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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mabeenot</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mabeenot"/>
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	<updated>2026-05-31T02:56:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingMaps&amp;diff=32774</id>
		<title>BuildingMaps</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingMaps&amp;diff=32774"/>
		<updated>2009-10-11T04:34:07Z</updated>

		<summary type="html">&lt;p&gt;Mabeenot: updated and expanded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A map is just a bunch of terrain strings arranged in a rectangle (the rectangle is known as the &amp;quot;map data&amp;quot;). There are two ways to use this rectangle in a file: as a stand-alone map or within a scenario. The easiest way to create maps is just to use the built-in editor, but if you want to actually understand how maps work, you should read a little about the map data format. This page explains that format, and then has some pointers about the editor, saving files, and how to play on a map once you've made it. For instructions on how to distribute maps, see [[BuildingMapsDistribution]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a map ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth has a fully functional map editor, accessible from within the game. The map editor should be fairly straightforward, however some helpful hotkeys can be found in the [[WesnothMapEditor]] article. Making good, balanced, interesting maps is another task altogether.  ESR has addressed it in his [http://catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design How-To]. If you run into trouble with the map editor, go ahead and ask for help on the [http://www.wesnoth.org/forum/viewforum.php?f=15 Multiplayer Development forum].&lt;br /&gt;
&lt;br /&gt;
If you're a programmer, note that while the source code and most binary distributions come with the official graphical map editor, you may have to give the build system a flag or argument to tell it to compile them as well as the main game.&lt;br /&gt;
&lt;br /&gt;
=== Adding units and map descriptions ===&lt;br /&gt;
&lt;br /&gt;
Campaign writers can't write campaigns without scenarios, so campaigns will always use scenario files. Multiplayer mapmakers, however, '''have a choice'''.  If you want to place an object or unit on the map, you must create a scenario file starting with the '''[multiplayer]''' tag and containing the ''map_data'' key therein. The ''map_data'' key can either point to a standalone map file or include the raw map data in quotes inside the scenario file. &lt;br /&gt;
&lt;br /&gt;
Using scenario files for multiplayer maps, you lose the simplicity of the standalone map file, but you gain tremendous power.  With a scenario file, you can add units and objects, include a map description, and set default map settings like allies, starting gold, and experience modifiers. You can even create custom events. Check out [[BuildingScenarios]], [[ScenarioWML]], and [[BuildingMultiplayer]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Map data format ===&lt;br /&gt;
&lt;br /&gt;
This is not the Matrix.  You normally don't need to look at encoded maps. However, if you would like to use some advanced terrain features or create scenarios and campaigns, you'll have to dive into the map code. The encoding for maps has a specific format in Wesnoth:&lt;br /&gt;
&lt;br /&gt;
* A map starts with a header with the following keys &lt;br /&gt;
** '''usage''', this should be 'map' for a map and 'mask' for an overlay mask&lt;br /&gt;
** '''border_size''', the size of the border, should be 1 for map and 0 for mask. When the border_size is 1 the map border is part of the map data, this means the user can define the border instead of the game taking a guess.&lt;br /&gt;
* Between the header and the data should be 1 empty line&lt;br /&gt;
* A map data file consists of any number of lines, each with the same number of strings.&lt;br /&gt;
* Each string must be a string specified in a ''string'' key specifying a terrain (see [[TerrainLettersWML]]).&lt;br /&gt;
* Each string may be padded with spaces or tabs and must be separated with a comma, except for the last string on a line this one may not have a comma.&lt;br /&gt;
* When the file is interpreted, each string will be replaced by the terrain it refers to.&lt;br /&gt;
* Empty lines are allowed before, after and between lines of characters, between lines is not advised.&lt;br /&gt;
* Terrains may be prefixed with a number followed by one space, these indicate the starting position for side ''n''. ''n'' = 1, 2, 3, ... 9 (more might work but is untested and unsupported). This is a change from the previous system where a starting position was automatically a keep.&lt;br /&gt;
&lt;br /&gt;
It's advised to use spaces for padding and pad each column to be the same width; the game does this when writing a map file.&lt;br /&gt;
 &lt;br /&gt;
Since text file tiles are squares while game tiles are hexes, some tiles must be shifted.&lt;br /&gt;
Tiles in even-numbered columns are shifted down 1/2 of a tile.&lt;br /&gt;
For example, to have a road of connected dirt ('Re') tiles, the map data would look like this:&lt;br /&gt;
&lt;br /&gt;
 usage=map&lt;br /&gt;
 border_size=1&lt;br /&gt;
 &lt;br /&gt;
 Re, Re, Gg, Gg, Gg, Gg, Gg, Gg&lt;br /&gt;
 Gg, Gg, Re, Re, Gg, Gg, Gg, Gg&lt;br /&gt;
 Gg, Gg, Gg, Gg, Re, Re, Gg, Gg&lt;br /&gt;
 Gg, Gg, Gg, Gg, Gg, Gg, Re, Re&lt;br /&gt;
&lt;br /&gt;
== So now what? ==&lt;br /&gt;
&lt;br /&gt;
You've created an awesome map with the map editor and you're ready to test it out. But how can you do this? It's actually quite simple.&lt;br /&gt;
&lt;br /&gt;
=== Play your map ===&lt;br /&gt;
&lt;br /&gt;
If you just want to play the map, maybe against the computer or with a friend, all you have to do is save it into the map editor's folder (the default location). Then, when you launch the game and host a multiplayer game, the map should appear '''at the top''' of the map choices screen.&lt;br /&gt;
&lt;br /&gt;
When creating a game on the multiplayer server, your map will be described to other players as a &amp;quot;Use Map&amp;quot; and any replays stored on the server will refer to the game as &amp;quot;Use Map.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For the curious: Saving a map file like this creates a stand-alone file that holds the map data. That file is by default saved in '''''userdata''/editor/maps/''', and maps in that location are added to the top of the multiplayer map selection list.&lt;br /&gt;
&lt;br /&gt;
=== Share your map ===&lt;br /&gt;
&lt;br /&gt;
When you're ready to share your map with the world, post it to the [http://www.wesnoth.org/forum/viewforum.php?f=15 Multiplayer Development forum] or package it to be distributed on the in-game add-ons server. For instructions on how to distribute maps, see [[BuildingMapsDistribution]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothMapEditor]]&lt;br /&gt;
* [[TerrainCodesWML]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
{{Create}}&lt;/div&gt;</summary>
		<author><name>Mabeenot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BulgarianTranslation&amp;diff=32713</id>
		<title>BulgarianTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BulgarianTranslation&amp;diff=32713"/>
		<updated>2009-10-09T04:59:04Z</updated>

		<summary type="html">&lt;p&gt;Mabeenot: undo spam by CnacoBooud&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=ÐÑÐ»Ð³Ð°ÑÑÐºÐ¸=&lt;br /&gt;
Ð¢Ð¾Ð²Ð° Ðµ ÑÑÑÐ°Ð½Ð¸ÑÐ° Ð½Ð° Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸ÑÑ Ð¿ÑÐµÐ²Ð¾Ð´ Ð½Ð° ÐÐ¸ÑÐºÐ°ÑÐ° Ð·Ð° Ð£ÐµÑÐ½Ð¾Ñ.&lt;br /&gt;
&lt;br /&gt;
==ÐÐ°Ðº Ð´Ð° Ð¿Ð¾Ð¼Ð¾Ð³Ð½Ð°?==&lt;br /&gt;
&lt;br /&gt;
ÐÐ¼Ð° Ð½ÑÐºÐ¾Ð»ÐºÐ¾ Ð½Ð°ÑÐ¸Ð½Ð° Ð¿Ð¾ ÐºÐ¾Ð¸ÑÐ¾ Ð¼Ð¾Ð¶ÐµÑÐµ Ð´Ð° Ð¿Ð¾Ð¼Ð¾Ð³Ð½ÐµÑÐµ Ð½Ð° Ð¿ÑÐµÐ²Ð¾Ð´Ð°:&lt;br /&gt;
&lt;br /&gt;
* ÐÐ³ÑÐ°ÐµÑÐµ Ð¸Ð³ÑÐ°ÑÐ° Ð½Ð° Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸ Ð¸ Ð½Ð¸ ÑÑÐ¾Ð±ÑÐ°Ð²Ð°ÑÐµ Ð·Ð° Ð²ÑÐµÐºÐ¸ Ð³Ð»ÑÐ¿Ð°Ð² Ð¸Ð»Ð¸ Ð³ÑÐµÑÐµÐ½ Ð¿ÑÐµÐ²Ð¾Ð´. Ð¢Ð¾Ð²Ð° ÑÐµ Ð¿Ð¾Ð¼Ð¾Ð³Ð½Ðµ Ð¼Ð½Ð¾Ð³Ð¾ Ð·Ð° Ð¿Ð¾Ð´Ð¾Ð±ÑÑÐ²Ð°Ð½Ðµ ÐºÐ°ÑÐµÑÑÐ²Ð¾ÑÐ¾ Ð½Ð° Ð¿ÑÐµÐ²Ð¾Ð´Ð°, ÑÑÐ¹ ÐºÐ°ÑÐ¾ Ð¿ÑÐµÐ²ÐµÐ¶Ð´Ð°ÑÐ¸ÑÐµ Ð½ÑÐ¼Ð°Ñ Ð²ÑÐµÐ¼ÐµÑÐ¾ Ð´Ð° Ð¿ÑÐ¾Ð²ÐµÑÑÐ²Ð°Ñ Ð¿Ð¾Ð²ÐµÑÐµÑÐ¾ Ð¾Ñ Ð½ÐµÑÐ°ÑÐ° Ð² Ð¸Ð³ÑÐ°ÑÐ°.(Ð¢Ð¾Ð²Ð° Ð¼Ð¾Ð¶Ðµ Ð´Ð° Ð½Ð°Ð¿ÑÐ°Ð²Ð¸ÑÐµ Ð½Ð° ÑÑÑÐ°Ð½Ð¸ÑÐ°ÑÐ° Ð·Ð° [[BulgarianTranslationCommon|Ð³ÑÐµÑÐºÐ¸]])&lt;br /&gt;
* ÐÑÐµÐ³Ð»ÐµÐ¶Ð´Ð°ÑÐµ ÑÐ°Ð¹Ð»Ð¾Ð²ÐµÑÐµ Ñ Ð¿ÑÐµÐ²Ð¾Ð´Ð¸ÑÐµ Ð·Ð° Ð³ÑÐµÑÐºÐ¸ Ð¸ Ð³Ð¸ Ð¿Ð¾Ð¿ÑÐ°Ð²ÑÑÐµ.&lt;br /&gt;
* ÐÐ°Ð²Ð°ÑÐµ Ð´Ð¾Ð±ÑÐ¸ Ð¿ÑÐµÐ´Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð·Ð° Ð¸Ð¼ÐµÐ½Ð° Ð½Ð° ÐµÐ´Ð¸Ð½Ð¸ÑÐ¸ - [[BulgarianTranslationUnitList|Ð¡Ð¿Ð¸ÑÑÐº Ñ ÐµÐ´Ð¸Ð½Ð¸ÑÐ¸ÑÐµ]]&lt;br /&gt;
&lt;br /&gt;
==ÐÑÐµÐ²Ð¾Ð´==&lt;br /&gt;
&lt;br /&gt;
ÐÐ° Ð¼Ð¾Ð¼ÐµÐ½ÑÐ° Ð¿ÑÐµÐ²Ð¾Ð´ÑÑ ÑÐµ Ð¿ÑÐ°Ð²Ð¸ Ð·Ð° 1.3 Ð²ÐµÑÑÐ¸ÑÑÐ° Ð² trunk. ÐÑÐµÐ²Ð¾Ð´ÑÑ Ð½Ð° 1.2 ÐºÐ»Ð¾Ð½Ð° Ðµ Ð¿ÑÐ»ÐµÐ½, Ð½Ð¾ Ð½Ðµ Ð¿ÑÐµÐ³Ð»ÐµÐ¶Ð´Ð°Ð½ Ð·Ð° Ð³ÑÐµÑÐºÐ¸. Ð Ð°Ð±Ð¾ÑÐ°ÑÐ° Ð¿Ð¾ Ð½ÐµÐ³Ð¾ Ðµ Ð±ÐµÐ·ÑÐ¼Ð¸ÑÐ»ÐµÐ½Ð°.&lt;br /&gt;
&lt;br /&gt;
===ÐÑÐ°Ð²Ð¸Ð»Ð°===&lt;br /&gt;
ÐÑÐµÐ²Ð¾Ð´ÑÑ Ð½Ð° Ð¸Ð½ÑÐµÑÑÐµÐ¹ÑÑÑ ÑÐµ Ð²Ð¾Ð´Ð¸ Ð¿Ð¾ ÑÐ»ÐµÐ´Ð½Ð¸ÑÐµ Ð¿ÑÐ°Ð²Ð¸Ð»Ð°:&lt;br /&gt;
[http://fsa-bg.org/translation/translation_of_gui/translation_of_gui.html ÐÑÐµÐ²Ð¾Ð´ Ð¸ ÑÑÐ·Ð´Ð°Ð²Ð°Ð½Ðµ Ð½Ð° ÐÐÐ Ð½Ð° Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸]&lt;br /&gt;
&lt;br /&gt;
ÐÑÑÐ³Ð¸ Ð¿Ð¾Ð»ÐµÐ·Ð½Ð¸(Ð´Ð¾ÑÐ¸ Ð·Ð°Ð´ÑÐ»Ð¶Ð¸ÑÐµÐ»Ð½Ð¸) Ð²ÑÑÐ·ÐºÐ¸:&amp;lt;br&amp;gt;&lt;br /&gt;
[http://m-balabanov.hit.bg/en-bg-comp-dict.html ÐÑÐ°ÑÑÐº Ð°Ð½Ð³Ð»Ð¸Ð¹ÑÐºÐ¾-Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸ ÑÐµÑÐ¼Ð¸Ð½Ð¾Ð»Ð¾Ð³Ð¸ÑÐµÐ½ ÑÐµÑÐ½Ð¸Ðº]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://fsa-bg.org/translators ÐÑÐµÐ²Ð¾Ð´ Ð½Ð° ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½ ÑÐ¾ÑÑÑÐµÑ Ð½Ð° Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸ ÐµÐ·Ð¸Ðº]&lt;br /&gt;
&lt;br /&gt;
ÐÐ°Ð¼Ð¿Ð°Ð½Ð¸Ð¸ÑÐµ ÑÐµ Ð¿ÑÐµÐ²ÐµÐ¶Ð´Ð°Ñ Ð¿Ð¾ ÑÐ¼Ð¸ÑÑÐ». ÐÐµ Ðµ Ð·Ð°Ð´ÑÐ»Ð¶Ð¸ÑÐµÐ»Ð½Ð¾ Ð´Ð° ÑÐµ Ð¿Ð¾Ð»Ð·Ð²Ð°Ñ ÐµÐ´Ð½Ð°ÐºÐ²Ð¸ Ð¸Ð»Ð¸ Ð²ÑÐ¸ÑÐºÐ¸ Ð¸Ð·ÑÐ°Ð·Ð¸ Ð¾Ñ Ð¾ÑÐ¸Ð³Ð¸Ð½Ð°Ð»Ð½Ð¸ÑÑ ÑÐµÐºÑÑ, Ð¿ÑÐ¾ÑÑÐ¾ Ð¿ÑÐµÐ²Ð¾Ð´Ð° ÑÑÑÐ±Ð²Ð° Ð²ÑÐ·Ð¼Ð¾Ð¶Ð½Ð¾ Ð½Ð°Ð¹-ÑÐ¾ÑÐ½Ð¾ Ð´Ð° Ð¿ÑÐµÐ´Ð°Ð²Ð° Ð¸Ð½ÑÐ¾ÑÐ¼Ð°ÑÐ¸ÑÑÐ°.&lt;br /&gt;
&lt;br /&gt;
===Ð¡ÑÐ°ÑÑÑ Ð½Ð° Ð¿ÑÐµÐ²Ð¾Ð´Ð°===&lt;br /&gt;
&lt;br /&gt;
ÐÐµÐ·ÐºÑÐ°Ð¹Ð½Ð¾ ÑÐµ ÑÐ° Ð¿Ð¾Ð»ÐµÐ·Ð½Ð¸ ÑÐ¾ÑÐ° Ð´Ð° Ð¿ÑÐµÐ³Ð»ÐµÐ¶Ð´Ð°Ñ .po ÑÐ°Ð¹Ð»Ð¾Ð²ÐµÑÐµ Ð¸ Ð´Ð° Ð¸Ð³ÑÐ°ÑÑ Ð¸Ð³ÑÐ°ÑÐ°.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ð¢ÐÐÐÐÐ¦ÐÐ¢Ð Ð ÐÐÐÐÐ¢Ð£ÐÐÐÐ&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=1&lt;br /&gt;
! Ð¤Ð°Ð¹Ð»&lt;br /&gt;
! Ð¡ÑÐ°ÑÑÑ&lt;br /&gt;
! ÐÑÐµÐ²Ð¾Ð´Ð°Ñ&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-editor || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-lib || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-man || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-tutorial || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-httt || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐ° Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-ei || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-trow || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-tb || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸ '' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-tsg || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-utbs || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-nr || ''Ð¿ÑÐµÐ²ÐµÐ¶Ð´Ð° ÑÐµ'' || ÐÐµÐ½Ð¸ÑÐ°&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-sotbe || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½ ,ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐ° Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-sof ||''Ð½ÐµÐ¿ÑÐµÐ²ÐµÐ´ÐµÐ½'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½ &lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-did ||''Ð½ÐµÐ¿ÑÐµÐ²ÐµÐ´ÐµÐ½'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ÐÐµÐ³ÐµÐ½Ð´Ð°:&lt;br /&gt;
