<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Placid</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=Placid"/>
	<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/Special:Contributions/Placid"/>
	<updated>2026-05-12T08:55:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.16</generator>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:Compiling_Wesnoth&amp;diff=33737</id>
		<title>Template:Compiling Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:Compiling_Wesnoth&amp;diff=33737"/>
		<updated>2010-02-14T02:56:00Z</updated>

		<summary type="html">&lt;p&gt;Placid: make compiling menu consistent with wml menu formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;width:175px;float: right;border: 1px solid #B48648; color:#B48648; font-size: 8pt;margin-left;10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;span style=&amp;quot;float: right;&amp;quot;&amp;gt;&amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt;[{{SERVER}}{{localurl:Template:Compiling Wesnoth|action=edit}} edit ]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
'''Compiling Wesnoth'''&lt;br /&gt;
|-&lt;br /&gt;
|Platforms&lt;br /&gt;
* [[CompilingWesnoth|Linux or Unix]]&lt;br /&gt;
* [[WesnothOnLinuxPDAs|Linux PDA]]&lt;br /&gt;
* [[CompilingWesnothOnMacOSX|Mac OS X]]&lt;br /&gt;
* [[CompilingWesnothOnWindows|MS Windows]]&lt;br /&gt;
* [[CompilingWesnothOnSuSE|SuSE]]&lt;br /&gt;
* [[CompilingWesnoth/CrossCompiling|cross-compiling]]&lt;br /&gt;
|-&lt;br /&gt;
|Tools&lt;br /&gt;
* [[UsingAutotools|Autotools]]&lt;br /&gt;
* [[Dev-Cpp|Dev-C++]]&lt;br /&gt;
* [[Jam]]&lt;br /&gt;
* [[WesnothSVN|Subversion (SVN)]]&lt;br /&gt;
* [[SCons]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User_talk:Placid&amp;diff=26017</id>
		<title>User talk:Placid</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User_talk:Placid&amp;diff=26017"/>
		<updated>2008-06-24T07:15:35Z</updated>

		<summary type="html">&lt;p&gt;Placid: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User_talk:Placid&amp;diff=26009</id>
		<title>User talk:Placid</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User_talk:Placid&amp;diff=26009"/>
		<updated>2008-06-24T06:34:04Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Headline text */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Media:Example.ogg]][[Image:Example.jpg]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8631</id>
		<title>Template:Quote</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8631"/>
		<updated>2006-03-28T04:42:02Z</updated>

		<summary type="html">&lt;p&gt;Placid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;80%&amp;quot; width=&amp;quot;{{{width}}}&amp;quot; align=&amp;quot;center&amp;quot; align=&amp;quot;{{{align}}}&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;border: 2px solid #B48648; font-size: 90%; padding:5px; background-color: #f9f9f9;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|''{{{quote}}}''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&amp;amp;mdash;{{{source}}}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Instructions ==&lt;br /&gt;
The '''quote box''' template allows you to easily put a quote (and its source) inside a box. This is useful in articles where you are short on images and want to add some sort of graphic, or you just want to set off an important or interesting quote away from the main text.&lt;br /&gt;
&lt;br /&gt;
As a stylistic device, the quoted text is ''italicized'' in the box by default, so you don't need to put quote marks (&amp;quot; &amp;quot;) around the quoted text; the italics do the work of quote marks in this context. (Should you want to defeat any part of the default italics in the quote, put two apostrophes on each side of the quoted text you do not want italicized, &amp;lt;nowiki&amp;gt;''like this''&amp;lt;/nowiki&amp;gt;.)&lt;br /&gt;
&lt;br /&gt;
You can pick how wide you want the box (as px or a percentage), and how to align it (center, right, left). The parameters are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=80%&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=&lt;br /&gt;
|source=&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, entering the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote|&lt;br /&gt;
 width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces this:&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=William Shakespeare, ''Julius Caesar'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8632</id>
		<title>Template:Quote</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8632"/>
		<updated>2006-03-28T04:41:45Z</updated>

		<summary type="html">&lt;p&gt;Placid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;80%&amp;quot; width=&amp;quot;{{{width}}}&amp;quot; align=&amp;quot;center&amp;quot; align=&amp;quot;{{{align}}}&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #B48648; font-size: 90%; padding:15px; background-color: #f9f9f9;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|''{{{quote}}}''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&amp;amp;mdash;{{{source}}}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Instructions ==&lt;br /&gt;
The '''quote box''' template allows you to easily put a quote (and its source) inside a box. This is useful in articles where you are short on images and want to add some sort of graphic, or you just want to set off an important or interesting quote away from the main text.&lt;br /&gt;
&lt;br /&gt;
As a stylistic device, the quoted text is ''italicized'' in the box by default, so you don't need to put quote marks (&amp;quot; &amp;quot;) around the quoted text; the italics do the work of quote marks in this context. (Should you want to defeat any part of the default italics in the quote, put two apostrophes on each side of the quoted text you do not want italicized, &amp;lt;nowiki&amp;gt;''like this''&amp;lt;/nowiki&amp;gt;.)&lt;br /&gt;
&lt;br /&gt;
You can pick how wide you want the box (as px or a percentage), and how to align it (center, right, left). The parameters are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=80%&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=&lt;br /&gt;
|source=&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, entering the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote|&lt;br /&gt;
 width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces this:&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=William Shakespeare, ''Julius Caesar'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8630</id>
		<title>Template:Quote</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8630"/>
		<updated>2006-03-28T04:41:42Z</updated>

		<summary type="html">&lt;p&gt;Placid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;80%&amp;quot; width=&amp;quot;{{{width}}}&amp;quot; align=&amp;quot;center&amp;quot; align=&amp;quot;{{{align}}}&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;border: 2px solid #B48648; font-size: 90%; margin:5px; background-color: #f9f9f9;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|''{{{quote}}}''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&amp;amp;mdash;{{{source}}}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Instructions ==&lt;br /&gt;
The '''quote box''' template allows you to easily put a quote (and its source) inside a box. This is useful in articles where you are short on images and want to add some sort of graphic, or you just want to set off an important or interesting quote away from the main text.&lt;br /&gt;
&lt;br /&gt;
As a stylistic device, the quoted text is ''italicized'' in the box by default, so you don't need to put quote marks (&amp;quot; &amp;quot;) around the quoted text; the italics do the work of quote marks in this context. (Should you want to defeat any part of the default italics in the quote, put two apostrophes on each side of the quoted text you do not want italicized, &amp;lt;nowiki&amp;gt;''like this''&amp;lt;/nowiki&amp;gt;.)&lt;br /&gt;
&lt;br /&gt;
You can pick how wide you want the box (as px or a percentage), and how to align it (center, right, left). The parameters are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=80%&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=&lt;br /&gt;
|source=&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, entering the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote|&lt;br /&gt;
 width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces this:&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=William Shakespeare, ''Julius Caesar'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8629</id>
		<title>Template:Quote</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8629"/>
		<updated>2006-03-28T04:40:48Z</updated>

		<summary type="html">&lt;p&gt;Placid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;80%&amp;quot; width=&amp;quot;{{{width}}}&amp;quot; align=&amp;quot;center&amp;quot; align=&amp;quot;{{{align}}}&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;border: 2px solid #B48648; font-size: 90%; background-color: #f9f9f9;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|''{{{quote}}}''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&amp;amp;mdash;{{{source}}}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Instructions ==&lt;br /&gt;
The '''quote box''' template allows you to easily put a quote (and its source) inside a box. This is useful in articles where you are short on images and want to add some sort of graphic, or you just want to set off an important or interesting quote away from the main text.&lt;br /&gt;
&lt;br /&gt;
As a stylistic device, the quoted text is ''italicized'' in the box by default, so you don't need to put quote marks (&amp;quot; &amp;quot;) around the quoted text; the italics do the work of quote marks in this context. (Should you want to defeat any part of the default italics in the quote, put two apostrophes on each side of the quoted text you do not want italicized, &amp;lt;nowiki&amp;gt;''like this''&amp;lt;/nowiki&amp;gt;.)&lt;br /&gt;
&lt;br /&gt;
You can pick how wide you want the box (as px or a percentage), and how to align it (center, right, left). The parameters are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=80%&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=&lt;br /&gt;
|source=&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, entering the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote|&lt;br /&gt;
 width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces this:&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=William Shakespeare, ''Julius Caesar'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8628</id>
		<title>Template:Quote</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8628"/>
		<updated>2006-03-28T04:37:45Z</updated>

		<summary type="html">&lt;p&gt;Placid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;80%&amp;quot; width=&amp;quot;{{{width}}}&amp;quot; align=&amp;quot;center&amp;quot; align=&amp;quot;{{{align}}}&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border: 2px solid #B48648; font-size: 90%; padding: 3px; margin: 1em; background-color: #f9f9f9;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|''{{{quote}}}''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&amp;amp;mdash;{{{source}}}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Instructions ==&lt;br /&gt;
The '''quote box''' template allows you to easily put a quote (and its source) inside a box. This is useful in articles where you are short on images and want to add some sort of graphic, or you just want to set off an important or interesting quote away from the main text.&lt;br /&gt;
&lt;br /&gt;
As a stylistic device, the quoted text is ''italicized'' in the box by default, so you don't need to put quote marks (&amp;quot; &amp;quot;) around the quoted text; the italics do the work of quote marks in this context. (Should you want to defeat any part of the default italics in the quote, put two apostrophes on each side of the quoted text you do not want italicized, &amp;lt;nowiki&amp;gt;''like this''&amp;lt;/nowiki&amp;gt;.)&lt;br /&gt;
&lt;br /&gt;
You can pick how wide you want the box (as px or a percentage), and how to align it (center, right, left). The parameters are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=80%&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=&lt;br /&gt;
|source=&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, entering the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote|&lt;br /&gt;
 width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces this:&lt;br /&gt;
&lt;br /&gt;
{{Quote|&lt;br /&gt;
width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=William Shakespeare, ''Julius Caesar'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8627</id>
		<title>Template:Quote</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8627"/>
		<updated>2006-03-28T04:35:44Z</updated>

		<summary type="html">&lt;p&gt;Placid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;80%&amp;quot; width=&amp;quot;{{{width}}}&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border: 2px solid #B48648; font-size: 90%; padding: 3px; margin: 1em; background-color: #f9f9f9;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|''{{{quote}}}''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&amp;amp;mdash;{{{source}}}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Instructions ==&lt;br /&gt;
The '''quote box''' template allows you to easily put a quote (and its source) inside a box. This is useful in articles where you are short on images and want to add some sort of graphic, or you just want to set off an important or interesting quote away from the main text.&lt;br /&gt;
&lt;br /&gt;
As a stylistic device, the quoted text is ''italicized'' in the box by default, so you don't need to put quote marks (&amp;quot; &amp;quot;) around the quoted text; the italics do the work of quote marks in this context. (Should you want to defeat any part of the default italics in the quote, put two apostrophes on each side of the quoted text you do not want italicized, &amp;lt;nowiki&amp;gt;''like this''&amp;lt;/nowiki&amp;gt;.)&lt;br /&gt;
&lt;br /&gt;
You can pick how wide you want the box (as px or a percentage), and how to align it (center, right, left). The parameters are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote_box|&lt;br /&gt;
width=80%&lt;br /&gt;
|quote=&lt;br /&gt;
|source=&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, entering the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote_box|&lt;br /&gt;
 width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces this:&lt;br /&gt;
&lt;br /&gt;
{{Quote_box|&lt;br /&gt;
width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Quotation templates|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=8626</id>
		<title>AdvancedTactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=8626"/>
		<updated>2006-03-28T04:32:52Z</updated>

		<summary type="html">&lt;p&gt;Placid: TOC right&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
This page assumes that the reader has read [[GettingStarted]] and is familiar with the [[WesnothManual]].&lt;br /&gt;
It assumes  you have played enough games to be familiar with the system,&lt;br /&gt;
and know how to push units around, and are now looking for insight in how to&lt;br /&gt;
outthink the AI or a human opponent.&lt;br /&gt;
Some tactics are only useful in specific circumstances and would be foolish at other times.&lt;br /&gt;
Pick and choose those that fit your particular style.&lt;br /&gt;
Do you overwhelm your opponent with sheer numbers, or a few well-chosen&lt;br /&gt;
high-level units?  Do you prefer to &amp;quot;roleplay&amp;quot; one race?&lt;br /&gt;
Do you want to play many scenarios, or replay one over and over until you achieve the perfect game?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
==== Fight unfair ====&lt;br /&gt;
From Sun Tsu to &amp;quot;Shock and Awe&amp;quot;, military writers have stressed that&lt;br /&gt;
one must not enter into a conflict unless substantially stronger&lt;br /&gt;
than your enemy. In Wesnoth, this means&lt;br /&gt;
* more units&lt;br /&gt;
* better (stronger, higher level) units, and&lt;br /&gt;
* superior healing ability in your second line.&lt;br /&gt;
&lt;br /&gt;
Napoleon was especially skilled at maneuvering his forces so as to gain an&lt;br /&gt;
advantage even when outnumbered. By attacking his enemy in the center, he broke&lt;br /&gt;
their lines and divided the enemy forces in two. Then, a small detachment&lt;br /&gt;
fortified their position and held off one flank, while Napoleon's main&lt;br /&gt;
force attacked the now outnumbered other half. After reducing the&lt;br /&gt;
first half, the main force would rejoin the flank-holders and destroy the&lt;br /&gt;
remaining half. (This strategy is known as &amp;quot;defeat in detail&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
To implement this in Wesnoth, leave a few units with many hit points&lt;br /&gt;
in favorable terrain on one flank, while the majority of your force&lt;br /&gt;
attacks on a different front.&lt;br /&gt;
For example, two red and one white mage, or three paladins.&lt;br /&gt;
By combining healers and the healing effect of villages,&lt;br /&gt;
a small force can hold off superior numbers for a very long time.&lt;br /&gt;
&lt;br /&gt;
==== Feints ====&lt;br /&gt;
You can misdirect the AI (and a surprising number of human opponents)&lt;br /&gt;
by sending a few units towards an objective like an enemy leader, village,&lt;br /&gt;
or bridge. They will overreact and position their units badly.&lt;br /&gt;
Similarly, you can send fast units behind the enemy lines to capture villages.&lt;br /&gt;
Do not attempt to hold them; instead move onto the next while the enemy diverts&lt;br /&gt;
front line troops or reinforcements.&lt;br /&gt;
Flying units are particularly adept at this since they ignore terrain.&lt;br /&gt;
Sometimes a feint can turn into your main offensive as well,&lt;br /&gt;
if the enemy calls a bluff and ignores your feinting units.&lt;br /&gt;
&lt;br /&gt;
==== Bounding (or leap frog) ====&lt;br /&gt;
Every strategist throughout history warns to &amp;quot;keep a reserve&amp;quot;.&lt;br /&gt;
In Wesnoth, this means that you must not attack with all your units.&lt;br /&gt;
Instead, hold back units to exploit holes caused by your initial attacks.&lt;br /&gt;
Or, you might need to move a fresh unit with many hit points to the&lt;br /&gt;
front line so they can 'take a beating' and hold your lines.&lt;br /&gt;
&lt;br /&gt;
In modern times, the &amp;quot;reserve&amp;quot; concept has been expanded as follows.&lt;br /&gt;
Divide your main force into two groups, and attack with the first&lt;br /&gt;
while holding the second back.  When the first group is chewed up,&lt;br /&gt;
withdraw it to healers or villages, while you attack with the second group.&lt;br /&gt;
This approach allows you to distribute experience more evenly among your units,&lt;br /&gt;
particularly useful in a longer campaign.&lt;br /&gt;
However, if you need the higher-level units, selecting which units deliver a fatal blow levels units faster.&lt;br /&gt;
This way, you are less likely to lose units with higher exp,&lt;br /&gt;
resulting in more units succeeding in leveling up.&lt;br /&gt;
&lt;br /&gt;
Do not use high level units, and definitely not your commander,&lt;br /&gt;
to guard the healers or villages, as the enemy might focus on them instead,&lt;br /&gt;
and attack the wounded seeking aid.&lt;br /&gt;
&lt;br /&gt;
Sometimes, if it is a favorable time of day, you can quickly achieve victory&lt;br /&gt;
with an all-out assault. If the enemy is clearly weaker then you, or the conditions are right, this can be an effective&lt;br /&gt;
strategy. Most of the time, however, commanders are advised to use other, more elegant strategies.&lt;br /&gt;
&lt;br /&gt;
==== Small and strong ====&lt;br /&gt;
Develop a small core group of high level units.  Recall a strike force&lt;br /&gt;
for one or two turns, then move off in a tight pack.&lt;br /&gt;
Most should be level 2, with a few level 3 units to hold the flanks or&lt;br /&gt;
commit in the 2-3 most decisive rounds.&lt;br /&gt;
With this strategy, you'll need fewer villages to provide income,&lt;br /&gt;
and thus be less distracted with acquiring them.&lt;br /&gt;
&lt;br /&gt;
Remember to recruit level 1 units to absorb the enemy's first attacks,&lt;br /&gt;
as well as for feints and holding unimportant villages.&lt;br /&gt;
Allow those that survive to finish off dying enemy units to replace&lt;br /&gt;
any of your core group that make the final sacrifice.&lt;br /&gt;
In other words, since some of your leveled units are expected to die,&lt;br /&gt;
you need to level up new units to replace them.&lt;br /&gt;
&lt;br /&gt;
==== Hit Point Conservation ====&lt;br /&gt;
Hit points are a unit's only non-renewable resource.&lt;br /&gt;
Choose the attack which causes your unit the least damage,&lt;br /&gt;
not deals out the most to the enemy.&lt;br /&gt;
For example, assume you are attacking a unit that does 6-3 close combat,&lt;br /&gt;
and has no range attack.&lt;br /&gt;
Your unit has a 4-4 close combat and a 3-3 range attack.&lt;br /&gt;
Consider the tactical situation carefully.&lt;br /&gt;
Do you need to kill the unit this turn?&lt;br /&gt;
Is it on a village or next to a healer?&lt;br /&gt;
Do not automatically accept the computer's recommendation&lt;br /&gt;
(it is simply the attack likely to do the most&lt;br /&gt;
damage, regardless of how much you take!).&lt;br /&gt;
&lt;br /&gt;
Remember, when a unit levels up, it regenerates its full HP allowance.&lt;br /&gt;
&lt;br /&gt;
Finally, attacking an enemy leader, especially in a castle,&lt;br /&gt;
is an expensive proposition, even if you use magical attacks.&lt;br /&gt;
Expect to lose units while wearing down its hit points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapon specialties ===&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
{{Quote|&lt;br /&gt;
|quote=&amp;quot;Thieves are deft of foot, and elusive, making them difficult to hit. Being skilled at backstabbing, thieves do double damage when attacking an enemy that has an ally of the thief on its opposite side. Being of chaotic disposition, thieves fight better at night than during the day.&amp;quot;&lt;br /&gt;
|source=Thief description&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Assassins, Nightgaunts, Rogues, Shadows and Thieves can backstab.&lt;br /&gt;
A Thief costs 12 gold and has base attack of 4-3.  But with a backstab,&lt;br /&gt;
it does an impressive 8-3, the equivalent of most Level 2 units.&lt;br /&gt;
Backstabbing at night with a Strong Thief does 12-3.&lt;br /&gt;
After 24 Experience Points, they level up to a Rogue doing 6-3 base...&lt;br /&gt;
&lt;br /&gt;
You don't have to ''attack'' with another unit to get the backstab&lt;br /&gt;
bonus -- there just needs to be a unit on the opposite side of the enemy.&lt;br /&gt;
The ally can even move after the backstab, if it didn't use up its moves&lt;br /&gt;
by moving into the enemy's Zone of Control this turn.&lt;br /&gt;
Thieves work well in pairs against weak or unsupported units.&lt;br /&gt;
They can surround a unit and attack it turn after turn.&lt;br /&gt;
&lt;br /&gt;
It's often effective to use units with backstab in pairs, so that each &lt;br /&gt;
provides the bonus to the other.  This is especially effective with &lt;br /&gt;
Shadows, due to their good movement rate.  Keep one or two such pairs &lt;br /&gt;
around your flanks to ambush lone scouts and village-stealers.&lt;br /&gt;
&lt;br /&gt;
==== Slow ====&lt;br /&gt;
Shamans, being slow, weak, and of limited firepower, need to be&lt;br /&gt;
used carefully, but don't dismiss their offensive ability.&lt;br /&gt;
Many enemy units such as Trolls (not to mention Troll Warriors!), Orcish Grunts,&lt;br /&gt;
and Horsemen have two powerful attacks.&lt;br /&gt;
You can cripple them for a round by Slowing them, effectively halving their attacks.&lt;br /&gt;
&lt;br /&gt;
Of course this tactic is even more useful for your higher-level units:&lt;br /&gt;
Druids, Shydes, and Goblin Pillagers.&lt;br /&gt;
&lt;br /&gt;
==== Healing and Curing ====&lt;br /&gt;
Move your healers in pairs so that you retain the&lt;br /&gt;
freedom to use them in combat when appropriate without having to retire&lt;br /&gt;
to a village afterward.&lt;br /&gt;
Remember the difference between healing and curing, put your better healers&lt;br /&gt;
where they will be more needed.&lt;br /&gt;
&lt;br /&gt;
Don't forget that with a Curing unit nearby, you needn't fear poison.&lt;br /&gt;
An assassin's darts are only a serious threat if they can poison an unsupported unit.&lt;br /&gt;
Your Druid or White Mage will cure the poison before it has time to work,&lt;br /&gt;
(However, they cannot remove damage from a unit on the same turn they cure&lt;br /&gt;
poison from that unit). and they can cure poison from ''every'' adjacent unit -&lt;br /&gt;
irrespective of damage they have to heal.&lt;br /&gt;
&lt;br /&gt;
==== Poison ====&lt;br /&gt;
&lt;br /&gt;
When using poisonous units (Ghouls, Orcish Assassins, Assassins), your goal should be to distribute their poison attack among as many units as possible, rather than concentrating on a single enemy.  Units that are already poisoned should be a low priority for your other units' attacks as well, unless they can score a kill.&lt;br /&gt;
&lt;br /&gt;
Don't underestimate the usage of poison against regenerating units, or any unit in a village next to a curer.  While the healing will remove the poison, it does so in lieu of healing hit points.  Repeated poisonings can prevent these (often tough or hard-to-hit) units from recovering while your other units whittle them down.&lt;br /&gt;
&lt;br /&gt;
==== Swarm ====&lt;br /&gt;
&lt;br /&gt;
When a unit's attack is listed as &amp;quot;swarm&amp;quot;, the number of attacks per round is based on its current fraction of maximum health. That is to say, if a unit with swarm is at 3/4 health, it will only do 3/4 of its maximum attacks. This does not effect the damage of each attack.&lt;br /&gt;
&lt;br /&gt;
If you are the owner of such a unit then keeping it in good health should be your top priority. If you are facing a swarmer, the best idea is to poison it and then avoid it as they are usually high level monsters. As of 1.1.1 using &amp;quot;slow&amp;quot; on these units is very effective as it halves their movement speed, making avoiding them while the poison works easier. Once they are at low health, move in for the kill.&lt;br /&gt;
&lt;br /&gt;
(From the manual - Henkutsu_tama)&lt;br /&gt;
&lt;br /&gt;
=== Recruiting ===&lt;br /&gt;
&lt;br /&gt;
Remember that your commander may recruit units when standing on ''any'' Keep tile,&lt;br /&gt;
not only the one you start on. If you have two enemies, where one is some&lt;br /&gt;
distance beyond the other (like in 'The Siege of Elensefar'), you recruit enough&lt;br /&gt;
units to take out the first enemy Commander (and posssibly hold off the second&lt;br /&gt;
enemy's front troops), then you move onto the slain Commander's Keep, and&lt;br /&gt;
recruit the units you need to take out the remaining opposition.&lt;br /&gt;
This saves you money in the long run, and keeps your Commander closer&lt;br /&gt;
to the action so he may level up sooner.&lt;br /&gt;
&lt;br /&gt;
If there are several enemies with significant difference in their strength&lt;br /&gt;
of arms, first concentrate on the weakest, or else the one with the&lt;br /&gt;
highest income potential.&lt;br /&gt;
Move your Commander along with your troops, and after you have wiped&lt;br /&gt;
this enemy out, use their Castle as your new base.&lt;br /&gt;
This has the added benefit of protecting your Commander, often a target&lt;br /&gt;
of enemy troops, so you don't need to recruit units only for protecting him,&lt;br /&gt;
while your main force is engaged somewhere else.&lt;br /&gt;
In the end, this will save you lots of gold.&lt;br /&gt;
Such tactics are essential on maps with many opponents,&lt;br /&gt;
for example against the AI on multiplayer map 'Dwarven Doors'.&lt;br /&gt;
&lt;br /&gt;
==== Plan placement of units ====&lt;br /&gt;
Place recruited and recalled units manually.&lt;br /&gt;
Choose the best castle tile for a unit to be placed by clicking on the&lt;br /&gt;
tile before recruiting or recalling.&lt;br /&gt;
This way you can often capture villages a turn earlier,&lt;br /&gt;
or move units to critical map squares before your opponent.&lt;br /&gt;
&lt;br /&gt;
For maps with narrow passages leading out of the castle&lt;br /&gt;
(like Bay of Pearls or some of the random underground maps in&lt;br /&gt;
Heir to the Throne), recruit or recall pairs of slow and fast units.&lt;br /&gt;
Both units in such a pair will then be able to use their maximum&lt;br /&gt;
movement without impeding each other.  So recruit an Elvish Fighter&lt;br /&gt;
together with a Horseman, or even an Elvish Fighter with an Elvish Archer.&lt;br /&gt;
&lt;br /&gt;
====  Unit Choice  ====&lt;br /&gt;
* Some units, such as Orcish Grunts or Horseman, have no ranged attack. Take advantage of this by using units that are skilled in both melee and ranged, such as Elvish Rangers, so that when you attack you will never be hurt, but yet will not be at a disadvantage when you are attacked. The same goes for units with no melee attack, such at Dark Adepts.&lt;br /&gt;
* When a battle is raging, use fast-moving units (your scouts) to distract the enemy by sneaking past enemy troops and conquering enemy villages, cutting off their gold supply or sometimes forcing them to split up their armies.&lt;br /&gt;
* If a battle occurs at a river or some other narrow pass, it can be beneficial to use skirmishing units such as Duelists to easily cross the river and surround your opponent or use airborne units like Gryphons to use the river squares without being at a great disadvantage.&lt;br /&gt;
* If you need to cross a large body of shallow water, mountains, cave floor, or other difficult terrain, use units whose moves are divisible by their movement on such terrain so moves don't go to waste. For example, if a unit takes three moves to get through one water tile, make sure it has three, six, or nine movement. Recalling 'quick' units can help ensure you've chosen the right ones.  If you recall a unit with five movement points, they will only be able to move one hex per turn in terrain that requires three movement points, while a similar unit with six movement points can move two hexes per turn.&lt;br /&gt;
* Units such as Elvish Fighters that are cheap to produce in mass and that have both decent melee and ranged attacks can often be good for holding your front lines, since they will cause harm to their opponents no matter what they are.  A front line of horsemen, on the other hand, is not good for holding a position, for they are costly, fall quickly to enemy archers, and probably will never be able to strike back.&lt;br /&gt;
&lt;br /&gt;
=== Know the Battlefield ===&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance - Know the Map ====&lt;br /&gt;
While attack is influenced by the time of day, defense is affected&lt;br /&gt;
by terrain. First find all the castles and note the different kinds&lt;br /&gt;
of terrain immediately surrounding them. If you're playing under&lt;br /&gt;
Shroud, send out two or three scouts to locate the castles.&lt;br /&gt;
This is also often worth it on Fog of War, because you learn&lt;br /&gt;
what faction your enemy is (if you don't know already) and&lt;br /&gt;
how defended their castle is. Expect to recruit more when they die.&lt;br /&gt;
The knowledge they provide is worth more than their cost.&lt;br /&gt;
&lt;br /&gt;
==== Survey - Know the Terrain ====&lt;br /&gt;
Take an overall look at the size of each terrain type and note which&lt;br /&gt;
are the most important.&lt;br /&gt;
This affects what units to select and their overall effectiveness.&lt;br /&gt;
Then examine whether the main terrain is evenly&lt;br /&gt;
distributed, scattered, or in a few large areas.&lt;br /&gt;
Note what terrain you want to avoid and why.&lt;br /&gt;
Mountains and deep water are bad for all but a few unit types.&lt;br /&gt;
These act as walls which the opponents can use to trap you:&lt;br /&gt;
of course, you can do likewise to your opponents. If you have&lt;br /&gt;
saved some of your starting gold, you can also decide which units will&lt;br /&gt;
be better for reinforcements based off a more common terrain.&lt;br /&gt;
&lt;br /&gt;
==== Transport - Know the Pathways ====&lt;br /&gt;
Try to link advantageous terrain areas together in your mind&lt;br /&gt;
from where your units are (your castle at start of play)&lt;br /&gt;
to opposing ''and'' friendly castles. Use villages scattered between&lt;br /&gt;
you and the target to influence the route to take, especially if you&lt;br /&gt;
can't recruit any healing units.&lt;br /&gt;
Decide which terrain is most favourable for your units and&lt;br /&gt;
less favourable for the enemy.&lt;br /&gt;
If you goal is to reach an object or hex, then do the same for that.&lt;br /&gt;
&lt;br /&gt;
If one route proves difficult, switch to another. Get to know&lt;br /&gt;
which routes work best for different units and locate meeting&lt;br /&gt;
places to regroup units.&lt;br /&gt;
Try to keep the opponents guessing what you're going to do next.&lt;br /&gt;
By using several adjacent routes to a target, the opponents&lt;br /&gt;
will have a tougher time stopping your advance.&lt;br /&gt;
In some cases it is easier to send a main group directly towards&lt;br /&gt;
the target and use fast units to circle around behind.&lt;br /&gt;
&lt;br /&gt;
==== Features - Know the Traps ====&lt;br /&gt;
Note carefully where favourable terrain on either side of&lt;br /&gt;
unfavourable reach their closest point. These are defense positions&lt;br /&gt;
for you to ambush approaching opponents (with or without a thief) and&lt;br /&gt;
provide protection for friendly units. Sometimes the terrain forms&lt;br /&gt;
passages for units to pass through quickly. Check whether it takes&lt;br /&gt;
fewer turns to move around slow terrain than through it.&lt;br /&gt;
In slow terrain, it is tougher to encircle units and immobilise them,&lt;br /&gt;
so drive them toward better suited terrain (using ZoC, see elsewhere)&lt;br /&gt;
and encircle there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Distance - Watch the Time ====&lt;br /&gt;
Use caution when setting up your front line and advancing immediately, as often the time of day will be exactly in it's least advantageous point right when you meet your enemies. If you wait a few turns just passing the time by capturing nearby villages and meet the enemy at First Watch/Dawn, respectively, you can cut down the majority of the enemie's army before they can do anything about it. Also, if you find yourself in a evenly matched or losing position during your worst part of the day it can be ideal to fall back to villages or simply hold tight without attacking the enemy, as you want the battle to progress as slowly as possible during theis part of the day. (Note: If you have units that can attack at no risk [mages to trolls, for example] don't waste their actions, keep on fighting no matter what.)&lt;br /&gt;
&lt;br /&gt;
=== Zone of Control (ZoC) ===&lt;br /&gt;
&lt;br /&gt;
The Zone Of Control allows you to build artificial barriers at will.&lt;br /&gt;
With it, you can reduce the likelyhood that a weaker, injured unit will&lt;br /&gt;
be killed, by reducing the number or kind of enemies that can reach it.&lt;br /&gt;
It is hard to measure who has Movement Control because it depends&lt;br /&gt;
on where the units are positioned more than how many there are.&lt;br /&gt;
Although this is a tactical device, it is more strategically&lt;br /&gt;
significant than tactical because Zone of Control applies before&lt;br /&gt;
and after encounters, rather than during. Establishing and maintaining&lt;br /&gt;
good Zones of Control gives you better mobility and control over most other&lt;br /&gt;
aspects of the game, even against stronger units less well positioned.&lt;br /&gt;
&lt;br /&gt;
Your units influence space beyond the hex they're standing on.&lt;br /&gt;
The total area of influence includes the hexes adjacent to the units&lt;br /&gt;
and ''this'' is the Zone Of Control. When strong opposing units&lt;br /&gt;
approach your weaker ones, pay particular attention to the ZoC&lt;br /&gt;
and terrain types. Combine the ZoC of your units to form a solid barrier.&lt;br /&gt;
Your goal is to rearrange your units such that the opponent's attack&lt;br /&gt;
occurs where your units are well positioned defensively and at the worst&lt;br /&gt;
time of day for opposing units.&lt;br /&gt;
Check that none of your units can be attacked by more than two enemy units&lt;br /&gt;
''and'' that no enemy unit can pass between them.&lt;br /&gt;
In this case, you spread your units out, extending your ZoC and forcing&lt;br /&gt;
the enemy to select one or more targets.&lt;br /&gt;
&lt;br /&gt;
In most cases, the opponent will target one unit. You should&lt;br /&gt;
ensure that each of your units is within the ZoC of at least two others.&lt;br /&gt;
So when the enemy hits one unit, you can close in (encircle, encircle...)&lt;br /&gt;
until reinforcements arrive. It is often as important to hold a ZoC&lt;br /&gt;
as it is a village or passage.&lt;br /&gt;
&lt;br /&gt;
While ZoC isn't very important against slow moving units, it is&lt;br /&gt;
very effective against fast ones, such as horsemen, bats, ghosts,&lt;br /&gt;
and wolf riders. The approach to handling these is assign two or&lt;br /&gt;
three of your fastest units, target one long range opposing unit&lt;br /&gt;
and spread yours out defensively between its target (usually villages)&lt;br /&gt;
and itself in a semi-circle or line. Move these units toward the enemy&lt;br /&gt;
so that it has increasingly less space to move. When it is within your ZoC,&lt;br /&gt;
encircle and kill. Move on to the next long range unit and repeat.&lt;br /&gt;
&lt;br /&gt;
After the first round (when everyone has recruited), all the units are&lt;br /&gt;
grouped, so try to create a ZoC against all of the long range units&lt;br /&gt;
as quickly as you can. In this way you can prevent them from&lt;br /&gt;
spreading out, while you systematically encircle and kill each one.&lt;br /&gt;
Since the opponent won't have occupied enough villages, there is a&lt;br /&gt;
good chance all you'll have left are short range units to deal with.&lt;br /&gt;
&lt;br /&gt;
Under FoW and Shroud, it is impossible to know what the opponent has&lt;br /&gt;
recruited, but it is good practice to check your ZoC around your villages&lt;br /&gt;
so you are not surprised by a sudden invasion. Early on, long range&lt;br /&gt;
units are used to occupy villages, so the sooner you engage them,&lt;br /&gt;
the less villages they can possess. Creating a ZoC quickly around&lt;br /&gt;
unoccupied villages allows you to possess them at your leisure and keep them.&lt;br /&gt;
&lt;br /&gt;
Another use in ZoC is deciding when and where battles will be fought.&lt;br /&gt;
If the opponent moves into your ZoC, but positioned near unfavourable&lt;br /&gt;
attack terrain, you have several choices. Either attack anyway,&lt;br /&gt;
which is mostly bad, wait for the opponent to attack on its next turn,&lt;br /&gt;
which gives it the choice of target, or move your units out of its ZoC&lt;br /&gt;
to favourable terrain. You can check how far forward the units can move&lt;br /&gt;
and place guard units to maintain your ZoC and centralise the others&lt;br /&gt;
behind and protecting the guards. This forces the opponent to commit&lt;br /&gt;
and gives you time to prepare a tactical counter-attack. Keep your&lt;br /&gt;
guards guarding! If the ZoC crumbles your units will be overwhelmed.&lt;br /&gt;
&lt;br /&gt;
The ZoC is effective when wounded units need to pass through hostile areas.&lt;br /&gt;
Rather than closing in, form a large circle around the wounded presenting&lt;br /&gt;
a much wider perimeter.&lt;br /&gt;
This makes it harder for opposing units to attack all yours and allows you&lt;br /&gt;
to keep healthy units within the ZoC and leap-frog when needed.&lt;br /&gt;
&lt;br /&gt;
On approaching an opponent's castle, ZoC can be critical to your success.&lt;br /&gt;
In some scenarios events are triggered when you occupy hexes directly next&lt;br /&gt;
to a castle hex. Make sure the approaching units keep their distance from the&lt;br /&gt;
castle, but within their ZoC. When assembled, move directly on to the castle.&lt;br /&gt;
&lt;br /&gt;
For skirmishing units who ignore ZoC, you have little choice but build a solid&lt;br /&gt;
wall of units. Alternatively, you may make a ZoC to block the typical units and&lt;br /&gt;
prepare a welcoming party for the skirmishers.&lt;br /&gt;
&lt;br /&gt;
In a campaign scenario, where the objective is to move a unit to a certain point&lt;br /&gt;
on the map (often specified by a signpost) you can use more unimportant units&lt;br /&gt;
and ZoC by placing them a space or two away from your leader and a space apart&lt;br /&gt;
from each other, since in battle units can quite suddenly die, and you don't want&lt;br /&gt;
that one to be your leader.&lt;br /&gt;
&lt;br /&gt;
==== Encirclement ====&lt;br /&gt;
The encircling tactic by two units is very powerful, particularly against long range units. By placing two units on either side, you limit the opposing unit to 1 hex move in any direction. When the unit sidesteps in the following turn, you can re-encircle.&lt;br /&gt;
This means you can hold the unit until reinforcements arrive and then adopt a&lt;br /&gt;
leap-frog approach against very strong units.&lt;br /&gt;
&lt;br /&gt;
=== Retreating ===&lt;br /&gt;
&lt;br /&gt;
Sometimes the battle doesn't go your way. Either you battle to the last unit, or&lt;br /&gt;
retreat. The purpose of retreating is to regroup your units more effectively and&lt;br /&gt;
give them time to heal. Retreating can be organised with a reverse leap-frog&lt;br /&gt;
approach, where you give ground, encouraging the opponent to push forward.&lt;br /&gt;
Now your healers are in front and moving toward better terrain&lt;br /&gt;
where you can make a final stand.&lt;br /&gt;
&lt;br /&gt;
Being prepared for, and knowing when to retreat, is also important.&lt;br /&gt;
Too often a player tries to retreat, but has no reinforcements to halt the retreat.&lt;br /&gt;
Try to leave a &amp;quot;safe zone&amp;quot; on a flank, protected by ZoC, where you can pull back.&lt;br /&gt;
&lt;br /&gt;
The real problem with retreating is putting distance between your units and the&lt;br /&gt;
opponents. If they can move faster than yours, you may have to setup a ZoC to&lt;br /&gt;
last long enough for you to get your slow units to safety. Invisibility units&lt;br /&gt;
are the best because they cannot be seen and will take the opponent valuable&lt;br /&gt;
turns to find them. Once the group is safe, they can slip away unnoticed.&lt;br /&gt;
Sometimes sending out a unit or two as a kamikaze works to slow them down -&lt;br /&gt;
if the exp they gain matters less to them than saving more of your units does to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;=== See Also ===&lt;br /&gt;
&lt;br /&gt;
* [[GettingStarted]]&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[PlayingOrcs]]&lt;br /&gt;
* [[PlayingUndead]]&lt;br /&gt;
* [[BestForumStrategies]]&lt;br /&gt;
* [[CampaignStrategies]]&lt;br /&gt;
* [[Advanced Tactics (Russian)]]&lt;br /&gt;
* [[Advanced Tactics (French)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8625</id>
		<title>Template:Quote</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8625"/>
		<updated>2006-03-28T04:31:22Z</updated>

