at a time to level up the sorceress and create a distraction.&lt;br /&gt;
&lt;br /&gt;
After Krash's camp is set up, you will be controlling both Tallin's and&lt;br /&gt;
Krash's troops. Krash's team will take its turn after all the trolls, and&lt;br /&gt;
before Tallin. The trolls will probably be still swarming in front of&lt;br /&gt;
Tallin's defense, but you can create opportunities for the drakes to level&lt;br /&gt;
up by withdrawing one of Tallin's units, and defeating the two trolls&lt;br /&gt;
next to that opening, so that the trolls will not be able to get into the&lt;br /&gt;
opening due to zoc. The drakes will have the advantage that after they&lt;br /&gt;
attack, they can be healed by Tallin's healers, before the trolls' turn.&lt;br /&gt;
&lt;br /&gt;
===Eastern Fortress===&lt;br /&gt;
&lt;br /&gt;
The mistake to avoid in this scenario is exposing level 1 drakes to&lt;br /&gt;
being swarmed by the wolfriders and assassins that head north.  Keep&lt;br /&gt;
your drakes in line, close the gap between the east end of the drake&lt;br /&gt;
line and the west flank of the human troops, and anchor the west flank&lt;br /&gt;
of the drake line on a board edge.  Recruit lots of drakes so you can&lt;br /&gt;
cycle injured ones out of the line before they get killed.  Use mages&lt;br /&gt;
and the Rod of Justice to blast the defenders off the walls; you'll&lt;br /&gt;
need at least six units of heavy infantry to follow through.&lt;br /&gt;
&lt;br /&gt;
===Get the Gold===&lt;br /&gt;
&lt;br /&gt;
Don't recruit a lot for this one; if you have enough level 2 and 3 units&lt;br /&gt;
to fill your starting camp, you can probably take out the orc leader with &lt;br /&gt;
those.  Krash and friends aren't likely to be able to fly over in time to&lt;br /&gt;
do much.&lt;br /&gt;
&lt;br /&gt;
===Showdown===&lt;br /&gt;
&lt;br /&gt;
Pull out all the stops, because this is it.  You'll want to draw the&lt;br /&gt;
Orc Warlords off the walls before engaging them, they're dangerous&lt;br /&gt;
enough as it is without the fortification bonus; hanging a unit our&lt;br /&gt;
two just within their engagement range will do it.  Because there are&lt;br /&gt;
so many orcs, you need to be especially careful about neither leaving &lt;br /&gt;
units isolated nor presenting unanchored flanks for them to swarm&lt;br /&gt;
around (the drakes, in particular, should fort up in the northern camp &lt;br /&gt;
until they've thinned out their attackers considerably).&lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
&lt;br /&gt;
This is just a plot wrap-up.&lt;/div&gt;</summary>
		<author><name>Hagabaka</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=16289</id>
		<title>Northern Rebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=16289"/>
		<updated>2007-07-03T18:26:02Z</updated>

		<summary type="html">&lt;p&gt;Hagabaka: /* Stolen Gold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Strategy Guide for Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
(Doesn't yet cover the optional Evil-Tallin branch you can start from Clearing The Mines. That is still under development.)&lt;br /&gt;
&lt;br /&gt;
===Breaking the Chains===&lt;br /&gt;
&lt;br /&gt;
All you can recruit is level-0 units, so you have to use human-wave tactics.  The wolf-riders have no missile attack; swarm them and shoot arrows and throw pitchforks a lot.  Isolated units are useless, form masses and solid lines and wrap them around any orcs you can reach.  Five recruiting rounds should do it if you're careful -- three or four at your starting keep, then move Tallin south to the central castle and recruit a round or two from there.  Try to direct your kills to the peasants who get lucky early, so that you can level up a handful of spearmen and swarm the orc leaders with them.  Resist the temptation to go with all Woodsmen, as Peasants upgrade to better units.&lt;br /&gt;
&lt;br /&gt;
===Infested Caves===&lt;br /&gt;
&lt;br /&gt;
First, move east to the main chamber and then find the keep with 6 recruitment squares on it. This will be your base for the most of the battle. &lt;br /&gt;
There will be a big brawl between skeletons and trolls going on to&lt;br /&gt;
your east in the main chamber; stay out of it as long as possible and&lt;br /&gt;
let them chew on each other.  Send parties to the northwest and&lt;br /&gt;
southwest corners; in the north you can recruit Camerin, a friendly if&lt;br /&gt;
somewhat crazed fire mage.  Both areas have troll bosses you have to&lt;br /&gt;
whack.  North and south of the main chamber there are skeleton bosses;&lt;br /&gt;
secret doors lead to them from the NE and SE rooms.  Again it's best&lt;br /&gt;
to avoid engagement with these and let your enemies kill each other,&lt;br /&gt;
Push eastward in the north, south and center when you've got the&lt;br /&gt;
firemage and some leveled-up thugs to work with.&lt;br /&gt;
&lt;br /&gt;
===To The Mines===&lt;br /&gt;
&lt;br /&gt;
Recruit lots of dwarves and sweep north in a line.  You'll lose a few but&lt;br /&gt;
level up more, which will be your most reliable heavy infantry in later&lt;br /&gt;
scenarios.  Beware wolfriders nipping around your flanks and don't leave&lt;br /&gt;
any units isolated.&lt;br /&gt;
&lt;br /&gt;
===Clearing The Mines===&lt;br /&gt;
&lt;br /&gt;
If you allow Malifor's generals to mass against you they'll crush you.&lt;br /&gt;
Recruit two large groups (at least twelve units each), send one north&lt;br /&gt;
and the other east, and just slug your way through.  Work on leveling&lt;br /&gt;
up more dwarves; you should have at least two or three Lords by the&lt;br /&gt;
time you finish this one.&lt;br /&gt;
&lt;br /&gt;
===The Pursuit===&lt;br /&gt;
&lt;br /&gt;
Once you get past the revenants, run a veteran to cover each passage&lt;br /&gt;
mouth; this will buy enough time for you to raise troops to plug them&lt;br /&gt;
more securely.  There are three healers captive in a dungeon off to&lt;br /&gt;
the southwest of your camp; you'll need them, because the undead just&lt;br /&gt;
keep coming, but you have to fight your way past a skeleton boss and&lt;br /&gt;
some guards first.  Also captive is Krash the dragon, who will be an&lt;br /&gt;