Ð¿ÑÐµÐ²ÐµÐ¶Ð´Ð° ÑÐµ - Ð½ÑÐºÐ¾Ð¹ Ð¿ÑÐµÐ²Ð¾Ð´Ð°Ñ Ð³Ð¾ Ð¿ÑÐµÐ²ÐµÐ¶Ð´Ð°&amp;lt;br&amp;gt;&lt;br /&gt;
Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸ - Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½ Ðµ Ð½Ð°Ð´ 95% ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐµÐ³Ð»ÐµÐ´Ð° Ð¾Ñ Ð½ÑÐºÐ¾Ð»ÐºÐ¾ Ð¿ÑÐµÐ²Ð¾Ð´Ð°ÑÐ¸ Ð¸ Ð´Ð° ÑÐµ Ð´Ð¾Ð²ÑÑÑÐ¸(Ð´Ð¾Ð±ÑÐµ Ðµ Ð¿ÑÐ¾Ð²ÐµÑÐºÐ°ÑÐ° Ð´Ð° Ðµ ÐºÐ°ÐºÑÐ¾ Ð² Ð¸Ð³ÑÐ°ÑÐ°, ÑÐ°ÐºÐ° Ð¸ Ð² .po ÑÐ°Ð¹Ð»Ð°)&amp;lt;br&amp;gt;&lt;br /&gt;
Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½ - Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½ Ðµ 100%&lt;br /&gt;
&lt;br /&gt;
===ÐÑÐµÐ²Ð¾Ð´Ð°ÑÐ¸===&lt;br /&gt;
ÐÐ·ÐµÑ Ð¾Ñ about ÑÑÑÐ°Ð½Ð¸ÑÐ°ÑÐ°.&lt;br /&gt;
ÐÑÐ¸Ð½ÑÐ¸Ð¿Ð½Ð¾ Ð½ÑÐ¼Ð° Ð´Ð° Ð±ÑÐ´Ðµ Ð·Ð°Ð¿Ð¸ÑÐ²Ð°Ð½ Ð¿ÑÐ¸Ð½Ð¾ÑÑÑ Ð½Ð° Ð¾ÑÐ´ÐµÐ»Ð½Ð¸ÑÐµ Ð¿ÑÐµÐ²Ð¾Ð´Ð°ÑÐ¸. Ð©Ðµ ÑÐµ Ð¿ÑÐ°Ð²Ð¸ Ð¸Ð·ÐºÐ»ÑÑÐµÐ½Ð¸Ðµ Ð¿ÑÐ¸ Ð¸Ð·ÐºÐ»ÑÑÐ¸ÑÐµÐ»ÐµÐ½ Ð¿ÑÐ¸Ð½Ð¾Ñ.&lt;br /&gt;
&lt;br /&gt;
ÐÐ½ÑÐ¾Ð½ Ð¦Ð¸Ð³ÑÐ»Ð°ÑÐ¾Ð² (Atilla)&amp;lt;br&amp;gt;&lt;br /&gt;
ÐÐµÐ½Ð¸ÑÐ° ÐÐ¸Ð½ÑÐµÐ²Ð° (ÐÐµÐ½Ð¸) - ÐºÐ¾Ð»Ð¾ÑÐ°Ð»Ð½Ð¾ ÐºÐ¾Ð»Ð¸ÑÐµÑÑÐ²Ð¾ Ð¿ÑÐµÐ²Ð¾Ð´, Ð¿ÑÐ°ÐºÑÐ¸ÑÐµÑÐºÐ¸ Ð²ÑÐ¸ÑÐºÐ¾ &amp;lt;br&amp;gt;&lt;br /&gt;
- Ð²ÑÐ¸ÑÐºÐ¾ ÐºÐ¾ÐµÑÐ¾ Ðµ ÑÑÐ´Ð¾Ð¶ÐµÑÑÐ²ÐµÐ½ ÑÐµÐºÑÑ Ð² wesnoth(ÐµÐ´Ð¸Ð½Ð¸ÑÐ¸,ÐµÑÐµÐºÑÐ¸,ÑÐ¼ÐµÐ½Ð¸Ñ....)&amp;lt;br&amp;gt;&lt;br /&gt;
- Ð²ÑÐ¸ÑÐºÐ¸ ÐºÐ°Ð¼Ð¿Ð°Ð½Ð¸Ð¸(tutorial, httt, ei, trow, tb, tsg, utbs)&amp;lt;br&amp;gt;&lt;br /&gt;
ÐÐµÐ¾ÑÐ³Ð¸ ÐÐ¸Ð¼Ð¸ÑÑÐ¾Ð² (oblak)&amp;lt;br&amp;gt;&lt;br /&gt;
ÐÐ¸ÐºÐ¾Ð»Ð°Ð¹ ÐÐ»Ð°Ð´Ð¸Ð¼Ð¸ÑÐ¾Ð² (Ð¢ÑÑÐºÐ¸)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ÐÐ¾Ð½ÑÐ°ÐºÑÐ¸==&lt;br /&gt;
Ð¢ÐµÐºÑÑÐ¸ÑÑ Ð¿Ð¾Ð´Ð´ÑÑÐ¶Ð°Ñ Ð¿ÑÐµÐ²Ð¾Ð´Ð° Ðµ ÐÐ¸ÐºÐ¾Ð»Ð°Ð¹ ÐÐ»Ð°Ð´Ð¸Ð¼Ð¸ÑÐ¾Ð² [mailto:nikolayATvladimiroffDOTcom]&lt;br /&gt;
&lt;br /&gt;
==ÐÑÑÐ·ÐºÐ¸==&lt;br /&gt;
&lt;br /&gt;
[[BulgarianTranslationUnitList|Ð¡Ð¿Ð¸ÑÑÐº Ñ ÐµÐ´Ð¸Ð½Ð¸ÑÐ¸ÑÐµ]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[BulgarianTranslationCommon|ÐÑÐµÑÐºÐ¸]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Mabeenot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothPhilosophy&amp;diff=32712</id>
		<title>WesnothPhilosophy</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothPhilosophy&amp;diff=32712"/>
		<updated>2009-10-09T04:57:04Z</updated>

		<summary type="html">&lt;p&gt;Mabeenot: undo spam by Letoc4tdro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The History of, and Philosophy behind Wesnoth (2003 original) ==&lt;br /&gt;
&lt;br /&gt;
The 18th of December 2003 marked six months since the first version of Battle for Wesnoth, version 0.1, was released.&lt;br /&gt;
&lt;br /&gt;
I feel it is appropriate to respond to something Bazarov said in another thread:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;am having a little difficulty understanding the core values of the game in the eyes of the creators. I think having an established, ordered list of these would help a lot in my attempts to help. A white paper of sorts. I don't think this should be done by voting, either; a clear, concise vision would be nice. Where does originality factor in? I, too, felt that the game's focus was on the units rather than the strategy, that the building of my colourful army was more important than the logic of any scenario.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We talk about the 'KISS [1] principle' here a lot, and I think that that is the most core&lt;br /&gt;
design principle used in Wesnoth. It was the key principle that enabled Wesnoth&lt;br /&gt;
to get off the ground, and it is the principle that has kept it alive since.&lt;br /&gt;
&lt;br /&gt;
First of all, the concept of 'KISS' is a software development principle.&lt;br /&gt;
Not a game-design principle. The idea of game rules being simple is not&lt;br /&gt;
necessarily a bad one, and can be linked to KISS in that game rules&lt;br /&gt;
that are simple to implement are often ones that most players would&lt;br /&gt;
consider 'simple'. However simple game rules are not directly related&lt;br /&gt;
to KISS, as many people on the forum mistakenly seem to have thought.&lt;br /&gt;
&lt;br /&gt;
When I was a teenager, I attempted to write games several times.&lt;br /&gt;
Some of them were playable, even impressive - especially considering&lt;br /&gt;
my resources and skill - but none of them were professional, and polished.&lt;br /&gt;
When I showed them to people, they would be impressed, and say&lt;br /&gt;
&amp;quot;this looks good&amp;quot;, but I knew that none of them would actually want to take&lt;br /&gt;
the game home and play it for themselves.&lt;br /&gt;
&lt;br /&gt;
My programming skills back then left alot of room for improvement.&lt;br /&gt;
I had a basic, self-taught knowledge of C and C++.&lt;br /&gt;
Then I went to college, and after that got a job programming,&lt;br /&gt;
where my skills improved immensely.&lt;br /&gt;
&lt;br /&gt;
In some of my spare time, I decided to try writing a game again.&lt;br /&gt;
What kind of game? Well, I was confident of my skills,&lt;br /&gt;
so I would write a complex game, using all the latest programming tools.&lt;br /&gt;
&lt;br /&gt;
I wanted to write a Civilization-like game, but with some major rule changes,&lt;br /&gt;
and a better AI. I had thought up sophisticated systems for everything.&lt;br /&gt;
The result? It failed before it even got started, collapsing in a mountain of&lt;br /&gt;
complexity.&lt;br /&gt;
&lt;br /&gt;
I gave up on writing a game for a long time after that.&lt;br /&gt;
I was busy with other things anyhow. But then one day, I played&lt;br /&gt;
a game that I had played when I was much younger, a Genesis game:&lt;br /&gt;
Master of Monsters. It was fun, lots of fun, yet it was simple.&lt;br /&gt;
Simple enough that I was confident I could program a game like it easily enough.&lt;br /&gt;
&lt;br /&gt;
I had analyzed that most Free games fall into one of two categories:&lt;br /&gt;
they are either boringly trivial, or they are insanely complex,&lt;br /&gt;
and never really get off the ground. I decided I would claim the middle ground:&lt;br /&gt;
make it simple enough to write, but substantial enough to be lots of fun.&lt;br /&gt;
It wouldn't be as ambitious as some things I wanted to write, but at&lt;br /&gt;
least it would work.&lt;br /&gt;
&lt;br /&gt;
But, I don't see the point of writing a Free game which is simply&lt;br /&gt;
a copy of a commercial game. My aim would be to write&lt;br /&gt;
something new, something better, something which borrows the best ideas&lt;br /&gt;
from a number of other games, and which adds new ideas of its own.&lt;br /&gt;
&lt;br /&gt;
The idea of KISS is that the feature must be easy enough to program&lt;br /&gt;
that before the programmer starts working on it, they have a very clear&lt;br /&gt;
and strong understanding of how they're going to make it work.&lt;br /&gt;
Not a 'yes I can do this but it is kinda complicated'.&lt;br /&gt;
Rather they should be thinking 'this is so stupid and simple that it's&lt;br /&gt;
really really easy for me to do'. So I decided on a simple rule for the&lt;br /&gt;
game: a feature would be added only if I knew immediately how to implement it.&lt;br /&gt;
I wouldn't make vague promises to myself about features that would be later added,&lt;br /&gt;
but which I had no idea how to do.&lt;br /&gt;
&lt;br /&gt;
I started with a few basic units, and two races: Orcs and Elves.&lt;br /&gt;
Elves had horsemen, which could advance to knights, archers which&lt;br /&gt;
could advance to rangers, and fighters which could advance to heroes.&lt;br /&gt;
&lt;br /&gt;
I considered different systems of advancement. Even considering&lt;br /&gt;
something which keeps track of the activity the unit undergoes,&lt;br /&gt;
and advances it in that area, but I rejected such a system for&lt;br /&gt;
something simple, something similiar to Master&lt;br /&gt;
of Monsters with the added choice of letting the player&lt;br /&gt;
choose what their unit advances into at some points.&lt;br /&gt;
&lt;br /&gt;
The focus would be around building your own army, and watching&lt;br /&gt;
it grow as its members became more experienced.&lt;br /&gt;
You would only have basic control over the advancement of&lt;br /&gt;
a particular member of the army, but you would decide what units go&lt;br /&gt;
into the army.&lt;br /&gt;
&lt;br /&gt;
I also fleshed out a very basic interface. There would be only a few commands:&lt;br /&gt;
to move a unit, and to attack with that unit, as well as to recruit and&lt;br /&gt;
recall units. I added in unit skills, which was something Master of Monsters&lt;br /&gt;
didn't have, but I made the skills occur implicitly -- healing would be&lt;br /&gt;
dispensed to all units around a specific unit for instance.&lt;br /&gt;
&lt;br /&gt;
Obviously, Wesnoth is a fantasy game, so it contains some implication of&lt;br /&gt;
spells/magic, however I have always disliked games that got deep&lt;br /&gt;
into sophisticated systems of spells.&lt;br /&gt;
&lt;br /&gt;
In Wesnoth, wars would be decided with sword and bow.&lt;br /&gt;
Mages would be involved too, of course, but warfare was to be&lt;br /&gt;
about guiding troops around strategically, not about which spell&lt;br /&gt;
to cast and where. So, from the beginning I decided&lt;br /&gt;
that all spells would be implicit, or simply a type of attack.&lt;br /&gt;
&lt;br /&gt;
This was a big divergence from Master of Monsters where&lt;br /&gt;
one spell could be cast every turn by each master at any place&lt;br /&gt;
on the battlefield. That was, in my opinion, one of the game's&lt;br /&gt;
worst features - if your enemy had advanced a unit on&lt;br /&gt;
the other side of the map, you could try to kill him with a spell.&lt;br /&gt;
&lt;br /&gt;
I also made the combat very simple. An example of this is the&lt;br /&gt;
way in which the chance to hit is calculated. I'm&lt;br /&gt;
wondering how many people know how the chance to hit is calculated&lt;br /&gt;
in Wesnoth? I thought it was alot more complex in&lt;br /&gt;
Master of Monsters until I studied how they did it.&lt;br /&gt;
&lt;br /&gt;
What I suspect most people would immediately consider for a&lt;br /&gt;
chance-to-hit system would be a formula that relies on the&lt;br /&gt;
attacker's skill with the weapon, and the defender's defensiveness,&lt;br /&gt;
as well as the terrain the defender is in.&lt;br /&gt;
&lt;br /&gt;
The way Wesnoth does it is in fact so insanely simple that&lt;br /&gt;
I suspect many people who did not know how it is done will&lt;br /&gt;
think 'what a naive, silly system!' when they read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The chance to hit is taken entirely from the defender's defensive rating in the terrain it is in.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, there is always 30% chance to hit Elves in forest,&lt;br /&gt;
and 60% chance to hit them in grassland. The attacker's skill doesn't come&lt;br /&gt;
into the equation.&lt;br /&gt;
&lt;br /&gt;
I decided it would add interesting strategy, though, if just&lt;br /&gt;
a very few weapons had a special attribute that would&lt;br /&gt;
guarantee them a certain chance to hit. I decided that was&lt;br /&gt;
an appropriate thing for magic, to differentiate it: so, I&lt;br /&gt;
decided that magic attacks would always have 70% chance to hit.&lt;br /&gt;
&lt;br /&gt;
For all my efforts though, and for all the people who say that&lt;br /&gt;
