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	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WhatArePlayersSaying&amp;diff=4035</id>
		<title>WhatArePlayersSaying</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WhatArePlayersSaying&amp;diff=4035"/>
		<updated>2005-10-13T19:30:56Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: /* That is what Magazines and Websites write about Wesnoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What this page really is about ==&lt;br /&gt;
There have been really many comments from Wesnothplayers all over the world. It looks like Wesnoth is one reason that several linuxprojects are improving only slowly. We really want to say sorry to all the Debian-Devs out there that stopped to be productive. And of course we will give some prove for this thesis. On this page you will find several comments taken from magazines, blogs and comments done by users from all over the world.&lt;br /&gt;
&lt;br /&gt;
== That is what Magazines and Websites write about Wesnoth==&lt;br /&gt;
=== PC4War ===&lt;br /&gt;
The august issue of the french magazine [http://www.PC4War.com PC4War] includes a one-page review of Wesnoth:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;«an excellent turn-based fantasy game, whose characteristics are essentially to be free, and evolutive!»&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The complete article [http://www.wesnoth.org/images/wesnoth_pc4war.jpg is also available].&lt;br /&gt;
&lt;br /&gt;
=== linux-gamers.net ===&lt;br /&gt;
An [http://www.linux-gamers.net/modules/news/article.php?storyid=992 article] about the release of Wesnoth 1.0 at [http://www.linux-gamers.net linux-gamers] reads like this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The popular free round based strategy game Battle for Wesnoth has been released in Version 1.0.&lt;br /&gt;
Battle for Wesnoth is one of the most popular games unter the GPL. The game does not need to&lt;br /&gt;
fear the comparison with commercialy available games of the same genre.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Holarse ===&lt;br /&gt;
Here is what the german linux-gaming site [http://www.holarse.de Holarse] writes about the release of Wesnoth 1.0:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Finally the turnbased fantasy-strategy game Wesnoth has reached the version 1.0 [...]&lt;br /&gt;
It for sure came to the reputation of being the &amp;quot;best linux-game&amp;quot; ever because of its good graphics&lt;br /&gt;
and interesting storyline.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The complete article can be found [http://polska.merseine.nu/h2006/space/start/2005-10-04/2#Wesnoth_1.0 here] (only in german).&lt;br /&gt;
&lt;br /&gt;
=== IDG ===&lt;br /&gt;
The swedish computer news site [http://www.idg.se idg] writes about the 1.0 release for Mac:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The Battle for Wesnoth is a fantasy strategy game where you can choose between many different characters&lt;br /&gt;
and by that different campaigns&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The complete article can be found [http://www.idg.se/ArticlePages/200510/05/20051005130340_MW/20051005130340_MW.dbp.asp here] (only in swedish).&lt;br /&gt;
&lt;br /&gt;
=== LWN ===&lt;br /&gt;
[http://www.lwn.net Linux Weekly News] [http://lwn.net/Articles/154429/ reviews] Wesnoth 1.0.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth appears in several blogs ==&lt;br /&gt;
* Games are bad for Debian. Especially time-killers like wesnoth. They make me very unproductive, even though I'm not playing any of the higher difficulties, I cannot resist the urge to play through all campaigns [...]&lt;br /&gt;
found in this [http://blog.drinsama.de/erich/en/2005062801-wesnoth blog] &lt;br /&gt;
&lt;br /&gt;
* If you want to stay productive don't ever run the following command:&lt;br /&gt;
 sudo aptitude install wesnoth ; wesnoth&lt;br /&gt;
Is &amp;quot;Kills all my time&amp;quot; a good reason for a RC-Bug? I mean, if you install it, you can hardly stop playing, therefore it renders all other installed software useless. I think wesnoth should be removed ASAP from the archive...&lt;br /&gt;
&lt;br /&gt;
found in the [http://blog.schmehl.info//2005/09/30#wesnoth blog] of Alexander Tolimar Schmehl&lt;br /&gt;
&lt;br /&gt;
* [...] My opinion: It makes addicted! Check it out!&lt;br /&gt;
&lt;br /&gt;
found in this [http://sven.formvision.de/blog/archives/55-Rundenbasierte-Strategie-The-Battle-for-Wesnoth.html blog] (only in german)&lt;br /&gt;
&lt;br /&gt;
* Battle for Wesnoth seems to become a real threat for the Debian project. More and more Debian developers get sucked into the world of elves, dwaves, orcs, zombies and mages — and only few return...&lt;br /&gt;
&lt;br /&gt;
found in this [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online blog]&lt;br /&gt;
&lt;br /&gt;
*Do not under any circumstances apt-get install wesnoth! It’s quite addictive and very good. Currently worried about getting anything done for the next… errrr… year? It’s been ages since I’ve really gotten into a game. I think this may actually be one I’ll get pretty into. Rock on Wesnoth developers! &lt;br /&gt;
&lt;br /&gt;
found in this [http://www.flamingspork.com/blog/?p=418 blog]&lt;br /&gt;
&lt;br /&gt;
== Players do comment about Wesnoth ==&lt;br /&gt;
* Stable, beautiful (graphics, sounds and music), neither too easy nor too hard, cool story and characters, usable interface, great tutorial... This is one of the best games I've ever played.&lt;br /&gt;
A comment at The Linux Game Tome submitted by blop&lt;br /&gt;
&lt;br /&gt;
* Wow, this game is amazing! I wish I'd gotten it earlier !! It has a really professional look and feel.&lt;br /&gt;
A comment at The Linux Game Tome submitted by bigfatdude&lt;br /&gt;
&lt;br /&gt;
* found the game in the net: played it for hours (and still playing it). showed it to my kids: they still play and always want the newest version (they know most units stats... like they knew all the pokemons). showed it to my friends: lots of ’em like and play it (the ’over 30’ fraction). kids showed it to their friends: guess what happend... (the ’under 15’ fraction).&lt;br /&gt;
Taken out of the [http://www.wesnoth.org/forum/viewtopic.php?t=7770&amp;amp;start=23 Wesnoth Forum], written by Xytan&lt;br /&gt;
&lt;br /&gt;
* It's been fantastic watching this come together. Talented programmers, artists, musicians, campaign/story developers - Wesnoth is a really special example of how open source can accomplish great things. Thanks to Dave and all the others who have worked hard to create this game!&lt;br /&gt;
Taken out of the [http://www.wesnoth.org/forum/viewtopic.php?t=7770&amp;amp;start=26 Wesnoth Forum], written by Nothsa&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[WhatArePlayersSaying_Old| Some older Comments]]&lt;br /&gt;
* [[Play]]&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothPhilosophy&amp;diff=1583</id>
		<title>WesnothPhilosophy</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothPhilosophy&amp;diff=1583"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Philosophy ==&lt;br /&gt;
&lt;br /&gt;
The 18th of December will mark six months since the first version of&lt;br /&gt;
Battle for Wesnoth, version 0.1, was released.&lt;br /&gt;
&lt;br /&gt;
At this time, I feel it is appropriate to respond to something&lt;br /&gt;
Bazarov said in another thread:&lt;br /&gt;
&lt;br /&gt;
Bazarov wrote:&lt;br /&gt;
&lt;br /&gt;
 am having a little difficulty understanding the core values of the game in the eyes of the creators.&lt;br /&gt;
 I think having an established, ordered list of these would help a lot in my attempts to help. A white&lt;br /&gt;
 paper of sorts. I don't think this should be done by voting, either; a clear, concise vision would be&lt;br /&gt;
 nice. Where does originality factor in? I, too, felt that the game's focus was on the units rather&lt;br /&gt;
 than the strategy, that the building of my colourful army was more important than the logic of any&lt;br /&gt;
 scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We talk about the 'KISS [1] principle' here a lot, and I think that that is the most core&lt;br /&gt;
design principle used in Wesnoth. It was the key principle that enabled Wesnoth&lt;br /&gt;
to get off the ground, and it is the principle that has kept it alive since.&lt;br /&gt;
&lt;br /&gt;
First of all, the concept of 'KISS' is a software development principle.&lt;br /&gt;
Not a game-design principle. The idea of game rules being simple is not&lt;br /&gt;
necessarily a bad one, and can be linked to KISS in that game rules&lt;br /&gt;
that are simple to implement are often ones that most players would&lt;br /&gt;
consider 'simple'. However simple game rules are not directly related&lt;br /&gt;
to KISS, as many people on the forum mistakenly seem to have thought.&lt;br /&gt;
&lt;br /&gt;
When I was a teenager, I attempted to write games several times.&lt;br /&gt;
Some of them were playable, even impressive - especially considering&lt;br /&gt;
my resources and skill - but none of them were professional, and polished.&lt;br /&gt;
When I showed them to people, they would be impressed, and say&lt;br /&gt;
&amp;quot;this looks good&amp;quot;, but I knew that none of them would actually want to take&lt;br /&gt;
the game home and play it for themselves.&lt;br /&gt;
&lt;br /&gt;
My programming skills back then left alot of room for improvement.&lt;br /&gt;
I had a basic, self-taught knowledge of C and C++.&lt;br /&gt;
Then I went to college, and after that got a job programming,&lt;br /&gt;
where my skills improved immensely.&lt;br /&gt;
&lt;br /&gt;
In some of my spare time, I decided to try writing a game again.&lt;br /&gt;
What kind of game? Well, I was confident of my skills,&lt;br /&gt;
so I would write a complex game, using all the latest programming tools.&lt;br /&gt;
&lt;br /&gt;
I wanted to write a Civilization-like game, but with some major rule changes,&lt;br /&gt;
and a better AI. I had thought up sophisticated systems for everything.&lt;br /&gt;
The result? It failed before it even got started, collapsing in a mountain of&lt;br /&gt;
complexity.&lt;br /&gt;
&lt;br /&gt;
I gave up on writing a game for a long time after that.&lt;br /&gt;
I was busy with other things anyhow. But then one day, I played&lt;br /&gt;
a game that I had played when I was much younger, a Genesis game:&lt;br /&gt;
Master of Monsters. It was fun, lots of fun, yet it was simple.&lt;br /&gt;
Simple enough that I was confident I could program a game like it easily enough.&lt;br /&gt;
&lt;br /&gt;
I had analyzed that most Free games fall into one of two categories:&lt;br /&gt;
they are either boringly trivial, or they are insanely complex,&lt;br /&gt;
and never really get off the ground. I decided I would claim the middle ground:&lt;br /&gt;
make it simple enough to write, but substantial enough to be lots of fun.&lt;br /&gt;
It wouldn't be as ambitious as some things I wanted to write, but at&lt;br /&gt;
least it would work.&lt;br /&gt;
&lt;br /&gt;
But, I don't see the point of writing a Free game which is simply&lt;br /&gt;
a copy of a commercial game. My aim would be to write&lt;br /&gt;
something new, something better, something which borrows the best ideas&lt;br /&gt;
from a number of other games, and which adds new ideas of its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The idea of KISS is that the feature must be easy enough to program&lt;br /&gt;
that before the programmer starts working on it, they have a very clear&lt;br /&gt;
and strong understanding of how they're going to make it work.&lt;br /&gt;
Not a 'yes I can do this but it is kinda complicated'.&lt;br /&gt;
Rather they should be thinking 'this is so stupid and simple that it's&lt;br /&gt;
really really easy for me to do'. So I decided on a simple rule for the&lt;br /&gt;
game: a feature would be added only if I knew immediately how to implement it.&lt;br /&gt;
I wouldn't make vague promises to myself about features that would be later added,&lt;br /&gt;
but which I had no idea how to do.&lt;br /&gt;
&lt;br /&gt;
I started with a few basic units, and two races: Orcs and Elves.&lt;br /&gt;
Elves had horsemen, which could advance to knights, archers which&lt;br /&gt;
could advance to rangers, and fighters which could advance to heroes.&lt;br /&gt;
&lt;br /&gt;
I considered different systems of advancement. Even considering&lt;br /&gt;
something which keeps track of the activity the unit undergoes,&lt;br /&gt;
and advances it in that area, but I rejected such a system for&lt;br /&gt;
something simple, something similiar to Master&lt;br /&gt;
of Monsters with the added choice of letting the player&lt;br /&gt;
choose what their unit advances into at some points.&lt;br /&gt;
&lt;br /&gt;
The focus would be around building your own army, and watching&lt;br /&gt;
it grow as its members became more experienced.&lt;br /&gt;
You would only have basic control over the advancement of&lt;br /&gt;
a particular member of the army, but you would decide what units go&lt;br /&gt;
into the army.&lt;br /&gt;
&lt;br /&gt;
I also fleshed out a very basic interface. There would be only a few commands:&lt;br /&gt;
to move a unit, and to attack with that unit, as well as to recruit and&lt;br /&gt;
recall units. I added in unit skills, which was something Master of Monsters&lt;br /&gt;
didn't have, but I made the skills occur implicitly -- healing would be&lt;br /&gt;
dispensed to all units around a specific unit for instance.&lt;br /&gt;
&lt;br /&gt;
Obviously, Wesnoth is a fantasy game, so it contains some implication of&lt;br /&gt;
spells/magic, however I have always disliked games that got deep&lt;br /&gt;
into sophisticated systems of spells.&lt;br /&gt;
&lt;br /&gt;
In Wesnoth, wars would be decided with sword and bow.&lt;br /&gt;
Mages would be involved too, of course, but warfare was to be&lt;br /&gt;
about guiding troops around strategically, not about which spell&lt;br /&gt;
to cast and where. So, from the beginning I decided&lt;br /&gt;
that all spells would be implicit, or simply a type of attack.&lt;br /&gt;
&lt;br /&gt;
This was a big divergence from Master of Monsters where&lt;br /&gt;
one spell could be cast every turn by each master at any place&lt;br /&gt;
on the battlefield. That was, in my opinion, one of the game's&lt;br /&gt;
worst features - if your enemy had advanced a unit on&lt;br /&gt;
the other side of the map, you could try to kill him with a spell.&lt;br /&gt;
&lt;br /&gt;
I also made the combat very simple. An example of this is the&lt;br /&gt;
way in which the chance to hit is calculated. I'm&lt;br /&gt;
wondering how many people know how the chance to hit is calculated&lt;br /&gt;
in Wesnoth? I thought it was alot more complex in&lt;br /&gt;
Master of Monsters until I studied how they did it.&lt;br /&gt;
&lt;br /&gt;
What I suspect most people would immediately consider for a&lt;br /&gt;
chance-to-hit system would be a formula that relies on the&lt;br /&gt;
attacker's skill with the weapon, and the defender's defensiveness,&lt;br /&gt;
as well as the terrain the defender is in.&lt;br /&gt;
&lt;br /&gt;
The way Wesnoth does it is in fact so insanely simple that&lt;br /&gt;
I suspect many people who did not know how it is done will&lt;br /&gt;
think 'what a naive, silly system!' when they read the following:&lt;br /&gt;
&lt;br /&gt;
Quote:&lt;br /&gt;
 The chance to hit is taken entirely from the defender's defensive rating in the terrain it is in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, Elves are always 30% chance to hit in forest,&lt;br /&gt;
and 60% chance to hit in grassland. The attacker's skill doesn't come&lt;br /&gt;
into the equation.&lt;br /&gt;
&lt;br /&gt;
I decided it would add interesting strategy, though, if just&lt;br /&gt;
a very few weapons had a special attribute that would&lt;br /&gt;
guarantee them a certain chance to hit. I decided that was&lt;br /&gt;
an appropriate thing for magic, to differentiate it: so, I&lt;br /&gt;
decided that magic attacks would always have 70% chance to hit.&lt;br /&gt;
&lt;br /&gt;
For all my efforts though, and for all the people who say that&lt;br /&gt;
graphics are of little importance or unimportant, I don't&lt;br /&gt;
think that Wesnoth would have gotten anywhere if fmunoz hadn't&lt;br /&gt;
seen it, and drawn some very good graphics for it. The&lt;br /&gt;
graphics I had drawn were pathetic, but he drew some nice ones,&lt;br /&gt;
and added the undead and later humans to the game, as&lt;br /&gt;
well as doing some scenarios, and adding some very good ideas to the game.&lt;br /&gt;
&lt;br /&gt;
I think it's important for us to remember the KISS principle&lt;br /&gt;
as development continues. Remember: Wesnoth has not reached&lt;br /&gt;
1.0 yet. It's not a finished work. It could still fail.&lt;br /&gt;
Let's make it easy for it to succeed by keeping everything simple.&lt;br /&gt;
&lt;br /&gt;
Oh and how did I come up with the name 'Wesnoth'?&lt;br /&gt;
It was late at night, and I wanted to release version 0.1.&lt;br /&gt;
I muttered syllables to myself, until I came up with a pair&lt;br /&gt;
that sounded halfway reasonable: 'Wesnoth'.&lt;br /&gt;
&lt;br /&gt;
David&lt;br /&gt;
&lt;br /&gt;
[1] Keep It Simple, Stupid&lt;br /&gt;
&lt;br /&gt;
== More on the KISS principle ==&lt;br /&gt;
&lt;br /&gt;
The reason behind the KISS principle is fairly straightforward:&lt;br /&gt;
often programmers will be confronted with someone -&lt;br /&gt;
perhaps a user, perhaps a designer, perhaps themselves -&lt;br /&gt;
who wants them to implement something to work in a certain way.&lt;br /&gt;
Oftentimes the programmer can only just work their head around&lt;br /&gt;
all the requirements, and when they start implementing the feature,&lt;br /&gt;
they don't have a clear idea of how the entire feature&lt;br /&gt;
is to be implemented, because it's so complicated.&lt;br /&gt;
&lt;br /&gt;
Such a situation inevitably leads to low-quality and very buggy software.&lt;br /&gt;
&lt;br /&gt;
KISS intentionally has the 'stupid' part, because often&lt;br /&gt;
'architecture astronauts' as they're known come up with 'super&lt;br /&gt;
elegant generic designs' that to them are simple, and most&lt;br /&gt;
importantly, elegant. Elegance is nice, but in a real-world&lt;br /&gt;
situation, it doesn't defeat KISS. Without the 'stupid' part&lt;br /&gt;
in there, some people would claim that elegance and&lt;br /&gt;
simplicity are strongly related, and so their 'elegant'&lt;br /&gt;
design should be implemented.&lt;br /&gt;
&lt;br /&gt;
But no, it doesn't matter how elegant it is. If the coder can't&lt;br /&gt;
understand exactly how to do it, it's not KISS. A less&lt;br /&gt;
elegant design, one that is simple and stupid, should be used instead.&lt;br /&gt;
&lt;br /&gt;
So that's it I guess: if the implementer finds it very very easy&lt;br /&gt;
to do, then it's KISS. If they don't, it's not.&lt;br /&gt;
&lt;br /&gt;
This can be related back to game rules somewhat. One of the aims&lt;br /&gt;
of Wesnoth was to make a game with a pretty good AI.&lt;br /&gt;
One of the things I noticed about other games, was that they added&lt;br /&gt;
in alot of game rules that their users wanted, which&lt;br /&gt;
were very very difficult for the AIs of those games to use or understand.&lt;br /&gt;
&lt;br /&gt;
So, I decided I'd make a game where the rules were detailed&lt;br /&gt;
enough to be fun, but structured in a way that the AI can work with them.&lt;br /&gt;
&lt;br /&gt;
I think that's the best definition of KISS for game rules that&lt;br /&gt;
we will find: if it's very easy to implement, including&lt;br /&gt;
making the AI use the rules effectively, then it's KISS.&lt;br /&gt;
&lt;br /&gt;
This makes most but not all of our current game rules KISS.&lt;br /&gt;
In particular, special abilities involving auras&lt;br /&gt;
(leadership, healing, illumination) are not currently used at all&lt;br /&gt;
effectively by the AI. It might not be so complicated&lt;br /&gt;
for the AI to be able to use them though.&lt;br /&gt;
&lt;br /&gt;
Things like skirmish are very KISS, since the AI immediately&lt;br /&gt;
understands how to use it effectively.&lt;br /&gt;
&lt;br /&gt;
You'll note that originally, when Wesnoth consisted of&lt;br /&gt;
no multiplayer, and no campaigns other than Heir to the Throne,&lt;br /&gt;
it was structured so the AI would only control units that it can&lt;br /&gt;
use effectively: it didn't have access to any aura&lt;br /&gt;
effects, while it did have access to things like poison.&lt;br /&gt;
&lt;br /&gt;
This is the cornerstone of KISS: what is laughably easy for&lt;br /&gt;
a programmer to do is going to result in high quality,&lt;br /&gt;
bug-free software. What is 'simple' for users, or 'elegant'&lt;br /&gt;
for designers, but not easy for a programmer is not going&lt;br /&gt;
to result in high quality software.&lt;br /&gt;
&lt;br /&gt;
David&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wesnoth Philosophy II ==&lt;br /&gt;
&lt;br /&gt;
== What's next? ==&lt;br /&gt;
&lt;br /&gt;
I've been asked by Steelp (and others) to write something on&lt;br /&gt;
where we plan to take Wesnoth next. So here is my opinion&lt;br /&gt;
on where we should take Wesnoth next, as at version 0.8:&lt;br /&gt;
&lt;br /&gt;
I am now happy with Wesnoth's game rules. I think it is a good,&lt;br /&gt;
fun, simple, and addictive game. A game that is fun to play, and challenging.&lt;br /&gt;
&lt;br /&gt;
I don't think we need any more game rules, or any game rule changes.&lt;br /&gt;
The game has met and exceeded most of its original design goals.&lt;br /&gt;
&lt;br /&gt;
We have met many challenges during Wesnoth development,&lt;br /&gt;
but we now have a new challenge: making Wesnoth a polished and&lt;br /&gt;
high enough quality product to declare it 1.0, and show it to 'the world at large'.&lt;br /&gt;
&lt;br /&gt;
I think that we have a very real chance of failing.&lt;br /&gt;
That we can continue adding features, debating changes, going&lt;br /&gt;
sideways, and end up with a product that is too large, too bloated,&lt;br /&gt;
too unstable to make it to 1.0. With a development&lt;br /&gt;
team that is too burned out on adding features and debating&lt;br /&gt;
insignificant changes to polish and debug the program enough.&lt;br /&gt;
&lt;br /&gt;
I think we have to accept that version 1.0 need not have&lt;br /&gt;
every feature imaginable. That we will in fact have to leave&lt;br /&gt;
out good ideas in order to deliver a finished product.&lt;br /&gt;
&lt;br /&gt;
I want to start moving aggressively toward a version 1.0.&lt;br /&gt;
I think the longer we delay, the more developers and users&lt;br /&gt;
will become frustrated at slow progress. My feeling is that&lt;br /&gt;
the time is now to finish off all engine features, or&lt;br /&gt;
decide that they will be left until after 1.0.&lt;br /&gt;
&lt;br /&gt;
IMO the engine is now feature-complete enough for a 1.0.&lt;br /&gt;
It'd be nice to add a few more features, but it has enough&lt;br /&gt;
features to ship a 1.0 already. gettext support would be especially nice,&lt;br /&gt;
but I don't think it's absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
I think that I would like to declare a feature freeze sometime&lt;br /&gt;
within the next few weeks. Features that are not added&lt;br /&gt;
in this time will have to wait until after 1.0. I think we've&lt;br /&gt;
been waiting long enough for this already, and I am&lt;br /&gt;
unwilling to wait much longer. We have stayed in the very&lt;br /&gt;
dangerous '90% done, 10% to go' state for far too long now.&lt;br /&gt;
It is time to move toward 1.0.&lt;br /&gt;
&lt;br /&gt;
To ensure that 1.0 is a stable program, we will take a number of measures.&lt;br /&gt;
We will have a fairly long beta-testing period, in which time bugs&lt;br /&gt;
will be hunted down and squashed. We will take a more rigorous approach&lt;br /&gt;
to squashing every minor bug we can find than previously.&lt;br /&gt;
&lt;br /&gt;
During this time, campaigns will also be completed,&lt;br /&gt;
as will graphics, sound and music. Translations will be finished,&lt;br /&gt;
documentation written, and balancing done.&lt;br /&gt;
&lt;br /&gt;
I will discuss this further with developers, but IMO,&lt;br /&gt;
campaigns that are not completed by 1.0 should be removed for the 1.0 release.&lt;br /&gt;
1.0 should be an entirely finished product, with no 'loose ends' at all.&lt;br /&gt;
&lt;br /&gt;
After 1.0, I still don't think that we will have too many&lt;br /&gt;
game rule changes. However, I would like to put some effort&lt;br /&gt;
into making Wesnoth more flexible, to allow people who want&lt;br /&gt;
to make forks to make their own projects.&lt;br /&gt;
&lt;br /&gt;
Personally, I am mostly committed to getting the project to 1.0 at the moment.&lt;br /&gt;
After that, we can decide what will happen next.&lt;br /&gt;
&lt;br /&gt;
David&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[FrequentlyProposedIdeas]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Poetry_of_Wesnoth&amp;diff=1585</id>
		<title>Poetry of Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Poetry_of_Wesnoth&amp;diff=1585"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There have been at least two epics written about wesnoth. Put any you have written here!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Breaking of the Pact ==&lt;br /&gt;
&lt;br /&gt;
(by Turin the Bard and Autolycus)&lt;br /&gt;
&lt;br /&gt;
     When Haldric landed on this shore&lt;br /&gt;
     From oceans wide and deep,&lt;br /&gt;
     He had no scholars learn'd in lore,&lt;br /&gt;
     No kin, nor land to keep.&lt;br /&gt;
&lt;br /&gt;
     So Haldric founded with his men&lt;br /&gt;
     The Land which poets sing,&lt;br /&gt;
     He named it Wesnoth, 'Verdant Glen',&lt;br /&gt;
     And ruled as lord and king.&lt;br /&gt;
&lt;br /&gt;
     Now, in their forests dim and green,&lt;br /&gt;
     The Elves were hard at war,&lt;br /&gt;
     With villains they had never seen&lt;br /&gt;
     The likes of which before.&lt;br /&gt;
&lt;br /&gt;
     The Orcs were harsh, the Orcs were fell,&lt;br /&gt;
     The Orcs were grim and mad;&lt;br /&gt;
     The Elves did hate these foes right well,&lt;br /&gt;
     Who killed them and were glad.&lt;br /&gt;
&lt;br /&gt;
     The Elves sent messengers that day&lt;br /&gt;
     Who hoped to save their land;&lt;br /&gt;
     They went to Wesnoth far away,&lt;br /&gt;
     And found the race of Man.&lt;br /&gt;
&lt;br /&gt;
     The race of Men, a short-lived breed,&lt;br /&gt;
     Could sicken, fail and die;&lt;br /&gt;
     But in that hour the Elves had need,&lt;br /&gt;
     Brave hearts did Man supply.&lt;br /&gt;
&lt;br /&gt;
     Across a field of shattered foes&lt;br /&gt;
     The Elves and Men took oath,&lt;br /&gt;
     To help with swords and spears and bows,&lt;br /&gt;
     Though now 'twas peace for both.&lt;br /&gt;
&lt;br /&gt;
     Haldric still lived in times that came,&lt;br /&gt;
     When Orcs attacked again;&lt;br /&gt;
     The Elves lit bright the beacon flame,&lt;br /&gt;
     For Haldric's valiant men.&lt;br /&gt;
&lt;br /&gt;
     Then came the night, the battle flared,&lt;br /&gt;
     From sunset until dawn;&lt;br /&gt;
     The Elves fought hard, and strove, and dared&lt;br /&gt;
     For Haldric's hope at morn.&lt;br /&gt;
&lt;br /&gt;
     But as the Elves began to fall,&lt;br /&gt;
     (Will Haldric's shieldmen hear?)&lt;br /&gt;
     Their doubt and darkness covered all&lt;br /&gt;
     (Where are his sword and spear?)&lt;br /&gt;
&lt;br /&gt;
     Their oath betrayed, their fury spent,&lt;br /&gt;
     They steeled themselves to die;&lt;br /&gt;
     But from a last beleaguered tent&lt;br /&gt;
     Came forth a mighty cry.&lt;br /&gt;
&lt;br /&gt;
     Belian the Mighty raised his sword,&lt;br /&gt;
     To slay Orcs far and near;&lt;br /&gt;
     The flame he bore, his lifting word,&lt;br /&gt;
     They saved the land held dear.&lt;br /&gt;
&lt;br /&gt;
     The Orcs held firm, though grave their plight,&lt;br /&gt;
     With Belian on the field;&lt;br /&gt;
     The Elves, hard-pressed to turn the fight,&lt;br /&gt;
     Missed sorely Haldric's shield.&lt;br /&gt;
&lt;br /&gt;
     But then the sun rose in the East&lt;br /&gt;
     And Belian's head crowned gold;&lt;br /&gt;
     The elves surged forth o'er Orc and beast&lt;br /&gt;
     To slaughter them tenfold.&lt;br /&gt;
&lt;br /&gt;
     No Orcs remained, the field was clear,&lt;br /&gt;
     The Elves had won the day;&lt;br /&gt;
     But none of Haldric did appear&lt;br /&gt;
     From Wesnoth far away.&lt;br /&gt;
&lt;br /&gt;
     So in that hour, the pact foresworn,&lt;br /&gt;
     Elves bitter words did say;&lt;br /&gt;
     And sent no aid when Orcish morn&lt;br /&gt;
     Lit Wesnoth far away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== An Untitled Poem about Gwiti Ha atel ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by Elvish Pillager and Autolycus&lt;br /&gt;
&lt;br /&gt;
    A necromancer cold as lead,&lt;br /&gt;
    a battle fought by Ezren's stone;&lt;br /&gt;
    he raised the corpses of the dead&lt;br /&gt;
    and made his eldritch power known.&lt;br /&gt;
&lt;br /&gt;
    He through the darkness called to those,&lt;br /&gt;
    the shades who heard from nether shore&lt;br /&gt;
    who came to him, who dead arose;&lt;br /&gt;
    They took his life and left no more.&lt;br /&gt;
&lt;br /&gt;
    They turned him into dark undead&lt;br /&gt;
    to rise again, in evil bound;&lt;br /&gt;
    he sought the living, blood to shed,&lt;br /&gt;
    that they might be in undeath drowned.&lt;br /&gt;
&lt;br /&gt;
    The living cast him from the land&lt;br /&gt;
    to perish on the ocean waves;&lt;br /&gt;
    but he survived, and raised his hand&lt;br /&gt;
    and sent foul monsters to their graves.&lt;br /&gt;
&lt;br /&gt;
    His brother then he came upon&lt;br /&gt;
    and slew him with his undead hosts&lt;br /&gt;
    and kept them marching on and on&lt;br /&gt;
    to those who cast him from their coasts.&lt;br /&gt;
&lt;br /&gt;
    Then Leganoth came unto him -&lt;br /&gt;
    a spirit great, of darkness made -&lt;br /&gt;
    to steal the Skull from orcish limb&lt;br /&gt;
    of Agarash, the spirit bade.&lt;br /&gt;
&lt;br /&gt;
    But half the skull was not enough;&lt;br /&gt;
    he cast the spirit from this plane&lt;br /&gt;
    and fought great battles with his staff&lt;br /&gt;
    for old Crelanu's book, his bane.&lt;br /&gt;
&lt;br /&gt;
    The tome he wrested from its grove&lt;br /&gt;
    where Orcs and Elves were long at war;&lt;br /&gt;
    for he with Walking Corpses strove&lt;br /&gt;
    to seize the book, and wanted more.&lt;br /&gt;
&lt;br /&gt;
    An army then accosted him&lt;br /&gt;
    and he defeated it with ease;&lt;br /&gt;
    but Paladins came after them&lt;br /&gt;
    and undead vanished in the breeze.&lt;br /&gt;
&lt;br /&gt;
    He fled unto a mountain pass,&lt;br /&gt;
    and came to gates of Dwarvish realms&lt;br /&gt;
    where foes fought him until at last&lt;br /&gt;
    his armies crushed their shields and helms.&lt;br /&gt;
&lt;br /&gt;
    There half the Skull of Agarash&lt;br /&gt;
    was hidden in the ancient caves;&lt;br /&gt;
    he fought another mighty clash&lt;br /&gt;
    and made another field of graves.&lt;br /&gt;
&lt;br /&gt;
    But Orc steals skull and leaves alone,&lt;br /&gt;
    and boulders fall and he is trapped;&lt;br /&gt;
    yet minions dig a way through stone&lt;br /&gt;
    and he falls not in darkness wrapped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothHistory]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=1588</id>
		<title>WesnothTranslations</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=1588"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translations  ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth is currently being translated into the following languages. Instructions on how to contribute are found here:&lt;br /&gt;
[[WesnothTranslationsHowTo]].&lt;br /&gt;
* [[AfrikaansTranslation|Afrikaans]] - maintainer: Nico Oliver - [mailto:wesnothafATgmailDOTcom]&lt;br /&gt;
* [[BasqueTranslation|Basque]] - maintainer: Alfredo Beaumont (ziberpunk) -&lt;br /&gt;
[mailto:ziberpunkATziberghettoDOTdhisDOTorg]&lt;br /&gt;
* [[BulgarianTranslation|Bulgarian]] maintainer: Nobody, currently&lt;br /&gt;
* [[CatalanTranslation|Catalan]] - maintainer: Jordà Polo (ettin) - [mailto:jordaATettinDOTorg]&lt;br /&gt;
* [[ChineseTranslation|Chinese]] - maintainer: Lim Choon Kiat - [mailto:singcorpATpacificDOTnetDOTsg]&lt;br /&gt;
* [[CzechTranslation|Czech]] - maintainer: Nobody, currently&lt;br /&gt;
* [[DanishTranslation|Danish]] maintainer: Anders K. Madsen (madsen) - [mailto:madsenATlillesvinDOTnet]&lt;br /&gt;
* [[DutchTranslation|Dutch]] - maintainer: Maarten Albrecht (bloom) - [mailto:maartenalbrechtATgmailDOTcom]&lt;br /&gt;
* [[EnglishTranslation|English (US)]] ''(this is the default)'' - maintainer: Sirp -&lt;br /&gt;
[mailto:davidnwhiteATcomcastDOTnet]&lt;br /&gt;
* [[EnglishGBTranslation|English (GB)]] - maintainer: &amp;lt;a href=&amp;quot;http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=970&amp;quot;&amp;gt;ott&amp;lt;/a&amp;gt; - No mail address specified&lt;br /&gt;
* [[EstonianTranslation|Estonian]] - maintainer: Mart Tõnso (rinjin) - [mailto:martDOTtonsoATttuDOTee]&lt;br /&gt;
* [[FinnishTranslation|Finnish]] - maintainer: Matias Parmala - [mailto:matiasDOTparmalaATppDOTinetDOTfi]&lt;br /&gt;
* [[FrenchTranslation|French]] - maintainer: Guillaume Massart (Piou2fois) -&lt;br /&gt;
[mailto:massartDOTguillaumeATwanadooDOTfr]&lt;br /&gt;
* [[GermanTranslation|German]] - maintainer: Christoph Berg (chrber) - [mailto:ChristophDOTBergATkpm]-&lt;br /&gt;
sportDOTde&lt;br /&gt;
* [[GreekTranslation|Greek]] - maintainer: Konstantinos Karasavvas - [mailto:ceekkATmacsDOThwDOTacDOTuk]&lt;br /&gt;
* [[HebrewTranslation|Hebrew]] maintainer: Oron Peled - [mailto:oronATactcomDOTcoDOTil]&lt;br /&gt;
* [[HungarianTranslation|Hungarian]] - maintainer: Széll Tamás ([[TomJoad]]) - [mailto:tomiATdigiflexDOThu]&lt;br /&gt;
* [[ItalianTranslation|Italian]] - maintainer: Americo Iacovizzi ([[DarkAmex]]) -&lt;br /&gt;
[mailto:americo_iacovizziATliberoDOTit]&lt;br /&gt;
* [[JapaneseTranslation|Japanese]] - maintainer: Nobuhito Okada - [mailto:okyadaATgmailDOTcom]&lt;br /&gt;
* [[LatinTranslation|Latin]] - maintainer: Marc Polo (mpolo) - No mail address specified&lt;br /&gt;
* [[NorwegianTranslation|Norwegian]] - maintainer: Nobody, currently&lt;br /&gt;
* [[PolishTranslation|Polish]] - maintainer: Karol &amp;quot;grzywacz&amp;quot; Nowak -&lt;br /&gt;
[mailto:grzywaczA[[TsulDOTuniD]]0TlodzDOTpl]&lt;br /&gt;
* [[PortugueseTranslation|Portuguese Brazilian]] - maintainer: Claus Aranha (caranha) -&lt;br /&gt;
[mailto:caranhaATgmailDOTcom]&lt;br /&gt;
* [[RussianTranslation|Russian]] - maintainer: Alexandr Menovchicov - [mailto:vamATkypiDOTru]&lt;br /&gt;
* [[SerbianTranslation|Serbian]] - maintainer: Srecko Toroman (freecraft)- [mailto:freecraftATgmailDOTcom]&lt;br /&gt;
* [[SlovakTranslation|Slovak]] - maintainer: Viliam Bur - [mailto:burATfantastikaDOTsk]&lt;br /&gt;
* [[SlovenianTranslation|Slovenian]] - maintainer: Jaka Kranjc (lynx) - [mailto:lynxlupodianAThotmailDOTcom]&lt;br /&gt;
* [[SpanishTranslation|Spanish]]  - maintainer: David Martinez (ender/Jo-Con-El) -&lt;br /&gt;
[mailto:enderATdebianDOTorg]&lt;br /&gt;
* [[SwedishTranslation|Swedish]] - maintainer: Stefan Bergström (tephlon) -&lt;br /&gt;
[mailto:stefanDOTbergstromATgmailDOTcom]&lt;br /&gt;
* [[TurkishTranslation|Turkish]] - maintainer: Selim Farsakoglu - [mailto:farsakogluATwebDOTde]&lt;br /&gt;
&lt;br /&gt;
Other ideas (remember, these are just ideas):&lt;br /&gt;
* Translations into Asian languages &lt;br /&gt;
&lt;br /&gt;
** Asian languages are already supported. See [[WesnothAsianLanguages]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  See also  ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothTranslationsHowTo]]&lt;br /&gt;
* [[GetText]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translations statistics (cvs)]&lt;br /&gt;
* [[WesCamp| Translating User made Campaigns (featuring wescamp-i18n)]]&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothTranslationsHowTo&amp;diff=1589</id>
		<title>WesnothTranslationsHowTo</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothTranslationsHowTo&amp;diff=1589"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Translations How-To ==&lt;br /&gt;
&lt;br /&gt;
This page contains information on how-to translate and submit translation updates.&lt;br /&gt;
&lt;br /&gt;
==  How to submit your translations  ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'' ''' Translation Maintainers ''' ''&lt;br /&gt;
&lt;br /&gt;
The translation maintainers should send the updated/new translation&lt;br /&gt;
po-files to the language coordinator:&lt;br /&gt;
Ivanovic (crazy-ivanovic AT gmx DOT net)or&lt;br /&gt;
Torangan (david AT torangan DOT de)&lt;br /&gt;
Additionally they have to quickly check over other people's translations&lt;br /&gt;
(other people translating the same language) as the other translators&lt;br /&gt;
(if any) will have to send their translations to their language maintainer&lt;br /&gt;
before inclusion in the CVS (the online source code repository).&lt;br /&gt;
&lt;br /&gt;
'' ''' Translators ''' ''&lt;br /&gt;
&lt;br /&gt;
The other translators (those who are not maintainers) should contact&lt;br /&gt;
the maintainer for their language to see if there is some work to do.&lt;br /&gt;
After you have done some work on the translation you should email it&lt;br /&gt;
to your language maintainer. He/she will then (if needed) check it over&lt;br /&gt;
before sending it on to the language coordinators. A list of all translators&lt;br /&gt;
currently working on a language is found on each language page.&lt;br /&gt;
&lt;br /&gt;
'' ''' NEW Translators ''' ''&lt;br /&gt;
&lt;br /&gt;
If you want to help out with the translation of an language already started on,&lt;br /&gt;
contact the translation maintainer for the language.&lt;br /&gt;
If you want to start translation of Wesnoth to a new language,&lt;br /&gt;
first contact Ivanovic or Torangan.&lt;br /&gt;
And then just follow the instructions written in '' Translators '' .&lt;br /&gt;
&lt;br /&gt;
==  Translations How-To  ==&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* If you haven't got Wesnoth from latest CVS, start out by doing so.&lt;br /&gt;
Take a look at [[WesnothCVS]] for instructions about that.&lt;br /&gt;
* The old translation system, using cfg files and some wesnoth-specific&lt;br /&gt;
tools (make_translation, merge_translation, weslang) was abandoned&lt;br /&gt;
in the 0.8.3 release of Wesnoth in favor of the standard __GNU gettext__ system.&lt;br /&gt;
&lt;br /&gt;
If you are a translator, see [[GettextForTranslators]] for more information.&lt;br /&gt;
&lt;br /&gt;
If you are a developer, gettext internals for Wesnoth are discussed here:&lt;br /&gt;
[[GettextForWesnothDevelopers]].&lt;br /&gt;
&lt;br /&gt;
==  Specifying typefaces and fonts for a translation  ==&lt;br /&gt;
&lt;br /&gt;
Translations in a language which mainly uses characters outside of&lt;br /&gt;
the Latin1 character set may want to specify different typefaces.&lt;br /&gt;
In the translatable strings, there is a string named&lt;br /&gt;
&amp;quot;Deja''''Vu''''Sans.ttf,Free''''Sans.ttf,sazanami-gothic.ttf,gkai00mp.ttf&amp;quot;,&lt;br /&gt;
which specifies the order in which fonts are to be tried,&lt;br /&gt;
for each character, before the program finds a font which contains&lt;br /&gt;
this character: the font appearing first in the list is tried first.&lt;br /&gt;
Translators may change this string in the translation.&lt;br /&gt;
For example, it would be a good idea to specify first a font which&lt;br /&gt;
contains all the characters generally used in the target language.&lt;br /&gt;
This is especially important for translations into Asian languages.&lt;br /&gt;
Please refer to the page [[WesnothAsianLanguages]] for&lt;br /&gt;
more information.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[GettextForTranslators]]&lt;br /&gt;
* [[WesnothAsianLanguages]]&lt;br /&gt;
* [[WesnothTranslations]]&lt;br /&gt;
* [[TranslatorsGuide]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translation statistics]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PolishTranslation&amp;diff=1478</id>
		<title>PolishTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PolishTranslation&amp;diff=1478"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Polish Translation ==&lt;br /&gt;
&lt;br /&gt;
'' '''Current translation team''' ''&lt;br /&gt;
&lt;br /&gt;
* maintainer: Karol &amp;quot;grzywacz&amp;quot; Nowak - [mailto:REMOV[[EgrzywaczATsulDOTuniD]]0TlodzDOTpl]&lt;br /&gt;
* Bartek &amp;quot;Dragonking&amp;quot; Waresiak - mailto:dragonkingATo2DOTpl&lt;br /&gt;
* Michał &amp;quot;Artanis&amp;quot; Jedynak - [mailto:artanisATpocztaDOTfm]&lt;br /&gt;
&lt;br /&gt;
Jeżeli używasz Wesnoth pod Windows, i masz problem z polskimi znakami, zajrzyj do&lt;br /&gt;
http://www.wesnoth.org/forum/viewtopic.php?t=4136&lt;br /&gt;
&lt;br /&gt;
Status prac jest opisany [[PolishCfg|tutaj]]&lt;br /&gt;
&lt;br /&gt;
==  Tłumaczenie polskie  ==&lt;br /&gt;
&lt;br /&gt;
Poniżej zamieszczam proponowany nowy zestaw nazw jednostek (chwilowo niepełny). W większości jest on zgodny ze starym&lt;br /&gt;
zestawem. Proszę o komentarze tu lub na forum (Translation and internationalization).&lt;br /&gt;
&lt;br /&gt;
(uwagi z dobrego serca od kogoś, kto zajmuje się tłumaczeniem zawodowo - silvermane)&lt;br /&gt;
&lt;br /&gt;
UWAGA! Ta strona jest mocno nieaktualna, zaktualizuję ją, gdy nowe tłumaczenie znajdzie się w grze...&lt;br /&gt;