ally in later scenarios if you liberate him.  The southeast passage&lt;br /&gt;
leads to another character; bear left at the lake to find Alfred the&lt;br /&gt;
friendly specter.  Northwest is a treasury that can be looted for&lt;br /&gt;
large amounts of gold, but you have to kill the revenants guarding it&lt;br /&gt;
first.  The lightning-throwing Rod of Justice is in the northwest&lt;br /&gt;
corner past the roomful of nasty giant spiders.&lt;br /&gt;
&lt;br /&gt;
===Old Friend===&lt;br /&gt;
&lt;br /&gt;
You don't have to defeat the Orcs to win this one -- and a good thing&lt;br /&gt;
too, as there are huge numbers of them. If you lurk just inside the&lt;br /&gt;
two-hex-wide aperture of the cave only two orcs at a time will be able&lt;br /&gt;
to get at you; it's not hard to fend them off until time runs out.&lt;br /&gt;
Spend as little gold as possible and level up some troops.&lt;br /&gt;
&lt;br /&gt;
===Settling Disputes===&lt;br /&gt;
&lt;br /&gt;
Tactics in this one are pretty straightforward but time is scant; your&lt;br /&gt;
biggest issue may be getting to the enemy keep in the southeast with&lt;br /&gt;
enough time left to take out defenders before the clock runs out.&lt;br /&gt;
There's a ford in the middle of the map, and the enemy will slide&lt;br /&gt;
trolls and ogres over it to try to cause trouble in your rear; if you&lt;br /&gt;
mean to prevent this, it's best to place some blocking troops right on&lt;br /&gt;
the shoreline where they can hit enemies still in the water.&lt;br /&gt;
&lt;br /&gt;
===Elvish Princess===&lt;br /&gt;
&lt;br /&gt;
In this one it's best to go straight at Bitterhold with a small group&lt;br /&gt;
of hardened veterans -- you need to be in there fast (Camerin and&lt;br /&gt;
the Rod of Justice will be particularly helpful here).  Your objective,&lt;br /&gt;
getting a unit onto the cage at the center of the castle, may be best&lt;br /&gt;
accomplished with a flyer or skirmisher once you've chewed a few holes&lt;br /&gt;
in the inner ring of defenders.&lt;br /&gt;
&lt;br /&gt;
===Introductions===&lt;br /&gt;
&lt;br /&gt;
Standard dungeon-crawling tactics should work fine in this one -- minimize&lt;br /&gt;
your exposed front, and cycle wounded units back to the healers before &lt;br /&gt;
they get killed. The destination signpost is in the northwest corner.  &lt;br /&gt;
There is nothing interesting in any of the side passages.&lt;br /&gt;
&lt;br /&gt;
===Stolen Gold===&lt;br /&gt;
&lt;br /&gt;
You'll have two problems in this scenario.  One is lots and lots and&lt;br /&gt;
lots of trolls.  The other is that Krash is going to fly off and&lt;br /&gt;
recruit level-one drakes to help you, but if they get swarmed by all&lt;br /&gt;
the level-two trolls they're not going to live long.  Krash's camp&lt;br /&gt;
will materialize in the mountains near the map-edge west of your camp; the&lt;br /&gt;
house at edge of board will be one hex NW of his tent square.  Recall&lt;br /&gt;
nine or ten veterans, go there and laager up around where his camp&lt;br /&gt;
will appear.  Hold off the troll swarm until the drakes show&lt;br /&gt;
up, then bust out of the encirclement and clean up.&lt;br /&gt;
&lt;br /&gt;
The spectre can be extremely &amp;quot;sturdy&amp;quot; against the trolls; place him in the&lt;br /&gt;
village on the northern tip of the eastern island, and he should be able to&lt;br /&gt;
safely defend against one to three trolls each turn.&lt;br /&gt;
&lt;br /&gt;
The elvish shyde and sorceress, as well as the two liches can be put to&lt;br /&gt;
better use if you move them into the eastern forest in the beginning of the&lt;br /&gt;
scenario. Stay within the forest and lure one or two of the southeastern&lt;br /&gt;
trolls in to level up the sorceress and create a distraction.&lt;br /&gt;
&lt;br /&gt;
After Krash's camp is set up, you will be controlling both Tallin's and&lt;br /&gt;
Krash's troops. Krash's team will take its turn after all the trolls, and&lt;br /&gt;
before Tallin. The trolls will probably be still swarming in front of&lt;br /&gt;
Tallin's defense, but you can create opportunities for the drakes to level&lt;br /&gt;
up by withdrawing one of Tallin's units, and defeating the two trolls&lt;br /&gt;
next to that opening, so that the trolls will not be able to get into the&lt;br /&gt;
opening due to zoc. The drakes will have the advantage that after they&lt;br /&gt;
attack, they can be healed by Tallin's healers, before the trolls' turn.&lt;br /&gt;
&lt;br /&gt;
===Eastern Fortress===&lt;br /&gt;
&lt;br /&gt;
The mistake to avoid in this scenario is exposing level 1 drakes to&lt;br /&gt;
being swarmed by the wolfriders and assassins that head north.  Keep&lt;br /&gt;
your drakes in line, close the gap between the east end of the drake&lt;br /&gt;
line and the west flank of the human troops, and anchor the west flank&lt;br /&gt;
of the drake line on a board edge.  Recruit lots of drakes so you can&lt;br /&gt;
cycle injured ones out of the line before they get killed.  Use mages&lt;br /&gt;
and the Rod of Justice to blast the defenders off the walls; you'll&lt;br /&gt;
need at least six units of heavy infantry to follow through.&lt;br /&gt;
&lt;br /&gt;
===Get the Gold===&lt;br /&gt;
&lt;br /&gt;
Don't recruit a lot for this one; if you have enough level 2 and 3 units&lt;br /&gt;
to fill your starting camp, you can probably take out the orc leader with &lt;br /&gt;
those.  Krash and friends aren't likely to be able to fly over in time to&lt;br /&gt;
do much.&lt;br /&gt;
&lt;br /&gt;
===Showdown===&lt;br /&gt;
&lt;br /&gt;
Pull out all the stops, because this is it.  You'll want to draw the&lt;br /&gt;
Orc Warlords off the walls before engaging them, they're dangerous&lt;br /&gt;
enough as it is without the fortification bonus; hanging a unit our&lt;br /&gt;
two just within their engagement range will do it.  Because there are&lt;br /&gt;
so many orcs, you need to be especially careful about neither leaving &lt;br /&gt;
units isolated nor presenting unanchored flanks for them to swarm&lt;br /&gt;
around (the drakes, in particular, should fort up in the northern camp &lt;br /&gt;
until they've thinned out their attackers considerably).&lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