		<summary type="html">&lt;p&gt;Placid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;80%&amp;quot; width=&amp;quot;{{{width}}}&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border: 4px solid #aaa; font-size: 90%; padding: 4px; margin: 1em; background-color: #f9f9f9;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|''{{{quote}}}''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&amp;amp;mdash;{{{source}}}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Instructions ==&lt;br /&gt;
The '''quote box''' template allows you to easily put a quote (and its source) inside a box. This is useful in articles where you are short on images and want to add some sort of graphic, or you just want to set off an important or interesting quote away from the main text.&lt;br /&gt;
&lt;br /&gt;
As a stylistic device, the quoted text is ''italicized'' in the box by default, so you don't need to put quote marks (&amp;quot; &amp;quot;) around the quoted text; the italics do the work of quote marks in this context. (Should you want to defeat any part of the default italics in the quote, put two apostrophes on each side of the quoted text you do not want italicized, &amp;lt;nowiki&amp;gt;''like this''&amp;lt;/nowiki&amp;gt;.)&lt;br /&gt;
&lt;br /&gt;
You can pick how wide you want the box (as px or a percentage), and how to align it (center, right, left). The parameters are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote_box|&lt;br /&gt;
width=80%&lt;br /&gt;
|quote=&lt;br /&gt;
|source=&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, entering the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote_box|&lt;br /&gt;
 width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces this:&lt;br /&gt;
&lt;br /&gt;
{{Quote_box|&lt;br /&gt;
width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Quotation templates|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=8623</id>
		<title>AdvancedTactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=8623"/>
		<updated>2006-03-28T04:21:37Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Backstab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page assumes that the reader has read [[GettingStarted]] and is familiar with the [[WesnothManual]].&lt;br /&gt;
It assumes  you have played enough games to be familiar with the system,&lt;br /&gt;
and know how to push units around, and are now looking for insight in how to&lt;br /&gt;
outthink the AI or a human opponent.&lt;br /&gt;
Some tactics are only useful in specific circumstances and would be foolish at other times.&lt;br /&gt;
Pick and choose those that fit your particular style.&lt;br /&gt;
Do you overwhelm your opponent with sheer numbers, or a few well-chosen&lt;br /&gt;
high-level units?  Do you prefer to &amp;quot;roleplay&amp;quot; one race?&lt;br /&gt;
Do you want to play many scenarios, or replay one over and over until you achieve the perfect game?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
==== Fight unfair ====&lt;br /&gt;
From Sun Tsu to &amp;quot;Shock and Awe&amp;quot;, military writers have stressed that&lt;br /&gt;
one must not enter into a conflict unless substantially stronger&lt;br /&gt;
than your enemy. In Wesnoth, this means&lt;br /&gt;
* more units&lt;br /&gt;
* better (stronger, higher level) units, and&lt;br /&gt;
* superior healing ability in your second line.&lt;br /&gt;
&lt;br /&gt;
Napoleon was especially skilled at maneuvering his forces so as to gain an&lt;br /&gt;
advantage even when outnumbered. By attacking his enemy in the center, he broke&lt;br /&gt;
their lines and divided the enemy forces in two. Then, a small detachment&lt;br /&gt;
fortified their position and held off one flank, while Napoleon's main&lt;br /&gt;
force attacked the now outnumbered other half. After reducing the&lt;br /&gt;
first half, the main force would rejoin the flank-holders and destroy the&lt;br /&gt;
remaining half. (This strategy is known as &amp;quot;defeat in detail&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
To implement this in Wesnoth, leave a few units with many hit points&lt;br /&gt;
in favorable terrain on one flank, while the majority of your force&lt;br /&gt;
attacks on a different front.&lt;br /&gt;
For example, two red and one white mage, or three paladins.&lt;br /&gt;
By combining healers and the healing effect of villages,&lt;br /&gt;
a small force can hold off superior numbers for a very long time.&lt;br /&gt;
&lt;br /&gt;
==== Feints ====&lt;br /&gt;
You can misdirect the AI (and a surprising number of human opponents)&lt;br /&gt;
by sending a few units towards an objective like an enemy leader, village,&lt;br /&gt;
or bridge. They will overreact and position their units badly.&lt;br /&gt;
Similarly, you can send fast units behind the enemy lines to capture villages.&lt;br /&gt;
Do not attempt to hold them; instead move onto the next while the enemy diverts&lt;br /&gt;
front line troops or reinforcements.&lt;br /&gt;
Flying units are particularly adept at this since they ignore terrain.&lt;br /&gt;
Sometimes a feint can turn into your main offensive as well,&lt;br /&gt;
if the enemy calls a bluff and ignores your feinting units.&lt;br /&gt;
&lt;br /&gt;
==== Bounding (or leap frog) ====&lt;br /&gt;
Every strategist throughout history warns to &amp;quot;keep a reserve&amp;quot;.&lt;br /&gt;
In Wesnoth, this means that you must not attack with all your units.&lt;br /&gt;
Instead, hold back units to exploit holes caused by your initial attacks.&lt;br /&gt;
Or, you might need to move a fresh unit with many hit points to the&lt;br /&gt;
front line so they can 'take a beating' and hold your lines.&lt;br /&gt;
&lt;br /&gt;
In modern times, the &amp;quot;reserve&amp;quot; concept has been expanded as follows.&lt;br /&gt;
Divide your main force into two groups, and attack with the first&lt;br /&gt;
while holding the second back.  When the first group is chewed up,&lt;br /&gt;
withdraw it to healers or villages, while you attack with the second group.&lt;br /&gt;
This approach allows you to distribute experience more evenly among your units,&lt;br /&gt;
particularly useful in a longer campaign.&lt;br /&gt;
However, if you need the higher-level units, selecting which units deliver a fatal blow levels units faster.&lt;br /&gt;
This way, you are less likely to lose units with higher exp,&lt;br /&gt;
resulting in more units succeeding in leveling up.&lt;br /&gt;
&lt;br /&gt;
Do not use high level units, and definitely not your commander,&lt;br /&gt;
to guard the healers or villages, as the enemy might focus on them instead,&lt;br /&gt;
and attack the wounded seeking aid.&lt;br /&gt;
&lt;br /&gt;
Sometimes, if it is a favorable time of day, you can quickly achieve victory&lt;br /&gt;
with an all-out assault. If the enemy is clearly weaker then you, or the conditions are right, this can be an effective&lt;br /&gt;
strategy. Most of the time, however, commanders are advised to use other, more elegant strategies.&lt;br /&gt;
&lt;br /&gt;
==== Small and strong ====&lt;br /&gt;
Develop a small core group of high level units.  Recall a strike force&lt;br /&gt;
for one or two turns, then move off in a tight pack.&lt;br /&gt;
Most should be level 2, with a few level 3 units to hold the flanks or&lt;br /&gt;
commit in the 2-3 most decisive rounds.&lt;br /&gt;
With this strategy, you'll need fewer villages to provide income,&lt;br /&gt;
and thus be less distracted with acquiring them.&lt;br /&gt;
&lt;br /&gt;
Remember to recruit level 1 units to absorb the enemy's first attacks,&lt;br /&gt;
as well as for feints and holding unimportant villages.&lt;br /&gt;
Allow those that survive to finish off dying enemy units to replace&lt;br /&gt;
any of your core group that make the final sacrifice.&lt;br /&gt;
In other words, since some of your leveled units are expected to die,&lt;br /&gt;
you need to level up new units to replace them.&lt;br /&gt;
&lt;br /&gt;
==== Hit Point Conservation ====&lt;br /&gt;
Hit points are a unit's only non-renewable resource.&lt;br /&gt;
Choose the attack which causes your unit the least damage,&lt;br /&gt;
not deals out the most to the enemy.&lt;br /&gt;
For example, assume you are attacking a unit that does 6-3 close combat,&lt;br /&gt;
and has no range attack.&lt;br /&gt;
Your unit has a 4-4 close combat and a 3-3 range attack.&lt;br /&gt;
Consider the tactical situation carefully.&lt;br /&gt;
Do you need to kill the unit this turn?&lt;br /&gt;
Is it on a village or next to a healer?&lt;br /&gt;
Do not automatically accept the computer's recommendation&lt;br /&gt;
(it is simply the attack likely to do the most&lt;br /&gt;
damage, regardless of how much you take!).&lt;br /&gt;
&lt;br /&gt;
Remember, when a unit levels up, it regenerates its full HP allowance.&lt;br /&gt;
&lt;br /&gt;
Finally, attacking an enemy leader, especially in a castle,&lt;br /&gt;
is an expensive proposition, even if you use magical attacks.&lt;br /&gt;
Expect to lose units while wearing down its hit points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapon specialties ===&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
{{Quote|&lt;br /&gt;
|quote=&amp;quot;Thieves are deft of foot, and elusive, making them difficult to hit. Being skilled at backstabbing, thieves do double damage when attacking an enemy that has an ally of the thief on its opposite side. Being of chaotic disposition, thieves fight better at night than during the day.&amp;quot;&lt;br /&gt;
|source=Thief description&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Assassins, Nightgaunts, Rogues, Shadows and Thieves can backstab.&lt;br /&gt;
A Thief costs 12 gold and has base attack of 4-3.  But with a backstab,&lt;br /&gt;
it does an impressive 8-3, the equivalent of most Level 2 units.&lt;br /&gt;
Backstabbing at night with a Strong Thief does 12-3.&lt;br /&gt;
After 24 Experience Points, they level up to a Rogue doing 6-3 base...&lt;br /&gt;
&lt;br /&gt;
You don't have to ''attack'' with another unit to get the backstab&lt;br /&gt;
bonus -- there just needs to be a unit on the opposite side of the enemy.&lt;br /&gt;
The ally can even move after the backstab, if it didn't use up its moves&lt;br /&gt;
by moving into the enemy's Zone of Control this turn.&lt;br /&gt;
Thieves work well in pairs against weak or unsupported units.&lt;br /&gt;
They can surround a unit and attack it turn after turn.&lt;br /&gt;
&lt;br /&gt;
It's often effective to use units with backstab in pairs, so that each &lt;br /&gt;
provides the bonus to the other.  This is especially effective with &lt;br /&gt;
Shadows, due to their good movement rate.  Keep one or two such pairs &lt;br /&gt;
around your flanks to ambush lone scouts and village-stealers.&lt;br /&gt;
&lt;br /&gt;
==== Slow ====&lt;br /&gt;
Shamans, being slow, weak, and of limited firepower, need to be&lt;br /&gt;
used carefully, but don't dismiss their offensive ability.&lt;br /&gt;
Many enemy units such as Trolls (not to mention Troll Warriors!), Orcish Grunts,&lt;br /&gt;
and Horsemen have two powerful attacks.&lt;br /&gt;
You can cripple them for a round by Slowing them, effectively halving their attacks.&lt;br /&gt;
&lt;br /&gt;
Of course this tactic is even more useful for your higher-level units:&lt;br /&gt;
Druids, Shydes, and Goblin Pillagers.&lt;br /&gt;
&lt;br /&gt;
==== Healing and Curing ====&lt;br /&gt;
Move your healers in pairs so that you retain the&lt;br /&gt;
freedom to use them in combat when appropriate without having to retire&lt;br /&gt;
to a village afterward.&lt;br /&gt;
Remember the difference between healing and curing, put your better healers&lt;br /&gt;
where they will be more needed.&lt;br /&gt;
&lt;br /&gt;
Don't forget that with a Curing unit nearby, you needn't fear poison.&lt;br /&gt;
An assassin's darts are only a serious threat if they can poison an unsupported unit.&lt;br /&gt;
Your Druid or White Mage will cure the poison before it has time to work,&lt;br /&gt;
(However, they cannot remove damage from a unit on the same turn they cure&lt;br /&gt;
poison from that unit). and they can cure poison from ''every'' adjacent unit -&lt;br /&gt;
irrespective of damage they have to heal.&lt;br /&gt;
&lt;br /&gt;
==== Poison ====&lt;br /&gt;
&lt;br /&gt;
When using poisonous units (Ghouls, Orcish Assassins, Assassins), your goal should be to distribute their poison attack among as many units as possible, rather than concentrating on a single enemy.  Units that are already poisoned should be a low priority for your other units' attacks as well, unless they can score a kill.&lt;br /&gt;
&lt;br /&gt;
Don't underestimate the usage of poison against regenerating units, or any unit in a village next to a curer.  While the healing will remove the poison, it does so in lieu of healing hit points.  Repeated poisonings can prevent these (often tough or hard-to-hit) units from recovering while your other units whittle them down.&lt;br /&gt;
&lt;br /&gt;
==== Swarm ====&lt;br /&gt;
&lt;br /&gt;
When a unit's attack is listed as &amp;quot;swarm&amp;quot;, the number of attacks per round is based on its current fraction of maximum health. That is to say, if a unit with swarm is at 3/4 health, it will only do 3/4 of its maximum attacks. This does not effect the damage of each attack.&lt;br /&gt;
&lt;br /&gt;
If you are the owner of such a unit then keeping it in good health should be your top priority. If you are facing a swarmer, the best idea is to poison it and then avoid it as they are usually high level monsters. As of 1.1.1 using &amp;quot;slow&amp;quot; on these units is very effective as it halves their movement speed, making avoiding them while the poison works easier. Once they are at low health, move in for the kill.&lt;br /&gt;
&lt;br /&gt;
(From the manual - Henkutsu_tama)&lt;br /&gt;
&lt;br /&gt;
=== Recruiting ===&lt;br /&gt;
&lt;br /&gt;
Remember that your commander may recruit units when standing on ''any'' Keep tile,&lt;br /&gt;
not only the one you start on. If you have two enemies, where one is some&lt;br /&gt;
distance beyond the other (like in 'The Siege of Elensefar'), you recruit enough&lt;br /&gt;
units to take out the first enemy Commander (and posssibly hold off the second&lt;br /&gt;
enemy's front troops), then you move onto the slain Commander's Keep, and&lt;br /&gt;
recruit the units you need to take out the remaining opposition.&lt;br /&gt;
This saves you money in the long run, and keeps your Commander closer&lt;br /&gt;
to the action so he may level up sooner.&lt;br /&gt;
&lt;br /&gt;
If there are several enemies with significant difference in their strength&lt;br /&gt;
of arms, first concentrate on the weakest, or else the one with the&lt;br /&gt;
highest income potential.&lt;br /&gt;
Move your Commander along with your troops, and after you have wiped&lt;br /&gt;
this enemy out, use their Castle as your new base.&lt;br /&gt;
This has the added benefit of protecting your Commander, often a target&lt;br /&gt;
of enemy troops, so you don't need to recruit units only for protecting him,&lt;br /&gt;
while your main force is engaged somewhere else.&lt;br /&gt;
In the end, this will save you lots of gold.&lt;br /&gt;
Such tactics are essential on maps with many opponents,&lt;br /&gt;
for example against the AI on multiplayer map 'Dwarven Doors'.&lt;br /&gt;
&lt;br /&gt;
==== Plan placement of units ====&lt;br /&gt;
Place recruited and recalled units manually.&lt;br /&gt;
Choose the best castle tile for a unit to be placed by clicking on the&lt;br /&gt;
tile before recruiting or recalling.&lt;br /&gt;
This way you can often capture villages a turn earlier,&lt;br /&gt;
or move units to critical map squares before your opponent.&lt;br /&gt;
&lt;br /&gt;
For maps with narrow passages leading out of the castle&lt;br /&gt;
(like Bay of Pearls or some of the random underground maps in&lt;br /&gt;
Heir to the Throne), recruit or recall pairs of slow and fast units.&lt;br /&gt;
Both units in such a pair will then be able to use their maximum&lt;br /&gt;
movement without impeding each other.  So recruit an Elvish Fighter&lt;br /&gt;
together with a Horseman, or even an Elvish Fighter with an Elvish Archer.&lt;br /&gt;
&lt;br /&gt;
====  Unit Choice  ====&lt;br /&gt;
* Some units, such as Orcish Grunts or Horseman, have no ranged attack. Take advantage of this by using units that are skilled in both melee and ranged, such as Elvish Rangers, so that when you attack you will never be hurt, but yet will not be at a disadvantage when you are attacked. The same goes for units with no melee attack, such at Dark Adepts.&lt;br /&gt;
* When a battle is raging, use fast-moving units (your scouts) to distract the enemy by sneaking past enemy troops and conquering enemy villages, cutting off their gold supply or sometimes forcing them to split up their armies.&lt;br /&gt;
* If a battle occurs at a river or some other narrow pass, it can be beneficial to use skirmishing units such as Duelists to easily cross the river and surround your opponent or use airborne units like Gryphons to use the river squares without being at a great disadvantage.&lt;br /&gt;
* If you need to cross a large body of shallow water, mountains, cave floor, or other difficult terrain, use units whose moves are divisible by their movement on such terrain so moves don't go to waste. For example, if a unit takes three moves to get through one water tile, make sure it has three, six, or nine movement. Recalling 'quick' units can help ensure you've chosen the right ones.  If you recall a unit with five movement points, they will only be able to move one hex per turn in terrain that requires three movement points, while a similar unit with six movement points can move two hexes per turn.&lt;br /&gt;
* Units such as Elvish Fighters that are cheap to produce in mass and that have both decent melee and ranged attacks can often be good for holding your front lines, since they will cause harm to their opponents no matter what they are.  A front line of horsemen, on the other hand, is not good for holding a position, for they are costly, fall quickly to enemy archers, and probably will never be able to strike back.&lt;br /&gt;
&lt;br /&gt;
=== Know the Battlefield ===&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance - Know the Map ====&lt;br /&gt;
While attack is influenced by the time of day, defense is affected&lt;br /&gt;
by terrain. First find all the castles and note the different kinds&lt;br /&gt;
of terrain immediately surrounding them. If you're playing under&lt;br /&gt;
Shroud, send out two or three scouts to locate the castles.&lt;br /&gt;
This is also often worth it on Fog of War, because you learn&lt;br /&gt;
what faction your enemy is (if you don't know already) and&lt;br /&gt;
how defended their castle is. Expect to recruit more when they die.&lt;br /&gt;
The knowledge they provide is worth more than their cost.&lt;br /&gt;
&lt;br /&gt;
==== Survey - Know the Terrain ====&lt;br /&gt;
Take an overall look at the size of each terrain type and note which&lt;br /&gt;
are the most important.&lt;br /&gt;
This affects what units to select and their overall effectiveness.&lt;br /&gt;
Then examine whether the main terrain is evenly&lt;br /&gt;
distributed, scattered, or in a few large areas.&lt;br /&gt;
Note what terrain you want to avoid and why.&lt;br /&gt;
Mountains and deep water are bad for all but a few unit types.&lt;br /&gt;
These act as walls which the opponents can use to trap you:&lt;br /&gt;
of course, you can do likewise to your opponents. If you have&lt;br /&gt;
saved some of your starting gold, you can also decide which units will&lt;br /&gt;
be better for reinforcements based off a more common terrain.&lt;br /&gt;
&lt;br /&gt;
==== Transport - Know the Pathways ====&lt;br /&gt;
Try to link advantageous terrain areas together in your mind&lt;br /&gt;
from where your units are (your castle at start of play)&lt;br /&gt;
to opposing ''and'' friendly castles. Use villages scattered between&lt;br /&gt;
you and the target to influence the route to take, especially if you&lt;br /&gt;
can't recruit any healing units.&lt;br /&gt;
Decide which terrain is most favourable for your units and&lt;br /&gt;
less favourable for the enemy.&lt;br /&gt;
If you goal is to reach an object or hex, then do the same for that.&lt;br /&gt;
&lt;br /&gt;
If one route proves difficult, switch to another. Get to know&lt;br /&gt;
which routes work best for different units and locate meeting&lt;br /&gt;
places to regroup units.&lt;br /&gt;
Try to keep the opponents guessing what you're going to do next.&lt;br /&gt;
By using several adjacent routes to a target, the opponents&lt;br /&gt;
will have a tougher time stopping your advance.&lt;br /&gt;
In some cases it is easier to send a main group directly towards&lt;br /&gt;
the target and use fast units to circle around behind.&lt;br /&gt;
&lt;br /&gt;
==== Features - Know the Traps ====&lt;br /&gt;
Note carefully where favourable terrain on either side of&lt;br /&gt;
unfavourable reach their closest point. These are defense positions&lt;br /&gt;
for you to ambush approaching opponents (with or without a thief) and&lt;br /&gt;
provide protection for friendly units. Sometimes the terrain forms&lt;br /&gt;
passages for units to pass through quickly. Check whether it takes&lt;br /&gt;
fewer turns to move around slow terrain than through it.&lt;br /&gt;
In slow terrain, it is tougher to encircle units and immobilise them,&lt;br /&gt;
so drive them toward better suited terrain (using ZoC, see elsewhere)&lt;br /&gt;
and encircle there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Distance - Watch the Time ====&lt;br /&gt;
Use caution when setting up your front line and advancing immediately, as often the time of day will be exactly in it's least advantageous point right when you meet your enemies. If you wait a few turns just passing the time by capturing nearby villages and meet the enemy at First Watch/Dawn, respectively, you can cut down the majority of the enemie's army before they can do anything about it. Also, if you find yourself in a evenly matched or losing position during your worst part of the day it can be ideal to fall back to villages or simply hold tight without attacking the enemy, as you want the battle to progress as slowly as possible during theis part of the day. (Note: If you have units that can attack at no risk [mages to trolls, for example] don't waste their actions, keep on fighting no matter what.)&lt;br /&gt;
&lt;br /&gt;
=== Zone of Control (ZoC) ===&lt;br /&gt;
&lt;br /&gt;
The Zone Of Control allows you to build artificial barriers at will.&lt;br /&gt;
With it, you can reduce the likelyhood that a weaker, injured unit will&lt;br /&gt;
be killed, by reducing the number or kind of enemies that can reach it.&lt;br /&gt;
It is hard to measure who has Movement Control because it depends&lt;br /&gt;
on where the units are positioned more than how many there are.&lt;br /&gt;
Although this is a tactical device, it is more strategically&lt;br /&gt;
significant than tactical because Zone of Control applies before&lt;br /&gt;
and after encounters, rather than during. Establishing and maintaining&lt;br /&gt;
good Zones of Control gives you better mobility and control over most other&lt;br /&gt;
aspects of the game, even against stronger units less well positioned.&lt;br /&gt;
&lt;br /&gt;
Your units influence space beyond the hex they're standing on.&lt;br /&gt;
The total area of influence includes the hexes adjacent to the units&lt;br /&gt;
and ''this'' is the Zone Of Control. When strong opposing units&lt;br /&gt;
approach your weaker ones, pay particular attention to the ZoC&lt;br /&gt;
and terrain types. Combine the ZoC of your units to form a solid barrier.&lt;br /&gt;
Your goal is to rearrange your units such that the opponent's attack&lt;br /&gt;
occurs where your units are well positioned defensively and at the worst&lt;br /&gt;
time of day for opposing units.&lt;br /&gt;
Check that none of your units can be attacked by more than two enemy units&lt;br /&gt;
''and'' that no enemy unit can pass between them.&lt;br /&gt;
In this case, you spread your units out, extending your ZoC and forcing&lt;br /&gt;
the enemy to select one or more targets.&lt;br /&gt;
&lt;br /&gt;
In most cases, the opponent will target one unit. You should&lt;br /&gt;
ensure that each of your units is within the ZoC of at least two others.&lt;br /&gt;
So when the enemy hits one unit, you can close in (encircle, encircle...)&lt;br /&gt;
until reinforcements arrive. It is often as important to hold a ZoC&lt;br /&gt;
as it is a village or passage.&lt;br /&gt;
&lt;br /&gt;
While ZoC isn't very important against slow moving units, it is&lt;br /&gt;
very effective against fast ones, such as horsemen, bats, ghosts,&lt;br /&gt;
and wolf riders. The approach to handling these is assign two or&lt;br /&gt;
three of your fastest units, target one long range opposing unit&lt;br /&gt;
and spread yours out defensively between its target (usually villages)&lt;br /&gt;
and itself in a semi-circle or line. Move these units toward the enemy&lt;br /&gt;
so that it has increasingly less space to move. When it is within your ZoC,&lt;br /&gt;
encircle and kill. Move on to the next long range unit and repeat.&lt;br /&gt;
&lt;br /&gt;
After the first round (when everyone has recruited), all the units are&lt;br /&gt;
grouped, so try to create a ZoC against all of the long range units&lt;br /&gt;
as quickly as you can. In this way you can prevent them from&lt;br /&gt;
spreading out, while you systematically encircle and kill each one.&lt;br /&gt;
Since the opponent won't have occupied enough villages, there is a&lt;br /&gt;
good chance all you'll have left are short range units to deal with.&lt;br /&gt;
&lt;br /&gt;
Under FoW and Shroud, it is impossible to know what the opponent has&lt;br /&gt;
recruited, but it is good practice to check your ZoC around your villages&lt;br /&gt;
so you are not surprised by a sudden invasion. Early on, long range&lt;br /&gt;
units are used to occupy villages, so the sooner you engage them,&lt;br /&gt;
the less villages they can possess. Creating a ZoC quickly around&lt;br /&gt;
unoccupied villages allows you to possess them at your leisure and keep them.&lt;br /&gt;
&lt;br /&gt;
Another use in ZoC is deciding when and where battles will be fought.&lt;br /&gt;
If the opponent moves into your ZoC, but positioned near unfavourable&lt;br /&gt;
attack terrain, you have several choices. Either attack anyway,&lt;br /&gt;
which is mostly bad, wait for the opponent to attack on its next turn,&lt;br /&gt;
which gives it the choice of target, or move your units out of its ZoC&lt;br /&gt;
to favourable terrain. You can check how far forward the units can move&lt;br /&gt;
and place guard units to maintain your ZoC and centralise the others&lt;br /&gt;
behind and protecting the guards. This forces the opponent to commit&lt;br /&gt;
and gives you time to prepare a tactical counter-attack. Keep your&lt;br /&gt;
guards guarding! If the ZoC crumbles your units will be overwhelmed.&lt;br /&gt;
&lt;br /&gt;
The ZoC is effective when wounded units need to pass through hostile areas.&lt;br /&gt;
Rather than closing in, form a large circle around the wounded presenting&lt;br /&gt;
a much wider perimeter.&lt;br /&gt;
This makes it harder for opposing units to attack all yours and allows you&lt;br /&gt;
to keep healthy units within the ZoC and leap-frog when needed.&lt;br /&gt;
&lt;br /&gt;
On approaching an opponent's castle, ZoC can be critical to your success.&lt;br /&gt;
In some scenarios events are triggered when you occupy hexes directly next&lt;br /&gt;
to a castle hex. Make sure the approaching units keep their distance from the&lt;br /&gt;
castle, but within their ZoC. When assembled, move directly on to the castle.&lt;br /&gt;
&lt;br /&gt;
For skirmishing units who ignore ZoC, you have little choice but build a solid&lt;br /&gt;
wall of units. Alternatively, you may make a ZoC to block the typical units and&lt;br /&gt;
prepare a welcoming party for the skirmishers.&lt;br /&gt;
&lt;br /&gt;
In a campaign scenario, where the objective is to move a unit to a certain point&lt;br /&gt;
on the map (often specified by a signpost) you can use more unimportant units&lt;br /&gt;
and ZoC by placing them a space or two away from your leader and a space apart&lt;br /&gt;
from each other, since in battle units can quite suddenly die, and you don't want&lt;br /&gt;
that one to be your leader.&lt;br /&gt;
&lt;br /&gt;
==== Encirclement ====&lt;br /&gt;
The encircling tactic by two units is very powerful, particularly against long range units. By placing two units on either side, you limit the opposing unit to 1 hex move in any direction. When the unit sidesteps in the following turn, you can re-encircle.&lt;br /&gt;
This means you can hold the unit until reinforcements arrive and then adopt a&lt;br /&gt;
leap-frog approach against very strong units.&lt;br /&gt;
&lt;br /&gt;
=== Retreating ===&lt;br /&gt;
&lt;br /&gt;
Sometimes the battle doesn't go your way. Either you battle to the last unit, or&lt;br /&gt;
retreat. The purpose of retreating is to regroup your units more effectively and&lt;br /&gt;
give them time to heal. Retreating can be organised with a reverse leap-frog&lt;br /&gt;
approach, where you give ground, encouraging the opponent to push forward.&lt;br /&gt;
Now your healers are in front and moving toward better terrain&lt;br /&gt;
where you can make a final stand.&lt;br /&gt;
&lt;br /&gt;
Being prepared for, and knowing when to retreat, is also important.&lt;br /&gt;
Too often a player tries to retreat, but has no reinforcements to halt the retreat.&lt;br /&gt;
Try to leave a &amp;quot;safe zone&amp;quot; on a flank, protected by ZoC, where you can pull back.&lt;br /&gt;
&lt;br /&gt;
The real problem with retreating is putting distance between your units and the&lt;br /&gt;
opponents. If they can move faster than yours, you may have to setup a ZoC to&lt;br /&gt;
last long enough for you to get your slow units to safety. Invisibility units&lt;br /&gt;
are the best because they cannot be seen and will take the opponent valuable&lt;br /&gt;
turns to find them. Once the group is safe, they can slip away unnoticed.&lt;br /&gt;
Sometimes sending out a unit or two as a kamikaze works to slow them down -&lt;br /&gt;
if the exp they gain matters less to them than saving more of your units does to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;=== See Also ===&lt;br /&gt;
&lt;br /&gt;
* [[GettingStarted]]&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[PlayingOrcs]]&lt;br /&gt;
* [[PlayingUndead]]&lt;br /&gt;
* [[BestForumStrategies]]&lt;br /&gt;
* [[CampaignStrategies]]&lt;br /&gt;
* [[Advanced Tactics (Russian)]]&lt;br /&gt;
* [[Advanced Tactics (French)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=8622</id>
		<title>AdvancedTactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=8622"/>
		<updated>2006-03-28T04:21:17Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Backstab */  quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page assumes that the reader has read [[GettingStarted]] and is familiar with the [[WesnothManual]].&lt;br /&gt;
It assumes  you have played enough games to be familiar with the system,&lt;br /&gt;
and know how to push units around, and are now looking for insight in how to&lt;br /&gt;
outthink the AI or a human opponent.&lt;br /&gt;
Some tactics are only useful in specific circumstances and would be foolish at other times.&lt;br /&gt;
Pick and choose those that fit your particular style.&lt;br /&gt;
Do you overwhelm your opponent with sheer numbers, or a few well-chosen&lt;br /&gt;
high-level units?  Do you prefer to &amp;quot;roleplay&amp;quot; one race?&lt;br /&gt;
Do you want to play many scenarios, or replay one over and over until you achieve the perfect game?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
==== Fight unfair ====&lt;br /&gt;
From Sun Tsu to &amp;quot;Shock and Awe&amp;quot;, military writers have stressed that&lt;br /&gt;
one must not enter into a conflict unless substantially stronger&lt;br /&gt;
than your enemy. In Wesnoth, this means&lt;br /&gt;
* more units&lt;br /&gt;
* better (stronger, higher level) units, and&lt;br /&gt;
* superior healing ability in your second line.&lt;br /&gt;
&lt;br /&gt;
Napoleon was especially skilled at maneuvering his forces so as to gain an&lt;br /&gt;
advantage even when outnumbered. By attacking his enemy in the center, he broke&lt;br /&gt;
their lines and divided the enemy forces in two. Then, a small detachment&lt;br /&gt;
fortified their position and held off one flank, while Napoleon's main&lt;br /&gt;
force attacked the now outnumbered other half. After reducing the&lt;br /&gt;
first half, the main force would rejoin the flank-holders and destroy the&lt;br /&gt;
remaining half. (This strategy is known as &amp;quot;defeat in detail&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
To implement this in Wesnoth, leave a few units with many hit points&lt;br /&gt;
in favorable terrain on one flank, while the majority of your force&lt;br /&gt;
attacks on a different front.&lt;br /&gt;
For example, two red and one white mage, or three paladins.&lt;br /&gt;
By combining healers and the healing effect of villages,&lt;br /&gt;
a small force can hold off superior numbers for a very long time.&lt;br /&gt;
&lt;br /&gt;
==== Feints ====&lt;br /&gt;
You can misdirect the AI (and a surprising number of human opponents)&lt;br /&gt;
by sending a few units towards an objective like an enemy leader, village,&lt;br /&gt;
or bridge. They will overreact and position their units badly.&lt;br /&gt;
Similarly, you can send fast units behind the enemy lines to capture villages.&lt;br /&gt;
Do not attempt to hold them; instead move onto the next while the enemy diverts&lt;br /&gt;
front line troops or reinforcements.&lt;br /&gt;
Flying units are particularly adept at this since they ignore terrain.&lt;br /&gt;
Sometimes a feint can turn into your main offensive as well,&lt;br /&gt;
if the enemy calls a bluff and ignores your feinting units.&lt;br /&gt;
&lt;br /&gt;
==== Bounding (or leap frog) ====&lt;br /&gt;
Every strategist throughout history warns to &amp;quot;keep a reserve&amp;quot;.&lt;br /&gt;
In Wesnoth, this means that you must not attack with all your units.&lt;br /&gt;
Instead, hold back units to exploit holes caused by your initial attacks.&lt;br /&gt;
Or, you might need to move a fresh unit with many hit points to the&lt;br /&gt;
front line so they can 'take a beating' and hold your lines.&lt;br /&gt;
&lt;br /&gt;
In modern times, the &amp;quot;reserve&amp;quot; concept has been expanded as follows.&lt;br /&gt;
Divide your main force into two groups, and attack with the first&lt;br /&gt;
while holding the second back.  When the first group is chewed up,&lt;br /&gt;
withdraw it to healers or villages, while you attack with the second group.&lt;br /&gt;
This approach allows you to distribute experience more evenly among your units,&lt;br /&gt;
particularly useful in a longer campaign.&lt;br /&gt;
However, if you need the higher-level units, selecting which units deliver a fatal blow levels units faster.&lt;br /&gt;
This way, you are less likely to lose units with higher exp,&lt;br /&gt;
resulting in more units succeeding in leveling up.&lt;br /&gt;
&lt;br /&gt;
Do not use high level units, and definitely not your commander,&lt;br /&gt;
to guard the healers or villages, as the enemy might focus on them instead,&lt;br /&gt;
and attack the wounded seeking aid.&lt;br /&gt;
&lt;br /&gt;
Sometimes, if it is a favorable time of day, you can quickly achieve victory&lt;br /&gt;
with an all-out assault. If the enemy is clearly weaker then you, or the conditions are right, this can be an effective&lt;br /&gt;
strategy. Most of the time, however, commanders are advised to use other, more elegant strategies.&lt;br /&gt;
&lt;br /&gt;
==== Small and strong ====&lt;br /&gt;
Develop a small core group of high level units.  Recall a strike force&lt;br /&gt;
for one or two turns, then move off in a tight pack.&lt;br /&gt;
Most should be level 2, with a few level 3 units to hold the flanks or&lt;br /&gt;
commit in the 2-3 most decisive rounds.&lt;br /&gt;
With this strategy, you'll need fewer villages to provide income,&lt;br /&gt;
and thus be less distracted with acquiring them.&lt;br /&gt;
&lt;br /&gt;
Remember to recruit level 1 units to absorb the enemy's first attacks,&lt;br /&gt;
as well as for feints and holding unimportant villages.&lt;br /&gt;
Allow those that survive to finish off dying enemy units to replace&lt;br /&gt;
any of your core group that make the final sacrifice.&lt;br /&gt;
In other words, since some of your leveled units are expected to die,&lt;br /&gt;
you need to level up new units to replace them.&lt;br /&gt;
&lt;br /&gt;
==== Hit Point Conservation ====&lt;br /&gt;
Hit points are a unit's only non-renewable resource.&lt;br /&gt;
Choose the attack which causes your unit the least damage,&lt;br /&gt;
not deals out the most to the enemy.&lt;br /&gt;
For example, assume you are attacking a unit that does 6-3 close combat,&lt;br /&gt;
and has no range attack.&lt;br /&gt;
Your unit has a 4-4 close combat and a 3-3 range attack.&lt;br /&gt;
Consider the tactical situation carefully.&lt;br /&gt;
Do you need to kill the unit this turn?&lt;br /&gt;
Is it on a village or next to a healer?&lt;br /&gt;
Do not automatically accept the computer's recommendation&lt;br /&gt;
(it is simply the attack likely to do the most&lt;br /&gt;
damage, regardless of how much you take!).&lt;br /&gt;
&lt;br /&gt;
Remember, when a unit levels up, it regenerates its full HP allowance.&lt;br /&gt;
&lt;br /&gt;
Finally, attacking an enemy leader, especially in a castle,&lt;br /&gt;
is an expensive proposition, even if you use magical attacks.&lt;br /&gt;
Expect to lose units while wearing down its hit points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapon specialties ===&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
{{Quote|&lt;br /&gt;
|align=center&lt;br /&gt;
|quote=&amp;quot;Thieves are deft of foot, and elusive, making them difficult to hit. Being skilled at backstabbing, thieves do double damage when attacking an enemy that has an ally of the thief on its opposite side. Being of chaotic disposition, thieves fight better at night than during the day.&amp;quot;&lt;br /&gt;
|source=Thief description&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Assassins, Nightgaunts, Rogues, Shadows and Thieves can backstab.&lt;br /&gt;
A Thief costs 12 gold and has base attack of 4-3.  But with a backstab,&lt;br /&gt;
it does an impressive 8-3, the equivalent of most Level 2 units.&lt;br /&gt;
Backstabbing at night with a Strong Thief does 12-3.&lt;br /&gt;
After 24 Experience Points, they level up to a Rogue doing 6-3 base...&lt;br /&gt;
&lt;br /&gt;
You don't have to ''attack'' with another unit to get the backstab&lt;br /&gt;
bonus -- there just needs to be a unit on the opposite side of the enemy.&lt;br /&gt;
The ally can even move after the backstab, if it didn't use up its moves&lt;br /&gt;
by moving into the enemy's Zone of Control this turn.&lt;br /&gt;
Thieves work well in pairs against weak or unsupported units.&lt;br /&gt;
They can surround a unit and attack it turn after turn.&lt;br /&gt;
&lt;br /&gt;
It's often effective to use units with backstab in pairs, so that each &lt;br /&gt;
provides the bonus to the other.  This is especially effective with &lt;br /&gt;
Shadows, due to their good movement rate.  Keep one or two such pairs &lt;br /&gt;
around your flanks to ambush lone scouts and village-stealers.&lt;br /&gt;
&lt;br /&gt;
==== Slow ====&lt;br /&gt;
Shamans, being slow, weak, and of limited firepower, need to be&lt;br /&gt;
used carefully, but don't dismiss their offensive ability.&lt;br /&gt;
Many enemy units such as Trolls (not to mention Troll Warriors!), Orcish Grunts,&lt;br /&gt;
and Horsemen have two powerful attacks.&lt;br /&gt;
You can cripple them for a round by Slowing them, effectively halving their attacks.&lt;br /&gt;
&lt;br /&gt;
Of course this tactic is even more useful for your higher-level units:&lt;br /&gt;
Druids, Shydes, and Goblin Pillagers.&lt;br /&gt;
&lt;br /&gt;
==== Healing and Curing ====&lt;br /&gt;
Move your healers in pairs so that you retain the&lt;br /&gt;
freedom to use them in combat when appropriate without having to retire&lt;br /&gt;
to a village afterward.&lt;br /&gt;
Remember the difference between healing and curing, put your better healers&lt;br /&gt;
where they will be more needed.&lt;br /&gt;
&lt;br /&gt;
Don't forget that with a Curing unit nearby, you needn't fear poison.&lt;br /&gt;
An assassin's darts are only a serious threat if they can poison an unsupported unit.&lt;br /&gt;
Your Druid or White Mage will cure the poison before it has time to work,&lt;br /&gt;
(However, they cannot remove damage from a unit on the same turn they cure&lt;br /&gt;
poison from that unit). and they can cure poison from ''every'' adjacent unit -&lt;br /&gt;
irrespective of damage they have to heal.&lt;br /&gt;
&lt;br /&gt;
==== Poison ====&lt;br /&gt;
&lt;br /&gt;
When using poisonous units (Ghouls, Orcish Assassins, Assassins), your goal should be to distribute their poison attack among as many units as possible, rather than concentrating on a single enemy.  Units that are already poisoned should be a low priority for your other units' attacks as well, unless they can score a kill.&lt;br /&gt;
&lt;br /&gt;
Don't underestimate the usage of poison against regenerating units, or any unit in a village next to a curer.  While the healing will remove the poison, it does so in lieu of healing hit points.  Repeated poisonings can prevent these (often tough or hard-to-hit) units from recovering while your other units whittle them down.&lt;br /&gt;
&lt;br /&gt;
==== Swarm ====&lt;br /&gt;
&lt;br /&gt;
When a unit's attack is listed as &amp;quot;swarm&amp;quot;, the number of attacks per round is based on its current fraction of maximum health. That is to say, if a unit with swarm is at 3/4 health, it will only do 3/4 of its maximum attacks. This does not effect the damage of each attack.&lt;br /&gt;
&lt;br /&gt;
If you are the owner of such a unit then keeping it in good health should be your top priority. If you are facing a swarmer, the best idea is to poison it and then avoid it as they are usually high level monsters. As of 1.1.1 using &amp;quot;slow&amp;quot; on these units is very effective as it halves their movement speed, making avoiding them while the poison works easier. Once they are at low health, move in for the kill.&lt;br /&gt;
&lt;br /&gt;
(From the manual - Henkutsu_tama)&lt;br /&gt;
&lt;br /&gt;
=== Recruiting ===&lt;br /&gt;
&lt;br /&gt;
Remember that your commander may recruit units when standing on ''any'' Keep tile,&lt;br /&gt;
not only the one you start on. If you have two enemies, where one is some&lt;br /&gt;
distance beyond the other (like in 'The Siege of Elensefar'), you recruit enough&lt;br /&gt;
units to take out the first enemy Commander (and posssibly hold off the second&lt;br /&gt;
enemy's front troops), then you move onto the slain Commander's Keep, and&lt;br /&gt;
recruit the units you need to take out the remaining opposition.&lt;br /&gt;
This saves you money in the long run, and keeps your Commander closer&lt;br /&gt;
to the action so he may level up sooner.&lt;br /&gt;
&lt;br /&gt;
If there are several enemies with significant difference in their strength&lt;br /&gt;
of arms, first concentrate on the weakest, or else the one with the&lt;br /&gt;
highest income potential.&lt;br /&gt;
Move your Commander along with your troops, and after you have wiped&lt;br /&gt;
this enemy out, use their Castle as your new base.&lt;br /&gt;
This has the added benefit of protecting your Commander, often a target&lt;br /&gt;
of enemy troops, so you don't need to recruit units only for protecting him,&lt;br /&gt;
while your main force is engaged somewhere else.&lt;br /&gt;
In the end, this will save you lots of gold.&lt;br /&gt;
Such tactics are essential on maps with many opponents,&lt;br /&gt;
for example against the AI on multiplayer map 'Dwarven Doors'.&lt;br /&gt;
&lt;br /&gt;
==== Plan placement of units ====&lt;br /&gt;
Place recruited and recalled units manually.&lt;br /&gt;
Choose the best castle tile for a unit to be placed by clicking on the&lt;br /&gt;
tile before recruiting or recalling.&lt;br /&gt;
This way you can often capture villages a turn earlier,&lt;br /&gt;
or move units to critical map squares before your opponent.&lt;br /&gt;
&lt;br /&gt;
For maps with narrow passages leading out of the castle&lt;br /&gt;
(like Bay of Pearls or some of the random underground maps in&lt;br /&gt;
Heir to the Throne), recruit or recall pairs of slow and fast units.&lt;br /&gt;
Both units in such a pair will then be able to use their maximum&lt;br /&gt;
movement without impeding each other.  So recruit an Elvish Fighter&lt;br /&gt;
together with a Horseman, or even an Elvish Fighter with an Elvish Archer.&lt;br /&gt;
&lt;br /&gt;
====  Unit Choice  ====&lt;br /&gt;
* Some units, such as Orcish Grunts or Horseman, have no ranged attack. Take advantage of this by using units that are skilled in both melee and ranged, such as Elvish Rangers, so that when you attack you will never be hurt, but yet will not be at a disadvantage when you are attacked. The same goes for units with no melee attack, such at Dark Adepts.&lt;br /&gt;
* When a battle is raging, use fast-moving units (your scouts) to distract the enemy by sneaking past enemy troops and conquering enemy villages, cutting off their gold supply or sometimes forcing them to split up their armies.&lt;br /&gt;
* If a battle occurs at a river or some other narrow pass, it can be beneficial to use skirmishing units such as Duelists to easily cross the river and surround your opponent or use airborne units like Gryphons to use the river squares without being at a great disadvantage.&lt;br /&gt;
* If you need to cross a large body of shallow water, mountains, cave floor, or other difficult terrain, use units whose moves are divisible by their movement on such terrain so moves don't go to waste. For example, if a unit takes three moves to get through one water tile, make sure it has three, six, or nine movement. Recalling 'quick' units can help ensure you've chosen the right ones.  If you recall a unit with five movement points, they will only be able to move one hex per turn in terrain that requires three movement points, while a similar unit with six movement points can move two hexes per turn.&lt;br /&gt;
* Units such as Elvish Fighters that are cheap to produce in mass and that have both decent melee and ranged attacks can often be good for holding your front lines, since they will cause harm to their opponents no matter what they are.  A front line of horsemen, on the other hand, is not good for holding a position, for they are costly, fall quickly to enemy archers, and probably will never be able to strike back.&lt;br /&gt;
&lt;br /&gt;
=== Know the Battlefield ===&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance - Know the Map ====&lt;br /&gt;
While attack is influenced by the time of day, defense is affected&lt;br /&gt;
by terrain. First find all the castles and note the different kinds&lt;br /&gt;
of terrain immediately surrounding them. If you're playing under&lt;br /&gt;
Shroud, send out two or three scouts to locate the castles.&lt;br /&gt;
This is also often worth it on Fog of War, because you learn&lt;br /&gt;
what faction your enemy is (if you don't know already) and&lt;br /&gt;
how defended their castle is. Expect to recruit more when they die.&lt;br /&gt;
The knowledge they provide is worth more than their cost.&lt;br /&gt;
&lt;br /&gt;
==== Survey - Know the Terrain ====&lt;br /&gt;
Take an overall look at the size of each terrain type and note which&lt;br /&gt;
are the most important.&lt;br /&gt;
This affects what units to select and their overall effectiveness.&lt;br /&gt;
Then examine whether the main terrain is evenly&lt;br /&gt;
distributed, scattered, or in a few large areas.&lt;br /&gt;
Note what terrain you want to avoid and why.&lt;br /&gt;
Mountains and deep water are bad for all but a few unit types.&lt;br /&gt;
These act as walls which the opponents can use to trap you:&lt;br /&gt;
of course, you can do likewise to your opponents. If you have&lt;br /&gt;
saved some of your starting gold, you can also decide which units will&lt;br /&gt;
be better for reinforcements based off a more common terrain.&lt;br /&gt;
&lt;br /&gt;
==== Transport - Know the Pathways ====&lt;br /&gt;
Try to link advantageous terrain areas together in your mind&lt;br /&gt;
from where your units are (your castle at start of play)&lt;br /&gt;
to opposing ''and'' friendly castles. Use villages scattered between&lt;br /&gt;
you and the target to influence the route to take, especially if you&lt;br /&gt;
can't recruit any healing units.&lt;br /&gt;
Decide which terrain is most favourable for your units and&lt;br /&gt;
less favourable for the enemy.&lt;br /&gt;
If you goal is to reach an object or hex, then do the same for that.&lt;br /&gt;
&lt;br /&gt;
If one route proves difficult, switch to another. Get to know&lt;br /&gt;
which routes work best for different units and locate meeting&lt;br /&gt;
places to regroup units.&lt;br /&gt;
Try to keep the opponents guessing what you're going to do next.&lt;br /&gt;
By using several adjacent routes to a target, the opponents&lt;br /&gt;
will have a tougher time stopping your advance.&lt;br /&gt;
In some cases it is easier to send a main group directly towards&lt;br /&gt;
the target and use fast units to circle around behind.&lt;br /&gt;
&lt;br /&gt;
==== Features - Know the Traps ====&lt;br /&gt;
Note carefully where favourable terrain on either side of&lt;br /&gt;
unfavourable reach their closest point. These are defense positions&lt;br /&gt;
for you to ambush approaching opponents (with or without a thief) and&lt;br /&gt;
provide protection for friendly units. Sometimes the terrain forms&lt;br /&gt;
passages for units to pass through quickly. Check whether it takes&lt;br /&gt;
fewer turns to move around slow terrain than through it.&lt;br /&gt;
In slow terrain, it is tougher to encircle units and immobilise them,&lt;br /&gt;
so drive them toward better suited terrain (using ZoC, see elsewhere)&lt;br /&gt;
and encircle there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Distance - Watch the Time ====&lt;br /&gt;
Use caution when setting up your front line and advancing immediately, as often the time of day will be exactly in it's least advantageous point right when you meet your enemies. If you wait a few turns just passing the time by capturing nearby villages and meet the enemy at First Watch/Dawn, respectively, you can cut down the majority of the enemie's army before they can do anything about it. Also, if you find yourself in a evenly matched or losing position during your worst part of the day it can be ideal to fall back to villages or simply hold tight without attacking the enemy, as you want the battle to progress as slowly as possible during theis part of the day. (Note: If you have units that can attack at no risk [mages to trolls, for example] don't waste their actions, keep on fighting no matter what.)&lt;br /&gt;
&lt;br /&gt;
=== Zone of Control (ZoC) ===&lt;br /&gt;
&lt;br /&gt;
The Zone Of Control allows you to build artificial barriers at will.&lt;br /&gt;
With it, you can reduce the likelyhood that a weaker, injured unit will&lt;br /&gt;
be killed, by reducing the number or kind of enemies that can reach it.&lt;br /&gt;
It is hard to measure who has Movement Control because it depends&lt;br /&gt;
on where the units are positioned more than how many there are.&lt;br /&gt;
Although this is a tactical device, it is more strategically&lt;br /&gt;
significant than tactical because Zone of Control applies before&lt;br /&gt;
and after encounters, rather than during. Establishing and maintaining&lt;br /&gt;
good Zones of Control gives you better mobility and control over most other&lt;br /&gt;
aspects of the game, even against stronger units less well positioned.&lt;br /&gt;
&lt;br /&gt;
Your units influence space beyond the hex they're standing on.&lt;br /&gt;
The total area of influence includes the hexes adjacent to the units&lt;br /&gt;
and ''this'' is the Zone Of Control. When strong opposing units&lt;br /&gt;
approach your weaker ones, pay particular attention to the ZoC&lt;br /&gt;
and terrain types. Combine the ZoC of your units to form a solid barrier.&lt;br /&gt;
Your goal is to rearrange your units such that the opponent's attack&lt;br /&gt;
occurs where your units are well positioned defensively and at the worst&lt;br /&gt;
time of day for opposing units.&lt;br /&gt;
Check that none of your units can be attacked by more than two enemy units&lt;br /&gt;
''and'' that no enemy unit can pass between them.&lt;br /&gt;
In this case, you spread your units out, extending your ZoC and forcing&lt;br /&gt;
the enemy to select one or more targets.&lt;br /&gt;
&lt;br /&gt;
In most cases, the opponent will target one unit. You should&lt;br /&gt;
ensure that each of your units is within the ZoC of at least two others.&lt;br /&gt;
So when the enemy hits one unit, you can close in (encircle, encircle...)&lt;br /&gt;
until reinforcements arrive. It is often as important to hold a ZoC&lt;br /&gt;
as it is a village or passage.&lt;br /&gt;
&lt;br /&gt;
While ZoC isn't very important against slow moving units, it is&lt;br /&gt;
very effective against fast ones, such as horsemen, bats, ghosts,&lt;br /&gt;
and wolf riders. The approach to handling these is assign two or&lt;br /&gt;
three of your fastest units, target one long range opposing unit&lt;br /&gt;
and spread yours out defensively between its target (usually villages)&lt;br /&gt;
and itself in a semi-circle or line. Move these units toward the enemy&lt;br /&gt;
so that it has increasingly less space to move. When it is within your ZoC,&lt;br /&gt;
encircle and kill. Move on to the next long range unit and repeat.&lt;br /&gt;
&lt;br /&gt;
After the first round (when everyone has recruited), all the units are&lt;br /&gt;
grouped, so try to create a ZoC against all of the long range units&lt;br /&gt;
as quickly as you can. In this way you can prevent them from&lt;br /&gt;
spreading out, while you systematically encircle and kill each one.&lt;br /&gt;
Since the opponent won't have occupied enough villages, there is a&lt;br /&gt;
good chance all you'll have left are short range units to deal with.&lt;br /&gt;
&lt;br /&gt;
Under FoW and Shroud, it is impossible to know what the opponent has&lt;br /&gt;
recruited, but it is good practice to check your ZoC around your villages&lt;br /&gt;
so you are not surprised by a sudden invasion. Early on, long range&lt;br /&gt;
units are used to occupy villages, so the sooner you engage them,&lt;br /&gt;
the less villages they can possess. Creating a ZoC quickly around&lt;br /&gt;
unoccupied villages allows you to possess them at your leisure and keep them.&lt;br /&gt;
&lt;br /&gt;
Another use in ZoC is deciding when and where battles will be fought.&lt;br /&gt;
If the opponent moves into your ZoC, but positioned near unfavourable&lt;br /&gt;
attack terrain, you have several choices. Either attack anyway,&lt;br /&gt;
which is mostly bad, wait for the opponent to attack on its next turn,&lt;br /&gt;
which gives it the choice of target, or move your units out of its ZoC&lt;br /&gt;
to favourable terrain. You can check how far forward the units can move&lt;br /&gt;
and place guard units to maintain your ZoC and centralise the others&lt;br /&gt;
behind and protecting the guards. This forces the opponent to commit&lt;br /&gt;
and gives you time to prepare a tactical counter-attack. Keep your&lt;br /&gt;
guards guarding! If the ZoC crumbles your units will be overwhelmed.&lt;br /&gt;
&lt;br /&gt;
The ZoC is effective when wounded units need to pass through hostile areas.&lt;br /&gt;
Rather than closing in, form a large circle around the wounded presenting&lt;br /&gt;
a much wider perimeter.&lt;br /&gt;
This makes it harder for opposing units to attack all yours and allows you&lt;br /&gt;
to keep healthy units within the ZoC and leap-frog when needed.&lt;br /&gt;
&lt;br /&gt;
On approaching an opponent's castle, ZoC can be critical to your success.&lt;br /&gt;
In some scenarios events are triggered when you occupy hexes directly next&lt;br /&gt;
to a castle hex. Make sure the approaching units keep their distance from the&lt;br /&gt;
castle, but within their ZoC. When assembled, move directly on to the castle.&lt;br /&gt;
&lt;br /&gt;
For skirmishing units who ignore ZoC, you have little choice but build a solid&lt;br /&gt;
wall of units. Alternatively, you may make a ZoC to block the typical units and&lt;br /&gt;
prepare a welcoming party for the skirmishers.&lt;br /&gt;
&lt;br /&gt;
In a campaign scenario, where the objective is to move a unit to a certain point&lt;br /&gt;
on the map (often specified by a signpost) you can use more unimportant units&lt;br /&gt;
and ZoC by placing them a space or two away from your leader and a space apart&lt;br /&gt;
from each other, since in battle units can quite suddenly die, and you don't want&lt;br /&gt;
that one to be your leader.&lt;br /&gt;
&lt;br /&gt;
==== Encirclement ====&lt;br /&gt;
The encircling tactic by two units is very powerful, particularly against long range units. By placing two units on either side, you limit the opposing unit to 1 hex move in any direction. When the unit sidesteps in the following turn, you can re-encircle.&lt;br /&gt;
This means you can hold the unit until reinforcements arrive and then adopt a&lt;br /&gt;
leap-frog approach against very strong units.&lt;br /&gt;
&lt;br /&gt;
=== Retreating ===&lt;br /&gt;
&lt;br /&gt;
Sometimes the battle doesn't go your way. Either you battle to the last unit, or&lt;br /&gt;
retreat. The purpose of retreating is to regroup your units more effectively and&lt;br /&gt;
give them time to heal. Retreating can be organised with a reverse leap-frog&lt;br /&gt;
approach, where you give ground, encouraging the opponent to push forward.&lt;br /&gt;
Now your healers are in front and moving toward better terrain&lt;br /&gt;
where you can make a final stand.&lt;br /&gt;
&lt;br /&gt;
Being prepared for, and knowing when to retreat, is also important.&lt;br /&gt;
Too often a player tries to retreat, but has no reinforcements to halt the retreat.&lt;br /&gt;
Try to leave a &amp;quot;safe zone&amp;quot; on a flank, protected by ZoC, where you can pull back.&lt;br /&gt;
&lt;br /&gt;
The real problem with retreating is putting distance between your units and the&lt;br /&gt;
opponents. If they can move faster than yours, you may have to setup a ZoC to&lt;br /&gt;
last long enough for you to get your slow units to safety. Invisibility units&lt;br /&gt;
are the best because they cannot be seen and will take the opponent valuable&lt;br /&gt;
turns to find them. Once the group is safe, they can slip away unnoticed.&lt;br /&gt;
Sometimes sending out a unit or two as a kamikaze works to slow them down -&lt;br /&gt;
if the exp they gain matters less to them than saving more of your units does to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;=== See Also ===&lt;br /&gt;
&lt;br /&gt;
* [[GettingStarted]]&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[PlayingOrcs]]&lt;br /&gt;
* [[PlayingUndead]]&lt;br /&gt;
* [[BestForumStrategies]]&lt;br /&gt;
* [[CampaignStrategies]]&lt;br /&gt;
* [[Advanced Tactics (Russian)]]&lt;br /&gt;
* [[Advanced Tactics (French)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8621</id>
		<title>Template:Quote</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8621"/>
		<updated>2006-03-28T04:20:44Z</updated>