&lt;br /&gt;
== Drzewce ==&lt;br /&gt;
&lt;br /&gt;
Wose (drzewiec) -&amp;gt; Elder Wose (Starszy drzewiec) -&amp;gt; Ancient Wose (Prastary drzewiec)&lt;br /&gt;
&lt;br /&gt;
== Elfy ==&lt;br /&gt;
&lt;br /&gt;
Elvish Archer (Elficki łucznik, Elficka łuczniczka)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Elvish Ranger (Elficki łowca, Elficka łowczyni) -&amp;gt; Elvish Avenger (Elficki mściciel, Elficka mścicielka)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Elvish Marksman (Elficki strzelec, Elficka strzelczyni) -&amp;gt; Elvish Sharpshooter (???)&lt;br /&gt;
&lt;br /&gt;
Elvish Fighter (Elficki wojownik, Elficka wojowniczka)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt;Elvish Captain (Elficki kapitan, Elficka kapitan) -&amp;gt; Elvish Marshal (Elficki marszałek, Elficka marszałek)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt;Elvish Hero (Elficki bohater, Elficka bohaterka) -&amp;gt; Elvish Champion(Elficki mistrz, Elficka mistrzyni)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elvish Lady Parandra(''Elficka władczyni Parandra'' {tylko rodzaj żeński})&lt;br /&gt;
&lt;br /&gt;
-&amp;gt;Elvish Lord (Elficki władca)-&amp;gt;Elvish High Lord(Elf wysokiego rodu)&lt;br /&gt;
&lt;br /&gt;
Elvish Scout(Elficki zwiadowca)-&amp;gt;Elvish Rider(Elficki jeździec)-&amp;gt;Elvish Outrider(Elficki foryś)&lt;br /&gt;
&lt;br /&gt;
Elvish Shaman(Elficka szamanka)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Elvish Druid (Elficka druidka)-&amp;gt; Elvish Shyde (Elficka wróżka)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Elvish Sorceress (Elficka czarodziejka) -&amp;gt; Elvish Enchantress (Elficka zaklinaczka)-&amp;gt;Elvish Sylph(Elficka sylfida)&lt;br /&gt;
&lt;br /&gt;
== Ogry ==&lt;br /&gt;
&lt;br /&gt;
Young ogre (Młody Ogr) -&amp;gt; Ogre (Ogr)&lt;br /&gt;
&lt;br /&gt;
== Trolle ==&lt;br /&gt;
&lt;br /&gt;
Troll szczenię&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Troll -&amp;gt; Troll wojownik&lt;br /&gt;
-&amp;gt; Troll skałomiot&lt;br /&gt;
-&amp;gt; Troll bohater -&amp;gt; Wielki troll&lt;br /&gt;
&lt;br /&gt;
== Nieumarli ==&lt;br /&gt;
&lt;br /&gt;
Dark Adept (Mroczny adept) -&amp;gt; Necromancer (Nekromanta) -&amp;gt; Lich (Licz)&lt;br /&gt;
&lt;br /&gt;
Ghost (Duch)-&amp;gt; Wraith (Upiór)-&amp;gt; Spectre (Widmo)&lt;br /&gt;
&lt;br /&gt;
Ghost (Duch)-&amp;gt; Shadow (Cień) -&amp;gt; Nightgaunt (Zjawa)&lt;br /&gt;
&lt;br /&gt;
Skeleton(Szkielet) -&amp;gt; Revenant (Powracający) -&amp;gt; Draug(''Przeklęty'')&lt;br /&gt;
&lt;br /&gt;
Skeleton(Szkielet) -&amp;gt; Deathblade(Ostrze śmierci)????&lt;br /&gt;
&lt;br /&gt;
==  Orkowie  ==&lt;br /&gt;
&lt;br /&gt;
Orcish grunt (Orkowy rębacz)&lt;br /&gt;
&lt;br /&gt;
==  Ludzie  ==&lt;br /&gt;
&lt;br /&gt;
Mag -&amp;gt; Czerwony Mag (&amp;quot;mag&amp;quot; nie ma u nas żeńskiego rodzaju)&lt;br /&gt;
Mag -&amp;gt; Biały Mag&lt;br /&gt;
&lt;br /&gt;
== Potwory ==&lt;br /&gt;
&lt;br /&gt;
Yeti (Yeti)&lt;br /&gt;
&lt;br /&gt;
==  Ryboludzie (Mermani?)  ==&lt;br /&gt;
&lt;br /&gt;
(Nie są to syreny. Tryton to syrena-facet. ;-) Może neologizm: mermani ???)&lt;br /&gt;
&lt;br /&gt;
Merman(Ryboczłowiek) -&amp;gt; Triton (Tryton)&lt;br /&gt;
&lt;br /&gt;
Merman Fighter(Ryboludzki wojownik) -&amp;gt;  Merman Warrior (Ryboludzki żołnierz)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt;Mermen Hoplite (Ryboludzki hoplita)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt;Mermen Triton (Tryton ???)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Merman Hunter (Ryboludzki łowca)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Merman Spearman (Ryboludzki włócznik) -&amp;gt; Merman Javelineer (Ryboludzki oszczepnik)&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Merman Netcaster (Ryboludzki sieciarz ???) (Ryboludzki hacker ??? ;-)) -&amp;gt; Merman Entangler (Ryboludzki oplątywacz ??&lt;br /&gt;
?)&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------------Nie wiem czy zamiast elficki/elficka nie brzmiałoby lepiej elfi/elfia lub elfowy/elfowa (np.Elfowa Pani brzmi&lt;br /&gt;
ciekawiej stylistycznie).&lt;br /&gt;
Jeśli chodzi o wyraz lord to wydaje mi się, że przyjął się on także w Polsce.&lt;br /&gt;
&lt;br /&gt;
(tylko w znaczeniu członka arystokracji angielskiej, z którą elfy mają chyba niewiele wspólnego - silvermane)&lt;br /&gt;
&lt;br /&gt;
Foryś kojarzy mi się z powożeniem, nie z dosiadaniem, ale mogę się mylić.&lt;br /&gt;
Ranger z kolei kojarzy mi się ze strażnikiem Teksasu i myślę,że obieżyświat słabo oddaje bojową naturę tego łucznika.&lt;br /&gt;
To na razie tyle - piszę tu, bo nie mogę się coś teraz dostać do forum ani www.wesnoth.org&lt;br /&gt;
Pozdrawiam, piter&lt;br /&gt;
---------------------------------------------------------------------------------------Popieram, zaraz zmienię. Co do forysia - sam nie wiem.&lt;br /&gt;
Ranger - łowczy, myśliwy? Przecież nie wpiszę 'leśnik'&lt;br /&gt;
&lt;br /&gt;
(a czemu nie? - silvermane)&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------------Sharpshooter-Strzelec Strzałami Z Zadziorami ;-)&lt;br /&gt;
Sylph - może po prostu Sylfida? Chociarz z drugiej strony może to nic nie mówić większości graczy. Skałomiot bardzo&lt;br /&gt;
pasuje. piter&lt;br /&gt;
&lt;br /&gt;
(sylfy to duchy powietrza wg. Paracelsusa - silvermane)&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------------Dzięki, silvermane.&lt;br /&gt;
&lt;br /&gt;
W jednostkach, gdzie dałem przypis {tylko rodzaj ...} nie miałem na myśli tego, że nie mam tłumaczenia&lt;br /&gt;
dla innych rodzajów, ale że dana jednostka występuje tylko w jednym rodzaju. O ile są żeńskie odpowiedniki&lt;br /&gt;
łuczników itp., nie ma żeńskich odpowiedników jeźdźców, ani męskich odpowiedników jednostek magicznych.&lt;br /&gt;
&lt;br /&gt;
Naniosłem trochę poprawek. Jeśli do 10 XII nie będzie komentarzy, przyjmuję, że nie ma sprzeciwu.&lt;br /&gt;
&lt;br /&gt;
Następni (po elfach) będą nieumarli.&lt;br /&gt;
&lt;br /&gt;
Paweł Stradomski.&lt;br /&gt;
&lt;br /&gt;
(silvermane - mój sprzeciw i tak nie ma znaczenia, zresztą tłumaczenie delikatnie mówiąc zwisa mi, bo i tak we&lt;br /&gt;
wszystkie&lt;br /&gt;
gry (o ile to możliwe) gram po angielsku - język polski może brzmiał pięknie w ustach wieszczów, ale opisywanie nim&lt;br /&gt;
światów fantasy przypomina zgrzytanie nożem po szkle.) (Nietety, z tym się muszę zgodzić, piter) (ahwayakchih - Ale&lt;br /&gt;
tylko jeśli chodzi o fantasy bazowane na celtyckich/nordyckich/ogolnie &amp;quot;obcych&amp;quot; mitach. Bo przecież słowiańskie, czy&lt;br /&gt;
przynajmniej tak się kojarzące laikowi, nazwy - jak np. u Sapkowskiego - nie są takie wymuszone jak polskie tłumaczenia&lt;br /&gt;
obcych mitów. Problem w tym że różnice są za duże żeby &amp;quot;obcym&amp;quot; stworzeniom nadawać &amp;quot;słowiańskie&amp;quot; określenia :).&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------------Jeśli nikt nie ma nic przeciwko, usunę w najbliższym czasie komentarze z drzewa jednostek (opis elfów źle się czyta).&lt;br /&gt;
---------------------------------------------------------------------------------------Gdyby zamiast Mag było Czarodziej łatwiej byłoby z płciami i chyba bardziej po Polsku, ale jak o tym myślę, to o ile&lt;br /&gt;
Czerwony Mag jakoś wygłąda to Czerwony Czarodziej brzmi trochę dziwnie. Piter&lt;br /&gt;
--------------------------------------------------------------------------Dziękuję wszystkim, którzy umieszczali na tej stronie swoje komentarze. Większość z nich usunąłęm, aby&lt;br /&gt;
nie zaciemniały drzewa jednostek. Jeżeli ktoś jest nimi zainteresowany, proponuję przeczytać CVSLog, umieszczony&lt;br /&gt;
poniżej.&lt;br /&gt;
---------------------------------------------------------------------------------------Znalazlem pewne istoty w systemie RPG - Earthdawn o nazwie Ogibory, ktore wygladem i bronią odpowiadaja&lt;br /&gt;
mermenom(ryboludziom), wiec moze Ogibor zamiast ryboczłowiek by lepiej wygladalo.&lt;br /&gt;
---------------------------------------------------------------------------------------Merman Triton na Tryton nie bardzo może być, bo co zrobić ze starymi jednostkami Merman-&amp;gt;Tryton. Piter&lt;br /&gt;
-----------------------------------------------------------------------------Nie ma problemu ze &amp;quot;starymi&amp;quot; mermen, bo i tak zostaną wkrótce usunięci.&lt;br /&gt;
&lt;br /&gt;
3 II 2005 - irc.wesnoth.org #wesnoth-polish - zapraszam.&lt;br /&gt;
---------------------------------------------------------------------------------------Czy zamiast 'ryboczlowiek' nie byloby lepiej uzyc slowa 'syrena'? Nawet dzieci wiedza czym jest syrena. Problem tylko&lt;br /&gt;
czy dla meskiej plci nie wyglada ordynarnie i nienaturalnie 'syren'? W sumie mozna to jak najbardziej zrozumiale&lt;br /&gt;
odmieniac. A co do elfow - nie lepiej zastosowac w nazwie rzeczownik zamiast zaimka dzierzawczego? Po prostu 'elf&lt;br /&gt;
lucznik' itd...?&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------(tomsik) moze by tak &amp;quot;merman&amp;quot; przetlumaczyc na &amp;quot;wodny czlowiek&amp;quot; lub &amp;quot;czlowiek morza&amp;quot; troszke to rozlazle ale rozwiazuje&lt;br /&gt;
problem&lt;br /&gt;
-----------------------------------------------------------------------------(grzywacz) chcialem zauwazyc, ze ludziki odpowiedzialne za polskie tlumaczenie staraja sie bywac na kanale #wesnoth-pl w&lt;br /&gt;
sieci freenode.&lt;br /&gt;
-----------------------------------------------------------------------------Matthew - Dlaczego zamiast elfowy wojownik (albo elfi) itd. jest elficki? Jak dla mnie to trochę nienaturalne.&lt;br /&gt;
-----------------------------------------------------------------------------(grzywacz) ale tak właśnie jest poprawnie i ogólnie przyjęte. ;-)&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseTranslation&amp;diff=1479</id>
		<title>PortugueseTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseTranslation&amp;diff=1479"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [[PortugueseTranslation]] ==&lt;br /&gt;
&lt;br /&gt;
== Current translation team ==&lt;br /&gt;
* maintainer: Claus Aranha (caranha) - [mailto:caranhaATgmailDOTcom]&lt;br /&gt;
* Celso Goya - [mailto:celsoDOTgoyaATmoinhoDOTnet]&lt;br /&gt;
&lt;br /&gt;
'' ''' Currently inactive translators ''' ''&lt;br /&gt;
* Renato Cunha - [mailto:renatolfcATterraDOTcomDOTbr]&lt;br /&gt;
* Francisco Oliveira - mailto:fhelano_AT_secrel_DOT_com_DOT_br&lt;br /&gt;
* Ambra Viviani Loos - No mail address specified&lt;br /&gt;
* Michel Loos - [mailto:loosATuspDOTbr]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothTranslations]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WhatArePlayersSaying_Old&amp;diff=1591</id>
		<title>WhatArePlayersSaying Old</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WhatArePlayersSaying_Old&amp;diff=1591"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Lots of potential&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now it's in development and its good, when it's done it'll be great. The team that work on this project (the coders,&lt;br /&gt;
graphic artists, porters) are pretty passionate about this and that's part of what makes it so great, bugs are&lt;br /&gt;
continually being worked out at a good pace and new features are implemented quickly, especially considering that they&lt;br /&gt;
basically do this for free. Another reason why this is so great is that it's a free, open-source, multiplatform project.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At it's current state a lot of things could be better, the graphics, the GUI, and the documentation, although I found it&lt;br /&gt;
to be pretty stable. All things considered though, especially that it's still a beta, the entire BoW team should be&lt;br /&gt;
commended.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Kishina about 0.7.8 at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One to try!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The numerous changes have improved virtually every area of the game. It is maturing into an extremely fine game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is definitely one to try.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- [[BornAgain]] about 0.7.7 at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;what's up with the game telling me i need v. .72 to play multiplayer when v. .72 doesn't *exist* yet?? how does v. .71&lt;br /&gt;
of the game know v. .72's going to be able to play multiplayer??&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;these folks are windoze developers - that much is clear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- plaintiger about 0.7.2 at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe that is because...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...the Mac OS X version lags a bit behind the Windoze and Linux versions? BoW 0.72 is available for Win and Linux since&lt;br /&gt;
April 8th&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- haemophilus about 0.7.2 at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lots of improvements!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, the Mac version just jumped to 0.7.3 Multiplayer.. was that really such a long wait? Give the developer(s) a&lt;br /&gt;
little slack geesh! It takes time to develope multiplatform.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;With so many improvements it shoulda been v0.8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Xapplimatic about 0.7.3 at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;it is easy to play. i have ADD and don't deal well with games that require me to think about 17,000,000 things at once;&lt;br /&gt;
this game makes commanding a whole bunch of units spread out over a map much easier and less harrowing than some others&lt;br /&gt;
i've tried. the graphics aren't exactly cutting-edge, but they're not primitive either - quite fine, i think...and the&lt;br /&gt;
gameplay's simple - you basically just generate units, move, and fight. BFW doesn't make you think about a lot of&lt;br /&gt;
extraneous stuff - it just lets you relax and play. i'm not really even into this kind of game any more; i just try one&lt;br /&gt;
once in a while to make sure i won't like it - and i like BFW. not everybody's tastes are the same, and i can't really&lt;br /&gt;
know what you like in a game, but i recommend downloading this one - start the d/l before you go to bed or something and&lt;br /&gt;
just let it go for however long it takes - and checking it out. it's quite likeable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- [[AppleBeer]] about 0.6.99.5CVS at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;open source Master of Monsters&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There was a console game about 15 years ago called Master of Monsters. fantasy TBS. hex map with terrain tiles. You&lt;br /&gt;
play a leader who summons critters (elves, wizards, trolls, etc) to fight for you. Critters gain experience and progress&lt;br /&gt;
to stronger forms. If this sounds fun to you, Wesnoth does it quite well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- fuy about 0.7.1 at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Great fun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The story is great and the depth involved with different units having certain strengths is admirable...i recomend it to&lt;br /&gt;
anyone who can have fun without high polygon counts and eyecandy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Mavent04 about 0.6.99 at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is quite nice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is pretty impressive for a freeware game. It also runs without any problem in OSX 1.5. Any additional improvements&lt;br /&gt;
from the author would only be icing on the cake&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- hkim about 0.6.1 at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nice little game, can't beat the price&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cute turn-based tactical game in the tradition of Strategic Conquest, with quality comparable to [[FreeCiv]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- fuy about 0.5.2CVS at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Way to go&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This fixes all the glitches that bugged me with the previous 0.5 version. The AI seems a bit tougher though, which&lt;br /&gt;
isn't a bad thing. I love the unit experience level aspect. Keep up the good work, people&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- pdot about 0.5.2CVS at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A lot of potential&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Some interface and performance issues aside, Wesnoth has the makings of a nice tactics game in the Ogre Battle genre.&lt;br /&gt;
One of the better open source productions, with a nice-looking tileset and decent game dynamics already in place.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- [[EricWong]] about 0.5 at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cool game&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok, as for the game. For me - cool. Fast, stable, good entertainment. I was played it Yesterday and I like it. And its&lt;br /&gt;
price - unbeatable :))) Keep up good work :)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- mroczny about 0.4.9CVS2 at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It took a little getting used to the 10 year old graphics, but in terms of fun, it's pretty good. It reminds me of a&lt;br /&gt;
mix between Warlords and Warcraft. There are speed issues with the game. For instance, waiting for the AI enemies to&lt;br /&gt;
move and attack takes way too long. It's helpful to see what the computer is doing, but a speed-up in that area would&lt;br /&gt;
make the game more enjoyable. There's also a problem with responsiveness of the mouse. I find myself clicking the same&lt;br /&gt;
unit or option more than once. As for stability, it ran fine the 2 times I played the tutorial, but it's stalling right&lt;br /&gt;
now in the first campaign scenario. I switched to Firebird to write this review while it is the computer's turn and it's&lt;br /&gt;
stalling. I was surfing the net earlier while the game was running so I guess it's just a random glitch. I look forward&lt;br /&gt;
to playing the next version&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- pdot about 0.4.9CVS2 at [[VersionTracker]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Awesome game&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Nice about 0.7.7 at [[MacGameFiles]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Simple, easy to learn, yet plenty of room for tactics. Multiplayer is also fun and easy, provided you get a friend on&lt;br /&gt;
the server at the same time as you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Shadowdancer about 0.7.2 at [[MacGameFiles]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This bored the crap out of me. And there doesn't seem to be a way to move your units all at once. One at a time, one at&lt;br /&gt;
a time. I mean, bravo for the open source effort, but, make it more fun... and make it with less fantasy dork-cheese&lt;br /&gt;
(big punchline, &amp;quot;Elf: Humans are obviously less skilled.&amp;quot; HAHAHAHA OH.. wait.. that's not funny.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- citric about 0.7.2 at [[MacGamefiles]].com&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How do you propose to &amp;quot;make it more fun&amp;quot;, citric? Multiplayer is a blast and single-player is good, too... This is one&lt;br /&gt;
of the best turn-based strategy games out there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Ol'Sammy about 0.7.2 at [[MacGameFiles]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Great game. The pinnacle of open-source gaming.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Gafgarion about 0.6.99.5 at [[MacGameFiles]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Absolutely love it. It had some visual glitches at first, but this version fixed them. Now that I can play in windowed&lt;br /&gt;
mode, I find the game to be a great way to kill time, and the story so far has me wanting to see more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Naman about 0.6.99.4 at [[MacGameFiles]].com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's a fantasy strategy game with rpg elements (units level and can be carried over into following missions (in&lt;br /&gt;
campaigns)).. And it has elves! Bloody cool looking elves!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And it's available for a lot of platforms. Mac, Windows, Linux.. and there's a multiplayer feature, too!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Na'enthos Telenin at World of Warcraft Roleplaying Association forum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Heh, not a bad game...reminds me of Ogre Tactics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Marn Skullstomp at World of Warcraft Roleplaying Association forum&lt;br /&gt;
&lt;br /&gt;
&amp;quot;looks alittle low tech dont it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Larod at World of Warcraft Roleplaying Association forum&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, but just because it's 2D and stuff doesn't mean it can't be fun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Marn Skullstomp at World of Warcraft Roleplaying Association forum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have been playing it the whole day and I really enjoy it. It is fun and really hard to beat. I am in the orcish&lt;br /&gt;
campaign. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Dharko at World of Warcraft Roleplaying Association forum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;W3 wasn't all good of a RTS anyway. This game is better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Gothic-Shadow at World of Warcraft Roleplaying Association forum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will be soon enough. I'm still learning and playing through some of the campaign. Damn this game is fun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Kazrak Heldenhammer at World of Warcraft Roleplaying Association forum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fun game... although it sometimes gets pretty damn hard&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Kaeldorn at World of Warcraft Roleplaying Association forum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fun game, but orcs are a bit overpowered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Fenix Fireborn at World of Warcraft Roleplaying Association forum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey! I saw you on the wesnoth forums. How did you find this site? Let alone at the same time we were talking about&lt;br /&gt;
wesnoth. Are you psychic?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Kazrak Heldenhammer at World of Warcraft Roleplaying Association forum&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have eyes and ears reporting to us... we are everywhere =)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Miyo at World of Warcraft Roleplaying Association forum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the best game I have ever played&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For a long time i've wanted to play a clever and original tactical game. Wesnoth is all of that... and it comes with a&lt;br /&gt;
nice storyline too!! Well, what else can i say, i don't have time for this... i gotta play :-P&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Onnellinen at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fabulous Game&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Most fun I have every had playing a turn based strategy game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- lisap511 at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good fun!!!!!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Very original and well done game. Excellent sound, graphics and gameplay. Hours of fun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- mdhowe at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Best free Linux game&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Great work ! That is the best free Linux game I've ever played.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- [[ScaChi]] at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Impressive work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Awesome strategy game. A must-play for everyone who enjoys a turn-based challenge of exceptional quality! :)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Cironir at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am Impressed!!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After more the a Year reading the Linux game tome, i finnaly created a account to rate this Game. It ist great!!! 5&lt;br /&gt;
Stars from Austria for this masterpiece of Software. At last there are some Words that are not Translated to German. Do&lt;br /&gt;
you need a Tranlater?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- xeniac at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Musics! Argh!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;An awesome game, but I can't play it, because the musics break my ears and nerves. The theme music is great, and some&lt;br /&gt;
other musics are good too, but eg. wesnoth-3 wesnoth-4 and wesnoth-6 are awful! Please recompose them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Anonymous at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is awesome&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Anonymous at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This game is a stupendous achievement!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This one is set to be your new favorite. I can't wait for some of the new campaign scenarios. Don't wait for the 1.0&lt;br /&gt;
release, do yourself a favor and download and compile this one ASAP. Holy cow this game is great!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Dou9st3r at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Great game - what more is to be said?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- [[TomSauer]] at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wesnoth is one of the best fantasy turn-based strategy games I've ever played. Can't wait for it to reach 1.0!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- jbmesserly at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Awesome Game!!! Provides Linux with what it lacks... Quality gaming&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- z9484 at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Great&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wesnoth battle is A great game! I hope the guys to continoue their good job!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Anonymous at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;just awesome and getting better :)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- lynx_lupo at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Best freeware game I've yet played&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The &amp;quot;easy&amp;quot; level could be a bit easier, however :) But by no means is the &amp;quot;easy&amp;quot; level outragously difficult, as it is&lt;br /&gt;
in freeciv.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- mathandmetal at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Great gameplay&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Simple rules, but many interesting tactics. Graphics are clear and pleasant and the game is very polished. This is my&lt;br /&gt;
favorite hex-tactics game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- karlb at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Simple, but awesome&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I love it :) Pretty graphics for a free game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- deline at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;excellent game, i loved it. Reminds me of old classics like the first warcraft mixed with a little Myth+Magic.kinda.&lt;br /&gt;
anyhoo, xcellent game, with no unreasonable dependencys, in fact modern distros will have them already in most cases, or&lt;br /&gt;
will be able get them through rpm/rpmdrake or apt-get. Install was pleasant also. If i had time i would love to create&lt;br /&gt;
level sets for it:-)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- rokknroll at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;excellent game&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nice graphic and well developed scenarious. I love the game and played it to the end in two days. I like the level&lt;br /&gt;
structure of the units. But it's a pity that there are max tree levels, five or seven will be O.K.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Anonymous at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Great game!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Graphics are great and it is easy to get used to play. The interface can be translated to many languages. A must&lt;br /&gt;
download game!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Anonymous at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This game has great playability - I keep returning to it. And it runs fine on my old Pentium 1.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- m487396 at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;KISS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This game is exactly like I like games to be - rich, but still simply, lot of fun for beginners and advanced alike. The&lt;br /&gt;
KISS principle makes this game almost perfect - and ideas, hard work etc. make it absolutely perfect :) Thank you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Anonymous at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Great game&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you like this kind of game, it's a must-try.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Errabes at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I just can say that this is a great pice of work! Spent nights on playing the campaign!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- mschmitt at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excellent, but need to improve&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Very nice, I spent some hours on the campaign. I'll collect some suggestions and send them to the authors. This game is&lt;br /&gt;
well-designed and implemented. It just suffers for its small life-time (version number seems correct). I'm sure that&lt;br /&gt;
once at version 1.0 this game will be one of the best around!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- johnny at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Unbelievable!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just download it and try it! Believe it: this game is the best of its class and its very very very much polished! Yes,&lt;br /&gt;
it doesn't look like the average free software games! Excelent work guys!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- terrible at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;cool!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Amazingly polished.... much better that your average open-source game. Looking foward to 1.0 , although it's already&lt;br /&gt;
loads of fun! :D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Anonymous at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Great game!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Great work!!! One of the nicest Games (commercial or not) I have ever played - getting better by the minute ;)))&lt;br /&gt;
Cheers, afa&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- afa at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excellent&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is a great game. Good strategy concept, good graphics and sound. And most important: very addictive and playable.&lt;br /&gt;
Keep up the good work.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- mbabuskov at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excellent as Bexcellent&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Keep up the good work! This game is truly appreciated. It is extremely qualatatious (meaning it is full of quality).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Anonymous at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Really an excellent game - my choice for relax moment from work.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- Polaris at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need a game which could be played on my piii notebook. I need a game which could be played in Linux. And I found&lt;br /&gt;
wesnoth. I like this game. Very Good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- zhangyuan at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Incredible&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This game has good graphics, excellent gameplay, nice single-player campaigns (which is a rarity for free games), the&lt;br /&gt;
code and data infrastructure is great, and the community really pushes hard. This is the Next Big Thing, I'm pretty&lt;br /&gt;
sure. Oh, and of course I'm addicted. Hey, this has something like 115 different units! And character development! And&lt;br /&gt;
they're so damnably cute...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- therealmawa at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Very nice game&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I like the campaing mode of the game very much. It's the first game where I've encountered a campaing mode in which the&lt;br /&gt;
result in one level defines the chances for next one. Only downside is that it consumes too much free time. ;-)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- torangan at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Absolutely addictive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Installed it and played 10 hours straight, forgetting everything else around me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- basramm at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My whole family really enjoys this game, particularly the oldest three children, my 9yo boy, and 12 and 13yo girls. It&lt;br /&gt;
fires up their imaginations -- my boy has started introducing Wesnoth characters into his sketches. Maybe some of his&lt;br /&gt;
art will someday make it into the game. :)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It would be a stretch to call this game &amp;quot;educational&amp;quot;, but I do appreciate any game that makes the kids think. At&lt;br /&gt;
first, I didn't think my 9yo was really &amp;quot;getting it&amp;quot;, as he was struggling with the first scenario in the campaign even&lt;br /&gt;
on &amp;quot;easy&amp;quot; play level. But after giving him some tips, now he has made quite a bit of progress through the campaign, and&lt;br /&gt;
I am encouraged to see that he is continuing to learn what to pay attention to as he plays.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Also of particular benefit to our family is the multiplayer mode -- my 12yo lives in with her mom about an hour's drive&lt;br /&gt;
away, and their cousins live too far away to visit, so we've been trying to get together to play whenever we can. We&lt;br /&gt;
still have some issues here to work out (mostly with Windows, and likely OS-related, not problems with the game itself,&lt;br /&gt;
as I know my brother in the US has an oldish version) but the developers have been quite responsive on the irc channel&lt;br /&gt;
#wesnoth at irc.freenode.net whenever we have encountered problems.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm certainly going to include this in Debian Jr. now that I have seen that my kids love it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kudos to the whole Wesnoth community for helping make this game a tremendous success, especially the Debian guys I work&lt;br /&gt;
with who have polished up the package, helped provide and maintain a woody backport, and have kept up with upstream&lt;br /&gt;
releases, often releasing on the same day the release is announced.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- synrg at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've been looking for a decent turn-based tactical-strategy game for ages, and the other day someone pointed me at&lt;br /&gt;
this. Hoorah - it's a decent turn-based tactical-strategy game. Still not the Lords Of Chaos or Laser Squad game I'm&lt;br /&gt;
*really* looking for, but it's excellent all the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- [[RavenBlack]] at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is bye far the best free turn based fantasy ame i ever played.. it almost brings tears to my eyes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- kerrigan at The Linux Game Tome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
posts 0-50 browsed through in The Linux Game Tome, 51-131 to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothLSM]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PreprocessorRef&amp;diff=1480</id>
		<title>PreprocessorRef</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PreprocessorRef&amp;diff=1480"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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'''&lt;br /&gt;
all subsequent occurences of '''{''symbol'' [//arguments'']}''' (see below)&lt;br /&gt;
will be replaced by ''substitution'' with all occurences of any parameter&lt;br /&gt;
{''parameter//} within ''substitution'' replaced by the parameter's&lt;br /&gt;
corresponding value in ''arguments''.&lt;br /&gt;
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; since WML&lt;br /&gt;
                      ## does not distinguish data into different types,&lt;br /&gt;
                      ## only 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 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 values.&lt;br /&gt;
       ## This reduces &amp;quot;repetition of information&amp;quot;, since it is no longer&lt;br /&gt;
       ## necessary to specify 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'']}'''&lt;br /&gt;
&lt;br /&gt;
if ''symbol'' is defined, the preprocessor will replace this&lt;br /&gt;
instruction by the expression ''symbol'' is defined as,&lt;br /&gt;
using ''arguments'' as parameters.  You can create multiple word&lt;br /&gt;
arguments by using parentheses to restrain the argument.&lt;br /&gt;
For example, while '''{UNIT Wolf Rider 18 24}''' will attempt to create&lt;br /&gt;
a &amp;quot;Wolf&amp;quot; at (Rider,18), causing Wesnoth to crash,&lt;br /&gt;
the macro '''{UNIT (Wolf Rider) 18 24}''' will create a &amp;quot;Wolf Rider&amp;quot;&lt;br /&gt;
at (18,24) as it should. ('''UNIT''' is defined above).&lt;br /&gt;
See the ''#define'' preprocessor instruction above for information&lt;br /&gt;
on defining symbols, including symbols with arguments.&lt;br /&gt;
Several symbols are defined in the normal game code;&lt;br /&gt;
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'''&lt;br /&gt;
&lt;br /&gt;
If ''symbol'' has been stored, the whole block will be replaced by&lt;br /&gt;
''substitution-if-stored''.&lt;br /&gt;
If not, it will be replaced by ''substitution-if-not-stored''&lt;br /&gt;
if it is available.&lt;br /&gt;
''symbol'' can take the following values:&lt;br /&gt;
** a campaign difficulty level.&lt;br /&gt;
Usually '''EASY||, ||NORMAL||, or ||HARD''',&lt;br /&gt;
it is decided by the key ''difficulties'' (see [[CampaignWML]]).&lt;br /&gt;
** a campaign ID. Each campaign stores a preprocessor ID.&lt;br /&gt;
See ''define'', [[CampaignWML]].&lt;br /&gt;
** '''MULTIPLAYER''' is stored when the player is playing or setting up a multiplayer game&lt;br /&gt;
(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;
&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),&lt;br /&gt;
Wesnoth will assume it's a path to a file in the main '''data/'''&lt;br /&gt;
subdirectory of Wesnoth and include the file it points to here &amp;quot;as is&amp;quot;.&lt;br /&gt;
Forward slashes(''''/'''') should be used to separate directories from&lt;br /&gt;
their elements, even if your platform uses a different symbol&lt;br /&gt;
such as colon ('''':||') or backslash ('||'''').&lt;br /&gt;
If ''filename'' points to a directory,&lt;br /&gt;
the preprocessor will include all files in the directory ''filename'',&lt;br /&gt;
non-recursively and in alphabetical order.&lt;br /&gt;
* '''{~''filename''}''' similar to above, but the preprocessor assumes&lt;br /&gt;
that the filename is relative to the user data directory.&lt;br /&gt;
The ''user data directory'' varies depending on platform:&lt;br /&gt;
&lt;br /&gt;
 Platform | User Data Directory&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;
||In 0.9.3 the functions of {~''filename//} and {//filename''} are changed.&lt;br /&gt;
{~''filename//} does nothing and {//filename//} functions the same as {@//filename''}&lt;br /&gt;
(which functions the same as it did in 0.9).||&lt;br /&gt;
* '''{@''filename''}''' is a convenient way&lt;br /&gt;
to make Wesnoth look for a file by that name in both the main and&lt;br /&gt;
the user data directory.&lt;br /&gt;
It is equivalent to writing '''{''filename//}{~//filename''}'''.&lt;br /&gt;
* '''{./''filename''}|| is similar to the ||{''filename''}''' directive,&lt;br /&gt;