&lt;br /&gt;
This is just a plot wrap-up.&lt;/div&gt;</summary>
		<author><name>Hagabaka</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=14352</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=14352"/>
		<updated>2007-03-17T17:23:55Z</updated>

		<summary type="html">&lt;p&gt;Hagabaka: /* Ubuntu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GNU/Linux =&lt;br /&gt;
Not all Distributions are always at the state of the current release. If you want to be sure to have the current version, please get the sources and compile it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
* For the official pkg from [extra]: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* dibblethewrecker also provides regular SVN snapshots.  Please see [[ http://dtw.jiwe.org/content.php?article.9 | here]] for details of how to access the repo.  As development of wesnoth continues this repo is likely to follow the unstable branch.&lt;br /&gt;
&lt;br /&gt;
=== Ark Linux ===&lt;br /&gt;
* Ark Linux includes an official wesnoth package, currently at version 1.2.1 Simply use the package installation tool to install the wesnoth package, or run &amp;lt;code&amp;gt;apt-get update; apt-get dist-upgrade&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Users of other similar distributions can download the packages at [http://arklinux.osuosl.org/dockyard-devel the Ark Linux file server]. They are likely to run on any rpm based distribution that uses a recent version of gcc (&amp;gt;= 4.0) and glibc (&amp;gt;= 2.4).&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
* &amp;lt;code&amp;gt;apt-get install wesnoth&amp;lt;/code&amp;gt; or &lt;br /&gt;
* &amp;lt;code&amp;gt;aptitude install wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages]&lt;br /&gt;
* [http://debian.wesnoth.org/sarge Wesnoth 1.0 backport for Sarge]&lt;br /&gt;
===&amp;gt; about this backport, maybe an issue with an unresolvable dependancy, the &amp;quot;ttf-dejavu&amp;quot; package which is required but does not belong to sarge main archive. If someone could confirm ? [ 4 october 2005 ]This package is required but it is in backports for sarge&lt;br /&gt;
&amp;quot;'''deb http://www.backports.org/debian/ sarge-backports main'''&amp;quot;&lt;br /&gt;
and works without any problems [24.05.2006].&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; 8 October: adding&lt;br /&gt;
&lt;br /&gt;
 deb http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/sources.list,&lt;br /&gt;
&lt;br /&gt;
 Package: wesnoth&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: wesnoth-data&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=stable&lt;br /&gt;
 Pin-Priority: 700&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=testing&lt;br /&gt;
 Pin-Priority: 650&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=unstable&lt;br /&gt;
 Pin-Priority: 600&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/preferences and then installing ttf-dejavu with&lt;br /&gt;
&lt;br /&gt;
 apt-get install -t unstable ttf-dejavu&lt;br /&gt;
&lt;br /&gt;
worked for me ;-)&lt;br /&gt;
&lt;br /&gt;
====Compiling====&lt;br /&gt;
If you want to install the latest Development version you may have to compile it yourself. See [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth].&lt;br /&gt;
&lt;br /&gt;
'''To install the dependencies :'''&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev libfreetype6-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remains one package : libintl which isn't in the Debian packages database, but I think you can install it by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install gettext&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If someone may confirm that ... (Confirmed under Ubuntu 6.06 LTS but make sure that g++ and make are installed too.)&lt;br /&gt;
&lt;br /&gt;
'''To compile it :'''&lt;br /&gt;
If you have already installed and older version of wesnoth, uninstall it by :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude purge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that will remove all your wesnoth configuration.&lt;br /&gt;
Then, download the source by wget, or your internet navigator. Save it in the /usr/src directory.&lt;br /&gt;
Now, it's very easy :&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure&lt;br /&gt;
 make&lt;br /&gt;
 make install&lt;br /&gt;
&lt;br /&gt;
You may have more information about this part in the [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth] page.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth 1.0.1-1 is included in Ubuntu Dapper's universe collection. This is the latest stable release. As this is not the latest version, Breezy users will need to do one of the following to obtain the latest version:&lt;br /&gt;
*Upgrade to the Dapper Drake, or&lt;br /&gt;
*Use the Breezy-Backports repository,&lt;br /&gt;
*Use an unofficial repository, or&lt;br /&gt;
*Build from the source per Debian above, or&lt;br /&gt;
*Use the generic binary for GNU/Linux found on the [[Download]] page.&lt;br /&gt;
&lt;br /&gt;
Of these options, the final one is most likely the easiest at this time, while building from source is the most reliable. &lt;br /&gt;
&lt;br /&gt;
Ubuntu 6.10 Edgy Eft includes binaries for Wesnoth 1.1.8 in its universe repository, so if you're happy with this version, just upgrade to Edgy Eft.&lt;br /&gt;
&lt;br /&gt;
See the [http://help.ubuntu.com/starterguide/C/faqguide-all.html#addinguniverse Ubuntu Starter Guide]'s section on adding the universe repositories.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to install the debian package and associated dependencies using ''dpkg'' as you will break your environment!&lt;br /&gt;
&lt;br /&gt;
After considering the warning above, if you would still like to use more updated Wesnoth packages in Debian Etch on your installation of Ubuntu Edgy (notice that the following instruction itself might be flawed, in addition to introducing Debian packages to your installation):&lt;br /&gt;
&lt;br /&gt;
* Add a Debian etch mirror to your /etc/apt/sources.list, e.g.&lt;br /&gt;
 deb http://http.us.debian.org/debian/ etch main&lt;br /&gt;