		<summary type="html">&lt;p&gt;Placid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;80%&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border: 4px solid #aaa; font-size: 90%; padding: 4px; margin: 1em; background-color: #f9f9f9;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
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== Instructions ==&lt;br /&gt;
The '''quote box''' template allows you to easily put a quote (and its source) inside a box. This is useful in articles where you are short on images and want to add some sort of graphic, or you just want to set off an important or interesting quote away from the main text.&lt;br /&gt;
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As a stylistic device, the quoted text is ''italicized'' in the box by default, so you don't need to put quote marks (&amp;quot; &amp;quot;) around the quoted text; the italics do the work of quote marks in this context. (Should you want to defeat any part of the default italics in the quote, put two apostrophes on each side of the quoted text you do not want italicized, &amp;lt;nowiki&amp;gt;''like this''&amp;lt;/nowiki&amp;gt;.)&lt;br /&gt;
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You can pick how wide you want the box (as px or a percentage), and how to align it (center, right, left). The parameters are:&lt;br /&gt;
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|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
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|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Quotation templates|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8620</id>
		<title>Template:Quote</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8620"/>
		<updated>2006-03-28T04:18:22Z</updated>

		<summary type="html">&lt;p&gt;Placid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;{{{width}}}&amp;quot; align=&amp;quot;{{{align}}}&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border: 4px solid #aaa; font-size: 90%; padding: 4px; margin: 1em; background-color: #f9f9f9;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Instructions ==&lt;br /&gt;
The '''quote box''' template allows you to easily put a quote (and its source) inside a box. This is useful in articles where you are short on images and want to add some sort of graphic, or you just want to set off an important or interesting quote away from the main text.&lt;br /&gt;
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As a stylistic device, the quoted text is ''italicized'' in the box by default, so you don't need to put quote marks (&amp;quot; &amp;quot;) around the quoted text; the italics do the work of quote marks in this context. (Should you want to defeat any part of the default italics in the quote, put two apostrophes on each side of the quoted text you do not want italicized, &amp;lt;nowiki&amp;gt;''like this''&amp;lt;/nowiki&amp;gt;.)&lt;br /&gt;
&lt;br /&gt;
You can pick how wide you want the box (as px or a percentage), and how to align it (center, right, left). The parameters are:&lt;br /&gt;
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|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Quotation templates|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8619</id>
		<title>Template:Quote</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:Quote&amp;diff=8619"/>
		<updated>2006-03-28T04:15:55Z</updated>

		<summary type="html">&lt;p&gt;Placid: create&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;{{{width}}}&amp;quot; align=&amp;quot;{{{align}}}&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border: 4px solid #aaa; font-size: 90%; padding: 4px; margin: 1em; background-color: #f9f9f9;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|''{{{quote}}}''&amp;lt;br&amp;gt;&amp;amp;mdash;{{{source}}}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Instructions ==&lt;br /&gt;
The '''quote box''' template allows you to easily put a quote (and its source) inside a box. This is useful in articles where you are short on images and want to add some sort of graphic, or you just want to set off an important or interesting quote away from the main text.&lt;br /&gt;
&lt;br /&gt;
As a stylistic device, the quoted text is ''italicized'' in the box by default, so you don't need to put quote marks (&amp;quot; &amp;quot;) around the quoted text; the italics do the work of quote marks in this context. (Should you want to defeat any part of the default italics in the quote, put two apostrophes on each side of the quoted text you do not want italicized, &amp;lt;nowiki&amp;gt;''like this''&amp;lt;/nowiki&amp;gt;.)&lt;br /&gt;
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You can pick how wide you want the box (as px or a percentage), and how to align it (center, right, left). The parameters are:&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote_box|&lt;br /&gt;
 width=&lt;br /&gt;
|align=&lt;br /&gt;
|quote=&lt;br /&gt;
|source=&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, entering the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Quote_box|&lt;br /&gt;
 width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Produces this:&lt;br /&gt;
&lt;br /&gt;
{{Quote_box|&lt;br /&gt;
width=45%&lt;br /&gt;
|align=right&lt;br /&gt;
|quote=Cry &amp;quot;Havoc,&amp;quot; and let slip the dogs of war.&lt;br /&gt;
|source=[[William Shakespeare]], ''[[Julius Caesar (play)|Julius Caesar]]'', Act III, Scene I.&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Quotation templates|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=8618</id>
		<title>AdvancedTactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AdvancedTactics&amp;diff=8618"/>
		<updated>2006-03-28T04:08:14Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Backstab */  quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page assumes that the reader has read [[GettingStarted]] and is familiar with the [[WesnothManual]].&lt;br /&gt;
It assumes  you have played enough games to be familiar with the system,&lt;br /&gt;
and know how to push units around, and are now looking for insight in how to&lt;br /&gt;
outthink the AI or a human opponent.&lt;br /&gt;
Some tactics are only useful in specific circumstances and would be foolish at other times.&lt;br /&gt;
Pick and choose those that fit your particular style.&lt;br /&gt;
Do you overwhelm your opponent with sheer numbers, or a few well-chosen&lt;br /&gt;
high-level units?  Do you prefer to &amp;quot;roleplay&amp;quot; one race?&lt;br /&gt;
Do you want to play many scenarios, or replay one over and over until you achieve the perfect game?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
==== Fight unfair ====&lt;br /&gt;
From Sun Tsu to &amp;quot;Shock and Awe&amp;quot;, military writers have stressed that&lt;br /&gt;
one must not enter into a conflict unless substantially stronger&lt;br /&gt;
than your enemy. In Wesnoth, this means&lt;br /&gt;
* more units&lt;br /&gt;
* better (stronger, higher level) units, and&lt;br /&gt;
* superior healing ability in your second line.&lt;br /&gt;
&lt;br /&gt;
Napoleon was especially skilled at maneuvering his forces so as to gain an&lt;br /&gt;
advantage even when outnumbered. By attacking his enemy in the center, he broke&lt;br /&gt;
their lines and divided the enemy forces in two. Then, a small detachment&lt;br /&gt;
fortified their position and held off one flank, while Napoleon's main&lt;br /&gt;
force attacked the now outnumbered other half. After reducing the&lt;br /&gt;
first half, the main force would rejoin the flank-holders and destroy the&lt;br /&gt;
remaining half. (This strategy is known as &amp;quot;defeat in detail&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
To implement this in Wesnoth, leave a few units with many hit points&lt;br /&gt;
in favorable terrain on one flank, while the majority of your force&lt;br /&gt;
attacks on a different front.&lt;br /&gt;
For example, two red and one white mage, or three paladins.&lt;br /&gt;
By combining healers and the healing effect of villages,&lt;br /&gt;
a small force can hold off superior numbers for a very long time.&lt;br /&gt;
&lt;br /&gt;
==== Feints ====&lt;br /&gt;
You can misdirect the AI (and a surprising number of human opponents)&lt;br /&gt;
by sending a few units towards an objective like an enemy leader, village,&lt;br /&gt;
or bridge. They will overreact and position their units badly.&lt;br /&gt;
Similarly, you can send fast units behind the enemy lines to capture villages.&lt;br /&gt;
Do not attempt to hold them; instead move onto the next while the enemy diverts&lt;br /&gt;
front line troops or reinforcements.&lt;br /&gt;
Flying units are particularly adept at this since they ignore terrain.&lt;br /&gt;
Sometimes a feint can turn into your main offensive as well,&lt;br /&gt;
if the enemy calls a bluff and ignores your feinting units.&lt;br /&gt;
&lt;br /&gt;
==== Bounding (or leap frog) ====&lt;br /&gt;
Every strategist throughout history warns to &amp;quot;keep a reserve&amp;quot;.&lt;br /&gt;
In Wesnoth, this means that you must not attack with all your units.&lt;br /&gt;
Instead, hold back units to exploit holes caused by your initial attacks.&lt;br /&gt;
Or, you might need to move a fresh unit with many hit points to the&lt;br /&gt;
front line so they can 'take a beating' and hold your lines.&lt;br /&gt;
&lt;br /&gt;
In modern times, the &amp;quot;reserve&amp;quot; concept has been expanded as follows.&lt;br /&gt;
Divide your main force into two groups, and attack with the first&lt;br /&gt;
while holding the second back.  When the first group is chewed up,&lt;br /&gt;
withdraw it to healers or villages, while you attack with the second group.&lt;br /&gt;
This approach allows you to distribute experience more evenly among your units,&lt;br /&gt;
particularly useful in a longer campaign.&lt;br /&gt;
However, if you need the higher-level units, selecting which units deliver a fatal blow levels units faster.&lt;br /&gt;
This way, you are less likely to lose units with higher exp,&lt;br /&gt;
resulting in more units succeeding in leveling up.&lt;br /&gt;
&lt;br /&gt;
Do not use high level units, and definitely not your commander,&lt;br /&gt;
to guard the healers or villages, as the enemy might focus on them instead,&lt;br /&gt;
and attack the wounded seeking aid.&lt;br /&gt;
&lt;br /&gt;
Sometimes, if it is a favorable time of day, you can quickly achieve victory&lt;br /&gt;
with an all-out assault. If the enemy is clearly weaker then you, or the conditions are right, this can be an effective&lt;br /&gt;
strategy. Most of the time, however, commanders are advised to use other, more elegant strategies.&lt;br /&gt;
&lt;br /&gt;
==== Small and strong ====&lt;br /&gt;
Develop a small core group of high level units.  Recall a strike force&lt;br /&gt;
for one or two turns, then move off in a tight pack.&lt;br /&gt;
Most should be level 2, with a few level 3 units to hold the flanks or&lt;br /&gt;
commit in the 2-3 most decisive rounds.&lt;br /&gt;
With this strategy, you'll need fewer villages to provide income,&lt;br /&gt;
and thus be less distracted with acquiring them.&lt;br /&gt;
&lt;br /&gt;
Remember to recruit level 1 units to absorb the enemy's first attacks,&lt;br /&gt;
as well as for feints and holding unimportant villages.&lt;br /&gt;
Allow those that survive to finish off dying enemy units to replace&lt;br /&gt;
any of your core group that make the final sacrifice.&lt;br /&gt;
In other words, since some of your leveled units are expected to die,&lt;br /&gt;
you need to level up new units to replace them.&lt;br /&gt;
&lt;br /&gt;
==== Hit Point Conservation ====&lt;br /&gt;
Hit points are a unit's only non-renewable resource.&lt;br /&gt;
Choose the attack which causes your unit the least damage,&lt;br /&gt;
not deals out the most to the enemy.&lt;br /&gt;
For example, assume you are attacking a unit that does 6-3 close combat,&lt;br /&gt;
and has no range attack.&lt;br /&gt;
Your unit has a 4-4 close combat and a 3-3 range attack.&lt;br /&gt;
Consider the tactical situation carefully.&lt;br /&gt;
Do you need to kill the unit this turn?&lt;br /&gt;
Is it on a village or next to a healer?&lt;br /&gt;
Do not automatically accept the computer's recommendation&lt;br /&gt;
(it is simply the attack likely to do the most&lt;br /&gt;
damage, regardless of how much you take!).&lt;br /&gt;
&lt;br /&gt;
Remember, when a unit levels up, it regenerates its full HP allowance.&lt;br /&gt;
&lt;br /&gt;
Finally, attacking an enemy leader, especially in a castle,&lt;br /&gt;
is an expensive proposition, even if you use magical attacks.&lt;br /&gt;
Expect to lose units while wearing down its hit points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapon specialties ===&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
:''&amp;quot;Thieves are deft of foot, and elusive, making them difficult to hit. Being skilled at backstabbing, thieves do double damage when attacking an enemy that has an ally of the thief on its opposite side. Being of chaotic disposition, thieves fight better at night than during the day.&amp;quot;'' --Thief_description&lt;br /&gt;
&lt;br /&gt;
Assassins, Nightgaunts, Rogues, Shadows and Thieves can backstab.&lt;br /&gt;
A Thief costs 12 gold and has base attack of 4-3.  But with a backstab,&lt;br /&gt;
it does an impressive 8-3, the equivalent of most Level 2 units.&lt;br /&gt;
Backstabbing at night with a Strong Thief does 12-3.&lt;br /&gt;
After 24 Experience Points, they level up to a Rogue doing 6-3 base...&lt;br /&gt;
&lt;br /&gt;
You don't have to ''attack'' with another unit to get the backstab&lt;br /&gt;
bonus -- there just needs to be a unit on the opposite side of the enemy.&lt;br /&gt;
The ally can even move after the backstab, if it didn't use up its moves&lt;br /&gt;
by moving into the enemy's Zone of Control this turn.&lt;br /&gt;
Thieves work well in pairs against weak or unsupported units.&lt;br /&gt;
They can surround a unit and attack it turn after turn.&lt;br /&gt;
&lt;br /&gt;
It's often effective to use units with backstab in pairs, so that each &lt;br /&gt;
provides the bonus to the other.  This is especially effective with &lt;br /&gt;
Shadows, due to their good movement rate.  Keep one or two such pairs &lt;br /&gt;
around your flanks to ambush lone scouts and village-stealers.&lt;br /&gt;
&lt;br /&gt;
==== Slow ====&lt;br /&gt;
Shamans, being slow, weak, and of limited firepower, need to be&lt;br /&gt;
used carefully, but don't dismiss their offensive ability.&lt;br /&gt;
Many enemy units such as Trolls (not to mention Troll Warriors!), Orcish Grunts,&lt;br /&gt;
and Horsemen have two powerful attacks.&lt;br /&gt;
You can cripple them for a round by Slowing them, effectively halving their attacks.&lt;br /&gt;
&lt;br /&gt;
Of course this tactic is even more useful for your higher-level units:&lt;br /&gt;
Druids, Shydes, and Goblin Pillagers.&lt;br /&gt;
&lt;br /&gt;
==== Healing and Curing ====&lt;br /&gt;
Move your healers in pairs so that you retain the&lt;br /&gt;
freedom to use them in combat when appropriate without having to retire&lt;br /&gt;
to a village afterward.&lt;br /&gt;
Remember the difference between healing and curing, put your better healers&lt;br /&gt;
where they will be more needed.&lt;br /&gt;
&lt;br /&gt;
Don't forget that with a Curing unit nearby, you needn't fear poison.&lt;br /&gt;
An assassin's darts are only a serious threat if they can poison an unsupported unit.&lt;br /&gt;
Your Druid or White Mage will cure the poison before it has time to work,&lt;br /&gt;
(However, they cannot remove damage from a unit on the same turn they cure&lt;br /&gt;
poison from that unit). and they can cure poison from ''every'' adjacent unit -&lt;br /&gt;
irrespective of damage they have to heal.&lt;br /&gt;
&lt;br /&gt;
==== Poison ====&lt;br /&gt;
&lt;br /&gt;
When using poisonous units (Ghouls, Orcish Assassins, Assassins), your goal should be to distribute their poison attack among as many units as possible, rather than concentrating on a single enemy.  Units that are already poisoned should be a low priority for your other units' attacks as well, unless they can score a kill.&lt;br /&gt;
&lt;br /&gt;
Don't underestimate the usage of poison against regenerating units, or any unit in a village next to a curer.  While the healing will remove the poison, it does so in lieu of healing hit points.  Repeated poisonings can prevent these (often tough or hard-to-hit) units from recovering while your other units whittle them down.&lt;br /&gt;
&lt;br /&gt;
==== Swarm ====&lt;br /&gt;
&lt;br /&gt;
When a unit's attack is listed as &amp;quot;swarm&amp;quot;, the number of attacks per round is based on its current fraction of maximum health. That is to say, if a unit with swarm is at 3/4 health, it will only do 3/4 of its maximum attacks. This does not effect the damage of each attack.&lt;br /&gt;
&lt;br /&gt;
If you are the owner of such a unit then keeping it in good health should be your top priority. If you are facing a swarmer, the best idea is to poison it and then avoid it as they are usually high level monsters. As of 1.1.1 using &amp;quot;slow&amp;quot; on these units is very effective as it halves their movement speed, making avoiding them while the poison works easier. Once they are at low health, move in for the kill.&lt;br /&gt;
&lt;br /&gt;
(From the manual - Henkutsu_tama)&lt;br /&gt;
&lt;br /&gt;
=== Recruiting ===&lt;br /&gt;
&lt;br /&gt;
Remember that your commander may recruit units when standing on ''any'' Keep tile,&lt;br /&gt;
not only the one you start on. If you have two enemies, where one is some&lt;br /&gt;
distance beyond the other (like in 'The Siege of Elensefar'), you recruit enough&lt;br /&gt;
units to take out the first enemy Commander (and posssibly hold off the second&lt;br /&gt;
enemy's front troops), then you move onto the slain Commander's Keep, and&lt;br /&gt;
recruit the units you need to take out the remaining opposition.&lt;br /&gt;
This saves you money in the long run, and keeps your Commander closer&lt;br /&gt;
to the action so he may level up sooner.&lt;br /&gt;
&lt;br /&gt;
If there are several enemies with significant difference in their strength&lt;br /&gt;
of arms, first concentrate on the weakest, or else the one with the&lt;br /&gt;
highest income potential.&lt;br /&gt;
Move your Commander along with your troops, and after you have wiped&lt;br /&gt;
this enemy out, use their Castle as your new base.&lt;br /&gt;
This has the added benefit of protecting your Commander, often a target&lt;br /&gt;
of enemy troops, so you don't need to recruit units only for protecting him,&lt;br /&gt;
while your main force is engaged somewhere else.&lt;br /&gt;
In the end, this will save you lots of gold.&lt;br /&gt;
Such tactics are essential on maps with many opponents,&lt;br /&gt;
for example against the AI on multiplayer map 'Dwarven Doors'.&lt;br /&gt;
&lt;br /&gt;
==== Plan placement of units ====&lt;br /&gt;
Place recruited and recalled units manually.&lt;br /&gt;
Choose the best castle tile for a unit to be placed by clicking on the&lt;br /&gt;
tile before recruiting or recalling.&lt;br /&gt;
This way you can often capture villages a turn earlier,&lt;br /&gt;
or move units to critical map squares before your opponent.&lt;br /&gt;
&lt;br /&gt;
For maps with narrow passages leading out of the castle&lt;br /&gt;
(like Bay of Pearls or some of the random underground maps in&lt;br /&gt;
Heir to the Throne), recruit or recall pairs of slow and fast units.&lt;br /&gt;
Both units in such a pair will then be able to use their maximum&lt;br /&gt;
movement without impeding each other.  So recruit an Elvish Fighter&lt;br /&gt;
together with a Horseman, or even an Elvish Fighter with an Elvish Archer.&lt;br /&gt;
&lt;br /&gt;
====  Unit Choice  ====&lt;br /&gt;
* Some units, such as Orcish Grunts or Horseman, have no ranged attack. Take advantage of this by using units that are skilled in both melee and ranged, such as Elvish Rangers, so that when you attack you will never be hurt, but yet will not be at a disadvantage when you are attacked. The same goes for units with no melee attack, such at Dark Adepts.&lt;br /&gt;
* When a battle is raging, use fast-moving units (your scouts) to distract the enemy by sneaking past enemy troops and conquering enemy villages, cutting off their gold supply or sometimes forcing them to split up their armies.&lt;br /&gt;
* If a battle occurs at a river or some other narrow pass, it can be beneficial to use skirmishing units such as Duelists to easily cross the river and surround your opponent or use airborne units like Gryphons to use the river squares without being at a great disadvantage.&lt;br /&gt;
* If you need to cross a large body of shallow water, mountains, cave floor, or other difficult terrain, use units whose moves are divisible by their movement on such terrain so moves don't go to waste. For example, if a unit takes three moves to get through one water tile, make sure it has three, six, or nine movement. Recalling 'quick' units can help ensure you've chosen the right ones.  If you recall a unit with five movement points, they will only be able to move one hex per turn in terrain that requires three movement points, while a similar unit with six movement points can move two hexes per turn.&lt;br /&gt;
* Units such as Elvish Fighters that are cheap to produce in mass and that have both decent melee and ranged attacks can often be good for holding your front lines, since they will cause harm to their opponents no matter what they are.  A front line of horsemen, on the other hand, is not good for holding a position, for they are costly, fall quickly to enemy archers, and probably will never be able to strike back.&lt;br /&gt;
&lt;br /&gt;
=== Know the Battlefield ===&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance - Know the Map ====&lt;br /&gt;
While attack is influenced by the time of day, defense is affected&lt;br /&gt;
by terrain. First find all the castles and note the different kinds&lt;br /&gt;
of terrain immediately surrounding them. If you're playing under&lt;br /&gt;
Shroud, send out two or three scouts to locate the castles.&lt;br /&gt;
This is also often worth it on Fog of War, because you learn&lt;br /&gt;
what faction your enemy is (if you don't know already) and&lt;br /&gt;
how defended their castle is. Expect to recruit more when they die.&lt;br /&gt;
The knowledge they provide is worth more than their cost.&lt;br /&gt;
&lt;br /&gt;
==== Survey - Know the Terrain ====&lt;br /&gt;
Take an overall look at the size of each terrain type and note which&lt;br /&gt;
are the most important.&lt;br /&gt;
This affects what units to select and their overall effectiveness.&lt;br /&gt;
Then examine whether the main terrain is evenly&lt;br /&gt;
distributed, scattered, or in a few large areas.&lt;br /&gt;
Note what terrain you want to avoid and why.&lt;br /&gt;
Mountains and deep water are bad for all but a few unit types.&lt;br /&gt;
These act as walls which the opponents can use to trap you:&lt;br /&gt;
of course, you can do likewise to your opponents. If you have&lt;br /&gt;
saved some of your starting gold, you can also decide which units will&lt;br /&gt;
be better for reinforcements based off a more common terrain.&lt;br /&gt;
&lt;br /&gt;
==== Transport - Know the Pathways ====&lt;br /&gt;
Try to link advantageous terrain areas together in your mind&lt;br /&gt;
from where your units are (your castle at start of play)&lt;br /&gt;
to opposing ''and'' friendly castles. Use villages scattered between&lt;br /&gt;
you and the target to influence the route to take, especially if you&lt;br /&gt;
can't recruit any healing units.&lt;br /&gt;
Decide which terrain is most favourable for your units and&lt;br /&gt;
less favourable for the enemy.&lt;br /&gt;
If you goal is to reach an object or hex, then do the same for that.&lt;br /&gt;
&lt;br /&gt;
If one route proves difficult, switch to another. Get to know&lt;br /&gt;
which routes work best for different units and locate meeting&lt;br /&gt;
places to regroup units.&lt;br /&gt;
Try to keep the opponents guessing what you're going to do next.&lt;br /&gt;
By using several adjacent routes to a target, the opponents&lt;br /&gt;
will have a tougher time stopping your advance.&lt;br /&gt;
In some cases it is easier to send a main group directly towards&lt;br /&gt;
the target and use fast units to circle around behind.&lt;br /&gt;
&lt;br /&gt;
==== Features - Know the Traps ====&lt;br /&gt;
Note carefully where favourable terrain on either side of&lt;br /&gt;
unfavourable reach their closest point. These are defense positions&lt;br /&gt;
for you to ambush approaching opponents (with or without a thief) and&lt;br /&gt;
provide protection for friendly units. Sometimes the terrain forms&lt;br /&gt;
passages for units to pass through quickly. Check whether it takes&lt;br /&gt;
fewer turns to move around slow terrain than through it.&lt;br /&gt;
In slow terrain, it is tougher to encircle units and immobilise them,&lt;br /&gt;
so drive them toward better suited terrain (using ZoC, see elsewhere)&lt;br /&gt;
and encircle there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Distance - Watch the Time ====&lt;br /&gt;
Use caution when setting up your front line and advancing immediately, as often the time of day will be exactly in it's least advantageous point right when you meet your enemies. If you wait a few turns just passing the time by capturing nearby villages and meet the enemy at First Watch/Dawn, respectively, you can cut down the majority of the enemie's army before they can do anything about it. Also, if you find yourself in a evenly matched or losing position during your worst part of the day it can be ideal to fall back to villages or simply hold tight without attacking the enemy, as you want the battle to progress as slowly as possible during theis part of the day. (Note: If you have units that can attack at no risk [mages to trolls, for example] don't waste their actions, keep on fighting no matter what.)&lt;br /&gt;
&lt;br /&gt;
=== Zone of Control (ZoC) ===&lt;br /&gt;
&lt;br /&gt;
The Zone Of Control allows you to build artificial barriers at will.&lt;br /&gt;
With it, you can reduce the likelyhood that a weaker, injured unit will&lt;br /&gt;
be killed, by reducing the number or kind of enemies that can reach it.&lt;br /&gt;
It is hard to measure who has Movement Control because it depends&lt;br /&gt;
on where the units are positioned more than how many there are.&lt;br /&gt;
Although this is a tactical device, it is more strategically&lt;br /&gt;
significant than tactical because Zone of Control applies before&lt;br /&gt;
and after encounters, rather than during. Establishing and maintaining&lt;br /&gt;
good Zones of Control gives you better mobility and control over most other&lt;br /&gt;
aspects of the game, even against stronger units less well positioned.&lt;br /&gt;
&lt;br /&gt;
Your units influence space beyond the hex they're standing on.&lt;br /&gt;
The total area of influence includes the hexes adjacent to the units&lt;br /&gt;
and ''this'' is the Zone Of Control. When strong opposing units&lt;br /&gt;
approach your weaker ones, pay particular attention to the ZoC&lt;br /&gt;
and terrain types. Combine the ZoC of your units to form a solid barrier.&lt;br /&gt;
Your goal is to rearrange your units such that the opponent's attack&lt;br /&gt;
occurs where your units are well positioned defensively and at the worst&lt;br /&gt;
time of day for opposing units.&lt;br /&gt;
Check that none of your units can be attacked by more than two enemy units&lt;br /&gt;
''and'' that no enemy unit can pass between them.&lt;br /&gt;
In this case, you spread your units out, extending your ZoC and forcing&lt;br /&gt;
the enemy to select one or more targets.&lt;br /&gt;
&lt;br /&gt;
In most cases, the opponent will target one unit. You should&lt;br /&gt;
ensure that each of your units is within the ZoC of at least two others.&lt;br /&gt;
So when the enemy hits one unit, you can close in (encircle, encircle...)&lt;br /&gt;
until reinforcements arrive. It is often as important to hold a ZoC&lt;br /&gt;
as it is a village or passage.&lt;br /&gt;
&lt;br /&gt;
While ZoC isn't very important against slow moving units, it is&lt;br /&gt;
very effective against fast ones, such as horsemen, bats, ghosts,&lt;br /&gt;
and wolf riders. The approach to handling these is assign two or&lt;br /&gt;
three of your fastest units, target one long range opposing unit&lt;br /&gt;
and spread yours out defensively between its target (usually villages)&lt;br /&gt;
and itself in a semi-circle or line. Move these units toward the enemy&lt;br /&gt;
so that it has increasingly less space to move. When it is within your ZoC,&lt;br /&gt;
encircle and kill. Move on to the next long range unit and repeat.&lt;br /&gt;
&lt;br /&gt;
After the first round (when everyone has recruited), all the units are&lt;br /&gt;
grouped, so try to create a ZoC against all of the long range units&lt;br /&gt;
as quickly as you can. In this way you can prevent them from&lt;br /&gt;
spreading out, while you systematically encircle and kill each one.&lt;br /&gt;
Since the opponent won't have occupied enough villages, there is a&lt;br /&gt;
good chance all you'll have left are short range units to deal with.&lt;br /&gt;
&lt;br /&gt;
Under FoW and Shroud, it is impossible to know what the opponent has&lt;br /&gt;
recruited, but it is good practice to check your ZoC around your villages&lt;br /&gt;
so you are not surprised by a sudden invasion. Early on, long range&lt;br /&gt;
units are used to occupy villages, so the sooner you engage them,&lt;br /&gt;
the less villages they can possess. Creating a ZoC quickly around&lt;br /&gt;
unoccupied villages allows you to possess them at your leisure and keep them.&lt;br /&gt;
&lt;br /&gt;
Another use in ZoC is deciding when and where battles will be fought.&lt;br /&gt;
If the opponent moves into your ZoC, but positioned near unfavourable&lt;br /&gt;
attack terrain, you have several choices. Either attack anyway,&lt;br /&gt;
which is mostly bad, wait for the opponent to attack on its next turn,&lt;br /&gt;
which gives it the choice of target, or move your units out of its ZoC&lt;br /&gt;
to favourable terrain. You can check how far forward the units can move&lt;br /&gt;
and place guard units to maintain your ZoC and centralise the others&lt;br /&gt;
behind and protecting the guards. This forces the opponent to commit&lt;br /&gt;
and gives you time to prepare a tactical counter-attack. Keep your&lt;br /&gt;
guards guarding! If the ZoC crumbles your units will be overwhelmed.&lt;br /&gt;
&lt;br /&gt;
The ZoC is effective when wounded units need to pass through hostile areas.&lt;br /&gt;
Rather than closing in, form a large circle around the wounded presenting&lt;br /&gt;
a much wider perimeter.&lt;br /&gt;
This makes it harder for opposing units to attack all yours and allows you&lt;br /&gt;
to keep healthy units within the ZoC and leap-frog when needed.&lt;br /&gt;
&lt;br /&gt;
On approaching an opponent's castle, ZoC can be critical to your success.&lt;br /&gt;
In some scenarios events are triggered when you occupy hexes directly next&lt;br /&gt;
to a castle hex. Make sure the approaching units keep their distance from the&lt;br /&gt;
castle, but within their ZoC. When assembled, move directly on to the castle.&lt;br /&gt;
&lt;br /&gt;
For skirmishing units who ignore ZoC, you have little choice but build a solid&lt;br /&gt;
wall of units. Alternatively, you may make a ZoC to block the typical units and&lt;br /&gt;
prepare a welcoming party for the skirmishers.&lt;br /&gt;
&lt;br /&gt;
In a campaign scenario, where the objective is to move a unit to a certain point&lt;br /&gt;
on the map (often specified by a signpost) you can use more unimportant units&lt;br /&gt;
and ZoC by placing them a space or two away from your leader and a space apart&lt;br /&gt;
from each other, since in battle units can quite suddenly die, and you don't want&lt;br /&gt;
that one to be your leader.&lt;br /&gt;
&lt;br /&gt;
==== Encirclement ====&lt;br /&gt;
The encircling tactic by two units is very powerful, particularly against long range units. By placing two units on either side, you limit the opposing unit to 1 hex move in any direction. When the unit sidesteps in the following turn, you can re-encircle.&lt;br /&gt;
This means you can hold the unit until reinforcements arrive and then adopt a&lt;br /&gt;
leap-frog approach against very strong units.&lt;br /&gt;
&lt;br /&gt;
=== Retreating ===&lt;br /&gt;
&lt;br /&gt;
Sometimes the battle doesn't go your way. Either you battle to the last unit, or&lt;br /&gt;
retreat. The purpose of retreating is to regroup your units more effectively and&lt;br /&gt;
give them time to heal. Retreating can be organised with a reverse leap-frog&lt;br /&gt;
approach, where you give ground, encouraging the opponent to push forward.&lt;br /&gt;
Now your healers are in front and moving toward better terrain&lt;br /&gt;
where you can make a final stand.&lt;br /&gt;
&lt;br /&gt;
Being prepared for, and knowing when to retreat, is also important.&lt;br /&gt;
Too often a player tries to retreat, but has no reinforcements to halt the retreat.&lt;br /&gt;
Try to leave a &amp;quot;safe zone&amp;quot; on a flank, protected by ZoC, where you can pull back.&lt;br /&gt;
&lt;br /&gt;
The real problem with retreating is putting distance between your units and the&lt;br /&gt;
opponents. If they can move faster than yours, you may have to setup a ZoC to&lt;br /&gt;
last long enough for you to get your slow units to safety. Invisibility units&lt;br /&gt;
are the best because they cannot be seen and will take the opponent valuable&lt;br /&gt;
turns to find them. Once the group is safe, they can slip away unnoticed.&lt;br /&gt;
Sometimes sending out a unit or two as a kamikaze works to slow them down -&lt;br /&gt;
if the exp they gain matters less to them than saving more of your units does to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;=== See Also ===&lt;br /&gt;
&lt;br /&gt;
* [[GettingStarted]]&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[PlayingOrcs]]&lt;br /&gt;
* [[PlayingUndead]]&lt;br /&gt;
* [[BestForumStrategies]]&lt;br /&gt;
* [[CampaignStrategies]]&lt;br /&gt;
* [[Advanced Tactics (Russian)]]&lt;br /&gt;
* [[Advanced Tactics (French)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignTwoBrothers&amp;diff=8617</id>
		<title>CampaignTwoBrothers</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignTwoBrothers&amp;diff=8617"/>
		<updated>2006-03-28T03:51:37Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Translation of Two Brothers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translation of Two Brothers ==&lt;br /&gt;
This is a list of the people currently translating Two Brothers into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; style=&amp;quot;width:65%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Language&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Translator&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Afrikaans (af)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brazilian Portuguese (pt_BR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;British English (en_GB)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[User:Placid|Placid]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bulgarian (bg)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Catalan (ca)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chinese (zh_CN)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Czech (cs)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danish (da)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dutch (nl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Estonian (et)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Finnish (fi)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;French (fr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;German (de)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ivanovic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greek (el_GR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hungarian (hu)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[HungarianTranslation|Műhelyben]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Italian (it)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;RokStar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Japanese (ja)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Latin (la)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Norwegian (no)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Polish (pl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Russian (ru)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serbian (sr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovak (sk)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovenian (sl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spanish (es)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swedish (sv)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sanna, Lugo Moll&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turkish (tr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Descriptions ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Two_Brothers&amp;amp;order=trans Translation stats for Two Brothers]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignNorthernRebirth&amp;diff=8614</id>
		<title>CampaignNorthernRebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignNorthernRebirth&amp;diff=8614"/>
		<updated>2006-03-27T22:11:19Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Translation of Northern Rebirth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of Northern Rebirth  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Northern Rebirth into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; style=&amp;quot;width:65%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Language&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Translator&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Afrikaans (af)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brazilian Portuguese (pt_BR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;British English (en_GB)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[User:Placid|Placid]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bulgarian (bg)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Catalan (ca)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chinese (zh_CN)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Czech (cs)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danish (da)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dutch (nl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Estonian (et)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Finnish (fi)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;French (fr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;gdou&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;German (de)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Belchion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed (not active)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greek (el_GR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hungarian (hu)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Italian (it)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Luciano&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Japanese (ja)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Latin (la)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Norwegian (no)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Polish (pl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Russian (ru)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serbian (sr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovak (sk)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovenian (sl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spanish (es)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swedish (sv)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unassigned&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;stalled&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turkish (tr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Northern_Rebirth&amp;amp;order=trans Translation stats for Northern Rebirth]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns&amp;diff=8589</id>
		<title>CampaignBurningSuns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns&amp;diff=8589"/>
		<updated>2006-03-27T05:27:44Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Translation of Under the Burning Suns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translation of Under the Burning Suns ==&lt;br /&gt;
This is a list of the people currently translating Under the Burning Suns into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; style=&amp;quot;width:65%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Language&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Translator&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Afrikaans (af)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brazilian Portuguese (pt_BR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;British English (en_GB)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[User:Placid|Placid]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bulgarian (bg)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Catalan (ca)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chinese (zh_CN)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Czech (cs)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danish (da)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dutch (nl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Estonian (et)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Finnish (fi)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;French (fr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;breversa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;German (de)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allefant&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greek (el_GR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hungarian (hu)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Italian (it)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;luciano&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Japanese (ja)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Latin (la)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Norwegian (no)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Polish (pl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[CampaignBurningSuns:RussianTranslation|Russian (ru)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[User:Alxrem|Alexey Remizov]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serbian (sr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovak (sk)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovenian (sl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spanish (es)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elestel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swedish (sv)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unassigned&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;stalled&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turkish (tr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Descriptions ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Under_the_Burning_Suns&amp;amp;order=trans Translation stats for Under the Burning Suns]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Play&amp;diff=8466</id>
		<title>Play</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Play&amp;diff=8466"/>
		<updated>2006-03-23T22:12:44Z</updated>