but is assumed to be relative to the directory which contains the file&lt;br /&gt;
in which this appears. For example, if used in game.cfg, it is equivalent to&lt;br /&gt;
== {''filename''} ==.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[SyntaxWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Races&amp;diff=1487</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Races&amp;diff=1487"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Six Main Races ==&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&lt;br /&gt;
Humans first appeared in Wesnoth from a land far across the ocean to the West, the Green Isle. They do not possess much&lt;br /&gt;
magic, though they can learn it, and can learn many more types of it than most others. They have no extra special&lt;br /&gt;
abilities or aptitudes except their versatility and drive. Although often at odds with all races, they can occasionally&lt;br /&gt;
form alliances with the less aggressive races such as elves and dwarves, and the less scrupulous among them do not&lt;br /&gt;
shrink back from hiring orcish mercenaries, either. They have no natural enemies, although the majority of humans, like&lt;br /&gt;
most people of all races, have an instinctive dislike of the undead. Men are shorter than the elves, but taller still&lt;br /&gt;
than dwarves or orcs.&lt;br /&gt;
&lt;br /&gt;
Many different groups of humans exist, but the majority of humans live in the country of Wesnoth. These are protected by&lt;br /&gt;
the soldiers of the Wesnothian Army, the most organized military force in the known world. Its warriors come from the&lt;br /&gt;
main provinces, where all men are conscripted at an early age, or from the eastern plains, where the art of horseriding&lt;br /&gt;
and archery are taught from birth.&lt;br /&gt;
* Units:Bowman&lt;br /&gt;
* Units:Cavalryman&lt;br /&gt;
* Units:Fencer&lt;br /&gt;
* Units:[[HeavyInfantryman]]&lt;br /&gt;
* Units:Horseman&lt;br /&gt;
* Units:Mage&lt;br /&gt;
* Units:Spearman&lt;br /&gt;
&lt;br /&gt;
Bands of outlaw humans roam the wild areas of the Great Continent, stealing from unprotected villages. Most would run in&lt;br /&gt;
fear if faced by a true army, but the more skilled of them would not be afraid to walk right into an opponent's camp,&lt;br /&gt;
assassinate their leader, and run away.&lt;br /&gt;
* Units:Footpad&lt;br /&gt;
* Units:Poacher&lt;br /&gt;
* Units:Thief&lt;br /&gt;
* Units:Bandit&lt;br /&gt;
* Units:[[GryphonRider]]&lt;br /&gt;
&lt;br /&gt;
Although the art of necromancy is outlawed in Wesnoth, some mages choose to practice it, starting them on the road to&lt;br /&gt;
Lichdom.&lt;br /&gt;
* Units:[[DarkAdept]]&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&lt;br /&gt;
Elves are the elder race. They are skilled with the bow and arrow - almost all of them carry one - and are also good&lt;br /&gt;
with the sword. They do not use many weapons but these, although they are in command of powerful magic, and do use it&lt;br /&gt;
when needed. Physically, Elves are quite tall, and seem even taller due to their slimness. They are peaceful beings,&lt;br /&gt;
but will fight against any who enter their homeland unasked. They live mostly in the forests of the Southwest, although&lt;br /&gt;
some choose to live in the harsh Northlands.&lt;br /&gt;
* Units:[[ElvishArcher]]&lt;br /&gt;
* Units:[[ElvishFighter]]&lt;br /&gt;
* Units:[[ElvishScout]]&lt;br /&gt;
* Units:[[ElvishShaman]]&lt;br /&gt;
&lt;br /&gt;
== Orcs ==&lt;br /&gt;
&lt;br /&gt;
Orcs are a race of fierce, brown-skinned human-like creatures found across the wild places of the world. They came from&lt;br /&gt;
across the sea, following the humans of the Green Isle. They are violent, quick-tempered, and belligerent, and hold an&lt;br /&gt;
ancient hatred for the race of elves. Although orcs are disorganized and prone to infighting, warbands under a strong&lt;br /&gt;
leader can cut bloody inroads into the boundaries where civilization meets wilderness. Most live in the Northland, away&lt;br /&gt;
from the settled land of Wesnoth, whose people they are more often than not at war with. They are a greedy race, and&lt;br /&gt;
often can be found fighting under the banner of a lich-lord or human, hoping to gain riches from those they defeat.&lt;br /&gt;
* Units:[[OrcishArcher]]&lt;br /&gt;
* Units:[[OrcishAssassin]]&lt;br /&gt;
* Units:[[OrcishGrunt]]&lt;br /&gt;
&lt;br /&gt;
Goblins are a different breed than the orcs, smaller and weaker, but quicker. However, since they are the same&lt;br /&gt;
species, they are considered by most the same race.&lt;br /&gt;
* Units:[[WolfRider]]&lt;br /&gt;
* Units:[[GoblinSpearman]]&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&lt;br /&gt;
Dwarves were living on the Great Continent before Haldric arrived, but they were also immigrants, like him, coming from&lt;br /&gt;
the East across the mountains. Dwarves are the height of human children, but are stronger than even fully grown men.&lt;br /&gt;
They are a solitary folk, cautious and slow to anger, but once their anger is roused they are terrible fighters.&lt;br /&gt;
Wielding many weapons with equal skill, dwarves are effective against many different races. They see in pitch darkness&lt;br /&gt;
due to their constant work underground, and their heavy armor protects them against almost any physical attack, although&lt;br /&gt;
magic can harm them effectively. The most skilled smiths of any in the realm, they are often hired by foreign kings to&lt;br /&gt;
craft magical items, and the weapons and jewelry they make have been the cause of numerous wars.&lt;br /&gt;
* Units:[[DwarvishFighter]]&lt;br /&gt;
* Units:[[DwarvishGuardsman]]&lt;br /&gt;
* Units:[[DwarvishThunderer]]&lt;br /&gt;
* Units:[[DwarvishUlfserker]]&lt;br /&gt;
&lt;br /&gt;
== Undead ==&lt;br /&gt;
&lt;br /&gt;
As their race's name means, these are lost souls caught between this realm and next. Themselves deprived of life, they&lt;br /&gt;
wish to likewise deprive all others of it. They are created by Necromancers, practitioners of dark magic, and are&lt;br /&gt;
controlled by them when raised. After the necromancer controlling them dies, they remain in this world, and and&lt;br /&gt;
continue fighting for a purpose none, perhaps not even them, know. Most of them are strong against physical attacks, but&lt;br /&gt;
are weak against fire and holy assaults. Since they do not require bodily warmth to survive, cold is very ineffectual&lt;br /&gt;
against them.&lt;br /&gt;
* Units:Ghost&lt;br /&gt;
* Units:Ghoul&lt;br /&gt;
* Units:Skeleton&lt;br /&gt;
* Units:[[SkeletonArcher]]&lt;br /&gt;
* Units:[[VampireBat]]&lt;br /&gt;
* Units:[[WalkingCorpse]]&lt;br /&gt;
&lt;br /&gt;
== Drakes ==&lt;br /&gt;
&lt;br /&gt;
Drakes are the sons of dragons, almost the last legacy of those mighty beasts.  Most of the race can fly and spit fire.&lt;br /&gt;
When the fire in their body is extinguished so is their life. Beacause of this they are weak against cold, but they are&lt;br /&gt;
good against most other attacks. However, &amp;quot;sharp, pointy weapons&amp;quot; have always been their weakness, a characteristic&lt;br /&gt;
most consider very dragonlike. They are heavy and move slowly, but once they reach their enemy they are devastating.&lt;br /&gt;
Their homeland was an island named Morogor, located between Wesnoth and the Green Isle, but it slowly sank into the sea,&lt;br /&gt;
and now many of them are nomads, flying over the sea looking for a place to settle undisturbed.&lt;br /&gt;
* Units:[[DrakeBurner]]&lt;br /&gt;
* Units:[[DrakeClasher]]&lt;br /&gt;
* Units:[[DrakeFighter]]&lt;br /&gt;
* Units:[[DrakeGlider]]&lt;br /&gt;
&lt;br /&gt;
== Other Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are other races than these six main ones. They often align with the larger races, but these alliances are usually&lt;br /&gt;
not permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lizards == are the smaller, more crafty allies of the Drakes. They often live in swamps or other damp places.&lt;br /&gt;
* Units:[[SaurianSkirmisher]]&lt;br /&gt;
* Units:[[SaurianTribalist]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Merfolk == live in the shallow parts of the ocean, wary of the monsters that lurk in the deep. Ordinarily they form&lt;br /&gt;
alliances with no one, but in Asheviere's time they allied with the elves in order to defeat their captors. Mermen are&lt;br /&gt;
powerful and quick in any watery environment, but struggle greatly to move on land.&lt;br /&gt;
&lt;br /&gt;
* Units:[[MermaidInitiate]]&lt;br /&gt;
* Units:[[MermanFighter]]&lt;br /&gt;
* Units:[[MermanHunter]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nagas == are the enemies of the Merfolk, and in Asheviere's time they allied with orcs to finally defeat their opponents.&lt;br /&gt;
They usually join forces with anyone willing to help them defeat the mermen.&lt;br /&gt;
* Units:[[NagaFighter]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ogres == are wild beasts that live in the Northlands, but the Wesnothian army occasionally captures them and trains them&lt;br /&gt;
for battle. They are extremely brutish and stupid, but possess enough intelligence to wield a weapon.&lt;br /&gt;
* Units:[[YoungOgre]]&lt;br /&gt;
&lt;br /&gt;
== Trolls == are slightly more intelligent than Ogres, and ally with the Orcs whenever their shared homeland is in danger.&lt;br /&gt;
However, most of the time they avoid each other.&lt;br /&gt;
* Units:[[TrollWhelp]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
There are many monsters that roam about the land, not obeying anyone's orders. Occasionally, but not often, those who&lt;br /&gt;
see them survive to tell the tale, and it is only from them that the people of Wesnoth know of their existence.&lt;br /&gt;
* Units:Cockatrice&lt;br /&gt;
* Units:Cuttlefish&lt;br /&gt;
* Units:[[FireDragon]]&lt;br /&gt;
* Units:[[GiantScorpion]]&lt;br /&gt;
* Units:[[GiantSpider]]&lt;br /&gt;
* Units:Gryphon&lt;br /&gt;
* Units:Mudcrawler&lt;br /&gt;
* Units:[[SeaSerpent]]&lt;br /&gt;
* Units:Yeti&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReferenceWML&amp;diff=1493</id>
		<title>ReferenceWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReferenceWML&amp;diff=1493"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Wesnoth Markup Language ==&lt;br /&gt;
&lt;br /&gt;
The Wesnoth Markup Language (WML) is used to code almost everything in Wesnoth,&lt;br /&gt;
including scenarios, units, savefiles, and the user interface layout.&lt;br /&gt;
&lt;br /&gt;
This page is a collection of pointers to different common WML structures.  See [[AlphabeticalWML]] for a quick listing of&lt;br /&gt;
all WML tags.  The more&lt;br /&gt;
comprehensive [[BuildingScenariosIndex]] lists tags and keys.&lt;br /&gt;
&lt;br /&gt;
See [[BuildingScenarios]], [[BuildingCampaigns]] and [[CreatingNewUnits]]&lt;br /&gt;
for a tutorial style overview.&lt;br /&gt;
&lt;br /&gt;
== How WML works ==&lt;br /&gt;
&lt;br /&gt;
* [[PreprocessorRef]] the WML preprocessor syntax&lt;br /&gt;
** [[UtilWML]] utility macros defined in utils.cfg&lt;br /&gt;
* [[SyntaxWML]] the language syntax.&lt;br /&gt;
** [[VariablesWML]] how to use WML variables&lt;br /&gt;
&lt;br /&gt;
== WML toplevel tags ==&lt;br /&gt;
&lt;br /&gt;
* [[GameConfigWML]] the top level [game_config] tag&lt;br /&gt;
* [[UnitsWML]] the top level [units] tag&lt;br /&gt;
** [[UnitWML]] how to describe a unit type&lt;br /&gt;
** [[AnimationWML]] how to animate units&lt;br /&gt;
* [[CampaignWML]] the top level [campaign] tag&lt;br /&gt;
* [[ScenarioWML]] the top level tags [scenario], [multiplayer], [test], and [tutorial]&lt;br /&gt;
** [[EventWML]] how to describe an event&lt;br /&gt;
** [[SideWML]] how to describe a side&lt;br /&gt;
** [[MapGeneratorWML]] the random map generator&lt;br /&gt;
** [[TimeWML]] how to describe a day&lt;br /&gt;
** [[IntroWML]] how to describe the intro screen&lt;br /&gt;
* [[SavefileWML]] a description of the format of savegames&lt;br /&gt;
** [[ReplayWML]] a description of the format of player actions such as moving a unit.&lt;br /&gt;
** [[StatisticalScenarioWML]] used to generate statistics of a savegame&lt;br /&gt;
* [[PblWML]] a description of the format of server-uploadable campaigns&lt;br /&gt;
* [[EraWML]] the top level [era] tag&lt;br /&gt;
* [[TerrainWML]] the top level [terrain] tag&lt;br /&gt;
* [[TerrainGraphicsWML]], the top level [terrain_graphics] tag&lt;br /&gt;
* [[ThemeWML]] the top level [theme] tag&lt;br /&gt;
* [[LanguageWML]] the top level [language] tag&lt;br /&gt;
* [[HelpWML]] the top level [help] tag&lt;br /&gt;
* [[BinaryPathWML]] the top level [binary_path] tag&lt;br /&gt;
* [[FontsWML]] the top level [fonts] tag&lt;br /&gt;
&lt;br /&gt;
== Other WML tags ==&lt;br /&gt;
&lt;br /&gt;
* [[EventWML]] how to describe an event&lt;br /&gt;
** [[FilterWML]] the construct to filter on units, locations, and weapons&lt;br /&gt;
** [[DirectActionsWML]] actions that directly affect gameplay: for example creating a unit&lt;br /&gt;
** [[InternalActionsWML]] actions that WML uses internally: for example storing a variable&lt;br /&gt;
** [[InterfaceActionsWML]] actions that do not affect gameplay: for example displaying a message&lt;br /&gt;
* [[SingleUnitWML]] how to describe a unit&lt;br /&gt;
* [[AiWML]] how to describe parameters for AI&lt;br /&gt;
* [[EffectWML]] the construct to modify a unit&lt;br /&gt;
* [[AbilitiesWML]] a list of the different abilities a unit or weapon can have&lt;br /&gt;
* [[DescriptionWML]] the structure of WML coded menus like the difficulty chooser of campaigns&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
* [[ReferenceWMLSyntax]] how this wiki and the pages it links to should be formatted&lt;br /&gt;
* [[ConventionsWML]] how to make your WML more readable&lt;br /&gt;
* [[UsefulWMLFragments]] Various pieces of WML for various purposes.&lt;br /&gt;
If you have some WML you're proud of that you think others can use, add it here&lt;br /&gt;
* [[CommandMode]] commands are not strictly speaking part of WML, these could be a little hard to find so there's a link here.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[BuildingMaps]] the text-based format for Wesnoth maps&lt;br /&gt;
* [[TerrainLettersWML]] a list of all terrains&lt;br /&gt;
* [[MultiHexTutorial]] a description of the multi-hex tiling system&lt;br /&gt;
* &lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReferenceWMLSyntax&amp;diff=1494</id>
		<title>ReferenceWMLSyntax</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReferenceWMLSyntax&amp;diff=1494"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wiki Syntax ==&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;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReleasingWesnoth&amp;diff=1496</id>
		<title>ReleasingWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReleasingWesnoth&amp;diff=1496"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* dos2unix text-files&lt;br /&gt;
* pngcrush .png-files to hopefully reduce size&lt;br /&gt;
* Update Manual (from Wiki?)&lt;br /&gt;
* Update version and 'default server' in configure.ac, src/wesconfig.h and config.h.dummy&lt;br /&gt;
* Update VC++ project files (Sirp?)&lt;br /&gt;
* Commit changes&lt;br /&gt;
* Make release tag in CVS&lt;br /&gt;
* Do fresh checkout with tag and create release tarball ('make dist')&lt;br /&gt;
* Build wesnoth from release tarball (--enable-server --enable-editor --enable-tools --enable-campaign-server)&lt;br /&gt;
* Make md5sum of the release tarball&lt;br /&gt;
* (I have signed md5sum with gpg, so tarball can be matched against md5sum and md5sum can be verified with gpg, just in&lt;br /&gt;
case there is even reason to check if tarball(s) have been tampered)&lt;br /&gt;
* Upload release tarball and md5sums to ftp.wesnoth.org/www/files/ and [[SourceForge]]&lt;br /&gt;
* Post release announcement to forum&lt;br /&gt;
* Update Wesnoth web-site: news, downloads&lt;br /&gt;
* Inform binary builders, packagers and porters (see [[WesnothBinaries]])&lt;br /&gt;
** Windows builder (Sirp)&lt;br /&gt;
** [[BeOS]] builder (Ahwayakchih)&lt;br /&gt;
** [[MacOSX]] builder (Sithrandel)&lt;br /&gt;
* Announce&lt;br /&gt;
** http://freshmeat.net/projects/wesnoth&lt;br /&gt;
** http://happypenguin.org/show?Battle%20for%20Wesnoth&lt;br /&gt;
* Other sites that follow our releases&lt;br /&gt;
** http://libsdl.org&lt;br /&gt;
** http://linuxgames.com&lt;br /&gt;
** http://icewalkers.com&lt;br /&gt;
** http://tucows.com&lt;br /&gt;
** http://maccentral.com&lt;br /&gt;
** http://www.versiontracker.com  (Sithrandel)&lt;br /&gt;
** http://www.macgamefiles.com&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReplayWML&amp;diff=1497</id>
		<title>ReplayWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReplayWML&amp;diff=1497"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
* '''[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&lt;br /&gt;
alphabetical order)&lt;br /&gt;
** ''x//,//y'' the castle tile the unit is recruited on&lt;br /&gt;
* '''[recall]''' the player recalled a unit.&lt;br /&gt;
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.&lt;br /&gt;
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&lt;br /&gt;
** ''value'' the value of the number&lt;br /&gt;
** '''[results]''' used for [attack] commands.&lt;br /&gt;
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]''' more than one number is generated.&lt;br /&gt;
[random] has the same format as the first [random] and describes the other numbers that were generated&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[SavefileWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReportingBugs&amp;diff=1498</id>
		<title>ReportingBugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReportingBugs&amp;diff=1498"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Guidelines for reporting bugs ==&lt;br /&gt;
&lt;br /&gt;
* First, please make sure the bug you are reporting has not already&lt;br /&gt;
  been fixed (consult http://changelog.wesnoth.org/ to see the&lt;br /&gt;
  history of changes to the game).&lt;br /&gt;
* If it hasn't been fixed yet, please check&lt;br /&gt;
  that the bug hasn't already been reported, by&lt;br /&gt;
  &amp;lt;a href=&amp;quot;https://savannah.nongnu.org/bugs/?func=search&amp;amp;group=wesnoth&amp;quot;&amp;gt;searching&lt;br /&gt;
  the bugs database&amp;lt;/a&amp;gt;.&lt;br /&gt;
* If your bug or feature request hasn't been fixed and has not&lt;br /&gt;
  yet been submitted, please go ahead and report it.&lt;br /&gt;
* Please post only one bug per bug report.&lt;br /&gt;
  If you have multiple bugs that are related,&lt;br /&gt;
  you can cross reference them.&lt;br /&gt;
&lt;br /&gt;
Note that feature requests should usually be discussed on the&lt;br /&gt;
forums first, or they will generally be ignored until there&lt;br /&gt;
is evidence that such a feature would be generally liked.&lt;br /&gt;
&lt;br /&gt;
Keep bug reports to the point, and make sure your bug is easily&lt;br /&gt;
reproducible given the information you provide.&lt;br /&gt;
Clearly written, reproducible single bug reports will get&lt;br /&gt;
attention before those reports that mix several different&lt;br /&gt;
bugs into one report, or that are incomprehensible.&lt;br /&gt;
&lt;br /&gt;
If there is already an existing bug report, do not hesitate&lt;br /&gt;
to add a comment with your details - this way we know when&lt;br /&gt;
some bug is getting &amp;quot;popular&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Please == login to Savannah before reporting bugs.  An account&lt;br /&gt;
at Savannah is free and takes very little time to set up.&lt;br /&gt;
You can submit anonymous bug reports, but then you will have to keep&lt;br /&gt;
an eye on the bug report in case developers ask for clarification,&lt;br /&gt;
which will delay your bug being fixed.  If you login, you will&lt;br /&gt;
receive notifications of any changes to your bug reports, which&lt;br /&gt;
speeds things up considerably.&lt;br /&gt;
&lt;br /&gt;
Bugs can be reported on (first one preferred):&lt;br /&gt;
* Wesnoth bugs page on Savannah - http://savannah.nongnu.org/bugs/?group=wesnoth&lt;br /&gt;
* Shortcut to previous - http://bugs.wesnoth.org/&lt;br /&gt;
* Wesnoth Web Forum - http://www.wesnoth.org/forum/viewforum.php?f=4&lt;br /&gt;
* Shortcut to previous - http://forum.wesnoth.org/&lt;br /&gt;
&lt;br /&gt;
Needed information:&lt;br /&gt;
* What version of the game are you running?&lt;br /&gt;
* Have you built (from sources) the game by yourself?&lt;br /&gt;
  gcc/g++ version? SDL library versions?&lt;br /&gt;
* What operating system are you using?&lt;br /&gt;
  What version/release of that operating system?&lt;br /&gt;
* Can you reproduce the problem? If you can please provide steps to do it.&lt;br /&gt;
&lt;br /&gt;
In-play problems:&lt;br /&gt;
* If it is in-play problem that you can reproduce:&lt;br /&gt;
  save the game, send the savegame to us with details how to reproduce&lt;br /&gt;
  the problem from the savegame.&lt;br /&gt;
&lt;br /&gt;
Problems with scenarios:&lt;br /&gt;
* If it is a problem with a contributed scenario (like the ones on the&lt;br /&gt;
  Campaign Server), please report the problem to the maintainer of the&lt;br /&gt;
  scenario, not as a bug in Wesnoth itself.  Bugs in the [[MainlineScenarios]]&lt;br /&gt;
  should be reported in the bug tracker.&lt;br /&gt;
&lt;br /&gt;
Multiplayer out-of-sync errors:&lt;br /&gt;
* We need wesnoth stdout/stderr output from person who got the error&lt;br /&gt;
  (if you started wesnoth in terminal stdout/stderr is in that terminal).&lt;br /&gt;
* We need savegame from person who got the error.&lt;br /&gt;
* Savegame from some other player if possible.&lt;br /&gt;
* The person who got the error should report the bug,&lt;br /&gt;
  other players can then add their savegames to that bug.&lt;br /&gt;
&lt;br /&gt;
Segfault:&lt;br /&gt;
* In Unix you enable core dumps with running 'ulimit -c unlimited'&lt;br /&gt;
  on console and then starting wesnoth from that same&lt;br /&gt;
  console, core dumps will go to current working directory ('pwd')&lt;br /&gt;
* Send us backtrace output of the core file&lt;br /&gt;
  (using 'gdb /path/to/binary /path/to/corefile', and inside gdb 'bt')&lt;br /&gt;
* In NT based OS's (including Win2k, XP) you enable/configure&lt;br /&gt;
  core dumps by running 'drwtsn32', the location of the&lt;br /&gt;
  dumps can be changed there.&lt;br /&gt;
* In [[MacOS]] X, you can enable Crash Reporter -- the output is a backtrace.&lt;br /&gt;
  Run Applications -&amp;gt; Utilities -&amp;gt; Console to see log output.&lt;br /&gt;
  See http://www.mozilla.org/mailnews/osxinfo.html for information on how&lt;br /&gt;
  to enable Crash Reporter.&lt;br /&gt;
&lt;br /&gt;
Sending savegames, screenshots, coredumps, etc:&lt;br /&gt;
* Please compress the files (bzip2, gzip, zip).&lt;br /&gt;
* You can attach files if you submit your bug thru Savannah (512KB max size), else&lt;br /&gt;
* Put them on some web or ftp server where we can download them.&lt;br /&gt;
* You can attach files to forum posts.&lt;br /&gt;
* As a last resort you can send them via email to: davidnwhiteA[[TcomcastDOTnet]]&lt;br /&gt;
&lt;br /&gt;
== Bug protocol ==&lt;br /&gt;
&lt;br /&gt;
* When adding a new bug, please choose either &amp;quot;Bug&amp;quot; or &amp;quot;Feature Request&amp;quot;&lt;br /&gt;
  as its Category; it may not be noticed if you leave the Category as &amp;quot;None&amp;quot;.&lt;br /&gt;
* We use the Status values &amp;quot;None&amp;quot; (awaiting action),&lt;br /&gt;
  &amp;quot;Fixed&amp;quot;, &amp;quot;Won't Fix&amp;quot;, &amp;quot;Invalid&amp;quot; (not a bug),&lt;br /&gt;
  &amp;quot;Works For Me&amp;quot; (unreproducible), or &amp;quot;Need Info&amp;quot;.&lt;br /&gt;
* A bug which is fixed is marked &amp;quot;Fixed&amp;quot; by a developer,&lt;br /&gt;
  probably the one committing the fix or reviewing it.&lt;br /&gt;
* A bug present in a release is marked &amp;quot;Closed&amp;quot; only upon a new release&lt;br /&gt;
  containing the fix.&lt;br /&gt;
* Any bug present only in [[WesnothCVS]] is marked &amp;quot;Closed&amp;quot; when it is fixed.&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=RussianTranslation&amp;diff=1499</id>
		<title>RussianTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=RussianTranslation&amp;diff=1499"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Russian Translation ==&lt;br /&gt;
&lt;br /&gt;
Текущие переводчики (Current translators):&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; лидер (maintainer): [[mailto:vamATkypiDOTru] Alexandr Menovchicov (VaM)]&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; [[mailto:azazello1984ATmailDOTru] Azamat H. Hackimov (Azik)]&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; [mailto:ilya.kasnacheev@gmail.com Ilya Kasnacheev (Ilyak)]&lt;br /&gt;
&lt;br /&gt;
Благодарим за помощь (Inactive translators):&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; [mailto:denis.revin@gmail.com Denis Revin (Dut_Norshi)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Тема в форуме: http://www.wesnoth.org/forum/viewtopic.php?t=964&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Все предложения по поводу перевода, присоединения к команде переводчиков направляйте [[mailto:vamATkypiDOTru] Александру Меновщикову]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Содержание:&lt;br /&gt;
&lt;br /&gt;
[#units 1. Названия соединений]&amp;lt;/br&amp;gt;&lt;br /&gt;
[#campagn 2. Кампании]&amp;lt;/br&amp;gt;&lt;br /&gt;
[#httt 2.1 Наследник Престола (HTTT)]&amp;lt;/br&amp;gt;&lt;br /&gt;
[#trow 2.2 Возвышение Веснота (TROW)]&amp;lt;/br&amp;gt;&lt;br /&gt;
[#sotbe 2.3 Сын Черноглазого (SOTBE)]&amp;lt;/br&amp;gt;&lt;br /&gt;
[#tdh 2.4 Тёмные Орды (TDH)]&amp;lt;/br&amp;gt;&lt;br /&gt;
[#ei 2.5 Вторжение с Востока (EI)]&amp;lt;/br&amp;gt;&lt;br /&gt;
[#new_trans 3. Предложения новых переводов]&amp;lt;/br&amp;gt;&lt;br /&gt;
[#discussion 4. Обсуждения]&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;a name=&amp;quot;units&amp;quot;&amp;gt;1. Названия соединений&amp;lt;/a&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''undead - мертвецы'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Древний Лич&amp;lt;/br&amp;gt;&lt;br /&gt;
* Кровавая Мышь&amp;lt;/br&amp;gt;&lt;br /&gt;
* Метатель Костей&amp;lt;/br&amp;gt;&lt;br /&gt;
* Мёртвый Всадник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Тёмный Дух&amp;lt;/br&amp;gt;&lt;br /&gt;
* Рыцарь Смерти&amp;lt;/br&amp;gt;&lt;br /&gt;
* Клинок смерти&amp;lt;/br&amp;gt;&lt;br /&gt;
* Хозяин Смерти&amp;lt;/br&amp;gt;&lt;br /&gt;
* Демилич&amp;lt;/br&amp;gt;&lt;br /&gt;
* Дрог &amp;lt;font color=silver&amp;gt;(Кто такой?&lt;br /&gt;
Azik)&amp;lt;/font&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
* [Привидение]&amp;lt;/br&amp;gt;&lt;br /&gt;
* Упырь&amp;lt;/br&amp;gt;&lt;br /&gt;
* Посвящённый&amp;lt;/br&amp;gt;&lt;br /&gt;
* Лич&amp;lt;/br&amp;gt;&lt;br /&gt;
* Пожиратель Мёртвых &amp;lt;font&lt;br /&gt;
color=green&amp;gt;[Трупоед]&amp;lt;/font&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
* Ночная Гончая&amp;lt;/br&amp;gt;&lt;br /&gt;
* Возрождённый&amp;lt;/br&amp;gt;&lt;br /&gt;
* Тень&amp;lt;/br&amp;gt;&lt;br /&gt;
* Скелет&amp;lt;/br&amp;gt;&lt;br /&gt;
* Скелет Лучник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Скелетный Дракон&amp;lt;/br&amp;gt;&lt;br /&gt;
* Стрелок Душ&amp;lt;/br&amp;gt;&lt;br /&gt;
* Бездушный&amp;lt;/br&amp;gt;&lt;br /&gt;
* [Призрак] &amp;lt;font&lt;br /&gt;
color=silver&amp;gt;(Более точный перевод)&amp;lt;/font&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
* Вампир Мышь&amp;lt;/br&amp;gt;&lt;br /&gt;
* Ходячий Труп&amp;lt;/br&amp;gt;&lt;br /&gt;
* [Дух]&amp;lt;/br&amp;gt;&lt;br /&gt;
* Вампирша Леди&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''human - люди'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Старший Маг &amp;lt;font&lt;br /&gt;
color=&amp;quot;green&amp;quot;&amp;gt;[Архимаг]&amp;lt;/font&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
* Убийца&amp;lt;/br&amp;gt;&lt;br /&gt;
* Бандит&amp;lt;/br&amp;gt;&lt;br /&gt;
* Лучник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Всадник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Кавалерист&amp;lt;/br&amp;gt;&lt;br /&gt;
* Командир&amp;lt;/br&amp;gt;&lt;br /&gt;
* Тёмный Адепт&amp;lt;/br&amp;gt;&lt;br /&gt;
* Темный Колдун &amp;lt;font&lt;br /&gt;
color=&amp;quot;green&amp;quot;&amp;gt;[Чернокнижник]&amp;lt;/font&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
* Драгун&amp;lt;/br&amp;gt;&lt;br /&gt;
* Дуэлянт&amp;lt;/br&amp;gt;&lt;br /&gt;
* Древний Маг&amp;lt;/br&amp;gt;&lt;br /&gt;
* Фехтовальщик&amp;lt;/br&amp;gt;&lt;br /&gt;
* Боец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Разбойник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Генерал&amp;lt;/br&amp;gt;&lt;br /&gt;
* Великий Рыцарь&amp;lt;/br&amp;gt;&lt;br /&gt;
* Великий Маршал&amp;lt;/br&amp;gt;&lt;br /&gt;
* Великий Маг&amp;lt;/br&amp;gt;&lt;br /&gt;
* Наездник Грифона &amp;lt;font color=green&amp;gt;[Мастер&lt;br /&gt;
Грифона] [Хозяин Грифона]&amp;lt;/font&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
* Наездник Грифона&amp;lt;/br&amp;gt;&lt;br /&gt;
* Алебардист &amp;lt;font&lt;br /&gt;
color=&amp;quot;green&amp;quot;&amp;gt;[Алебардщик]&amp;lt;/font&amp;gt; &amp;lt;font color=silver&amp;gt;(Это смешно, но слова Алебардист нет в русском языке&lt;br /&gt;
Azik)&amp;lt;/font&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
* Тяжёлый Пехотинец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Лорд Наездник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Всадник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Железный Мучитель&amp;lt;/br&amp;gt;&lt;br /&gt;
* Дротикометатель&amp;lt;/br&amp;gt;&lt;br /&gt;
* Рыцарь&amp;lt;/br&amp;gt;&lt;br /&gt;
* Улан&amp;lt;/br&amp;gt;&lt;br /&gt;
* Лейтенант&amp;lt;/br&amp;gt;&lt;br /&gt;
* Лучник с Длинным Луком&amp;lt;/br&amp;gt;&lt;br /&gt;
* Лорд&amp;lt;/br&amp;gt;&lt;br /&gt;
* Маг&amp;lt;/br&amp;gt;&lt;br /&gt;
* Светлый Маг&amp;lt;/br&amp;gt;&lt;br /&gt;
* Мастер Лучник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Капитан Всадник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Командир Всадник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Конный Боец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Конный Воин&amp;lt;/br&amp;gt;&lt;br /&gt;
* Некромант&amp;lt;/br&amp;gt;&lt;br /&gt;
* Благородный Командир&amp;lt;/br&amp;gt;&lt;br /&gt;
* Благородный Боец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Благородный Лорд&amp;lt;/br&amp;gt;&lt;br /&gt;
* Благородный Юноша&amp;lt;/br&amp;gt;&lt;br /&gt;
* Изгой&amp;lt;/br&amp;gt;&lt;br /&gt;
* Паладин&amp;lt;/br&amp;gt;&lt;br /&gt;
* Крестьянин&amp;lt;/br&amp;gt;&lt;br /&gt;
* Пикейщик&amp;lt;/br&amp;gt;&lt;br /&gt;
* Браконьер&amp;lt;/br&amp;gt;&lt;br /&gt;
* Принцесса&amp;lt;/br&amp;gt;&lt;br /&gt;
* Красный Маг&amp;lt;/br&amp;gt;&lt;br /&gt;
* Жулик&amp;lt;/br&amp;gt;&lt;br /&gt;
* Королевский Охранник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Сержант&amp;lt;/br&amp;gt;&lt;br /&gt;
* Ударный Пехотинец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Серебряный Маг&amp;lt;/br&amp;gt;&lt;br /&gt;
* Копьеносец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Меченосец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Вор&amp;lt;/br&amp;gt;&lt;br /&gt;
* Головорез&amp;lt;/br&amp;gt;&lt;br /&gt;
* Зверолов&amp;lt;/br&amp;gt;&lt;br /&gt;
* Охранник Стены&amp;lt;/br&amp;gt;&lt;br /&gt;
* Король Воинов&amp;lt;/br&amp;gt;&lt;br /&gt;
* Белый Маг&amp;lt;/br&amp;gt;&lt;br /&gt;
* Юноша&amp;lt;/br&amp;gt;&lt;br /&gt;
* Старшая Волшебница&amp;lt;/br&amp;gt;&lt;br /&gt;
* Убийца&amp;lt;/br&amp;gt;&lt;br /&gt;
* Тёмная королева&amp;lt;/br&amp;gt;&lt;br /&gt;
* Разбойник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Великая Волшебница&amp;lt;/br&amp;gt;&lt;br /&gt;
* Волшебница&amp;lt;/br&amp;gt;&lt;br /&gt;
* Светлая Волшебница&amp;lt;/br&amp;gt;&lt;br /&gt;
* Изгнанная&amp;lt;/br&amp;gt;&lt;br /&gt;
* Изгнанная Принцесса&amp;lt;/br&amp;gt;&lt;br /&gt;
* Изгнанная Королева&amp;lt;/br&amp;gt;&lt;br /&gt;
* Принцесса&amp;lt;/br&amp;gt;&lt;br /&gt;
* Красная Волшебница&amp;lt;/br&amp;gt;&lt;br /&gt;
* Бестия&amp;lt;/br&amp;gt;&lt;br /&gt;
* Серебряная Волшебница&amp;lt;/br&amp;gt;&lt;br /&gt;
* [Воровка]&amp;lt;/br&amp;gt;&lt;br /&gt;
* Белая Волшебница&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''lizard - ящеры'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Ящер&amp;lt;/br&amp;gt;&lt;br /&gt;
* Скрытный Ящер&amp;lt;/br&amp;gt;&lt;br /&gt;
* Фланговый Ящер&amp;lt;/br&amp;gt;&lt;br /&gt;
* Ящер Заклинатель Льда&amp;lt;/br&amp;gt;&lt;br /&gt;
* Ящер Застрельщик&amp;lt;/br&amp;gt;&lt;br /&gt;
* Ящер Предсказатель&amp;lt;/br&amp;gt;&lt;br /&gt;
* Ящер Трибалист&amp;lt;/br&amp;gt;&lt;br /&gt;
* Ящер Воин&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''merman - водяные'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Водяной&amp;lt;/br&amp;gt;&lt;br /&gt;
* Запутывающий Водяной&amp;lt;/br&amp;gt;&lt;br /&gt;
* Водяной Боец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Водяной Защитник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Водяной Охотник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Водяной Копьеносец &amp;lt;font&lt;br /&gt;
color=green&amp;gt;[Водяной Дротикометатель]&amp;lt;/font&amp;gt; (Как Javelineer у людей Azik)&amp;lt;/br&amp;gt;&lt;br /&gt;
* Водяной Заклинатель Сетей&amp;lt;/br&amp;gt;&lt;br /&gt;
* Водяной Копьеносец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Водяной Тритон&amp;lt;/br&amp;gt;&lt;br /&gt;
* Водяной Воин&amp;lt;/br&amp;gt;&lt;br /&gt;
* Сирена&amp;lt;/br&amp;gt;&lt;br /&gt;
* Тритон&amp;lt;/br&amp;gt;&lt;br /&gt;
* Водяная Предсказательница&amp;lt;/br&amp;gt;&lt;br /&gt;
* Водяная Колдунья&amp;lt;/br&amp;gt;&lt;br /&gt;
* Водяная Посвящённая&amp;lt;/br&amp;gt;&lt;br /&gt;
* Водяная Жрица&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''wose - лешие'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Древний Леший&amp;lt;/br&amp;gt;&lt;br /&gt;
* Старший Леший&amp;lt;/br&amp;gt;&lt;br /&gt;
* Леший&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''elf - эльфы'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Лучник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Мститель&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Капитан&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Чемпион&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Боец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Герой&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Великий Лорд&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Лорд&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Стрелок&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Маршал&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Предвестник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Странник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Всадник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Разведчик&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльф Снайпер&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльфийка Лучница&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльфийка Мстительница&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльфийка Друид&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльфийка Колдунья&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльфийка Леди&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльфийка Стрелок&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльфийка Странница&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльфийка Шаман&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльфийка Снайперша&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльфийка Фея&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльфийка Колдунья&amp;lt;/br&amp;gt;&lt;br /&gt;
* Эльфийка Сильф&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''troll - тролли'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Великий Тролль&amp;lt;/br&amp;gt;&lt;br /&gt;
* Тролль&amp;lt;/br&amp;gt;&lt;br /&gt;
* Тролль Герой&amp;lt;/br&amp;gt;&lt;br /&gt;
* Тролль Метатель Камней&amp;lt;/br&amp;gt;&lt;br /&gt;
* Тролль Воин&amp;lt;/br&amp;gt;&lt;br /&gt;
* Тролль Детёныш&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''orc - орки'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Юный Орк Шаман&amp;lt;/br&amp;gt;&lt;br /&gt;
* Старый Орк Шаман&amp;lt;/br&amp;gt;&lt;br /&gt;
* Орк Лучник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Орк Убийца&amp;lt;/br&amp;gt;&lt;br /&gt;
* Орк Арбалетчик&amp;lt;/br&amp;gt;&lt;br /&gt;
* Орк Новобранец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Орк Лидер&amp;lt;/br&amp;gt;&lt;br /&gt;
* Орк Правитель&amp;lt;/br&amp;gt;&lt;br /&gt;
* Орк Шаман&amp;lt;/br&amp;gt;&lt;br /&gt;
* Орк Наёмный Убийца&amp;lt;/br&amp;gt;&lt;br /&gt;
* Орк Повелитель&amp;lt;/br&amp;gt;&lt;br /&gt;
* Орк Военачальник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Орк Воин&amp;lt;/br&amp;gt;&lt;br /&gt;
* Морской Орк&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''monster - разное :)'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Василиск&amp;lt;/br&amp;gt;&lt;br /&gt;
* Каракатица&amp;lt;/br&amp;gt;&lt;br /&gt;
* Огненный Дракон&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гигантское Грязевое Чудище&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гигантский Скорпион&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гигантский Паук&amp;lt;/br&amp;gt;&lt;br /&gt;
* Грифон&amp;lt;/br&amp;gt;&lt;br /&gt;
* Грязевое чудище&amp;lt;/br&amp;gt;&lt;br /&gt;
* Морская Змея&amp;lt;/br&amp;gt;&lt;br /&gt;
* Спящий Грифон&amp;lt;/br&amp;gt;&lt;br /&gt;
* Щупальце из Глубины&amp;lt;/br&amp;gt;&lt;br /&gt;
* Йети&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''goblin - гоблины'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Наездник Страшного Волка&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гоблин Закалыватель&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гоблин Рыцарь&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гоблин Мародёр&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гоблин Копьеносец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Наездник Волка&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''dwarf - гномы'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Берсерк Гном&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гном Драконий Страж&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гном Боец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гном Охранник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гном Лорд&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гном Мастер Рун&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гном Часовой&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гном Решительный&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гном Латник&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гном Громовержец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гном Страж Грома&amp;lt;/br&amp;gt;&lt;br /&gt;
* Гном Ульфсерк&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''drake - драконы'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Дракон Поджигатель&amp;lt;/br&amp;gt;&lt;br /&gt;
* Конфликтный Дракон&amp;lt;/br&amp;gt;&lt;br /&gt;
* Дракон Боец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Дракон Пламенное Сердце&amp;lt;/br&amp;gt;&lt;br /&gt;
* Сияющий Дракон&amp;lt;/br&amp;gt;&lt;br /&gt;
* Дракон Гладиатор&amp;lt;/br&amp;gt;&lt;br /&gt;
* Парящий Дракон&amp;lt;/br&amp;gt;&lt;br /&gt;
* Дракон с Саблей&amp;lt;/br&amp;gt;&lt;br /&gt;
* Дракон Воин&amp;lt;/br&amp;gt;&lt;br /&gt;
* Огненный Дракон&amp;lt;/br&amp;gt;&lt;br /&gt;
* Адский Дракон&amp;lt;/br&amp;gt;&lt;br /&gt;
* Небесный Дракон&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''naga - наги'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Наг Боец&amp;lt;/br&amp;gt;&lt;br /&gt;
* Наг Мирмидон&amp;lt;/br&amp;gt;&lt;br /&gt;
* Наг Воин&amp;lt;/br&amp;gt;&lt;br /&gt;
* Нага Боец &amp;lt;font color=silver&amp;gt;Нага женского&lt;br /&gt;
пола, Боец - мужского&amp;lt;/font&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
* Нага Мирмидон&amp;lt;/br&amp;gt;&lt;br /&gt;
* Нага Воин &amp;lt;font color=silver&amp;gt;Нага женского&lt;br /&gt;
пола, Воин - мужского&amp;lt;/font&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
* Нага&amp;lt;/br&amp;gt;&lt;br /&gt;
* Морская Ведьма&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;'''''ogre - великаны'''''&amp;lt;/br&amp;gt;&lt;br /&gt;
* Великан&amp;lt;/br&amp;gt;&lt;br /&gt;
* Молодой Великан&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;a name=&amp;quot;campagn&amp;quot;&amp;gt;2. Кампании&amp;lt;/a&amp;gt;'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;a name=&amp;quot;httt&amp;quot;&amp;gt;2.1 Наследник Престола&amp;lt;/a&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
''Географические названия''&amp;lt;/br&amp;gt;&lt;br /&gt;
Anduin - Андуин&lt;br /&gt;
&lt;br /&gt;
Bay of Pearls - Залив Жемчуга&lt;br /&gt;
&lt;br /&gt;
Blackwater Port - Порт Чёрной Воды&lt;br /&gt;
&lt;br /&gt;
Elensefar - Эленсефар&lt;br /&gt;
&lt;br /&gt;
Ford Abez - Переправа Абез (вариант: Брод Абез)&lt;br /&gt;
&lt;br /&gt;
Great River - Великая Река&lt;br /&gt;
&lt;br /&gt;
Knalga - Кналга, государство гномов (причем &amp;quot;Кналга&amp;quot; не склоняется. Azik)&lt;br /&gt;
&lt;br /&gt;
Weldyn - Велдин&amp;lt;/br&amp;gt;&lt;br /&gt;
''Список имён''&amp;lt;/br&amp;gt;&lt;br /&gt;
Asheviere - Ашевир&lt;br /&gt;
&lt;br /&gt;
Delfador - Делфадор&lt;br /&gt;
&lt;br /&gt;
Kalenz - Каленз&lt;br /&gt;
&lt;br /&gt;
Konrad - Конрад &lt;br /&gt;
&lt;br /&gt;
Li'sar - Ли'сар&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;trow&amp;quot;&amp;gt;2.2 Возвышение Веснота (TROW)&amp;lt;/a&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