* Add to /etc/apt/preferences, or create it with the following content&lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release o=Ubuntu&lt;br /&gt;
 Pin-Priority: 995&lt;br /&gt;
&lt;br /&gt;
 Package: wesnoth&lt;br /&gt;
 Pin: release o=Debian&lt;br /&gt;
 Pin-Priority: 996&lt;br /&gt;
&lt;br /&gt;
 Package: wesnoth-data&lt;br /&gt;
 Pin: release o=Debian&lt;br /&gt;
 Pin-Priority: 996&lt;br /&gt;
&lt;br /&gt;
(You need to repeat this for each of wesnoth-music, wesnoth-server, wesnoth-httt, etc.)&lt;br /&gt;
&lt;br /&gt;
* Upgrade packages with apt-get or aptitude. Make sure that only wesnoth packages are upgraded from Debian repository.&lt;br /&gt;
&lt;br /&gt;
====Compiling====&lt;br /&gt;
If you choose to build the source you should add the datadir flag to ''configure'' to ensure your installation puts the data in the same place as the official installation path:&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure --datadir=/usr/share/games ...&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Fedora Core ===&lt;br /&gt;
Battle for Wesnoth is included in [http://fedoraproject.org/wiki/Extras/ Fedora Extras], which is enabled in Fedora by default.  The current version of Battle for Wesnoth in Fedora 5, Fedora 6, and the development branch is 1.2, and is available for ppc, i386, and x86_64 architectures.  If you have problems with these packages, or other questions, please contact the Fedora maintainer [mailto:bpepple_AT_fedoraproject.org Brian Pepple].&lt;br /&gt;
&lt;br /&gt;
To install simply run:&lt;br /&gt;
* &amp;lt;code&amp;gt;yum install wesnoth wesnoth-tools wesnoth-server&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
For the stable release just type:&lt;br /&gt;
* &amp;lt;code&amp;gt;emerge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the development release, the latest development release is in portage but is currently masked&lt;br /&gt;
* &amp;lt;code&amp;gt;echo games-strategy/wesnoth &amp;gt;&amp;gt; /etc/portage/package.unmask&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;emerge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For building from svn tree download the portage overlay from:&lt;br /&gt;
http://www.dorf.wh.uni-dortmund.de/priv/markus/wesnoth-svn.tbz&lt;br /&gt;
extract it to your local overlay-directory and then type&lt;br /&gt;
&amp;lt;code&amp;gt;emerge wesnoth-svn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
wesnoth-dev are the official development releases&lt;br /&gt;
while wesnoth-svn will build straight from SVN-source tree to keep you up to date with the lastest changes and all the errors ;-)&lt;br /&gt;
updating wesnoth-svn will not work ! you have to reemerge it each time you want to update !&lt;br /&gt;
&lt;br /&gt;
=== KateOS ===&lt;br /&gt;
The unofficial (community) binary packages of Battle for Wesnoth can be downloaded from:&lt;br /&gt;
[http://kateos.enter5.pl kateos.enter5.pl]&lt;br /&gt;
&lt;br /&gt;
You can also add this link to repo list and install BfW by &amp;lt;code&amp;gt;updateos -i wesnoth&amp;lt;/code&amp;gt; or by KatePKG graphical tool.&lt;br /&gt;
This is recommended way - all the necessary dependent packages will be downloaded and installed automatically.&lt;br /&gt;
&lt;br /&gt;
There are versions 1.0.2 and 1.2.2 BfW available.&lt;br /&gt;
&lt;br /&gt;
=== klik ===&lt;br /&gt;
* The most easy way to testdrive BfW is provided via [http://klik.atekon.de/ klik]. klik enables clients to create distribution-independent binaries which require no &amp;quot;installation&amp;quot; (the base system remains untouched); its created &amp;quot;AppDir&amp;quot; bundles run even from USB stick or CD RW. klik support is pre-enabled on Knoppix and Kanotix Live CDs. Other distros need to install a small klik client (less than 20 kByte download, less than 20 seconds effort).  See the [http://klik.atekon.de/wiki/index.php/User%27s_FAQ klik FAQ] for details. A [http://wesnoth.klik.atekon.de/ BfW-specific klik website] has links to help with the package. Once the klik client is installed, look at this:&lt;br /&gt;
** [http://wesnoth.klik.atekon.de/ Wesnoth-1.0] stable Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth'' into your Browser&lt;br /&gt;
** [http://wesnoth-latest.klik.atekon.de/ Wesnoth-1.1.1] Development-Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth-latest'' into your Browser&lt;br /&gt;
&lt;br /&gt;
=== Mandrake (cooker) ===&lt;br /&gt;
* &amp;lt;code&amp;gt;urpmi wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
* Binary: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/i586/media/contrib/&lt;br /&gt;
* Source: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/contrib/SRPMS/&lt;br /&gt;
&lt;br /&gt;
=== Slackware 10.2 ===&lt;br /&gt;
sorry but the 10.1 isn't out. Don't worry the 10.2 is here \o/   enjoy&lt;br /&gt;
* '''Wesnoth 1.0.2''': http://asteroid.celeonet.fr/wesnoth/&lt;br /&gt;
&lt;br /&gt;
=== [[SuSE]] / [http://www.opensuse.org OpenSUSE] ===&lt;br /&gt;
&lt;br /&gt;
These are builds of The Battle For Wesnoth for several SUSE Linux distributions, made for both i386 and x86_64 architecture. On SUSE Linux 10.1 and above, as well as on SLED, just use the zen-updater and add these directories to your available services (as ZYPP). On 10.0 and older, you can use YaST to add the installation sources. Furthermore, these packages are splitted into &amp;quot;wesnoth&amp;quot; (the game binary) and the data sets &amp;quot;wesnoth-data-base&amp;quot; and &amp;quot;wesnoth-data-full&amp;quot;. If you want to be able to play the game, &amp;quot;wesnoth-data-base&amp;quot; is all you need, but you will be missing the full experience, because wesnoth-data-full includes larger images and music. Downloading &amp;quot;wesnoth-data-base&amp;quot; only is meant for slow-bandwidth downloaders. However if you select &amp;quot;wesnoth&amp;quot; in zen-updater or yast, it will automatically select &amp;quot;wesnoth-data-base&amp;quot; and &amp;quot;wesnoth-data-full&amp;quot; to deliver the full experience. If you have problems with these packages, or other questions, please contact [mailto:ozzy_AT_metal-district.de Holger Hetterich].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* SUSE Linux 9.3 http://software.opensuse.org/download/games:/strategy:/turn-based/SUSE_Linux_9.3/&lt;br /&gt;