		<summary type="html">&lt;p&gt;Placid: rv&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Getting Battle for Wesnoth ==&lt;br /&gt;
* [[Description|About the project]]&lt;br /&gt;
* [[Download|Downloads and Source Code Page]]&lt;br /&gt;
* [[CompilingWesnoth| Compiling Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
== Playing 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://www.wesnoth.org/images/sshots/wesnoth-1.0-urug.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.0-urug-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;The Elves Besieged&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[GettingStarted|Get Started]]&lt;br /&gt;
* [[WesnothManual|Game Manual]]&lt;br /&gt;
* [[BasicStrategy|Basic Tactics]]&lt;br /&gt;
* [[MainlineScenarios|Walkthroughs of Official Campaigns]]&lt;br /&gt;
* [[UserScenarios | User-made Add-On Campaigns]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Players ==&lt;br /&gt;
* [[CommandMode|Debugging and Multiplayer Command Reference]]&lt;br /&gt;
* [[AdvancedTactics|Advanced Tactics]]&lt;br /&gt;
* [http://wesnoth.slack.it/units.cgi Units Reference]&lt;br /&gt;
* [[MultiplayerServers|Multiplayer Servers]]&lt;br /&gt;
&lt;br /&gt;
== The world of 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://www.wesnoth.org/images/sshots/wesnoth-map-1.jpg http://www.wesnoth.org/images/sshots/wesnoth-map-1-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt; Wesnoth and Surrounding Lands&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[WesnothHistory|The history of Wesnoth]]&lt;br /&gt;
* [[WesnothGeography|The geography of Wesnoth]]&lt;br /&gt;
* [[RaceDescriptions|The races of creatures in Wesnoth]]&lt;br /&gt;
* [[WesnothPoetry|Wesnothian poetry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* [[WhatArePlayersSaying|Comments from Wesnoth Players]]&lt;br /&gt;
* [[WesnothReviews|Third party Wesnoth reviews]]&lt;br /&gt;
* [[Screenshots]]&lt;br /&gt;
* [[FAQ#Do_you_want_help_making_this_game.3F_How_can_I_help.3F|Help to improve the game]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8455</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8455"/>
		<updated>2006-03-23T04:39:37Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Debian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GNU/Linux =&lt;br /&gt;
Not all Distributions are always at the state of the current release. If you want to be sure to have the current version, please get the sources and compile it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
* For the official pkg from [extra]: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* dibblethewrecker also provides regular SVN snapshots.  Please see [[ http://dtw.jiwe.org/content.php?article.9 | here]] for details of how to access the repo.  As development of wesnoth continues this repo is likely to follow the unstable branch.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
* &amp;lt;code&amp;gt;apt-get install wesnoth&amp;lt;/code&amp;gt; or &lt;br /&gt;
* &amp;lt;code&amp;gt;aptitude install wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages]&lt;br /&gt;
* [http://debian.wesnoth.org/sarge Wesnoth 1.0 backport for Sarge]&lt;br /&gt;
===&amp;gt; about this backport, maybe an issue with an unresolvable dependancy, the &amp;quot;ttf-dejavu&amp;quot; package which is required but does not belong to sarge main archive. If someone could confirm ? [ 4 october 2005 ]&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; 8 October: adding&lt;br /&gt;
&lt;br /&gt;
 deb http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/sources.list,&lt;br /&gt;
&lt;br /&gt;
 Package: wesnoth&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: wesnoth-data&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=stable&lt;br /&gt;
 Pin-Priority: 700&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=testing&lt;br /&gt;
 Pin-Priority: 650&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=unstable&lt;br /&gt;
 Pin-Priority: 600&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/preferences and then installing ttf-dejavu with&lt;br /&gt;
&lt;br /&gt;
 apt-get install -t unstable ttf-dejavu&lt;br /&gt;
&lt;br /&gt;
worked for me ;-)&lt;br /&gt;
&lt;br /&gt;
====Compiling====&lt;br /&gt;
If you want to install the latest Development version you may have to compile it yourself. See [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth].&lt;br /&gt;
&lt;br /&gt;
'''To install the dependencies :'''&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev libfreetype6-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remains one package : libintl which isn't in the Debian packages database, but I think you can install it by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install gettext&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If someone may confirm that ...&lt;br /&gt;
&lt;br /&gt;
'''To compile it :'''&lt;br /&gt;
If you have already installed and older version of wesnoth, uninstall it by :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude purge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that will remove all your wesnoth configuration.&lt;br /&gt;
Then, download the source by wget, or your internet navigator. Save it in the /usr/src directory.&lt;br /&gt;
Now, it's very easy :&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure&lt;br /&gt;
 make&lt;br /&gt;
 make install&lt;br /&gt;
&lt;br /&gt;
You may have more information about this part in the [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth] page.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth 1.0.1-1 is included in Ubuntu Dapper's universe collection. This is the latest stable release. As this is not the latest version, Breezy users will need to do one of the following to obtain the latest version:&lt;br /&gt;
*Upgrade to the Dapper Drake, or&lt;br /&gt;
*Use the Breezy-Backports repository,&lt;br /&gt;
*Use an unofficial repository, or&lt;br /&gt;
*Build from the source per Debian above, or&lt;br /&gt;
*Use the generic binary for GNU/Linux found on the [[Download]] page.&lt;br /&gt;
&lt;br /&gt;
Of these options, the final one is most likely the easiest at this time, while building from source is the most reliable. &lt;br /&gt;
&lt;br /&gt;
See the [http://help.ubuntu.com/starterguide/C/faqguide-all.html#addinguniverse Ubuntu Starter Guide]'s section on adding the universe repositories.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to install the debian package and associated dependencies using ''dpkg'' as you will break your environment!&lt;br /&gt;
&lt;br /&gt;
====Compiling====&lt;br /&gt;
If you choose to build the source you should add the a flag to ''configure'' to ensure your installation puts the data in the same place as the official installation path:&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure --datadir=/usr/share/games ...&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Fedora Core ===&lt;br /&gt;
Battle for Wesnoth is included in [http://fedoraproject.org/wiki/Extras/ Fedora Extras], which is enabled in Fedora Core 4 by default.&lt;br /&gt;
* &amp;lt;code&amp;gt;yum install wesnoth wesnoth-tools wesnoth-server&amp;lt;/code&amp;gt; &lt;br /&gt;
* Wesnoth 1.0rc1: http://download.fedora.redhat.com/pub/fedora/linux/extras/&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
* &amp;lt;code&amp;gt;emerge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== klik ===&lt;br /&gt;
* The most easy way to testdrive BfW is provided via [http://klik.atekon.de/ klik]. klik enables clients to create distribution-independent binaries which require no &amp;quot;installation&amp;quot; (the base system remains untouched); its created &amp;quot;AppDir&amp;quot; bundles run even from USB stick or CD RW. klik support is pre-enabled on Knoppix and Kanotix Live CDs. Other distros need to install a small klik client (less than 20 kByte download, less than 20 seconds effort).  See the [http://klik.atekon.de/wiki/index.php/User%27s_FAQ klik FAQ] for details. A [http://wesnoth.klik.atekon.de/ BfW-specific klik website] has links to help with the package. Once the klik client is installed, look at this:&lt;br /&gt;
** [http://wesnoth.klik.atekon.de/ Wesnoth-1.0] stable Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth'' into your Browser&lt;br /&gt;
** [http://wesnoth-latest.klik.atekon.de/ Wesnoth-1.1.1] Development-Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth-latest'' into your Browser&lt;br /&gt;
&lt;br /&gt;
=== Mandrake (cooker) ===&lt;br /&gt;
* &amp;lt;code&amp;gt;urpmi wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
* Binary: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/i586/media/contrib/&lt;br /&gt;
* Source: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/contrib/SRPMS/&lt;br /&gt;
&lt;br /&gt;
=== Slackware 10.2 ===&lt;br /&gt;
sorry but the 10.1 isn't out. Don't worry the 10.2 is here \o/   enjoy&lt;br /&gt;
* '''Wesnoth 1.0.2''': http://asteroid.celeonet.fr/wesnoth/&lt;br /&gt;
&lt;br /&gt;
=== [[SuSE]] / [http://www.opensuse.org OpenSUSE] ===&lt;br /&gt;
* Wesnoth 1.0 ([mailto:sven_AT_unixboard.de build on SuSE 9.3 &amp;amp; 10.0 by Sven Gawlik] hostet on [http://www.unixboard.de Unixboard.de]):&lt;br /&gt;
** http://www.unixboard.de/suse/10/wesnoth-1.0-1.i386.rpm for [[SuSE]] 10.0&lt;br /&gt;
** http://www.unixboard.de/suse//wesnoth-1.0-1.i386.rpm for [[SuSE]] 9.3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Wesnoth 0.9.4 (by Luciano Montanaro):&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-0.9.4-9ml.i586.rpm (should work on [[SuSE]] 9.1 and 9.2 too)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-editor-0.9.4-9ml.i586.rpm (level editor)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-server-0.9.4-9ml.i586.rpm (game server)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/src/wesnoth-0.9.4-9ml.src.rpm (source rpm)&lt;br /&gt;
&lt;br /&gt;
* Wesnoth Binaries for [http://www.opensuse.org OpenSUSE] 10.0, [[SuSE]] Linux 9.3 and [[SuSE]] Linux 9.2, x86, ppc and x86_64. (by [[User:MadOssor|Holger Hetterich]] [mailto:ozzyATmetal-district.de] ) &lt;br /&gt;
** http://81.169.140.126/rpm/wesnoth/   &lt;br /&gt;
&lt;br /&gt;
'''These packages are also usable as a YaST installation source, use the settings from the table below'''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! rowspan=2 | SUSE Release&lt;br /&gt;
! rowspan=2 | Protocol &lt;br /&gt;
|- &lt;br /&gt;
! SERVER || DIRECTORY/URL  &lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.2 x86/x86_64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.2&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.3 x86/x86-64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.3&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 10.0 x86/x86_64/ppc / [http://www.opensuse.org OpenSUSE 10.0] || HTTP || 81.169.140.126 || rpm/wesnoth/10.0&lt;br /&gt;
|-&lt;br /&gt;
| Current [http://www.opensuse.org OpenSUSE] Development build x86/x86_64/ppc || HTTP || 81.169.140.126 || rpm/wesnoth/OpenSUSE-current&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''The OpenSUSE Development build is Wesnoth for the current OpenSUSE releases (aka 10.1)'''&lt;br /&gt;
&lt;br /&gt;
=== Yoper Linux ===&lt;br /&gt;
All versions built for Yoper 2.2.0-6, although they should install on 2.1.&lt;br /&gt;
Please let kernowyon know via the Yoper forums if you get any problems&lt;br /&gt;
Latest 1.0.2 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0.2-1.i686.rpm&lt;br /&gt;
1.0.1 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0-1.i686.rpm&lt;br /&gt;
Earlier version&lt;br /&gt;
*http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-0.9.7-1.i686.rpm&lt;br /&gt;
&lt;br /&gt;
=== Binaries for all distributions ===&lt;br /&gt;
* A distribution-independent binary (made with [http://oblisk.codu.org/ OBLISK]) for any somewhat modern GNU/Linux on i386 is available: &lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.1.1-x86-Opkg.tar.gz?download wesnoth-1.1.1-x86-Opkg.tar.gz]&lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.0.1-x86-Opkg.tar.gz?download wesnoth-1.0.1-x86-Opkg.tar.gz] &lt;br /&gt;
** This is NOT a static binary distribution, it resolves dependencies at runtime.&lt;br /&gt;
* Wesnoth 0.8.8 static binary (by Yann): http://prdownloads.sourceforge.net/wesnoth/wesnoth-i386-static?download (needs the [http://prdownloads.sourceforge.net/wesnoth/wesnoth-0.8.tar.gz?download source tarball] for the data - run it with the path to the unpacked data as argument)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://rpmfind.net/linux/rpm2html/search.php?query=wesnoth Search RPMs]&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[Download]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8454</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8454"/>
		<updated>2006-03-23T04:39:22Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Debian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GNU/Linux =&lt;br /&gt;
Not all Distributions are always at the state of the current release. If you want to be sure to have the current version, please get the sources and compile it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
* For the official pkg from [extra]: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* dibblethewrecker also provides regular SVN snapshots.  Please see [[ http://dtw.jiwe.org/content.php?article.9 | here]] for details of how to access the repo.  As development of wesnoth continues this repo is likely to follow the unstable branch.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
* &amp;lt;code&amp;gt;apt-get install wesnoth&amp;lt;/code&amp;gt; or &lt;br /&gt;
* &amp;lt;code&amp;gt;aptitude install wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages]&lt;br /&gt;
* [http://debian.wesnoth.org/sarge Wesnoth 1.0 backport for Sarge]&lt;br /&gt;
===&amp;gt; about this backport, maybe an issue with an unresolvable dependancy, the &amp;quot;ttf-dejavu&amp;quot; package which is required but does not belong to sarge main archive. If someone could confirm ? [ 4 october 2005 ]&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; 8 October: adding&lt;br /&gt;
&lt;br /&gt;
 deb http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/sources.list,&lt;br /&gt;
&lt;br /&gt;
 Package: wesnoth&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: wesnoth-data&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=stable&lt;br /&gt;
 Pin-Priority: 700&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=testing&lt;br /&gt;
 Pin-Priority: 650&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=unstable&lt;br /&gt;
 Pin-Priority: 600&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/preferences and then installing ttf-dejavu with&lt;br /&gt;
&lt;br /&gt;
 apt-get install -t unstable ttf-dejavu&lt;br /&gt;
&lt;br /&gt;
worked for me ;-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Compiling====&lt;br /&gt;
If you want to install the latest Development version you may have to compile it yourself. See [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth].&lt;br /&gt;
&lt;br /&gt;
'''To install the dependencies :'''&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev libfreetype6-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remains one package : libintl which isn't in the Debian packages database, but I think you can install it by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install gettext&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If someone may confirm that ...&lt;br /&gt;
&lt;br /&gt;
'''To compile it :'''&lt;br /&gt;
If you have already installed and older version of wesnoth, uninstall it by :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude purge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that will remove all your wesnoth configuration.&lt;br /&gt;
Then, download the source by wget, or your internet navigator. Save it in the /usr/src directory.&lt;br /&gt;
Now, it's very easy :&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure&lt;br /&gt;
 make&lt;br /&gt;
 make install&lt;br /&gt;
&lt;br /&gt;
You may have more information about this part in the [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth] page.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth 1.0.1-1 is included in Ubuntu Dapper's universe collection. This is the latest stable release. As this is not the latest version, Breezy users will need to do one of the following to obtain the latest version:&lt;br /&gt;
*Upgrade to the Dapper Drake, or&lt;br /&gt;
*Use the Breezy-Backports repository,&lt;br /&gt;
*Use an unofficial repository, or&lt;br /&gt;
*Build from the source per Debian above, or&lt;br /&gt;
*Use the generic binary for GNU/Linux found on the [[Download]] page.&lt;br /&gt;
&lt;br /&gt;
Of these options, the final one is most likely the easiest at this time, while building from source is the most reliable. &lt;br /&gt;
&lt;br /&gt;
See the [http://help.ubuntu.com/starterguide/C/faqguide-all.html#addinguniverse Ubuntu Starter Guide]'s section on adding the universe repositories.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to install the debian package and associated dependencies using ''dpkg'' as you will break your environment!&lt;br /&gt;
&lt;br /&gt;
====Compiling====&lt;br /&gt;
If you choose to build the source you should add the a flag to ''configure'' to ensure your installation puts the data in the same place as the official installation path:&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure --datadir=/usr/share/games ...&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Fedora Core ===&lt;br /&gt;
Battle for Wesnoth is included in [http://fedoraproject.org/wiki/Extras/ Fedora Extras], which is enabled in Fedora Core 4 by default.&lt;br /&gt;
* &amp;lt;code&amp;gt;yum install wesnoth wesnoth-tools wesnoth-server&amp;lt;/code&amp;gt; &lt;br /&gt;
* Wesnoth 1.0rc1: http://download.fedora.redhat.com/pub/fedora/linux/extras/&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
* &amp;lt;code&amp;gt;emerge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== klik ===&lt;br /&gt;
* The most easy way to testdrive BfW is provided via [http://klik.atekon.de/ klik]. klik enables clients to create distribution-independent binaries which require no &amp;quot;installation&amp;quot; (the base system remains untouched); its created &amp;quot;AppDir&amp;quot; bundles run even from USB stick or CD RW. klik support is pre-enabled on Knoppix and Kanotix Live CDs. Other distros need to install a small klik client (less than 20 kByte download, less than 20 seconds effort).  See the [http://klik.atekon.de/wiki/index.php/User%27s_FAQ klik FAQ] for details. A [http://wesnoth.klik.atekon.de/ BfW-specific klik website] has links to help with the package. Once the klik client is installed, look at this:&lt;br /&gt;
** [http://wesnoth.klik.atekon.de/ Wesnoth-1.0] stable Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth'' into your Browser&lt;br /&gt;
** [http://wesnoth-latest.klik.atekon.de/ Wesnoth-1.1.1] Development-Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth-latest'' into your Browser&lt;br /&gt;
&lt;br /&gt;
=== Mandrake (cooker) ===&lt;br /&gt;
* &amp;lt;code&amp;gt;urpmi wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
* Binary: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/i586/media/contrib/&lt;br /&gt;
* Source: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/contrib/SRPMS/&lt;br /&gt;
&lt;br /&gt;
=== Slackware 10.2 ===&lt;br /&gt;
sorry but the 10.1 isn't out. Don't worry the 10.2 is here \o/   enjoy&lt;br /&gt;
* '''Wesnoth 1.0.2''': http://asteroid.celeonet.fr/wesnoth/&lt;br /&gt;
&lt;br /&gt;
=== [[SuSE]] / [http://www.opensuse.org OpenSUSE] ===&lt;br /&gt;
* Wesnoth 1.0 ([mailto:sven_AT_unixboard.de build on SuSE 9.3 &amp;amp; 10.0 by Sven Gawlik] hostet on [http://www.unixboard.de Unixboard.de]):&lt;br /&gt;
** http://www.unixboard.de/suse/10/wesnoth-1.0-1.i386.rpm for [[SuSE]] 10.0&lt;br /&gt;
** http://www.unixboard.de/suse//wesnoth-1.0-1.i386.rpm for [[SuSE]] 9.3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Wesnoth 0.9.4 (by Luciano Montanaro):&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-0.9.4-9ml.i586.rpm (should work on [[SuSE]] 9.1 and 9.2 too)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-editor-0.9.4-9ml.i586.rpm (level editor)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-server-0.9.4-9ml.i586.rpm (game server)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/src/wesnoth-0.9.4-9ml.src.rpm (source rpm)&lt;br /&gt;
&lt;br /&gt;
* Wesnoth Binaries for [http://www.opensuse.org OpenSUSE] 10.0, [[SuSE]] Linux 9.3 and [[SuSE]] Linux 9.2, x86, ppc and x86_64. (by [[User:MadOssor|Holger Hetterich]] [mailto:ozzyATmetal-district.de] ) &lt;br /&gt;
** http://81.169.140.126/rpm/wesnoth/   &lt;br /&gt;
&lt;br /&gt;
'''These packages are also usable as a YaST installation source, use the settings from the table below'''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! rowspan=2 | SUSE Release&lt;br /&gt;
! rowspan=2 | Protocol &lt;br /&gt;
|- &lt;br /&gt;
! SERVER || DIRECTORY/URL  &lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.2 x86/x86_64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.2&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.3 x86/x86-64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.3&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 10.0 x86/x86_64/ppc / [http://www.opensuse.org OpenSUSE 10.0] || HTTP || 81.169.140.126 || rpm/wesnoth/10.0&lt;br /&gt;
|-&lt;br /&gt;
| Current [http://www.opensuse.org OpenSUSE] Development build x86/x86_64/ppc || HTTP || 81.169.140.126 || rpm/wesnoth/OpenSUSE-current&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''The OpenSUSE Development build is Wesnoth for the current OpenSUSE releases (aka 10.1)'''&lt;br /&gt;
&lt;br /&gt;
=== Yoper Linux ===&lt;br /&gt;
All versions built for Yoper 2.2.0-6, although they should install on 2.1.&lt;br /&gt;
Please let kernowyon know via the Yoper forums if you get any problems&lt;br /&gt;
Latest 1.0.2 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0.2-1.i686.rpm&lt;br /&gt;
1.0.1 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0-1.i686.rpm&lt;br /&gt;
Earlier version&lt;br /&gt;
*http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-0.9.7-1.i686.rpm&lt;br /&gt;
&lt;br /&gt;
=== Binaries for all distributions ===&lt;br /&gt;
* A distribution-independent binary (made with [http://oblisk.codu.org/ OBLISK]) for any somewhat modern GNU/Linux on i386 is available: &lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.1.1-x86-Opkg.tar.gz?download wesnoth-1.1.1-x86-Opkg.tar.gz]&lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.0.1-x86-Opkg.tar.gz?download wesnoth-1.0.1-x86-Opkg.tar.gz] &lt;br /&gt;
** This is NOT a static binary distribution, it resolves dependencies at runtime.&lt;br /&gt;
* Wesnoth 0.8.8 static binary (by Yann): http://prdownloads.sourceforge.net/wesnoth/wesnoth-i386-static?download (needs the [http://prdownloads.sourceforge.net/wesnoth/wesnoth-0.8.tar.gz?download source tarball] for the data - run it with the path to the unpacked data as argument)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://rpmfind.net/linux/rpm2html/search.php?query=wesnoth Search RPMs]&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[Download]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8453</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8453"/>
		<updated>2006-03-23T04:38:01Z</updated>