''Географические названия''&amp;lt;/br&amp;gt;&lt;br /&gt;
Clearwater Port - Порт Чистой Воды&lt;br /&gt;
&lt;br /&gt;
Lich Point - Мыс Лича&lt;br /&gt;
&lt;br /&gt;
Midlands - Средиземье  [Срединные Земли] [Средиземелье] &amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;(раньше было&lt;br /&gt;
&amp;quot;Центральные графства&amp;quot; Azik. Просто средиземье - это строго Толкиеновский мир.)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Southbay - Южная Бухта&lt;br /&gt;
&lt;br /&gt;
''Список имён''&amp;lt;/br&amp;gt;&lt;br /&gt;
Lady Outlaw - Леди Изгнанная [Леди Вне Закона]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;sotbe&amp;quot;&amp;gt;2.3 Сын Черноглазого (SOTBE)&amp;lt;/a&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
''Географические названия''&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Список имён''&amp;lt;/br&amp;gt;&lt;br /&gt;
Kapou'e - Капу'е [Капоу'е]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;tdh&amp;quot;&amp;gt;2.4 Тёмные Орды (TDH)&amp;lt;/a&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
''Географические названия''&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Список имён''&amp;lt;/br&amp;gt;&lt;br /&gt;
Gwiti Ha'atel - Гвити Ха'ател &amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;(однако в условиях сценария именуется Ха'атель Azik. Предлагаю&lt;br /&gt;
унифицировать. И, может, похерим ' в именах? Это совсем не по-русски, по русски ' - это, максимум, твердый знак&lt;br /&gt;
Ilyak. Отчего же? Твердый знак не везде подходит, а апостроф показывает, что нужно читать и произносить с задержкой в&lt;br /&gt;
слогах - &amp;quot;Ха ател&amp;quot; Azik)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;ei&amp;quot;&amp;gt;2.5 Вторжение с Востока (EI)&amp;lt;/a&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
''Географические названия''&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Список имён''&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Расы ==&lt;br /&gt;
&lt;br /&gt;
Здесь такой вопрос - с какой буквы пишем названия рас?&lt;br /&gt;
Ведь люди и орки у нас с маленькой, а вот Ящерицы и Наги - с большой.&lt;br /&gt;
Оно и понятно - разная частота употребления, но давайте это таки обговорим?&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;font color=&amp;quot;#0000A0&amp;quot;&amp;gt;Спорный вопрос. С одной стороны, есть неоднозначность перевода. В httt, например Каленз все&lt;br /&gt;
время говорит: our peoples, lands of my peoples. Однако перевести мои люди и земля моих людей нельзя, тк Каленз - это&lt;br /&gt;
эльф. Я думаю правильней всех с большой буквы, без разбору. Или же переводить так, как это в оригинале.&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt; Ладно. А тут можно переводить, как &amp;quot;мой народ&amp;quot;, эльфы у всех любят порассуждать высокопарно про народ.&lt;br /&gt;
&lt;br /&gt;
А просто в куче мест оно есть уже с маленькой.&lt;br /&gt;
&lt;br /&gt;
Вообще предлагаю пока переводить, как можем, как все переведем - будем оптимизировать.&lt;br /&gt;
&lt;br /&gt;
Да, кто-нибудь кроме меня пилит The rise of wesnoth?&lt;br /&gt;
Я ее сейчас активно перевожу. Эта тема целиком отдана тебе на растерзание :)[Терзаю.&lt;br /&gt;
Ilyak]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;a name=&amp;quot;new_trans&amp;quot;&amp;gt;3. Предложения новых переводов&amp;lt;/a&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Ждем!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14/04/05 01:35 &amp;lt;font color=&amp;quot;#0000A0&amp;quot;&amp;gt;Azik Предлагаю изменить команды 'Recruit' и 'Recall' из wesnoth-lib на 'Нанять' и&lt;br /&gt;
'Призвать'.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Цветовые метки:&lt;br /&gt;
&lt;br /&gt;
* '''чёрный''' - оригинальное название.&lt;br /&gt;
&lt;br /&gt;
* синий - одобрено и используется в переводе.&lt;br /&gt;
&lt;br /&gt;
* красный - идёт обсуждение вариантов.&lt;br /&gt;
&lt;br /&gt;
* зелёный - предложен новый вариант перевода.&lt;br /&gt;
&lt;br /&gt;
* серый - комментарий&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Извини, Алекс, но все же лучше ИМХО, чтобы синий отвечал за готовые переводы. А у юнитов пусть пока остается красный.&lt;br /&gt;
&lt;br /&gt;
Просьба придерживаться этих цветовых меток при изменении страницы!&lt;br /&gt;
&lt;br /&gt;
Если хотите предложить новый вариант перевода, то пишите примерно так:&lt;br /&gt;
&lt;br /&gt;
* Эльф Лучник - &amp;lt;font color=green&amp;gt;[+Эльф&lt;br /&gt;
супермэн]&amp;lt;/font&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;a name=&amp;quot;discussion&amp;quot;&amp;gt;4. Обсуждения&amp;lt;/a&amp;gt;'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Давайте все обсуждения вести ниже этой черты:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Я предлагаю убрать со страницы разделы Список топонимов, Список, Расы.&lt;br /&gt;
И сделать страницу со следующими разделами:&lt;br /&gt;
&lt;br /&gt;
1. Названия соединений.&lt;br /&gt;
&lt;br /&gt;
2. Кампании.&lt;br /&gt;
&lt;br /&gt;
2.1 The rise of wesnoth:&lt;br /&gt;
2.1.1 Имена героев&lt;br /&gt;
2.1.2  Имена собственные&lt;br /&gt;
и т.д. и так каждую кампанию расписать.&lt;br /&gt;
&lt;br /&gt;
3. Предложения новых вариантов переводов.&lt;br /&gt;
&lt;br /&gt;
В этом разделе предлагаем новые варианты перевода и обсуждаем эти варианты. Если договариваемся о новом переводе,&lt;br /&gt;
заносим его в верхние разделы и меняем собственно перевод в игре!&lt;br /&gt;
&lt;br /&gt;
4. Обсуждение.&lt;br /&gt;
&lt;br /&gt;
В этом разделе обсуждаем общие вопросы, связанные с переводом.&lt;br /&gt;
&lt;br /&gt;
Хотелось бы что б страница с самого верха и вплоть до 2 раздела включительно никем не изменялась.&lt;br /&gt;
Естественно, когда будет сделан второй раздел.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Я примерно так себе вижу эту [[WiKi]] страницу!&lt;br /&gt;
У кого какие мнения?&lt;br /&gt;
&lt;br /&gt;
Azik Одобрямс, окромя цветовых меток, см выше.&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SavefileWML&amp;diff=1502</id>
		<title>SavefileWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SavefileWML&amp;diff=1502"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== the format for Wesnoth savegames ==&lt;br /&gt;
&lt;br /&gt;
A Wesnoth savegame has two parts.&lt;br /&gt;
One is a file stored in '''~saves/''' (See &amp;quot;user data directory&amp;quot;, [[PreprocessorRef]]).&lt;br /&gt;
The other is a [save] tag in '''~save_index'''.&lt;br /&gt;
Each savegame describes a position in a scenario which can be loaded by pressing the &amp;quot;Load&amp;quot; button in-game.&lt;br /&gt;
&lt;br /&gt;
In order to view or modify these files,&lt;br /&gt;
the option &amp;quot;Binary Saves&amp;quot; (Advanced Preferences) must be set to &amp;quot;No&amp;quot;.&lt;br /&gt;
Also, since they are not config('''.cfg''') files the normal coloring will not be generated.&lt;br /&gt;
To generate coloring, simply save the file as '''.cfg''', then open it again.&lt;br /&gt;
&lt;br /&gt;
The [save] tag is used to describe a save so that information about the save can be displayed&lt;br /&gt;
in the &amp;quot;Load game&amp;quot; menu before the savefile is opened (loading savefiles takes a while)&lt;br /&gt;
&lt;br /&gt;
the following keys are recognized for [save]:&lt;br /&gt;
* ''save'' heading of the save; displayed in bold&lt;br /&gt;
* ''mod_time'' a number describing when the savefile was last edited&lt;br /&gt;
(i.e. when the game was saved).&lt;br /&gt;
Display format will not be described&lt;br /&gt;
* ''campaign_type'' whether the scenario is a scenario or multiplayer.&lt;br /&gt;
Displayed as is&lt;br /&gt;
* ''turn'' describes which turn it is, and the number of turns allowed in the scenario.&lt;br /&gt;
Displayed in the format '''Turn ''turn'''''&lt;br /&gt;
* ''difficulty'' the difficulty level of the savegame.&lt;br /&gt;
Displayed in the format '''Difficulty: ''difficulty'''''&lt;br /&gt;
* ''leader'' a unit type.&lt;br /&gt;
This unit type's picture will be displayed to the left&lt;br /&gt;
* ''map_data'' the data for the map.&lt;br /&gt;
The mini-map generated by this data is displayed to the right&lt;br /&gt;
* ''replay''&lt;br /&gt;
* ''scenario''&lt;br /&gt;
* ''snapshot''&lt;br /&gt;
&lt;br /&gt;
The savefile itself describes two things- a position, and a replay.&lt;br /&gt;
Each of these is described by describing a starting position, then describing a set of actions.&lt;br /&gt;
The '''[snapshot]''' tag has the same format as the rest of the savefile,&lt;br /&gt;
except that the [replay_start] keys have been moved to toplevel.&lt;br /&gt;
It describes how the game should be loaded when &amp;quot;Show replay&amp;quot; is not selected&lt;br /&gt;
&lt;br /&gt;
In addition to the [snapshot] tag, the following key/tags are recognized:&lt;br /&gt;
* ''label'' obsolete? It is the same as ''save'' in [save]&lt;br /&gt;
* ''campaign_define'' when this replay is loaded, the symbol ''campaign_define'' will be stored.&lt;br /&gt;
See also &amp;quot;#ifdef&amp;quot;, [[PreprocessorRef]]&lt;br /&gt;
* ''campaign_type//,//scenario'' the tag type and ID of the scenario, respectively. See [[ScenarioWML]]&lt;br /&gt;
* ''version'' the version of Wesnoth this game was saved by.&lt;br /&gt;
If the savegame is from a different version of Wesnoth than the one currently running, the message &amp;quot;This save is from a&lt;br /&gt;
different version of the game. Do you want to try to load it?&amp;quot; is displayed&lt;br /&gt;
* ''can_recruit'' the set of unit types side 1 is allowed to recruit.&lt;br /&gt;
* ''difficulty'' the difficulty level of the savegame.&lt;br /&gt;
Normal values are &amp;quot;EASY&amp;quot;, &amp;quot;NORMAL&amp;quot;, and &amp;quot;HARD&amp;quot;. See [[CampaignWML]]&lt;br /&gt;
* ''gold'' the amount of gold the player has&lt;br /&gt;
* ''playing_team'' the number of the team whose turn it is, starting with 0&lt;br /&gt;
* ''turn_at'' the number of the current turn&lt;br /&gt;
* ''snapshot''&lt;br /&gt;
* '''[variables]''' a list of the current values of all variables.&lt;br /&gt;
The attribute '''''variable//=//value//''' means that the variable ''variable'' has the value ''value''.&lt;br /&gt;
The tag '''[''array//]''' describes a unit stored in the array ''array'' (see [[SingleUnitWML]]).&lt;br /&gt;
See also [[VariablesWML]]&lt;br /&gt;
* '''[replay]''' describes what should be displayed if the option &amp;quot;Show replay&amp;quot; is selected&lt;br /&gt;
** '''[command]''' describes one action.&lt;br /&gt;
Syntax for [command] is described in [[ReplayWML]]&lt;br /&gt;
* '''[statistics]''' describes previous scenarios&lt;br /&gt;
** ''mid_scenario'' if &amp;quot;false&amp;quot;, the scenario will be reloaded and any modifications will be played with.&lt;br /&gt;
** '''[scenario]''' describes basic statistics of a previous scenario.&lt;br /&gt;
See [[StatisticalScenarioWML]] for a description of [scenario]&lt;br /&gt;
* '''[unit]''' describes a unit in the recall list. See [[SingleUnitWML]]&lt;br /&gt;
* '''[replay_start]''' describes the position the player was in when the game started.&lt;br /&gt;
has the same keys and tags as [scenario] (see [[ScenarioWML]]).&lt;br /&gt;
In addition to the [scenario] keys and tags, it has the following keys:&lt;br /&gt;
** ''era'' the name of the era. See [[EraWML]]&lt;br /&gt;
** ''experience_modifier'' all units' maximum experience is multiplied by this number&lt;br /&gt;
** ''observer'' whether the player is an observer&lt;br /&gt;
** ''modify_placing''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ScenarioWML&amp;diff=1504</id>
		<title>ScenarioWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ScenarioWML&amp;diff=1504"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== the toplevel tags [multiplayer]. [test], [tutorial], [scenario] ==&lt;br /&gt;
&lt;br /&gt;
The top level tags '''[multiplayer]||, ||[test]||, ||[tutorial]|| and ||[scenario]''' are all formatted the same way.&lt;br /&gt;
The difference between these tags is the way that the scenarios they describe are accessed.&lt;br /&gt;
&lt;br /&gt;
The keys ''id'' and ''next_scenario'' affect how scenarios can be accessed.&lt;br /&gt;
Whenever a scenario is won, the scenario with id=''next_scenario'' of the same tag type will be played.&lt;br /&gt;
Units from the first scenario will be available for recall in the second.&lt;br /&gt;
&lt;br /&gt;
Some scenarios can be played without playing other scenarios first&lt;br /&gt;
(in this case there is nothing on the recall list).&lt;br /&gt;
These scenarios are called ''initial scenario''s.&lt;br /&gt;
&lt;br /&gt;
A list of initial scenarios, and how to access them:&lt;br /&gt;
&lt;br /&gt;
* All '''[multiplayer]''' scenarios are initial scenarios listed in the multiplayer scenario selector screen (accessed by&lt;br /&gt;
the &amp;quot;multiplayer&amp;quot; button).&lt;br /&gt;
* The '''[test]|| scenario with the attribute ||id=test''' is an initial scenario.&lt;br /&gt;
This test scenario can be accessed by running the game in test mode.&lt;br /&gt;
(note: this is NOT the same as debug mode. It can be accessed using -t or --test)&lt;br /&gt;
You can speed up scenario development a lot by this when used in a clever way:&lt;br /&gt;
Move a scenario into ~campaigns (so that it will be read even without its campaign being loaded),&lt;br /&gt;
change it to a [test] scenario, and change the ID to 'test'.&lt;br /&gt;
Then run Wesnoth in test mode.&lt;br /&gt;
This saves about a minute for each time you want to test changes to your scenario.&lt;br /&gt;
However it should not be used for balancing as there will be no recallable units...&lt;br /&gt;
* The '''[tutorial]|| scenario with the attribute ||id=tutorial''' is an initial scenario.&lt;br /&gt;
The tutorial is accessed by clicking on the &amp;quot;tutorial&amp;quot; button.&lt;br /&gt;
* Any '''[scenario]''' scenario with an id listed in the value of ''first_scenario'' in a campaign tag (see [[CampaignWML]])&lt;br /&gt;
is an initial scenario accessed by selecting that campaign after clicking on the &amp;quot;campaign&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The following keys and tags are recognized in '''[scenario]''' tags:&lt;br /&gt;
&lt;br /&gt;
* ''id'' A unique identifier for this scenario.&lt;br /&gt;
* ''next_scenario'' The id of the scenario to load when the current one is won. This can be changed dynamically, to&lt;br /&gt;
build non-linear campaigns.&lt;br /&gt;
* ''description'' (translatable) only for multiplayer maps.&lt;br /&gt;
Will show up as a tooltip when mousing over the minimap in the multiplayer setup screen.&lt;br /&gt;
Only in &amp;gt;0.8.5&lt;br /&gt;
* ''name'' (translatable) is shown in several places in the level, including the intro screen.&lt;br /&gt;
It is also the default name for saves on the level.&lt;br /&gt;
* ''map_data'' inputs valid Wesnoth map data.&lt;br /&gt;
See [[BuildingMaps]] for a description of the Wesnoth map syntax.&lt;br /&gt;
* ''turns'' sets an event on turn ''turns'' causing the player to lose.&lt;br /&gt;
See also [[EventWML]]&lt;br /&gt;
* ''turn_at'' the turn to start on (default=1)&lt;br /&gt;
* ''music'' the music to play during this scenario relative to '''music/'''&lt;br /&gt;
* ''objectives'' (translatable) the text displayed in the Scenario Objectives box in-game.&lt;br /&gt;
Now obsolete; see '''[objectives]''', [[InterfaceActionsWML]].&lt;br /&gt;
* ''victory_when_enemies_defeated'' when this is set to 'yes'(default),&lt;br /&gt;
the player wins once all non-allied units with '''canrecruit=1''' (aka leaders) are killed.&lt;br /&gt;
(Currently this only controls the win condition for when all enemies are defeated;&lt;br /&gt;
it does not prevent the player from losing if he has no leader.)&lt;br /&gt;
* ''disallow_recall'' when this is set to 'no'(default),&lt;br /&gt;
the player is allowed to recall units from previous scenarios.&lt;br /&gt;
* ''experience_modifier'' the percentage that required XP to level up&lt;br /&gt;
(for all units in the scenario) is multiplied by.&lt;br /&gt;
Default 100.&lt;br /&gt;
Note that when used in a campaign, weird things&lt;br /&gt;
(like units being above the required XP to level up)&lt;br /&gt;
can happen if this value is different for different scenarios.&lt;br /&gt;
* '''[story]''' describes the intro screen. See [[IntroWML]]&lt;br /&gt;
* '''[label]''' sets a label&lt;br /&gt;
** ''x//,//y'' location to set label&lt;br /&gt;
** ''text'' the label&lt;br /&gt;
* '''[time]||, ||[illuminated_time]''' how a day should progress. See [[TimeWML]]&lt;br /&gt;
* '''[time_area]''' how a day should progress in a given area.&lt;br /&gt;
Everywhere not specified in a [time_area] tag&lt;br /&gt;
is affected by the [time] and [illuminated_time] tags in the [scenario] tag&lt;br /&gt;
** standard location filter&lt;br /&gt;
** '''[time]||, ||[illuminated_time]''' how a day should progress in those locations. See [[TimeWML]]&lt;br /&gt;
* '''[side]''' describes one player. See [[SideWML]]&lt;br /&gt;
* '''[event]''' describes an event that may be triggered at a certain point of the scenario.&lt;br /&gt;
See [[EventWML]]&lt;br /&gt;
* ''map_generation'' another way to generate a map.&lt;br /&gt;
The map will be generated randomly&lt;br /&gt;
** &amp;quot;default&amp;quot; the default random map generator&lt;br /&gt;
* '''[generator]''' if this is present, the map and scenario will be generated randomly.&lt;br /&gt;
See [[MapGeneratorWML]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WikiMigration&amp;diff=1593</id>
		<title>WikiMigration</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WikiMigration&amp;diff=1593"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Wiki Migration  ==&lt;br /&gt;
&lt;br /&gt;
The wiki has proven to be a very useful tool to develop the game and the community around it. However, with ~400 pages&lt;br /&gt;
and many users contributing, we have probably surpassed the limits of our current wiki engine: Tinywiki. That is why we&lt;br /&gt;
are looking for a replacement.&lt;br /&gt;
&lt;br /&gt;
=== We want a wiki that... ===&lt;br /&gt;
* Is easy to use. We want to encourage players to improve the wiki, it is not only for developers.&lt;br /&gt;
* Prevents vandalism. Most probably with user athentication.&lt;br /&gt;
* Has categorization. Even if it is very simple, we need some kind of categorization or sub-sections.&lt;br /&gt;
&lt;br /&gt;
=== Wiki engines tested so far ===&lt;br /&gt;
I tend to forget the reasons why I like/hate some wikis. I'll try to describe the most important features/problems of&lt;br /&gt;
each wiki engine here.&lt;br /&gt;
* [http://www.pmwiki.org Pmwiki]&lt;br /&gt;
** http://wesnoth.slack.it/wiki/&lt;br /&gt;
** No user registration&lt;br /&gt;
* [http://wiki.splitbrain.org/wiki:dokuwiki Dokuwiki]&lt;br /&gt;
** http://wesnoth.slack.it/dokuwiki/&lt;br /&gt;
** Incomplete user registration (it is not even possible to change/reset the password)&lt;br /&gt;
* [http://moinmoin.wikiwikiweb.de/ Moinmoin]&lt;br /&gt;
** This one is good, especially, the global blacklisting system. Anything matching one of the regexps on a (hourly&lt;br /&gt;
synchronized) central list can't get posted, and apparently, would have catched all the spam attacks we get here:&lt;br /&gt;
http://moinmoin.wikiwikiweb.de/[[BadContent]] (Allefant)&lt;br /&gt;
* [http://www.mediawiki.org Mediawiki].&lt;br /&gt;
** http://www.wesnoth.org/wiki/&lt;br /&gt;
** Mediawiki 1.4 (released a few days ago) seems to be faster then the previous version I tried.&lt;br /&gt;
* [http://wikka.jsnx.com Wikkawiki]&lt;br /&gt;
&lt;br /&gt;
=== Status ===&lt;br /&gt;
We are in the first stages of the real migration. Please, check http://wesnoth.org/wiki/Main_Page for the latest news&lt;br /&gt;
and more information. And let us know if there is any problem.&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Saving_Elensefar&amp;diff=1508</id>
		<title>Saving Elensefar</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Saving_Elensefar&amp;diff=1508"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Saving Elensefar ==&lt;br /&gt;
&lt;br /&gt;
''The tale of Meneldur's great Sea Voyage''&lt;br /&gt;
&lt;br /&gt;
another campaign by turin&lt;br /&gt;
&lt;br /&gt;
Meneldur, the Elven Mariner, has docked in the city of Elensefar to discuss matters with the Admiral. Years ago he&lt;br /&gt;
removed himself from the Elven lands and assembled a motley crew of elven archers, spearman and fencers to roam the&lt;br /&gt;
seas, defending Elensefar which he has pledged his allegiance to. During the night when his ship The Explorer was in the&lt;br /&gt;
harbor, the sound of harsh yells could be heard, and the air smelled of burning pitch. Elensefar was conquered, but&lt;br /&gt;
Meneldur vowed to return some day and retake his adopted homeland...&lt;br /&gt;
&lt;br /&gt;
Current version as is 0.8.5 (released 7-10-05), downloadable from the campaign server. It will work with 0.9.3 +.&lt;br /&gt;
&lt;br /&gt;
This campaign has a semilinear plot design. On the mainmap, you control where you move, and land on islands to&lt;br /&gt;
reprovision your ship. There are ships of the enemy navy trying to attack you, and when they do you fight them in a sea&lt;br /&gt;
battle.&lt;br /&gt;
&lt;br /&gt;
Currently there are 22 scenarios:&lt;br /&gt;
* 4 of these are are mandatory (2 at the beginning and 2 at the end)&lt;br /&gt;
* 13 are islands, all of which are optional&lt;br /&gt;
* 1 is &amp;quot;The High Seas&amp;quot;, which functions like the mainmap of most campaigns&lt;br /&gt;
* 1 is where you go to when enemy ships attack you&lt;br /&gt;
* 3 are scripting scenarios (like the &amp;quot;Elven Council&amp;quot; scenario in HttT)&lt;br /&gt;
&lt;br /&gt;
Your eventual objective is to go to an island Black the Red (someone you meet early on) has told you about, to get aid&lt;br /&gt;
in saving Elensefar.&lt;br /&gt;
&lt;br /&gt;
It is basically scenario-complete; I might want to make another mandatory scenario, but it is not necessary for plot&lt;br /&gt;
purposes. Plotwise, it can be considered complete as of version 0.7.6 (3-10-05).&lt;br /&gt;
&lt;br /&gt;
If anyone has balancing suggestions, typo fixes, or bug reports, post them in the thread (&lt;br /&gt;
http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0 ) or email me: joe AT lsimmons DOT net.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UserScenarios]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=1512</id>
		<title>SideWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=1512"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== the [side] tag ==&lt;br /&gt;
&lt;br /&gt;
The [side] tag is used to describe a side in a particular scenario&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''description'' the sides non translateable name.&lt;br /&gt;
* ''user_description'' the sides translateable name.&lt;br /&gt;
* ''save_id'' default ''description''.&lt;br /&gt;
The ID of the side with respect to the previous and next scenarios.&lt;br /&gt;
Used to determine and store recall/recruitment list, gold.&lt;br /&gt;
Also used for the side's displayed name in the victory gold-calculation dialog.&lt;br /&gt;
See also ''persistent''&lt;br /&gt;
* ''side'' a digit. The leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]).&lt;br /&gt;
* ''controller'' how moves for this side should be inputted.&lt;br /&gt;
** 'ai' the Wesnoth AI makes this side's moves. This is the default setting&lt;br /&gt;
** 'human' a player controls this side's moves.&lt;br /&gt;
** 'null' the side doesn't get a turn to move and doesn't have a leader generated from the contents of the [side] tag.&lt;br /&gt;
(It still can get units from [unit] tags in&lt;br /&gt;
the [side] tag.)&lt;br /&gt;
* ''team_name'' a non translatable string representing the teams description. Sides with the same team_name are allied.&lt;br /&gt;
Default ''side''.&lt;br /&gt;
* ''user_team_name'' a translatable string representing the teams description. This has no effect on alliances. Default&lt;br /&gt;
''team_name''.&lt;br /&gt;
* ''colour'' if you want side 4 to be the same colour as side 2 normally is, put colour=2&lt;br /&gt;
* ''recruit'' a list of unit types. At the beginning of the scenario, the side gains recruitment of these units&lt;br /&gt;
* ''gold'' the starting gold for this side. Default 100&lt;br /&gt;
* ''income'' the base income for this side, default 0. This is added to ''base_income'', '''[game_config]''' to determine&lt;br /&gt;
the side's base income. (see&lt;br /&gt;
[[GameConfigWML]])&lt;br /&gt;
* ''fog'' if 'yes', this side cannot see any tiles it is not within vision of, except at the start&lt;br /&gt;
* ''shroud'' if 'yes', this side cannot see any tiles it has not moved within vision of&lt;br /&gt;
* ''shroud_data'' describes the area which this team has de-shrouded.&lt;br /&gt;
* ''village_gold'' the amount of gold given to this side per village it controls per turn.&lt;br /&gt;
Default specified in ''village_gold'', '''[game_config]''' ([[GameConfigWML]])&lt;br /&gt;
* ''share_maps'' whether sides allied with this side see all terrains that this side sees,&lt;br /&gt;
if they are on shroud&lt;br /&gt;
* ''share_view'' whether sides allied with this side see the units that this side sees,&lt;br /&gt;
if they are on FoW&lt;br /&gt;
* ''name//, ''id//, ''leader'' not used; see [[EraWML]]&lt;br /&gt;
* ''music'' music to play for this player. Default specified in [scenario] (see [[ScenarioWML]])&lt;br /&gt;
* ''persistent'' default '0'; when '''controller=human''', this is always '1'.&lt;br /&gt;
If '1', the side gets a recall/recruitment list, gold from the previous  scenario.&lt;br /&gt;
Also, the gold it gets (including end-of-level bonus)&lt;br /&gt;
will be stored for the next scenario.&lt;br /&gt;
See also ''save_id''&lt;br /&gt;
* '''[ai]|| if ||controller=ai''', gives parameters to the AI. See [[AiWML]]&lt;br /&gt;
* '''[village]''' describes a village the side begins in control of&lt;br /&gt;
** ''x//,//y'' the location of the village&lt;br /&gt;
* '''[unit]''' describes a unit which begins on the side. See [[SingleUnitWML]]&lt;br /&gt;
* ''no_leader'' if &amp;quot;no&amp;quot; (default),&lt;br /&gt;
then keys describing a unit which will begin on the side's keep&lt;br /&gt;
will be described in the remainder of the [side] tag, See [[SingleUnitWML]].&lt;br /&gt;
Note that if the keys ''x//,//y'' are included,&lt;br /&gt;
the leader will begin there regardless of keep location&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[EraWML]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=1513</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=1513"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== how to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]]&lt;br /&gt;
* ''side'' the side that the unit is on&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
* ''x//,//y'' the location of the unit&lt;br /&gt;
* ''description'' used in standard unit filter ([[FilterWML]])&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the user.&lt;br /&gt;
Default ''description''&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (user_description) for the unit, as if the unit was&lt;br /&gt;
a freshly-recruited one.&lt;br /&gt;
* ''unrenamable'' if 'yes', the user_description cannot be changed by the player (which is only possible when the unit&lt;br /&gt;
is on the player's side anyway).&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed.&lt;br /&gt;
* ''canrecruit'' a special key for leaders&lt;br /&gt;
** '0' default. Unit cannot recruit&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
Whenever a side controls no units with '''canrecruit=1''', that side loses.&lt;br /&gt;
Leaders are usually given '''canrecruit=1'''.&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs&lt;br /&gt;
** &amp;quot;free&amp;quot; default for scenario-generated units. Unit does not cost upkeep&lt;br /&gt;
** &amp;quot;loyal&amp;quot; unit costs 1 upkeep.&lt;br /&gt;
Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]).&lt;br /&gt;
Default for recruited units&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit&lt;br /&gt;
* ''goto_x//,//goto_y'' UI settings that control courses.&lt;br /&gt;
Default is 0,0 i.e. the unit is not on a course&lt;br /&gt;
* ''hitpoints'' the HP of the unit.&lt;br /&gt;
Default is the max HP for ''type''&lt;br /&gt;
* ''experience'' the XP of the unit.&lt;br /&gt;
Default is 0&lt;br /&gt;
* ''moves'' number of move points the unit has left.&lt;br /&gt;
Default is the movement for ''type''&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn.&lt;br /&gt;
Used to decide whether to give a unit rest healing&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]).&lt;br /&gt;
Can be set using [role] (see [[InternalActionsWML]])&lt;br /&gt;
* ''ai_special'' causes the unit to act differently&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy&lt;br /&gt;
unit gets within range of it).&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed)&lt;br /&gt;
** &amp;quot;normal&amp;quot; (default) unit is facing to the right&lt;br /&gt;
** &amp;quot;reverse&amp;quot; unit is facing to the left&lt;br /&gt;
* '''[status]''' the status of the unit.&lt;br /&gt;
This affects different features of the unit, for example whether the unit loses health each turn.&lt;br /&gt;
Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]).&lt;br /&gt;
The status of a unit is displayed on the Status Table;&lt;br /&gt;
each status modification ''statusmod'' is represented by the image '''misc///statusmod''.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn&lt;br /&gt;
See also ''heals//, ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and -1 strike on each attack with strikes&amp;gt;1.&lt;br /&gt;
When the controller of the unit's turn is over, ''slowed'' is set to 'off'&lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''ambush'' if 'on', the unit cannot be seen by opponents, and it does not possess ZoC.&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit],&lt;br /&gt;
[[InternalActionsWML]]).&lt;br /&gt;
The attribute '''''variable//=//value//''' means that when the unit is stored in the array ''unit'', the variable&lt;br /&gt;
''unit//.variables.//variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit&lt;br /&gt;
** '''[trait]''' a trait the unit has.&lt;br /&gt;
same format as [trait], [[UnitsWML]]&lt;br /&gt;
** '''[object]''' an object the unit has.&lt;br /&gt;
same format as [object], [[DirectActionsWML]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SlovakTranslation&amp;diff=1516</id>
		<title>SlovakTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SlovakTranslation&amp;diff=1516"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Slovenský preklad =&lt;br /&gt;
== Current translation team ==&lt;br /&gt;
* maintainer: Viliam Bur - [mailto:burATfantastikaDOTsk]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page contains repeatedly used words (such as unit names, abilities,...) to keep consistency of translation;&lt;br /&gt;
sometimes with explanation.&lt;br /&gt;
This is not a place for discussion; please discuss translation in [http://www.wesnoth.org/forum/ Forum].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Táto stránka obsahuje opakovane používané slová (napríklad názvy jednotiek, schopnosti,...) kvôli konzistentnosti&lt;br /&gt;
prekladu; k niektorým prekladom je uvedené vysvetlenie.&lt;br /&gt;
Toto nie je vhodné miesto na diskusiu; na diskutovanie prosím použite [http://www.wesnoth.org/forum/ Fórum].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dôležité linky:&lt;br /&gt;
&lt;br /&gt;
[http://wesnoth.slack.it/units.cgi Zoznam jednotiek]&lt;br /&gt;
&lt;br /&gt;
[http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/ Štatistika prekladu]&lt;br /&gt;
&lt;br /&gt;
== Jednotky ==&lt;br /&gt;
&lt;br /&gt;
* [#unit_dragon Draci] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dragon)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_elf Elfi] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elf)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_goblin Goblini] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Goblin)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_drake Jašteri] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Drake)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_wose Lesní muži] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Wose)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_human Ľudia] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Human)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_merman Morskí ľudia] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Merman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_naga Nagovia] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Naga)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_undead Nemŕtvi] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Undead)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_ogre Ohyzdi] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Ogre)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_orc Orkovia] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Orc)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_saurian Sauri] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Lizard/Saurian)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_troll Trollovia] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Troll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_dwarf Trpaslíci] &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dwarf)&amp;lt;/span&amp;gt;&lt;br /&gt;
* [#unit_monster Ostatné]&lt;br /&gt;
* [#unit_special Špeciálne]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Drake&amp;quot; sa prekladá ako &amp;quot;jašter&amp;quot;, pretože to nie je drak, ale zmenšený príbuzný druh.&lt;br /&gt;
&amp;quot;Lizard&amp;quot; sa prekladá ako &amp;quot;saur&amp;quot;, pretože obsahuje iba jednotky saurov.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_dragon&amp;quot;&amp;gt;Draci&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ohnivý drak &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Fire Dragon)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_elf&amp;quot;&amp;gt;Elfi&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Elf šľachtic &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Lord)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish High Lord)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Lady Parandra)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf vojak &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Fighter)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf kapitán &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Captain)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf maršal &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Marshal)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf hrdina &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Hero)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf šampión &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Champion)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf strelec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Archer)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf hraničiar &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Ranger)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf pomstiteľ &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Avenger)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf ostrostrelec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Marksman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf ostreľovač &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Sharpshooter)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf šaman &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Shaman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf druid &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Druid)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf víla &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Shyde)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Sorceress)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Enchantress)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Sylph)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf prieskumník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Scout)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf jazdec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Rider)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Elf rýchly jazdec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elvish Outrider)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_goblin&amp;quot;&amp;gt;Goblini&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Goblin kopijník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Goblin Spearman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Goblin nabodávač &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Goblin Impaler)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Vlčí jazdec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Wolf Rider)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Goblin rytier &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Goblin Knight)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Vlčí pán &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Direwolf Rider)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Goblin rabovač &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Goblin Pillager)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_drake&amp;quot;&amp;gt;Jašteri&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Jašter opekač &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Drake Burner)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ohnivý jašter &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Fire Drake)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Inferno Drake)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Drake Flare)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Drake Flameheart)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Jašter úderník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Drake Clasher)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Jašter gladiátor &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Drake Gladiator)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Jašter sekáč &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Drake Slasher)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Malý jašter &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Drake Petit)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Jašter zobák &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Drake Beak)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Drake Glider)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Sky Drake)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_wose&amp;quot;&amp;gt;Lesní muži&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Lesný muž &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Wose)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Starý lesný muž &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elder Wose)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Prastarý lesný muž &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Ancient Wose)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_human&amp;quot;&amp;gt;Ľudia&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Mladík &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Youth)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Vojak &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Fighter)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Veliteľ &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Commander)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Šľachtic &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Lord)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Starší mág &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Elder Mage)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Princezná &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Princess)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Bojovná princezná &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Battle Princess)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Temná kráľovná &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dark Queen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Čatár &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Sergeant)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Poručík &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Lieutenant)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Generál &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(General)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Warrior King)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Noble Youth)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Noble Fighter)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Noble Commander)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Noble Lord)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Outlaw Princess)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Outlaw Queen)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Roľník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Peasant)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Oštepník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Spearman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Bojovník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Swordsman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Kráľovský gardista &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Royal