graphics are of little importance or unimportant, I don't&lt;br /&gt;
think that Wesnoth would have gotten anywhere if fmunoz hadn't&lt;br /&gt;
seen it, and drawn some very good graphics for it. The&lt;br /&gt;
graphics I had drawn were pathetic, but he drew some nice ones,&lt;br /&gt;
and added the undead and later humans to the game, as&lt;br /&gt;
well as doing some scenarios, and adding some very good ideas to the game.&lt;br /&gt;
&lt;br /&gt;
I think it's important for us to remember the KISS principle&lt;br /&gt;
as development continues. Remember: Wesnoth has not reached&lt;br /&gt;
1.0 yet. It's not a finished work. It could still fail.&lt;br /&gt;
Let's make it easy for it to succeed by keeping everything simple.&lt;br /&gt;
&lt;br /&gt;
Oh and how did I come up with the name 'Wesnoth'?&lt;br /&gt;
It was late at night, and I wanted to release version 0.1.&lt;br /&gt;
I muttered syllables to myself, until I came up with a pair&lt;br /&gt;
that sounded halfway reasonable: 'Wesnoth'.&lt;br /&gt;
&lt;br /&gt;
David&lt;br /&gt;
&lt;br /&gt;
[1] Keep It Simple, Stupid&lt;br /&gt;
&lt;br /&gt;
== More on the KISS principle ==&lt;br /&gt;
&lt;br /&gt;
The reason behind the KISS principle is fairly straightforward:&lt;br /&gt;
often programmers will be confronted with someone -&lt;br /&gt;
perhaps a user, perhaps a designer, perhaps themselves -&lt;br /&gt;
who wants them to implement something to work in a certain way.&lt;br /&gt;
Oftentimes the programmer can only just work their head around&lt;br /&gt;
all the requirements, and when they start implementing the feature,&lt;br /&gt;
they don't have a clear idea of how the entire feature&lt;br /&gt;
is to be implemented, because it's so complicated.&lt;br /&gt;
&lt;br /&gt;
Such a situation inevitably leads to low-quality and very buggy software.&lt;br /&gt;
&lt;br /&gt;
KISS intentionally has the 'stupid' part, because often&lt;br /&gt;
'architecture astronauts' as they're known come up with 'super&lt;br /&gt;
elegant generic designs' that to them are simple, and most&lt;br /&gt;
importantly, elegant. Elegance is nice, but in a real-world&lt;br /&gt;
situation, it doesn't defeat KISS. Without the 'stupid' part&lt;br /&gt;
in there, some people would claim that elegance and&lt;br /&gt;
simplicity are strongly related, and so their 'elegant'&lt;br /&gt;
design should be implemented.&lt;br /&gt;
&lt;br /&gt;
But no, it doesn't matter how elegant it is. If the coder can't&lt;br /&gt;
understand exactly how to do it, it's not KISS. A less&lt;br /&gt;
elegant design, one that is simple and stupid, should be used instead.&lt;br /&gt;
&lt;br /&gt;
So that's it I guess: if the implementer finds it very very easy&lt;br /&gt;
to do, then it's KISS. If they don't, it's not.&lt;br /&gt;
&lt;br /&gt;
This can be related back to game rules somewhat. One of the aims&lt;br /&gt;
of Wesnoth was to make a game with a pretty good AI.&lt;br /&gt;
One of the things I noticed about other games, was that they added&lt;br /&gt;
in alot of game rules that their users wanted, which&lt;br /&gt;
were very very difficult for the AIs of those games to use or understand.&lt;br /&gt;
&lt;br /&gt;
So, I decided I'd make a game where the rules were detailed&lt;br /&gt;
enough to be fun, but structured in a way that the AI can work with them.&lt;br /&gt;
&lt;br /&gt;
I think that's the best definition of KISS for game rules that&lt;br /&gt;
we will find: if it's very easy to implement, including&lt;br /&gt;
making the AI use the rules effectively, then it's KISS.&lt;br /&gt;
&lt;br /&gt;
This makes most but not all of our current game rules KISS.&lt;br /&gt;
In particular, special abilities involving auras&lt;br /&gt;
(leadership, healing, illumination) are not currently used at all&lt;br /&gt;
effectively by the AI. It might not be so complicated&lt;br /&gt;
for the AI to be able to use them though.&lt;br /&gt;
&lt;br /&gt;
Things like skirmish are very KISS, since the AI immediately&lt;br /&gt;
understands how to use it effectively.&lt;br /&gt;
&lt;br /&gt;
You'll note that originally, when Wesnoth consisted of&lt;br /&gt;
no multiplayer, and no campaigns other than Heir to the Throne,&lt;br /&gt;
it was structured so the AI would only control units that it can&lt;br /&gt;
use effectively: it didn't have access to any aura&lt;br /&gt;
effects, while it did have access to things like poison.&lt;br /&gt;
&lt;br /&gt;
This is the cornerstone of KISS: what is laughably easy for&lt;br /&gt;
a programmer to do is going to result in high quality,&lt;br /&gt;
bug-free software. What is 'simple' for users, or 'elegant'&lt;br /&gt;
for designers, but not easy for a programmer is not going&lt;br /&gt;
to result in high quality software.&lt;br /&gt;
&lt;br /&gt;
David&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wesnoth Philosophy II: Where Next? (2008) ==&lt;br /&gt;
&lt;br /&gt;
We had a section in here on where to take Wesnoth next, but it was written before 1.0 was released. That would make it rather out of date.&lt;br /&gt;
&lt;br /&gt;
Eric Raymond has pressured me to update this section. Interestingly, much of the above was based on some of Eric Raymond's writings.&lt;br /&gt;
&lt;br /&gt;
So, we are about to release Wesnoth 1.4. 1.4 will be a very solid, stable release, with an impressive list of features. Some people claimed that Wesnoth wasn't really ready for a 1.0 label back when we released 1.0. Any concerns that Wesnoth is not a stable, mature game should have been removed by 1.2 though, and certainly should be crushed by 1.4. The team has done an excellent job of building a very impressive product.&lt;br /&gt;
&lt;br /&gt;
Where to now? Onward and upward, of course! We already have a great game, and around that great game has developed a great community. Using the resources we now have available, we can continue to improve the game to be better and better. To make it more fun, faster, run on more platforms, more reliable, and support a wider variety of game elements.&lt;br /&gt;
&lt;br /&gt;
Of all suggestions to improve -- or perhaps I should say change -- Wesnoth, one of the most common, and certainly the most controversial, is to alter the gameplay in some way. To add a new gameplay feature, to add new unit special abilities, to alter unit stats, and so on and so forth. Are we planning to continue to make gameplay changes, and of what nature? Should we radically alter the game?&lt;br /&gt;
&lt;br /&gt;
We have a great game, that people enjoy. We don't plan to radically alter the core game mechanics. We will continue to tweak things of course -- and our gameplay balance developers have done an excellent job of balancing things out, and will continue to do so. The core game mechanics will remain the same. What we might do, however, is add a wider variety of feature support to the engine, to support more different user made campaigns and scenarios.&lt;br /&gt;
&lt;br /&gt;
A key part of Wesnoth's success is in keeping an open mind. No single developer, least of all me, has been able to consistently and accurately predict what is fun and what isn't. Instead, by developing a flexible platform that allows people to develop scenarios and campaigns on, users can make content which proves to be fun, or not. Our community has done an excellent job of creating fun content that I never imagined possible.&lt;br /&gt;
&lt;br /&gt;
We want to continue doing this. We want to make our engine more and more flexible, little by little. We want to take 'fringe elements' -- dramatically different gameplay styles that were only supportable by bizarre and convoluted WML -- and make the engine support them better.&lt;br /&gt;
&lt;br /&gt;
We have many plans for a variety of features to allow this. A better WML engine. A more flexible AI engine that will allow much greater customization.&lt;br /&gt;
&lt;br /&gt;
However, the core Wesnoth team does not intend to migrate Wesnoth to a fundamentally different play stle. But, that said, I think it would be a great idea for *someone* to. We have an excellent set of resources: great art, a good code base, and so forth. These resources could be re-used to make a 'civilization-style' hex game. Or a 'tactics' game (Wesnoth is already somewhat of a tactics game, but one could take this in different directions). Or more of a 'wargame'. For someone to do this would be excellent. If another great FLOSS game could be created with Wesnoth's resources, that would be great for the FLOSS gaming community. I, personally, would love to play such a game. :)&lt;br /&gt;
&lt;br /&gt;
Something else we want to address going forward is Wesnoth's performance. Wesnoth was originally created using an approach that was easy to develop with, but placed performance, in terms of time and space, as a secondary concern. It is still easily runnable on most desktop machines, but it doesn't run well on smaller devices. We have several developers who are highly committed to making Wesnoth run well on small devices. We plan to work hard on this, and make this happen.&lt;br /&gt;
&lt;br /&gt;
Finally, I think the best thing about Wesnoth is its community. I feel we should continue to foster and grow the community. We have recently had a &amp;quot;Wesnoth Conference&amp;quot; at FOSDEM, which ten Wesnoth developers and contributors attended. It would be excellent if we could organize such a thing again, perhaps on a larger scale.&lt;br /&gt;
&lt;br /&gt;
That said, I personally feel that attempting to raise money to fund such a thing is entirely within the spirit of the FLOSS community. We could, for instance, consider using (unintrusive) ads on our website to raise money, and then organize a conference, funding it with the money (including paying subsidies to anyone wanting to come, to help pay for their expenses).&lt;br /&gt;
&lt;br /&gt;
I must admit, that even after Wesnoth got 'off the ground', I was at times concerned about its chances of reaching a credible 1.0. Later I was concerned about its direction thereafter, especially with me becoming less involved with the project. I have been incredibly impressed by the development team and the community which has done an excellent job in developing Wesnoth. I am now very confident in Wesnoth's future.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[FrequentlyProposedIdeas]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=441 The History of, and Philosophy behind Wesnoth]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=2190 Wesnoth Philosophy II: Where Next? (2004)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Historical]]&lt;br /&gt;
[[Category:Future]]&lt;/div&gt;</summary>
		<author><name>Mabeenot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns:RussianTranslation&amp;diff=32709</id>
		<title>CampaignBurningSuns:RussianTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns:RussianTranslation&amp;diff=32709"/>
		<updated>2009-10-09T04:55:33Z</updated>

		<summary type="html">&lt;p&gt;Mabeenot: undo spam by TreraLdomt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width: 100%; border: 0; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
This page is created to coordinate work on the russian translation of the campaign [[CampaignBurningSuns|&amp;quot;Under the Burning Suns&amp;quot;]].&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Страница создана для координации работы над русским переводом кампании [[CampaignBurningSuns|&amp;quot;Под Палящими Светилами&amp;quot;]].&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Сценарии ==&lt;br /&gt;
&lt;br /&gt;
=== Under the Burning Suns ===&lt;br /&gt;
&lt;br /&gt;
Под палящими светилами&lt;br /&gt;