		<summary type="html">&lt;p&gt;Placid: correct heading level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GNU/Linux =&lt;br /&gt;
Not all Distributions are always at the state of the current release. If you want to be sure to have the current version, please get the sources and compile it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
* For the official pkg from [extra]: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* dibblethewrecker also provides regular SVN snapshots.  Please see [[ http://dtw.jiwe.org/content.php?article.9 | here]] for details of how to access the repo.  As development of wesnoth continues this repo is likely to follow the unstable branch.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
* &amp;lt;code&amp;gt;apt-get install wesnoth&amp;lt;/code&amp;gt; or &lt;br /&gt;
* &amp;lt;code&amp;gt;aptitude install wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages]&lt;br /&gt;
* [http://debian.wesnoth.org/sarge Wesnoth 1.0 backport for Sarge]&lt;br /&gt;
===&amp;gt; about this backport, maybe an issue with an unresolvable dependancy, the &amp;quot;ttf-dejavu&amp;quot; package which is required but does not belong to sarge main archive. If someone could confirm ? [ 4 october 2005 ]&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; 8 October: adding&lt;br /&gt;
&lt;br /&gt;
 deb http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/sources.list,&lt;br /&gt;
&lt;br /&gt;
 Package: wesnoth&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: wesnoth-data&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=stable&lt;br /&gt;
 Pin-Priority: 700&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=testing&lt;br /&gt;
 Pin-Priority: 650&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=unstable&lt;br /&gt;
 Pin-Priority: 600&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/preferences and then installing ttf-dejavu with&lt;br /&gt;
&lt;br /&gt;
 apt-get install -t unstable ttf-dejavu&lt;br /&gt;
&lt;br /&gt;
worked for me ;-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; If you want to install the latest Development version you may have to compile it yourself. See [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth].&lt;br /&gt;
&lt;br /&gt;
'''To install the dependencies :'''&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev libfreetype6-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remains one package : libintl which isn't in the Debian packages database, but I think you can install it by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install gettext&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If someone may confirm that ...&lt;br /&gt;
&lt;br /&gt;
'''To compile it :'''&lt;br /&gt;
If you have already installed and older version of wesnoth, uninstall it by :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude purge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that will remove all your wesnoth configuration.&lt;br /&gt;
Then, download the source by wget, or your internet navigator. Save it in the /usr/src directory.&lt;br /&gt;
Now, it's very easy :&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure&lt;br /&gt;
 make&lt;br /&gt;
 make install&lt;br /&gt;
&lt;br /&gt;
You may have more information about this part in the [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth] page.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth 1.0.1-1 is included in Ubuntu Dapper's universe collection. This is the latest stable release. As this is not the latest version, Breezy users will need to do one of the following to obtain the latest version:&lt;br /&gt;
*Upgrade to the Dapper Drake, or&lt;br /&gt;
*Use the Breezy-Backports repository,&lt;br /&gt;
*Use an unofficial repository, or&lt;br /&gt;
*Build from the source per Debian above, or&lt;br /&gt;
*Use the generic binary for GNU/Linux found on the [[Download]] page.&lt;br /&gt;
&lt;br /&gt;
Of these options, the final one is most likely the easiest at this time, while building from source is the most reliable. &lt;br /&gt;
&lt;br /&gt;
See the [http://help.ubuntu.com/starterguide/C/faqguide-all.html#addinguniverse Ubuntu Starter Guide]'s section on adding the universe repositories.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to install the debian package and associated dependencies using ''dpkg'' as you will break your environment!&lt;br /&gt;
&lt;br /&gt;
====Compiling====&lt;br /&gt;
If you choose to build the source you should add the a flag to ''configure'' to ensure your installation puts the data in the same place as the official installation path:&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure --datadir=/usr/share/games ...&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Fedora Core ===&lt;br /&gt;
Battle for Wesnoth is included in [http://fedoraproject.org/wiki/Extras/ Fedora Extras], which is enabled in Fedora Core 4 by default.&lt;br /&gt;
* &amp;lt;code&amp;gt;yum install wesnoth wesnoth-tools wesnoth-server&amp;lt;/code&amp;gt; &lt;br /&gt;
* Wesnoth 1.0rc1: http://download.fedora.redhat.com/pub/fedora/linux/extras/&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
* &amp;lt;code&amp;gt;emerge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== klik ===&lt;br /&gt;
* The most easy way to testdrive BfW is provided via [http://klik.atekon.de/ klik]. klik enables clients to create distribution-independent binaries which require no &amp;quot;installation&amp;quot; (the base system remains untouched); its created &amp;quot;AppDir&amp;quot; bundles run even from USB stick or CD RW. klik support is pre-enabled on Knoppix and Kanotix Live CDs. Other distros need to install a small klik client (less than 20 kByte download, less than 20 seconds effort).  See the [http://klik.atekon.de/wiki/index.php/User%27s_FAQ klik FAQ] for details. A [http://wesnoth.klik.atekon.de/ BfW-specific klik website] has links to help with the package. Once the klik client is installed, look at this:&lt;br /&gt;
** [http://wesnoth.klik.atekon.de/ Wesnoth-1.0] stable Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth'' into your Browser&lt;br /&gt;
** [http://wesnoth-latest.klik.atekon.de/ Wesnoth-1.1.1] Development-Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth-latest'' into your Browser&lt;br /&gt;
&lt;br /&gt;
=== Mandrake (cooker) ===&lt;br /&gt;
* &amp;lt;code&amp;gt;urpmi wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
* Binary: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/i586/media/contrib/&lt;br /&gt;
* Source: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/contrib/SRPMS/&lt;br /&gt;
&lt;br /&gt;
=== Slackware 10.2 ===&lt;br /&gt;
sorry but the 10.1 isn't out. Don't worry the 10.2 is here \o/   enjoy&lt;br /&gt;
* '''Wesnoth 1.0.2''': http://asteroid.celeonet.fr/wesnoth/&lt;br /&gt;
&lt;br /&gt;
=== [[SuSE]] / [http://www.opensuse.org OpenSUSE] ===&lt;br /&gt;
* Wesnoth 1.0 ([mailto:sven_AT_unixboard.de build on SuSE 9.3 &amp;amp; 10.0 by Sven Gawlik] hostet on [http://www.unixboard.de Unixboard.de]):&lt;br /&gt;
** http://www.unixboard.de/suse/10/wesnoth-1.0-1.i386.rpm for [[SuSE]] 10.0&lt;br /&gt;
** http://www.unixboard.de/suse//wesnoth-1.0-1.i386.rpm for [[SuSE]] 9.3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Wesnoth 0.9.4 (by Luciano Montanaro):&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-0.9.4-9ml.i586.rpm (should work on [[SuSE]] 9.1 and 9.2 too)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-editor-0.9.4-9ml.i586.rpm (level editor)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-server-0.9.4-9ml.i586.rpm (game server)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/src/wesnoth-0.9.4-9ml.src.rpm (source rpm)&lt;br /&gt;
&lt;br /&gt;
* Wesnoth Binaries for [http://www.opensuse.org OpenSUSE] 10.0, [[SuSE]] Linux 9.3 and [[SuSE]] Linux 9.2, x86, ppc and x86_64. (by [[User:MadOssor|Holger Hetterich]] [mailto:ozzyATmetal-district.de] ) &lt;br /&gt;
** http://81.169.140.126/rpm/wesnoth/   &lt;br /&gt;
&lt;br /&gt;
'''These packages are also usable as a YaST installation source, use the settings from the table below'''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! rowspan=2 | SUSE Release&lt;br /&gt;
! rowspan=2 | Protocol &lt;br /&gt;
|- &lt;br /&gt;
! SERVER || DIRECTORY/URL  &lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.2 x86/x86_64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.2&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.3 x86/x86-64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.3&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 10.0 x86/x86_64/ppc / [http://www.opensuse.org OpenSUSE 10.0] || HTTP || 81.169.140.126 || rpm/wesnoth/10.0&lt;br /&gt;
|-&lt;br /&gt;
| Current [http://www.opensuse.org OpenSUSE] Development build x86/x86_64/ppc || HTTP || 81.169.140.126 || rpm/wesnoth/OpenSUSE-current&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''The OpenSUSE Development build is Wesnoth for the current OpenSUSE releases (aka 10.1)'''&lt;br /&gt;
&lt;br /&gt;
=== Yoper Linux ===&lt;br /&gt;
All versions built for Yoper 2.2.0-6, although they should install on 2.1.&lt;br /&gt;
Please let kernowyon know via the Yoper forums if you get any problems&lt;br /&gt;
Latest 1.0.2 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0.2-1.i686.rpm&lt;br /&gt;
1.0.1 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0-1.i686.rpm&lt;br /&gt;
Earlier version&lt;br /&gt;
*http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-0.9.7-1.i686.rpm&lt;br /&gt;
&lt;br /&gt;
=== Binaries for all distributions ===&lt;br /&gt;
* A distribution-independent binary (made with [http://oblisk.codu.org/ OBLISK]) for any somewhat modern GNU/Linux on i386 is available: &lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.1.1-x86-Opkg.tar.gz?download wesnoth-1.1.1-x86-Opkg.tar.gz]&lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.0.1-x86-Opkg.tar.gz?download wesnoth-1.0.1-x86-Opkg.tar.gz] &lt;br /&gt;
** This is NOT a static binary distribution, it resolves dependencies at runtime.&lt;br /&gt;
* Wesnoth 0.8.8 static binary (by Yann): http://prdownloads.sourceforge.net/wesnoth/wesnoth-i386-static?download (needs the [http://prdownloads.sourceforge.net/wesnoth/wesnoth-0.8.tar.gz?download source tarball] for the data - run it with the path to the unpacked data as argument)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://rpmfind.net/linux/rpm2html/search.php?query=wesnoth Search RPMs]&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[Download]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8452</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8452"/>
		<updated>2006-03-23T04:24:18Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Debian */  tidy format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GNU/Linux =&lt;br /&gt;
Not all Distributions are always at the state of the current release. If you want to be sure to have the current version, please get the sources and compile it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
* For the official pkg from [extra]: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* dibblethewrecker also provides regular SVN snapshots.  Please see [[ http://dtw.jiwe.org/content.php?article.9 | here]] for details of how to access the repo.  As development of wesnoth continues this repo is likely to follow the unstable branch.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
* &amp;lt;code&amp;gt;apt-get install wesnoth&amp;lt;/code&amp;gt; or &lt;br /&gt;
* &amp;lt;code&amp;gt;aptitude install wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages]&lt;br /&gt;
* [http://debian.wesnoth.org/sarge Wesnoth 1.0 backport for Sarge]&lt;br /&gt;
===&amp;gt; about this backport, maybe an issue with an unresolvable dependancy, the &amp;quot;ttf-dejavu&amp;quot; package which is required but does not belong to sarge main archive. If someone could confirm ? [ 4 october 2005 ]&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; 8 October: adding&lt;br /&gt;
&lt;br /&gt;
 deb http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/sources.list,&lt;br /&gt;
&lt;br /&gt;
 Package: wesnoth&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: wesnoth-data&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=stable&lt;br /&gt;
 Pin-Priority: 700&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=testing&lt;br /&gt;
 Pin-Priority: 650&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=unstable&lt;br /&gt;
 Pin-Priority: 600&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/preferences and then installing ttf-dejavu with&lt;br /&gt;
&lt;br /&gt;
 apt-get install -t unstable ttf-dejavu&lt;br /&gt;
&lt;br /&gt;
worked for me ;-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; If you want to install the latest Development version you may have to compile it yourself. See [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth].&lt;br /&gt;
&lt;br /&gt;
'''To install the dependencies :'''&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev libfreetype6-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remains one package : libintl which isn't in the Debian packages database, but I think you can install it by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install gettext&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If someone may confirm that ...&lt;br /&gt;
&lt;br /&gt;
'''To compile it :'''&lt;br /&gt;
If you have already installed and older version of wesnoth, uninstall it by :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude purge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that will remove all your wesnoth configuration.&lt;br /&gt;
Then, download the source by wget, or your internet navigator. Save it in the /usr/src directory.&lt;br /&gt;
Now, it's very easy :&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure&lt;br /&gt;
 make&lt;br /&gt;
 make install&lt;br /&gt;
&lt;br /&gt;
You may have more information about this part in the [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth] page.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth 1.0.1-1 is included in Ubuntu Dapper's universe collection. This is the latest stable release. As this is not the latest version, Breezy users will need to do one of the following to obtain the latest version:&lt;br /&gt;
*Upgrade to the Dapper Drake, or&lt;br /&gt;
*Use the Breezy-Backports repository,&lt;br /&gt;
*Use an unofficial repository, or&lt;br /&gt;
*Build from the source per Debian above, or&lt;br /&gt;
*Use the generic binary for GNU/Linux found on the [[Download]] page.&lt;br /&gt;
&lt;br /&gt;
Of these options, the final one is most likely the easiest at this time, while building from source is the most reliable. &lt;br /&gt;
&lt;br /&gt;
See the [http://help.ubuntu.com/starterguide/C/faqguide-all.html#addinguniverse Ubuntu Starter Guide]'s section on adding the universe repositories.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to install the debian package and associated dependencies using ''dpkg'' as you will break your environment!&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
If you choose to build the source you should add the a flag to ''configure'' to ensure your installation puts the data in the same place as the official installation path:&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure --datadir=/usr/share/games ...&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Fedora Core ===&lt;br /&gt;
Battle for Wesnoth is included in [http://fedoraproject.org/wiki/Extras/ Fedora Extras], which is enabled in Fedora Core 4 by default.&lt;br /&gt;
* &amp;lt;code&amp;gt;yum install wesnoth wesnoth-tools wesnoth-server&amp;lt;/code&amp;gt; &lt;br /&gt;
* Wesnoth 1.0rc1: http://download.fedora.redhat.com/pub/fedora/linux/extras/&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
* &amp;lt;code&amp;gt;emerge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== klik ===&lt;br /&gt;
* The most easy way to testdrive BfW is provided via [http://klik.atekon.de/ klik]. klik enables clients to create distribution-independent binaries which require no &amp;quot;installation&amp;quot; (the base system remains untouched); its created &amp;quot;AppDir&amp;quot; bundles run even from USB stick or CD RW. klik support is pre-enabled on Knoppix and Kanotix Live CDs. Other distros need to install a small klik client (less than 20 kByte download, less than 20 seconds effort).  See the [http://klik.atekon.de/wiki/index.php/User%27s_FAQ klik FAQ] for details. A [http://wesnoth.klik.atekon.de/ BfW-specific klik website] has links to help with the package. Once the klik client is installed, look at this:&lt;br /&gt;
** [http://wesnoth.klik.atekon.de/ Wesnoth-1.0] stable Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth'' into your Browser&lt;br /&gt;
** [http://wesnoth-latest.klik.atekon.de/ Wesnoth-1.1.1] Development-Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth-latest'' into your Browser&lt;br /&gt;
&lt;br /&gt;
=== Mandrake (cooker) ===&lt;br /&gt;
* &amp;lt;code&amp;gt;urpmi wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
* Binary: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/i586/media/contrib/&lt;br /&gt;
* Source: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/contrib/SRPMS/&lt;br /&gt;
&lt;br /&gt;
=== Slackware 10.2 ===&lt;br /&gt;
sorry but the 10.1 isn't out. Don't worry the 10.2 is here \o/   enjoy&lt;br /&gt;
* '''Wesnoth 1.0.2''': http://asteroid.celeonet.fr/wesnoth/&lt;br /&gt;
&lt;br /&gt;
=== [[SuSE]] / [http://www.opensuse.org OpenSUSE] ===&lt;br /&gt;
* Wesnoth 1.0 ([mailto:sven_AT_unixboard.de build on SuSE 9.3 &amp;amp; 10.0 by Sven Gawlik] hostet on [http://www.unixboard.de Unixboard.de]):&lt;br /&gt;
** http://www.unixboard.de/suse/10/wesnoth-1.0-1.i386.rpm for [[SuSE]] 10.0&lt;br /&gt;
** http://www.unixboard.de/suse//wesnoth-1.0-1.i386.rpm for [[SuSE]] 9.3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Wesnoth 0.9.4 (by Luciano Montanaro):&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-0.9.4-9ml.i586.rpm (should work on [[SuSE]] 9.1 and 9.2 too)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-editor-0.9.4-9ml.i586.rpm (level editor)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-server-0.9.4-9ml.i586.rpm (game server)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/src/wesnoth-0.9.4-9ml.src.rpm (source rpm)&lt;br /&gt;
&lt;br /&gt;
* Wesnoth Binaries for [http://www.opensuse.org OpenSUSE] 10.0, [[SuSE]] Linux 9.3 and [[SuSE]] Linux 9.2, x86, ppc and x86_64. (by [[User:MadOssor|Holger Hetterich]] [mailto:ozzyATmetal-district.de] ) &lt;br /&gt;
** http://81.169.140.126/rpm/wesnoth/   &lt;br /&gt;
&lt;br /&gt;
'''These packages are also usable as a YaST installation source, use the settings from the table below'''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! rowspan=2 | SUSE Release&lt;br /&gt;
! rowspan=2 | Protocol &lt;br /&gt;
|- &lt;br /&gt;
! SERVER || DIRECTORY/URL  &lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.2 x86/x86_64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.2&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.3 x86/x86-64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.3&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 10.0 x86/x86_64/ppc / [http://www.opensuse.org OpenSUSE 10.0] || HTTP || 81.169.140.126 || rpm/wesnoth/10.0&lt;br /&gt;
|-&lt;br /&gt;
| Current [http://www.opensuse.org OpenSUSE] Development build x86/x86_64/ppc || HTTP || 81.169.140.126 || rpm/wesnoth/OpenSUSE-current&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''The OpenSUSE Development build is Wesnoth for the current OpenSUSE releases (aka 10.1)'''&lt;br /&gt;
&lt;br /&gt;
=== Yoper Linux ===&lt;br /&gt;
All versions built for Yoper 2.2.0-6, although they should install on 2.1.&lt;br /&gt;
Please let kernowyon know via the Yoper forums if you get any problems&lt;br /&gt;
Latest 1.0.2 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0.2-1.i686.rpm&lt;br /&gt;
1.0.1 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0-1.i686.rpm&lt;br /&gt;
Earlier version&lt;br /&gt;
*http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-0.9.7-1.i686.rpm&lt;br /&gt;
&lt;br /&gt;
=== Binaries for all distributions ===&lt;br /&gt;
* A distribution-independent binary (made with [http://oblisk.codu.org/ OBLISK]) for any somewhat modern GNU/Linux on i386 is available: &lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.1.1-x86-Opkg.tar.gz?download wesnoth-1.1.1-x86-Opkg.tar.gz]&lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.0.1-x86-Opkg.tar.gz?download wesnoth-1.0.1-x86-Opkg.tar.gz] &lt;br /&gt;
** This is NOT a static binary distribution, it resolves dependencies at runtime.&lt;br /&gt;
* Wesnoth 0.8.8 static binary (by Yann): http://prdownloads.sourceforge.net/wesnoth/wesnoth-i386-static?download (needs the [http://prdownloads.sourceforge.net/wesnoth/wesnoth-0.8.tar.gz?download source tarball] for the data - run it with the path to the unpacked data as argument)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://rpmfind.net/linux/rpm2html/search.php?query=wesnoth Search RPMs]&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[Download]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8451</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8451"/>
		<updated>2006-03-23T04:23:06Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Ubuntu */  add compiling section. should probably be somewhere else in the medium term&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GNU/Linux =&lt;br /&gt;
Not all Distributions are always at the state of the current release. If you want to be sure to have the current version, please get the sources and compile it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
* For the official pkg from [extra]: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* dibblethewrecker also provides regular SVN snapshots.  Please see [[ http://dtw.jiwe.org/content.php?article.9 | here]] for details of how to access the repo.  As development of wesnoth continues this repo is likely to follow the unstable branch.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
* &amp;lt;code&amp;gt;apt-get install wesnoth&amp;lt;/code&amp;gt; or &lt;br /&gt;
* &amp;lt;code&amp;gt;aptitude install wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages]&lt;br /&gt;
* [http://debian.wesnoth.org/sarge Wesnoth 1.0 backport for Sarge]&lt;br /&gt;
===&amp;gt; about this backport, maybe an issue with an unresolvable dependancy, the &amp;quot;ttf-dejavu&amp;quot; package which is required but does not belong to sarge main archive. If someone could confirm ? [ 4 october 2005 ]&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; 8 October: adding&lt;br /&gt;
&lt;br /&gt;
 deb http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/sources.list,&lt;br /&gt;
&lt;br /&gt;
 Package: wesnoth&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: wesnoth-data&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=stable&lt;br /&gt;
 Pin-Priority: 700&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=testing&lt;br /&gt;
 Pin-Priority: 650&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=unstable&lt;br /&gt;
 Pin-Priority: 600&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/preferences and then installing ttf-dejavu with&lt;br /&gt;
&lt;br /&gt;
 apt-get install -t unstable ttf-dejavu&lt;br /&gt;
&lt;br /&gt;
worked for me ;-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; If you want to install the latest Development version you may have to compile it yourself. See [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth].&lt;br /&gt;
&lt;br /&gt;
'''To install the dependencies :'''&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev libfreetype6-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remains one package : libintl which isn't in the Debian packages database, but I think you can install it by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install gettext&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If someone may confirm that ...&lt;br /&gt;
&lt;br /&gt;
'''To compile it :'''&lt;br /&gt;
If you have already installed and older version of wesnoth, uninstall it by :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude purge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that will remove all your wesnoth configuration.&lt;br /&gt;
Then, download the source by wget, or your internet navigator. Save it in the /usr/src directory.&lt;br /&gt;
Now, it's very easy :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cd /usr/src&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tar -xvzf wesnoth-1.1.1.tar.gz&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cd wesnoth-1.1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./configure&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may have more information about this part in the [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth] page.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth 1.0.1-1 is included in Ubuntu Dapper's universe collection. This is the latest stable release. As this is not the latest version, Breezy users will need to do one of the following to obtain the latest version:&lt;br /&gt;
*Upgrade to the Dapper Drake, or&lt;br /&gt;
*Use the Breezy-Backports repository,&lt;br /&gt;
*Use an unofficial repository, or&lt;br /&gt;
*Build from the source per Debian above, or&lt;br /&gt;
*Use the generic binary for GNU/Linux found on the [[Download]] page.&lt;br /&gt;
&lt;br /&gt;
Of these options, the final one is most likely the easiest at this time, while building from source is the most reliable. &lt;br /&gt;
&lt;br /&gt;
See the [http://help.ubuntu.com/starterguide/C/faqguide-all.html#addinguniverse Ubuntu Starter Guide]'s section on adding the universe repositories.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to install the debian package and associated dependencies using ''dpkg'' as you will break your environment!&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
If you choose to build the source you should add the a flag to ''configure'' to ensure your installation puts the data in the same place as the official installation path:&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure --datadir=/usr/share/games ...&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Fedora Core ===&lt;br /&gt;
Battle for Wesnoth is included in [http://fedoraproject.org/wiki/Extras/ Fedora Extras], which is enabled in Fedora Core 4 by default.&lt;br /&gt;
* &amp;lt;code&amp;gt;yum install wesnoth wesnoth-tools wesnoth-server&amp;lt;/code&amp;gt; &lt;br /&gt;
* Wesnoth 1.0rc1: http://download.fedora.redhat.com/pub/fedora/linux/extras/&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
* &amp;lt;code&amp;gt;emerge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== klik ===&lt;br /&gt;
* The most easy way to testdrive BfW is provided via [http://klik.atekon.de/ klik]. klik enables clients to create distribution-independent binaries which require no &amp;quot;installation&amp;quot; (the base system remains untouched); its created &amp;quot;AppDir&amp;quot; bundles run even from USB stick or CD RW. klik support is pre-enabled on Knoppix and Kanotix Live CDs. Other distros need to install a small klik client (less than 20 kByte download, less than 20 seconds effort).  See the [http://klik.atekon.de/wiki/index.php/User%27s_FAQ klik FAQ] for details. A [http://wesnoth.klik.atekon.de/ BfW-specific klik website] has links to help with the package. Once the klik client is installed, look at this:&lt;br /&gt;
** [http://wesnoth.klik.atekon.de/ Wesnoth-1.0] stable Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth'' into your Browser&lt;br /&gt;
** [http://wesnoth-latest.klik.atekon.de/ Wesnoth-1.1.1] Development-Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth-latest'' into your Browser&lt;br /&gt;
&lt;br /&gt;
=== Mandrake (cooker) ===&lt;br /&gt;
* &amp;lt;code&amp;gt;urpmi wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
* Binary: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/i586/media/contrib/&lt;br /&gt;
* Source: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/contrib/SRPMS/&lt;br /&gt;
&lt;br /&gt;
=== Slackware 10.2 ===&lt;br /&gt;
sorry but the 10.1 isn't out. Don't worry the 10.2 is here \o/   enjoy&lt;br /&gt;
* '''Wesnoth 1.0.2''': http://asteroid.celeonet.fr/wesnoth/&lt;br /&gt;
&lt;br /&gt;
=== [[SuSE]] / [http://www.opensuse.org OpenSUSE] ===&lt;br /&gt;
* Wesnoth 1.0 ([mailto:sven_AT_unixboard.de build on SuSE 9.3 &amp;amp; 10.0 by Sven Gawlik] hostet on [http://www.unixboard.de Unixboard.de]):&lt;br /&gt;
** http://www.unixboard.de/suse/10/wesnoth-1.0-1.i386.rpm for [[SuSE]] 10.0&lt;br /&gt;
** http://www.unixboard.de/suse//wesnoth-1.0-1.i386.rpm for [[SuSE]] 9.3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Wesnoth 0.9.4 (by Luciano Montanaro):&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-0.9.4-9ml.i586.rpm (should work on [[SuSE]] 9.1 and 9.2 too)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-editor-0.9.4-9ml.i586.rpm (level editor)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-server-0.9.4-9ml.i586.rpm (game server)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/src/wesnoth-0.9.4-9ml.src.rpm (source rpm)&lt;br /&gt;
&lt;br /&gt;
* Wesnoth Binaries for [http://www.opensuse.org OpenSUSE] 10.0, [[SuSE]] Linux 9.3 and [[SuSE]] Linux 9.2, x86, ppc and x86_64. (by [[User:MadOssor|Holger Hetterich]] [mailto:ozzyATmetal-district.de] ) &lt;br /&gt;
** http://81.169.140.126/rpm/wesnoth/   &lt;br /&gt;
&lt;br /&gt;
'''These packages are also usable as a YaST installation source, use the settings from the table below'''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! rowspan=2 | SUSE Release&lt;br /&gt;
! rowspan=2 | Protocol &lt;br /&gt;
|- &lt;br /&gt;
! SERVER || DIRECTORY/URL  &lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.2 x86/x86_64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.2&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.3 x86/x86-64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.3&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 10.0 x86/x86_64/ppc / [http://www.opensuse.org OpenSUSE 10.0] || HTTP || 81.169.140.126 || rpm/wesnoth/10.0&lt;br /&gt;
|-&lt;br /&gt;
| Current [http://www.opensuse.org OpenSUSE] Development build x86/x86_64/ppc || HTTP || 81.169.140.126 || rpm/wesnoth/OpenSUSE-current&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''The OpenSUSE Development build is Wesnoth for the current OpenSUSE releases (aka 10.1)'''&lt;br /&gt;
&lt;br /&gt;
=== Yoper Linux ===&lt;br /&gt;
All versions built for Yoper 2.2.0-6, although they should install on 2.1.&lt;br /&gt;
Please let kernowyon know via the Yoper forums if you get any problems&lt;br /&gt;
Latest 1.0.2 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0.2-1.i686.rpm&lt;br /&gt;
1.0.1 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0-1.i686.rpm&lt;br /&gt;
Earlier version&lt;br /&gt;
*http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-0.9.7-1.i686.rpm&lt;br /&gt;
&lt;br /&gt;
=== Binaries for all distributions ===&lt;br /&gt;
* A distribution-independent binary (made with [http://oblisk.codu.org/ OBLISK]) for any somewhat modern GNU/Linux on i386 is available: &lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.1.1-x86-Opkg.tar.gz?download wesnoth-1.1.1-x86-Opkg.tar.gz]&lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.0.1-x86-Opkg.tar.gz?download wesnoth-1.0.1-x86-Opkg.tar.gz] &lt;br /&gt;
** This is NOT a static binary distribution, it resolves dependencies at runtime.&lt;br /&gt;
* Wesnoth 0.8.8 static binary (by Yann): http://prdownloads.sourceforge.net/wesnoth/wesnoth-i386-static?download (needs the [http://prdownloads.sourceforge.net/wesnoth/wesnoth-0.8.tar.gz?download source tarball] for the data - run it with the path to the unpacked data as argument)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://rpmfind.net/linux/rpm2html/search.php?query=wesnoth Search RPMs]&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[Download]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8450</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8450"/>
		<updated>2006-03-23T04:20:08Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Ubuntu */  add some compile notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GNU/Linux =&lt;br /&gt;
Not all Distributions are always at the state of the current release. If you want to be sure to have the current version, please get the sources and compile it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
* For the official pkg from [extra]: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* dibblethewrecker also provides regular SVN snapshots.  Please see [[ http://dtw.jiwe.org/content.php?article.9 | here]] for details of how to access the repo.  As development of wesnoth continues this repo is likely to follow the unstable branch.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
* &amp;lt;code&amp;gt;apt-get install wesnoth&amp;lt;/code&amp;gt; or &lt;br /&gt;
* &amp;lt;code&amp;gt;aptitude install wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages]&lt;br /&gt;
* [http://debian.wesnoth.org/sarge Wesnoth 1.0 backport for Sarge]&lt;br /&gt;
===&amp;gt; about this backport, maybe an issue with an unresolvable dependancy, the &amp;quot;ttf-dejavu&amp;quot; package which is required but does not belong to sarge main archive. If someone could confirm ? [ 4 october 2005 ]&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; 8 October: adding&lt;br /&gt;
&lt;br /&gt;
 deb http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/sources.list,&lt;br /&gt;
&lt;br /&gt;
 Package: wesnoth&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: wesnoth-data&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=stable&lt;br /&gt;
 Pin-Priority: 700&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=testing&lt;br /&gt;
 Pin-Priority: 650&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=unstable&lt;br /&gt;
 Pin-Priority: 600&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/preferences and then installing ttf-dejavu with&lt;br /&gt;
&lt;br /&gt;
 apt-get install -t unstable ttf-dejavu&lt;br /&gt;
&lt;br /&gt;
worked for me ;-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; If you want to install the latest Development version you may have to compile it yourself. See [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth].&lt;br /&gt;
&lt;br /&gt;
'''To install the dependencies :'''&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev libfreetype6-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remains one package : libintl which isn't in the Debian packages database, but I think you can install it by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install gettext&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If someone may confirm that ...&lt;br /&gt;
&lt;br /&gt;
'''To compile it :'''&lt;br /&gt;
If you have already installed and older version of wesnoth, uninstall it by :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude purge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that will remove all your wesnoth configuration.&lt;br /&gt;
Then, download the source by wget, or your internet navigator. Save it in the /usr/src directory.&lt;br /&gt;
Now, it's very easy :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cd /usr/src&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tar -xvzf wesnoth-1.1.1.tar.gz&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cd wesnoth-1.1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./configure&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may have more information about this part in the [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth] page.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth 1.0.1-1 is included in Ubuntu Dapper's universe collection. This is the latest stable release. As this is not the latest version, Breezy users will need to do one of the following to obtain the latest version:&lt;br /&gt;
*Upgrade to the Dapper Drake, or&lt;br /&gt;
*Use the Breezy-Backports repository,&lt;br /&gt;
*Use an unofficial repository, or&lt;br /&gt;
*Build from the source per Debian above, or&lt;br /&gt;
*Use the generic binary for GNU/Linux found on the [[Download]] page.&lt;br /&gt;
&lt;br /&gt;
Of these options, the final one is most likely the easiest at this time, while building from source is the most reliable. &lt;br /&gt;
&lt;br /&gt;
See the [http://help.ubuntu.com/starterguide/C/faqguide-all.html#addinguniverse Ubuntu Starter Guide]'s section on adding the universe repositories.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to install the debian package and associated dependencies using ''dpkg'' as you will break your environment!&lt;br /&gt;
&lt;br /&gt;
If you choose to build the source you need to add the following flag to ''configure'' to ensure your installation is consistent with the official installation path:&lt;br /&gt;
&lt;br /&gt;
 ./configure --datadir=/usr/share/games ...&lt;br /&gt;
&lt;br /&gt;
=== Fedora Core ===&lt;br /&gt;
Battle for Wesnoth is included in [http://fedoraproject.org/wiki/Extras/ Fedora Extras], which is enabled in Fedora Core 4 by default.&lt;br /&gt;
* &amp;lt;code&amp;gt;yum install wesnoth wesnoth-tools wesnoth-server&amp;lt;/code&amp;gt; &lt;br /&gt;
* Wesnoth 1.0rc1: http://download.fedora.redhat.com/pub/fedora/linux/extras/&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
* &amp;lt;code&amp;gt;emerge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== klik ===&lt;br /&gt;
* The most easy way to testdrive BfW is provided via [http://klik.atekon.de/ klik]. klik enables clients to create distribution-independent binaries which require no &amp;quot;installation&amp;quot; (the base system remains untouched); its created &amp;quot;AppDir&amp;quot; bundles run even from USB stick or CD RW. klik support is pre-enabled on Knoppix and Kanotix Live CDs. Other distros need to install a small klik client (less than 20 kByte download, less than 20 seconds effort).  See the [http://klik.atekon.de/wiki/index.php/User%27s_FAQ klik FAQ] for details. A [http://wesnoth.klik.atekon.de/ BfW-specific klik website] has links to help with the package. Once the klik client is installed, look at this:&lt;br /&gt;
** [http://wesnoth.klik.atekon.de/ Wesnoth-1.0] stable Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth'' into your Browser&lt;br /&gt;
** [http://wesnoth-latest.klik.atekon.de/ Wesnoth-1.1.1] Development-Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth-latest'' into your Browser&lt;br /&gt;
&lt;br /&gt;
=== Mandrake (cooker) ===&lt;br /&gt;
* &amp;lt;code&amp;gt;urpmi wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
* Binary: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/i586/media/contrib/&lt;br /&gt;
* Source: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/contrib/SRPMS/&lt;br /&gt;
&lt;br /&gt;
=== Slackware 10.2 ===&lt;br /&gt;
sorry but the 10.1 isn't out. Don't worry the 10.2 is here \o/   enjoy&lt;br /&gt;
* '''Wesnoth 1.0.2''': http://asteroid.celeonet.fr/wesnoth/&lt;br /&gt;
&lt;br /&gt;
=== [[SuSE]] / [http://www.opensuse.org OpenSUSE] ===&lt;br /&gt;
* Wesnoth 1.0 ([mailto:sven_AT_unixboard.de build on SuSE 9.3 &amp;amp; 10.0 by Sven Gawlik] hostet on [http://www.unixboard.de Unixboard.de]):&lt;br /&gt;
** http://www.unixboard.de/suse/10/wesnoth-1.0-1.i386.rpm for [[SuSE]] 10.0&lt;br /&gt;
** http://www.unixboard.de/suse//wesnoth-1.0-1.i386.rpm for [[SuSE]] 9.3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Wesnoth 0.9.4 (by Luciano Montanaro):&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-0.9.4-9ml.i586.rpm (should work on [[SuSE]] 9.1 and 9.2 too)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-editor-0.9.4-9ml.i586.rpm (level editor)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-server-0.9.4-9ml.i586.rpm (game server)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/src/wesnoth-0.9.4-9ml.src.rpm (source rpm)&lt;br /&gt;
&lt;br /&gt;
* Wesnoth Binaries for [http://www.opensuse.org OpenSUSE] 10.0, [[SuSE]] Linux 9.3 and [[SuSE]] Linux 9.2, x86, ppc and x86_64. (by [[User:MadOssor|Holger Hetterich]] [mailto:ozzyATmetal-district.de] ) &lt;br /&gt;
** http://81.169.140.126/rpm/wesnoth/   &lt;br /&gt;
&lt;br /&gt;
'''These packages are also usable as a YaST installation source, use the settings from the table below'''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! rowspan=2 | SUSE Release&lt;br /&gt;
! rowspan=2 | Protocol &lt;br /&gt;
|- &lt;br /&gt;
! SERVER || DIRECTORY/URL  &lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.2 x86/x86_64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.2&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.3 x86/x86-64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.3&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 10.0 x86/x86_64/ppc / [http://www.opensuse.org OpenSUSE 10.0] || HTTP || 81.169.140.126 || rpm/wesnoth/10.0&lt;br /&gt;
|-&lt;br /&gt;
| Current [http://www.opensuse.org OpenSUSE] Development build x86/x86_64/ppc || HTTP || 81.169.140.126 || rpm/wesnoth/OpenSUSE-current&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''The OpenSUSE Development build is Wesnoth for the current OpenSUSE releases (aka 10.1)'''&lt;br /&gt;
&lt;br /&gt;
=== Yoper Linux ===&lt;br /&gt;
All versions built for Yoper 2.2.0-6, although they should install on 2.1.&lt;br /&gt;
Please let kernowyon know via the Yoper forums if you get any problems&lt;br /&gt;
Latest 1.0.2 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0.2-1.i686.rpm&lt;br /&gt;
1.0.1 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0-1.i686.rpm&lt;br /&gt;
Earlier version&lt;br /&gt;
*http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-0.9.7-1.i686.rpm&lt;br /&gt;
&lt;br /&gt;
=== Binaries for all distributions ===&lt;br /&gt;
* A distribution-independent binary (made with [http://oblisk.codu.org/ OBLISK]) for any somewhat modern GNU/Linux on i386 is available: &lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.1.1-x86-Opkg.tar.gz?download wesnoth-1.1.1-x86-Opkg.tar.gz]&lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.0.1-x86-Opkg.tar.gz?download wesnoth-1.0.1-x86-Opkg.tar.gz] &lt;br /&gt;
** This is NOT a static binary distribution, it resolves dependencies at runtime.&lt;br /&gt;
* Wesnoth 0.8.8 static binary (by Yann): http://prdownloads.sourceforge.net/wesnoth/wesnoth-i386-static?download (needs the [http://prdownloads.sourceforge.net/wesnoth/wesnoth-0.8.tar.gz?download source tarball] for the data - run it with the path to the unpacked data as argument)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://rpmfind.net/linux/rpm2html/search.php?query=wesnoth Search RPMs]&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[Download]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8449</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8449"/>
		<updated>2006-03-23T04:17:01Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Ubuntu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GNU/Linux =&lt;br /&gt;
Not all Distributions are always at the state of the current release. If you want to be sure to have the current version, please get the sources and compile it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
* For the official pkg from [extra]: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* dibblethewrecker also provides regular SVN snapshots.  Please see [[ http://dtw.jiwe.org/content.php?article.9 | here]] for details of how to access the repo.  As development of wesnoth continues this repo is likely to follow the unstable branch.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
* &amp;lt;code&amp;gt;apt-get install wesnoth&amp;lt;/code&amp;gt; or &lt;br /&gt;
* &amp;lt;code&amp;gt;aptitude install wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages]&lt;br /&gt;
* [http://debian.wesnoth.org/sarge Wesnoth 1.0 backport for Sarge]&lt;br /&gt;
===&amp;gt; about this backport, maybe an issue with an unresolvable dependancy, the &amp;quot;ttf-dejavu&amp;quot; package which is required but does not belong to sarge main archive. If someone could confirm ? [ 4 october 2005 ]&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; 8 October: adding&lt;br /&gt;
&lt;br /&gt;
 deb http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/sources.list,&lt;br /&gt;
&lt;br /&gt;
 Package: wesnoth&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: wesnoth-data&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=stable&lt;br /&gt;
 Pin-Priority: 700&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=testing&lt;br /&gt;
 Pin-Priority: 650&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=unstable&lt;br /&gt;
 Pin-Priority: 600&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/preferences and then installing ttf-dejavu with&lt;br /&gt;
&lt;br /&gt;
 apt-get install -t unstable ttf-dejavu&lt;br /&gt;
&lt;br /&gt;
worked for me ;-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; If you want to install the latest Development version you may have to compile it yourself. See [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth].&lt;br /&gt;
&lt;br /&gt;
'''To install the dependencies :'''&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev libfreetype6-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remains one package : libintl which isn't in the Debian packages database, but I think you can install it by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install gettext&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If someone may confirm that ...&lt;br /&gt;
&lt;br /&gt;
'''To compile it :'''&lt;br /&gt;
If you have already installed and older version of wesnoth, uninstall it by :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude purge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that will remove all your wesnoth configuration.&lt;br /&gt;
Then, download the source by wget, or your internet navigator. Save it in the /usr/src directory.&lt;br /&gt;
Now, it's very easy :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cd /usr/src&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tar -xvzf wesnoth-1.1.1.tar.gz&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cd wesnoth-1.1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./configure&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may have more information about this part in the [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth] page.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth 1.0.1-1 is included in Ubuntu Dapper's universe collection. This is the latest stable release. As this is not the latest version, Breezy users will need to do one of the following to obtain the latest version:&lt;br /&gt;
*Upgrade to the Dapper Drake, or&lt;br /&gt;
*Use the Breezy-Backports repository,&lt;br /&gt;
*Use an unofficial repository, or&lt;br /&gt;
*Build from the source per Debian above, or&lt;br /&gt;
*Use the generic binary for GNU/Linux found on the [[Download]] page.&lt;br /&gt;
&lt;br /&gt;
Of these options, the final one is most likely the safest at this time.&lt;br /&gt;
&lt;br /&gt;
See the [http://help.ubuntu.com/starterguide/C/faqguide-all.html#addinguniverse Ubuntu Starter Guide]'s section on adding the universe repositories.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to install the debian package and associated dependencies using ''dpkg'' as you will break your environment!&lt;br /&gt;
&lt;br /&gt;
=== Fedora Core ===&lt;br /&gt;
Battle for Wesnoth is included in [http://fedoraproject.org/wiki/Extras/ Fedora Extras], which is enabled in Fedora Core 4 by default.&lt;br /&gt;
* &amp;lt;code&amp;gt;yum install wesnoth wesnoth-tools wesnoth-server&amp;lt;/code&amp;gt; &lt;br /&gt;
* Wesnoth 1.0rc1: http://download.fedora.redhat.com/pub/fedora/linux/extras/&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
* &amp;lt;code&amp;gt;emerge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== klik ===&lt;br /&gt;
* The most easy way to testdrive BfW is provided via [http://klik.atekon.de/ klik]. klik enables clients to create distribution-independent binaries which require no &amp;quot;installation&amp;quot; (the base system remains untouched); its created &amp;quot;AppDir&amp;quot; bundles run even from USB stick or CD RW. klik support is pre-enabled on Knoppix and Kanotix Live CDs. Other distros need to install a small klik client (less than 20 kByte download, less than 20 seconds effort).  See the [http://klik.atekon.de/wiki/index.php/User%27s_FAQ klik FAQ] for details. A [http://wesnoth.klik.atekon.de/ BfW-specific klik website] has links to help with the package. Once the klik client is installed, look at this:&lt;br /&gt;
** [http://wesnoth.klik.atekon.de/ Wesnoth-1.0] stable Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth'' into your Browser&lt;br /&gt;
** [http://wesnoth-latest.klik.atekon.de/ Wesnoth-1.1.1] Development-Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth-latest'' into your Browser&lt;br /&gt;
&lt;br /&gt;
=== Mandrake (cooker) ===&lt;br /&gt;
* &amp;lt;code&amp;gt;urpmi wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
* Binary: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/i586/media/contrib/&lt;br /&gt;
* Source: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/contrib/SRPMS/&lt;br /&gt;
&lt;br /&gt;
=== Slackware 10.2 ===&lt;br /&gt;
sorry but the 10.1 isn't out. Don't worry the 10.2 is here \o/   enjoy&lt;br /&gt;
* '''Wesnoth 1.0.2''': http://asteroid.celeonet.fr/wesnoth/&lt;br /&gt;
&lt;br /&gt;
=== [[SuSE]] / [http://www.opensuse.org OpenSUSE] ===&lt;br /&gt;
* Wesnoth 1.0 ([mailto:sven_AT_unixboard.de build on SuSE 9.3 &amp;amp; 10.0 by Sven Gawlik] hostet on [http://www.unixboard.de Unixboard.de]):&lt;br /&gt;
** http://www.unixboard.de/suse/10/wesnoth-1.0-1.i386.rpm for [[SuSE]] 10.0&lt;br /&gt;
** http://www.unixboard.de/suse//wesnoth-1.0-1.i386.rpm for [[SuSE]] 9.3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Wesnoth 0.9.4 (by Luciano Montanaro):&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-0.9.4-9ml.i586.rpm (should work on [[SuSE]] 9.1 and 9.2 too)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-editor-0.9.4-9ml.i586.rpm (level editor)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-server-0.9.4-9ml.i586.rpm (game server)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/src/wesnoth-0.9.4-9ml.src.rpm (source rpm)&lt;br /&gt;
&lt;br /&gt;
* Wesnoth Binaries for [http://www.opensuse.org OpenSUSE] 10.0, [[SuSE]] Linux 9.3 and [[SuSE]] Linux 9.2, x86, ppc and x86_64. (by [[User:MadOssor|Holger Hetterich]] [mailto:ozzyATmetal-district.de] ) &lt;br /&gt;
** http://81.169.140.126/rpm/wesnoth/   &lt;br /&gt;
&lt;br /&gt;
'''These packages are also usable as a YaST installation source, use the settings from the table below'''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! rowspan=2 | SUSE Release&lt;br /&gt;
! rowspan=2 | Protocol &lt;br /&gt;
|- &lt;br /&gt;
! SERVER || DIRECTORY/URL  &lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.2 x86/x86_64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.2&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.3 x86/x86-64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.3&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 10.0 x86/x86_64/ppc / [http://www.opensuse.org OpenSUSE 10.0] || HTTP || 81.169.140.126 || rpm/wesnoth/10.0&lt;br /&gt;
|-&lt;br /&gt;
| Current [http://www.opensuse.org OpenSUSE] Development build x86/x86_64/ppc || HTTP || 81.169.140.126 || rpm/wesnoth/OpenSUSE-current&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''The OpenSUSE Development build is Wesnoth for the current OpenSUSE releases (aka 10.1)'''&lt;br /&gt;
&lt;br /&gt;
=== Yoper Linux ===&lt;br /&gt;
All versions built for Yoper 2.2.0-6, although they should install on 2.1.&lt;br /&gt;
Please let kernowyon know via the Yoper forums if you get any problems&lt;br /&gt;
Latest 1.0.2 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0.2-1.i686.rpm&lt;br /&gt;
1.0.1 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0-1.i686.rpm&lt;br /&gt;
Earlier version&lt;br /&gt;
*http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-0.9.7-1.i686.rpm&lt;br /&gt;
&lt;br /&gt;
=== Binaries for all distributions ===&lt;br /&gt;
* A distribution-independent binary (made with [http://oblisk.codu.org/ OBLISK]) for any somewhat modern GNU/Linux on i386 is available: &lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.1.1-x86-Opkg.tar.gz?download wesnoth-1.1.1-x86-Opkg.tar.gz]&lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.0.1-x86-Opkg.tar.gz?download wesnoth-1.0.1-x86-Opkg.tar.gz] &lt;br /&gt;
** This is NOT a static binary distribution, it resolves dependencies at runtime.&lt;br /&gt;
* Wesnoth 0.8.8 static binary (by Yann): http://prdownloads.sourceforge.net/wesnoth/wesnoth-i386-static?download (needs the [http://prdownloads.sourceforge.net/wesnoth/wesnoth-0.8.tar.gz?download source tarball] for the data - run it with the path to the unpacked data as argument)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://rpmfind.net/linux/rpm2html/search.php?query=wesnoth Search RPMs]&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[Download]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8448</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8448"/>
		<updated>2006-03-23T04:13:46Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Debian */  clarify need for compilation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GNU/Linux =&lt;br /&gt;
Not all Distributions are always at the state of the current release. If you want to be sure to have the current version, please get the sources and compile it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
* For the official pkg from [extra]: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* dibblethewrecker also provides regular SVN snapshots.  Please see [[ http://dtw.jiwe.org/content.php?article.9 | here]] for details of how to access the repo.  As development of wesnoth continues this repo is likely to follow the unstable branch.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
* &amp;lt;code&amp;gt;apt-get install wesnoth&amp;lt;/code&amp;gt; or &lt;br /&gt;
* &amp;lt;code&amp;gt;aptitude install wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages]&lt;br /&gt;
* [http://debian.wesnoth.org/sarge Wesnoth 1.0 backport for Sarge]&lt;br /&gt;
===&amp;gt; about this backport, maybe an issue with an unresolvable dependancy, the &amp;quot;ttf-dejavu&amp;quot; package which is required but does not belong to sarge main archive. If someone could confirm ? [ 4 october 2005 ]&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; 8 October: adding&lt;br /&gt;
&lt;br /&gt;
 deb http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/sources.list,&lt;br /&gt;
&lt;br /&gt;
 Package: wesnoth&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: wesnoth-data&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=stable&lt;br /&gt;
 Pin-Priority: 700&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=testing&lt;br /&gt;
 Pin-Priority: 650&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=unstable&lt;br /&gt;
 Pin-Priority: 600&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/preferences and then installing ttf-dejavu with&lt;br /&gt;
&lt;br /&gt;
 apt-get install -t unstable ttf-dejavu&lt;br /&gt;
&lt;br /&gt;
worked for me ;-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; If you want to install the latest Development version you may have to compile it yourself. See [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth].&lt;br /&gt;
&lt;br /&gt;
'''To install the dependencies :'''&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev libfreetype6-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remains one package : libintl which isn't in the Debian packages database, but I think you can install it by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install gettext&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If someone may confirm that ...&lt;br /&gt;
&lt;br /&gt;
'''To compile it :'''&lt;br /&gt;
If you have already installed and older version of wesnoth, uninstall it by :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude purge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that will remove all your wesnoth configuration.&lt;br /&gt;
Then, download the source by wget, or your internet navigator. Save it in the /usr/src directory.&lt;br /&gt;
Now, it's very easy :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cd /usr/src&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tar -xvzf wesnoth-1.1.1.tar.gz&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cd wesnoth-1.1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./configure&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may have more information about this part in the [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth] page.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth 1.0.1-1 is included in Ubuntu Dapper's universe collection.  This is the current latest version.&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth 1.0-1 is included in Ubuntu Breezy's universe collection.  As this is not the latest version, Breezy users will need to do one of the following to obtain the latest version:&lt;br /&gt;
*Upgrade to the Dapper Drake, or&lt;br /&gt;
*Use the Breezy-Backports repository, or&lt;br /&gt;
*Use an unofficial repository, or&lt;br /&gt;
*Build from the source per Debian above, or&lt;br /&gt;
*Use the generic binary for GNU/Linux found on the [[Download]] page.&lt;br /&gt;
&lt;br /&gt;
Of these options, the final one is most likely the safest at this time.&lt;br /&gt;
&lt;br /&gt;
See the [http://help.ubuntu.com/starterguide/C/faqguide-all.html#addinguniverse Ubuntu Starter Guide]'s section on adding the universe repositories.&lt;br /&gt;
&lt;br /&gt;
=== Fedora Core ===&lt;br /&gt;
Battle for Wesnoth is included in [http://fedoraproject.org/wiki/Extras/ Fedora Extras], which is enabled in Fedora Core 4 by default.&lt;br /&gt;
* &amp;lt;code&amp;gt;yum install wesnoth wesnoth-tools wesnoth-server&amp;lt;/code&amp;gt; &lt;br /&gt;
* Wesnoth 1.0rc1: http://download.fedora.redhat.com/pub/fedora/linux/extras/&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
* &amp;lt;code&amp;gt;emerge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== klik ===&lt;br /&gt;
* The most easy way to testdrive BfW is provided via [http://klik.atekon.de/ klik]. klik enables clients to create distribution-independent binaries which require no &amp;quot;installation&amp;quot; (the base system remains untouched); its created &amp;quot;AppDir&amp;quot; bundles run even from USB stick or CD RW. klik support is pre-enabled on Knoppix and Kanotix Live CDs. Other distros need to install a small klik client (less than 20 kByte download, less than 20 seconds effort).  See the [http://klik.atekon.de/wiki/index.php/User%27s_FAQ klik FAQ] for details. A [http://wesnoth.klik.atekon.de/ BfW-specific klik website] has links to help with the package. Once the klik client is installed, look at this:&lt;br /&gt;
** [http://wesnoth.klik.atekon.de/ Wesnoth-1.0] stable Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth'' into your Browser&lt;br /&gt;
** [http://wesnoth-latest.klik.atekon.de/ Wesnoth-1.1.1] Development-Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth-latest'' into your Browser&lt;br /&gt;
&lt;br /&gt;
=== Mandrake (cooker) ===&lt;br /&gt;
* &amp;lt;code&amp;gt;urpmi wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
* Binary: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/i586/media/contrib/&lt;br /&gt;
* Source: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/contrib/SRPMS/&lt;br /&gt;
&lt;br /&gt;
=== Slackware 10.2 ===&lt;br /&gt;
sorry but the 10.1 isn't out. Don't worry the 10.2 is here \o/   enjoy&lt;br /&gt;
* '''Wesnoth 1.0.2''': http://asteroid.celeonet.fr/wesnoth/&lt;br /&gt;
&lt;br /&gt;
=== [[SuSE]] / [http://www.opensuse.org OpenSUSE] ===&lt;br /&gt;
* Wesnoth 1.0 ([mailto:sven_AT_unixboard.de build on SuSE 9.3 &amp;amp; 10.0 by Sven Gawlik] hostet on [http://www.unixboard.de Unixboard.de]):&lt;br /&gt;
** http://www.unixboard.de/suse/10/wesnoth-1.0-1.i386.rpm for [[SuSE]] 10.0&lt;br /&gt;
** http://www.unixboard.de/suse//wesnoth-1.0-1.i386.rpm for [[SuSE]] 9.3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Wesnoth 0.9.4 (by Luciano Montanaro):&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-0.9.4-9ml.i586.rpm (should work on [[SuSE]] 9.1 and 9.2 too)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-editor-0.9.4-9ml.i586.rpm (level editor)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-server-0.9.4-9ml.i586.rpm (game server)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/src/wesnoth-0.9.4-9ml.src.rpm (source rpm)&lt;br /&gt;
&lt;br /&gt;
* Wesnoth Binaries for [http://www.opensuse.org OpenSUSE] 10.0, [[SuSE]] Linux 9.3 and [[SuSE]] Linux 9.2, x86, ppc and x86_64. (by [[User:MadOssor|Holger Hetterich]] [mailto:ozzyATmetal-district.de] ) &lt;br /&gt;
** http://81.169.140.126/rpm/wesnoth/   &lt;br /&gt;
&lt;br /&gt;
'''These packages are also usable as a YaST installation source, use the settings from the table below'''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! rowspan=2 | SUSE Release&lt;br /&gt;
! rowspan=2 | Protocol &lt;br /&gt;
|- &lt;br /&gt;
! SERVER || DIRECTORY/URL  &lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.2 x86/x86_64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.2&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.3 x86/x86-64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.3&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 10.0 x86/x86_64/ppc / [http://www.opensuse.org OpenSUSE 10.0] || HTTP || 81.169.140.126 || rpm/wesnoth/10.0&lt;br /&gt;
|-&lt;br /&gt;
| Current [http://www.opensuse.org OpenSUSE] Development build x86/x86_64/ppc || HTTP || 81.169.140.126 || rpm/wesnoth/OpenSUSE-current&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''The OpenSUSE Development build is Wesnoth for the current OpenSUSE releases (aka 10.1)'''&lt;br /&gt;
&lt;br /&gt;
=== Yoper Linux ===&lt;br /&gt;
All versions built for Yoper 2.2.0-6, although they should install on 2.1.&lt;br /&gt;
Please let kernowyon know via the Yoper forums if you get any problems&lt;br /&gt;
Latest 1.0.2 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0.2-1.i686.rpm&lt;br /&gt;
1.0.1 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0-1.i686.rpm&lt;br /&gt;
Earlier version&lt;br /&gt;
*http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-0.9.7-1.i686.rpm&lt;br /&gt;
&lt;br /&gt;
=== Binaries for all distributions ===&lt;br /&gt;
* A distribution-independent binary (made with [http://oblisk.codu.org/ OBLISK]) for any somewhat modern GNU/Linux on i386 is available: &lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.1.1-x86-Opkg.tar.gz?download wesnoth-1.1.1-x86-Opkg.tar.gz]&lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.0.1-x86-Opkg.tar.gz?download wesnoth-1.0.1-x86-Opkg.tar.gz] &lt;br /&gt;
** This is NOT a static binary distribution, it resolves dependencies at runtime.&lt;br /&gt;
* Wesnoth 0.8.8 static binary (by Yann): http://prdownloads.sourceforge.net/wesnoth/wesnoth-i386-static?download (needs the [http://prdownloads.sourceforge.net/wesnoth/wesnoth-0.8.tar.gz?download source tarball] for the data - run it with the path to the unpacked data as argument)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://rpmfind.net/linux/rpm2html/search.php?query=wesnoth Search RPMs]&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[Download]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8447</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=8447"/>
		<updated>2006-03-23T04:12:17Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Ubuntu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GNU/Linux =&lt;br /&gt;
Not all Distributions are always at the state of the current release. If you want to be sure to have the current version, please get the sources and compile it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
* For the official pkg from [extra]: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* dibblethewrecker also provides regular SVN snapshots.  Please see [[ http://dtw.jiwe.org/content.php?article.9 | here]] for details of how to access the repo.  As development of wesnoth continues this repo is likely to follow the unstable branch.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
* &amp;lt;code&amp;gt;apt-get install wesnoth&amp;lt;/code&amp;gt; or &lt;br /&gt;
* &amp;lt;code&amp;gt;aptitude install wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages]&lt;br /&gt;
* [http://debian.wesnoth.org/sarge Wesnoth 1.0 backport for Sarge]&lt;br /&gt;
===&amp;gt; about this backport, maybe an issue with an unresolvable dependancy, the &amp;quot;ttf-dejavu&amp;quot; package which is required but does not belong to sarge main archive. If someone could confirm ? [ 4 october 2005 ]&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; 8 October: adding&lt;br /&gt;
&lt;br /&gt;
 deb http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/sources.list,&lt;br /&gt;
&lt;br /&gt;
 Package: wesnoth&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: wesnoth-data&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=stable&lt;br /&gt;
 Pin-Priority: 700&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=testing&lt;br /&gt;
 Pin-Priority: 650&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=unstable&lt;br /&gt;
 Pin-Priority: 600&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/preferences and then installing ttf-dejavu with&lt;br /&gt;
&lt;br /&gt;
 apt-get install -t unstable ttf-dejavu&lt;br /&gt;
&lt;br /&gt;
worked for me ;-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; If you want to install the Developpement version (1.1.1) you'll have to compile it. See [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth].&lt;br /&gt;
&lt;br /&gt;
'''To install the dependencies :'''&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev libfreetype6-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remains one package : libintl which isn't in the Debian packages database, but I think you can install it by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install gettext&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If someone may confirm that ...&lt;br /&gt;
&lt;br /&gt;
'''To compile it :'''&lt;br /&gt;
If you have already installed and older version of wesnoth, uninstall it by :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude purge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that will remove all your wesnoth configuration.&lt;br /&gt;
Then, download the source by wget, or your internet navigator. Save it in the /usr/src directory.&lt;br /&gt;
Now, it's very easy :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cd /usr/src&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;tar -xvzf wesnoth-1.1.1.tar.gz&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cd wesnoth-1.1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./configure&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may have more information about this part in the [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth] page.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth 1.0.1-1 is included in Ubuntu Dapper's universe collection.  This is the current latest version.&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth 1.0-1 is included in Ubuntu Breezy's universe collection.  As this is not the latest version, Breezy users will need to do one of the following to obtain the latest version:&lt;br /&gt;
*Upgrade to the Dapper Drake, or&lt;br /&gt;
*Use the Breezy-Backports repository, or&lt;br /&gt;
*Use an unofficial repository, or&lt;br /&gt;
*Build from the source per Debian above, or&lt;br /&gt;
*Use the generic binary for GNU/Linux found on the [[Download]] page.&lt;br /&gt;
&lt;br /&gt;
Of these options, the final one is most likely the safest at this time.&lt;br /&gt;
&lt;br /&gt;
See the [http://help.ubuntu.com/starterguide/C/faqguide-all.html#addinguniverse Ubuntu Starter Guide]'s section on adding the universe repositories.&lt;br /&gt;
&lt;br /&gt;
=== Fedora Core ===&lt;br /&gt;
Battle for Wesnoth is included in [http://fedoraproject.org/wiki/Extras/ Fedora Extras], which is enabled in Fedora Core 4 by default.&lt;br /&gt;
* &amp;lt;code&amp;gt;yum install wesnoth wesnoth-tools wesnoth-server&amp;lt;/code&amp;gt; &lt;br /&gt;
* Wesnoth 1.0rc1: http://download.fedora.redhat.com/pub/fedora/linux/extras/&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
* &amp;lt;code&amp;gt;emerge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== klik ===&lt;br /&gt;
* The most easy way to testdrive BfW is provided via [http://klik.atekon.de/ klik]. klik enables clients to create distribution-independent binaries which require no &amp;quot;installation&amp;quot; (the base system remains untouched); its created &amp;quot;AppDir&amp;quot; bundles run even from USB stick or CD RW. klik support is pre-enabled on Knoppix and Kanotix Live CDs. Other distros need to install a small klik client (less than 20 kByte download, less than 20 seconds effort).  See the [http://klik.atekon.de/wiki/index.php/User%27s_FAQ klik FAQ] for details. A [http://wesnoth.klik.atekon.de/ BfW-specific klik website] has links to help with the package. Once the klik client is installed, look at this:&lt;br /&gt;
** [http://wesnoth.klik.atekon.de/ Wesnoth-1.0] stable Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth'' into your Browser&lt;br /&gt;
** [http://wesnoth-latest.klik.atekon.de/ Wesnoth-1.1.1] Development-Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth-latest'' into your Browser&lt;br /&gt;
&lt;br /&gt;
=== Mandrake (cooker) ===&lt;br /&gt;
* &amp;lt;code&amp;gt;urpmi wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
* Binary: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/i586/media/contrib/&lt;br /&gt;
* Source: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/contrib/SRPMS/&lt;br /&gt;
&lt;br /&gt;
=== Slackware 10.2 ===&lt;br /&gt;
sorry but the 10.1 isn't out. Don't worry the 10.2 is here \o/   enjoy&lt;br /&gt;
* '''Wesnoth 1.0.2''': http://asteroid.celeonet.fr/wesnoth/&lt;br /&gt;
&lt;br /&gt;
=== [[SuSE]] / [http://www.opensuse.org OpenSUSE] ===&lt;br /&gt;
* Wesnoth 1.0 ([mailto:sven_AT_unixboard.de build on SuSE 9.3 &amp;amp; 10.0 by Sven Gawlik] hostet on [http://www.unixboard.de Unixboard.de]):&lt;br /&gt;
** http://www.unixboard.de/suse/10/wesnoth-1.0-1.i386.rpm for [[SuSE]] 10.0&lt;br /&gt;
** http://www.unixboard.de/suse//wesnoth-1.0-1.i386.rpm for [[SuSE]] 9.3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Wesnoth 0.9.4 (by Luciano Montanaro):&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-0.9.4-9ml.i586.rpm (should work on [[SuSE]] 9.1 and 9.2 too)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-editor-0.9.4-9ml.i586.rpm (level editor)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/i586/wesnoth-server-0.9.4-9ml.i586.rpm (game server)&lt;br /&gt;
** http://www.cirulla.net/listing/suse-rpm/rpm/9.3/src/wesnoth-0.9.4-9ml.src.rpm (source rpm)&lt;br /&gt;
&lt;br /&gt;
* Wesnoth Binaries for [http://www.opensuse.org OpenSUSE] 10.0, [[SuSE]] Linux 9.3 and [[SuSE]] Linux 9.2, x86, ppc and x86_64. (by [[User:MadOssor|Holger Hetterich]] [mailto:ozzyATmetal-district.de] ) &lt;br /&gt;
** http://81.169.140.126/rpm/wesnoth/   &lt;br /&gt;
&lt;br /&gt;
'''These packages are also usable as a YaST installation source, use the settings from the table below'''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! rowspan=2 | SUSE Release&lt;br /&gt;
! rowspan=2 | Protocol &lt;br /&gt;
|- &lt;br /&gt;
! SERVER || DIRECTORY/URL  &lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.2 x86/x86_64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.2&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 9.3 x86/x86-64 || HTTP || 81.169.140.126 || rpm/wesnoth/9.3&lt;br /&gt;
|-&lt;br /&gt;
| [[SuSE]] Linux 10.0 x86/x86_64/ppc / [http://www.opensuse.org OpenSUSE 10.0] || HTTP || 81.169.140.126 || rpm/wesnoth/10.0&lt;br /&gt;
|-&lt;br /&gt;
| Current [http://www.opensuse.org OpenSUSE] Development build x86/x86_64/ppc || HTTP || 81.169.140.126 || rpm/wesnoth/OpenSUSE-current&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''The OpenSUSE Development build is Wesnoth for the current OpenSUSE releases (aka 10.1)'''&lt;br /&gt;
&lt;br /&gt;
=== Yoper Linux ===&lt;br /&gt;
All versions built for Yoper 2.2.0-6, although they should install on 2.1.&lt;br /&gt;
Please let kernowyon know via the Yoper forums if you get any problems&lt;br /&gt;
Latest 1.0.2 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0.2-1.i686.rpm&lt;br /&gt;
1.0.1 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0-1.i686.rpm&lt;br /&gt;
Earlier version&lt;br /&gt;
*http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-0.9.7-1.i686.rpm&lt;br /&gt;
&lt;br /&gt;
=== Binaries for all distributions ===&lt;br /&gt;
* A distribution-independent binary (made with [http://oblisk.codu.org/ OBLISK]) for any somewhat modern GNU/Linux on i386 is available: &lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.1.1-x86-Opkg.tar.gz?download wesnoth-1.1.1-x86-Opkg.tar.gz]&lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.0.1-x86-Opkg.tar.gz?download wesnoth-1.0.1-x86-Opkg.tar.gz] &lt;br /&gt;
** This is NOT a static binary distribution, it resolves dependencies at runtime.&lt;br /&gt;
* Wesnoth 0.8.8 static binary (by Yann): http://prdownloads.sourceforge.net/wesnoth/wesnoth-i386-static?download (needs the [http://prdownloads.sourceforge.net/wesnoth/wesnoth-0.8.tar.gz?download source tarball] for the data - run it with the path to the unpacked data as argument)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://rpmfind.net/linux/rpm2html/search.php?query=wesnoth Search RPMs]&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[Download]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignNorthernRebirth&amp;diff=8392</id>
		<title>CampaignNorthernRebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignNorthernRebirth&amp;diff=8392"/>
		<updated>2006-03-22T11:48:46Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Translation of Northern Rebirth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of Northern Rebirth  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Northern Rebirth into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; style=&amp;quot;width:65%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Language&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Translator&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Afrikaans (af)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brazilian Portuguese (pt_BR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;British English (en_GB)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Placid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bulgarian (bg)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Catalan (ca)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chinese (zh_CN)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Czech (cs)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danish (da)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dutch (nl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Estonian (et)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Finnish (fi)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;French (fr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;gdou&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;German (de)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Belchion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed (not active)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greek (el_GR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hungarian (hu)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Italian (it)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Japanese (ja)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Latin (la)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Norwegian (no)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Polish (pl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Russian (ru)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serbian (sr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovak (sk)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovenian (sl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spanish (es)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swedish (sv)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unassigned&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;stalled&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turkish (tr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Northern_Rebirth&amp;amp;order=trans Translation stats for Northern Rebirth]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:WML_Tags&amp;diff=8385</id>
		<title>Template:WML Tags</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:WML_Tags&amp;diff=8385"/>
		<updated>2006-03-22T02:07:38Z</updated>