Guard)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Kopijník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Pikeman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Halapartník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Halbardier)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Strelec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Bowman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Lukostrelec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Longbowman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Majster lukostrelec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Master Bowman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ťažký pešiak &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Heavy Infantryman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Špeciálny pešiak &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Shock Trooper)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Miesiželezo &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Iron Mauler)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Šermiar &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Fencer)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Duelista &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Duelist)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Jazdec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Horseman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Rytier &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Knight)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Palatín &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Paladin)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Starší rytier &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Grand Knight)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Útočník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Lancer)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Jazdec kavalérie &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Cavalryman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Dragún &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dragoon)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Jazdec expert &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Cavalier)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Mág &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Mage)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Biely mág &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(White Mage)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Mág svetla &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Mage of Light)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Červený mág &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Red Mage)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Archmág &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Arch Mage)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Veľký mág &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Great Mage)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Strieborný mág &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Silver Mage)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Stráž &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Wall Guard)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Zlodej &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Thief)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Lupič &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Rogue)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Zabijak &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Assassin)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Hrdlorez &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Thug)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Bandita &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Bandit)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Poskok &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Footpad)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Zbojník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Outlaw)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Pytliak &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Poacher)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Lovec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Trapper)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Jazdec na gryfovi &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Gryphon Rider)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Pán gryfov &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Gryphon Master)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_merman&amp;quot;&amp;gt;Morskí ľudia&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Morský muž &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Merman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Triton &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Triton)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_naga&amp;quot;&amp;gt;Nagovia&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Naga &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Naga)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Morský strigôň &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Sea Hag)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_undead&amp;quot;&amp;gt;Nemŕtvi&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Učeň &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Initiate)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Pán smrti &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Deathmaster)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Starší kostej &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Demilich)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Prastarý kostej &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Ancient Lich)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Kostlivec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Skeleton)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Umrlec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Revenant)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Kostlivec lukostrelec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Skeleton Archer)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Kostliec ostreľovač &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Bone Shooter)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Soul Shooter)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Duch &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Ghost)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Mátoha &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Wraith)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Prízrak &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Spectre)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Tieň &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Shadow)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Nočný des &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Nightgaunt)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Temný učeň &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dark Adept)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Černokňažník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Necromancer)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Kostej &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Lich)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Netopier upír &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Vampire Bat)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Krvavý netopier &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Blood Bat)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Chodiaca mŕtvola &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Walking Corpse)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Bezduchý &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Soulless)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ghúl &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Ghoul)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Nekrofág &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Necrophage)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Temný duch &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dark Spirit)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Rytier smrti &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Death Knight)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Pani upírov &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Vampire Lady)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Čokobon &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Chocobone)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Drak kostlivec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Skeletal Dragon)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_ogre&amp;quot;&amp;gt;Ohyzdi&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Mladý ohyzd &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Young Ogre)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ohyzd &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Ogre)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_orc&amp;quot;&amp;gt;Orkovia&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ork veliteľ &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Orcish Leader)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ork vládca &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Orcish Ruler)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Orcish Sovereign)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ork chroct &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Orcish Grunt)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ork bojovník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Orcish Warrior)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ork vojvoda &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Orcish Warlord)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ork lukostrelec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Orcish Archer)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ork kušostrelec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Orcish Crossbowman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ork šaman (Ork mladý šaman, Ork starý šaman) &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Orcish Shaman, Novice Orcish Shaman, Old&lt;br /&gt;
Orcish Shaman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ork vrah &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Orcish Assassin)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ork zabijak &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Orcish Slayer)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Morský ork &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Sea Orc)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_saurian&amp;quot;&amp;gt;Sauri&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Saur &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Saurian)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Saur bojovník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Saurian Warrior)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Saurian Tribalist)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Saurian Icecaster)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Saurian Soothsayer)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_troll&amp;quot;&amp;gt;Trollovia&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Troll hrdina &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Troll Hero)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Veľký troll &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Great Troll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Troll mláďa &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Troll Whelp)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Troll &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Troll)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Troll bojovník &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Troll Warrior)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Troll Rocklobber)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_dwarf&amp;quot;&amp;gt;Trpaslíci&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Trpaslík vojak &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dwarvish Fighter)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Trpaslík obrnenec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dwarvish Steelclad)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Trpaslík šľachtic &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dwarvish Lord)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dwarvish Guardsman)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dwarvish Stalwart)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dwarvish Sentinel)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Trpaslík zúrivec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dwarvish Ulfserker)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Trpaslík berserker &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dwarvish Berserker)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Trpaslík hromobijca &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dwarvish Thunderer)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Trpaslík hromový strážca &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dwarvish Thunderguard)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Trpaslík dračí strážca &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dwarvish Dragonguard)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Trpaslík učenec &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Dwarvish Runemaster)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_monster&amp;quot;&amp;gt;Ostatné...&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Mudcrawler)&amp;lt;/span&amp;gt;&lt;br /&gt;
* ? &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Giant Mudcrawler)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Veľký pavúk &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Giant Spider)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Veľký škorpión &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Giant Scorpion)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Yeti &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Yeti)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Gryf (Spiaci gryf) &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Gryphon, Sleeping Gryphon)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Chiméra &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Cockatrice)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Sépia &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Cuttle Fish)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Morský had &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Sea Serpent)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Chápadlo z hlbín &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Tentacle of the Deep)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a name=&amp;quot;unit_special&amp;quot;&amp;gt;Špeciálne&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Brána &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Gate)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Strážna veža &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Watch Tower)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Galeóna &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Galleon)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Obchodná loď &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Transport Galleon)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Pirátska loď &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Pirate Galleon)&amp;lt;/span&amp;gt;&lt;br /&gt;
* Ohnivá guľa &amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;(Fireball)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpanishTranslation&amp;diff=1521</id>
		<title>SpanishTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpanishTranslation&amp;diff=1521"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Spanish Translation ==&lt;br /&gt;
&lt;br /&gt;
== Current translation team ==&lt;br /&gt;
* maintainer: David Martinez (ender/Jo-Con-El) - [mailto:enderATdebianDOTorg]&lt;br /&gt;
&lt;br /&gt;
'' ''' Currently inactive translators ''' ''&lt;br /&gt;
&lt;br /&gt;
* fmunoz - [mailto:fmunozDOTgeoATyahooDOTcom]&lt;br /&gt;
* ettin - [mailto:savannahATettinDOTorg]&lt;br /&gt;
* Jose Gordillo (kilder) - No mail address specified&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothTranslations]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=StatisticalScenarioWML&amp;diff=1522</id>
		<title>StatisticalScenarioWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=StatisticalScenarioWML&amp;diff=1522"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== the [scenario] tag for describing the results of a scenario ==&lt;br /&gt;
&lt;br /&gt;
Each [scenario] in [statistics] describes the results of a scenario.&lt;br /&gt;
This information is used for the &amp;quot;Statistics&amp;quot; menu option.&lt;br /&gt;
When this option is accessed, then a menu is displayed, each option corresponding to a collection of unit types&lt;br /&gt;
described in [statistics].&lt;br /&gt;
Currently most of the keys/tags are not being used, but they are being recorded in case it is decided to use them.&lt;br /&gt;
&lt;br /&gt;
the following key/tags are recognized:&lt;br /&gt;
* ''scenario'' the ID of the scenario whose results are being described&lt;br /&gt;
* '''[team]''' describes the statistics for 1 team.&lt;br /&gt;
[team] tags must be in index order.&lt;br /&gt;
Currently only the side 1 (index 0) statistics are used.&lt;br /&gt;
** ''damage_inflicted'' total damage inflicted by units on [team]&lt;br /&gt;
** ''damage_taken'' total damage inflicted on units on [team]&lt;br /&gt;
** ''recall_cost'' total cost of units that were recalled&lt;br /&gt;
** ''recruit_cost'' total cost of units on [team] that were recruited&lt;br /&gt;
&lt;br /&gt;
Each of the following tags describe the unit types of a set of units&lt;br /&gt;
by describing the collection of their unit types.&lt;br /&gt;
The tags all use attributes of the form '''''unit-type//=//number''''',&lt;br /&gt;
meaning that ''number'' units of type ''unit-type'' are in the collection&lt;br /&gt;
** '''[recruits]''' displayed.&lt;br /&gt;
the set of units on [team] that were recruited in this scenario&lt;br /&gt;
** '''[recalls]''' displayed.&lt;br /&gt;
the set of units that were recalled in this scenario&lt;br /&gt;
** '''[advances]''' displayed as &amp;quot;advancements&amp;quot;.&lt;br /&gt;
the set of units on [team] that advanced in this scenario&lt;br /&gt;
** '''[deaths]''' displayed as &amp;quot;losses&amp;quot;.&lt;br /&gt;
the set of units on [team] that died in this scenario&lt;br /&gt;
** '''[killed]''' displayed as &amp;quot;kills&amp;quot;.&lt;br /&gt;
the set of units that were killed by units on [team]&lt;br /&gt;
** '''[attacks]''' not displayed.&lt;br /&gt;
** '''[defends]''' not displayed.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[SavefileWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SwedishTranslation&amp;diff=1527</id>
		<title>SwedishTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SwedishTranslation&amp;diff=1527"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Information on the Swedish translation =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Current translation team'' ===&lt;br /&gt;
&lt;br /&gt;
* maintainer: Stefan Bergström (tephlon) - [mailto:stefanDOTbergstromATgmailDOTcom]&lt;br /&gt;
* Susanna Björverud (sanna) - [mailto:susannaDOTbjorverudATteliaDOTcom]&lt;br /&gt;
* Alexander Kjäll (capitol) - [mailto:capitolATsigmaDOTsuDOTse]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Introduction'' ===&lt;br /&gt;
&lt;br /&gt;
This is the WIKI page of the Swedish translation team. The purpose of this page is the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* for coordinating the effort&lt;br /&gt;
* to keep track of the translation of certain words, so as to keep the consistency of the translation.&lt;br /&gt;
* to communicate the current state of the translation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This upper part of the page consists of administrative information and will be in English so that other people can&lt;br /&gt;
follow our work. The lower part deals with translations of specific words and will be in Swedish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE.''' This is not the place for discussions - they are of course kept in the [http://www.wesnoth.org/forum/viewforum.php?f=7 Translations &amp;amp; Internationalization Forum].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Current state'' ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The translation is basically finished, now we're just parrying additions and other changes that come with the updates.&lt;br /&gt;
For almost-realtime tracking of the translations, look at the [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/ Wesnoth translation stats] - updated every&lt;br /&gt;
30 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Please report errors'' ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That we regard the translation as finished doesn't mean it's perfect. Surely there are misspellings/typos, bad choice of&lt;br /&gt;
words, crappy sentences and what not. &amp;lt;B&amp;gt;So, please, if you see &amp;quot;odd stuff&amp;quot; in the translation, do report it in either&lt;br /&gt;
[http://www.wesnoth.org/forum/viewtopic.php?t=2519 this] or &amp;lt;a href=&amp;quot;http://www.wesnoth.org/forum/viewtopic.php?t=2263&amp;quot;&amp;gt;this&amp;lt;/a&amp;gt; Forum thread.&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Participation'' ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since we manage to keep the translation pretty much up to date, there is unfortunately(?) not a great need for more&lt;br /&gt;
Swedish translators. However, if you evenso are interested in being more deeply involved than&lt;br /&gt;
just reporting &amp;quot;odd stuff&amp;quot;, read up in the ''How to submit your translations'' section on the [[WesnothTranslationsHowTo|Wesnoth Translations How-To]]. After that, please contact tephlon, who is the&lt;br /&gt;
maintainer of the Swedish translation. Do this either by sending an e-mail to &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;stefan DOT bergstrom AT gmail DOT&lt;br /&gt;
com&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; or by posting a private message to tephlon on the Forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Click [[WesnothTranslations|here]] to go back to [[WesnothTranslations]] (the main translations page).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Översättningar av vissa ord'' ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Det finns en mängd termer i det här spelet som är långt ifrån självklara att översätta. Här nedan finns en lista med&lt;br /&gt;
översättningar av dessa icke självklara termer; bra som referens när man översätter, för att bibehålla konsistensen i&lt;br /&gt;
översättningen. Översättningarna är ju (oftast) inte huggna i sten, så listan här kan sen användas som underlag i&lt;br /&gt;
diskussioner i forumet, kanske speciellt i tråden [http://www.wesnoth.org/forum/viewtopic.php?t=2519 Översättning av enskilda termer till svenska].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;90%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;ALLMÄNNA SPELTERMER&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Battle for Wesnoth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kampen om Wesnoth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Tome of Wesnoth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wesnoths krönika&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;En del andra översättningar säger &amp;quot;Boken om Wesnoth&amp;quot;.&lt;br /&gt;
Stilspråk?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wesnothians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;wesnother&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Folket i Wesnoth&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wesnothian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;wesnothisk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;I sammanhanget &amp;quot;wesnothisk hamn&amp;quot; eller så. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wesnothian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;wesnothiska&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Språket&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elensian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;elenser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;I betydelsen &amp;quot;folket i Elensefar&amp;quot;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elensian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;elensisk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;I sammanhanget &amp;quot;elensisk hamn&amp;quot; eller så&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;OBS! Gällande de fem sista orden ovan: i engelskan används stor&lt;br /&gt;
begynnelsebokstav på dessa ord - så gör man INTE på svenska.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;men&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;mannar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
Ja, alltså... När man översätter &amp;quot;Come on, men!&amp;quot; eller något annat där ordet &amp;quot;men&amp;quot;&lt;br /&gt;
används på det här viset, så ligger det ju nära till hands att översätta det till &amp;quot;män&amp;quot;. Det är ju lite olyckligt,&lt;br /&gt;
eftersom styrkorna mycket väl kan bestå av kvinnliga trupper också. Använd därför helst det mer könlösa &amp;quot;mannar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;P&amp;gt;...såvida inte man kan vara säker på att styrkan som uppmanas bara består av manliga trupper, t ex orcherna. De&lt;br /&gt;
vandöda är lite luriga...&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dwarven/Elvish/Orcish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bara en kommentar: undvik så långt det går de otympliga - och säkert&lt;br /&gt;
felaktiga - orden &amp;quot;dvärgisk&amp;quot;, &amp;quot;alvisk&amp;quot; och &amp;quot;orchisk&amp;quot;. Det går i princip alltid att översätta så att man slipper&lt;br /&gt;
dem.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;turn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;drag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Det finns invändningar mot att tvetydigheter uppstår om man inte skiljer mellan&lt;br /&gt;
betydelserna &amp;quot;en spelare gör sitt drag&amp;quot; eller &amp;quot;ett spelvarv&amp;quot;. Dock finns det ingen större anledning att skilja på dem,&lt;br /&gt;
eftersom det oftast går att begripa vad som menas ändå. I engelskan görs ingen åtskillnad, men om det krisar så finns&lt;br /&gt;
ordet &amp;quot;spelvarv&amp;quot; att tillgå. Vi använder ''inte'' &amp;quot;runda&amp;quot;, &amp;quot;omgång&amp;quot; eller &amp;quot;tur&amp;quot;.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;kärntorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hur göra när det är ett läger och inte en borg?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;TRUPPSLAGENS HANDLINGAR OCH EGENSKAPER&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;alignment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;sinnelag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alternativ är livsåskådning/-inriktning, men sinnelag är otroligt bra.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;lawful/neutral/chaotic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;redbar/neutral/ljusskygg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
Alternativ till redbar är rättfärdig, vilket&lt;br /&gt;
egentligen låter bättre, men som tyvärr har religiösa övertoner; tänk korsriddare/korståg. Iofs kanske det är bättre än&lt;br /&gt;
redbar av just den anledningen (tänk Mage of Light)?&lt;br /&gt;
&lt;br /&gt;
Ljusskygg har precis rätt konnotation(er) för det som menas&lt;br /&gt;
med chaotic.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;blade/pierce/impact&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hugg/stick/kross&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Funkar som prefix till både -vapen och -skador&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;undead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;vandöd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Inte odöd!&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;skirmisher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;stigfinnare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;heal/cure&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;vårda/hela&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;nightstalk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;skuggsteg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skuggornas och Blekmännens förmåga. De gömmer sig och smyger i skuggorna.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;dextrous&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;träffsäker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flink är ett annat alternativ, men med tanke på att egenskapen bara är till för&lt;br /&gt;
att öka den skada som alvernas träffsäkerhet med pilbågar ger, så är träffsäker nog bättre.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;ranged [attack]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[Attack på] distans&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;lightning bolt/lightning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;åskvigg/blixt(ar)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;baneblade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;domedagssvärd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;banesvärd? domedagsklinga? baneklinga (nej!)?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;[http://units.wesnoth.org TRUPPSLAG]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Allmänt&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Undead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vandöda&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Inte Odöda! Som sagt...&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Orcs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Orcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;En liten kommentar bara: i nyöversättningen av Lord of the Rings, så översätts&lt;br /&gt;
''orc'' med &amp;quot;ork&amp;quot;. Eftersom den nya översättningen ska ligga mer i linje med vad Tolkien själv tyckte, så blir det&lt;br /&gt;
lite lurigt; ordet &amp;quot;orch&amp;quot; är ju så invant. Än så länge behåller vi dock &amp;quot;orch&amp;quot;. Faktum är att det går att sanktionera:&lt;br /&gt;
''orcs&amp;lt;/i&amp;gt; (alltså or(ch|k) i plural) heter &amp;lt;i&amp;gt;yrch'' på sindarin...&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Outlaws&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fredlösa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Inte Laglösa&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Drakes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Drakfolket&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Saurians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ödlefolket&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Nagas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Nagafolket&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Undvik pluralformerna &amp;quot;nagor&amp;quot; och &amp;quot;nagas&amp;quot;. Ta till vilka konstnärliga friheter som&lt;br /&gt;
än krävs för detta.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;fighter/warrior&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;kämpe/krigare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Om det inte finns en &amp;quot;warrior&amp;quot; i det aktuella truppslagets&lt;br /&gt;
erfarenhetsträd, så översätts ''fighter&amp;lt;/i&amp;gt; till krigare. Om både &amp;lt;i&amp;gt;fighter&amp;lt;/i&amp;gt; och &amp;lt;i&amp;gt;warrior'' finns med, så&lt;br /&gt;
översätts ''fighter&amp;lt;/i&amp;gt; med kämpe och &amp;lt;i&amp;gt;warrior'' med krigare.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Alver (Elves)&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elvish Shaman -&amp;gt; Elvish Druid -&amp;gt; Elvish Shyde&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alvschaman -&amp;gt; Alvdruid -&amp;gt; Älva&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;2&amp;quot;&amp;gt;I&lt;br /&gt;
konsekvensens namn kan det väl inte kallas Alvbesvärjerska, för vad är då Andebesvärjaren för en?&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elvish Shaman -&amp;gt; Elvish Sorceress-&amp;gt; Elvish Enchantress -&amp;gt; Sylph&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alvschaman -&amp;gt; Alvernas besvärjerska -&amp;gt;&lt;br /&gt;
Huldra -&amp;gt; Sylfid&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Drakfolket (Drakes)&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drake Burner -&amp;gt; Fire Drake -&amp;gt; Inferno Drake&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eldbringare -&amp;gt; Eldmanare -&amp;gt;&lt;br /&gt;
Infernodrake&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eldbringare är verkligen inte bra; tillbringare, någon? :P  Men Drakbrännare... Pytt.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drake Burner -&amp;gt; Drake Flare -&amp;gt; Drake Flameheart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eldbringare -&amp;gt; Flamdrake -&amp;gt;&lt;br /&gt;
Eldhjärta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drake Clasher-&amp;gt; Drake Slasher-&amp;gt; Drake Warden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Draksoldat -&amp;gt; Drakveteran -&amp;gt; Drakväktare&amp;lt;/td&amp;gt;&amp;lt;td&lt;br /&gt;
rowspan=2&amp;gt;Clasher? Ränna runt och dela ut stryk lite här och där?&lt;br /&gt;
Hm, med dessa översättningar får man faktiskt viss&lt;br /&gt;
konsistens i erfarenhetsträdet, även om konnotationerna inte stämmer.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drake Clasher-&amp;gt; Drake Gladiator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Draksoldat -&amp;gt; Drakgladiator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drake Enforcer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Drakbetvingare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Syftningen är lite skum, men inte skummare än vad som släppts&lt;br /&gt;
igenom förut...&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drake Glider -&amp;gt; Sky Drake&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Drakseglare -&amp;gt; Molndrake&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drake Petit -&amp;gt; Drake Beak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lilldrake -&amp;gt; Drakspejare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hur göra med Drake Beak? Tillbaka till&lt;br /&gt;
Draknäbb? Den här verkar borttagen så det spelar väl ingen roll längre.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Dvärgar (Dwarves)&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dwarvish Thunderer -&amp;gt; Dwarvish Thunderguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dvärgarnas tordönstrupp -&amp;gt; Dvärgarnas&lt;br /&gt;
tordönsvakt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hur översätta Thunderer? Associationer: dunder, tordön, åskvigg, ljung(eld)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dwarvish Ulfserker -&amp;gt; Dwarvish Berserker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dvärgarnas ulvhedin -&amp;gt; Dvärgarnas bärsärk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ulfserker&lt;br /&gt;
skulle även kunna heta Ulvsärk, men Ulvhedin är ett vedertaget (läs: mytologiskt) begrepp.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Vandöda (Undead)&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dark Adept -&amp;gt; Necromancer -&amp;gt; Lich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Svartkonstnär -&amp;gt; Nekromantiker -&amp;gt; Häxmästare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dark Adepts: De&lt;br /&gt;
är galna fanatiker som fuskar (''dabbles'') lite med magi, därav Svartkonstnärer.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ghost -&amp;gt; Wraith -&amp;gt; Spectre&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spöke -&amp;gt; Vålnad -&amp;gt; Ond ande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spectre och Dark Spirit är så bildlika,&lt;br /&gt;
så eftersom Dark Spirit heter Mörkerande funkar det väl att kalla Spectre för Ond ande.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ghoul -&amp;gt; Necrophage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ghul -&amp;gt; Nekrofag&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jo, &amp;quot;ghul&amp;quot; finns faktiskt :) Ur Bra Böckers lexikon:&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;&amp;lt;B&amp;gt;ghul&amp;lt;/B&amp;gt; [gul] är i arabisk folktro ett slags andar, som mest håller till kring gravplatser, lockar&lt;br /&gt;
vägfarare vilse och dödar dem.&amp;lt;/BLOCKQUOTE&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Initiate -&amp;gt; Deathmaster -&amp;gt; Demilich -&amp;gt; Dread Lich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dödens invigde -&amp;gt; Dödsmagiker -&amp;gt; Andebesvärjare -&amp;gt;&lt;br /&gt;
Dödsmästare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gwitis erfarenhetsträd i Mörkrets Horder. Dread Lich&amp;gt;Dödsmästare för att anknyta till&lt;br /&gt;
Lich&amp;gt;Häxmästare.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lich&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Häxmästare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Som i Häxmästaren från Angmar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shadow -&amp;gt; Nightgaunt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skugga -&amp;gt; Blekman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Läst Jordan?&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Skeleton -&amp;gt; Revenant -&amp;gt; Draug&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skelett -&amp;gt; Gengångare -&amp;gt; Draug&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Walking Corpse -&amp;gt; Soulless&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vandrande död -&amp;gt; Själlös&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Nordbor (Northerners)&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Goblin Spearman -&amp;gt; Goblin Impaler&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spjutvätte -&amp;gt; Spetsarvätte&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Goblin Marauder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Vättemarodör&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Ödlefolket (Saurians)&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Saurian Tribalist -&amp;gt; Saurian Icecaster&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tribalist -&amp;gt; Ismanare&amp;lt;/td&amp;gt;&amp;lt;td rowspan=2&amp;gt;Hua...&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Saurian Tribalist -&amp;gt; Saurian Soothsayer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tribalist -&amp;gt; Sökare&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Fredlösa (Outlaws)&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rogue&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rövare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Till skillnad från stråtrövare, se nedan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Highwayman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stråtrövare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Finns bara i några av de inofficiella kampanjerna&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Diverse&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mudcrawler&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Slamkrypare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Galleon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Galjon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Inte galleon eller gallion&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;LÄNDER, PLATSER, ORTER&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bay of Pearls&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pärlbukten&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Blackwater Port&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Svartvattnet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Inte Svartvattnets hamn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Clearwater Port&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Klarvattnet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Inte Klarvattnets hamn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cliffs of Thoria&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thorias klippor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Desert of Death&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dödens öken&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elbridge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elbro&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elmar's Crossing&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elmars överfart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fallen Lich Point&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Häxmästarudden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;jfr lich&amp;gt;häxmästare ovan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ford of Abez&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Abez vad&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Green Isle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gröna ön&amp;lt;/td&amp;gt;&amp;lt;td Grönön?&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gryphon Mountain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gripberget&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Isle of Anduin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Anduins ö&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Midlands&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Midländerna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mourned Hills&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Begråtna kullarna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muff Malal's Peninsula&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Muff Malals halvö&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silent Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tysta skogen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Inte Tystnadens skog&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snow Plains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Snövidderna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Southbay&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunnanvik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Inte Sydbukten&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stone of Erzen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Erzens sten&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swamp Of Dread&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fruktans träsk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Valley of Death&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dödens dal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tower of Kaleon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kaleons torn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Underground Pool&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Den underjordiska gölen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Den underjordiska dammen? Gillar ''gölen'' med tanke&lt;br /&gt;