&lt;br /&gt;
* Название: [*] вычитывается&lt;br /&gt;
* Описание: [*] вычитывается&lt;br /&gt;
&lt;br /&gt;
=== The morning after ===&lt;br /&gt;
&lt;br /&gt;
На следующее утро&lt;br /&gt;
&lt;br /&gt;
* Название: [*] вычитывается&lt;br /&gt;
* Описание: [?] подстрочник&lt;br /&gt;
* Диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Across the Harsh Sands ===&lt;br /&gt;
&lt;br /&gt;
По суровым пескам&lt;br /&gt;
&lt;br /&gt;
* Название: [+] переведено&lt;br /&gt;
* Описание: [?] подстрочник&lt;br /&gt;
* Диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
== Соединения ==&lt;br /&gt;
&lt;br /&gt;
; Central Body : Главное тело&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Weakened Central Body : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Crawling Horror : Ползучий ужас&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Pulsing Spire : Пульсирующий шпиль&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Giant Ant : Гигантский муравей&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Confused Ant :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Corrupted Elf :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Crab Man : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dawarf : Даварф&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dark Assassin :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Uncloaked Assassin :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Archer : Пустынный лучник&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Avenger : Пустынный мститель&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Captain : Пустынный капитан&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Champion : Пустынный защитник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Druid : Пустынный друид&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Fighter : Пустынный боец&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Hero : Пустынный герой&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Horseman : Пустынный конник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Marksman : Пустынный снайпер&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Marshal : Пустынный маршал&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Outrider : Пустынный наездник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Ranger : Пустынный странник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Rider : Пустынный всадник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Scout : Пустынный разведчик&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Shaman : Пустынный шаман&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Sharpshooter : Пустынный снайпер&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Shyde : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Star : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Hunter : Пустынный охотник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Sentinel : Пустынный страж&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Prowler : Пустынный бродяга&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Deep One : Глубинная тварь&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dread Bat :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Explorer : Гном-исследователь&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Pathfinder : Гном-следопыт&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Scout : Гном-разведчик&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Flesh Golem : Голем из плоти&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Giant Tentacle :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll : Тролль&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Warrior : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Haunt : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Ixthala Demon : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Fire Guardian : Огненный страж&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Sentinel : Гном-страж&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Stalwart : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Small Mudcrawler : Маленькое грязевое чудище&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Spider Lich : Паук-лич&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Shaman : Тролль-шаман&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Zombie : Тролль-зомби&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Skeleton Rider : Скелет-всадник&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Water Serpent : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
&lt;br /&gt;
=== Вооружение и боевые способности ===&lt;br /&gt;
&lt;br /&gt;
; energy ray : энергетический луч&lt;br /&gt;
; cold : холод&lt;br /&gt;
; magical : магический&lt;br /&gt;
; fangs : клыки&lt;br /&gt;
; blade : клинок&lt;br /&gt;
; sword : меч&lt;br /&gt;
; magic : магия&lt;br /&gt;
; claws : когти&lt;br /&gt;
; fist : кулак&lt;br /&gt;
; impact : толчок&lt;br /&gt;
; dagger : кинжал&lt;br /&gt;
; darts : дротики&lt;br /&gt;
; poison : яд&lt;br /&gt;
; tentacle : щупальца&lt;br /&gt;
; ink : тушь&lt;br /&gt;
; pierce : укол&lt;br /&gt;
; bow : лук&lt;br /&gt;
; backstab : бьет в спину&lt;br /&gt;
; ambush : засада&lt;br /&gt;
; leadership : лидерство&lt;br /&gt;
; cures : лечение&lt;br /&gt;
; staff : посох&lt;br /&gt;
; ensnare : ловушка&lt;br /&gt;
; slow : замедление&lt;br /&gt;
; thorns : колючки&lt;br /&gt;
; bola : болас&lt;br /&gt;
; longbow : большой лук&lt;br /&gt;
; marksman : меткость&lt;br /&gt;
; skirmisher : застрельщик&lt;br /&gt;
; heals : исцеление&lt;br /&gt;
; entangle : запутывание&lt;br /&gt;
; faerie touch : волшебное касание&lt;br /&gt;
; illuminates,cures : освещение,лечение&lt;br /&gt;
; drain : истощение&lt;br /&gt;
; axe : топор&lt;br /&gt;
; smashing frenzy : сокрушающее безумие&lt;br /&gt;
; berserk : берсерк&lt;br /&gt;
; regenerates : восстановление&lt;br /&gt;
; club : дубина/дубинка&lt;br /&gt;
; mace : булава&lt;br /&gt;
; touch : касание&lt;br /&gt;
; wail : вопль&lt;br /&gt;
; flaming sword : пылающий (пламенеющий?/а мне нравится пламенный) меч&lt;br /&gt;
; fire : огонь&lt;br /&gt;
; fire claws : огненные когти&lt;br /&gt;
; fire breath : огненное дыхание&lt;br /&gt;
; skash : удар сплеча&lt;br /&gt;
; steadfast : устойчивость&lt;br /&gt;
; spear : копьё&lt;br /&gt;
; mud glob : комок грязи&lt;br /&gt;
; plague : чума&lt;br /&gt;
&lt;br /&gt;
== Имена собственные ==&lt;br /&gt;
&lt;br /&gt;
=== Персонажи ===&lt;br /&gt;
&lt;br /&gt;
; Quenoth : Квенот&lt;br /&gt;
; Kaleh : Кале (м)&lt;br /&gt;
; Sela : Сэла (ж)&lt;br /&gt;
; Naia : Найя (ж)&lt;br /&gt;
; Tanuil : Тануил (м)&lt;br /&gt;
; Eloh : Эло (ж)&lt;br /&gt;
; Nym : Ним (ж)&lt;br /&gt;
; Garak : Гарак (м)&lt;br /&gt;
; Zhul : Жул (ж)&lt;br /&gt;
; Vecnu : Векну&lt;br /&gt;
; Uria : Урия&lt;br /&gt;
; Eranor : Эранор (м)&lt;br /&gt;
; Xanthos : Ксантос (м)&lt;br /&gt;
; Nisa : Ниса (ж)&lt;br /&gt;
; Yasi : Яси&lt;br /&gt;
; Nary : Нару (м)&lt;br /&gt;
; Pythos : Пайтос (м)&lt;br /&gt;
; Jokli : Джокли&lt;br /&gt;
; Thorn : Торн&lt;br /&gt;
; Elyssa : Элисса (ж)&lt;br /&gt;
; Go-Hag : Го-Хаг (м)&lt;br /&gt;
; Vengeful Lord : Мстительный лорд [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Географические названия ===&lt;br /&gt;
&lt;br /&gt;
; Pinnacle Rock : Каменный Шпиль&lt;br /&gt;
&lt;br /&gt;
== Ссылки по теме ==&lt;br /&gt;
&lt;br /&gt;
* [[CampaignBurningSuns|Страница кампании &amp;quot;Under the Burning Suns&amp;quot;]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=4439 Обсуждение кампании в форуме]&lt;br /&gt;
* [[RussianTranslation|Страница команды русского перевода &amp;quot;Битвы за Веснот&amp;quot;]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Under_the_Burning_Suns&amp;amp;order=trans Статистика переводов кампании &amp;quot;Under the Burning Suns&amp;quot;]&lt;br /&gt;
* [https://developer.berlios.de/projects/wescamp-i18n Проект перевода кампаний &amp;quot;Битвы за Веснот&amp;quot; на berlios.de]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Mabeenot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Description&amp;diff=32612</id>
		<title>Description</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Description&amp;diff=32612"/>
		<updated>2009-10-08T01:07:33Z</updated>

		<summary type="html">&lt;p&gt;Mabeenot: updated pics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Battle for Wesnoth? ==&lt;br /&gt;
&lt;br /&gt;
The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.6-4.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.6-4-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Delfador's magical lightning strike&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.6-5.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.6-5-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;An ambush in a campaign&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Build up a great army, gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.&lt;br /&gt;
&lt;br /&gt;
Wesnoth has many different sagas waiting to be played out.  Fight to regain the throne of Wesnoth, of which you are the legitimate heir...  step into the boots of a young officer sent to guard a not-so-sleepy frontier outpost...  vanquish a horde of undead warriors unleashed by a foul necromancer, who also happens to have taken your brother hostage...  guide a band of elvish survivors in an epic quest to find a new home.&lt;br /&gt;
&lt;br /&gt;
200+ unit types.  16 races.  6 major factions.  Hundreds of years of history.  The world of Wesnoth is absolutely huge and limited only by your creativity - make your own custom units, compose your own maps, and write your own scenarios or even full-blown campaigns.  You can also challenge up to 8 friends - or strangers - and fight in epic ''multi-player'' fantasy battles.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.6-2.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.6-2-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;The map editor&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Build up a formidable fighting force, starting from a single leader and a small amount of gold.&lt;br /&gt;
* Over 200 unit types in six major factions, all with distinctive abilities, weapons and spells.&lt;br /&gt;
* Experienced units gain powerful new abilities as they advance.&lt;br /&gt;
* Several multi-player options available, including internet play.&lt;br /&gt;
* Scores of different custom-designed maps, and unlimited random maps.&lt;br /&gt;
* Hundreds of campaign scenarios available for download via a simple in-game procedure.&lt;br /&gt;
* 'Fog of war' feature available for a true test of generalship.&lt;br /&gt;
* Sophisticated mark-up language lets advanced users make their own maps, factions or campaigns.&lt;br /&gt;
* Excellent language support &amp;amp;ndash; 35 different languages currently available.&lt;br /&gt;
* Windows, Mac OS X, GNU/Linux, RISC OS, BeOS, Solaris, FreeBSD, OpenBSD, NetBSD, DragonFly BSD, AmigaOS4, OS/2 &amp;amp; eComStation compatible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;/div&gt;</summary>
		<author><name>Mabeenot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=32611</id>
		<title>GettingStarted</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=32611"/>
		<updated>2009-10-08T00:58:33Z</updated>

		<summary type="html">&lt;p&gt;Mabeenot: updated pic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|  style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.&lt;br /&gt;
&lt;br /&gt;
''Build up a great army'', gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition. &lt;br /&gt;
&lt;br /&gt;