* SUSE Linux 10.0 http://software.opensuse.org/download/games:/strategy:/turn-based/SUSE_Linux_10.0/&lt;br /&gt;
* SUSE Linux 10.1 http://software.opensuse.org/download/games:/strategy:/turn-based/SUSE_Linux_10.1/&lt;br /&gt;
* OpenSUSE Linux 10.2 http://software.opensuse.org/download/games:/strategy:/turn-based/openSUSE_10.2/&lt;br /&gt;
* OpenSUSE Factory http://software.opensuse.org/download/games:/strategy:/turn-based/SUSE_Factory/&lt;br /&gt;
* SLED 10 (SUSE Linux Enterprise Desktop) requires an additional installation source including common required packages SLED is missing. First add http://software.opensuse.org/download/SUSE:/SLE-10:/SDK:/Extra/SLE_10/ , then add http://software.opensuse.org/download/games:/strategy:/turn-based/SLED10_SDK_Extras/ to your installation sources.&lt;br /&gt;
&lt;br /&gt;
=== Xandros Linux ===&lt;br /&gt;
&lt;br /&gt;
*This disto for wesnoth-1.1.1 works well with Xandros 3&lt;br /&gt;
&lt;br /&gt;
* A distribution-independent binary (made with [http://oblisk.codu.org/ OBLISK]) for any somewhat modern GNU/Linux on i386 is available: &lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.1.1-x86-Opkg.tar.gz?download &lt;br /&gt;
&lt;br /&gt;
*Here is a disto for version .7 that works with Xandros&lt;br /&gt;
**[http://support.xandros.com/downloads/desktop_2.0/user_contrib/boylinux/binary-i386/wesnoth_0.7-1_i386.deb&lt;br /&gt;
&lt;br /&gt;
*Xandros 3 has the distro for wesnoth .9 available through Xandros Networks&lt;br /&gt;
&lt;br /&gt;
=== Yoper Linux ===&lt;br /&gt;
All versions built for Yoper 2.2.0-6, although they should install on 2.1.&lt;br /&gt;
Please let kernowyon know via the Yoper forums if you get any problems&lt;br /&gt;
Latest 1.0.2 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0.2-1.i686.rpm&lt;br /&gt;
1.0.1 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0-1.i686.rpm&lt;br /&gt;
Earlier version&lt;br /&gt;
*http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-0.9.7-1.i686.rpm&lt;br /&gt;
&lt;br /&gt;
=== Binaries for all distributions ===&lt;br /&gt;
* A distribution-independent binary (made with [http://oblisk.codu.org/ OBLISK]) for any somewhat modern GNU/Linux on i386 is available: &lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.1.1-x86-Opkg.tar.gz?download wesnoth-1.1.1-x86-Opkg.tar.gz]&lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.0.1-x86-Opkg.tar.gz?download wesnoth-1.0.1-x86-Opkg.tar.gz] &lt;br /&gt;
** This is NOT a static binary distribution, it resolves dependencies at runtime.&lt;br /&gt;
* Wesnoth 0.8.8 static binary (by Yann): http://prdownloads.sourceforge.net/wesnoth/wesnoth-i386-static?download (needs the [http://prdownloads.sourceforge.net/wesnoth/wesnoth-0.8.tar.gz?download source tarball] for the data - run it with the path to the unpacked data as argument)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://rpmfind.net/linux/rpm2html/search.php?query=wesnoth Search RPMs]&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[Download]]&lt;/div&gt;</summary>
		<author><name>Hagabaka</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ThemeWML&amp;diff=10404</id>
		<title>ThemeWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ThemeWML&amp;diff=10404"/>
		<updated>2006-07-03T23:11:53Z</updated>

		<summary type="html">&lt;p&gt;Hagabaka: removed extra linebreak generating wrong html&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the toplevel [theme] tag ==&lt;br /&gt;
&lt;br /&gt;
Themes are used both for the wesnoth game and the wesnoth editor.&lt;br /&gt;
Themes allow flexible configuration of how everything is laid out on-screen.&lt;br /&gt;
&lt;br /&gt;
The only key in [theme] is ''name''. This is the name of the theme.&lt;br /&gt;
&lt;br /&gt;
The only tag in [theme] is '''[resolution]''', but each theme can have multiple [resolution] tags.&lt;br /&gt;
The [resolution] tags are scanned until the first one which is of the same or lower resolution than is currently being used is found, and this is used as our theme.&lt;br /&gt;
This allows us to define themes to work differently on different resolutions, &lt;br /&gt;
and will allow us to support both high and low resolutions elegantly.&lt;br /&gt;
&lt;br /&gt;
The following keys and tags are recognized for [resolution]:&lt;br /&gt;
&lt;br /&gt;
* ''width//,//height'' dimensions in pixels&lt;br /&gt;
&lt;br /&gt;
All subtags of [resolution] use the following keys:&lt;br /&gt;
* ''rect'' defines the rectangle to display on. Parts of a ''rect=a,b,c,d'' clause may be:&lt;br /&gt;
** number : absolute positions&lt;br /&gt;
** ''='' : same value as the same field in reference rect (alignment with reference)&lt;br /&gt;
** +number or -number : for a and b, add this value to reference's c and d respectively (spacing from reference)&lt;br /&gt;
; for c and d, add this value to self's a and b (specify by width and height)&lt;br /&gt;
** =+number or =-number : add this value to same field in reference rect (eg. consider reference as a container box)&lt;br /&gt;
* ''xanchor//,//yanchor'' control the behavior of how this rectangle changes as the resolution changes.&lt;br /&gt;
** 'left' its distance from the left side of the screen always remain the same, while changes in the resolution will change its size by the same amount (top for the y axis).&lt;br /&gt;
** 'right' its size always remain the same, as well as its distance to the right side of the screen (bottom for the y axis).&lt;br /&gt;
** 'fixed' its co-ordinates in that axis remain constant&lt;br /&gt;
** 'proportional' its co-ordinates multiplied by the ratio of the resolution being used to the canonical resolution.&lt;br /&gt;
&lt;br /&gt;
== [main_map] ==&lt;br /&gt;
&lt;br /&gt;
defines where the main game display (i.e. all the hexagons and units) is displayed.&lt;br /&gt;
&lt;br /&gt;
== [mini_map] ==&lt;br /&gt;
&lt;br /&gt;
determines where the mini map is displayed&lt;br /&gt;
&lt;br /&gt;
== [panel] ==&lt;br /&gt;
&lt;br /&gt;
displays an image as a panel on-screen.&lt;br /&gt;
* ''image'' the image used for the panel&lt;br /&gt;
&lt;br /&gt;
== [label] ==&lt;br /&gt;
&lt;br /&gt;