		<summary type="html">&lt;p&gt;Placid: tighten layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;width:175px;float: right;border: 1px solid #B48648; color:#B48648; font-size: 7pt;margin-left;10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;span style=&amp;quot;float: right;&amp;quot;&amp;gt;&amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt;[{{SERVER}}{{localurl:Template:WML Tags|action=edit}} edit ]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
'''WML Tags'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|''A:'' &lt;br /&gt;
[[CampaignWML#The_.5Babout.5D_tag|about]],[[StatisticalScenarioWML|advances]],&lt;br /&gt;
[[UnitWML|advancefrom]],&lt;br /&gt;
[[AiWML|ai]],&lt;br /&gt;
[[DirectActionsWML|allow_recruit]],&lt;br /&gt;
[[VariablesWML|array]],&lt;br /&gt;
[[AttackWML|attack]],&lt;br /&gt;
[[StatisticalScenarioWML|attacks]],&lt;br /&gt;
[[AiWML|avoid]];&lt;br /&gt;
|-&lt;br /&gt;
|''B:'' &lt;br /&gt;
[[CampaignWML#The_.5Bbinary_path.5D_tag|binary_path]],[[HelpWML|bold]];&lt;br /&gt;
|-&lt;br /&gt;
|''C:'' &lt;br /&gt;
[[CampaignWML#The_.5Bcampaign.5D_tag|campaign]], [[DirectActionsWML|capture_village]], [[ReplayWML|choose]],&lt;br /&gt;
[[InternalActionsWML|clear_variable]],&lt;br /&gt;
[[InterfaceActionsWML|colour_adjust]],&lt;br /&gt;
[[ReplayWML|command]];&lt;br /&gt;
|-&lt;br /&gt;
|''D:'' &lt;br /&gt;
[[StatisticalScenarioWML|deaths]],[[UnitWML|defend]],[[StatisticalScenarioWML|defends]],&lt;br /&gt;
[[UnitWML|defense]],&lt;br /&gt;
[[InterfaceActionsWML|delay]],&lt;br /&gt;
[[ReplayWML|destination]],&lt;br /&gt;
[[DirectActionsWML|disallow_recruit]],&lt;br /&gt;
[[InternalActionsWML|do]];&lt;br /&gt;
|-&lt;br /&gt;
|''E:'' &lt;br /&gt;
[[UnitsWML|effect]],[[InternalActionsWML|else]],[[ReplayWML|end_turn]],&lt;br /&gt;
[[DirectActionsWML|endlevel]],&lt;br /&gt;
[[EraWML|era]],&lt;br /&gt;
[[EventWML|event]],&lt;br /&gt;
[[ThemeWML|expenses]];&lt;br /&gt;
|-&lt;br /&gt;
|''F:'' &lt;br /&gt;
[[FilterWML|filter]], [[FilterWML|filter_second]], [[HelpWML|format]], [[AttackWML|frame]];&lt;br /&gt;
|-&lt;br /&gt;
|''G:'' &lt;br /&gt;
[[GameConfigWML|game_config]], [[ScenarioWML|generator]], [[ThemeWML|gold]];&lt;br /&gt;
|-&lt;br /&gt;
|''H:'' &lt;br /&gt;
[[InternalActionsWML|have_unit]], [[HelpWML|header]], [[InterfaceActionsWML|hide_unit]];&lt;br /&gt;
|-&lt;br /&gt;
|''I:'' &lt;br /&gt;
[[InternalActionsWML|if]], [[TimeWML|illuminated_time]], [[TerrainGraphicsWML|image]],&lt;br /&gt;
[[HelpWML|img]], [[ThemeWML|income]], [[HelpWML|italic]], [[InterfaceActionsWML|item]];&lt;br /&gt;
|-&lt;br /&gt;
|''J:''&lt;br /&gt;
[[HelpWML|jump]];&lt;br /&gt;
|-&lt;br /&gt;
|''K:'' &lt;br /&gt;
[[DirectActionsWML|kill]], [[StatisticalScenarioWML|killed]];&lt;br /&gt;
|-&lt;br /&gt;
|''L:'' &lt;br /&gt;
[[ThemeWML|label]], [[LanguageWML|language]], [[AiWML|leader_goal]];&lt;br /&gt;
|-&lt;br /&gt;
|''M:'' &lt;br /&gt;
[[ThemeWML|main_map]],[[ThemeWML|menu]], [[InterfaceActionsWML|message]], [[ThemeWML|mini_map]],&lt;br /&gt;
[[AttackWML|missile_frame]], [[SingleUnitWML|modifications]], [[DirectActionsWML|modify_side]],&lt;br /&gt;
[[ReplayWML|move]], [[InterfaceActionsWML|move_unit_fake]], [[UnitWML|movement costs]],&lt;br /&gt;
[[UnitsWML|movetype]], [[ScenarioWML|multiplayer]], [[EraWML|multiplayer_side]], [[InterfaceActionsWML|music]];&lt;br /&gt;
|-&lt;br /&gt;
|''N:'' &lt;br /&gt;
[[FilterWML|not]], [[ThemeWML|num_units]];&lt;br /&gt;
|-&lt;br /&gt;
|''O:'' &lt;br /&gt;
[[DirectActionsWML|object]], [[InterfaceActionsWML|objectives]], [[InterfaceActionsWML|objective]],&lt;br /&gt;
[[ThemeWML|observers]], [[InterfaceActionsWML|option]], [[InternalActionsWML|or]];&lt;br /&gt;
|-&lt;br /&gt;
|''P:'' &lt;br /&gt;
[[ThemeWML|panel]], [[IntroWML|part]], [[DirectActionsWML|place_shroud]], [[ThemeWML|position]],&lt;br /&gt;
[[InterfaceActionsWML|print]], [[AiWML|protect_location]], [[AiWML|protect_unit]];&lt;br /&gt;
|-&lt;br /&gt;
|''R:'' &lt;br /&gt;
[[UnitsWML|race]], [[ReplayWML|random]], [[ReplayWML|recall]], [[StatisticalScenarioWML|recalls]],&lt;br /&gt;
[[ReplayWML|recruit]], [[StatisticalScenarioWML|recruits]], [[InterfaceActionsWML|redraw]],&lt;br /&gt;
[[HelpWML|ref]], [[DirectActionsWML|remove_shroud]], [[InterfaceActionsWML|remove_unit_overlay]],&lt;br /&gt;
[[InterfaceActionsWML|removeitem]], [[SavefileWML|replay]], [[SavefileWML|replay_start]],&lt;br /&gt;
[[UnitWML|resistance]], [[ThemeWML|resolution]], [[ReplayWML|results]], [[InternalActionsWML|role]];&lt;br /&gt;
|-&lt;br /&gt;
|''S:'' &lt;br /&gt;
[[SavefileWML|save]], [[ScenarioWML|scenario]],[[InterfaceActionsWML|scroll]], [[InterfaceActionsWML|scroll_to]],&lt;br /&gt;
[[InterfaceActionsWML|scroll_to_unit]], [[HelpWML|section]], [[DirectActionsWML|set_recruit]],&lt;br /&gt;
[[InternalActionsWML|set_variable]], [[SideWML|side]], [[ThemeWML|side_playing]], [[SavefileWML|snapshot]],&lt;br /&gt;
[[InterfaceActionsWML|sound]], [[ReplayWML|source]], [[StatisticalScenarioWML|statistics]],&lt;br /&gt;
[[ThemeWML|status]], [[DirectActionsWML|stone]], [[InternalActionsWML|store_gold]], [[InternalActionsWML|store_locations]],&lt;br /&gt;
[[InternalActionsWML|store_starting_location]], [[InternalActionsWML|store_unit]], [[IntroWML|story]];&lt;br /&gt;
|-&lt;br /&gt;
|''T:'' &lt;br /&gt;
[[AiWML|target]], [[StatisticalScenarioWML|team]], [[DirectActionsWML|teleport]], [[UnitWML|teleport_anim]],&lt;br /&gt;
[[TerrainWML|terrain]], [[TerrainGraphicsWML|terrain_graphics]], [[ScenarioWML#Test_scenario|test]],&lt;br /&gt;
[[CampaignWML#The_.5Btextdomain.5D_tag|textdomain]], [[ThemeWML|theme]], [[InternalActionsWML|then]],&lt;br /&gt;
[[TerrainGraphicsWML|tile]], [[TimeWML|time]], [[ScenarioWML|time_area]], [[ThemeWML|time_of_day]],&lt;br /&gt;
[[HelpWML|topic]], [[HelpWML|toplevel]], [[SingleUnitWML|trait]], [[ThemeWML|turn]], [[ScenarioWML|tutorial]];&lt;br /&gt;
|-&lt;br /&gt;
|''U:'' &lt;br /&gt;
[[InterfaceActionsWML|unhide_unit]], unit&amp;amp;nbsp;([[UnitWML|define]], [[DirectActionsWML|create]]),&lt;br /&gt;
[[ThemeWML|unit_abilities]], [[ThemeWML|unit_alignment]], [[ThemeWML|unit_description]],&lt;br /&gt;
[[ThemeWML|unit_hp]], [[ThemeWML|unit_image]], [[ThemeWML|unit_level]], [[ThemeWML|unit_moves]],&lt;br /&gt;
[[InterfaceActionsWML|unit_overlay]], [[ThemeWML|unit_profile]], [[ThemeWML|unit_status]],&lt;br /&gt;
[[ThemeWML|unit_traits]], [[ThemeWML|unit_type]], [[ThemeWML|unit_weapons]], [[ThemeWML|unit_xp]],&lt;br /&gt;
[[UnitsWML|units]], [[DirectActionsWML|unstone]], [[DirectActionsWML|unstore_unit]], [[ThemeWML|upkeep]];&lt;br /&gt;
|-&lt;br /&gt;
| ''V:'' &lt;br /&gt;
[[InternalActionsWML|variable]], [[VariablesWML|variables]], [[SideWML|village]], [[ThemeWML|villages]];&lt;br /&gt;
|-&lt;br /&gt;
| ''W:'' &lt;br /&gt;
[[InternalActionsWML|while]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Geography_of_Wesnoth&amp;diff=8379</id>
		<title>Geography of Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Geography_of_Wesnoth&amp;diff=8379"/>
		<updated>2006-03-22T01:31:35Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Wesnoth */ sp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth and Surrounding Lands ==&lt;br /&gt;
&lt;br /&gt;
Here's a link to a [http://www.wesnoth.org/misc/httt-hi-res.jpg '''big''' (2.3 MB)] black and white version of the map.&lt;br /&gt;
&lt;br /&gt;
http://svn.gna.org/viewcvs/*checkout*/wesnoth/trunk/images/maps/wesnoth.png&lt;br /&gt;
&lt;br /&gt;
* International land features:&lt;br /&gt;
** The Ocean: Nameless and unlabeled, it lies to the west of the continent and all rivers flow eventually to it&lt;br /&gt;
** The Bay of Pearls: The Elensefar Peninsula in the North and the Isle of Anduin in the southwest separate this from the Great Sea&lt;br /&gt;
** The Great River: Most rivers in the land eventually flow to it. The islands in its delta are home to the citizens of Elensefar&lt;br /&gt;
** The Barren Swamp: Basically lifeless and hard to traverse, it formed a natural boundary between the Elvish and Human lands&lt;br /&gt;
&lt;br /&gt;
=== Wesnoth ===&lt;br /&gt;
The Kingdom of Wesnoth lies in the center of the land. Most of the campaigns revolve around it. 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&lt;br /&gt;
to the west.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Weldyn: The capital of Wesnoth&lt;br /&gt;
** Aldril: City lying on the Bay of Pearls&lt;br /&gt;
** Blackwater Port: City lying south of the Bay of Pearls&lt;br /&gt;
** Carcyn: City on the Wesnoth-Elensefar border, shared with Elensefar&lt;br /&gt;
** Dan'Tonk: Wesnoth's largest city located in the center of the country, just west of Weldyn&lt;br /&gt;
** Miluz: The easternmost border outpost&lt;br /&gt;
** Soradoc: The northernmost border outpost&lt;br /&gt;
** Fort Tahn: The southernmost border outpost&lt;br /&gt;
** Tath: A wilderness city north of Dan'Tonk that serves the military patrols traveling to Abez&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** Gryphon Mountain: Home of the fabled Gryphons&lt;br /&gt;
** Ford of Abez: Shallow part of the Great River, it is usually controlled by Wesnothian forces&lt;br /&gt;
** Weldyn River: It branches from the Great River and goes south&lt;br /&gt;
** Great Central Plain: Area bounded by Weldyn, Dan'Tonk, and Fort Tahn, this plain is Wesnoth's bread basket and home to most of its population&lt;br /&gt;
** Dulatus Hills: These rolling hills bordering the Great Central Plain provide much of Wesnoth's livestock and agriculture&lt;br /&gt;
** Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-populated and occasionally very dangerous&lt;br /&gt;
** Glyn's Forest: Sometimes known as the Royal Forest, named for one of Haldric II's sons&lt;br /&gt;
** Gray Woods: Large forest in the heart of the wilds of Wesnoth, located between Carcyn and Aldril and generally considered to be haunted&lt;br /&gt;
** Green Swamp: Large swamp in the heart of the wilds of Wesnoth, south of Aldril.  It receives drainage from the Brown Hills and feeds into the Great River.&lt;br /&gt;
&lt;br /&gt;
=== Southwest Elven Lands ===&lt;br /&gt;
The Wood Elves are separate from those of the north, and have a frigid relationship with them and most other countries. Its borders are the Green Swamp to the northeast, the desert (not shown) to the south, and the Ocean to the west.&lt;br /&gt;
* Notable cities&lt;br /&gt;
** none known&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** Aethen Forest: The largest southern forest, it extends far to the southwest - much farther than is charted - and is home to elves&lt;br /&gt;
** Weldyn River: By this point it is very large and provides good trade&lt;br /&gt;
&lt;br /&gt;
=== Elensefar ===&lt;br /&gt;
Elensefar is at times a province of Wesnoth, at times an independent country, and at times in a loosely defined treaty with Wesnoth. Its borders are the Great River to the north, a loosely defined line with Wesnoth to the&lt;br /&gt;
east, the Bay of Pearls to the south, and the ocean to the west.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Elensefar: The capital, located on an island in the Great River delta&lt;br /&gt;
** Carcyn: City on the Wesnoth-Elensefar border, shared with Wesnoth&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** Great River: It is very wide at this point, and only ships can cross it&lt;br /&gt;
&lt;br /&gt;
=== Northlands ===&lt;br /&gt;
&lt;br /&gt;
There is no government of the Northlands. Various groups of orcs, dwarves, barbarian men 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;
* Notable cities:&lt;br /&gt;
** Glamdrol: An Orcish tribal capital&lt;br /&gt;
** Romyr: Another Orcish tribal capital&lt;br /&gt;
** North Elven Capital: Of unknown location deep in the Northeast Forest&lt;br /&gt;
** Wesmere: The location of the Ka'lian - the Elvish Council&lt;br /&gt;
** Caverns of Knalga: Various dwarven cities exist under here&lt;br /&gt;
** Dallben and Delwyn: Human villages originally built by settlers who crossed the Great River during Wesnoth's Golden Age expansion.  Now abandoned.  The forested area northeast of Elensefar, where these villages were located, was named the Annuvin province by men but was known by the elves as Wesmere.&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** Northern Mountains: A virtually unpassable barrier&lt;br /&gt;
** Devon Lake: A mountain lake whose river carves the only pathway through the Northern Mountains&lt;br /&gt;
** River Glaaq: The river than comes out of Devon Lake&lt;br /&gt;
** Northern Forest: A gigantic forest whose eastern boundary only the elves know&lt;br /&gt;
** Great River: The origin of this river is somewhere in the east of the northern lands&lt;br /&gt;
** Suquets Forest: A forest on the Great River near Elensefar, in early times called Wesmere&lt;br /&gt;
&lt;br /&gt;
== Far North ==&lt;br /&gt;
&lt;br /&gt;
http://savannah.nongnu.org/cgi-bin/viewcvs/*checkout*/wesnoth/wesnoth/images/campaigns/Son_Of_The_Black_Eye/maps/sotbe.png&lt;br /&gt;
&lt;br /&gt;
Cold, harsh, and inaccessible, the Far North is the ancestral home of the Orcish Clannate.  It lies north of the Northern Mountains, which the Orcs call the Haggid-Dargor and claim (without merit) as their own.  To the east lie the Unaligned Tribes of the Wild Steppe, who fell out of the control of the Clannate, instead roaming with wild human barbarians and clashing with the High Elves of the North Plains (known as North Elves in human lands).  The High Elves themselves reside further east, where it is rumored they rule a vast kingdom.&lt;br /&gt;
&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Barag Gor, a city home to the Orcish Council&lt;br /&gt;
** Bitok&lt;br /&gt;
** Borstep&lt;br /&gt;
** Castelfrang&lt;br /&gt;
** Farzi&lt;br /&gt;
** Festog&lt;br /&gt;
** Grisbi&lt;br /&gt;
** Lmarig&lt;br /&gt;
** Melmog&lt;br /&gt;
** Prestim&lt;br /&gt;
** Tirigaz&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** Swamp of Desolation&lt;br /&gt;
** Mountains of Dorth&lt;br /&gt;
** Mountains of Haag&lt;br /&gt;
** Green Forest&lt;br /&gt;
** Silent Forest&lt;br /&gt;
** Forest of Thelien&lt;br /&gt;
** River Oumph&lt;br /&gt;
** River Bork&lt;br /&gt;
** Wild Steppe&lt;br /&gt;
&lt;br /&gt;
== The Green Isle ==&lt;br /&gt;
&lt;br /&gt;
http://savannah.nongnu.org/cgi-bin/viewcvs/*checkout*/wesnoth/wesnoth/images/campaigns/The_Rise_of_Wesnoth/maps/the_green_isle.png&lt;br /&gt;
&lt;br /&gt;
=== Wesfolk Land ===&lt;br /&gt;
This is where the Wesfolk live, with their Lich overlords. The boundary between it and the Islefolk land is the hilly area running south-west to north-east. The Wesfolk land is in the north-west. Little is known about what happened to the island after Haldric left.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Jevyan: The capital of the Wesfolk, where Jevyan reigned; presumably where the gates to orcland were opened&lt;br /&gt;
* Notable land features&lt;br /&gt;
** None. (its not a very detailed map, is it? :) )&lt;br /&gt;
&lt;br /&gt;
=== Islefolk Land ===&lt;br /&gt;
This is where the Islefolk (Haldric's folk) live. The boundary is the same as that of the Wesfolk; the islefolk land is to the southeast.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Blackmore: {??}&lt;br /&gt;
** Clearwater Port: {??}&lt;br /&gt;
** Southbay: {??}&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** None. (see Wesfolk land)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothHistory]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Create&amp;diff=8378</id>
		<title>Create</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Create&amp;diff=8378"/>
		<updated>2006-03-22T01:28:11Z</updated>