Fight to regain the throne of Wesnoth, of which you are the legitimate heir, or use your dread power over the Undead to dominate the land of mortals, or lead your glorious Orcish tribe to victory against the humans who dared despoil your lands Wesnoth has many different sagas waiting to be played out. You can create your own custom units, and write your own scenarios or even full-blown campaigns. You can also challenge your friends or strangers and fight in epic ''multi-player'' fantasy battles.&lt;br /&gt;
&lt;br /&gt;
=== Welcome to Wesnoth ===&lt;br /&gt;
==== The Land of Wesnoth ====&lt;br /&gt;
The Land of Wesnoth is generally divided into three areas: the northlands, which are generally lawless; the kingdom of Wesnoth and its occasional principality, Elensefar; and the domain of the Southwest Elves.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Wesnoth lies in the center of the land. Its borders are the Great River to the north, the Lower Hills in the east and south, the Green Swamp to the southwest, and the Ocean to the west. Elensefar, a once-province of Wesnoth, is bordered by the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west. There is no government of the Northlands. Various groups of orcs, dwarves, barbarians and even elves populate the region. The northern and eastern borders are not defined, the southern border is the Great River, and the western border is the Ocean.&lt;br /&gt;
&lt;br /&gt;
As you travel around the land you will encounter peaceful villages where you can heal your troops and obtain a good income to support your army. You will also have to cross mountains and rivers, either on foot or mounted, push through forests, hills and tundra, or brazenly cross open grassland. In each of these areas different creatures have adapted to live there and can travel more easily and fight better when they are in familiar terrain. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme while in the oceans and rivers mermen and nagas control the waves.&lt;br /&gt;
&lt;br /&gt;
==== The Creatures of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
The world of  Wesnoth contains several [[races]] that have joined forces into different factions. Here, Elves and Dwarves fight side by side against Orcs and Humans. In most campaigns, you will mostly control units from one faction, but often you will have a recruit list with units mixed in from other factions, and will not have some units from a faction available. Basically, your recruit list is determined by the plot of the campaign, not by a predetermined ruleset.&lt;br /&gt;
&lt;br /&gt;
Sometimes factions make alliances with others, so you may face more than one faction in a scenario.&lt;br /&gt;
&lt;br /&gt;
=== Finding Your Way Around Battle For Wesnoth ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://upload.wikimedia.org/wikipedia/commons/a/a8/The_Battle_for_Wesnoth-Title_Screen.png http://upload.wikimedia.org/wikipedia/commons/thumb/a/a8/The_Battle_for_Wesnoth-Title_Screen.png/250px-The_Battle_for_Wesnoth-Title_Screen.png]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The Main Menu&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When Wesnoth first starts it displays an initial background and a column of buttons called the Main Menu. The buttons only work with a mouse. For the impatient, we recommend you: click the 'Language' button to set your language; then click the 'Tutorial' button to run the tutorial; and then play the campaign, 'The Two Brothers' by clicking the 'Campaign' button and selecting it from the list provided.&lt;br /&gt;
&lt;br /&gt;
The Main Menu buttons are:&lt;br /&gt;
&lt;br /&gt;
*Tutorial&lt;br /&gt;
:The tutorial is a real, but basic, game which teaches you some of the basic controls needed to play the game. Winning or losing is not important here, but learning what to do is. Click the Tutorial button to play. In the Tutorial you are in the role of the young prince Konrad or princess Li'sar, learning from the Elder Mage Delfador - pay attention or he might turn you into a newt.&lt;br /&gt;
&lt;br /&gt;
*Campaign&lt;br /&gt;
:Wesnoth was primarily designed to play campaigns. Campaigns are a series of connected scenarios. Click this button to start a new campaign. You will be presented with a list of campaigns available on your computer (more can be downloaded if you wish). Select your campaign and click OK to start or Cancel to quit.&lt;br /&gt;
&lt;br /&gt;
:Each campaign has a difficulty level: easy, medium (normal), and hard. Some have an extra setting, 'nightmare'.  We recommend medium as this level is challenging, but not difficult. You may not change the difficulty during the campaign. In case you have serious problems fighting your way through easy difficulty, the guide about [[BasicStrategy]] will surely help you. Once you have selected the difficulty, you will start with the first scenario of the campaign. A good campaign to start with is the Heir to The Throne. It is not too difficult on easy, but gets challenging later on. You can find walkthroughs or descriptions of the available campaigns at:&lt;br /&gt;
&lt;br /&gt;
::* [[MainlineCampaigns]]&lt;br /&gt;
::* [[UserCampaigns]]&lt;br /&gt;
::* [[BeginnerCampaigns]]&lt;br /&gt;
&lt;br /&gt;
*Multiplayer&lt;br /&gt;
:Click this button to play single scenarios against one or more opponents. You can play the games over the internet or at your computer, against computer or human opponents. When you select this button a dialogue will appear and allow you to choose how you want to play the scenario. To learn more, see [[#Multiplayer|Multiplayer]].&lt;br /&gt;
&lt;br /&gt;
*Load&lt;br /&gt;
:Click this button to load a previously saved game. You will be shown a dialogue listing saved games. Select the game and click Ok to load and continue, or Cancel to return to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
:If you select a replay game, you can check the Replay check box. The loaded game will make all the moves from the beginning while you watch.&lt;br /&gt;
&lt;br /&gt;
*Language&lt;br /&gt;
:Click this button, select your language, and click OK to use it, or Cancel to continue with the current language. The first time Wesnoth starts, it defaults to English, but once you change it, it will start in that language.&lt;br /&gt;
&lt;br /&gt;
*Preferences&lt;br /&gt;
&lt;br /&gt;
:Click here to change default settings. These are explained in more detail in [[PlayingBattleForWesnoth#Preferences|the Manual]].&lt;br /&gt;
&lt;br /&gt;
*About&lt;br /&gt;
:Click this button for a list of major Wesnoth contributors. You may find most of them at irc.freenode.org:6667 on #wesnoth. Or visit http://www.wesnoth.org for news, forums, and Wiki updates. The project is hosted on https://gna.org/projects/wesnoth, where you can download the latest production or developer release, review and report problems (bugs).&lt;br /&gt;
&lt;br /&gt;
*Quit&lt;br /&gt;
:Click this button to close Wesnoth.&lt;br /&gt;
&lt;br /&gt;
This getting started guide provides a basic introduction to Battle for Wesnoth. You can find more details about playing the game in the [[WesnothManual|Manual]].&lt;br /&gt;
&lt;br /&gt;
=== Play a Game ===&lt;br /&gt;
There are two basic ways to play Battle for Wesnoth:&lt;br /&gt;
*Play a sequence of connected scenarios, known as a campaign, against the computer (Campaign)&lt;br /&gt;
*Play a single scenario against computer or human opponents (Multiplayer)&lt;br /&gt;
(Note: The development of multiplayer campaigns is currently underway).&lt;br /&gt;
&lt;br /&gt;
==== Campaigns ====&lt;br /&gt;
Campaigns can take a long time to complete. Typical campaigns have about 10-20 scenarios. The main advantage with campaigns is that they allow you to develop your army. As you complete each scenario, the remaining units at the end are saved for you to use in the next scenario. If you choose not to use a unit at all during a scenario it is carried over to the next, so you don't lose units you don't use.&lt;br /&gt;
&lt;br /&gt;
The campaign is the primary form in which Wesnoth is intended to be played, and is the recommended way for new players to learn the game. Some Official campaigns also describe the history of Wesnoth as scenarios are completed.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer ====&lt;br /&gt;
Multiplayer games are played with or against other players, which may be human or AI-controlled. There are 4 major options: 1) Join official server, 2) Connect to host/server, 3) Host networked game, 4) Local game.&lt;br /&gt;
&lt;br /&gt;
By selecting this option, you may play either competitive games or cooperative games. Competitive games include 1 vs 1's , 2 vs 2's or even free-for-alls (FFA's). Cooperative games or scenarios include survivals and other user made scenarios, which may include RPG elements or other elements which are not present in campaigns or competitive games. In general, cooperative scenarios require downloading from the Wesnoth Add-On Server. In all games, you have the option of assigning any sides control by the AI.&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can take anywhere from 1 hour to 10 hours (or more, for very rare map settings), depending on how many players there are (and the size of the map). The average time is between 3 to 7 hours. Games can be saved and loaded as many times as you like. So, it's possible for some games to last 1 or 2 weeks, even though the play time is only a few hours. You cannot carry over units in multiplayer from one scenario to the next, so building up your army's strength is possible only within the scenario.&lt;br /&gt;
&lt;br /&gt;
===== Join Official Server =====&lt;br /&gt;
By selecting this option, you will be connected to the official Wesnoth server via the Internet. This option will allow you to play with other players from around the world.&lt;br /&gt;
&lt;br /&gt;
===== Connect to Host/Server =====&lt;br /&gt;
This option allows you to connect to other computers or servers, including the official Wesnoth server. You may use this option to join a multiplayer game via a local access network (LAN).&lt;br /&gt;
&lt;br /&gt;
===== Host Networked Game =====&lt;br /&gt;
This option allows you to create a game that can be joined by other players via a LAN network.&lt;br /&gt;
&lt;br /&gt;
===== Local Game =====&lt;br /&gt;
This option allows you to play a game involving 1 computer only. You may still assign control for other sides to other players/AI.&lt;br /&gt;
&lt;br /&gt;
=== The Game Screen ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether you are playing a scenario or a campaign, the basic layout of the game screen is the same. The majority of the screen is filled with a map which shows all of the action that takes place in the game. Around the map are various elements which provide useful information about the game and are described in more detail below.&lt;br /&gt;
&lt;br /&gt;
Across the top of the screen from left to right are the following items:&lt;br /&gt;
#Menu button&lt;br /&gt;
#Actions button&lt;br /&gt;
#Turn counter *&lt;br /&gt;
#Your gold&lt;br /&gt;
#Your total villages&lt;br /&gt;
#Your total units&lt;br /&gt;
#Your upkeep&lt;br /&gt;
#Your income&lt;br /&gt;
#Timer or clock&lt;br /&gt;
#Current hex type&lt;br /&gt;
#Current hex position&lt;br /&gt;
&lt;br /&gt;
Down the right of the screen from top to bottom are:&lt;br /&gt;
#Full map, scaled *&lt;br /&gt;
#Time of day indicator&lt;br /&gt;
#Unit profile for last selected unit*&lt;br /&gt;
#End Turn button *&lt;br /&gt;
&lt;br /&gt;
(Items marked with a * are currently undocumented)&lt;br /&gt;