displays a text label on screen.&lt;br /&gt;
* ''prefix'' a string that will be printed before the text in all language&lt;br /&gt;
* ''text'' a text string id to be displayed&lt;br /&gt;
* ''postfix'' a string that will be printed after the text in all language&lt;br /&gt;
* ''icon'' an image that will be displayed instead of the text if it is available&lt;br /&gt;
* ''font_size'' the size of font to use for the label&lt;br /&gt;
&lt;br /&gt;
== [menu] ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* ''title'' the id of the string to write on the button&lt;br /&gt;
* ''title_literal'' a string that will be displayed &amp;quot;as is&amp;quot; in all language after the title&lt;br /&gt;
* ''image'' the image to use if available&lt;br /&gt;
* ''is_context_menu'' if set to true this menu will not be placed, but displayed on a right click&lt;br /&gt;
* ''items'' comma separated list of actions to put in the menu. if there is only one action, it will be executed immediately and no menu will be displayed&lt;br /&gt;
** 'cycle' move to next movable unit&lt;br /&gt;
** 'endunitturn' consume this unit's move and cycle to the next one&lt;br /&gt;
** 'leader' senter on the leader&lt;br /&gt;
** 'undo' undo last action&lt;br /&gt;
** 'redo' redo undone action&lt;br /&gt;
** 'zoomin' zoom the map in&lt;br /&gt;
** 'zoomout' zoom the map out&lt;br /&gt;
** 'zoomdefault' return to default zoom&lt;br /&gt;
** 'fullscreen' switch fulscreen mode&lt;br /&gt;
** 'accelerated' switch turbo mode&lt;br /&gt;
** 'resistance' show resistance table of current unit&lt;br /&gt;
** 'terraintable' show terrain table of current unit&lt;br /&gt;
** 'describeunit' show unit description&lt;br /&gt;
** 'renameunit' change unit name&lt;br /&gt;
** 'save' save the game&lt;br /&gt;
** 'recruit' recruit a unit&lt;br /&gt;
** 'repeatrecruit' repeat last recruitement&lt;br /&gt;
** 'recall' recall a unit from previous scenarion&lt;br /&gt;
** 'endturn' end current turn&lt;br /&gt;
** 'togglegrid' toggle grid display&lt;br /&gt;
** 'statustable' show status table&lt;br /&gt;
** 'mute' mute all sounds&lt;br /&gt;
** 'speak' send message to other players&lt;br /&gt;
** 'createunit' debug create a unit on the map&lt;br /&gt;
** 'preferences' open preference dialog&lt;br /&gt;
** 'objectives' show objective window&lt;br /&gt;
** 'unitlist' list units&lt;br /&gt;
** 'statistics' show game statistics&lt;br /&gt;
** 'quit' quit the game&lt;br /&gt;
** 'labelterrain' label current location&lt;br /&gt;
** 'clearlabels' clear all labels on map&lt;br /&gt;
** 'showenemymoves' show grids reachable by the enemy&lt;br /&gt;
** 'bestenemymoves' show grids reachable by the enemy with no zone of control&lt;br /&gt;
** 'editnewmap' editor only start a new map&lt;br /&gt;
** 'editloadmap' editor only loads an existing map&lt;br /&gt;
** 'editsavemap' editor only saves the current map&lt;br /&gt;
** 'editsaveas' editor only saves the current map, let you choose a filename&lt;br /&gt;
** 'editsetstartpos' editor only set a starting position for a team&lt;br /&gt;
** 'editfloodfill' editor only flood the map with a terrain&lt;br /&gt;
** 'toggleshroud' toggle the &amp;quot;moving removes shroud&amp;quot; behaviour&lt;br /&gt;
** 'updateshroud' removes all possible shroud&lt;br /&gt;
** 'AUTOSAVES' expands to a list of all Auto-Save games prior to this one (1.1.3+)&lt;br /&gt;
&lt;br /&gt;
== [status] ==&lt;br /&gt;
&lt;br /&gt;
This tag describes the Status Table.&lt;br /&gt;
This tag contains many other tags, which determine where other game statistics, such as the current turn, and a description of selected units go.&lt;br /&gt;
For instance, the [time_of_day] tag will determine where the time of day image goes.&lt;br /&gt;
Each subtag of [status] can contain the following attributes&lt;br /&gt;
&lt;br /&gt;
** ''font_size'' the size of font to use for the status&lt;br /&gt;
** ''rect'' the rectangle as for the main_map attribute&lt;br /&gt;
** ''xanchor'' the x-wise anchoring as for the main_map attribute&lt;br /&gt;
** ''yanchor'' the y-wise anchoring as for the main_map attribute&lt;br /&gt;
** ''prefix'' the string to display before the actual status, this is the string id for internationalisation&lt;br /&gt;
** ''prefix_literal'' a string to put after the prefix, but before the label for all languages.&lt;br /&gt;
** ''postfix_literal'' a string to put after the status&lt;br /&gt;
** ''postfix'' the string to display after the postfix_literal, this is the string id for internationalisation&lt;br /&gt;
&lt;br /&gt;
the following tags are recognized for [status]:&lt;br /&gt;
* '''[unit_description]''' the user description of the current unit&lt;br /&gt;
* '''[unit_type]''' the type of the current unit&lt;br /&gt;
* '''[unit_level]''' the level of the current unit&lt;br /&gt;
* '''[unit_traits]''' the traits of the current unit&lt;br /&gt;
* '''[unit_status]''' the status of the current unit&lt;br /&gt;
* '''[unit_alignment]''' the alignment of the current unit&lt;br /&gt;
* '''[unit_abilities]''' the abilities of the current unit&lt;br /&gt;
* '''[unit_hp]''' the HP of the current unit&lt;br /&gt;
* '''[unit_xp]''' the XP of the current unit&lt;br /&gt;
* '''[unit_moves]''' the moves remaining for the current unit&lt;br /&gt;
* '''[unit_weapons]''' the attacks of the current unit&lt;br /&gt;
* '''[unit_image]''' the icon for the current unit&lt;br /&gt;
* '''[unit_profile]'''&lt;br /&gt;
* '''[time_of_day]''' the time of day on the current location&lt;br /&gt;
* '''[turn]''' the turn number and turn remaining&lt;br /&gt;
* '''[gold]''' the gold remaining&lt;br /&gt;
* '''[villages]''' the number of villages owned&lt;br /&gt;
* '''[num_units]''' the number of units owned&lt;br /&gt;
* '''[upkeep]''' the money needed to keep your units every turn&lt;br /&gt;
* '''[expenses]''' the money lost each turn when you don't have enough income&lt;br /&gt;
* '''[income]''' the income per turn (can be positive)&lt;br /&gt;
* '''[terrain]''' the text description of the current terrain&lt;br /&gt;
* '''[position]''' the current terrain's position&lt;br /&gt;
* '''[side_playing]''' the current playing side&lt;br /&gt;