		<summary type="html">&lt;p&gt;Placid: float TOC right&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;
Interested in creating your own scenarios and campaigns?  One of Wesnoth's best features is its extensibility.  Players can create new maps, units, races, scenarios, art, music, and even entire campaigns.  Access to the &amp;quot;guts&amp;quot; of the game is both simple and difficult; if you have an ASCII text editor you have everything you need to build your own world.  However, learning the Wesnoth Markup Language (WML) takes some effort.  This section will guide you through the process of creating and distributing your own content.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that '''we need a lot of help creating artwork for the core of the game.'''  The current projects we are working on are [http://www.wesnoth.org/forum/viewtopic.php?t=9162 listed here].  We'll happily help you out, if you take a swing at them.&lt;br /&gt;
&lt;br /&gt;
== Read this first! ==&lt;br /&gt;
Before you modify or add anything, it is important to understand how the game stores and organizes its data.  This article will explain the game's directory structure and introduce the ''userdata'' directory.&lt;br /&gt;
* [[EditingWesnoth]]&lt;br /&gt;
&lt;br /&gt;
== What can I create, and how? ==&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_editor-1.jpg http://www.wesnoth.org/images/sshots/wesnoth_editor-1-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Battle for Wesnoth 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;
* [[BuildingMaps|Maps]] - the layout of terrain tiles&lt;br /&gt;
* [[BuildingScenarios|Scenarios]] - a scenario makes things happen on a map, making it playable&lt;br /&gt;
* [[BuildingCampaigns|Campaigns]] - how to put it all together into a campaign&lt;br /&gt;
* [[BuildingMultiplayer|Multiplayer Maps and Scenarios]] - a specialized look at maps and scenarios&lt;br /&gt;
* [[BuildingUnits|Units]]&lt;br /&gt;
* [[BuildingFactions|Multiplayer factions and eras]]&lt;br /&gt;
* '''[[Create Art|Art]]''' - complete with '''tutorials!'''&lt;br /&gt;
* [[Create Music|Music]]&lt;br /&gt;
* [[Distributing content]] - all about the campaign server&lt;br /&gt;
* [[WesnothTranslations|Translations]] - work on translating Wesnoth&lt;br /&gt;
&lt;br /&gt;
== What have others done? ==&lt;br /&gt;
Quick descriptions of the campaigns and scenarios that have been published on the campaign server.&lt;br /&gt;
* [[UserScenarios|User contributed campaigns]]&lt;br /&gt;
This there are a multitude multiplayer maps and discussion of the campaigns on the [http://www.wesnoth.org/forum Wesnoth forum]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=15 Multiplayer development forum]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=8 Scenario and campaign development forum]&lt;br /&gt;
* [[Complete Faction List (unfinished)|Complete Faction List]]&lt;br /&gt;
&lt;br /&gt;
== The world of Wesnoth ==&lt;br /&gt;
Many campaigns do not take place in Wesnoth, but many do.  There is definitely a certain flavor to campaigns that are intended to take place somewhere in the world of Wesnoth.  Stake out a time period or a map locale and tell a story.&lt;br /&gt;
* [[WesnothHistory|The history of Wesnoth]]&lt;br /&gt;
* [[WesnothGeography|The geography of Wesnoth]]&lt;br /&gt;
* [[RaceDescriptions|The races of creatures in Wesnoth]]&lt;br /&gt;
* [[WesnothPoetry|Wesnothian poetry]]&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* [[ExternalUtilities| External Utilities]] - some extra tools for easier creating stuff&lt;br /&gt;
* [[ReferenceWML|WML Reference]] - a quicklink&lt;br /&gt;
* [[FAQ#Scenario_and_Campaigns|FAQ]] - if you have a question, post it&lt;br /&gt;
* Campaign server [http://wolff.to/campaigns/list.html web interface] - An alternate way to download user campaigns&lt;br /&gt;
* [[Status_of_User_Scenarios| Status of User Scenarios]] - Lists which usercampaigns are working and which ones are broken&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=8377</id>
		<title>AbilitiesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=8377"/>
		<updated>2006-03-22T01:22:49Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Normal abilities {{DevFeature}} */  tabularise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
==  Abilities and their effects ==&lt;br /&gt;
&lt;br /&gt;
There are two types of abilities: ones that apply to units (called ''abilities'') and weapon-based (called&lt;br /&gt;
''specials'').  A unit may have multiple abilities,&lt;br /&gt;
but each attack can only have at most one special.&lt;br /&gt;
&lt;br /&gt;
== Normal abilities (for BFW 1.0) ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ambush&lt;br /&gt;
| the unit becomes invisible on forest.  Invisible units cannot be seen by enemies and do not possess zone of control, although if an enemy moves next to one, it becomes visible again.&lt;br /&gt;
|-&lt;br /&gt;
! cures&lt;br /&gt;
| unit will heal ''curer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''cure_amount''. If a neighbour is poisoned, it will cure the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! heals&lt;br /&gt;
| unit will heal ''healer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''heal_amount''. If a neighbour is poisoned, it will prevent the poison's effect instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! illuminates&lt;br /&gt;
| all neighbouring hex will be &amp;quot;illuminated&amp;quot;, in other words have a different time of day (See [[TimeWML]]). Typically, this will be one step brighter.&lt;br /&gt;
|-&lt;br /&gt;
! leadership&lt;br /&gt;
| the unit will increase the damage of all neighbouring units by +25% per level difference. (If the neighbouring unit is of a higher level, this effect is negated.)&lt;br /&gt;
|-&lt;br /&gt;
! nightstalk&lt;br /&gt;
| the unit becomes invisible during night.&lt;br /&gt;
|-&lt;br /&gt;
! regenerates&lt;br /&gt;
| the unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! skirmisher&lt;br /&gt;
| the unit ignores zone of control when moving, but still cannot move directly through an enemy unit&lt;br /&gt;
|-&lt;br /&gt;
! steadfast&lt;br /&gt;
| the unit takes half normal damage when it did not initiate the attack.&lt;br /&gt;
|-&lt;br /&gt;
! teleport&lt;br /&gt;
| the unit can move between any two allied villages for one move point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Normal abilities {{DevFeature}} ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! submerge&lt;br /&gt;
| the unit becomes invisible in deep water.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attack specials ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! backstab&lt;br /&gt;
| doubles damage whenever there is a unit on the opposite side (location) of the defending unit that distracts it. In 1.0.x the distracting unit must be on the same side (player) as the attacker. {{DevFeature}}: the distracting unit must be an enemy of the defending unit and not incapacitated (e.g. turned to stone).&lt;br /&gt;
|-&lt;br /&gt;
! berserk&lt;br /&gt;
| forces the combat to continue until either the attacker or the defender is killed, or until 30 rounds have passed (whichever comes first.)&lt;br /&gt;
|-&lt;br /&gt;
! charge&lt;br /&gt;
| when attacking, both this weapon and defender get double damage.&lt;br /&gt;
|-&lt;br /&gt;
! drain&lt;br /&gt;
| The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits.&lt;br /&gt;
|-&lt;br /&gt;
! firststrike&lt;br /&gt;
| when this weapon is used to defend, the battle proceeds as if it were the attacker (i.e. it attacks first).&lt;br /&gt;
|-&lt;br /&gt;
! magical&lt;br /&gt;
| this weapon always has a 70% chance of hitting.&lt;br /&gt;
|-&lt;br /&gt;
! marksman&lt;br /&gt;
| when attacking, this weapon has a minimum of 60% chance of hitting.&lt;br /&gt;
|-&lt;br /&gt;
! plague&lt;br /&gt;
| The controller of this weapon is copied onto the tile that any unit this attack killed was on.&lt;br /&gt;
|-&lt;br /&gt;
! poison&lt;br /&gt;
| when this weapon hits, the defender becomes poisoned (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! slow&lt;br /&gt;
| when this weapon hits, the defender becomes slowed (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! stone&lt;br /&gt;
| when this weapon hits, the defender turns to stone (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[SingleUnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=8376</id>
		<title>AbilitiesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=8376"/>
		<updated>2006-03-22T01:22:13Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Attack specials */  tabularise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
==  Abilities and their effects ==&lt;br /&gt;
&lt;br /&gt;
There are two types of abilities: ones that apply to units (called ''abilities'') and weapon-based (called&lt;br /&gt;
''specials'').  A unit may have multiple abilities,&lt;br /&gt;
but each attack can only have at most one special.&lt;br /&gt;
&lt;br /&gt;
== Normal abilities (for BFW 1.0) ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ambush&lt;br /&gt;
| the unit becomes invisible on forest.  Invisible units cannot be seen by enemies and do not possess zone of control, although if an enemy moves next to one, it becomes visible again.&lt;br /&gt;
|-&lt;br /&gt;
! cures&lt;br /&gt;
| unit will heal ''curer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''cure_amount''. If a neighbour is poisoned, it will cure the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! heals&lt;br /&gt;
| unit will heal ''healer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''heal_amount''. If a neighbour is poisoned, it will prevent the poison's effect instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! illuminates&lt;br /&gt;
| all neighbouring hex will be &amp;quot;illuminated&amp;quot;, in other words have a different time of day (See [[TimeWML]]). Typically, this will be one step brighter.&lt;br /&gt;
|-&lt;br /&gt;
! leadership&lt;br /&gt;
| the unit will increase the damage of all neighbouring units by +25% per level difference. (If the neighbouring unit is of a higher level, this effect is negated.)&lt;br /&gt;
|-&lt;br /&gt;
! nightstalk&lt;br /&gt;
| the unit becomes invisible during night.&lt;br /&gt;
|-&lt;br /&gt;
! regenerates&lt;br /&gt;
| the unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! skirmisher&lt;br /&gt;
| the unit ignores zone of control when moving, but still cannot move directly through an enemy unit&lt;br /&gt;
|-&lt;br /&gt;
! steadfast&lt;br /&gt;
| the unit takes half normal damage when it did not initiate the attack.&lt;br /&gt;
|-&lt;br /&gt;
! teleport&lt;br /&gt;
| the unit can move between any two allied villages for one move point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Normal abilities {{DevFeature}} ==&lt;br /&gt;
* 'submerge' the unit becomes invisible in deep water.&lt;br /&gt;
&lt;br /&gt;
== Attack specials ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! backstab&lt;br /&gt;
| doubles damage whenever there is a unit on the opposite side (location) of the defending unit that distracts it. In 1.0.x the distracting unit must be on the same side (player) as the attacker. {{DevFeature}}: the distracting unit must be an enemy of the defending unit and not incapacitated (e.g. turned to stone).&lt;br /&gt;
|-&lt;br /&gt;
! berserk&lt;br /&gt;
| forces the combat to continue until either the attacker or the defender is killed, or until 30 rounds have passed (whichever comes first.)&lt;br /&gt;
|-&lt;br /&gt;
! charge&lt;br /&gt;
| when attacking, both this weapon and defender get double damage.&lt;br /&gt;
|-&lt;br /&gt;
! drain&lt;br /&gt;
| The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits.&lt;br /&gt;
|-&lt;br /&gt;
! firststrike&lt;br /&gt;
| when this weapon is used to defend, the battle proceeds as if it were the attacker (i.e. it attacks first).&lt;br /&gt;
|-&lt;br /&gt;
! magical&lt;br /&gt;
| this weapon always has a 70% chance of hitting.&lt;br /&gt;
|-&lt;br /&gt;
! marksman&lt;br /&gt;
| when attacking, this weapon has a minimum of 60% chance of hitting.&lt;br /&gt;
|-&lt;br /&gt;
! plague&lt;br /&gt;
| The controller of this weapon is copied onto the tile that any unit this attack killed was on.&lt;br /&gt;
|-&lt;br /&gt;
! poison&lt;br /&gt;
| when this weapon hits, the defender becomes poisoned (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! slow&lt;br /&gt;
| when this weapon hits, the defender becomes slowed (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! stone&lt;br /&gt;
| when this weapon hits, the defender turns to stone (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[SingleUnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=8375</id>
		<title>AbilitiesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=8375"/>
		<updated>2006-03-22T01:19:21Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Normal abilities (for BFW 1.0) */  tabularise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
==  Abilities and their effects ==&lt;br /&gt;
&lt;br /&gt;
There are two types of abilities: ones that apply to units (called ''abilities'') and weapon-based (called&lt;br /&gt;
''specials'').  A unit may have multiple abilities,&lt;br /&gt;
but each attack can only have at most one special.&lt;br /&gt;
&lt;br /&gt;
== Normal abilities (for BFW 1.0) ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ambush&lt;br /&gt;
| the unit becomes invisible on forest.  Invisible units cannot be seen by enemies and do not possess zone of control, although if an enemy moves next to one, it becomes visible again.&lt;br /&gt;
|-&lt;br /&gt;
! cures&lt;br /&gt;
| unit will heal ''curer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''cure_amount''. If a neighbour is poisoned, it will cure the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! heals&lt;br /&gt;
| unit will heal ''healer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''heal_amount''. If a neighbour is poisoned, it will prevent the poison's effect instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! illuminates&lt;br /&gt;
| all neighbouring hex will be &amp;quot;illuminated&amp;quot;, in other words have a different time of day (See [[TimeWML]]). Typically, this will be one step brighter.&lt;br /&gt;
|-&lt;br /&gt;
! leadership&lt;br /&gt;
| the unit will increase the damage of all neighbouring units by +25% per level difference. (If the neighbouring unit is of a higher level, this effect is negated.)&lt;br /&gt;
|-&lt;br /&gt;
! nightstalk&lt;br /&gt;
| the unit becomes invisible during night.&lt;br /&gt;
|-&lt;br /&gt;
! regenerates&lt;br /&gt;
| the unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! skirmisher&lt;br /&gt;
| the unit ignores zone of control when moving, but still cannot move directly through an enemy unit&lt;br /&gt;
|-&lt;br /&gt;
! steadfast&lt;br /&gt;
| the unit takes half normal damage when it did not initiate the attack.&lt;br /&gt;
|-&lt;br /&gt;
! teleport&lt;br /&gt;
| the unit can move between any two allied villages for one move point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Normal abilities {{DevFeature}} ==&lt;br /&gt;
* 'submerge' the unit becomes invisible in deep water.&lt;br /&gt;
&lt;br /&gt;
== Attack specials ==&lt;br /&gt;
* 'charge' when attacking, both this weapon and defender get double damage.&lt;br /&gt;
* 'poison' when this weapon hits, the defender becomes poisoned (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* 'slow' when this weapon hits, the defender becomes slowed (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* 'stone' when this weapon hits, the defender turns to stone (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* 'magical' this weapon always has a 70% chance of hitting.&lt;br /&gt;
* 'marksman' when attacking, this weapon has a minimum of 60% chance of hitting.&lt;br /&gt;
* 'drain' The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits.&lt;br /&gt;
* 'plague' The controller of this weapon is copied onto the tile that any unit this attack killed was on.&lt;br /&gt;
* 'backstab' doubles damage whenever there is a unit on the opposite side (location) of the defending unit that distracts it. In 1.0.x the distracting unit must be on the same side (player) as the attacker. {{DevFeature}}: the distracting unit must be an enemy of the defending unit and not incapacitated (e.g. turned to stone).&lt;br /&gt;
* 'firststrike' when this weapon is used to defend, the battle proceeds as if it were the attacker (i.e. it attacks first).&lt;br /&gt;
* 'berserk' forces the combat to continue until either the attacker or the defender is killed, or until 30 rounds have passed (whichever comes first.)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[SingleUnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=8370</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=8370"/>
		<updated>2006-03-22T00:42:45Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* There's too much luck in this game! */  grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
===What is Battle for Wesnoth?===&lt;br /&gt;
Battle for Wesnoth is a fantasy turn-based strategy game.&lt;br /&gt;
&lt;br /&gt;
===What license is the game distributed under?===&lt;br /&gt;
The project is distributed under the [http://www.fsf.org/copyleft/gpl.html GPL]. All contributors retain copyright on the portions of the project that they contribute.&lt;br /&gt;
&lt;br /&gt;
===How to get informed about new releases?===&lt;br /&gt;
Subscribe to new releases at [http://freshmeat.net/subscribe/38720/?url=%2Fprojects%2Fwesnoth%2F Freshmeat].&lt;br /&gt;
&lt;br /&gt;
===A new version is out, but where is the download for [Windows, Mac OS, etc.]?===&lt;br /&gt;
The downloads are NOT part of the official project.  The BFW team only releases the game's source code.  Binary executables or applications are always contributed by community volunteers.  If not for these volunteers, there would never be any downloads for us to enjoy.  The volunteers compile the game and upload it on their own time, and sometimes they cannot do this in a timely fashion (or at all, at times)  Although there are usual packagers designated for each operating system, there are times when other members of the community are asked to step in and contribute when the usual people cannot.&lt;br /&gt;
&lt;br /&gt;
Every time a new version is released, the usual volunteers are always notified by the project leaders.  '''Please refrain from making forum posts asking where your download is''' because it doesn't help anything - the packagers already know, and they will get to it as soon as they can.  In the past, the Windows and Mac communities have come together to produce home-grown unofficial builds for the community to use, and the renewed interest in community and learning how to compile is generally a good thing.&lt;br /&gt;
&lt;br /&gt;
===Why doesn't Wesnoth have my favorite feature?===&lt;br /&gt;
Because we are building this game for ourselves, to suit our own preferences. We're not building the game for you, in large part because this is our hobby, not our job; whether you like it or not is immaterial to us.&lt;br /&gt;
You may wonder, then, what the point is of soliciting ideas, as we do on the forum.  We, the developers, have certainly come up with many good ideas on our own, but our players often do as well, and generally ones we don't think of ourselves.  If a player comes up with an idea we like, we might implement it.  Not because they asked for it, but because of its own merits as an addition to our game.&lt;br /&gt;
&lt;br /&gt;
The beautiful thing about the license our game is distributed under, as compared to closed-source, commercial games, is that if you want that feature badly enough, you can take the code and art of our game and modify it yourself; you are free to re-use any work in Wesnoth, as long as you follow the rules of the [http://www.fsf.org/copyleft/gpl.html GPL].  From this, you can build a game exactly the way that you like. Just don't expect us to build that game for you.  Building this game is our hobby, not our profession, and you did not pay us to make it; rather, we are the ones who have paid for it, in time and labor.&lt;br /&gt;
&lt;br /&gt;
===Do you want help making this game? How can I help?===&lt;br /&gt;
Yes, we want your help. Whether you're a programmer, artist, musician, writer, translator, level designer, playtester, or just have some great suggestions, you're welcome to contribute. How?  You can:&lt;br /&gt;
* join the [http://www.wesnoth.org/wiki/Project Project]&lt;br /&gt;
* share your point of view at the [http://www.wesnoth.org/forum/ Forum]&lt;br /&gt;
* talk with us on [irc://irc.wesnoth.org/wesnoth IRC]&lt;br /&gt;
* report bugs you find at [[ReportingBugs]]&lt;br /&gt;
* update the wiki&lt;br /&gt;
* play against us via the Multiplayer menu&lt;br /&gt;
* vote for Wesnoth at your favorite gaming web site&lt;br /&gt;
* Spread the word!&lt;br /&gt;
&lt;br /&gt;
=== What are the system requirements? ===&lt;br /&gt;
&lt;br /&gt;
We are not completely certain, but an x86 running at 600MHz with 128MB RAM should be adequate.  Slower machines will have trouble scrolling large maps or processing AI turns with many units.  See the [http://www.wesnoth.org/forum/viewtopic.php?t=7384 forum thread] about minimum and recommended system requirements.&lt;br /&gt;
&lt;br /&gt;
=== I'm bored; how do I speed the game up? ===&lt;br /&gt;
&lt;br /&gt;
There are several preferences you can change to shorten the time that the AI takes to make its moves. &amp;quot;Accelerated Speed&amp;quot; will make units move and fight faster. &amp;quot;Skip AI Moves&amp;quot; will not show the AI's units moving from hex to hex. Finally, you can turn off all combat animations via the &amp;quot;Show Combat&amp;quot; option on the Advanced tab.&lt;br /&gt;
&lt;br /&gt;
=== My computer is too slow; how do I speed the game up? ===&lt;br /&gt;
&lt;br /&gt;
First, turn off the music and sound effects. Turning off the color cursors will make your cursor respond faster. If scrolling the map is slow, run the game in &amp;quot;Full Screen&amp;quot; mode, not in a window.  Turn off combat animations via the &amp;quot;Show Combat&amp;quot; option on the Advanced tab.  You can try turning off halos and combat results, but this might make gameplay more difficult.&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Controls ==&lt;br /&gt;
&lt;br /&gt;
=== How do I learn to play? ===&lt;br /&gt;
&lt;br /&gt;
If you just want to jump right in, start the game and play the tutorial.  If you like reading documentation, see [[WesnothManual]], which is also distributed as a PDF file.  At any time while playing, you can select help from the menu button (or hit F1). The online help is quite extensive and provides information on terrains, weapons, traits, abilities, units and a good overview of how to play.&lt;br /&gt;
&lt;br /&gt;
=== My unit leveled up but didn't improve. What happened? ===&lt;br /&gt;
&lt;br /&gt;
This is called &amp;quot;After Maximum Level Advancement&amp;quot; or AMLA for short. While most level 0, 1, and 2 units can advance, some cannot.  However, some level 3 units can advance to level 4, or even 5. You can see whether a unit can advance further by right clicking and selecting &amp;quot;description.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a unit reaches the highest level it can get, every time it gains 100 experience it gains 3 hitpoints. It does not heal when this happens. This is a minor bonus so that experience gained by maxed out units is not altogether wasted. It is generally better to give experience to lower level units, rather than continue to advanced units that have reached their maximum level.&lt;br /&gt;
&lt;br /&gt;
If the unit in question is the Necrophage, this is not a bug.  The Necrophage eats the corpses of the dead, allowing it to periodically completely heal.  Leveling into itself is how this is carried out.&lt;br /&gt;
&lt;br /&gt;
=== I tried to trap an enemy with several weak units, but it still escaped. What happened? ===&lt;br /&gt;
&lt;br /&gt;
Most units exert a zone of control (or ZOC).  IF an enemy moves into one of the six adjacent hexes, the zone of control will prevent it from moving any farther.  However some weak units are level 0, meaning they are so weak that they do not have a ZOC. You can still surround an enemy unit entirely with level 0 units to keep it from escaping, but if there is any gap in your ranks, it could escape.&lt;br /&gt;
&lt;br /&gt;
Also, some units have the &amp;quot;skirmish&amp;quot; ability, which allows them to ignore ZOCs.&lt;br /&gt;
&lt;br /&gt;
=== How can I see where an enemy unit can move next turn? ===&lt;br /&gt;
&lt;br /&gt;
During you turn you can click on an enemy unit. Wesnoth will highlight all the hexes the unit can move to in the next turn. This is useful when trying to arrange your units to block an enemy's movement.&lt;br /&gt;
&lt;br /&gt;
=== There's too much luck in this game! ===&lt;br /&gt;
&lt;br /&gt;
Sooner or later, you will become frustrated when your archmage with four 70% attacks misses all four times.  This does not mean that the AI is cheating or the random number generator is futzed.  It means you are noticing random negative events more than positive ones.  During the development of the game, many mathematicians have done sophisticated statistical analysis of the combat system.  Likewise, programmers have examined the random number generator.  Wesnoth has been deliberately designed so that the streaks of &amp;quot;bad&amp;quot; and &amp;quot;good&amp;quot; luck are a part of the gameplay.&lt;br /&gt;
&lt;br /&gt;
Since Wesnoth is GPLed, it is possible that, after the 1.0 release, a new development team will &amp;quot;fork&amp;quot; the source and produce a version more like Heroes of Might &amp;amp; Magic, with no randomness.  Until then, don't charge with your horsemen against rock trolls at night...&lt;br /&gt;
&lt;br /&gt;
=== The (random unit) is overpowered/underpowered! ===&lt;br /&gt;
&lt;br /&gt;
The development team has spent years tweaking the units in the game.  Each unit has had its gold cost, attack types, combat damage, defensive values, resistances, upgrade paths, and other stats carefully scrutinized and loudly discussed in the forum.  However, the game code and the units were being modified right up until the 1.0 release, so some unbalanced units may have slipped through.&lt;br /&gt;
&lt;br /&gt;
If you have evidence to back up your claim, search the forum for past discussions about this unit, and then try posting.&lt;br /&gt;
&lt;br /&gt;
=== The (random scenario) is too hard/easy! ===&lt;br /&gt;
&lt;br /&gt;
See above answer about random units.&lt;br /&gt;
&lt;br /&gt;
=== What do the different difficulty levels do? ===&lt;br /&gt;
&lt;br /&gt;
That depends on the scenario. Usually, the opponent will get more money and be able to recruit higher-level units at higher difficulty levels, and you will have fewer turns available.&lt;br /&gt;
&lt;br /&gt;
== Maps, Scenarios and Campaigns ==&lt;br /&gt;
&lt;br /&gt;
=== How do I beat scenario _______ ? ===&lt;br /&gt;
&lt;br /&gt;
If you are stuck on a scenario in a campaign, you'll probably find a walkthrough at [[MainlineScenarios]].  Or check out the &amp;quot;Strategies and Tips&amp;quot; forum at http://www.wesnoth.org/forum/viewforum.php?f=3&lt;br /&gt;
&lt;br /&gt;
=== Are there any tools to help me create maps and scenarios? ===&lt;br /&gt;
Yes, there is a tool called wesnoth_editor. It is a normal map-editor that should be a good help for creating the plain maps. For creating the scenarios there already is a scenario-editor included in the mac build. But this editor is rather outdated and it exists only for MacOS X. At the moment some community members are working on creating a nice and working scenario editor. You can have a look at the [http://www.wesnoth.org/forum/viewtopic.php?t=6925 forum post] about this tool. You will also find more info at [[CampGen]].&lt;br /&gt;
&lt;br /&gt;
=== How do I download user campaigns? ===&lt;br /&gt;
Choose &amp;quot;Campaigns&amp;quot; in the main Wesnoth menu. Then scroll down to the bottom and choose &amp;quot;Get More Campaigns...&amp;quot;. This connects you to the campaign server. In the campaign server you can view a list of all available campaigns and download them, as well as posting or deleting your own campaigns. If you are behind a firewall you may not be able to connect the the campaign server; in this case try contacting the author of the campaign via the forums to see if there is another way you can get the campaign.&lt;br /&gt;
&lt;br /&gt;
=== I already created a campaign and published it on the campaign server. How can I get translations for the campaign? ===&lt;br /&gt;
Just have a look at [[WesCamp]]. This project is the easiest way to get translations for your campaign. All the info you need you can find at [[WesCamp]].&lt;br /&gt;
&lt;br /&gt;
===How do I place an object or unit on my map with the map editor?===&lt;br /&gt;
You can't.  You need to make a multiplayer scenario file.  There are more details on the [[BuildingMaps|maps]] page.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
&lt;br /&gt;
===How to find players for multiplayer game?===&lt;br /&gt;
Hang around for a while on multiplayer servers and you might find someone to play with. If you observe other people playing you will get informed when someone joins the servers. Maybe you find someone willing to play in the irc channel dedicated to mp: #wesnoth-mp at irc.freenode.net.&lt;br /&gt;
You can also join #wesnoth at irc.freenode.net.&lt;br /&gt;
&lt;br /&gt;
===How can I make my computer into a dedicated Wesnoth server?===&lt;br /&gt;
&lt;br /&gt;
===Which versions of Wesnoth can play together?===&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
===I selected an asian translation and am not able to see the letters correctly. What happened?===&lt;br /&gt;
&lt;br /&gt;
Since the size of the necessary fonts is too large, you'll need to download them separately (if you don't already have them). After that, simply copy the font to the '''fonts/''' directory in your wesnoth installation.&lt;br /&gt;
* Chinese font: [ftp://cle.linux.org.tw/pub/fonts/ttf/unicode/Arphic/gkai00mp.ttf gkai00mp.ttf]&lt;br /&gt;
* Japanese font: [http://cvs.sourceforge.jp/cgi-bin/viewcvs.cgi/sqs-xml/sqs-font/sazanami-gothic.ttf sazanami-gothic.ttf]&lt;br /&gt;
&lt;br /&gt;
If you have futher questions have a look at [[WesnothAsianLanguages|this]] page.&lt;br /&gt;
&lt;br /&gt;
== Other Questions You Have ==&lt;br /&gt;
&lt;br /&gt;
The best way to get answers to less-frequently asked questions is by visiting the [http://www.wesnoth.org/forum BFW forum].  There are plenty of people willing to help.  Make sure you read ALL of the forum sticky notes and announcements before posting.&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Placid&amp;diff=8369</id>
		<title>User:Placid</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Placid&amp;diff=8369"/>
		<updated>2006-03-22T00:34:30Z</updated>