&lt;br /&gt;
*Menu button: Displays a drop-down menu with the following options:&lt;br /&gt;
&lt;br /&gt;
#Scenario Objectives: Lists the victory and defeat conditions.&lt;br /&gt;
#Statistics&lt;br /&gt;
#Unit List: Lists your active units, including their map position.&lt;br /&gt;
#Status Table: Summary list of visible player units, villages, income etc.&lt;br /&gt;
#Save Game: Write the current game position to disk.&lt;br /&gt;
#Load Game&lt;br /&gt;
#Preferences: see [[PlayingBattleForWesnoth#Preferences|the Manual]] for details.&lt;br /&gt;
#Back to: Return to previous turns without opening the Load Game dialog. Not available in all games.&lt;br /&gt;
#Help&lt;br /&gt;
#Quit Game: Close the game, without saving, and return to the Main menu.&lt;br /&gt;
&lt;br /&gt;
*Actions button: Displays a drop-down menu with the following options:&lt;br /&gt;
#Next unit&lt;br /&gt;
#Recruit: Lists units your commander can recruit from a keep.&lt;br /&gt;
#Recall (Campaign only): Lists units your commander can recall from a keep.&lt;br /&gt;
#Show enemy moves&lt;br /&gt;
#Best possible enemy moves&lt;br /&gt;
#End Turn: On your turn, select it to end your turn.&lt;br /&gt;
&lt;br /&gt;
*Your gold, villages, units, upkeep, and income&lt;br /&gt;
:Quick way to check how your army is doing. A negative income means you'll lose gold, a positive means you gain gold. Upkeep is the gold you pay your units. Villages shows how many you own, each village will give you Gold.&lt;br /&gt;
&lt;br /&gt;
*Current hex&lt;br /&gt;
:Shows the terrain type and position of the hex pointed to by the mouse. If a unit is on the hex, its resistance on that terrain is shown after the position. The position is in column, row order.&lt;br /&gt;
&lt;br /&gt;
*Time of day indicator&lt;br /&gt;
:Putting your mouse over the indicator will bring up a tooltip showing the effect of the time of day.  Wesnoth has a 6-turn day and different alignments have bonuses depending on the time of day.&lt;br /&gt;
&lt;br /&gt;
==== Recruit and Recall ====&lt;br /&gt;
When you first start a scenario or campaign you will only have a few units on the map. One of these will be your commander (identified by a little crown icon). Your commander is usually placed in a castle on a special hex called a keep. Whenever your commander is on a keep (not only your own, but also the keep of any enemy castles you capture) and you have enough gold, you can recruit units for your army. In later scenarios you can recall experienced units that survived earlier scenarios. From here, you can start to build your army to conquer the enemy.&lt;br /&gt;
&lt;br /&gt;
The first thing you will probably want to do is recruit your first unit. Press 'ctrl-r' (or right click on an empty castle hex and select 'recruit') and you will be able to recruit a unit from a list of all the units available to you. Each recruit is placed on an empty castle square. Once you have filled the castle, you cannot recruit any more until units move off. Your opponent's commander is similarly placed on its castle keep and will begin by recruiting its troops -- so don't dilly-dally looking at the scenery, there's a battle to be won.&lt;br /&gt;
&lt;br /&gt;
At the end of each successful scenario, all your remaining troops are&lt;br /&gt;
automatically saved. At the start of the next scenario you may&lt;br /&gt;
recall them in a similar way to recruiting. Recalled troops are often more&lt;br /&gt;
experienced than recruits and usually a better choice.&lt;br /&gt;
&lt;br /&gt;
==== Your Army ====&lt;br /&gt;
&lt;br /&gt;
All game types use the same soldiers, called units. Each unit is identified&lt;br /&gt;
by Race, Level, and Class. Each unit has strengths and weaknesses, &lt;br /&gt;
based on their Resistance, current Terrain, and Level.  &lt;br /&gt;
See http://units.wesnoth.org/&lt;br /&gt;
&lt;br /&gt;
==== Life and Death - Experience ====&lt;br /&gt;
&lt;br /&gt;
As your troops gain battle experience, they will learn more skills and&lt;br /&gt;
become stronger. They will also die in battle, so you'll need to&lt;br /&gt;
recruit and recall more when that happens. But choose wisely, for each has&lt;br /&gt;
strengths and weaknesses a cunning opponent will quickly exploit.&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Your army does not fight for free. It costs you money to recruit units and money to maintain them. You start each scenario with money carried over from previous scenarios (although each scenario ensures you have at least a minimum amount of gold to start if you didn't carry over enough from previous scenarios) and can gain more by meeting scenario objectives quickly and, during a scenario, by controlling villages. Each village you control will give you two gold pieces income per turn. When you first start a scenario it is usually worthwhile to gain control of as many villages as you can to ensure you have sufficient income to wage war. You can see your current gold and current income at the top of the screen as described in the section on [[#The_Game_Screen|the Game Screen]]. More information can be found in [[PlayingBattleForWesnoth#Gold|the manual]].&lt;br /&gt;
&lt;br /&gt;
==== Save and Load ====&lt;br /&gt;
At the start of each scenario, you have the option to save it. &lt;br /&gt;
If you are defeated, you may load it and try again. Once you have succeeded, &lt;br /&gt;
you will again be asked to save the next scenario and play that. &lt;br /&gt;
If you have to stop playing during a scenario, you can save your turn&lt;br /&gt;
and load it again later. Just remember, a good BFW player never needs to&lt;br /&gt;
save '''during''' a scenario. However, most beginners tend to do so rather&lt;br /&gt;
often. ;)&lt;br /&gt;
&lt;br /&gt;
=== Getting the Most Fun Out of the Game ===&lt;br /&gt;
&lt;br /&gt;
Remember, the idea of a game is to have fun! Here are some recommendations&lt;br /&gt;
from the development team on how to get the most fun out of the game:&lt;br /&gt;
&lt;br /&gt;
* Consider playing the campaign on 'Medium' difficulty level, especially if you have prior experience with strategy games. We feel you'll find it much more rewarding.&lt;br /&gt;
* Don't sweat it too much when you lose some units. The campaign was designed to accommodate the player losing some units along the way.&lt;br /&gt;
* Don't abuse saved games. Long ago, Wesnoth only allowed saving the game at the end of a scenario. Mid-scenario saving was added as a convenience to use if you had to continue the game another day, or to protect against crashes. We do not recommend loading mid-scenario saved games over and over because your White Mage keeps getting killed. Learn to protect your White Mage instead, and balance risks! That is part of the strategy.&lt;br /&gt;
* If you must load a saved game, we recommend going back to the start of the scenario, so that you choose a new strategy that works, rather than simply finding random numbers that favor you.&lt;br /&gt;
* But remember, the aim is to have fun! You may have different tastes than the developers, so do what you enjoy most! If you enjoy loading the saved game every time you make a mistake, looking for the 'perfect' game where you never lose a unit, by all means, go right ahead!&lt;br /&gt;
&lt;br /&gt;
==== At the start of a scenario ====&lt;br /&gt;
* First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&lt;br /&gt;
*  Look at the map: the terrain, the position of your leader and the other leader(s).&lt;br /&gt;
* Then, begin to recruit units. Cheap units are useful to soak up the first wave of an enemy's attack; advanced units can then be brought in as support. Fast units can be used as scouts, for exploring the map and to quickly conquer villages.&lt;br /&gt;
&lt;br /&gt;
==== During the scenario ====&lt;br /&gt;
* Try to capture and keep control of as many villages as possible to keep the gold coming in&lt;br /&gt;
* Keep units in packs so the enemy cannot attack from as many sides, and so you can outnumber each enemy unit. Put your units in a line so that the enemy cannot attack any one of your units from more than two sides.&lt;br /&gt;
* Different units have different strengths and weaknesses depending on terrain and who they are attacking; right click on units and select &amp;quot;Describe unit&amp;quot; to learn more &lt;br /&gt;
* You can use lower level units as cannon fodder, to slow down enemy. e.g. you can use them to block enemy reaching your important units&lt;br /&gt;
* You can cause damage to enemies with advanced units and then finish them with lower level units - to give them more experience (and finally make them advance to next level)&lt;br /&gt;
* When you have a White Mage (advances from Mage) or Druid (advances from Shaman), put it in the middle of a circle of units to heal them as they move across the map (Shamans can do this too, but not as well)&lt;br /&gt;
* Losing units is expected, even advanced units&lt;br /&gt;
* Time of day really matters:&lt;br /&gt;
** lawful units do more damage at day and less damage at night&lt;br /&gt;
** chaotic units do more damage at night and less damage at day&lt;br /&gt;
** remember to always check the time of day on the right side of the screen. Plan ahead - think about what it's going to be next turn as well as this turn.&lt;br /&gt;
* Some units are resistant or vulnerable to different kind of attacks. Mounted units are weak vs pierce attacks. Fire and holy (arcane) attacks destroy undead. To see how much a unit resists an attack type, right click on the unit, select 'Unit Description', then select 'Resistance'. It will show you how resistant a unit is to different types of attacks.&lt;br /&gt;
&lt;br /&gt;
==== Healing ====&lt;br /&gt;
An important part of succeeding at Battle for Wesnoth is keeping your units healthy. When your units take damage you can heal them by moving them onto villages or next to special healing units (e.g. the Elvish Shaman and White Mage). Some other units you will encounter, such as Trolls, have the ability to heal themselves naturally. You can find more detailed information about healing in [[PlayingBattleForWesnoth#Healing|Chapter 2]].&lt;br /&gt;
&lt;br /&gt;
==== Winning a scenario ====&lt;br /&gt;
* Advanced units are needed to quickly kill enemy commanders, and to avoid losing lots of units.&lt;br /&gt;
* The quicker you win a scenario, the more gold you get; you will get more gold from winning early than from all of the map's villages for the rest of the turns.&lt;br /&gt;
* Killing all enemy leaders usually gives instant victory.&lt;br /&gt;
&lt;br /&gt;
==== More general tips ====&lt;br /&gt;
* After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&lt;br /&gt;
* Advanced units have higher upkeep than lower level units (1 gp per level), loyal units are an exception.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[AdvancedTactics]]&lt;br /&gt;
* [[MP_Tutorial]] learn how to play multiplayer games.&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mabeenot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Distributing_content&amp;diff=32610</id>
		<title>Distributing content</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Distributing_content&amp;diff=32610"/>
		<updated>2009-10-08T00:34:16Z</updated>

		<summary type="html">&lt;p&gt;Mabeenot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Forum ==&lt;br /&gt;
&lt;br /&gt;
The [http://www.wesnoth.org/forum/ BFW forum] is a good way to distribute small creations, like single multiplayer maps.  Larger creations, like multiplayer eras or campaigns, should be compressed before uploading them.  Note that you may encounter a size limit on attachments.&lt;br /&gt;