* '''[observers]''' the current observers&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ThemeSystem]]&lt;br /&gt;
* [[Using custom themes in campaigns]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Hagabaka</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ChineseTranslation&amp;diff=10371</id>
		<title>ChineseTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ChineseTranslation&amp;diff=10371"/>
		<updated>2006-07-02T07:11:24Z</updated>

		<summary type="html">&lt;p&gt;Hagabaka: /* Under the Burning Suns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ''' Wesnoth的中文翻译工作正在进行当中。''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
如你喜欢这个游戏，并且愿意为翻译工作尽一份力，请联系firen.china@gmail.com&lt;br /&gt;
&lt;br /&gt;
对于如何开展翻译工作有疑问的也可以发邮件和我联系。&lt;br /&gt;
&lt;br /&gt;
====目前参与翻译的人员有：====&lt;br /&gt;
&lt;br /&gt;
* Firen&lt;br /&gt;
* Luyang Han&lt;br /&gt;
* Solkarnar&lt;br /&gt;
&lt;br /&gt;
====翻译进度: ====&lt;br /&gt;
&lt;br /&gt;
* 游戏主模块文件 : 翻译中 (50%)&lt;br /&gt;
* 游戏编辑器文件 : 未开始翻译&lt;br /&gt;
* 主模块和编辑器共享文件 ：翻译已完成 （By Luyang Han)&lt;br /&gt;
* 战役文件 :翻译中（Solkarnar）&lt;br /&gt;
** Under the Burning Suns : 刚开始 (hagabaka)&lt;br /&gt;
&lt;br /&gt;
====名词确认：====&lt;br /&gt;
以下是一些已经被确认的名词翻译方式，请翻译者注意。同时，如果你遇到新的名词觉得有必要在翻译中进行统一，请发邮件到 firen.china@gmail.com 进行讨论&lt;br /&gt;
* Battle for Wesnoth : 韦诺之战&lt;br /&gt;
* Recruiting and Recalling : 征兵和召回&lt;br /&gt;
* Keep : 要塞&lt;br /&gt;
* Orcish Grunt : 咕哝兽&lt;br /&gt;
* Terrain Modifiers : 地形影响&lt;br /&gt;
* Leader : 领袖&lt;br /&gt;
* Traits : 特质&lt;br /&gt;
* Ability : 技能&lt;br /&gt;
* Skirmisher : 刺客&lt;br /&gt;
&lt;br /&gt;
===== 人名（黑眼之子） =====&lt;br /&gt;
* Albert : 阿尔伯特&lt;br /&gt;
* Ar Dant : 亚单&lt;br /&gt;
* Blemaker : 别马克&lt;br /&gt;
* Etheliel : 伊特立尔&lt;br /&gt;
* Filiel : 飞立尔&lt;br /&gt;
* Gork : 古洛&lt;br /&gt;
* Grüü : 库鲁&lt;br /&gt;
* Howgarth III:豪伽施&lt;br /&gt;
* Inarix : 依娜丽丝&lt;br /&gt;
* Jetto : 杰图&lt;br /&gt;
* Kapou'e ：卡破尔&lt;br /&gt;
* Karun : 卡伦&lt;br /&gt;
* Kult : 苦熬&lt;br /&gt;
* Kwili : 魁里&lt;br /&gt;
* Lanbec'h : 兰贝契&lt;br /&gt;
* Lucile : 路西尔&lt;br /&gt;
* Ma-rana ：玛·拉纳&lt;br /&gt;
* Mkel : 科尔&lt;br /&gt;
* Na-Mana ：纳·马那&lt;br /&gt;
* Oumph : 欧汉&lt;br /&gt;
* Pe : 披&lt;br /&gt;
* Pirk : 辟克&lt;br /&gt;
* Plonk : 普隆克&lt;br /&gt;
* Plouf : 普劳夫&lt;br /&gt;
* Raceme : 瑞斯密&lt;br /&gt;
* Rugh : 如克&lt;br /&gt;
* Rahul I:拉乎尔&lt;br /&gt;
* Shan Taum : 善同&lt;br /&gt;
* Slowhand : 史洛汉德 （暂用，不知意译或音译比较妥当）&lt;br /&gt;
* Toughkon : 陶亢&lt;br /&gt;
* Vraurk : 福莱克&lt;br /&gt;
&lt;br /&gt;
===== 地名（黑眼之子） =====&lt;br /&gt;
* Barag Gór : 八拉·格&lt;br /&gt;
* Bork river : 伯克河&lt;br /&gt;
* Desert of Death : 死亡沙漠&lt;br /&gt;
* Haag Mountains : 海格山区&lt;br /&gt;
* Mourned Hills : 哀悼山峦&lt;br /&gt;
* Prestim : 普莱斯亭&lt;br /&gt;
* Silent Forest : 幽静森林&lt;br /&gt;
* Tirigaz : 提里加斯&lt;br /&gt;
&lt;br /&gt;
===== 其他 =====&lt;br /&gt;
* Council : 元老会&lt;br /&gt;
* Shaman : 萨满祭司（据魔兽世界所译）&lt;br /&gt;
* Saurian : 蜥蜴人&lt;br /&gt;
* Troll : 巨魔（据魔兽世界所译）&lt;br /&gt;
&lt;br /&gt;
===== Under the Burning Suns =====&lt;br /&gt;
====== 名词 ======&lt;br /&gt;
* Under the Burning Suns : 双日之下&lt;br /&gt;
* Long Dark : 长夜&lt;br /&gt;
* Short Dark : 短夜&lt;br /&gt;
* Undead Lord : 不死灵王&lt;br /&gt;
* Iron Council : 钢铁会&lt;br /&gt;
* Eater of Souls : 噬魂魔&lt;br /&gt;
====== 单位名 ======&lt;br /&gt;
* Desert Hunter : 沙漠猎手&lt;br /&gt;
* Desert Sentinel : 沙漠护卫&lt;br /&gt;
* Desert Prowler : 沙漠捕手/浪人 (请求建议）&lt;br /&gt;
* Ixthala Demon&lt;br /&gt;
* Ethereal Wraith&lt;/div&gt;</summary>
		<author><name>Hagabaka</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ChineseTranslation&amp;diff=10370</id>
		<title>ChineseTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ChineseTranslation&amp;diff=10370"/>
		<updated>2006-07-02T06:53:47Z</updated>

		<summary type="html">&lt;p&gt;Hagabaka: added UtBS terms for consideration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ''' Wesnoth的中文翻译工作正在进行当中。''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
如你喜欢这个游戏，并且愿意为翻译工作尽一份力，请联系firen.china@gmail.com&lt;br /&gt;
&lt;br /&gt;
对于如何开展翻译工作有疑问的也可以发邮件和我联系。&lt;br /&gt;
&lt;br /&gt;
====目前参与翻译的人员有：====&lt;br /&gt;
&lt;br /&gt;
* Firen&lt;br /&gt;
* Luyang Han&lt;br /&gt;
* Solkarnar&lt;br /&gt;
&lt;br /&gt;
====翻译进度: ====&lt;br /&gt;
&lt;br /&gt;
* 游戏主模块文件 : 翻译中 (50%)&lt;br /&gt;
* 游戏编辑器文件 : 未开始翻译&lt;br /&gt;
* 主模块和编辑器共享文件 ：翻译已完成 （By Luyang Han)&lt;br /&gt;
* 战役文件 :翻译中（Solkarnar）&lt;br /&gt;
** Under the Burning Suns : 刚开始 (hagabaka)&lt;br /&gt;
&lt;br /&gt;
====名词确认：====&lt;br /&gt;
以下是一些已经被确认的名词翻译方式，请翻译者注意。同时，如果你遇到新的名词觉得有必要在翻译中进行统一，请发邮件到 firen.china@gmail.com 进行讨论&lt;br /&gt;
* Battle for Wesnoth : 韦诺之战&lt;br /&gt;
* Recruiting and Recalling : 征兵和召回&lt;br /&gt;
* Keep : 要塞&lt;br /&gt;
* Orcish Grunt : 咕哝兽&lt;br /&gt;
* Terrain Modifiers : 地形影响&lt;br /&gt;
* Leader : 领袖&lt;br /&gt;
* Traits : 特质&lt;br /&gt;
* Ability : 技能&lt;br /&gt;
* Skirmisher : 刺客&lt;br /&gt;
&lt;br /&gt;
===== 人名（黑眼之子） =====&lt;br /&gt;
* Albert : 阿尔伯特&lt;br /&gt;
* Ar Dant : 亚单&lt;br /&gt;
* Blemaker : 别马克&lt;br /&gt;
* Etheliel : 伊特立尔&lt;br /&gt;
* Filiel : 飞立尔&lt;br /&gt;
* Gork : 古洛&lt;br /&gt;
* Grüü : 库鲁&lt;br /&gt;
* Howgarth III:豪伽施&lt;br /&gt;
* Inarix : 依娜丽丝&lt;br /&gt;
* Jetto : 杰图&lt;br /&gt;
* Kapou'e ：卡破尔&lt;br /&gt;
* Karun : 卡伦&lt;br /&gt;
* Kult : 苦熬&lt;br /&gt;
* Kwili : 魁里&lt;br /&gt;
* Lanbec'h : 兰贝契&lt;br /&gt;
* Lucile : 路西尔&lt;br /&gt;
* Ma-rana ：玛·拉纳&lt;br /&gt;
* Mkel : 科尔&lt;br /&gt;
* Na-Mana ：纳·马那&lt;br /&gt;
* Oumph : 欧汉&lt;br /&gt;
* Pe : 披&lt;br /&gt;
* Pirk : 辟克&lt;br /&gt;
* Plonk : 普隆克&lt;br /&gt;
* Plouf : 普劳夫&lt;br /&gt;
* Raceme : 瑞斯密&lt;br /&gt;
* Rugh : 如克&lt;br /&gt;
* Rahul I:拉乎尔&lt;br /&gt;
* Shan Taum : 善同&lt;br /&gt;
* Slowhand : 史洛汉德 （暂用，不知意译或音译比较妥当）&lt;br /&gt;
* Toughkon : 陶亢&lt;br /&gt;
* Vraurk : 福莱克&lt;br /&gt;
&lt;br /&gt;
===== 地名（黑眼之子） =====&lt;br /&gt;
* Barag Gór : 八拉·格&lt;br /&gt;
* Bork river : 伯克河&lt;br /&gt;
* Desert of Death : 死亡沙漠&lt;br /&gt;
* Haag Mountains : 海格山区&lt;br /&gt;
* Mourned Hills : 哀悼山峦&lt;br /&gt;
* Prestim : 普莱斯亭&lt;br /&gt;
* Silent Forest : 幽静森林&lt;br /&gt;
* Tirigaz : 提里加斯&lt;br /&gt;
&lt;br /&gt;
===== 其他 =====&lt;br /&gt;
* Council : 元老会&lt;br /&gt;
* Shaman : 萨满祭司（据魔兽世界所译）&lt;br /&gt;
* Saurian : 蜥蜴人&lt;br /&gt;
* Troll : 巨魔（据魔兽世界所译）&lt;br /&gt;
&lt;br /&gt;
===== Under the Burning Suns =====&lt;br /&gt;