på associationerna, men det hänger ju en del på hur det ser ut där nere i underjorden egentligen.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Grey Woods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grå skogen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Currently inactive translators'' ===&lt;br /&gt;
&lt;br /&gt;
* wint3r - [mailto:kennethATlinuxsoftDOTse]&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SyntaxWML&amp;diff=1528</id>
		<title>SyntaxWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SyntaxWML&amp;diff=1528"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 WML as&lt;br /&gt;
a comment, except for preprocessor declarations beginning with #.&lt;br /&gt;
* '''[''tag-name//] ''data'' [///tag-name'']''' is a tag.&lt;br /&gt;
  Tags are used to partition information.&lt;br /&gt;
  A ''top level'' tag is one that is not inside any other tag.&lt;br /&gt;
  Each top level tag describes something about the game.&lt;br /&gt;
  Different tags work differently.&lt;br /&gt;
  For information about how a certain tag works, see [[ReferenceWML]].&lt;br /&gt;
* '''[+''tag-name//] ''data'' [///tag-name//]''' means that ''data''&lt;br /&gt;
  will be considered as part of the data for the most recent [''tagname'']&lt;br /&gt;
  tag.  The ''data'' of [+//tag-name''] will be considered as coming after&lt;br /&gt;
  all data in [''tag-name//], so attributes of [+//tagname''] will replace&lt;br /&gt;
  attributes of the original [''tagname''].&lt;br /&gt;
* '''''key//=//value'' ''newline//''' is an ''attribute'', or an assignment&lt;br /&gt;
  of a value to a key.  When this line is processed, the value of ''key''&lt;br /&gt;
  for the tag that the attribute is in is set or changed to ''value''.&lt;br /&gt;
  All text from '=' until the end of the line is considered to be part&lt;br /&gt;
  of ''value//.  Note that ''key'' is not a WML variable (with the&lt;br /&gt;
  exception of [[VariablesWML]]); the value it is set to has a use which&lt;br /&gt;
  is determined by C++ code, not WML code.&lt;br /&gt;
  In order to change the value of a WML variable,&lt;br /&gt;
  you need to use '''[set_variable]''' (see [[InternalActionsWML]]).&lt;br /&gt;
  '''There should be no space between the key and the '=' symbol!'''&lt;br /&gt;
  If there is whitespace, the attribute assignment is ignored.&lt;br /&gt;
* '''''key1//,//key(s)2//=//value1//,//value(s)2'' ''newline''''' is the same as&lt;br /&gt;
  '''''key1//=//value1'' ''newline'' ''key(s)2//=//value(s)2'' ''newline'''''.&lt;br /&gt;
  If there are extra keys, they will be set to an empty value.&lt;br /&gt;
  If there are extra values the last key will be set to the comma&lt;br /&gt;
  separated list of all remaining values.&lt;br /&gt;
&lt;br /&gt;
Although a value can be just text corresponding to a function of its&lt;br /&gt;
key (these values are displayed in quotes (''''''') in [[ReferenceWML]]),&lt;br /&gt;
a value can also be encoded:&lt;br /&gt;
* '''&amp;quot;''multiple-line-value''&amp;quot;''' a multiple-line value must be enclosed in&lt;br /&gt;
  quotes, to prevent it being interpreted as a single-line value.&lt;br /&gt;
  Note that ''multiple-line-value'' doesn't have to have multiple lines;&lt;br /&gt;
  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.&lt;br /&gt;
  ''text'' is English (US) text that will be displayed in-game at&lt;br /&gt;
  some point.  Gettext (see [[GetText]]) is used to determine what to&lt;br /&gt;
  display if English (US) is not the current language.&lt;br /&gt;
* '''''value-1'' + ''value-2''''' can be used to concatenate two&lt;br /&gt;
  different strings.  If you want to have a value that actually&lt;br /&gt;
  has a plus sign ('''+''') in it, you need to enclose the string&lt;br /&gt;
  containing the '''+''' character in quotes&lt;br /&gt;
  (see '''&amp;quot;''multiple-line-value''&amp;quot;''' above).&lt;br /&gt;
* '''$''variable-name//''' a ''variable'' value depends on the value of&lt;br /&gt;
  the WML variable ''variable-name''.  See [[VariablesWML]] for&lt;br /&gt;
  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;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TerrainGraphicsWML&amp;diff=1531</id>
		<title>TerrainGraphicsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TerrainGraphicsWML&amp;diff=1531"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The toplevel [terrain_graphics] tag ==&lt;br /&gt;
&lt;br /&gt;
For information about the multi-hex tiling system, see [[MultiHexTutorial]]&lt;br /&gt;
&lt;br /&gt;
In terrain graphics, all images are assumed to be .png and relative to images/terrain/.&lt;br /&gt;
For example, writing 'image=grassland' means that the image file is images/terrain/grassland.png.&lt;br /&gt;
&lt;br /&gt;
The multi-hex tiling system adds a new top-level element to WML, [terrain_graphics].&lt;br /&gt;
A building rule is used to specify images to place when terrains are in a certain formation.&lt;br /&gt;
When a building rule is applied to a map, it is applied once to each coordinate on the map;&lt;br /&gt;
when it is applied to a coordinate then that coordinate is considered the ''base''.&lt;br /&gt;
All locations in '''[terrain_graphics]''' are relative to the base.&lt;br /&gt;
&lt;br /&gt;
the following keys/tags are recognized:&lt;br /&gt;
&lt;br /&gt;
* '''[tile]''' whenever a building rule is applied, each [tile] tag corresponds to a tile on the map.&lt;br /&gt;
the corresponding tile must match each condition contained in [tile] for the [tile] tag to match.&lt;br /&gt;
All [tile] tags must match in order for a rule to match.&lt;br /&gt;
If the rule for a [tile] tag is applied,&lt;br /&gt;
each action within [tile] will be executed on the tile corresponding to that [tile] tag&lt;br /&gt;
** ''x//,//y'' standard coordinates- the location of the corresponding tile relative to the base.&lt;br /&gt;
** ''pos'' a shortcut to specifying coordinates.&lt;br /&gt;
Used in combination with ''map''&lt;br /&gt;
&lt;br /&gt;
Conditions for [tile]:&lt;br /&gt;
** ''type'' a string of characters.&lt;br /&gt;
Each character is the letter of a terrain (See [[TerrainWML]], data/terrain.cfg).&lt;br /&gt;
In order for a tile to match this condition, it must be one of the terrains specified.&lt;br /&gt;
However, if the string is preceded by &amp;quot;!&amp;quot;, the terrain must not be listed in order to match.&lt;br /&gt;
If the string is '*', or if it is empty, any tile matches.&lt;br /&gt;
** ''has_flag'' a string.&lt;br /&gt;
Matches if a flag named after the given string is attached to the corresponding tile.&lt;br /&gt;
Flags are attached using the ''set_flag'' key&lt;br /&gt;
** ''no_flag'' a string.&lt;br /&gt;
Matches if no flag named after the given string has been attached to the corresponding tile.&lt;br /&gt;
Flags are attached using the ''set_flag'' key&lt;br /&gt;
&lt;br /&gt;
Actions for [tile]:&lt;br /&gt;
** ''set_flag'' Followed by a string of characters.&lt;br /&gt;
Attaches a flag named after the given string to the corresponding tile if the rule matches.&lt;br /&gt;
The only difference a flag makes is being detected by ''has_flag'' and ''no_flag'' in [tile].&lt;br /&gt;
This is determined by the order of the [terrain_graphics] tags; a tag after another one cannot influence it.&lt;br /&gt;
See also ''has_flag//, ''no_flag''&lt;br /&gt;
** '''[image]''' --(I need a third bullet depth; the following stuff is supposed to go in this tag)&lt;br /&gt;
    * ''layer'' an integer, usually negative. The more negative it is, the earlier it is drawn,&lt;br /&gt;
and thus the farther &amp;quot;back&amp;quot; it is when compositing the terrain images together.&lt;br /&gt;
    * ''name'' the image to apply on this tile if appropriate&lt;br /&gt;
* ''probability'' the percent probability for each position that if the position matches, then the rule will be applied.&lt;br /&gt;
Default is 100(%)&lt;br /&gt;
* ''rotations'' 6 comma(''',''') seperated input strings.&lt;br /&gt;
A rule that contains this key is not actually checked against the terrain;&lt;br /&gt;
it instead is used as a template to create 6 new rules,&lt;br /&gt;
each corresponding to a rotated version of the current rule.&lt;br /&gt;
Whenever a rotated version is applied,&lt;br /&gt;
instances of @(at-sign)R0, @R1, ... @R6 in attributes in the [terrain_graphics] tag&lt;br /&gt;
will be adjusted by the corresponding amount and replaced with the letters&lt;br /&gt;
specified by that numbered rotation in the ''rotations'' list.&lt;br /&gt;
Each value corresponds to the rotated version that is -Pi/3 (60° clockwise) from the previous version;&lt;br /&gt;
the first value corresponds to the unrotated version.&lt;br /&gt;
For example, if '''rotations=n,ne,se,s,sw,nw''' and it is being rotated 120°, then&lt;br /&gt;
&amp;quot;@R0&amp;quot;-&amp;gt;&amp;quot;@R2&amp;quot;-&amp;gt;&amp;quot;se&amp;quot;, &amp;quot;@R1&amp;quot;-&amp;gt;&amp;quot;@R3&amp;quot;-&amp;gt;&amp;quot;s&amp;quot;, ... &amp;quot;@R6&amp;quot;-&amp;gt;&amp;quot;@R1&amp;quot;-&amp;gt;&amp;quot;ne&amp;quot;.&lt;br /&gt;
Basically the important thing is that this lets the rule be applied in any of the six hex-directions,&lt;br /&gt;
allowing you to adjust the name of the image files automatically.&lt;br /&gt;
* ''set_flag//,//has_flag//,//no_flag'' shortcuts to putting these in the [tile] subtags;&lt;br /&gt;
unbound attributes will apply to all [tile] subtags&lt;br /&gt;
* ''map'' a shortcut for defining [tile] tags with ''type'' conditions.&lt;br /&gt;
Inputs a multi-line string value visually describing the map.&lt;br /&gt;
The lines are cut into words of 4 characters, which correspond to [tile] tags.&lt;br /&gt;
The line types alternate between lines corresponding to relatively even-abciss tiles&lt;br /&gt;
and lines preceded by two spaces corresponding to relatively odd-abciss tiles.&lt;br /&gt;
Every two lines represent 1 row on the map.&lt;br /&gt;
&lt;br /&gt;
__Words__&lt;br /&gt;
&lt;br /&gt;
A ''word'' is a 4-character shortcut to a [tile] tag.&lt;br /&gt;
There are different types of words:&lt;br /&gt;
* Usually a word is interpreted as being the input to the ''type'' key of the corresponding [tile].&lt;br /&gt;
That is, it creates a [tile] with the attribute '''type=''word'''''.&lt;br /&gt;
* A word can also be a digit followed by 3 spaces.&lt;br /&gt;
In this case, it is a shortcut to the [tile] with the attribute '''pos=''word'''''.&lt;br /&gt;
This is called ''anchoring''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
To define a north-south 2-tile mountain, the following syntax can be used:&lt;br /&gt;
&lt;br /&gt;
 [terrain_graphics]&lt;br /&gt;
     [tile]&lt;br /&gt;
         x=0&lt;br /&gt;
         y=0&lt;br /&gt;
         type=m&lt;br /&gt;
     [/tile]&lt;br /&gt;
     [tile]&lt;br /&gt;
         x=0&lt;br /&gt;
         y=1&lt;br /&gt;
         type=m&lt;br /&gt;
     [/tile]&lt;br /&gt;
     no_flag=&amp;quot;mountain-tile&amp;quot;&lt;br /&gt;
     set_flag=&amp;quot;mountain-tile&amp;quot;&lt;br /&gt;
&lt;br /&gt;
     image_background=&amp;quot;mountain-n-s&amp;quot;&lt;br /&gt;
 [/terrain_graphics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This represents a tile T, and its 6 adjacent tiles A, in the map notation.&lt;br /&gt;
&lt;br /&gt;
 .   .   .   .&lt;br /&gt;
   .   A   .   .&lt;br /&gt;
 .   A   A   .&lt;br /&gt;
   .   T   .   .&lt;br /&gt;
 .   A   A   .&lt;br /&gt;
   .   A   .   .&lt;br /&gt;
&lt;br /&gt;
(to be continued)&lt;br /&gt;
&lt;br /&gt;
For example, the following notations are equivalent:&lt;br /&gt;
&lt;br /&gt;
 map=&amp;quot;&lt;br /&gt;
 1&lt;br /&gt;
   1&lt;br /&gt;
**&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 [tile]&lt;br /&gt;
     pos=1&lt;br /&gt;
     type=CK&lt;br /&gt;
 [/tile]&lt;br /&gt;
&lt;br /&gt;
=&lt;br /&gt;
&lt;br /&gt;
 map=&amp;quot;&lt;br /&gt;
 CK&lt;br /&gt;
   CK&lt;br /&gt;
**&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=&lt;br /&gt;
&lt;br /&gt;
 [tile]&lt;br /&gt;
     x=0&lt;br /&gt;
     y=0&lt;br /&gt;
     type=CK&lt;br /&gt;
 [/tile]&lt;br /&gt;
 [tile]&lt;br /&gt;
     x=1&lt;br /&gt;
     y=0&lt;br /&gt;
     type=CK&lt;br /&gt;
 [/tile]&lt;br /&gt;
 [tile]&lt;br /&gt;
     x=0&lt;br /&gt;
     y=1&lt;br /&gt;
     type=*&lt;br /&gt;
 [/tile]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an example, here are the map representation of rule that would consist on a mountain hex, and 2 grass hexes, all&lt;br /&gt;
aligned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 .   g    m   .    m    .   m    g   .    g&lt;br /&gt;
   g        g             g        g&lt;br /&gt;
 m   .    .   g    g    g   .    .   m    g&lt;br /&gt;
&lt;br /&gt;
                   g                      m&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[MultiHexTutorial]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* Ayin's [http://www.anathas.org/ayin/wesnoth/doc/terrain_graphics_wml detailed Terrain Graphics document]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TerrainCodesWML&amp;diff=1532</id>
		<title>TerrainCodesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TerrainCodesWML&amp;diff=1532"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 0.8.5&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) (0.8.9)&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 (0.8.9)&lt;br /&gt;
* 'e' -nothing-&lt;br /&gt;
* 'F' forest (snow)&lt;br /&gt;
* 'f' forest&lt;br /&gt;
* 'G' savanna (grass) (0.8.9)&lt;br /&gt;
* 'g' grass&lt;br /&gt;
* 'H' hills (snow)&lt;br /&gt;
* 'h' hills&lt;br /&gt;
* 'I' desert (0.8.9)&lt;br /&gt;
* 'i' ice (tundra)&lt;br /&gt;
* 'J' desert hills (0.8.9)&lt;br /&gt;
* 'j' -nothing-&lt;br /&gt;
* 'K' keep (castle)&lt;br /&gt;
* 'k' river ford (grass, shallow water) (0.8.12)&lt;br /&gt;
* 'L' tropical forest village (savanna, village) (0.8.9)&lt;br /&gt;
* 'l' lava (canyon) (0.8.12)&lt;br /&gt;
* 'M' desert mountains (0.8.9)&lt;br /&gt;
* 'm' mountain&lt;br /&gt;
* 'N' ruined castle (0.8.12)&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 (0.8.9)&lt;br /&gt;
* 'p' pier (grass, shallow water) (removed in 0.8.7 - use bridge instead)&lt;br /&gt;
* 'Q' sunken ruin (0.8.12)&lt;br /&gt;
* 'q' ruin (swamp) (0.8.12)&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) (0.8.9)&lt;br /&gt;
* 't' village&lt;br /&gt;
* 'U' desert village (tent) (0.8.9)&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&lt;br /&gt;
* 'x' reserved&lt;br /&gt;
* 'Y' swamp village (swamp, village)&lt;br /&gt;
* 'y' reserved&lt;br /&gt;
* 'Z' mermen village (shallow water)&lt;br /&gt;
* 'z' reserved&lt;br /&gt;
* '/','|','' bridge (grass, shallow water)&lt;br /&gt;
* '~' fog&lt;br /&gt;
* ' ' shroud&lt;br /&gt;
&lt;br /&gt;
Reserved letters are for custom terrains in user-made campaigns.&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;
== See Also ==&lt;br /&gt;
* [[TerrainWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* http://www.idi.ntnu.no/~haskjold/wesnoth/map_letters.html&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WritingYourOwnAI&amp;diff=1601</id>
		<title>WritingYourOwnAI</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WritingYourOwnAI&amp;diff=1601"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Writing your own AI ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth supports a pluggable AI system that allows programmers to write their own AIs in C++.&lt;br /&gt;
&lt;br /&gt;
To write an AI, you need to derive a class from ''ai_interface''&lt;br /&gt;
(defined in '''ai.hpp'''), and implement the function ''play_turn()''&lt;br /&gt;
which will be called every time your AI is expected to play a turn.&lt;br /&gt;
&lt;br /&gt;
Class ''ai_interface'' contains three important functions&lt;br /&gt;
which allow you to execute the three basic types of move available in the game:&lt;br /&gt;
&lt;br /&gt;
* ''attack_enemy()'', which is used to order an attack on an enemy unit,&lt;br /&gt;
* ''move_unit()'', which is used to order a unit to move from one location to another, and&lt;br /&gt;
* ''recruit()'', which is used to recruit a new unit.&lt;br /&gt;
&lt;br /&gt;
Of course, to decide where units are to move and attack,&lt;br /&gt;
you must have information about the state of the game -&lt;br /&gt;
the dimensions and layout of the map, the locations and type of units on the map,&lt;br /&gt;
the types of units your side can recruit,&lt;br /&gt;
and information about your allies and enemies.&lt;br /&gt;
&lt;br /&gt;
Firstly, a type ''location'' is defined, which defines any location on the map.&lt;br /&gt;
It has members ''x'' and ''y''. In '''pathfind.hpp''' there are a number of functions&lt;br /&gt;
which will tell you useful things about locations -- whether two locations&lt;br /&gt;
are adjacent, all the locations adjacent to a certain location,&lt;br /&gt;
and the distance between locations.&lt;br /&gt;
&lt;br /&gt;
A type ''move_map'' is defined as a ''std::multimap&amp;lt; location,location &amp;gt;''.&lt;br /&gt;
Note that ''std::multimap'' is of course a standard C++ container,&lt;br /&gt;
and cannot be documented here. http://www.sgi.com/tech/stl/ is&lt;br /&gt;
a good reference on standard C++ containers.&lt;br /&gt;
The purpose of a ''move_map'' is to show all the possible moves for a side.&lt;br /&gt;
It can either be a ''source -&amp;gt; destination'' map, which&lt;br /&gt;
associates the locations of all the units a side has to all the possible&lt;br /&gt;
places they can move to, or a ''destination -&amp;gt; source'' map,&lt;br /&gt;
which associates all the locations all the units a side has can get to,&lt;br /&gt;
to all the places they are now.&lt;br /&gt;
&lt;br /&gt;
The function ''calculate_possible_moves()'' is provided&lt;br /&gt;
as a useful utility function. It can give you maps for where all&lt;br /&gt;
your units can move, or where all your enemy's movements&lt;br /&gt;
can move when it's their turn. This is a very important&lt;br /&gt;
function to use to work out all the possible places your units can move to.&lt;br /&gt;
&lt;br /&gt;
''ai_interface'' also defines an ''info'' type.&lt;br /&gt;
This type contains a number of references to various game objects which you&lt;br /&gt;
will need access to in order to make moves.&lt;br /&gt;
The two most important of these objects are the unit map (unit_map units)&lt;br /&gt;
and the game map (gamemap map).&lt;br /&gt;
&lt;br /&gt;
The unit map is of type ''std::map&amp;lt; location,unit &amp;gt;''&lt;br /&gt;
and associates locations with units.&lt;br /&gt;
This object can be used to find the&lt;br /&gt;
location of, and information about, every unit on the board.&lt;br /&gt;
See '''unit.hpp''' for a definition of the ''unit'' object.&lt;br /&gt;
&lt;br /&gt;
The game map allows you to inspect the dimensions and layout of the playing board.&lt;br /&gt;
Given a location, it can tell you the&lt;br /&gt;
terrain type at that location.&lt;br /&gt;
See '''map.hpp''' for a definition of this object.&lt;br /&gt;
You can combine this class with use of the&lt;br /&gt;
functions in '''pathfind.hpp''' to find various&lt;br /&gt;
information about where units can move to.&lt;br /&gt;
&lt;br /&gt;
The team class (defined in '''team.hpp''') is also very important.&lt;br /&gt;
Each side is represented by a ''team'' object. The team&lt;br /&gt;
object can tell you the gold balance of a team, which villages&lt;br /&gt;
(note that internally, villages are often called 'towers')&lt;br /&gt;
the team owns, what units the team can recruit,&lt;br /&gt;
and which other teams are this teams friends or enemies.&lt;br /&gt;
&lt;br /&gt;
The utility function ''current_team()'' can be used to get a reference&lt;br /&gt;
to the team that your AI is in control of, but you&lt;br /&gt;
can also use the vector ''teams'' inside the info object to get a list of all teams.&lt;br /&gt;
&lt;br /&gt;
If you want to make your AI customizable within the configuration file,&lt;br /&gt;
you can gain access to any parameters passed to&lt;br /&gt;
your AI using ''team::ai_parameters()''.&lt;br /&gt;
This returns an object of type ''config'' (see ''config.hpp'').&lt;br /&gt;
These ''config'' objects are representations of WML document fragments.&lt;br /&gt;
When the user defines your side, if they put an [ai] tag inside it,&lt;br /&gt;
everything inside the [ai] tag will be returned by ''team::ai_parameters()''.&lt;br /&gt;
&lt;br /&gt;
== Using your AI ==&lt;br /&gt;
&lt;br /&gt;
Finally, when you have your AI ready to go,&lt;br /&gt;
you can add it to the ''create_ai()'' function in '''ai.cpp'''. Suppose you called&lt;br /&gt;
your class ''killer_ai'', you could add it like so:&lt;br /&gt;
&lt;br /&gt;
    if(name == &amp;quot;killer_ai&amp;quot;)&lt;br /&gt;
        return new killer_ai(info);&lt;br /&gt;
&lt;br /&gt;
Then, you can define a side to use your AI in WML:&lt;br /&gt;
&lt;br /&gt;
    ai_algorithm=killer_ai&lt;br /&gt;
&lt;br /&gt;
and when that side is created, it'll use your AI!&lt;br /&gt;
&lt;br /&gt;
== An example ==&lt;br /&gt;
&lt;br /&gt;
Let us conclude with a small sample AI, called ''sample_ai''.&lt;br /&gt;
How should this AI behave?&lt;br /&gt;
&lt;br /&gt;
* First it should detect if there are any enemies in range,&lt;br /&gt;
and if there are it should attack them by moving onto the&lt;br /&gt;
best defensive terrain next to them.&lt;br /&gt;
Attacks should be made with the weapon for which damage*strikes*chance to hit is&lt;br /&gt;
the highest.&lt;br /&gt;
* If there are no enemies in range, it should move units onto&lt;br /&gt;
villages that don't already belong to it.&lt;br /&gt;
* If there are no enemies or villages in range,&lt;br /&gt;
it should move toward the enemy leader along the shortest possible route.&lt;br /&gt;
* At the end of its turn, it should recruit random units&lt;br /&gt;
until it runs out of money or doesn't have any space.&lt;br /&gt;
&lt;br /&gt;
In the following example, I will place all functions in-line&lt;br /&gt;
rather than in the cpp file. To do this properly, of&lt;br /&gt;
course you should put them in the cpp file.&lt;br /&gt;
The entire definition of this AI can be found&lt;br /&gt;
in '''ai.cpp|| and ||ai.hpp''' in the source distribution.&lt;br /&gt;
&lt;br /&gt;
We start the definition,&lt;br /&gt;
&lt;br /&gt;
    class sample_ai : public ai_interface {&lt;br /&gt;
    public:&lt;br /&gt;
         sample_ai(info&amp;amp; i) : ai_interface(i) {}&lt;br /&gt;
&lt;br /&gt;
We have defined the constructor which takes an ''info'' object&lt;br /&gt;
and passes it straight onto ai_interface. We don't need to&lt;br /&gt;
store anything ourselves in this simple AI.&lt;br /&gt;
(Although it would be fine to have data members if we wanted them.)&lt;br /&gt;
&lt;br /&gt;
Next we define the main function, ''play_turn()'':&lt;br /&gt;
&lt;br /&gt;
        void play_turn() {&lt;br /&gt;
            do_attacks();&lt;br /&gt;
            get_villages();&lt;br /&gt;
            do_moves();&lt;br /&gt;
            do_recruitment();&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
Just a series of calls to functions we are about to write which do the actual work.&lt;br /&gt;
Firstly, ''do_attacks()''. We start by&lt;br /&gt;
calculating all the moves our units can make:&lt;br /&gt;
&lt;br /&gt;
    private:&lt;br /&gt;
        void do_attacks() {&lt;br /&gt;
            std::map&amp;lt;location,paths&amp;gt; possible_moves;&lt;br /&gt;
            move_map srcdst, dstsrc;&lt;br /&gt;
            calculate_possible_moves(possible_moves,srcdst,dstsrc,false);&lt;br /&gt;
&lt;br /&gt;
Note that the ''possible_moves'' thing is of little direct interest.&lt;br /&gt;
It contains details of exactly which tiles the unit&lt;br /&gt;
moves along to get from one tile to another.&lt;br /&gt;
This is useful for the display to know about when it draws the unit&lt;br /&gt;
moving, but as an AI programmer, it's not likely you'll ever care about&lt;br /&gt;
what it contains. Just pass it along to the&lt;br /&gt;
''move_unit()'' function so it can draw the unit moving along the correct path.&lt;br /&gt;
&lt;br /&gt;
The things we're interested in are ''srcdst'', and especially ''dstsrc'',&lt;br /&gt;
which will tell us all the hexes our units can reach.&lt;br /&gt;
We want to check if any of these hexes are next to an enemy unit.&lt;br /&gt;
Let's walk over the units and see if we can&lt;br /&gt;
reach any of them:&lt;br /&gt;
&lt;br /&gt;
            for(unit_map::const_iterator i = get_info().units.begin(); i != get_info().units.end(); ++i) {&lt;br /&gt;
                if(current_team().is_enemy(i-&amp;gt;second.side()) {&lt;br /&gt;
&lt;br /&gt;
We're iterating over all units,&lt;br /&gt;
but we're only interested in units that are enemies of our side.&lt;br /&gt;
So, we access our team object, and ask if the side the unit is on is an enemy.&lt;br /&gt;
If it is, then we're interested in seeing if any of our units&lt;br /&gt;
can move to a hex that's adjacent to the enemy unit.&lt;br /&gt;
We do this by getting the six locations around the enemy unit:&lt;br /&gt;
&lt;br /&gt;
                    location adjacent_tiles[6];&lt;br /&gt;
                    get_adjacent_tiles(i-&amp;gt;first,adjacent_tiles);&lt;br /&gt;
&lt;br /&gt;
This kind of call is very common in the game's code --&lt;br /&gt;
make an array of 6 locations, and fill them up with the&lt;br /&gt;
locations adjacent to a certain location.&lt;br /&gt;
We actually want to find the position to attack from which gives our unit the&lt;br /&gt;
best possible defense. So, we initialize some variables&lt;br /&gt;
to find the best possible defense:&lt;br /&gt;
&lt;br /&gt;
                    int best_defense = -1;&lt;br /&gt;
                    std::pair&amp;lt;location,location&amp;gt; best_movement;&lt;br /&gt;
&lt;br /&gt;
The value of ''best_defense'' will of course be between 1 and 100,&lt;br /&gt;
but we give it a value of -1 to mean 'not initialized', since we&lt;br /&gt;
haven't found any possible attacks at all yet.&lt;br /&gt;
Variable ''best_movement'' will contain the destination/source pair that gives the&lt;br /&gt;
best possible defense for our attacking unit.&lt;br /&gt;
&lt;br /&gt;
                    for(size_t n = 0; n != 6; ++n) {&lt;br /&gt;
                        typedef move_map::const_iterator Itor;&lt;br /&gt;
                        std::pair&amp;lt;Itor,Itor&amp;gt; range = dstsrc.equal_range(adjacent_tiles[n]);&lt;br /&gt;
&lt;br /&gt;
If you don't understand how ''equal_range'' works,&lt;br /&gt;
then look up documentation on how the standard container multimap works.&lt;br /&gt;
''range'' now refers to all the possible movements that can end&lt;br /&gt;
with our unit being at ''adjacent_tiles[n]''.&lt;br /&gt;
Let's iterate over all those movements,&lt;br /&gt;
and find if any of them give a better defensive rating than our current best defense.&lt;br /&gt;
We'll start our iteration by creating some aliases that ensure we don't go crazy ;)&lt;br /&gt;
&lt;br /&gt;
                        while(range.first != range.second) {&lt;br /&gt;
                            const location&amp;amp; dst = range.first-&amp;gt;first;&lt;br /&gt;
                            const location&amp;amp; src = range.first-&amp;gt;second;&lt;br /&gt;
&lt;br /&gt;
Now let's find out about the unit that we're planning to send to this destination:&lt;br /&gt;
&lt;br /&gt;
                            const unit_map::const_iterator un = get_info().units.find(src);&lt;br /&gt;
                            assert(un != get_info().units.end());&lt;br /&gt;
&lt;br /&gt;
We can assume that the unit is in that location (hence the assert),&lt;br /&gt;
because ''calculate_possible_moves()'' said that it's the possible source of a move.&lt;br /&gt;
Let's find out the type of terrain we're planning to move to:&lt;br /&gt;
&lt;br /&gt;
                            const gamemap::TERRAIN terrain = get_info().map.get_terrain(dst);&lt;br /&gt;
&lt;br /&gt;
Okay, so we have the unit, and we have the terrain,&lt;br /&gt;
now we should be able to find out the unit's defensive rating on this terrain.&lt;br /&gt;
The ''unit'' class has a convenient ''defense_modifier()'' function&lt;br /&gt;
which will tell us the chance of hitting that unit on a certain terrain.&lt;br /&gt;
&lt;br /&gt;
                            const int chance_to_hit = un-&amp;gt;second.defense_modifier(get_info().map,terrain);&lt;br /&gt;
&lt;br /&gt;
So, now we have all that, if it's the best chance to hit we've seen so far,&lt;br /&gt;
or we haven't seen any other chances to hit&lt;br /&gt;
at all, then we add it as our best option seen.&lt;br /&gt;
&lt;br /&gt;
                            if(best_defense == -1 || chance_to_hit &amp;lt; best_defense) {&lt;br /&gt;
                                best_defense = chance_to_hit;&lt;br /&gt;
                                best_movement = *range.first;&lt;br /&gt;
                            }&lt;br /&gt;
&lt;br /&gt;
That's it for these two loops. Iterate and close:&lt;br /&gt;
&lt;br /&gt;
                            ++range.first;&lt;br /&gt;
                        }&lt;br /&gt;
                    }&lt;br /&gt;
&lt;br /&gt;
Now if we found a possible move, best_defense will not be -1,&lt;br /&gt;
and the movement will be stored in ''best_movement''.&lt;br /&gt;
So, if ''best_defense'' is -1,&lt;br /&gt;
we want to move from ''best_movement.second'' to ''best_movement.first''.&lt;br /&gt;
&lt;br /&gt;
                    if(best_defense != -1) {&lt;br /&gt;
                        move_unit(best_movement.second,best_movement.first,possible_moves);&lt;br /&gt;
&lt;br /&gt;
Remember that ''possible_moves'' thing?&lt;br /&gt;
That comes in useful here,&lt;br /&gt;
where we have to give it to the display object so it&lt;br /&gt;
can know the path to move the unit along.&lt;br /&gt;
This is the only time we need to touch it.&lt;br /&gt;
&lt;br /&gt;
Immediately after moving, we want to attack.&lt;br /&gt;
First we need to know which weapon to use.&lt;br /&gt;
We'll write a ''choose_weapon()''&lt;br /&gt;
function later which will choose our weapon.&lt;br /&gt;
It'll have to take the location of the attacker and the location of the&lt;br /&gt;
defender, and it'll return an int referring to our weapon of choice.&lt;br /&gt;
For now we'll just make use of this function:&lt;br /&gt;
&lt;br /&gt;
                        const int weapon = choose_weapon(best_movement.first,i-&amp;gt;first);&lt;br /&gt;
                        attack_enemy(best_movement.first,i-&amp;gt;first,weapon);&lt;br /&gt;
&lt;br /&gt;
This will implement our attack. What now?&lt;br /&gt;
We've attacked once, but we want to attack with as many units as we can&lt;br /&gt;
attack with, right? We can't use the same move_maps again,&lt;br /&gt;
because they'll be invalid now that we've moved and attacked. What&lt;br /&gt;
we'll do is we'll call ''do_attacks()'' all over again,&lt;br /&gt;
recursively, and return immediately. This way all our maps will be recalculated.&lt;br /&gt;
&lt;br /&gt;
                         do_attacks();&lt;br /&gt;
                         return;&lt;br /&gt;
                     }&lt;br /&gt;
                 }&lt;br /&gt;
             }&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
That's the entire function done. It'll keep attacking while it finds attacks,&lt;br /&gt;
and when it finally runs out of attacks to&lt;br /&gt;
execute, it'll return nicely. Let's write that ''choose_weapon()'' function now:&lt;br /&gt;
&lt;br /&gt;
    int choose_weapon(const location&amp;amp; attacker, const location&amp;amp; defender) {&lt;br /&gt;
        const unit_map::const_iterator att = get_info().units.find(attacker);&lt;br /&gt;
        assert(att != get_info().units.end());&lt;br /&gt;
&lt;br /&gt;
        const std::vector&amp;lt;a ttack_type&amp;gt;&amp;amp; attacks = att-&amp;gt;second.attacks();&lt;br /&gt;
&lt;br /&gt;
unit contains a convenient ''attacks()'' function&lt;br /&gt;
which returns a vector of all a unit's possible attacks. We'll store the&lt;br /&gt;
best attack found so far, and iterate over all attacks:&lt;br /&gt;
&lt;br /&gt;
        int best_attack_rating = -1;&lt;br /&gt;
        int best_attack = -1;&lt;br /&gt;
        for(int n = 0; n != attacks.size(); ++n) {&lt;br /&gt;
&lt;br /&gt;
There is a nice function called ''evaluate_battle_stats()'' in actions.hpp&lt;br /&gt;
which will give us all sorts of information about&lt;br /&gt;
a potential battle. We make use of it here:&lt;br /&gt;
&lt;br /&gt;
            const battle_stats stats = evaluate_battle_stats(get_info().map,&lt;br /&gt;
                  attacker, defender, n, get_info().units,&lt;br /&gt;
                  get_info().state, get_info().gameinfo, 0, false);&lt;br /&gt;
&lt;br /&gt;
A rather complicated function call, but most of&lt;br /&gt;
the parameters can be pulled straight from ''get_info()''.&lt;br /&gt;
The last two parameters are a little confusing.&lt;br /&gt;
The first one of these, ''attacker_terrain_override'', is used&lt;br /&gt;
if we wanted to know what the combat would look like&lt;br /&gt;
if the attacker was on different terrain to what it is on now.&lt;br /&gt;
If this is non-0, the function will assume&lt;br /&gt;
the attacker is on the type of terrain given.&lt;br /&gt;
This is useful if you want to test the possibility of moving&lt;br /&gt;
to many different hexes without actually moving there.&lt;br /&gt;
The last parameter is false, meaning that&lt;br /&gt;
strings won't be included in the results.&lt;br /&gt;
Strings are useful for showing to a player in a dialog,&lt;br /&gt;
but not useful for an AI, and are expensive to calculate,&lt;br /&gt;
so this should always be false from within AI algorithms.&lt;br /&gt;
&lt;br /&gt;
Let's use our stats to come up with a rating for this attack:&lt;br /&gt;
&lt;br /&gt;
             const int attack_rating = stats.damage_defender_takes*stats.nattacks*stats.chance_to_hit_defender;&lt;br /&gt;
&lt;br /&gt;
Now if this is the best attack, we can use it,&lt;br /&gt;
&lt;br /&gt;
             if(best_attack == -1 || attack_rating &amp;gt; best_attack_rating) {&lt;br /&gt;
                 best_attack = n;&lt;br /&gt;
                 best_attack_rating = attack_rating;&lt;br /&gt;
             }&lt;br /&gt;
         }&lt;br /&gt;
&lt;br /&gt;
         return best_attack;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
Now we're done with that, we can move onto our ''get_villages()'' function.&lt;br /&gt;
We start off by calculating possible moves,&lt;br /&gt;
&lt;br /&gt;
    void get_villages() {&lt;br /&gt;
        std::map&amp;lt;location,paths&amp;gt; possible_moves;&lt;br /&gt;
        move_map srcdst, dstsrc;&lt;br /&gt;
        calculate_possible_moves(possible_moves,srcdst,dstsrc,false);&lt;br /&gt;
&lt;br /&gt;
Now it's a simple matter of iterating over possible destinations,&lt;br /&gt;
and seeing if they are villages not controlled by us:&lt;br /&gt;
&lt;br /&gt;
        for(move_map::const_iterator i = dstsrc.begin(); i != dstsrc.end(); ++i) {&lt;br /&gt;
            if(get_info().map.is_village(i-&amp;gt;first) &amp;amp;&amp;amp;&lt;br /&gt;
               current_team().owns_village(i-&amp;gt;first) == false) {&lt;br /&gt;
&lt;br /&gt;
First it checks whether the destination is a village.&lt;br /&gt;
The right side of the ''&amp;amp;&amp;amp;'' simply sees if our team owns the village&lt;br /&gt;
at that location or not. If we don't own the village,&lt;br /&gt;
we've found the movement we want to make, and we recurse and return.&lt;br /&gt;
&lt;br /&gt;
                move_unit(i-&amp;gt;second,i-&amp;gt;first,possible_moves);&lt;br /&gt;
                get_villages();&lt;br /&gt;
                return;&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just a couple more functions now. Firstly, ''do_moves()'' is meant&lt;br /&gt;
to move our units toward the enemy leader. Well&lt;br /&gt;
hmm...there may be multiple enemies and thus more than one leader,&lt;br /&gt;
so we'll just go for the first enemy leader we can&lt;br /&gt;
find. We start off by trying to find the enemy leader:&lt;br /&gt;
&lt;br /&gt;
    void move_units() {&lt;br /&gt;
        unit_map::const_iterator leader;&lt;br /&gt;
        for(leader = get_info().units.begin(); leader != get_info().units.end(); ++leader) {&lt;br /&gt;
&lt;br /&gt;
A unit is a leader if it can recruit -- so we use&lt;br /&gt;
the ''can_recruit()'' function to test if it's a leader.&lt;br /&gt;
&lt;br /&gt;
            if(leader-&amp;gt;second.can_recruit() &amp;amp;&amp;amp; current_team().is_enemy(leader-&amp;gt;second.side())) {&lt;br /&gt;
                break;&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
We better have found an enemy leader, otherwise we'll just return...&lt;br /&gt;
&lt;br /&gt;
        if(leader == get_info().units.end())&lt;br /&gt;
            return;&lt;br /&gt;
&lt;br /&gt;
Now, let's find all our unit's possible moves:&lt;br /&gt;
&lt;br /&gt;
        std::map&amp;lt;location,paths&amp;gt; possible_moves;&lt;br /&gt;
        move_map srcdst, dstsrc;&lt;br /&gt;
        calculate_possible_moves(possible_moves,srcdst,dstsrc,false);&lt;br /&gt;
&lt;br /&gt;
We want to find the move that'll take us as close as possible to the enemy leader.&lt;br /&gt;
Let's make our variables to show us the best move so far,&lt;br /&gt;
&lt;br /&gt;
        int closest_distance = -1;&lt;br /&gt;
        std::pair&amp;lt;location,location&amp;gt; closest_move;&lt;br /&gt;
&lt;br /&gt;
Now iterate and find the destination closest to the enemy leader:&lt;br /&gt;
&lt;br /&gt;
        for(move_map::const_iterator i = dstsrc.begin(); i != dstsrc.end(); ++i) {&lt;br /&gt;
            const int distance = distance_between(i-&amp;gt;first,leader-&amp;gt;first);&lt;br /&gt;
            if(closest_distance == -1 || distance &amp;lt; closest_distance) {&lt;br /&gt;
                closest_distance = distance;&lt;br /&gt;
                closest_move = *i;&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
If ''closest_distance'' is not -1, we've found a valid move that'll take&lt;br /&gt;
one of our units toward the enemy leader. We can make the move and recurse&lt;br /&gt;
&lt;br /&gt;
        if(closest_distance != -1) {&lt;br /&gt;
            move_unit(closest_move.second,closest_move.first,possible_moves);&lt;br /&gt;
            do_moves();&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
Okay, all our movement functions are done!&lt;br /&gt;
Now all we've got left is the recruitment function. We start by getting the&lt;br /&gt;
units that we can recruit.&lt;br /&gt;
&lt;br /&gt;
    void do_recruitment() {&lt;br /&gt;
        const std::set&amp;lt;std::string&amp;gt;&amp;amp; options = current_team().recruits();&lt;br /&gt;
&lt;br /&gt;
We can choose the number of a unit to recruit at random:&lt;br /&gt;
&lt;br /&gt;
        const int choice = (rand()%options.size());&lt;br /&gt;
        std::set&amp;lt;std::string&amp;gt;::const_iterator i = options.begin();&lt;br /&gt;
        std::advance(i,choice);&lt;br /&gt;
        const bool res = recruit(*i);&lt;br /&gt;
&lt;br /&gt;
And if the recruitment succeeds, we will try to recruit another unit,&lt;br /&gt;
&lt;br /&gt;
        if(res) {&lt;br /&gt;
            do_recruitment();&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
That's it! We've made our ''sample_ai''.&lt;br /&gt;
All we have to do is add it to ''create_ai'' in '''ai.cpp''' and we're done!&lt;br /&gt;
&lt;br /&gt;
== AI - specific parameters ==&lt;br /&gt;
&lt;br /&gt;
    wesnoth --multiplayer --controller1=ai --controller2=ai --algorithm1=z_ai --algorithm2=sample_ai&lt;br /&gt;
&lt;br /&gt;