&lt;br /&gt;
Also, there is a [http://www.wesnoth.org/forum/viewtopic.php?t=2014 legal announcement] that you should read before distributing anything on the forum. Basically, by posting you say that you own the license to what you are posting, and that you are licensing it under the [http://www.gnu.org/copyleft/gpl.html General Public License].&lt;br /&gt;
&lt;br /&gt;
== The Add-on Server ==&lt;br /&gt;
&lt;br /&gt;
The add-on server is the preferred way to distribute your creations, but it is more suited for larger projects.  It currently lacks advanced organization features such as filtering and reviewing, so adding hundreds of little things makes it harder to find anything.  Basically, the server should not be used to post single maps, units, songs, or artwork, but map packs, campaigns, entire eras, music packs, and unit packs are fine.&lt;br /&gt;
&lt;br /&gt;
Once you are ready to publish, here is how you access the add-on server:&lt;br /&gt;
# Open Wesnoth&lt;br /&gt;
# Select &amp;quot;Add-ons&amp;quot; from the main menu&lt;br /&gt;
# Connect to the default ''campaigns.wesnoth.org'' add-on server&lt;br /&gt;
# Select &amp;quot;Publish Add-on: ''Your Add-on Name''&amp;quot; (the last entry in the list of campaigns)&lt;br /&gt;
&lt;br /&gt;
Anything you distribute on the server will be uploaded from and downloaded to the ''userdata''/data/campaigns directory regardless of what it is (units, maps, campaign, etc).  For this reason, you need three things in the campaigns directory to distribute via the server:&lt;br /&gt;
# A folder, for example MyCampaign&lt;br /&gt;
# A .cfg file MyCampaign/_main.cfg&lt;br /&gt;
# A .pbl file MyCampaign/_server.pbl&lt;br /&gt;
Note that only the contents of your add-on directory (in this case, MyCampaign) will get uploaded, nothing else, so you need to have all the necessary files inside that directory.&lt;br /&gt;
&lt;br /&gt;
==== General Reading ====&lt;br /&gt;
* [[BuildingCampaignsThePBLFile|General information about the .pbl file]] - It has a campaign flavor, but it is adaptable to any content&lt;br /&gt;
* [[PblWML|Syntax reference for the .pbl file]]&lt;br /&gt;
&lt;br /&gt;
==== Content-specific instructions ====&lt;br /&gt;
* Maps - see [[BuildingMaps|Building Maps]]&lt;br /&gt;
** [[BuildingMapsDistribution|About distributing map-packs]]&lt;br /&gt;
* Campaign - see [[BuildingCampaigns|Building Campaigns]]&lt;br /&gt;
** [[BuildingCampaignsDistribution|About distributing campaigns]]&lt;br /&gt;
* Multiplayer era - see [[BuildingFactions#Adding_a_whole_new_era_with_its_own_factions_-_modular|Building MP Era]]&lt;br /&gt;
* Unit pack - see [[BuildingUnits#Distributing_your_unit|Building Units]]&lt;br /&gt;
&lt;br /&gt;
==== License ====&lt;br /&gt;
You should note that by uploading anything to the campaign server, you say that you own the license to all content in your upload and that it is under the GPL. Whenever you upload or update your content pack, you will have to say &amp;quot;OK&amp;quot; to this statement: &amp;quot;All campaigns uploaded to this server must be licensed under the terms of the GNU General Public License (GPL). By uploading content to this server, you certify that you have the right to placethe content under the conditions of the GPL, and choose to do so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[BuildingMapsDistribution]]&lt;br /&gt;
* [[BuildingCampaignsDistribution]]&lt;br /&gt;
* [[BuildingCampaignsThePBLFile]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
* [[IGNFileFormat]]&lt;br /&gt;
* [[Wesnoth:Copyrights]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Create]]&lt;/div&gt;</summary>
		<author><name>Mabeenot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingMaps&amp;diff=32607</id>
		<title>BuildingMaps</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingMaps&amp;diff=32607"/>
		<updated>2009-10-07T23:58:48Z</updated>

		<summary type="html">&lt;p&gt;Mabeenot: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A map is just a bunch of terrain strings arranged in a rectangle (the rectangle is known as the &amp;quot;map data&amp;quot;). There are two ways to use this rectangle in a file: as a stand-alone map, or within a scenario. The easiest way to create maps is just to use the built-in editor, but if you want to actually understand how maps work, you should read a little about the map data format. This page explains that format, and then has some pointers about the editor, saving files, and how to play on a map once you've made it.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth map data format ==&lt;br /&gt;
&lt;br /&gt;
Map data is used to represent maps in Wesnoth.  The encoding for maps has a specific format:&lt;br /&gt;
&lt;br /&gt;
* A map starts with a header with the following keys &lt;br /&gt;
** usage, this is map for a 'map' and 'mask' for an overlay mask&lt;br /&gt;
** border_size, the size of the border, should be 1 for map and 0 for mask. When the border_size is 1 the map border is part of the map data, this means the user can define the border instead of the game taking a guess.&lt;br /&gt;
* Between the header and the data should be 1 empty line&lt;br /&gt;
* A map data file consists of any number of lines, each with the same number of strings.&lt;br /&gt;
* Each string must be a string specified in a ''string'' key specifying a terrain (see [[TerrainLettersWML]]).&lt;br /&gt;
* Each string may be padded with spaces or tabs and must be separated with a comma, except for the last string on a line this one may not have a comma.&lt;br /&gt;
* When the file is interpreted, each string will be replaced by the terrain it refers to.&lt;br /&gt;
* Empty lines are allowed before, after and between lines of characters, between lines is not advised.&lt;br /&gt;
* Terrains may be prefixed with a number followed by one space, these indicate the starting position for side ''n''. ''n'' = 1, 2, 3, ... 9 (more might work but is untested and unsupported). This is a change from the previous system where a starting position was automatically a keep.&lt;br /&gt;
&lt;br /&gt;
It's advised to use spaces for padding and pad each column to be the same width; the game does this when writing a map file.&lt;br /&gt;
 &lt;br /&gt;
Since text file tiles are squares while game tiles are hexes, some tiles must be shifted.&lt;br /&gt;
Tiles in even-numbered columns are shifted down 1/2 of a tile.&lt;br /&gt;
For example, to have a road of connected dirt ('Re') tiles, the map data would look like this:&lt;br /&gt;
&lt;br /&gt;
 usage=map&lt;br /&gt;
 border_size=1&lt;br /&gt;
 &lt;br /&gt;
 Re, Re, Gg, Gg, Gg, Gg, Gg, Gg&lt;br /&gt;
 Gg, Gg, Re, Re, Gg, Gg, Gg, Gg&lt;br /&gt;
 Gg, Gg, Gg, Gg, Re, Re, Gg, Gg&lt;br /&gt;
 Gg, Gg, Gg, Gg, Gg, Gg, Re, Re&lt;br /&gt;
&lt;br /&gt;
== Creating a map ==&lt;br /&gt;
&lt;br /&gt;
This is not the Matrix.  You do not need to look at encoded maps.  Wesnoth has a fully functional map editor, accessible from within the game. The map editor should be fairly straightforward, although if you run into trouble, go ahead and ask for help on the [http://www.wesnoth.org/forum forum].&lt;br /&gt;
&lt;br /&gt;
Making good, balanced, interesting maps is another task altogether.  ESR has addressed it in his [http://catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design How-To]&lt;br /&gt;
&lt;br /&gt;
If you're a programmer, note that while the source code and most binary distributions come with the official graphical map editor, you may have to give the build system a flag or argument to tell it to compile them as well as the main game.&lt;br /&gt;
&lt;br /&gt;
== So now what? ==&lt;br /&gt;
&lt;br /&gt;
You've created an awesome map with the [[WesnothMapEditor]] and you're ready to test it out. But how can you do this? It's actually quite simple.&lt;br /&gt;
&lt;br /&gt;
==== Stand-alone maps ====&lt;br /&gt;
&lt;br /&gt;
If you just want to play the map, maybe against the computer or with a friend, all you have to do is save it into your custom maps folder (the default location). Then, when you launch the game and host a multiplayer game, the map should appear at the top of the map choices dialog.&lt;br /&gt;
&lt;br /&gt;
For the curious: Saving a map file like this creates a stand-alone file that holds the map data. That file is by default saved in '''''userdata''/editor/maps/''', and maps in that location are added to the top of the multiplayer map selection list.&lt;br /&gt;
&lt;br /&gt;
==== The map_data key ====&lt;br /&gt;
&lt;br /&gt;
There's another way to use map data. The data for the map can be placed directly inside of a ''map_data'' tag in a '''[scenario]''' tag (see [[ScenarioWML]]). An example of map data encoded directly in a file might look like this:&lt;br /&gt;
        map_data=&amp;quot;border_size=1&lt;br /&gt;
        usage=map&lt;br /&gt;
        &lt;br /&gt;
        Gg, Ke, Gg, Gg&lt;br /&gt;
        Gg, Ce, Ce, Gg&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that it's almost always more useful to have a separate map file that you reference in a scenario than putting the data directly into the scenario (not least because the editor works on such separate map files). To use a saved map file in a campaign, you have to include the map data like this:&lt;br /&gt;
&lt;br /&gt;
 map_data=&amp;quot;{@editor/''map_filename''}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that @editor here means that the map should be found in the '''''userdata''/editor/maps/''' directory. You need to specify something else if your map is in another location (for example, in a campaign, the maps should go into their own folder). The [[ScenarioWML]], [[BuildingCampaignsTheCampaignFile]] and [[PreprocessorRef]] pages all contain more detailed information about how this works.&lt;br /&gt;
&lt;br /&gt;
==== Share your map ====&lt;br /&gt;
&lt;br /&gt;
When you're ready to share your map with the world, post if to the forum or package it to be distributed on the in-game add-ons server. For instructions on how to distribute maps, see [[BuildingMapsDistribution]]&lt;br /&gt;
&lt;br /&gt;
== Discussion: Scenario File vs Standalone ==&lt;br /&gt;
&lt;br /&gt;
Campaign writers can't write campaigns without scenarios, so campaigns will always use the ''map_data'' key, either with the raw data in quotes or a preprocessor symbol {} pointing to the standalone file.&lt;br /&gt;
&lt;br /&gt;
Multiplayer mapmakers, however, '''have a choice'''.  If you want to place an object or unit on the map, you must create a scenario file starting with the '''[multiplayer]''' tag and containing the ''map_data'' key therein.  You lose the simplicity of the standalone map file, but you gain tremendous power.  Not only can you add units and objects, you can set allies, experience modifiers, add a map description, and add custom events (among other things).  The question, &amp;quot;How do I place an object on the map with the map editor&amp;quot; is such a common question that I am sorry this information is buried so deeply here.  But, now that you know you can seek out an example of a multiplayer map scenario file to use as an example.  The game comes with many maps of each type.  Check out [[BuildingMultiplayer]] for more information.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[BuildingMapsDistribution]]&lt;br /&gt;
* [[WesnothMapEditor]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[BuildingScenariosShroudData]]&lt;br /&gt;
* [[TerrainCodesWML]]&lt;br /&gt;
&lt;br /&gt;
{{Create}}&lt;/div&gt;</summary>