====== 名词 ======&lt;br /&gt;
* Under the Burning Suns : 双日之下&lt;br /&gt;
* Long Dark : 长夜&lt;br /&gt;
* Short Dark : 短夜&lt;br /&gt;
* Undead Lord : 不死灵王&lt;br /&gt;
====== 单位名 ======&lt;br /&gt;
* Desert Hunter : 沙漠猎手&lt;br /&gt;
* Desert Sentinel : 沙漠护卫&lt;br /&gt;
* Desert Prowler : 沙漠捕手 (欢迎建议）&lt;/div&gt;</summary>
		<author><name>Hagabaka</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ChineseTranslation&amp;diff=10369</id>
		<title>ChineseTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ChineseTranslation&amp;diff=10369"/>
		<updated>2006-07-02T06:35:12Z</updated>

		<summary type="html">&lt;p&gt;Hagabaka: modified formatting, replaced pre with lists. this allows putting links, and other formatting in the lists, and is also more suitable for the content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ''' Wesnoth的中文翻译工作正在进行当中。''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
如你喜欢这个游戏，并且愿意为翻译工作尽一份力，请联系firen.china@gmail.com&lt;br /&gt;
&lt;br /&gt;
对于如何开展翻译工作有疑问的也可以发邮件和我联系。&lt;br /&gt;
&lt;br /&gt;
====目前参与翻译的人员有：====&lt;br /&gt;
&lt;br /&gt;
* Firen&lt;br /&gt;
* Luyang Han&lt;br /&gt;
* Solkarnar&lt;br /&gt;
&lt;br /&gt;
====翻译进度: ====&lt;br /&gt;
&lt;br /&gt;
* 游戏主模块文件                 ：翻译中 (50%)&lt;br /&gt;
* 游戏编辑器文件                 ：未开始翻译&lt;br /&gt;
* 主模块和编辑器共享文件          ：翻译已完成 （By Luyang Han)&lt;br /&gt;
* 战役文件                      ：翻译中（Solkarnar）&lt;br /&gt;
** [[UtBSChineseTranslation|UtBS翻译]]    : 刚开始 (hagabaka)&lt;br /&gt;
&lt;br /&gt;
====名词确认：====&lt;br /&gt;
以下是一些已经被确认的名词翻译方式，请翻译者注意。同时，如果你遇到新的名词觉得有必要在翻译中进行统一，请发邮件到 firen.china@gmail.com 进行讨论&lt;br /&gt;
* Battle for Wesnoth : 韦诺之战&lt;br /&gt;
* Recruiting and Recalling : 征兵和召回&lt;br /&gt;
* Keep : 要塞&lt;br /&gt;
* Orcish Grunt : 咕哝兽&lt;br /&gt;
* Terrain Modifiers : 地形影响&lt;br /&gt;
* Leader : 领袖&lt;br /&gt;
* Traits : 特质&lt;br /&gt;
* Ability : 技能&lt;br /&gt;
* Skirmisher : 刺客&lt;br /&gt;
&lt;br /&gt;
===== 人名（黑眼之子） =====&lt;br /&gt;
* Albert : 阿尔伯特&lt;br /&gt;
* Ar Dant : 亚单&lt;br /&gt;
* Blemaker : 别马克&lt;br /&gt;
* Etheliel : 伊特立尔&lt;br /&gt;
* Filiel : 飞立尔&lt;br /&gt;
* Gork : 古洛&lt;br /&gt;
* Grüü : 库鲁&lt;br /&gt;
* Howgarth III:豪伽施&lt;br /&gt;
* Inarix : 依娜丽丝&lt;br /&gt;
* Jetto : 杰图&lt;br /&gt;
* Kapou'e ：卡破尔&lt;br /&gt;
* Karun : 卡伦&lt;br /&gt;
* Kult : 苦熬&lt;br /&gt;
* Kwili : 魁里&lt;br /&gt;
* Lanbec'h : 兰贝契&lt;br /&gt;
* Lucile : 路西尔&lt;br /&gt;
* Ma-rana ：玛·拉纳&lt;br /&gt;
* Mkel : 科尔&lt;br /&gt;
* Na-Mana ：纳·马那&lt;br /&gt;
* Oumph : 欧汉&lt;br /&gt;
* Pe : 披&lt;br /&gt;
* Pirk : 辟克&lt;br /&gt;
* Plonk : 普隆克&lt;br /&gt;
* Plouf : 普劳夫&lt;br /&gt;
* Raceme : 瑞斯密&lt;br /&gt;
* Rugh : 如克&lt;br /&gt;
* Rahul I:拉乎尔&lt;br /&gt;
* Shan Taum : 善同&lt;br /&gt;
* Slowhand : 史洛汉德 （暂用，不知意译或音译比较妥当）&lt;br /&gt;
* Toughkon : 陶亢&lt;br /&gt;
* Vraurk : 福莱克&lt;br /&gt;
&lt;br /&gt;
===== 地名（黑眼之子） =====&lt;br /&gt;
* Barag Gór : 八拉·格&lt;br /&gt;
* Bork river : 伯克河&lt;br /&gt;
* Desert of Death : 死亡沙漠&lt;br /&gt;
* Haag Mountains : 海格山区&lt;br /&gt;
* Mourned Hills : 哀悼山峦&lt;br /&gt;
* Prestim : 普莱斯亭&lt;br /&gt;
* Silent Forest : 幽静森林&lt;br /&gt;
* Tirigaz : 提里加斯&lt;br /&gt;
&lt;br /&gt;
===== 其他 =====&lt;br /&gt;
* Council : 元老会&lt;br /&gt;
* Shaman : 萨满祭司（据魔兽世界所译）&lt;br /&gt;
* Saurian : 蜥蜴人&lt;br /&gt;
* Troll : 巨魔（据魔兽世界所译）&lt;/div&gt;</summary>
		<author><name>Hagabaka</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ChineseTranslation&amp;diff=10368</id>
		<title>ChineseTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ChineseTranslation&amp;diff=10368"/>
		<updated>2006-07-02T06:25:49Z</updated>

		<summary type="html">&lt;p&gt;Hagabaka: added link to Chinese UtBS translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ''' Wesnoth的中文翻译工作正在进行当中。''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
如你喜欢这个游戏，并且愿意为翻译工作尽一份力，请联系firen.china@gmail.com&lt;br /&gt;
&lt;br /&gt;
对于如何开展翻译工作有疑问的也可以发邮件和我联系。&lt;br /&gt;
&lt;br /&gt;
====目前参与翻译的人员有：====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Firen&lt;br /&gt;
Luyang Han&lt;br /&gt;
Solkarnar&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====翻译进度: ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;游戏主模块文件                 ：翻译中 (50%)&lt;br /&gt;
游戏编辑器文件                 ：未开始翻译&lt;br /&gt;
主模块和编辑器共享文件          ：翻译已完成 （By Luyang Han)&lt;br /&gt;
战役文件                      ：翻译中（Solkarnar）&lt;br /&gt;
  [[UtBSChineseTranslation|UtBS翻译]]    : 刚开始 (hagabaka)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====名词确认：====&lt;br /&gt;
以下是一些已经被确认的名词翻译方式，请翻译者注意。同时，如果你遇到新的名词觉得有必要在翻译中进行统一，请发邮件到 firen.china@gmail.com 进行讨论&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Battle for Wesnoth : 韦诺之战&lt;br /&gt;
Recruiting and Recalling : 征兵和召回&lt;br /&gt;
Keep : 要塞&lt;br /&gt;
Orcish Grunt : 咕哝兽&lt;br /&gt;
Terrain Modifiers : 地形影响&lt;br /&gt;
Leader : 领袖&lt;br /&gt;
Traits : 特质&lt;br /&gt;
Ability : 技能&lt;br /&gt;
Skirmisher : 刺客&lt;br /&gt;
&lt;br /&gt;
人名（黑眼之子）&lt;br /&gt;
Albert : 阿尔伯特&lt;br /&gt;
Ar Dant : 亚单&lt;br /&gt;
Blemaker : 别马克&lt;br /&gt;
Etheliel : 伊特立尔&lt;br /&gt;
Filiel : 飞立尔&lt;br /&gt;
Gork : 古洛&lt;br /&gt;
Grüü : 库鲁&lt;br /&gt;
Howgarth III:豪伽施&lt;br /&gt;
Inarix : 依娜丽丝&lt;br /&gt;
Jetto : 杰图&lt;br /&gt;
Kapou'e ：卡破尔&lt;br /&gt;
Karun : 卡伦&lt;br /&gt;
Kult : 苦熬&lt;br /&gt;
Kwili : 魁里&lt;br /&gt;
Lanbec'h : 兰贝契&lt;br /&gt;
Lucile : 路西尔&lt;br /&gt;
Ma-rana ：玛·拉纳&lt;br /&gt;
Mkel : 科尔&lt;br /&gt;
Na-Mana ：纳·马那&lt;br /&gt;
Oumph : 欧汉&lt;br /&gt;
Pe : 披&lt;br /&gt;
Pirk : 辟克&lt;br /&gt;
Plonk : 普隆克&lt;br /&gt;
Plouf : 普劳夫&lt;br /&gt;
Raceme : 瑞斯密&lt;br /&gt;
Rugh : 如克&lt;br /&gt;
Rahul I:拉乎尔&lt;br /&gt;
Shan Taum : 善同&lt;br /&gt;
Slowhand : 史洛汉德 （暂用，不知意译或音译比较妥当）&lt;br /&gt;
Toughkon : 陶亢&lt;br /&gt;
Vraurk : 福莱克&lt;br /&gt;
&lt;br /&gt;
地名（黑眼之子）&lt;br /&gt;
Barag Gór : 八拉·格&lt;br /&gt;
Bork river : 伯克河&lt;br /&gt;
Desert of Death : 死亡沙漠&lt;br /&gt;
Haag Mountains : 海格山区&lt;br /&gt;
Mourned Hills : 哀悼山峦&lt;br /&gt;
Prestim : 普莱斯亭&lt;br /&gt;
Silent Forest : 幽静森林&lt;br /&gt;
Tirigaz : 提里加斯&lt;br /&gt;
&lt;br /&gt;
其他&lt;br /&gt;
Council : 元老会&lt;br /&gt;
Shaman : 萨满祭司（据魔兽世界所译）&lt;br /&gt;
Saurian : 蜥蜴人&lt;br /&gt;
Troll : 巨魔（据魔兽世界所译）&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hagabaka</name></author>
		
	</entry>
</feed>