		<summary type="html">&lt;p&gt;Placid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fairly newbie player but have a programming and design background. For now I'm pottering around the Wiki tidying things up and learning as I go. I'll add some relevant examples where they are lacking.&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TimeWML&amp;diff=8366</id>
		<title>TimeWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TimeWML&amp;diff=8366"/>
		<updated>2006-03-22T00:32:23Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* The [time] and [illuminated_time] tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The [time] and [illuminated_time] tags ==&lt;br /&gt;
&lt;br /&gt;
The [time] tag is a subtag of the [scenario] tag. However, most scenarios do not use these directly, but usually use the ready macros ''{DAWN}, {MORNING}, {AFTERNOON}, {DUSK}, {FIRST_WATCH}, {SECOND_WATCH}'' and ''{UNDERGROUND}'' to specify the day-night cycle.&lt;br /&gt;
See '''data/schedules.cfg''' for the definitions of these IDs.&lt;br /&gt;
&lt;br /&gt;
The [time] tag describes a single turn of a day/night sequence. When a scenario is played, the first turn is described by the first [time] tag; the second described by the second, until there are no more. After all the tags have described a turn, the next turn is described by the first tag again.&lt;br /&gt;
&lt;br /&gt;
The [illuminated_time] tag is like the [time] tag, but it describes spaces that have been illuminated (see ''illuminates'', [[AbilitiesWML]]).  {{DevFeature}}: this tag is no longer used, since the new illuminates ability automatically determines illuminated time&lt;br /&gt;
&lt;br /&gt;
The [time] tag recognizes the following keys:&lt;br /&gt;
&lt;br /&gt;
* ''name'' (translatable) the name displayed when the cursor is over the day/night image.&lt;br /&gt;
* ''image'' the image displayed at the top of the Status Table during turns of this type.&lt;br /&gt;
* ''mask'' the image displayed over all hexes during turns of this type.&lt;br /&gt;
* ''lawful_bonus'' units with '''alignment=lawful''' do +//lawful_bonus'' % damage during turns of this type.&lt;br /&gt;
Units with '''alignment=chaotic''' do -''lawful_bonus'' % damage. Units with '''alignment=neutral''' are unaffected by this key. ''lawful_bonus'' can be a negative number. This is useful if you want to give Chaotic units an advantage instead of Lawful ones.&lt;br /&gt;
* ''red//, ''green//, ''blue'' describe the tint of the screen during the time period.  Appears to be an integer value from -255 to 255.  See schedules.cfg&lt;br /&gt;
for examples.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TerrainWML&amp;diff=8365</id>
		<title>TerrainWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TerrainWML&amp;diff=8365"/>
		<updated>2006-03-22T00:32:01Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* the toplevel [terrain] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the toplevel [terrain] tag ==&lt;br /&gt;
&lt;br /&gt;
the [terrain] tag describes a terrain in WML.&lt;br /&gt;
Terrains are usually described in the terrain.cfg file&lt;br /&gt;
&lt;br /&gt;
the [terrain] tag has the following keys and subtags&lt;br /&gt;
* ''image'' an image used for this terrain in the map editor&lt;br /&gt;
* ''symbol_image'' appears to work the same as ''image'' - clarification is needed&lt;br /&gt;
* ''adjacent_image'' a prefix for adjacent terrain images. they will be postfixed with the orientation of the border to give the image name that will be used for the border terrain&lt;br /&gt;
* ''name'' the name of the terrain&lt;br /&gt;
* ''char'' the character used to represent this terrain in maps and scenarios&lt;br /&gt;
* ''aliasof'' characters representing terrains that this terrain will be an alias of. {{DevFeature}}this is a list of characters, with the + and - signs having special meanings. the string is read left to right taking the best value. when a minus sign is encountered, it starts taking the worst instead. the plus sign reverts it back to the best&lt;br /&gt;
* ''def_alias'' {{DevFeature}}like ''aliasof'' but overides it for defense calculation only&lt;br /&gt;
* ''mvt_alias'' {{DevFeature}}like ''aliasof'' but overides it for movement calculation only&lt;br /&gt;
* ''unit_height_adjust'' how much the unit graphic should be moved up or down when on that terrain&lt;br /&gt;
* ''submerge'' float, between 0 and 1: stems how much of the unit graphic should be submerged by the terrain&lt;br /&gt;
* ''no_overlay'' whether this terrain should be overwritten by other terrain's borders; 'no_overlay=true' terrains are not overwritten.&lt;br /&gt;
* ''light'' {{DevFeature}}signed value. this will modified local light level on that hex by that amount for gameplay&lt;br /&gt;
* ''heals'' if set to true a unit on that terrain will be healed at the start of every turn&lt;br /&gt;
* ''gives_income'' if set to true, this terrain will give income every turn when flagged as if it were a village&lt;br /&gt;
* ''recruit_onto'' if set to true, it is possible to recruit or recall on that terrain&lt;br /&gt;
* ''recruit_from'' if set to true it is possible to recruit when a unit that can recruit is on that terrain&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[TerrainLettersWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TerrainCodesWML&amp;diff=8364</id>
		<title>TerrainCodesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TerrainCodesWML&amp;diff=8364"/>
		<updated>2006-03-22T00:31:41Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Values of terrain letters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Values of terrain letters ==&lt;br /&gt;
&lt;br /&gt;
What each letter represents in Wesnoth maps,&lt;br /&gt;
and the possible values of the ''letter'' key.&lt;br /&gt;
&lt;br /&gt;
Any letters can be used for a terrain except for newline.&lt;br /&gt;
See [[TerrainWML]] for information on how to define a terrain.&lt;br /&gt;
&lt;br /&gt;
These are terrains defined in data/terrain.cfg of 1.0&lt;br /&gt;
(or later versions as noted):&lt;br /&gt;
&lt;br /&gt;
* '''A''' human (snow) hill village&lt;br /&gt;
* '''a''' human hill village&lt;br /&gt;
* '''B''' desert village (adobe)&lt;br /&gt;
* '''b''' human mountain village&lt;br /&gt;
* '''C''' castle&lt;br /&gt;
* '''c''' shallow water, &amp;quot;coast&amp;quot;&lt;br /&gt;
* '''D''' underground village (cave, village), &amp;quot;dungeon village&amp;quot;&lt;br /&gt;
* '''d''' sand, (old desert)&lt;br /&gt;
* '''E''' desert road&lt;br /&gt;
* '''e''' elven (snow) village&lt;br /&gt;
* '''F''' forest (snow)&lt;br /&gt;
* '''f''' forest&lt;br /&gt;
* '''G''' savanna (grass)&lt;br /&gt;
* '''g''' grass&lt;br /&gt;
* '''H''' hills (snow)&lt;br /&gt;
* '''h''' hills&lt;br /&gt;
* '''I''' desert&lt;br /&gt;
* '''i''' ice (tundra)&lt;br /&gt;
* '''J''' desert hills&lt;br /&gt;
* '''j''' -nothing- (will be snowy mountains)&lt;br /&gt;
* '''K''' keep (castle)&lt;br /&gt;
* '''k''' river ford (grass, shallow water)&lt;br /&gt;
* '''L''' tropical forest village (savanna, village)&lt;br /&gt;
* '''l''' lava (canyon)&lt;br /&gt;
* '''M''' desert mountains&lt;br /&gt;
* '''m''' mountain&lt;br /&gt;
* '''N''' ruined castle&lt;br /&gt;
* '''n''' encampment (castle)&lt;br /&gt;
* '''O''' -nothing- ( will probably be an Orc Castle one day )&lt;br /&gt;
* '''o''' dwarven castle (castle)&lt;br /&gt;
* '''P''' desert oasis&lt;br /&gt;
* '''p''' dwarven village {{DevFeature}}&lt;br /&gt;
* '''Q''' sunken ruin&lt;br /&gt;
* '''q''' ruin (swamp)&lt;br /&gt;
* '''R''' road (grass)&lt;br /&gt;
* '''r''' dirt (grass)&lt;br /&gt;
* '''S''' tundra&lt;br /&gt;
* '''s''' deep water&lt;br /&gt;
* '''T''' forest (tropical)&lt;br /&gt;
* '''t''' village&lt;br /&gt;
* '''U''' desert village (tent)&lt;br /&gt;
* '''u''' cave&lt;br /&gt;
* '''V''' snow village (tundra, village)&lt;br /&gt;
* '''v''' human village (village)&lt;br /&gt;
* '''W''' cavewall&lt;br /&gt;
* '''w''' swamp&lt;br /&gt;
* '''X''' canyon (replaced by chasm in trunk)&lt;br /&gt;
* '''x''' reserved for UMCs&lt;br /&gt;
* '''Y''' swamp village (swamp, village)&lt;br /&gt;
* '''y''' reserved for UMCs&lt;br /&gt;
* '''Z''' mermen village (shallow water)&lt;br /&gt;
* '''z''' reserved for UMCs&lt;br /&gt;
* '''/''','''|''','''\''' bridge (grass, shallow water)&lt;br /&gt;
* '''~''' fog&lt;br /&gt;
* ' ' void/shroud (it uses the &amp;quot;space&amp;quot; character)&lt;br /&gt;
* '''*''' reserved for UMCs&lt;br /&gt;
* '''^''' reserved for UMCs&lt;br /&gt;
* '''%''' reserved for UMCs&lt;br /&gt;
* '''@''' reserved for UMCs&lt;br /&gt;
* '''[''' rockbound cave {{DevFeature}}&lt;br /&gt;
* ''']''' mushroom grove {{DevFeature}}&lt;br /&gt;
* ''' ' ''' illuminated cave {{DevFeature}}&lt;br /&gt;
* ''' ? ''' great Elven tree {{DevFeature}}&lt;br /&gt;
* ''' &amp;amp; ''' impassable moutains (reserved)&lt;br /&gt;
* ''' &amp;quot; ''' ???&lt;br /&gt;
* ''' $ ''' ???&lt;br /&gt;
* ''' . ''' ???&lt;br /&gt;
* ''' ; ''' ???&lt;br /&gt;
* ''' : ''' ???&lt;br /&gt;
* ''' &amp;lt; ''' ???&lt;br /&gt;
* ''' &amp;gt; ''' ???&lt;br /&gt;
* ''' _ ''' ???&lt;br /&gt;
* ''' ` ''' ???&lt;br /&gt;
&lt;br /&gt;
==Reserved letters and non-letter Characters==&lt;br /&gt;
Reserved letters are for custom terrains in user-made campaigns. In addition to these it is currently also possible to use other characters not on the above list to represent custom terrain, such as ½ § @ % [ ] etc., but new &amp;quot;official&amp;quot; terrain may be assigned for these characters in the future. So when creating custom terrain, the letters marked as reserved on the above list should be used first.&lt;br /&gt;
Use campaign definitions (see [[CampaignWML]])&lt;br /&gt;
to prevent your custom terrains from interfering with other campaigns.&lt;br /&gt;
&lt;br /&gt;
Note: &lt;br /&gt;
* UtBS uses: @   ^   &amp;amp;   *&lt;br /&gt;
* FtF uses: @   ^   %   '&lt;br /&gt;
* Wesvoid uses:  %   *&lt;br /&gt;
* Seed of Evil:   ^&lt;br /&gt;
* no other UMCs above version 0.3 uses non-letter character for custom terrains.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[TerrainWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [http://www.idi.ntnu.no/~haskjold/wesnoth/map_letters.html Freim's List of Terrain Letters] &lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SyntaxWML&amp;diff=8363</id>
		<title>SyntaxWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SyntaxWML&amp;diff=8363"/>
		<updated>2006-03-22T00:31:14Z</updated>

		<summary type="html">&lt;p&gt;Placid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
Wesnoth syntax has two basic elements: ''tags'' and ''attributes''.&lt;br /&gt;
Further, ''attributes'' consist of ''keys'' and ''values''.&lt;br /&gt;
Tag names and keys cannot contain whitespace.&lt;br /&gt;
Any line beginning with a pound ('''#''') sign is considered by&lt;br /&gt;
WML as a comment, except for preprocessor declarations beginning&lt;br /&gt;
with #.&lt;br /&gt;
* '''[tag-name] ''data'' [/tag-name]''' is a tag.  Tags are used to partition information.  A ''top level'' tag is one that is not inside any other tag.  Each top level tag describes something about the game.  Different tags work differently.  For information about how a certain tag works, see [[ReferenceWML]].&lt;br /&gt;
* '''[+tag-name] ''data'' [/tag-name]''' means that ''data'' will be considered as part of the data for the most recent [''tag-name''] tag.  The ''data'' of '''[+tag-name]''' will be considered as coming after all data in '''[tag-name]''', so attributes of '''[+tag-name]''' will replace attributes of the original '''[tag-name]'''.&lt;br /&gt;
* '''''key=value newline''''' is an ''attribute'', or an assignment of a value to a key.  When this line is processed, the value of ''key'' for the tag that the attribute is in is set or changed to ''value''.  All text from '=' until the end of the line is considered to be part of ''value''.  Note that ''key'' is not a WML variable (with the exception of [[VariablesWML]]); the value it is set to has a use which is determined by C++ code, not WML code.  In order to change the value of a WML variable, you need to use '''[set_variable]''' (see [[InternalActionsWML]]).  '''There should be no space between the key and the '=' symbol!'''  If there is whitespace, the attribute assignment is ignored.  Note that ''key'' should contain only alphanumerics or underscores (''a-zA-Z0-9_''); no ''+'' or ''-'' characters are allowed.&lt;br /&gt;
* '''''key1,key2,key3=value1,value2,value3 newline''''' is a multiple assignment.  If there are extra keys, they will be set to an empty value.  If there are extra values the last key will be set to the comma separated list of all remaining values.  It is the same as&lt;br /&gt;
  key1=value1&lt;br /&gt;
  key2=value2&lt;br /&gt;
  key3=value3&lt;br /&gt;
&lt;br /&gt;
Although a value can be just text corresponding to a function of&lt;br /&gt;
its key (these values are displayed in quotes (') in&lt;br /&gt;
[[ReferenceWML]]), a value can also be encoded:&lt;br /&gt;
* '''&amp;quot;''multiple-line-value''&amp;quot;''' a multiple-line value must be enclosed in quotes, to prevent it being interpreted as a single-line value.  Note that ''multiple-line-value'' doesn't have to have multiple lines; it can simply be a single-line value enclosed in quotes for clarity.&lt;br /&gt;
* '''''_ &amp;quot;text&amp;quot;''''' is a ''translatable'' value.  ''text'' is English (US) text that will be displayed in-game at some point.  Gettext (see [[GetText]]) is used to determine what to display if English (US) is not the current language.&lt;br /&gt;
* '''''value-1 + value-2''''' can be used to concatenate two different strings.  If you want to have a value that actually has a plus sign ('''+''') in it, you need to enclose the string containing the '''+''' character in quotes (see '''''&amp;quot;multiple-line-value&amp;quot;''''' above).&lt;br /&gt;
* '''''$variable-name''''' a ''variable'' value depends on the value of the WML variable ''variable-name''.  See [[VariablesWML]] for more information on WML-variable based values.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 [scenario]&lt;br /&gt;
 id=Elves Besieged&lt;br /&gt;
         [side]&lt;br /&gt;
         side,gold=1,100&lt;br /&gt;
         [/side]&lt;br /&gt;
         [+side]&lt;br /&gt;
         recruit=Elvish Fighter,Elvish Archer&lt;br /&gt;
         [/side]&lt;br /&gt;
 [/scenario]&lt;br /&gt;
In this example, [scenario] is a top level tag.  When these&lt;br /&gt;
lines are read, WML will know that there is a scenario with&lt;br /&gt;
the ID &amp;quot;Elves Besieged&amp;quot;.  Later, when WML is told to play&lt;br /&gt;
that scenario, it will read the [side] tag and give 100 gold&lt;br /&gt;
to side 1.  Then it will read the [+side] tag.&lt;br /&gt;
It interprets this tag as belonging to side 1, since the&lt;br /&gt;
most recent [side] belonged to side 1.  So the [+side] tag&lt;br /&gt;
allows side 1 to recruit Elvish Fighters and Elvish Archers.&lt;br /&gt;
(Then it will crash, as the leader of side 1 has no unit type.&lt;br /&gt;
But this isn't really important.)&lt;br /&gt;
&lt;br /&gt;
Notes: Normally the order and indentation of attributes and tags&lt;br /&gt;
does not matter, as long as the levels within tags are not changed.&lt;br /&gt;
So the above example could have been written:&lt;br /&gt;
 [scenario]&lt;br /&gt;
 [side]&lt;br /&gt;
 gold=100&lt;br /&gt;
 side=1&lt;br /&gt;
 [/side]&lt;br /&gt;
 id=Elves Besieged&lt;br /&gt;
 [/scenario]&lt;br /&gt;
Data inside tags should be separated with tabbing; see [[ConventionsWML]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[PreprocessorRef]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReplayWML&amp;diff=8362</id>
		<title>ReplayWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReplayWML&amp;diff=8362"/>
		<updated>2006-03-22T00:30:17Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* The [command] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The [command] tag ==&lt;br /&gt;
&lt;br /&gt;
The '''[command]''' tag is used to specify an action in a replay.&lt;br /&gt;
&lt;br /&gt;
The following tags are recognized:&lt;br /&gt;
* '''[start]''' is used to initialize the replay so that generated random numbers can be saved.&lt;br /&gt;
* '''[move]''' the player moved a unit.&lt;br /&gt;
** '''[source]''' the location the unit moved to.&lt;br /&gt;
** '''[destination]''' the location the unit moved from.&lt;br /&gt;
* '''[recruit]''' the player recruited a unit.&lt;br /&gt;
** ''value'' the index number of the recruited unit. (Index numbers start at 0 and include all recruitable units in alphabetical order.)&lt;br /&gt;
** ''x'' and ''y'' the castle tile the unit is recruited on.&lt;br /&gt;
* '''[recall]''' the player recalled a unit. Same keys as [recruit], except that the index is in order of level, followed by required XP to advance.&lt;br /&gt;
* '''[attack]''' the player attacked.&lt;br /&gt;
** ''weapon'' the index number of the weapon. Weapons are indexed by the unit designer.&lt;br /&gt;
** '''[source]''' the location of the attacking unit.&lt;br /&gt;
** '''[destination]''' the location of the defending unit.&lt;br /&gt;
* '''[end_turn]''' the player ended his turn.&lt;br /&gt;
* '''[choose]''' the player was given an option by the scenario.&lt;br /&gt;
** ''value'' the index number of the option chosen. Index numbers are given by the scenario designer.&lt;br /&gt;
* '''[random]''' if the action required a random number, this describes the random number that was generated. In 1.0.x, nested '''[random]''' tags are used and only one is allowed at this level. In 1.1.x, a '''[random]''' tag is used at this level for each value.&lt;br /&gt;
** ''value'' list of generated random values. In 1.1.x only a single value can be used.&lt;br /&gt;
** '''[results]''' used for '''[attack]''' commands. Describes the results of the battle.&lt;br /&gt;
*** ''chance'' the percent chance that the attack had to hit.&lt;br /&gt;
*** ''damage'' the amount of damage that the attack would do if it hits.&lt;br /&gt;
*** ''dies'' whether the defender dies from the hit.&lt;br /&gt;
*** ''hits'' whether the attack hits.&lt;br /&gt;
** '''[random]''' additional lists of generated random values. '''[random]''' has the same format as the first '''[random]''' and describes the other numbers that were generated. In 1.1.x, '''[random]''' tags at this level are not used.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[SavefileWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReferenceWMLSyntax&amp;diff=8361</id>
		<title>ReferenceWMLSyntax</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReferenceWMLSyntax&amp;diff=8361"/>
		<updated>2006-03-22T00:30:04Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* Wiki Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Wiki Syntax ==&lt;br /&gt;
&lt;br /&gt;
==== Formatting ====&lt;br /&gt;
&lt;br /&gt;
This page is an example of how these wikis should be formatted:&lt;br /&gt;
&lt;br /&gt;
Description of the page&lt;br /&gt;
&lt;br /&gt;
* '''[tag]''' description of [tag]&lt;br /&gt;
** ''key'' description of ''key''.&lt;br /&gt;
&amp;quot;''key''&amp;quot; can refer either to the key ''key'' or the value of ''key''&lt;br /&gt;
* ''key2'' description of ''key2''&lt;br /&gt;
** 'value' what happens when the attribute '''key2=value''' is set&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 [tag]&lt;br /&gt;
 key=0&lt;br /&gt;
 [/tag]&lt;br /&gt;
 key2=value&lt;br /&gt;
&lt;br /&gt;
==== Version Control ====&lt;br /&gt;
&lt;br /&gt;
For WML features not present in the 1.0 branch, please precede the reference text with the template &amp;lt;nowiki&amp;gt;{{DevFeature}}&amp;lt;/nowiki&amp;gt;.  Doing this will use the standardized &amp;quot;development version only WML&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
Please do not delete WML reference text that is valid for version 1.0 if a new feature obsoletes, deprecates, or replaces it.  Just put the new reference text beneath it and mark it with &amp;lt;nowiki&amp;gt;{{DevFeature}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;nowiki&amp;gt;{{DevFeature}}&amp;lt;/nowiki&amp;gt; code turns into this: {{DevFeature}} (dynamically updated from the template page [[Template:DevFeature]])&lt;br /&gt;
&lt;br /&gt;
Example of what you type when editing:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;'''[tag]''' - specifies something or other &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;* ''original_key'' the item you want to specify &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;* ''better_key'' {{DevFeature}} a list of possible values, one of which is chosen at random &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Categorization ====&lt;br /&gt;
&lt;br /&gt;
WML reference pages should be placed into the category &amp;quot;WML reference.&amp;quot;  This allows someone to easily bring up all the WML-related pages at once.&lt;br /&gt;
&lt;br /&gt;
To do this, add the text &amp;lt;nowiki&amp;gt;[[Category: WML Reference]]&amp;lt;/nowiki&amp;gt; at the bottom of the page under the &amp;quot;See Also&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PreprocessorRef&amp;diff=8360</id>
		<title>PreprocessorRef</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PreprocessorRef&amp;diff=8360"/>
		<updated>2006-03-22T00:29:42Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* The WML preprocessor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The WML preprocessor ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth loads just one configuration file directly: '''data/game.cfg'''.&lt;br /&gt;
However the WML preprocessor allows game.cfg to load in more files.&lt;br /&gt;
Whenever a WML file is read by Wesnoth, it is passed through the preprocessor.&lt;br /&gt;
&lt;br /&gt;
The preprocessor is applied recursively, so included files will&lt;br /&gt;
be parsed for macros, and after macro expansion will be parsed for macros&lt;br /&gt;
again, and so on.  As a result, you should not write a recursive macro,&lt;br /&gt;
because it will cause an infinite loop.&lt;br /&gt;
[http://www.wesnoth.org/forum/viewtopic.php?t=5838 Changes to the preprocessor in 0.9.2]&lt;br /&gt;
allow recursively nested #ifdefs, but recursively nested&lt;br /&gt;
macro definitions ('#define') will still cause errors&lt;br /&gt;
(but not necessarily error messages).&lt;br /&gt;
&lt;br /&gt;
The following directives are used to create and use ''macros'',&lt;br /&gt;
i.e. shortcuts which reduce repetition of information.&lt;br /&gt;
See [[UtilWML]], [[UsefulWMLFragments]] for examples.&lt;br /&gt;
* '''#define ''symbol'' [''parameters''] ''newline'' ''substitution'' #enddef''' all subsequent occurences of '''{''symbol'' [''arguments'']}''' (see below) will be replaced by ''substitution'' with all occurences of any parameter {''parameter''} within ''substitution'' replaced by the parameter's corresponding value in ''arguments''.  For example, the UNIT macro used below would be defined:&lt;br /&gt;
&lt;br /&gt;
 #define UNIT TYPE X Y## the ordering is important here;&lt;br /&gt;
                      ## since WML does not distinguish&lt;br /&gt;
                      ## data into different types, only&lt;br /&gt;
                      ## the ordering is used to determine which&lt;br /&gt;
                      ## arguments apply to which parameters.&lt;br /&gt;
 [unit]&lt;br /&gt;
 type={TYPE}## the unit will be of type TYPE, so different&lt;br /&gt;
            ## instantiations&lt;br /&gt;
            ## of this macro can create different units.&lt;br /&gt;
 x={X}&lt;br /&gt;
 y={Y}&lt;br /&gt;
 side=2## the unit will be an enemy, regardless of the parameter&lt;br /&gt;
       ## values. This reduces &amp;quot;repetition of information&amp;quot;,&lt;br /&gt;
       ## since it is no longer necessary to specify&lt;br /&gt;
       ## each created unit as an enemy.&lt;br /&gt;
 [/unit]&lt;br /&gt;
 #enddef&lt;br /&gt;
(See [[SingleUnitWML]] for information on creating units using WML.)&lt;br /&gt;
* '''{''symbol'' [''arguments'']}''' if ''symbol'' is defined, the preprocessor will replace this instruction by the expression ''symbol'' is defined as, using ''arguments'' as parameters.  You can create multiple word arguments by using parentheses to restrain the argument.  For example, while '''{UNIT Wolf Rider 18 24}''' will attempt to create a &amp;quot;Wolf&amp;quot; at (Rider,18), causing Wesnoth to crash, the macro '''{UNIT (Wolf Rider) 18 24}''' will create a &amp;quot;Wolf Rider&amp;quot; at (18,24) as it should. ('''UNIT''' is defined above).  See the ''#define'' preprocessor instruction above for information on defining symbols, including symbols with arguments.  Several symbols are defined in the normal game code; for reference they are listed in [[UtilWML]].&lt;br /&gt;
&lt;br /&gt;
Unlike the other preprocessor directives, #ifdef is not&lt;br /&gt;
used for convenience.&lt;br /&gt;
It is necessary to distinguish between different modes of play.&lt;br /&gt;
* '''#ifdef ''symbol'' ''substitution-if-stored''  [#else ''substitution-if-not-stored''] #endif'''  If ''symbol'' has been stored, the whole block will be replaced by ''substitution-if-stored''.  If not, it will be replaced by ''substitution-if-not-stored'' if it is available.  ''symbol'' can take the following values:&lt;br /&gt;
** a campaign difficulty level.  Usually '''EASY''', '''NORMAL''', or '''HARD''', it is decided by the key ''difficulties'' (see [[CampaignWML]]).&lt;br /&gt;
** a campaign ID. Each campaign stores a preprocessor ID.  See ''define'', [[CampaignWML]].&lt;br /&gt;
** '''MULTIPLAYER''' is stored when the player is playing or setting up a multiplayer game (i.e. a game with '''scenario_type=multiplayer''').&lt;br /&gt;
** '''TUTORIAL''' is stored when the player is playing the tutorial.&lt;br /&gt;
** '''APPLE''' is stored if the computer Wesnoth is being run on is an Apple.&lt;br /&gt;
''#undef'' can be useful too if ''#ifdef'' is not enough.&lt;br /&gt;
* '''#undef ''symbol'' '''  erases ''symbol'' (v1.1.1+svn)&lt;br /&gt;
&lt;br /&gt;
These directives expand a file by including other files:&lt;br /&gt;
* '''{''filename''}''' if ''filename'' isn't a predefined symbol (see above), Wesnoth will assume it's a path to a file in the main '''data/''' subdirectory of Wesnoth and include the file it points to here &amp;quot;as is&amp;quot;.  Forward slashes('''/''') should be used to separate directories from their elements, even if your platform uses a different symbol such as colon (''':''') or backslash ('''\''').  If ''filename'' points to a directory, the preprocessor will include all files in the directory ''filename'', non-recursively and in alphabetical order.&lt;br /&gt;
* '''{~''filename''}''' similar to above, but the preprocessor assumes that the filename is relative to the user data directory.  The ''user data directory'' varies depending on platform:&lt;br /&gt;
&lt;br /&gt;
 Platform | User Data Directory&lt;br /&gt;
 -------------------------&lt;br /&gt;
 UNIX     | ~/.wesnoth/data/&lt;br /&gt;
 Mac OS X | ~/Library/Preferences/Wesnoth or ~/.wesnoth/data&lt;br /&gt;
 Windows  | &amp;quot;main Wesnoth folder&amp;quot;\userdata&lt;br /&gt;
&lt;br /&gt;
* '''{@''filename''}''' is a convenient way to make Wesnoth look for a file by that name in both the main and the user data directory.  It is equivalent to writing '''{''filename''}{~''filename''}'''.&lt;br /&gt;
* '''{./''filename''}''' is similar to the '''{''filename''}''' directive, but is assumed to be relative to the directory which contains the file in which this appears.  For example, if used in game.cfg, it is equivalent to '''{''filename''}'''.&lt;br /&gt;
&lt;br /&gt;
Note that the parser was changed various times, so don't expect older Wesnoth version to behave exactly the same.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[SyntaxWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PblWML&amp;diff=8359</id>
		<title>PblWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PblWML&amp;diff=8359"/>
		<updated>2006-03-22T00:29:18Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* .pbl files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== .pbl files ==&lt;br /&gt;
&lt;br /&gt;
To upload a campaign you have made, you need a .pbl file.&lt;br /&gt;
This is a file with name '''data/campaigns/''campaign-name''.pbl'''.&lt;br /&gt;
When you upload a campaign, the file '''data/campaigns/''campaign-name''.cfg'''&lt;br /&gt;
and the directory '''data/campaigns/''campaign-name''/''' will be published.&lt;br /&gt;
Your campaign must be based entirely on these files.&lt;br /&gt;
This may cause your campaign not to upload properly,&lt;br /&gt;
for example, if you have custom campaign units in '''data/units/'''.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized for .pbl files:&lt;br /&gt;
* ''icon'' an image, displayed leftmost on the &amp;quot;download campaigns&amp;quot; screen. It must be a standard Wesnoth graphic and not a custom one. (Note that the icon used to display your campaign for when it is played can be custom; for more information see [[CampaignWML]].)&lt;br /&gt;
* ''title'' displayed to the right of the icon, it is just text. It should usually be the same as the name of your campaign when it is played.&lt;br /&gt;
* ''version'' displayed to the right of the title, it is also just text. However the prefered format is x.y.z where x, y and z are numbers and x &amp;gt; 0 implies the campaign is complete and balanced.&lt;br /&gt;
* ''author'' displayed to the right of the version, it is also text. Put your name or nickname here. If several people have contributed significantly to the campaign you should list all of their names and perhaps describe what each person was responsible for.&lt;br /&gt;
* ''passphrase'' not displayed, it prevents others from modifying the version of your campaign on the campaign server. You do not need to input a passphrase when initially publishind a campaign; if you do not, one will be randomly generated for you.&lt;br /&gt;
* ''description'' is not displayed in the client. However it is visible on the web interface to the campaign server. It can be used to give a brief description of your campaign and for pre 1.0 versions let people know how playable it is.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 title=&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
 icon=&amp;quot;misc/ball.png&amp;quot;&lt;br /&gt;
 version=&amp;quot;0.1.2&amp;quot;&lt;br /&gt;
 author=&amp;quot;Me, artwork by myself&amp;quot;&lt;br /&gt;
 passphrase=&amp;quot;This is like a password&amp;quot;&lt;br /&gt;
 description=&amp;quot;You get to kill a lot of bad guys. But only the first map is done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The campaign server keeps track of some other information about uploaded campaigns, including when they were uploaded, what languages they have been at least partly translated into, how large they are on the server and the number of times they have been downloaded. For more information about this you can read [[CampaignServerWML]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[BuildingCampaignsThePBLFile]]&lt;br /&gt;
* [[CampaignServerWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MusicListWML&amp;diff=8358</id>
		<title>MusicListWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MusicListWML&amp;diff=8358"/>
		<updated>2006-03-22T00:28:56Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* the [music] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [music] tag ==&lt;br /&gt;
{{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
This tag is a subtag of [scenario] and [event] which is used to describe a music track to play.  You can repeat this tag as many times as you like; if you set the ''append'' tag to ''yes'' they will form a playlist from which tracks will be selected at random.&lt;br /&gt;
&lt;br /&gt;
Tags describe the music track:&lt;br /&gt;
* ''name'' specifies the music file, relative to '&amp;quot;music/&amp;quot;'.  This is compulsory.&lt;br /&gt;
* ''append=yes'' specifies this is to be added to the current playlist.  Without this, the current playlist is replaced by this track.&lt;br /&gt;
* ''play_once=yes'' immediately switch to playing this track, but then return to the play list, which is unchanged.&lt;br /&gt;
* ''immediate=yes'' immediately switch to playing this track.  Without this, the song will play when the entire [event] is over or the current song ends.  This exists to force music changes '''during''' dialog exchange or other [event] which take significant time.&lt;br /&gt;
* ''ms_before'' (optional) specifies how many milliseconds to delay before playing this track.  Currently this does not apply when the scenario first starts, or with ''play_once'' or ''immediate''.&lt;br /&gt;
* ''ms_after'' (optional) specifies how many milliseconds to delay after playing this track.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
This creates a new playlist with three entries in it.  The second track is always preceeded by 1/2 a second of silence.&lt;br /&gt;
  [music]&lt;br /&gt;
     name=background-music-1.ogg&lt;br /&gt;
  [/music]&lt;br /&gt;
  [music]&lt;br /&gt;
     name=background-music-2.ogg&lt;br /&gt;
     ms_before=500&lt;br /&gt;
     append=yes&lt;br /&gt;
  [/music]&lt;br /&gt;
  [music]&lt;br /&gt;
     name=background-music-3.ogg&lt;br /&gt;
     append=yes&lt;br /&gt;
  [/music]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapGeneratorWML&amp;diff=8357</id>
		<title>MapGeneratorWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapGeneratorWML&amp;diff=8357"/>
		<updated>2006-03-22T00:28:34Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* the [generator] tag] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [generator] tag] ==&lt;br /&gt;
&lt;br /&gt;
The [generator] tag replaces a scenario's map data;&lt;br /&gt;
in fact it's whole purpose is to generate the map data given a set of configuration parameters.&lt;br /&gt;
&lt;br /&gt;
The map generator function is not very well documented.&lt;br /&gt;
The data on this page are taken from&lt;br /&gt;
&lt;br /&gt;
== scenarios/multiplayer/Random_Map.cfg ==&lt;br /&gt;
and '''scenarios/Heir_To_The_Throne/Sceptre.cfg'''.&lt;br /&gt;
&lt;br /&gt;
The following key/tags are recognized for [generator]:&lt;br /&gt;
* '''[scenario]||/||[settings]''' See [[ScenarioWML]]&lt;br /&gt;
* ''name''&lt;br /&gt;
** 'default'&lt;br /&gt;
* ''map_width//,//map_height'' size of the map to generate&lt;br /&gt;
* ''iterations''&lt;br /&gt;
* ''hill_size''&lt;br /&gt;
* ''max_lakes''&lt;br /&gt;
* ''min_lake_height''&lt;br /&gt;
* ''lake_size''&lt;br /&gt;
* ''river_frequency''&lt;br /&gt;
* ''flipx_chance'' for scenario generation.&lt;br /&gt;
Percentage chance to flip map across X axis ???&lt;br /&gt;
* ''villages''&lt;br /&gt;
* ''village_density'' tiles per village ???&lt;br /&gt;
* ''players''&lt;br /&gt;
* ''temperature_iterations''&lt;br /&gt;
* ''temperature_size''&lt;br /&gt;
* ''default_convert''&lt;br /&gt;
* ''roads''&lt;br /&gt;
* ''road_windiness''&lt;br /&gt;
* '''[height]''' list of common terrain types&lt;br /&gt;
which come in at different heights, from highest to lowest&lt;br /&gt;
** ''height''&lt;br /&gt;
** ''terrain''&lt;br /&gt;
* '''[convert]''' used to make terrain conversions.&lt;br /&gt;
For example water becomes ice at low temperatures, grass snow, etc.&lt;br /&gt;
** ''min_height''&lt;br /&gt;
** ''max_height''&lt;br /&gt;
** ''min_temperature''&lt;br /&gt;
** ''max_temperature''&lt;br /&gt;
** ''from''&lt;br /&gt;
** ''to''&lt;br /&gt;
* '''[road_cost]'''&lt;br /&gt;
** ''terrain''&lt;br /&gt;
** ''cost''&lt;br /&gt;
** ''convert_to_bridge'' a list of terrains;&lt;br /&gt;
  N/S, then NE/SW, then NW/SE.&lt;br /&gt;
** ''convert_to'' a terrain&lt;br /&gt;
* '''[village]'''&lt;br /&gt;
** ''terrain''&lt;br /&gt;
** ''convert_to''&lt;br /&gt;
** ''adjacent_liked'' an unseparated terrain list&lt;br /&gt;
** ''rating'' chance of appearing&lt;br /&gt;
* '''[castle]'''&lt;br /&gt;
** ''valid_terrain''&lt;br /&gt;
** ''min_distance''&lt;br /&gt;
* '''[naming]'''&lt;br /&gt;
** ''male_names''&lt;br /&gt;
* '''[village_naming]'''&lt;br /&gt;
** ''male_names''&lt;br /&gt;
* '''[chamber]''' for underground maps&lt;br /&gt;
** ''id''&lt;br /&gt;
** ''x//,//y'' approximate location of the chamber&lt;br /&gt;
** ''size''&lt;br /&gt;
** ''jagged''&lt;br /&gt;
** '''[items]''' See [[ScenarioWML]].&lt;br /&gt;
Locations of items will be generated randomly.&lt;br /&gt;
The attribute '''same_location_as_previous=yes'''&lt;br /&gt;
means that the filter for a moveto event (see [[EventWML]]) is the same as the location of the previous item.&lt;br /&gt;
** '''[passage]'''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LanguageWML&amp;diff=8356</id>
		<title>LanguageWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LanguageWML&amp;diff=8356"/>
		<updated>2006-03-22T00:28:19Z</updated>

		<summary type="html">&lt;p&gt;Placid: /* the toplevel [language] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the toplevel [language] tag ==&lt;br /&gt;
&lt;br /&gt;
Each [language] tag represents one language.&lt;br /&gt;
Languages are selected by pressing the &amp;quot;Language&amp;quot; button in-game.&lt;br /&gt;
&lt;br /&gt;
If you are just trying to make a language, then open the file '''data/sample-translation.cfg''', then translate all the&lt;br /&gt;
pink text into another language&lt;br /&gt;
(See [[WesnothTranslations]] for information on how to submit your translation).&lt;br /&gt;
The purpose of this wiki, however, is to explain how the internationalization system works.&lt;br /&gt;
(Note: this wiki is currently incomplete)&lt;br /&gt;
&lt;br /&gt;
== the Wesnoth internationalization system ==&lt;br /&gt;
&lt;br /&gt;
In the Wesnoth internationanization system, each tag that has keys with displayed text values is given an&lt;br /&gt;
internationalization key, or an ''ID''.&lt;br /&gt;
For example, the [scenario] tag has the key ''name'' which is a text value, and this value is displayed in the game.&lt;br /&gt;
So each [scenario] tag is given an ID, which is used to translate this text in different languages.&lt;br /&gt;
Most internationalized tags have the key ''id//; the value of ''id'' is the tag's ID.&lt;br /&gt;
However, the tag [unit] (see [[UnitWML]]) uses the key ''name'' in place of ''id''.&lt;br /&gt;
Important: since keys are not allowed to have spaces, all spaces should be removed when entering a key.&lt;br /&gt;
However, several IDs use underbars instead of spaces; underbars should not be removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Internationalization attributes ==&lt;br /&gt;
&lt;br /&gt;
One type of internationalization attribute is the attribute '''''id//=//translation'''''.&lt;br /&gt;
This attribute is interpreted as meaning that all tags with ID ''id'' should have their main text interpreted as&lt;br /&gt;
''translation''.&lt;br /&gt;
For example, the attribute '''Elves_Besieged=&amp;quot;Elves Besieged&amp;quot;|| means that the scenario with ||id=Elves_Besieged''' should&lt;br /&gt;
use the name &amp;quot;Elves Besieged&amp;quot; in the translation.&lt;br /&gt;
&lt;br /&gt;
However, some internationalized tags have multiple text attributes.&lt;br /&gt;
An example is [scenario], which has the name of the scenario, and the scenario objectives.&lt;br /&gt;
If the key ''key'' is not the main text of its tag, it is interpreted using the attribute&lt;br /&gt;
== ''id//_//key//=//translation'' ==.&lt;br /&gt;
For example the key '''Crossroads_objectives''' describes the scenario objectives for Crossroads.&lt;br /&gt;
&lt;br /&gt;
A list of tags which have IDs:&lt;br /&gt;
* [campaign] main text: ''name//. Also, ''difficulty_descriptions//, which is written as ''difficulties''. See [[CampaignWML]]&lt;br /&gt;
* [scenario] main text: ''name//. Also, ''objectives''. See [[ScenarioWML]]&lt;br /&gt;
* [unit] main text: ''name//. Also, ''description''. See [[UnitWML]]&lt;br /&gt;
* [message] main text: ''message''. See [message], [[InterfaceActionsWML]]&lt;br /&gt;
* [object] main text: ''message''. See [object], [[DirectActionsWML]]&lt;br /&gt;
* [terrain] main text: ''name''. See [[TerrainWML]]&lt;br /&gt;
&lt;br /&gt;
Another type of internationalization attribute: '''''type//_//specific//=//translation'''''.&lt;br /&gt;
''type'' is a type of text; ''specific'' is which text.&lt;br /&gt;
For example the attribute '''ability_cures=&amp;quot;cures&amp;quot;''' would translate the ability &amp;quot;cures&amp;quot; as &amp;quot;cures&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following are values for ''type'':&lt;br /&gt;
* &amp;quot;ability&amp;quot; ''specific'' is the name of an ability (See [[AbilitiesWML]]).&lt;br /&gt;
The translation will be displayed on the Status Table.&lt;br /&gt;
* &amp;quot;action&amp;quot; ''specific'' is a UI action, for example &amp;quot;Recruit&amp;quot;.&lt;br /&gt;
The translation will be displayed as an option on a menu.&lt;br /&gt;
See [[ThemeWML]] for a list of UI actions, and for information on menus.&lt;br /&gt;
* &amp;quot;weapon_name&amp;quot; ''specific'' is the name of a unit's weapon.&lt;br /&gt;
All weapons with '''name=''specific//''' (see [[AttackWML]]) will be displayed on the Status Table as ''translation''.&lt;br /&gt;
* &amp;quot;weapon_special&amp;quot; a weapon specialty, displayed in the Status Table under the weapon's name. See [[AbilitiesWML]]&lt;br /&gt;
&lt;br /&gt;
Another type: '''''tooltip//_description=//translation'''''.&lt;br /&gt;
Whenever the player's cursor is over the word ''tooltip//, ''translation'' will be displayed as a tooltip.&lt;br /&gt;
&lt;br /&gt;
The following types of text can have tooltips:&lt;br /&gt;
* (non-weapon) abilities. See [[AbilitiesWML]]&lt;br /&gt;
* alignments. See [[TimeWML]]&lt;br /&gt;
* status modifications. See [[StatusWML]]&lt;br /&gt;
* '''weapon_special_''weapon-special'''''. See [[AbilitiesWML]]&lt;br /&gt;
&lt;br /&gt;
In addition to internationalization attributes, the following keys are recognized:&lt;br /&gt;
* ''language'' the name of the language (in the language).&lt;br /&gt;
This is displayed when selecting a translation.&lt;br /&gt;
* ''id'' the internationalization key of the language&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Placid</name></author>
		
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