		<author><name>Mabeenot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingMaps&amp;diff=32606</id>
		<title>BuildingMaps</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingMaps&amp;diff=32606"/>
		<updated>2009-10-07T23:56:54Z</updated>

		<summary type="html">&lt;p&gt;Mabeenot: /* So now what? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A map is just a bunch of terrain strings arranged in a rectangle (the rectangle is known as the &amp;quot;map data&amp;quot;). There are two ways to use this rectangle in a file: as a stand-alone map, or within a scenario. The easiest way to create maps is just to use the built-in editor, but if you want to actually understand how maps work, you should read a little about the map data format. This page explains that format, and then has some pointers about the editor, saving files, and how to play on a map once you've made it.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth map data format ==&lt;br /&gt;
&lt;br /&gt;
Map data is used to represent maps in Wesnoth.  The encoding for maps has a specific format:&lt;br /&gt;
&lt;br /&gt;
* A map starts with a header with the following keys &lt;br /&gt;
** usage, this is map for a 'map' and 'mask' for an overlay mask&lt;br /&gt;
** border_size, the size of the border, should be 1 for map and 0 for mask. When the border_size is 1 the map border is part of the map data, this means the user can define the border instead of the game taking a guess.&lt;br /&gt;
* Between the header and the data should be 1 empty line&lt;br /&gt;
* A map data file consists of any number of lines, each with the same number of strings.&lt;br /&gt;
* Each string must be a string specified in a ''string'' key specifying a terrain (see [[TerrainLettersWML]]).&lt;br /&gt;
* Each string may be padded with spaces or tabs and must be separated with a comma, except for the last string on a line this one may not have a comma.&lt;br /&gt;
* When the file is interpreted, each string will be replaced by the terrain it refers to.&lt;br /&gt;
* Empty lines are allowed before, after and between lines of characters, between lines is not advised.&lt;br /&gt;
* Terrains may be prefixed with a number followed by one space, these indicate the starting position for side ''n''. ''n'' = 1, 2, 3, ... 9 (more might work but is untested and unsupported). This is a change from the previous system where a starting position was automatically a keep.&lt;br /&gt;
&lt;br /&gt;
It's advised to use spaces for padding and pad each column to be the same width; the game does this when writing a map file.&lt;br /&gt;
 &lt;br /&gt;
Since text file tiles are squares while game tiles are hexes, some tiles must be shifted.&lt;br /&gt;
Tiles in even-numbered columns are shifted down 1/2 of a tile.&lt;br /&gt;
For example, to have a road of connected dirt ('Re') tiles, the map data would look like this:&lt;br /&gt;
&lt;br /&gt;
 usage=map&lt;br /&gt;
 border_size=1&lt;br /&gt;
 &lt;br /&gt;
 Re, Re, Gg, Gg, Gg, Gg, Gg, Gg&lt;br /&gt;
 Gg, Gg, Re, Re, Gg, Gg, Gg, Gg&lt;br /&gt;
 Gg, Gg, Gg, Gg, Re, Re, Gg, Gg&lt;br /&gt;
 Gg, Gg, Gg, Gg, Gg, Gg, Re, Re&lt;br /&gt;
&lt;br /&gt;
== Creating a map ==&lt;br /&gt;
&lt;br /&gt;
This is not the Matrix.  You do not need to look at encoded maps.  Wesnoth has a fully functional map editor, accessible from within the game. The map editor should be fairly straightforward, although if you run into trouble, go ahead and ask for help on the [http://www.wesnoth.org/forum forum].&lt;br /&gt;
&lt;br /&gt;
Making good, balanced, interesting maps is another task altogether.  ESR has addressed it in his [http://catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design How-To]&lt;br /&gt;
&lt;br /&gt;
If you're a programmer, note that while the source code and most binary distributions come with the official graphical map editor, you may have to give the build system a flag or argument to tell it to compile them as well as the main game.&lt;br /&gt;
&lt;br /&gt;
== So now what? ==&lt;br /&gt;
&lt;br /&gt;
You've created an awesome map with the [[WesnothMapEditor]] and you're ready to test it out. But how can you do this? It's actually quite simple.&lt;br /&gt;
&lt;br /&gt;
==== Stand-alone maps ====&lt;br /&gt;
&lt;br /&gt;
If you just want to play the map, maybe against the computer or with a friend, all you have to do is save it into your custom maps folder (the default location). Then, when you launch the game and host a multiplayer game, the map should appear at the top of the map choices dialog.&lt;br /&gt;
&lt;br /&gt;
For the curious: Saving a map file like this creates a stand-alone file that holds the map data. That file is by default saved in '''''userdata''/editor/maps/''', and maps in that location are added to the top of the multiplayer map selection list.&lt;br /&gt;
&lt;br /&gt;
==== The map_data key ====&lt;br /&gt;
&lt;br /&gt;
There's another way to use map data. The data for the map can be placed directly inside of a ''map_data'' tag in a '''[scenario]''' tag (see [[ScenarioWML]]). An example of map data encoded directly in a file might look like this:&lt;br /&gt;
        map_data=&amp;quot;border_size=1&lt;br /&gt;
        usage=map&lt;br /&gt;
        &lt;br /&gt;
        Gg, Ke, Gg, Gg&lt;br /&gt;
        Gg, Ce, Ce, Gg&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that it's almost always more useful to have a separate map file that you reference in a scenario than putting the data directly into the scenario (not least because the editor works on such separate map files). To use a saved map file in a campaign, you have to include the map data like this:&lt;br /&gt;
&lt;br /&gt;
 map_data=&amp;quot;{@editor/''map_filename''}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that @editor here means that the map should be found in the '''''userdata''/editor/maps/''' directory. You need to specify something else if your map is in another location (for example, in a campaign, the maps should go into their own folder). The [[ScenarioWML]], [[BuildingCampaignsTheCampaignFile]] and [[PreprocessorRef]] pages all contain more detailed information about how this works.&lt;br /&gt;
&lt;br /&gt;
==== Share your map ====&lt;br /&gt;
&lt;br /&gt;
When you're ready to share your map with the world, post if to the forum or package it to be distributed on the in-game add-ons server. For instructions on how to distribute maps, see [[BuildingMapsDistribution]]&lt;br /&gt;
&lt;br /&gt;
== Discussion: Scenario File vs Standalone ==&lt;br /&gt;
&lt;br /&gt;
Campaign writers can't write campaigns without scenarios, so campaigns will always use the ''map_data'' key, either with the raw data in quotes or a preprocessor symbol {} pointing to the standalone file.&lt;br /&gt;
&lt;br /&gt;
Multiplayer mapmakers, however, '''have a choice'''.  If you want to place an object or unit on the map, you must create a scenario file starting with the '''[multiplayer]''' tag and containing the ''map_data'' key therein.  You lose the simplicity of the standalone map file, but you gain tremendous power.  Not only can you add units and objects, you can set allies, experience modifiers, add a map description, and add custom events (among other things).  The question, &amp;quot;How do I place an object on the map with the map editor&amp;quot; is such a common question that I am sorry this information is buried so deeply here.  But, now that you know you can seek out an example of a multiplayer map scenario file to use as an example.  The game comes with many maps of each type.  Check out [[BuildingMultiplayer]] for more information.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[BuildingScenariosShroudData]]&lt;br /&gt;
* [[TerrainCodesWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Create}}&lt;/div&gt;</summary>
		<author><name>Mabeenot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Drakes&amp;diff=31815</id>
		<title>Drakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Drakes&amp;diff=31815"/>
		<updated>2009-08-11T01:46:20Z</updated>

		<summary type="html">&lt;p&gt;Mabeenot: fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction |&lt;br /&gt;
faction = Drakes |&lt;br /&gt;
image= &lt;br /&gt;
http://svn.gna.org/viewcvs/*checkout*/wesnoth/trunk/data/core/images/units/drakes/flameheart-lead.png |&lt;br /&gt;
era=[[Default Era]] |&lt;br /&gt;
race=[[Drakes (race)|Drakes]], [[Saurians]] |&lt;br /&gt;
alignment=Lawful, Chaotic |&lt;br /&gt;
units=Drake Burner, Drake Clasher, Drake Glider, Drake Fighter, Saurian Skirmisher, Saurian Augur |&lt;br /&gt;
tactics=[[How to play Drakes]] |&lt;br /&gt;
tree=[http://www.wesnoth.org/units/1.6/C/era_default.html#Default%20/%20Drakes 1.6] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Drakes''' are a faction of dragon-like [[Drakes (race)|Drakes]] and their lizard [[Saurian]] allies. Drakes are descendants of dragons, but smaller in size. Saurians are considerably smaller than Drakes and from different ancestry. Together, the Drake faction has high mobility but low defense, leading to unusual tactics for a [[Default Era]] faction. &lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
===Drakes===&lt;br /&gt;
''Main article: [[Drakes (race)]]&lt;br /&gt;
&lt;br /&gt;
Drakes are large, winged and fire-breathing creatures, reminiscent of true dragons. On average, an adult drake stands around three meters tall and easily weighs more than a man and a horse combined. Their skin is made up of hard scales, resistant to most physical strikes except piercing and cold damage. Most drakes are capable of true flight and can travel long distances quickly. However, their sheer weight and bulk limits their flight ability somewhat, making them ungainly in the air. Where possible, they make use of terrain features such as hills, mountains and trees as launch points in order to gain greater height and speed. Fortunately for their enemies, they are still quite clumsy creatures and surprisingly slow in combat. This, combined with their large size, renders them easy targets for those who dare attack them.&lt;br /&gt;
&lt;br /&gt;
===Saurians===&lt;br /&gt;
Saurians are the smaller, more crafty allies of the Drakes. They often live in swamps or other damp places. Saurians are very small of frame, and though they are somewhat frail because of this, they are very, very agile. In combat, their size allows some of them to dart past defenses that would hold any grown man at bay, making them a tricky foe to deal with. Other saurians have some knowledge of what men call sorcery, but their practice of it reeks of augury and black magic. It is little understood, but rightly regarded with fear by those against whom it is used.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
''Main article: [[How to play Drakes]]&lt;br /&gt;
&lt;br /&gt;
Drakes generally win by dealing the most damage. Their units are big and deadly, but they're also more expensive than most. The best way to play Drakes is to take advantage of having the best mobility in the game by placing the units in hard-to-access places such as behind mountains or across water from their opponent. Drakes have the advantage by being able to decide when and where battles will happen. Their major disadvantage is how easily their units will take damage. Because of this they usually want to be the aggressor in battle to kill a unit or two, get damaged, and then flee to heal. Having a mobile healer helps with this if villages are sparse.&lt;br /&gt;
&lt;br /&gt;
{{Factionbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Mabeenot</name></author>
		
	</entry>
</feed>