Use the ''--nogui'' switch before ''--multiplayer'' to make the game&lt;br /&gt;
run without displaying a GUI.  The winner will be reported on stdout.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TerrainMaskWML&amp;diff=1533</id>
		<title>TerrainMaskWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TerrainMaskWML&amp;diff=1533"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The [terrain_mask] tag ==&lt;br /&gt;
&lt;br /&gt;
The [terrain_mask] tag makes map manipulation from within WML much easier.&lt;br /&gt;
It uses a Wesnoth map as a &amp;quot;mask&amp;quot; over a given location,&lt;br /&gt;
placing it down on top of the scenario map.&lt;br /&gt;
Fog('~') and void(' ') are used like alpha in an image; i.e. they cause the previous terrain to be used.&lt;br /&gt;
&lt;br /&gt;
* ''x//,//y'' the x,y location in the scenario map to place the top-left corner of the mask onto&lt;br /&gt;
* ''mask'' a Wesnoth map; see [[BuildingMaps]].&lt;br /&gt;
* '''[rule]''' specifies a rule for blending the mask with the scenario.&lt;br /&gt;
The terrain on each hex fitting the rule will be changed to the terrain specified in the rule.&lt;br /&gt;
** ''old'' a list of terrain letters. The rule fits only those hexes that have this terrain in the scenario.&lt;br /&gt;
** ''new'' a list of terrain letters. The rule fits only those hexes with this terrain specified in the mask.&lt;br /&gt;
** ''terrain'' the letter of the terrain to change hexes which fit this rule(i.e. for which the ''new'' character in&lt;br /&gt;
the mask falls on top of the ''old'' terrain in the scenario) into.&lt;br /&gt;
&lt;br /&gt;
As an example, suppose you want to lay down a road somewhere. You could specify by hand the path the road takes using&lt;br /&gt;
[terrain], or you could use&lt;br /&gt;
[terrain_mask]:&lt;br /&gt;
 [terrain_mask]&lt;br /&gt;
 x,y=12,10&lt;br /&gt;
 mask=&amp;quot;&lt;br /&gt;
 r~~~~~~~~~&lt;br /&gt;
 r~~~~~~~~~&lt;br /&gt;
 ~r~~~~~~~~&lt;br /&gt;
 ~r~~~~~~~~&lt;br /&gt;
 r~~~~~~~~~&lt;br /&gt;
 ~r~~rr~~~~&lt;br /&gt;
 ~~rrr~rr~~&lt;br /&gt;
 ~~~~~~r~~~&lt;br /&gt;
 ~~~~~~rr~~&lt;br /&gt;
 ~~~~~~rrrr&amp;quot;&lt;br /&gt;
 [/terrain_mask]&lt;br /&gt;
&lt;br /&gt;
For instance, suppose you want snow to fall in an area. You want villages (v) to turn into snowed-villages (V), forest&lt;br /&gt;
(f) to turn into snowed-forest (F), hills&lt;br /&gt;
(h) to turn into snowed-hills (H), and grassland (g) and roads (r) to turn into snow (S), while other terrain remains&lt;br /&gt;
untouched. You could look over your&lt;br /&gt;
destination map and work out which terrain type is which and draw your mask, but that's alot of effort, you want to just&lt;br /&gt;
draw a simple mask which has&lt;br /&gt;
areas of snow and areas of no snow, and make the game work out the rest.&lt;br /&gt;
&lt;br /&gt;
You can do it like this:&lt;br /&gt;
 [terrain_mask]&lt;br /&gt;
 x,y=1,1&lt;br /&gt;
 mask=&amp;quot;&lt;br /&gt;
 ~S~~~S~&lt;br /&gt;
 ~S~S~S~&lt;br /&gt;
 S~~SSS~&lt;br /&gt;
 ~SSSSSS&lt;br /&gt;
 ~~SSSSS&lt;br /&gt;
 ~~~SS~~&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 [rule]&lt;br /&gt;
 old=v&lt;br /&gt;
 new=S&lt;br /&gt;
 terrain=V&lt;br /&gt;
 [/rule]&lt;br /&gt;
 [rule]&lt;br /&gt;
 old=f&lt;br /&gt;
 new=S&lt;br /&gt;
 terrain=F&lt;br /&gt;
 [/rule]&lt;br /&gt;
 [rule]&lt;br /&gt;
 old=h&lt;br /&gt;
 new=S&lt;br /&gt;
 terrain=H&lt;br /&gt;
 [/rule]&lt;br /&gt;
&lt;br /&gt;
 [rule]&lt;br /&gt;
 old=gr&lt;br /&gt;
 new=S&lt;br /&gt;
 #don't specify terrain and it just uses the new terrain&lt;br /&gt;
 [/rule]&lt;br /&gt;
&lt;br /&gt;
 #default: Will match everything, since 'old' and 'new' aren't&lt;br /&gt;
 #specified. Set 'use_old=yes' to signal no change.&lt;br /&gt;
 [rule]&lt;br /&gt;
 use_old=yes&lt;br /&gt;
 [/rule]&lt;br /&gt;
 [/terrain_mask]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TerrainWML&amp;diff=1534</id>
		<title>TerrainWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TerrainWML&amp;diff=1534"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
* ''adjacent_image'' a prefix for adjacent terrain images. they will be postfixed with the orientation of the border to&lt;br /&gt;
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 i.e:&lt;br /&gt;
Units' defense and movement on this terrain is equal to their best defense/movement on one of these aliases.&lt;br /&gt;
(all terrains are aliases of themselves)&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;&lt;br /&gt;
'no_overlay=true' terrains are not overwritten.&lt;br /&gt;
* ''light'' if set to true the text on it will be written in a dark color instead of a light one. This is useful when the terrain is either very light or very clear&lt;br /&gt;
(like snow).&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;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=1536</id>
		<title>TheEasternInvasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=1536"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a discussion of The Eastern Invasion, the campaign featuring Gweddry General of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Perhaps this will provide grounds for trenchant criticism from more experienced and abler players. These descriptions&lt;br /&gt;
are aimed at the &amp;quot;medium&amp;quot; difficulty level (as &amp;quot;easy&amp;quot; lets you get away with sloppiness and &amp;quot;hard&amp;quot; is for people who&lt;br /&gt;
are&lt;br /&gt;
comfortable with Advanced Tactics). Please improve these and add your own for later levels.&lt;br /&gt;
&lt;br /&gt;
Warning: spoilers ahead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1. The Outpost ===&lt;br /&gt;
&lt;br /&gt;
it is probably best to recruit 5 heavy infantry and 1 mage on this scenario. The heavy infantry can flag the villages&lt;br /&gt;
surrounding you by turn 3, turn 2 if they're quick, and the mage can flag the northern forest village on turn 2 if&lt;br /&gt;
quick.&lt;br /&gt;
&lt;br /&gt;
Sending 2 HI south, to the revenants, is a good idea because you can usually get both of them a 2nd level kill without&lt;br /&gt;
having either die. The other ones should stand and fight against the enemies coming at you from the north and east. Use&lt;br /&gt;
the HI most of time, and use the mage when they are in forest and it can get a killing blow. By the end of the&lt;br /&gt;
scenario,&lt;br /&gt;
you should have 2-3 shock troopers and 1 half-advanced mage.&lt;br /&gt;
&lt;br /&gt;
It is sometimes a good idea to recruit another mage on turn 10 or so, since you will probably end the gold with less&lt;br /&gt;
than 100 gold anyway, so you save money by buying in advance. (mathematically this does make sense). Also, you can get&lt;br /&gt;
them about 10 experience along the way.&lt;br /&gt;
&lt;br /&gt;
=== 2. Escape Tunnel ===&lt;br /&gt;
&lt;br /&gt;
Don't bother recalling HI, they go too slow in caves. Go for a group of mostly mages, and a couple of spearmen. If&lt;br /&gt;
either is quick, have it get the holy water. Use it and dacyn against the undead, and use the mages against the trolls.&lt;br /&gt;
Since you have allies they shouldn't die. Send Gweddry with a (hopefully) quick mage southeast to avoid the trolls and&lt;br /&gt;
go to the finish. Send the mage to get the gold, and get gweddry to the end of the tunnel for a victory.&lt;br /&gt;
&lt;br /&gt;
=== 3. An Unexpected Appearance ===&lt;br /&gt;
&lt;br /&gt;
What you do in this scenario depends on which way you want to go. Going east is harder, but brings you more reward,&lt;br /&gt;
such&lt;br /&gt;
as the chance to go to Mal-Ravanal's Capital (which eventually will be worthwhile, but probably isn't now).&lt;br /&gt;
&lt;br /&gt;
Obviously, first kill Mal-Tar. To do this, shoot him with Dacyn and attacking him with Gweddry's melee. It probably&lt;br /&gt;
won't kill him the first turn, so second turn kill the vampire bat he recruits with Dacyn and finish Mal-Tar off with&lt;br /&gt;
Gweddry.&lt;br /&gt;
&lt;br /&gt;
Then, recall 2 shock troopers and 1 half-advanced heavy infantry on the side of the castle you are going (so if&lt;br /&gt;
you are attacking eastward, recall them on the 3 eastern castle hexes). This gives them  a headstart in that direction.&lt;br /&gt;
Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive&lt;br /&gt;
one at a time and he can kill one per turn.&lt;br /&gt;
&lt;br /&gt;
Recall any mages with a lot of XP and the spearman you gave the holy water in the previous scenario, then go whichever&lt;br /&gt;
way you are going. You might want to recruit one throw-away cavalryman to go north, since he gives you income and draws&lt;br /&gt;
away enemies that otherwise would attack your main force from behind.&lt;br /&gt;
&lt;br /&gt;
=== 4a. Elven Alliance ===&lt;br /&gt;
&lt;br /&gt;
The Orc's warning about the assassin is overrated; Volas can probably take care of it himself, although you might want&lt;br /&gt;
to leave ONE unit near him to make sure.&lt;br /&gt;
&lt;br /&gt;
Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight&lt;br /&gt;
the&lt;br /&gt;
opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late,&lt;br /&gt;
and be good for reinforcements when the first troops are wounded.&lt;br /&gt;
&lt;br /&gt;
Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to&lt;br /&gt;
heal those who need it most - those on the corners, and any mages who are on the front lines.&lt;br /&gt;
&lt;br /&gt;
There is a village at {20,8} that can prove very tactically useful, because the elves usually fight somewhere near it.&lt;br /&gt;
The elves are defeated most of the time, and the orcs claim this village; it is crucial to kill the orc on this vilage&lt;br /&gt;
and take it over with a resilient spearman, or a HI.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears&lt;br /&gt;
on&lt;br /&gt;
turn 7, ignore it unless you have a cavalryman still down there. In that case, use it to fight the assassin. Keep&lt;br /&gt;
pressing up. By turn 9, the orcish leader should be dead.&lt;br /&gt;
&lt;br /&gt;
=== 4b. The Undead Border Patrol ===&lt;br /&gt;
&lt;br /&gt;
This scenario also depends on which way you want to go. If going NW, it is fairly straightforward. The enemy is&lt;br /&gt;
relatively weak. Do the same as in Unexpected Appearance - recruit 2 suicide cavalrymen to distract the bats. One will&lt;br /&gt;
probably get enough XP to be worth recalling.&lt;br /&gt;
&lt;br /&gt;
I would use mostly heavy infantry and spearmen with holy water on this level, because mages will only get a +10% to hit&lt;br /&gt;
from magical. However, as in most scenarios against undead, white mages are very useful.&lt;br /&gt;
&lt;br /&gt;
Try to get the opponent to fight you from the sand. This gives you something like a 70% CTH. &amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 4.5. Mal-Ravanal's Capital ===&lt;br /&gt;
&lt;br /&gt;
=== 5. The Northern Outpost ===&lt;br /&gt;
&lt;br /&gt;
There are two enemies in this scenario that you must defeat - the undead and the outlaws.The undead are fairly&lt;br /&gt;
straightforward to defeat, and in any case Owaec usually does most of the work. Just aid him with a few well-placed&lt;br /&gt;
shock troopers (1-2 should do). That was the easy part.&lt;br /&gt;
&lt;br /&gt;
The main challenge is the criminals. They appear randomly in the villages you flag (One of the villages has assasin&lt;br /&gt;
that is outlaw leader), but not in those Owaec flags. So&lt;br /&gt;
don't worry about him uncovering enemies for you. Since when you capture a village the outlaws surround it, you should&lt;br /&gt;
surround each village before you capture it, so the enemy surrounds you. This makes it so they can't gang up on one of&lt;br /&gt;
your units with more than 3 people. Also, when you capture a village, try to kill as many enemies as you can before&lt;br /&gt;
they get a turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faster units are good on this level, since you need to run quickly around from village to village. Probably 1-2&lt;br /&gt;
cavalrymen, and 1-2 horsemen, plus some advanced mages and spearmen, will make large enough force. Don't take any heavy&lt;br /&gt;
infanry along bandit-hunting, although they're useful, as stated before, in fighting the undead.&lt;br /&gt;
&lt;br /&gt;
=== 6. Two Paths ===&lt;br /&gt;
&lt;br /&gt;
There is a choice to be made here, whether you want to fight the undead or the orcs. The orcs will be harder to defeat,&lt;br /&gt;
because their leader is level 3, but it might pay off later to kill him. It depends on how large an army you have by&lt;br /&gt;
now. If you can't take the orcs, you should recall what holy and impact units you do have and attack the undead. You&lt;br /&gt;
should set up a barrier so that the orcs can't attack your white mages and such. The orcs like to use assassins, so you&lt;br /&gt;
might need a white mage to help support the barrier, or just put a HI on a village. The orcs might go for him, not&lt;br /&gt;
around him.&lt;br /&gt;
&lt;br /&gt;
If you want to go for the orcs, remember, there are only 12 turns, so you have to go straight north. I used lots of&lt;br /&gt;
level 2 and 3 mages I had from the previous maps, then sent the 2 strongest west to fight off the (very weak) undead&lt;br /&gt;
creatures, while everything else went north, killing the orc warlord just in time at turn 12.&lt;br /&gt;
&lt;br /&gt;
=== 7a. Undead Crossing ===&lt;br /&gt;
&lt;br /&gt;
Nicknameless person thinks that this is easier choice, because you're facing lich. Lich is turned to undead so its&lt;br /&gt;
weak to fire, impact and holy attacks, unlike Necromancer. Just get all those units with holy water, recruit lots of&lt;br /&gt;
heavy infantry and mages, get everyone over river, to the east coast of island the lich is in. Wait there until its&lt;br /&gt;
daytime, and then simply CHARGE!!!&lt;br /&gt;
&lt;br /&gt;
=== 7b. The Crossing ===&lt;br /&gt;
&lt;br /&gt;
I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was&lt;br /&gt;
quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river,&lt;br /&gt;
so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)&lt;br /&gt;
&lt;br /&gt;
=== 8. Training the Ogres ===&lt;br /&gt;
&lt;br /&gt;
I made it 5 turns with 2 ogres remaining by killing two of them right at the start with Gweddry, then letting the other&lt;br /&gt;
two chase Dacyn and Owaec. But since you won't need any ogre's later, simply kill all four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 9. Xenophobia  ===&lt;br /&gt;
&lt;br /&gt;
This one was pretty easy. I recruited as much as I could, then went straight west to the elves, since they looked&lt;br /&gt;
weakest. Then from there I went north, letting Owaec grab the holy water. When I arrived at the orc castle, orcs and&lt;br /&gt;
dwarfs had almost killed each other - so I went with a huge army to the dwarven castle and finished around turn 25.&lt;br /&gt;
(Allefant)&lt;br /&gt;
&lt;br /&gt;
Another strategy is to go for the dwarves first. They start out by sending my of their troops to fight the orcs, leaving&lt;br /&gt;
their leader unguarded. When you kill him, start going west. When you get to the orcs, they and the elves should have&lt;br /&gt;
reduced their numbers drastically, allowing you a relatively easy victory. Then, head south for the elvish leader, who&lt;br /&gt;
will probably not have much to recruit. Although it is forest, a few mages will make sure a little bad luck doesn't hurt&lt;br /&gt;
you.&lt;br /&gt;
&lt;br /&gt;
The main strategy in this scenario is staying out of the fighting as much as possible, picking off the weaker sides, and&lt;br /&gt;
in general letting your enemies kill themselves.&lt;br /&gt;
&lt;br /&gt;
=== 10. Lake Vrug ===&lt;br /&gt;
&lt;br /&gt;
A dragon and a gryphon caught me by surprise, but I had way over-recruited so both were slain on sight. Later some&lt;br /&gt;
trolls attacked along the way, which I chased to get some XP. On this scenario, don't recruit too much, since there&lt;br /&gt;
aren't many enemies.&lt;br /&gt;
&lt;br /&gt;
=== 11. Captured ===&lt;br /&gt;
&lt;br /&gt;
In version 0.9.1, there's some things that were confusing me at first:&lt;br /&gt;
&lt;br /&gt;
*  To open a door, attack it with someone.&lt;br /&gt;
*  To see who's inside a cell, it's not enough to open the door, but you need to move inside.&lt;br /&gt;
*  Dacyn tells you of a secret door right outside his cell - but '''only Gweddry''' is able to open that door, this&lt;br /&gt;
time by moving near it, not by attacking it.&lt;br /&gt;
*  Once you find the key in the barrel, the door you can open is the strange green thing near the starting point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides that, there's no difficulties in this level. You have enough turns, and the other inmates will help you against&lt;br /&gt;
orcs and trolls. The city has some villages, but I discovered it too late to get &amp;gt;100 gold. I guess it's better to try&lt;br /&gt;
to finish with few turns and earn bonus.&lt;br /&gt;
&lt;br /&gt;
This scenario changed a lot in 0.9.3, so if you have that version don't pay attention to the above.&lt;br /&gt;
&lt;br /&gt;
=== 12. Evacuation ===&lt;br /&gt;
&lt;br /&gt;
In version 0.9.1, this one seems to be a bit unbalanced (i.e. too easy). I recalled all my strong units because of the&lt;br /&gt;
messages that you have to move everyone you want to keep south and then destroy the bridge. But instead, I could kill&lt;br /&gt;
all three enemy leaders in just a few turns and no losses (I had only level 2 and 3 units). First I moved my whole army&lt;br /&gt;
to the eastern Orc, then to the southern, then to the Troll, and was done in 6 turns. That way I didn't have to blow up&lt;br /&gt;
the bridge (which isn't worth seeing - I expected a big explosion, but the bridge just disappeared) and could keep all&lt;br /&gt;
recruits, not just the ones I recalled.&lt;br /&gt;
&lt;br /&gt;
=== 13. the Drowned Plains ===&lt;br /&gt;
&lt;br /&gt;
=== 14. Approaching Weldyn ===&lt;br /&gt;
&lt;br /&gt;
=== 15. the Council ===&lt;br /&gt;
&lt;br /&gt;
Only plot in this. You see the inside of the castle.&lt;br /&gt;
&lt;br /&gt;
=== 16. Weldyn Under Attack ===&lt;br /&gt;
&lt;br /&gt;
Luckily, you have a lot of allies, and a lot of watchmen (who can only move along their assigned positions). In version&lt;br /&gt;
0.9.1, medium, this was quite easy. I recruited as much as I could, and moved all towards the eastern enemy. I lost&lt;br /&gt;
most of my watchmen, but no other units. After I had defeated the eastern enemy, sent some of my not yet fully levelled&lt;br /&gt;
units around to hunt some undead and gain XP, until turn 18. In the end, you get a choice to either fight Mal-Ravanal in&lt;br /&gt;
a duel, or in another big battle.&lt;br /&gt;
&lt;br /&gt;
=== 17a. The Duel ===&lt;br /&gt;
&lt;br /&gt;
I recalled 3 great mages, and 3 mages of light (yes, that's who I still upgraded in the previous scenario), then&lt;br /&gt;
assassinated Mal-Ravanal at daylight. Seemed much too easy&lt;br /&gt;
(version 0.9.1, and medium difficulty).&lt;br /&gt;
&lt;br /&gt;
=== 17b. Weldyn Besieged ===&lt;br /&gt;
&lt;br /&gt;
I had hoped for a big final battle like in Heir of the Throne - but instead I could assassinate Mal-Ravnal in just 5&lt;br /&gt;
turns. Apparently, the later scenarios in &amp;quot;Eastern Invasion&amp;quot; aren't balanced yet (version 0.9.1 here, medium&lt;br /&gt;
difficulty).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;br /&gt;
* [[LoyalistCampaign]]&lt;br /&gt;
* &lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ThemeSystem&amp;diff=1537</id>
		<title>ThemeSystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ThemeSystem&amp;diff=1537"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- themes are used both for the wesnoth game and the wesnoth editor&lt;br /&gt;
- themes are stored in data/themes, one theme per file.&lt;br /&gt;
- themes allow flexible configuration of how everything is laid out on-screen&lt;br /&gt;
- format of a theme is:&lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
&lt;br /&gt;
 [theme]&lt;br /&gt;
     name=&amp;lt;name&amp;gt;&lt;br /&gt;
     [resolution]&lt;br /&gt;
     width=&amp;lt;x&amp;gt;&lt;br /&gt;
     height=&amp;lt;y&amp;gt;&lt;br /&gt;
         ....'content tags'....&lt;br /&gt;
     [/resolution]&lt;br /&gt;
     ...more resolution tags...&lt;br /&gt;
 [/theme]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* the [resolution] tags are scanned until the first one which is of the same or lower resolution than is currently being&lt;br /&gt;
used is found, and this is used as our theme. This allows us to define themes to work differently on different&lt;br /&gt;
resolutions, and will allow us to support both high and low resolutions elegantly.&lt;br /&gt;
* the 'content tags' define where everything goes on-screen. The most common content tag is the 'main_map' tag, it has&lt;br /&gt;
the following format:&lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
&lt;br /&gt;
 [main_map]&lt;br /&gt;
     rect=x1,y1,x2,y2&lt;br /&gt;
     xanchor=left|right|fixed|proportional&lt;br /&gt;
     yanchor=top|bottom|fixed|proportional&lt;br /&gt;
 [/main_map]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The purpose of the 'main_map' tag is to define where the main game display (i.e. all the hexagons and units) is&lt;br /&gt;
displayed. The rect field defines the rectangle the map is displayed on. The rectangle is given for a 1024x768 display&lt;br /&gt;
-- the game's &amp;quot;canonical&amp;quot; resolution.&lt;br /&gt;
&lt;br /&gt;
xanchor and yanchor control the behavior of how this rectangle changes as the resolution changes.&lt;br /&gt;
&lt;br /&gt;
* A rectangle anchored to the left will have its distance from the left side of the screen always remain the same, while&lt;br /&gt;
changes in the resolution will change its size by the same amount (top for the y axis).&lt;br /&gt;
* A rectangle anchored to the right will have its size always remain the same, as well as its distance to the right side&lt;br /&gt;
of the screen (bottom for the y axis).&lt;br /&gt;
* A rectangle that is fixed will have its co-ordinates in that axis remain constant&lt;br /&gt;
* A rectangle that is proportional will have its co-ordinates multiplied by the ratio of the resolution being used to&lt;br /&gt;
the canonical resolution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== mini_map ==&lt;br /&gt;
&lt;br /&gt;
determines where the mini map is displayed&lt;br /&gt;
&lt;br /&gt;
== main_map ==&lt;br /&gt;
&lt;br /&gt;
determines where the mini map is displayed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== label ==&lt;br /&gt;
&lt;br /&gt;
displays a text label on screen.&lt;br /&gt;
* '''prefix''' a string that will be printed before the text in all language&lt;br /&gt;
* '''text''' a text string id to be displayed&lt;br /&gt;
* '''postfix''' a string that will be printed after the text in all language&lt;br /&gt;
* '''icon''' an image that will be displayed instead of the text if it is available&lt;br /&gt;
* '''font_size''' the size of font to use for the label&lt;br /&gt;
&lt;br /&gt;
== panel ==&lt;br /&gt;
&lt;br /&gt;
displays an image as a panel on-screen.&lt;br /&gt;
* '''image''' the image used for the panel&lt;br /&gt;
&lt;br /&gt;
== menu ==&lt;br /&gt;
&lt;br /&gt;
displays a button which, when pressed will reveal a menu or do a an action.&lt;br /&gt;
* '''title''' the id of the string to write on the button&lt;br /&gt;
* '''title_literal''' a string that will be displayed &amp;quot;as is&amp;quot; in all language after the title&lt;br /&gt;
* '''image''' the image to use if available&lt;br /&gt;
* '''is_context_menu''' if set to true this menu will not be placed, but displayed on a right click&lt;br /&gt;
* '''items''' comma separated list of actions to put in the menu. if there is only one action, it will be executed&lt;br /&gt;
immediately and no menu will be displayed&lt;br /&gt;
&lt;br /&gt;
the possible buttons are&lt;br /&gt;
* __cycle__ move to next movable unit&lt;br /&gt;
* __endunitturn__ consume this unit's move and cycle to the next one&lt;br /&gt;
* __leader__ senter on the leader&lt;br /&gt;
* __undo__ undo last action&lt;br /&gt;
* __redo__ redo undone action&lt;br /&gt;
* __zoomin__ zoom the map in&lt;br /&gt;
* __zoomout__ zoom the map out&lt;br /&gt;
* __zoomdefault__ return to default zoom&lt;br /&gt;
* __fullscreen__ switch fulscreen mode&lt;br /&gt;
* __accelerated__ switch turbo mode&lt;br /&gt;
* __resistance__ show resistance table of current unit&lt;br /&gt;
* __terraintable__ show terrain table of current unit&lt;br /&gt;
* __describeunit__ show unit description&lt;br /&gt;
* __renameunit__ change unit name&lt;br /&gt;
* __save__ save the game&lt;br /&gt;
* __recruit__ recruit a unit&lt;br /&gt;
* __repeatrecruit__ repeat last recruitement&lt;br /&gt;
* __recall__ recall a unit from previous scenarion&lt;br /&gt;
* __endturn__ end current turn&lt;br /&gt;
* __togglegrid__ toggle grid display&lt;br /&gt;
* __statustable__ show status table&lt;br /&gt;
* __mute__ mute all sounds&lt;br /&gt;
* __speak__ send message to other players&lt;br /&gt;
* __createunit__ ''debug'' create a unit on the map&lt;br /&gt;
* __preferences__ open preference dialog&lt;br /&gt;
* __objectives__ show objective window&lt;br /&gt;
* __unitlist__ list units&lt;br /&gt;
* __statistics__ show game statistics&lt;br /&gt;
* __quit__ quit the game&lt;br /&gt;
* __labelterrain__ label current location&lt;br /&gt;
* __showenemymoves__ show grids reachable by the enemy&lt;br /&gt;
* __bestenemymoves__ show grids reachable by the enemy with no zone of control&lt;br /&gt;
* __editnewmap__ ''editor only'' start a new map&lt;br /&gt;
* __editloadmap__ ''editor only'' loads an existing map&lt;br /&gt;
* __editsavemap__ ''editor only'' saves the current map&lt;br /&gt;
* __editsaveas__ ''editor only'' saves the current map, let you choose a filename&lt;br /&gt;
* __editsetstartpos__ ''editor only'' set a starting position for a team&lt;br /&gt;
* __editfloodfill__ ''editor only'' flood the map with a terrain&lt;br /&gt;
* __toggleshroud__ toggle the &amp;quot;moving removes shroud&amp;quot; behaviour&lt;br /&gt;
* __updateshroud__ removes all possible shroud&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== status ==&lt;br /&gt;
&lt;br /&gt;
this tag contains many other tags, which determine where other game statistics, such as the current turn,&lt;br /&gt;
and a description of selected units go. For instance, the time_of_day tag will determine where the time of day image&lt;br /&gt;
goes. each subtag can contain the following attributes&lt;br /&gt;
* '''font_size''' the size of font to use for the status&lt;br /&gt;
* '''rect''' the rectangle as for the main_map attribute&lt;br /&gt;
* '''xanchor''' the x-wise anchoring as for the main_map attribute&lt;br /&gt;
* '''yanchor''' the y-wise anchoring as for the main_map attribute&lt;br /&gt;
* '''prefix''' the string to display before the actual status, this is the string id for internationalisation&lt;br /&gt;
* '''prefix_literal''' a string to put after the prefix, but before the label for all languages.&lt;br /&gt;
* '''postfix_literal''' a string to put after the status&lt;br /&gt;
* '''postfix''' the string to display after the postfix_literal, this is the string id for internationalisation&lt;br /&gt;
&lt;br /&gt;
the following status are recognised&lt;br /&gt;
* __unit_description__ the description of the current unit&lt;br /&gt;
* __unit_type__ the type of the current unit&lt;br /&gt;
* __unit_level__ the level of the current unit&lt;br /&gt;
* __unit_traits__ the traits of the current unit&lt;br /&gt;
* __unit_status__ the status of the current unit&lt;br /&gt;
* __unit_alignment__ the alignment of the current unit&lt;br /&gt;
* __unit_abilities__ the abilities of the current unit&lt;br /&gt;
* __unit_hp__ the HP of the current unit&lt;br /&gt;
* __unit_xp__ the XP of the current unit&lt;br /&gt;
* __unit_moves__ the moves remaining for the current unit&lt;br /&gt;
* __unit_weapons__ the attacks of the current unit&lt;br /&gt;
* __unit_image__ the icon for the current unit&lt;br /&gt;
* __unit_profile__&lt;br /&gt;
* __time_of_day__ the time of day on the current location&lt;br /&gt;
* __turn__ the turn number and turn remaining&lt;br /&gt;
* __gold__ the gold remaining&lt;br /&gt;
* __villages__ the number of villages owned&lt;br /&gt;
* __num_units__ the number of units owned&lt;br /&gt;
* __upkeep__ the money needed to keep your units every turn&lt;br /&gt;
* __expenses__ the money lost each turn when you don't have enough income&lt;br /&gt;
* __income__ the income per turn (can be positive)&lt;br /&gt;
* __terrain__ the text description of the current terrain&lt;br /&gt;
* __position__ the current terrain's position&lt;br /&gt;
* __side_playing__ the current playing side&lt;br /&gt;
* __observers__ the current observers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ThemeWML]]&lt;br /&gt;
* &lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ThemeWML&amp;diff=1538</id>
		<title>ThemeWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ThemeWML&amp;diff=1538"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== the toplevel [theme] tag ==&lt;br /&gt;
&lt;br /&gt;
themes are used both for the wesnoth game and the wesnoth editor.&lt;br /&gt;
themes allow flexible configuration of how everything is laid out on-screen.&lt;br /&gt;
&lt;br /&gt;
the only key in [theme] is ''name''. This is the name of the theme.&lt;br /&gt;
&lt;br /&gt;
the only tag in [theme] is '''[resolution]''', but each theme can have multiple [resolution] tags.&lt;br /&gt;
the [resolution] tags are scanned until the first one which is of the same or lower resolution than is currently being&lt;br /&gt;
used is found, and this is used as our theme.&lt;br /&gt;
This allows us to define themes to work differently on different resolutions, and will allow us to support both high&lt;br /&gt;
and&lt;br /&gt;
low resolutions elegantly.&lt;br /&gt;
&lt;br /&gt;
the following keys and tags are recognized for [resolution]:&lt;br /&gt;
&lt;br /&gt;
* ''width//,//height'' dimensions in pixels&lt;br /&gt;
&lt;br /&gt;
All subtags of [resolution] use the following keys:&lt;br /&gt;
* ''rect'' defines the rectangle to display on. Parts of a ''rect=a,b,c,d'' clause may be:&lt;br /&gt;
** number : absolute positions&lt;br /&gt;
** ''='' : same value as the same field in reference rect (alignement with reference)&lt;br /&gt;
** +number or -number : for a and b, add this value to reference's c and d respectively (spacing from reference)&lt;br /&gt;
; for c and d, add this value to self's a and b (specify by width and height)&lt;br /&gt;
** =+number or =-number : add this value to same field in reference rect (eg. consider reference as a container box)&lt;br /&gt;
* ''xanchor//,//yanchor'' control the behavior of how this rectangle changes as the resolution changes.&lt;br /&gt;
** 'left' its distance from the left side of the screen always remain the same, while changes in the resolution will&lt;br /&gt;
change its size by the same amount (top for the y axis).&lt;br /&gt;
** 'right' its size always remain the same, as well as its distance to the right side of the screen (bottom for the y&lt;br /&gt;
axis).&lt;br /&gt;
** 'fixed' its co-ordinates in that axis remain constant&lt;br /&gt;
** 'proportional' its co-ordinates multiplied by the ratio of the resolution being used to the canonical resolution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [main_map] ==&lt;br /&gt;
&lt;br /&gt;
defines where the main game display (i.e. all the hexagons and units) is displayed.&lt;br /&gt;
&lt;br /&gt;
== [mini_map] ==&lt;br /&gt;
&lt;br /&gt;
determines where the mini map is displayed&lt;br /&gt;
&lt;br /&gt;
== [panel] ==&lt;br /&gt;
&lt;br /&gt;
displays an image as a panel on-screen.&lt;br /&gt;
* ''image'' the image used for the panel&lt;br /&gt;
&lt;br /&gt;
== [label] ==&lt;br /&gt;
&lt;br /&gt;
displays a text label on screen.&lt;br /&gt;
* ''prefix'' a string that will be printed before the text in all language&lt;br /&gt;
* ''text'' a text string id to be displayed&lt;br /&gt;
* ''postfix'' a string that will be printed after the text in all language&lt;br /&gt;
* ''icon'' an image that will be displayed instead of the text if it is available&lt;br /&gt;
* ''font_size'' the size of font to use for the label&lt;br /&gt;
&lt;br /&gt;
== [menu] ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* ''title'' the id of the string to write on the button&lt;br /&gt;
* ''title_literal'' a string that will be displayed &amp;quot;as is&amp;quot; in all language after the title&lt;br /&gt;
* ''image'' the image to use if available&lt;br /&gt;
* ''is_context_menu'' if set to true this menu will not be placed, but displayed on a right click&lt;br /&gt;
* ''items'' comma separated list of actions to put in the menu. if there is only one action, it will be executed&lt;br /&gt;
immediately and no menu will be displayed&lt;br /&gt;
** 'cycle' move to next movable unit&lt;br /&gt;
** 'endunitturn' consume this unit's move and cycle to the next one&lt;br /&gt;
** 'leader' senter on the leader&lt;br /&gt;
** 'undo' undo last action&lt;br /&gt;
** 'redo' redo undone action&lt;br /&gt;
** 'zoomin' zoom the map in&lt;br /&gt;
** 'zoomout' zoom the map out&lt;br /&gt;
** 'zoomdefault' return to default zoom&lt;br /&gt;
** 'fullscreen' switch fulscreen mode&lt;br /&gt;
** 'accelerated' switch turbo mode&lt;br /&gt;
** 'resistance' show resistance table of current unit&lt;br /&gt;
** 'terraintable' show terrain table of current unit&lt;br /&gt;
** 'describeunit' show unit description&lt;br /&gt;
** 'renameunit' change unit name&lt;br /&gt;
** 'save' save the game&lt;br /&gt;
** 'recruit' recruit a unit&lt;br /&gt;
** 'repeatrecruit' repeat last recruitement&lt;br /&gt;
** 'recall' recall a unit from previous scenarion&lt;br /&gt;
** 'endturn' end current turn&lt;br /&gt;
** 'togglegrid' toggle grid display&lt;br /&gt;
** 'statustable' show status table&lt;br /&gt;
** 'mute' mute all sounds&lt;br /&gt;
** 'speak' send message to other players&lt;br /&gt;
** 'createunit' debug create a unit on the map&lt;br /&gt;
** 'preferences' open preference dialog&lt;br /&gt;
** 'objectives' show objective window&lt;br /&gt;
** 'unitlist' list units&lt;br /&gt;
** 'statistics' show game statistics&lt;br /&gt;
** 'quit' quit the game&lt;br /&gt;
** 'labelterrain' label current location&lt;br /&gt;
** 'showenemymoves' show grids reachable by the enemy&lt;br /&gt;
** 'bestenemymoves' show grids reachable by the enemy with no zone of control&lt;br /&gt;
** 'editnewmap' editor only start a new map&lt;br /&gt;
** 'editloadmap' editor only loads an existing map&lt;br /&gt;
** 'editsavemap' editor only saves the current map&lt;br /&gt;
** 'editsaveas' editor only saves the current map, let you choose a filename&lt;br /&gt;
** 'editsetstartpos' editor only set a starting position for a team&lt;br /&gt;
** 'editfloodfill' editor only flood the map with a terrain&lt;br /&gt;
** 'toggleshroud' toggle the &amp;quot;moving removes shroud&amp;quot; behaviour&lt;br /&gt;
** 'updateshroud' removes all possible shroud&lt;br /&gt;
&lt;br /&gt;
== [status] ==&lt;br /&gt;
&lt;br /&gt;
This tag describes the Status Table.&lt;br /&gt;
this tag contains many other tags, which determine where other game statistics, such as the current turn, and a&lt;br /&gt;
description of selected units go.&lt;br /&gt;
For instance, the [time_of_day] tag will determine where the time of day image goes.&lt;br /&gt;
Each subtag of [status] can contain the following attributes&lt;br /&gt;
&lt;br /&gt;
** ''font_size'' the size of font to use for the status&lt;br /&gt;
** ''rect'' the rectangle as for the main_map attribute&lt;br /&gt;
** ''xanchor'' the x-wise anchoring as for the main_map attribute&lt;br /&gt;
** ''yanchor'' the y-wise anchoring as for the main_map attribute&lt;br /&gt;
** ''prefix'' the string to display before the actual status, this is the string id for internationalisation&lt;br /&gt;
** ''prefix_literal'' a string to put after the prefix, but before the label for all languages.&lt;br /&gt;
** ''postfix_literal'' a string to put after the status&lt;br /&gt;
** ''postfix'' the string to display after the postfix_literal, this is the string id for internationalisation&lt;br /&gt;
&lt;br /&gt;
the following tags are recognized for [status]:&lt;br /&gt;
* '''[unit_description]''' the user description of the current unit&lt;br /&gt;
* '''[unit_type]''' the type of the current unit&lt;br /&gt;
* '''[unit_level]''' the level of the current unit&lt;br /&gt;
* '''[unit_traits]''' the traits of the current unit&lt;br /&gt;
* '''[unit_status]''' the status of the current unit&lt;br /&gt;
* '''[unit_alignment]''' the alignment of the current unit&lt;br /&gt;
* '''[unit_abilities]''' the abilities of the current unit&lt;br /&gt;
* '''[unit_hp]''' the HP of the current unit&lt;br /&gt;
* '''[unit_xp]''' the XP of the current unit&lt;br /&gt;
* '''[unit_moves]''' the moves remaining for the current unit&lt;br /&gt;
* '''[unit_weapons]''' the attacks of the current unit&lt;br /&gt;
* '''[unit_image]''' the icon for the current unit&lt;br /&gt;
* '''[unit_profile]'''&lt;br /&gt;
* '''[time_of_day]''' the time of day on the current location&lt;br /&gt;
* '''[turn]''' the turn number and turn remaining&lt;br /&gt;
* '''[gold]''' the gold remaining&lt;br /&gt;
* '''[villages]''' the number of villages owned&lt;br /&gt;
* '''[num_units]''' the number of units owned&lt;br /&gt;
* '''[upkeep]''' the money needed to keep your units every turn&lt;br /&gt;
* '''[expenses]''' the money lost each turn when you don't have enough income&lt;br /&gt;
* '''[income]''' the income per turn (can be positive)&lt;br /&gt;
* '''[terrain]''' the text description of the current terrain&lt;br /&gt;
* '''[position]''' the current terrain's position&lt;br /&gt;
* '''[side_playing]''' the current playing side&lt;br /&gt;
* '''[observers]''' the current observers&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ThemeSystem]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=1539</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=1539"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
==  Scenario 1 &amp;quot;A summer of storms&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
At first it's best to hire 2 horsemen and 3 spearmen. Send the horsemen with the king over the brige, and the spearmen&lt;br /&gt;
should start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and&lt;br /&gt;
more&lt;br /&gt;
spearmen. Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince&lt;br /&gt;
Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king&lt;br /&gt;
wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 &amp;quot;The Fall&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Saving heavy infantry pays off in later scenarios. So it is useful to retreat them south to your other forces. There&lt;br /&gt;
are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to&lt;br /&gt;
hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it&lt;br /&gt;
can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One&lt;br /&gt;
way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky&lt;br /&gt;
because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a&lt;br /&gt;
spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination&lt;br /&gt;
strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn&lt;br /&gt;
experience.&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 &amp;quot;A Harrowing Escape&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you&lt;br /&gt;
because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some&lt;br /&gt;
army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
== Scenario 4b &amp;quot;The Swamp Of Esten&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start.&lt;br /&gt;
Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to&lt;br /&gt;
attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front. After you&lt;br /&gt;
have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send&lt;br /&gt;
a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and&lt;br /&gt;
scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are&lt;br /&gt;
attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in&lt;br /&gt;
southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the&lt;br /&gt;
swamp. Searching them is good. However, some of them contain nasty suprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
&lt;br /&gt;
== Scenario 5 &amp;quot;The Oldwood&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4&lt;br /&gt;
knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid&lt;br /&gt;
placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an&lt;br /&gt;
eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 &amp;quot;Temple in the Deep&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing&lt;br /&gt;
at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is&lt;br /&gt;
very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 &amp;quot;Return to Oldwood&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Just story. I wonder what would have happened if the outlaw lady had died in one of the previous scenarios.  [She just&lt;br /&gt;
poofs back in and rejoins the plot at that point.  --Anon. speaking from experience]&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 &amp;quot;Clearwater Port&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot&lt;br /&gt;
of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended&lt;br /&gt;
you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots&lt;br /&gt;
of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your&lt;br /&gt;
allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 &amp;quot;Fallen Lich Point&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly wizards for that) south and&lt;br /&gt;
kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some wizards around the undead&lt;br /&gt;
before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 &amp;quot;Sewer of Southbay&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
As always, don't recruit a lot of units in underground, and don't recruit units which can barely move their. Only&lt;br /&gt;
wizards is probably best, maybe some thieves. If you have enough levelled up wizards, you can divide into two groups&lt;br /&gt;
and&lt;br /&gt;
attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 &amp;quot;Southbay in Winter&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Just plot.&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 &amp;quot;A Final Spring&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
For the south land area, do a counter-clockwise sweep with mounted units.  Move slower units to defend the walled city,&lt;br /&gt;
which you would think your allies could do a better job of.  Take their villages; they don't do anything useful with the&lt;br /&gt;
money anyway.  When your mounted units complete their sweep, you can break the remaining southern forces against the&lt;br /&gt;
walls in a hammer and anvil.  Then your united forces can move north.&lt;br /&gt;
&lt;br /&gt;
Treat the island boss as a separate effort.  Do not use assassins.  Assassins have relatively weak defense in water&lt;br /&gt;
against Sea Orcs and Nagas, they're very weak against blade, which is all Sea Orcs and Nagas use, and their relatively&lt;br /&gt;
slow movement in water makes backstab hard to use reliably.  Instead, wait until your first combat, after which you can&lt;br /&gt;
recruit Mermen.  Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the&lt;br /&gt;
island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 &amp;quot;Peoples in Decline&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the&lt;br /&gt;
night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were&lt;br /&gt;
careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm&lt;br /&gt;
Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will&lt;br /&gt;
appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon,&lt;br /&gt;
but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the&lt;br /&gt;
storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 &amp;quot;Rough Landing&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white&lt;br /&gt;
mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first&lt;br /&gt;
for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their&lt;br /&gt;
troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all&lt;br /&gt;
remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
&lt;br /&gt;
Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenarion will&lt;br /&gt;
come in handy as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 &amp;quot;A New Land&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story&lt;br /&gt;
though.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 15 &amp;quot;The Ka'lian&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have&lt;br /&gt;
should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
==  Scenario 16a &amp;quot;The Dragon&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
There are a lot of Saurian enemies in this, and they all have the [i]skirmish[/i] ability. My strategy to win was to&lt;br /&gt;
recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate&lt;br /&gt;
stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your&lt;br /&gt;
weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then&lt;br /&gt;
camped their and fight a huge onslaught of Saurians until around turn 10. By that time, there were much less Saurians&lt;br /&gt;
left then in the beginning. And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as&lt;br /&gt;
well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first&lt;br /&gt;
killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue&lt;br /&gt;
leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught&lt;br /&gt;
without half your troops dying already, the map is won.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to&lt;br /&gt;
move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten&lt;br /&gt;
troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured,&lt;br /&gt;
move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big&lt;br /&gt;
bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or&lt;br /&gt;
the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to&lt;br /&gt;
the cave after the Dragon leaves to grab the gold, though that's nothing compared to the Hero bonus for defeating all&lt;br /&gt;
the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 18b &amp;quot;Lizard Beach&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
That's the scenario where I found the mermen from earlier useful. Sent a bunch of them along the river west, and my&lt;br /&gt;
main army towards the SW leader. The basic idea of this, fight the SW leader while being shielded from the north. I&lt;br /&gt;
ended up all in one big bulk again, with mermen in the water/swamp and the other units right south of them. When the&lt;br /&gt;
Saurians got less, it was the time to finish off the remaining green Mud Crawlers and the leader. Be careful to not send&lt;br /&gt;
mermen out west into the sea, since enemy reinforcements appear there around turn 10. From the south leader, my whole&lt;br /&gt;
army went north, and with rather little resistance killed off the north leader as well.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  A Silver Mage is worth at least three regular troops here.  You can't recruit Mermen this time,&lt;br /&gt;
but hopefully you have plenty that you can recall.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 20c &amp;quot;The Troll Hole&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's&lt;br /&gt;
underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of&lt;br /&gt;
levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a&lt;br /&gt;
strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since&lt;br /&gt;
they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves&lt;br /&gt;
- they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold,&lt;br /&gt;
right into the lair of a giant spider.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in&lt;br /&gt;
front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard&lt;br /&gt;
or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came&lt;br /&gt;
from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 22d &amp;quot;Cursed Isle&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last.&lt;br /&gt;
All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and&lt;br /&gt;
the scene is over just like that.  One of the other temples has some gold; grab that too.  Ignore the holy water.  No&lt;br /&gt;
one will ever use it effectively in time.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 25 &amp;quot;The Vanguard&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the&lt;br /&gt;
onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since&lt;br /&gt;
soon you will be out of non-wounded units.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted&lt;br /&gt;
units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash,&lt;br /&gt;
which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 26 &amp;quot;Return of the Fleet&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you,&lt;br /&gt;
whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes&lt;br /&gt;
you to drastically under-recruit.  Time is money.&lt;br /&gt;
&lt;br /&gt;
This map starts out in shroud, like a cave.  You just haven't been informed of it yet.  So while you're still amazingly&lt;br /&gt;
able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of&lt;br /&gt;
approach you want to be able to see later.&lt;br /&gt;
&lt;br /&gt;
It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach&lt;br /&gt;
shore will take even longer.  Paladins are so effective against undead that you can wade into the water after them.  But&lt;br /&gt;
keep some around for the Chocobones.  Just remember, Paladins can't go into deep water and undead can.  Once you take an&lt;br /&gt;
island city, use Silver Mages in support to finish the leader.&lt;br /&gt;
&lt;br /&gt;
When you reach the swamp in the north, tighten to a hedgehog formation.  Not only are Saurian skirmishers a problem, but&lt;br /&gt;
Chocobones move fairly quickly through a variety of terrain, and they have Charge.  Defend until the most dangerous&lt;br /&gt;
enemies are in poor position, then wipe them out.  This map sports the least effective Cuttlefish I've ever seen; he was&lt;br /&gt;
in the water near me but fled.  Remember where the keeps are, and advance to the finish.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 27 &amp;quot;Rise of Wesnoth&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be&lt;br /&gt;
useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of&lt;br /&gt;
the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces,&lt;br /&gt;
making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but&lt;br /&gt;
once the first east bridge collapses, the undead want to follow the path that doesn't leave them floundering in the&lt;br /&gt;
water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send&lt;br /&gt;
a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two&lt;br /&gt;
Paladins in the E to kill Jevyan himself; nothing else is half as effective.  Don't forget to sacrifice Aethyr to&lt;br /&gt;
Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead,&lt;br /&gt;
the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader&lt;br /&gt;
alive.  You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TimeWML&amp;diff=1542</id>
		<title>TimeWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TimeWML&amp;diff=1542"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== the [time] and [illuminated_time] tags ==&lt;br /&gt;
&lt;br /&gt;
the [time] tag is a subtag of the [scenario] tag.&lt;br /&gt;
Most scenarios use the IDs '''{DAWN}||, ||{MORNING}||, ||{AFTERNOON}||, ||{DUSK}''',&lt;br /&gt;
== {FIRST_WATCH}''', ||{SECOND_WATCH}||, and '''{UNDERGROUND} ==&lt;br /&gt;
instead of the [time] and [illuminated_time] tags.&lt;br /&gt;
See '''data/schedules.cfg''' for the definitions of these IDs.&lt;br /&gt;
&lt;br /&gt;
this tag describes a single turn of a day/night sequence.&lt;br /&gt;
When a scenario is played, the first turn is described&lt;br /&gt;
by the first [time] tag; the second described by the second, until there are no more.&lt;br /&gt;
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,&lt;br /&gt;
but it describes spaces that have been illuminated (see ''illuminates'', [[AbilitiesWML]])&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.&lt;br /&gt;
units with '''alignment=neutral''' are unaffected by this key.&lt;br /&gt;
''lawful_bonus'' can be a negative number.&lt;br /&gt;
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;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TranslatorsGuide&amp;diff=1543</id>
		<title>TranslatorsGuide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TranslatorsGuide&amp;diff=1543"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translators Guide ==&lt;br /&gt;
&lt;br /&gt;
As per Lim Choon Kiat suggestion, here is a collection of problems (and solutions) for translators.&lt;br /&gt;
&lt;br /&gt;
== Question ==: ''Gryphon does not exist in my language, how should I translate it?''&lt;br /&gt;
A gryphon is a hybrid of Lion and Eagle. Hence if this word is not part of your language, then terms like &amp;quot;Lion-Eagle&lt;br /&gt;
beast&amp;quot; are acceptable. It is important to note that this beast '''doesn't breath fire'''. Hence, do not parallel it with&lt;br /&gt;
any mythical figures in your culture that breath fire.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[WesnothTranslations]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TurkishTranslation&amp;diff=1545</id>
		<title>TurkishTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TurkishTranslation&amp;diff=1545"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Battle for Wesnoth - Türkçeye Tercüme =&lt;br /&gt;
== Tercüme ekibi: ==&lt;br /&gt;
&lt;br /&gt;
* Maintainer: Selim Farsakoğlu - [mailto:farsakogluATwebNOKTAde] &lt;br /&gt;
* İhsan Akın - [mailto:ihsan_akinATyahooNOKTAcom] &lt;br /&gt;
* Kosif&lt;br /&gt;
* Enes Akın (yekialem)&lt;br /&gt;
* krak&lt;br /&gt;
&lt;br /&gt;
== Açıklamalar ==&lt;br /&gt;
&lt;br /&gt;
Bu sayfada türkçe tercüme ekibinin koordinasyonu sağlanmaktadır.&lt;br /&gt;
&lt;br /&gt;
Tercüme ekibi olarak öncelikli hedefimiz oyunu ve resmi senaryoları dilimize kazandırmak olmakla birlikte -uzun&lt;br /&gt;
vadede-&lt;br /&gt;
resmi olmayan senaryolar, manual, man sayfaları ve web sitesini tercüme etmeyi de hedefliyoruz.&lt;br /&gt;
=== Oyunda türkçe yazı problemi ===&lt;br /&gt;
Wesnoth'da Türkçe karakterler yazabilmek için bir çözüm bulduk. &lt;br /&gt;
&lt;br /&gt;
Ancak bu çözüm şimdilik koda girmeyecek. Daha genel bir çözüm için &lt;br /&gt;
&lt;br /&gt;
çalışıyorlar. Bu hata SDL' in utf kodlarını tam olarak göndermemesinden kaynaklanıyor.&lt;br /&gt;
&lt;br /&gt;
Genede derlemenizi kendiniz yapıyorsanız şu linkteki dosyayı alın ve uygulayın;&lt;br /&gt;
&lt;br /&gt;
[https://savannah.nongnu.org/bugs/download.php?item_id=12169&amp;amp;item_file_id=2742 Türkçe için kod]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aranıyor! ===&lt;br /&gt;
&lt;br /&gt;
Tercüme işine yardım edecek gönüllüler aramaktayız! Sen de wesnoth'u severek oynuyorsan ve türkler arasında&lt;br /&gt;
yaygınlaşmasından yanaysan bize yardım et. İletişim için yukarıdaki mail adreslerimizi kullanabilirsin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tercüme durumu tablosu ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Bölüm&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Tercüman&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Kontrol eden &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Durum&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;wesnoth-lib&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Selim&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;İhsan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bitti&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;wesnoth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Selim, İhsan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Devam&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;wesnoth-editor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;İhsan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;İhsan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bitti&amp;lt;/font&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;wesnoth-httt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kosif&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;ihsan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bitti&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;wesnoth-tdh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;İhsan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;İhsan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kontrol&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;wesnoth-sotbe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;İhsan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;ihsan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bitti&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;wesnoth-ei&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;İhsan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Devam&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;wesnoth-trow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;krak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Devam&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;web sitesi&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;İhsan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kontrol&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;manual&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Selim&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Devam&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;man sayfaları&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Selim&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Devam&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
=== Durumların anlamları: ===&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
*  Başlanmadı - Henüz başlanmadı / tercüman aranıyor&lt;br /&gt;
*  Devam - Tercüme devam ediyor&lt;br /&gt;
*  Bitti- Tercüme tamamlandı&lt;br /&gt;
*  Kontrol - Tamamlandı ve tekrar gözden geçiriliyor&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
=== Log ===&lt;br /&gt;
03.07.2005 / ejder, cüce, ork, kertenkele ve insanlar tamamlandı --selim&amp;lt;/br&amp;gt;&lt;br /&gt;
16.07.2005 / su adamı ve yarı ölüler tamamlandı --selim&amp;lt;/br&amp;gt;&lt;br /&gt;
20.07.2005 / uluslararası site çevrildi. --ihsan&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bir soru :&lt;br /&gt;
&lt;br /&gt;
undead'e ne diyelim&lt;br /&gt;
&lt;br /&gt;
* Selim  : yarı ölü --boşluğa dikkat! ;-)&lt;br /&gt;
* ihsan  : yarıölü&lt;br /&gt;
* Karak  :&lt;br /&gt;
* Enes   :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sözlük ===&lt;br /&gt;
&lt;br /&gt;
Çok kullanılan kelimeler ve nasil çevirilecekleri. Henüz karşılık bulmadığımız kelimelerle karşılaşırsak bunları&lt;br /&gt;
orjinal halinde bırakıyoruz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* terrain = arazi&lt;br /&gt;
* recruit = askere almak&lt;br /&gt;
* recall = çağırmak&lt;br /&gt;
* heal = tedavi etmek / iyileşmek&lt;br /&gt;
* cure = ilaç vermek&lt;br /&gt;
* regenerate = yenilemek&lt;br /&gt;
* HP = YP (Yaşam puanı)&lt;br /&gt;
* XP = TP (Tecrübe puanı)&lt;br /&gt;
* combat = döğüş&lt;br /&gt;
* hit = vurmak, isabet et(tir)mek&lt;br /&gt;
* damage = hasar vermek&lt;br /&gt;
* village = köy&lt;br /&gt;
* move = ilerle(t)mek, hareket et(tir)mek&lt;br /&gt;
* zone of control = kontrol alanı&lt;br /&gt;
* income = gelir&lt;br /&gt;
* upkeep = gider&lt;br /&gt;
* level = seviye&lt;br /&gt;
* experience = tecrübe&lt;br /&gt;
* advance = terfi&lt;br /&gt;
* bonus = bonus&lt;br /&gt;
* multiplayer = çok oyuncu(lu)&lt;br /&gt;
* network= ağ&lt;br /&gt;
* campaign= sefer(berlik), sefere çıkmak&lt;br /&gt;
* scenario = senaryo&lt;br /&gt;
* hotseat = ikili&lt;br /&gt;
* create = yapmak&lt;br /&gt;
* observe = izlemek&lt;br /&gt;
* save = kaydetmek&lt;br /&gt;
* load = yüklemek&lt;br /&gt;
* random = rastgele&lt;br /&gt;
* ally   = müttefik&lt;br /&gt;
* friend = dost&lt;br /&gt;
* TIME OF DAY = günün saati&lt;br /&gt;
&lt;br /&gt;
* dawn = şafak&lt;br /&gt;
* day (morning) = gün (sabah)&lt;br /&gt;
* day (afternoon) = gün (ikindi)&lt;br /&gt;
* dusk = gün batımı&lt;br /&gt;
* night (first watch) = gece (ilk yarı)&lt;br /&gt;
* night (second watch)= gece (ikinci yarı)&lt;br /&gt;
&lt;br /&gt;
* Damage types = Hasar türleri&lt;br /&gt;
&lt;br /&gt;
* Blade = Kesme&lt;br /&gt;
* Pierce = Delme&lt;br /&gt;
* Impact = Darbe&lt;br /&gt;
* Fire = Ateş&lt;br /&gt;
* Cold = Soğuk&lt;br /&gt;
* Holy = Kutsal&lt;br /&gt;
&lt;br /&gt;
* TRAITS = mizaçlar&lt;br /&gt;
&lt;br /&gt;
* Loyal = ulusal&lt;br /&gt;
* Strong = güçlü&lt;br /&gt;
* Quick = hızlı&lt;br /&gt;
* Resilient = dayanıklı&lt;br /&gt;
* Intelligent = zeki&lt;br /&gt;
* Dextrous = maharetli&lt;br /&gt;
&lt;br /&gt;
* Abilities = kabiliyetler&lt;br /&gt;
&lt;br /&gt;
* Ambush     = Pusu&lt;br /&gt;
* Cures      = ilaç vermek&lt;br /&gt;
* Heals      = tedavi etmek&lt;br /&gt;
* Lidership  = Liderlik&lt;br /&gt;
* Nightstalk = karabasan&lt;br /&gt;
* Regenerates= İyileşir&lt;br /&gt;
* Skirmiser  = Avcı&lt;br /&gt;
* Steadfast  = Sabit&lt;br /&gt;
* Teleport   = Işınlanma&lt;br /&gt;
&lt;br /&gt;
* Weapon Skills = Silah ustalıkları&lt;br /&gt;
&lt;br /&gt;
* Backstab   = Arkadan vurma&lt;br /&gt;
* First Strike = İlk vuruş&lt;br /&gt;
* Charge     = Yükleme&lt;br /&gt;
* Magical    = Sihirli&lt;br /&gt;
* Drain      = Sömürme&lt;br /&gt;
* Berserk    = Cinnet&lt;br /&gt;
* Marksman   = Nişancı&lt;br /&gt;
* Plague     = Salgın&lt;br /&gt;
* Poison     = Zehir&lt;br /&gt;
* &lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
* FACTIONS = ekipler&lt;br /&gt;
&lt;br /&gt;
* Loyalist = ulusalcı&lt;br /&gt;
* Rebels = asiler&lt;br /&gt;
* Northerners = kuzeyliler&lt;br /&gt;
* Undead = yarı ölüler&lt;br /&gt;
* Knalgan Alliance = bodurlar birliği&lt;br /&gt;
* Drakes = ejderler&lt;br /&gt;
&lt;br /&gt;
* Drake = ejder&lt;br /&gt;
&lt;br /&gt;
* drake burner = ejder yakıcı&lt;br /&gt;
* fire drake = ateş ejderi&lt;br /&gt;
* drake flare = ejder alevli&lt;br /&gt;
* drake blademaster = ejder kılıç ustası&lt;br /&gt;
* inferno drake = cehennem ejderi&lt;br /&gt;
* hurricane drake = kasırga ejderi&lt;br /&gt;
* drake flameheart = ejder alevkalpli&lt;br /&gt;
* drake clasher = ejder çarpıcı&lt;br /&gt;
* drake gladiator = ejder gladyatör&lt;br /&gt;
* drake slasher = ejder hezar&lt;br /&gt;
* drake enforcer = ejder infazcı&lt;br /&gt;
* drake fighter = ejder savaşçı&lt;br /&gt;
* drake warrior = ejder cengaver&lt;br /&gt;
* drake warden = ejder muhafız&lt;br /&gt;
* drake glider = ejder planörcü&lt;br /&gt;
* sky drake = gök ejderi&lt;br /&gt;
&lt;br /&gt;
* Dwarf = cüce&lt;br /&gt;
&lt;br /&gt;
* dwarvish fighter = cüce savaşçı&lt;br /&gt;
* dwarvish steelclad = cüce çelik zırhlı&lt;br /&gt;
* dwarvish lord = cüce lord&lt;br /&gt;
* dwarvish guardsman = cüce muhafız&lt;br /&gt;
* dwarvish stalwart = cüce kaya&lt;br /&gt;
* dwarvish sentinel = cüce nöbetçi&lt;br /&gt;
* dwarvish runemaster = cüce madenci&lt;br /&gt;
* dwarvish thunderer = cüce gürleyici&lt;br /&gt;
* dwarvish thunderguard = cüce gümbürtücü&lt;br /&gt;
* dwarvish dragonguard = cüce gök gürletici&lt;br /&gt;
* dwarvish ulfserker = deli cüce&lt;br /&gt;
* dwarvish berserker = çılgın cüce&lt;br /&gt;
&lt;br /&gt;
* Elf = elf&lt;br /&gt;
&lt;br /&gt;
* elvish archer = elf okçu&lt;br /&gt;
* elvish ranger = elf kolcu&lt;br /&gt;
* elvish avenger = elf intikamcı&lt;br /&gt;
* elvish marksman = elf nişancı&lt;br /&gt;
* elvish sharpshooter = elf keskin nişancı&lt;br /&gt;
* elvish fighter = elf savasçı&lt;br /&gt;
* elvish captain = elf kaptan&lt;br /&gt;
* elvish marshal = elf mareşal&lt;br /&gt;
* elvish hero = elf kahraman&lt;br /&gt;
* elvish champion = elf şampiyon&lt;br /&gt;
* elvish lady = elf leydi&lt;br /&gt;
* elvish lord = elf lord&lt;br /&gt;
* elvish high lord = elf yüksek lord&lt;br /&gt;
* elvish scout = elf süvari&lt;br /&gt;
* elvish rider = elf binici&lt;br /&gt;
* elvish outrider = elf akıncı&lt;br /&gt;
* elvish shaman = elf şaman&lt;br /&gt;
* elvish druid = elf rahip&lt;br /&gt;
* elvish shyde = elf yer perisi&lt;br /&gt;
* elvish sylph = elf gök perisi&lt;br /&gt;
* elvish sorceress = elf büyücü kız&lt;br /&gt;
* elvish enchantress = elf büyücü hanım&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Goblin = Goblin&lt;br /&gt;
&lt;br /&gt;
* goblin spearman = goblin mızrakçı&lt;br /&gt;
* goblin impaler = goblin delici&lt;br /&gt;
* wolf rider = kurt binici&lt;br /&gt;
* goblin knight = goblin şövalye&lt;br /&gt;
* direwolf rider = canavar binici&lt;br /&gt;
* goblin pillager = goblin yağmacı&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Human = insan&lt;br /&gt;
&lt;br /&gt;
* cavalryman = '''süvari'''&lt;br /&gt;
* dragoon = ağır süvari&lt;br /&gt;
* cavalier = kavalye&lt;br /&gt;
* elder mage = yaşlı büyücü&lt;br /&gt;
* fencer = eskirimci&lt;br /&gt;
* duelist = düellocu&lt;br /&gt;
* footpad = eşkiya&lt;br /&gt;
* outlaw = kanun kaçağı&lt;br /&gt;
* gryphon rider = grifon binici&lt;br /&gt;
* gryphon master = grifon ustası&lt;br /&gt;
* heavy infantryman = ağır piyade&lt;br /&gt;
* shock trooper = vurucu tim&lt;br /&gt;
* iron mauler = demir balyoz&lt;br /&gt;
* horseman = '''binici'''&lt;br /&gt;
* knight = şövalye&lt;br /&gt;
* paladin = frenk şövalyesi&lt;br /&gt;
* lancer = mızraklı şövalye&lt;br /&gt;
* grand knight= büyük şövalye&lt;br /&gt;
* mage = büyücü&lt;br /&gt;
* white mage = ak büyücü&lt;br /&gt;
* mage of light = ışık büyücüsü&lt;br /&gt;
* red mage = kırmızı buyucu&lt;br /&gt;
* arch mage = baş büyücü&lt;br /&gt;
* silver mage = gümüş büyücü&lt;br /&gt;
* great mage = büyük büyücü&lt;br /&gt;
* mounted fighter = atlı savaşçı&lt;br /&gt;
* mounted warrior = atlı cengaver&lt;br /&gt;
* horse lord = at stası&lt;br /&gt;
* noble youth = asil gençlik&lt;br /&gt;
* noble fighter = asil savaşçı&lt;br /&gt;
* noble commander = asil komutan&lt;br /&gt;
* noble lord = asil lord&lt;br /&gt;
* outlaw princess = kaçak prenses&lt;br /&gt;
* outlaw queen = kaçak kraliçe&lt;br /&gt;
* peasant = köylü&lt;br /&gt;
* spearman = mızrakçı&lt;br /&gt;
* swordsman = silahşör&lt;br /&gt;
* royal guard = kraliyet muhafızı&lt;br /&gt;
* pikeman = kargıcı&lt;br /&gt;
* halbardier = teberci&lt;br /&gt;
* javelineer = ciritçi&lt;br /&gt;
* bowman = okçu&lt;br /&gt;
* longbowman = uzun okçu&lt;br /&gt;
* master bowman = usta okçu&lt;br /&gt;
* poacher = kaçak avcı&lt;br /&gt;
* trapper = tuzakçı&lt;br /&gt;
* princess = prenses&lt;br /&gt;
* battle princess = savaş prensesi&lt;br /&gt;
* sergeant = çavuş&lt;br /&gt;
* lieutenant = teğmen&lt;br /&gt;
* general = general&lt;br /&gt;
* grand marshal = büyük mareşal&lt;br /&gt;
* thief = hırsız&lt;br /&gt;
* rogue = dolandırıcı&lt;br /&gt;
* assassin = suikastçi&lt;br /&gt;
* thug = cani&lt;br /&gt;
* bandit= haydut&lt;br /&gt;
* wall guard = kale muhafızı&lt;br /&gt;
* warrior king = cengaver kral&lt;br /&gt;
* youth = gençlik&lt;br /&gt;
* fighter = savaşçı&lt;br /&gt;
* commander = komutan&lt;br /&gt;
* lord = lord&lt;br /&gt;
&lt;br /&gt;
* Lizard = kertenkele&lt;br /&gt;
&lt;br /&gt;
* saurian skirmisher = sürüngen avcı&lt;br /&gt;
* saurian ambusher = sürüngen pusucu&lt;br /&gt;
* saurian flanker = sürüngen kuşatmacı&lt;br /&gt;
* saurian tribalist = sürüngen kabileci&lt;br /&gt;
* saurian icecaster = sürüngen buzcu&lt;br /&gt;
* saurian soothsayer = sürüngen kahin&lt;br /&gt;
&lt;br /&gt;
* Merman = su adamı&lt;br /&gt;
&lt;br /&gt;
* mermaid initiate = denizkızı usta&lt;br /&gt;
* mermaid priestess = denizkızı rahibe&lt;br /&gt;
* mermaid diviner = denizkızı kahin&lt;br /&gt;
* mermaid enchantress = denizkızı büyücü&lt;br /&gt;
* mermaid siren = denizkızı şarkıcı&lt;br /&gt;
* merman fighter = su adamı savaşçı&lt;br /&gt;
* merman warrior = su adamı cengaver&lt;br /&gt;
* merman triton = su adamı çatalcı&lt;br /&gt;
* merman hoplite = su adamı piyade&lt;br /&gt;
* merman hunter = su adamı avcı&lt;br /&gt;
* merman spearman = su adamı mızrakçı&lt;br /&gt;
* merman netcaster = su adamı ağ atıcı&lt;br /&gt;
* merman javelineer = su adamı ciritçi&lt;br /&gt;
* merman entangler = su adamı dolaştırıcı&lt;br /&gt;
&lt;br /&gt;
* Monster = canavar&lt;br /&gt;
&lt;br /&gt;
* cockatrice = şahmeran&lt;br /&gt;
* cuttle fish = mürekkep balığı&lt;br /&gt;
* fire dragon = ateş ejderhası&lt;br /&gt;
* giant scorpion = dev akrep&lt;br /&gt;
* giant spider = dev örümcek&lt;br /&gt;
* gryphon = grifon&lt;br /&gt;
* mudcrawler = çamur&lt;br /&gt;
* giant mudcrawler = dev çamur&lt;br /&gt;
* sea serpent = deniz yılanı&lt;br /&gt;
* sleeping gryphon = uyuyan grifon&lt;br /&gt;
* tentacle of the deep = derinden gelen dokunaç&lt;br /&gt;
* yeti = yeti&lt;br /&gt;
&lt;br /&gt;
* Naga= naga&lt;br /&gt;
&lt;br /&gt;
* naga fighter = naga savaşçı&lt;br /&gt;
* naga warrior = naga cengaver&lt;br /&gt;
* naga myrmidon = naga yardakçı&lt;br /&gt;
&lt;br /&gt;
* Ogre = tepegöz&lt;br /&gt;
&lt;br /&gt;
* young ogre = genç tepegöz&lt;br /&gt;
* ogre = tepegöz&lt;br /&gt;
&lt;br /&gt;
* Orc = ork&lt;br /&gt;
&lt;br /&gt;
* novice orcish shaman = toy ork şaman&lt;br /&gt;
* old orcish shaman = yaşlı ork şaman&lt;br /&gt;
* orcish archer = ork okçu&lt;br /&gt;
* orcish crossbowman = ork tatar yaycısı&lt;br /&gt;
* orcish assasin = ork suikastçi&lt;br /&gt;
* orcish slayer = ork katil&lt;br /&gt;
* orcish grunt = ork izbandut&lt;br /&gt;
* orcish warrior = ork cengaver&lt;br /&gt;
* orcish warlord = ork savaş lordu&lt;br /&gt;
* orcish leader = ork lider&lt;br /&gt;
* orcish ruler = ork hükümdar&lt;br /&gt;
* orcish sovereign = ork imparator&lt;br /&gt;
* orcish shaman = ork şaman&lt;br /&gt;
* orcish slurbow = ork çifte yaycı&lt;br /&gt;
* sea orc = deniz orku&lt;br /&gt;
&lt;br /&gt;
* Troll = trol&lt;br /&gt;
&lt;br /&gt;
* troll hero = trol kahraman&lt;br /&gt;
* great troll = büyük trol&lt;br /&gt;
* troll whelp = trol yavrusu&lt;br /&gt;
* troll = trol&lt;br /&gt;
* troll warrior = trol cengaver&lt;br /&gt;
* troll rocklobber = trol taş atıcı&lt;br /&gt;
&lt;br /&gt;
* Undead = yarı ölü&lt;br /&gt;
&lt;br /&gt;
* chocobone = atlı iskelet&lt;br /&gt;
* dark adept = kara üstat&lt;br /&gt;
* necromancer = nekromantik&lt;br /&gt;
* dark queen = kara kraliçe&lt;br /&gt;
* dark sorcerer = kara sihirbaz&lt;br /&gt;
* lich = ölü büyücü&lt;br /&gt;
* dark spirit = kara tılsım&lt;br /&gt;
* death knight = ölüm şövalyesi&lt;br /&gt;
* ghost = hayalet&lt;br /&gt;
* wraith = öcü&lt;br /&gt;
* spectre = hortlak&lt;br /&gt;
* shadow = gölge&lt;br /&gt;
* nightgaunt = sıska hayalet&lt;br /&gt;
* ghoul = gulyabani&lt;br /&gt;
* necrophage = leş yiyen&lt;br /&gt;
* initiate = usta&lt;br /&gt;
* deathmaster = ölüm ustası&lt;br /&gt;
* demilich = yarım ölü büyücü&lt;br /&gt;
* dread lich = sömüren ölü büyücü&lt;br /&gt;
* ancient lich = antik ölü büyücü&lt;br /&gt;
* skeletal dragon = iskelet ejderha&lt;br /&gt;
* skeleton = iskelet&lt;br /&gt;
* revenant = ölü asker&lt;br /&gt;
* draug = hayalet asker&lt;br /&gt;
* deathblade = ölüm kılıcı&lt;br /&gt;
* skeleton archer = iskelet okçu&lt;br /&gt;
* bone shooter = kemik atıcı&lt;br /&gt;
* soul shooter = ruh atıcı&lt;br /&gt;
* vampire bat = vampir yarasa&lt;br /&gt;
* blood bat = kanlı yarasa&lt;br /&gt;
* vampire lady = vampir leydi&lt;br /&gt;
* walking corpse = yürüyen ceset&lt;br /&gt;
* soulless = ruhsuz&lt;br /&gt;
&lt;br /&gt;
* Unspecified = belirsiz&lt;br /&gt;
&lt;br /&gt;
* fireball = ateş topu&lt;br /&gt;
* galleon = kalyon&lt;br /&gt;
* pirate galleon = korsan kalyonu&lt;br /&gt;
* transport galleon = yük kalyonu&lt;br /&gt;
* watch tower = gözetleme kulesi&lt;br /&gt;
&lt;br /&gt;
* Wose = Ağaç&lt;br /&gt;
&lt;br /&gt;
* wose = ağaç&lt;br /&gt;
* elder wose = yaşlı ağaç&lt;br /&gt;
* ancient wose = antik ağaç&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== İlgili linkler ==&lt;br /&gt;
* [[WesnothTranslations]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translations statistics (cvs)]&lt;br /&gt;
&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=1552</id>
		<title>UnitsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=1552"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== the [units] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a top level WML tag which is in game.cfg.&lt;br /&gt;
It defines the set of all units in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
The following subtags are recognized:&lt;br /&gt;
* '''[unit]''' describes one unit type. See [[UnitWML]] for syntax.&lt;br /&gt;
* '''[trait]''' describes a global trait.&lt;br /&gt;
All races with the attribute '''ignore_global_traits=no''' will have this trait.&lt;br /&gt;
See '''[trait]''' below for syntax.&lt;br /&gt;
* '''[movetype]''' used to make shortcuts to describe units with similar terrain handicaps.&lt;br /&gt;
Units from the same advancement tree should generally have the same movetype.&lt;br /&gt;
** ''name'' an ID for this movetype.&lt;br /&gt;
    Units with the attribute '''movetype=''name''''' will be assigned this movetype.&lt;br /&gt;
** ''flies'' either 'true' or 'false'(default).&lt;br /&gt;
    A unit with ''flies=true'' does not have its image's height adjusted for different terrains.&lt;br /&gt;
** '''[movement_costs]''' describes how fast the unit moves on different terrains.&lt;br /&gt;
    The attribute '''''terrain//=//speed//''' means that the unit will need to use ''speed'' move points&lt;br /&gt;
    to move onto the terrain with '''name=''terrain''''' (see [[TerrainWML]]).&lt;br /&gt;
** '''[defense]''' describes how likely the unit is to be hit on different&lt;br /&gt;
    terrains. The attribute '''''terrain//=//defense''''' means that&lt;br /&gt;
    the unit will be hit ''defense'' per cent of the time in the terrain with '''name=//terrain'''''.&lt;br /&gt;
** '''[resistance]''' describes how much damage the unit takes from different types of attacks.&lt;br /&gt;
    The attribute '''''type//=//resistance//''' makes the unit resist 100-//resistance'' per cent of damage&lt;br /&gt;
    from attacks with '''type=''type'''''.&lt;br /&gt;
* '''[race]''' used to make shortcuts to describe units with similar names.&lt;br /&gt;
Units from the same advancement tree should generally have the same race.&lt;br /&gt;
Also, units with the same race should generally be recruitable by the same sides/factions.&lt;br /&gt;
** ''name'' an ID for this race.&lt;br /&gt;
  Units with the attribute '''race=''name''''' will be assigned this race.&lt;br /&gt;
** ''male_names//, ''female_names'' lists of names (i.e. non-translatable strings).&lt;br /&gt;
  They are inputted into the Markov name generator to generate random names.&lt;br /&gt;
  ''male_names'' describes units with '''gender=male''';&lt;br /&gt;
  ''female_names'' describes units with '''gender=female'''.&lt;br /&gt;
** ''markov_chain_size'' (default 2) number of letters per &amp;quot;syllable&amp;quot;.&lt;br /&gt;
  &amp;quot;Syllables&amp;quot; are groupings of names that the Markov name generator uses to determine names.&lt;br /&gt;
  It does this by running a probability algorithm to guess from the name list&lt;br /&gt;
  which syllables fit well together, which can start or end a name, etc.&lt;br /&gt;
** ''not_living'' 'yes' or 'no'(default).&lt;br /&gt;
  Units with '''not_living=yes''' cannot be poisoned, drained from,&lt;br /&gt;
  or plagued (see [[AbilitiesWML]]).&lt;br /&gt;
** ''num_traits'' is the number of non-repeating traits&lt;br /&gt;
  each unit of this race can be assigned.&lt;br /&gt;
** ''ignore_global_traits'' 'yes' or 'no'(default).&lt;br /&gt;
  Determines whether global traits (see [traits] above) are applied.&lt;br /&gt;
** '''[trait]''' describes a trait for this race.&lt;br /&gt;
  Has attributes ''id'' internationalization key(?),&lt;br /&gt;
  ''name'' text displayed in the status of unit with the trait,&lt;br /&gt;
  and tag '''[effect]''', described in [[EffectWML]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothLSM&amp;diff=1576</id>
		<title>WesnothLSM</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothLSM&amp;diff=1576"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;General information:&lt;br /&gt;
* Wesnoth presentation (see [[WesnothLSMpresentations]]) and gaming session will take place Wednesday 7th&lt;br /&gt;
* Presentation takes place from 13:30 to 15:00&lt;br /&gt;
* &amp;quot;as for drinking (since you where speaking of that), we'll probably organize&lt;br /&gt;
a little «apéritif» on Wednesday afternoon...&amp;quot; by mrq on #wesnoth-lsm at 20040524 00:19&lt;br /&gt;
* Dinner after «apéritif» (developers, contributors, players)&lt;br /&gt;
&lt;br /&gt;
Miscellaneous notes:&lt;br /&gt;
* Don't forget to bring your GPG keys for keysigning&lt;br /&gt;
* Bring towels and soap if you sleep in CROUS rooms. None supplied there&lt;br /&gt;
&lt;br /&gt;
Schedule and plans for Miyo and Lohari:&lt;br /&gt;
* Monday 5th on morning our flight arrives to Paris where we stay overnight&lt;br /&gt;
* Tuesday 6th we move from Paris to Bordeaux (TGV departs 10:45 from Paris)&lt;br /&gt;
* Accomodation for Tuesday and Wednesday nights has been arranged at CROUS&lt;br /&gt;
* Breakfast is still open, lunch and dinner not at CROUS&lt;br /&gt;
* Thursday 8th on afternoon we move from Bordeaux to Paris (TGV departs 14:21 from Bordeaux)&lt;br /&gt;
* We stay overnight at Benj's palace (yes, I know it should be place, but palace sounds so much better)&lt;br /&gt;
* Friday 9th early morning hours our flight departs from Paris&lt;br /&gt;
&lt;br /&gt;
Schedule for Cedric and Benoit&lt;br /&gt;
* Monday 5th, Rennes to Bordeaux by car&lt;br /&gt;
* Accomodations at the CROUS for three night: 5th, 6th, 7th.&lt;br /&gt;
* Breakfast at the CROUS. Lunch/dinner not at the CROUS.&lt;br /&gt;
* Departing from Bordeaux to Arles by car the 8th.&lt;br /&gt;
&lt;br /&gt;
Schedule for fmunoz and ana&lt;br /&gt;
* Monday 5th, 11:30PM pick bus from Vitoria (Spain)&lt;br /&gt;
* Tuesday 6th, 4:30AM arrive at Bordeaux.. wait till sunrise.&lt;br /&gt;
* Accomodations at the CROUS for three night: 6th, 7th, 8th.&lt;br /&gt;
* Breakfast undecided. Lunch/dinner *not* at CROUS.&lt;br /&gt;
* Saturday 10th pick bus (at 01:00AM) to came back to Vitoria,&lt;br /&gt;
* And then Vitoria-Valladolid and Venta de Baños in bus or train.&lt;br /&gt;
&lt;br /&gt;
Schedule for benj&lt;br /&gt;
* Tuesday 6th, 13h06, arriving at Bordeaux from Paris by train.&lt;br /&gt;
* Accomodations at the CROUS for two nights&lt;br /&gt;
* Breakfast at CROUS.  Lunch at CROUS.  Dinner in the city.&lt;br /&gt;
* Thursday 8th departing to Paris with same train than miyo &amp;amp; lohari&lt;br /&gt;
* Accomodation of miyo &amp;amp; lohari&lt;br /&gt;
&lt;br /&gt;
Schedule for Ayin&lt;br /&gt;
* Arrival tuesday, 6th, by car or by train.&lt;br /&gt;
* No meals taken at the crous (may change)&lt;br /&gt;
* Departure the 8th&lt;br /&gt;
&lt;br /&gt;
Schedule for ziberpunk&lt;br /&gt;
* Monday 5th, 11:30PM pick bus from Gasteiz&lt;br /&gt;
* Tuesday 6th, 4:30AM arrive at Bordeaux.. wait till sunrise.&lt;br /&gt;
* Accomodations at the CROUS for three nights: 6th, 7th, 8th.&lt;br /&gt;
* Breakfast undecided. Lunch/dinner undecided.&lt;br /&gt;
* Friday 9th pick bus (at night) to come back.&lt;br /&gt;
&lt;br /&gt;
Plans for yann&lt;br /&gt;
* Arrival Tuesday 6th, train departs at 10:45 from Paris (with miyo and lohari)&lt;br /&gt;
* Will try to hold some workshops about gettext stuff, and use of branches in cvs&lt;br /&gt;
* Departure Thursday 14:21&lt;br /&gt;
&lt;br /&gt;
Plans for ettin&lt;br /&gt;
* Tuesday 6th, 01:50 pick bus from Barcelona.&lt;br /&gt;
* Tuesday 6th, 11:25 arrive at Bordeaux.&lt;br /&gt;
* Accomodations at the CROUS for three nights: 6th, 7th, 8th.&lt;br /&gt;
* Breakfast, lunch, dinner undecided.&lt;br /&gt;
* Friday 9th, 16:30 departure to Barcelona.&lt;br /&gt;
&lt;br /&gt;
Plans for Aleksi&lt;br /&gt;
* Tuesday 6th, 08h20 departure from Paris.&lt;br /&gt;
* Arrival in Bordeaux at 11h47.&lt;br /&gt;
* Stayin at CROUS for two nights: 6th, 7th.&lt;br /&gt;
* Departure the 8th from Bordeaux to Paris at 13h55.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[WesnothLSMpresentations]]&lt;br /&gt;
* [[WesnothLSMStory]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitTypeWML&amp;diff=1553</id>
		<title>UnitTypeWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitTypeWML&amp;diff=1553"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The [unit] tag ==&lt;br /&gt;
&lt;br /&gt;
Each '''[unit]''' tag defines one unit type.&lt;br /&gt;
&lt;br /&gt;
Unit animation syntax is described in [[AnimationWML]].&lt;br /&gt;
&lt;br /&gt;
The following key/tags are recognized:&lt;br /&gt;
* ''id'' the value of the ''type'' key for units of this type.&lt;br /&gt;
  ''type'' keys are found in [[SingleUnitWML]] and [[FilterWML]].&lt;br /&gt;
* ''name'' (translatable) displayed in the Status Table&lt;br /&gt;
  for units of this type.&lt;br /&gt;
* ''race'' See '''[race]''', [[UnitsWML]].&lt;br /&gt;
  Also used in standard unit filter (see [[FilterWML]]).&lt;br /&gt;
* ''num_traits'' the number of traits that units of this&lt;br /&gt;
  type should receive when they are recruited,&lt;br /&gt;
  overriding the value set in the [race] tag.&lt;br /&gt;
* ''gender'' has a value of either ''male'' or ''female'',&lt;br /&gt;
  and determines which of the keys ''male_names'' and ''female_names''&lt;br /&gt;
  should be read. When a unit of this type is recruited,&lt;br /&gt;
  it will be randomly assigned a name by the random name generator,&lt;br /&gt;
  which will use these names as a base.&lt;br /&gt;
* ''ability'' a list of the unit's abilities.&lt;br /&gt;
  See [[AbilitiesWML]] for a description of abilities.&lt;br /&gt;
* ''hitpoints'' the maximum HP that the unit has, and the HP it has&lt;br /&gt;
  when it is created.&lt;br /&gt;
* ''movement'' the number of move points that this unit recieves each turn.&lt;br /&gt;
* ''experience//, ''advanceto'' When this unit has experience greater than or equal to&lt;br /&gt;
  ''experience'', it is replaced by a unit with 0 experience of the type that the value of&lt;br /&gt;
  ''advanceto'' refers to. All modifications that have been done to the&lt;br /&gt;
  unit are applied to the unit it is replaced by.&lt;br /&gt;
* '''[advancefrom]''' allows a campaign-specific unit to be spliced into an already existing advancement tree.&lt;br /&gt;
  It should generally be used only inside a campaign ifdef, to prevent changes to other campaigns.&lt;br /&gt;
  This tag makes changes to the ''advanceto'' and ''experience'' keys&lt;br /&gt;
  of a base unit to make it advance into this unit.  It takes these keys:&lt;br /&gt;
** ''unit'' the id of the base unit from which this unit advances.&lt;br /&gt;
  This adds the unit into the list of units which ''unit'' can advance into.&lt;br /&gt;
** ''experience'' is optional.&lt;br /&gt;
  If present and lower than the experience already required for the base unit to advance,&lt;br /&gt;
  then the experience to advance is lowered.&lt;br /&gt;
  Note: this will also lower the experience required to advance to other units which the base unit can advance into.&lt;br /&gt;
* ''cost'' when a player recruits a unit of this type, the player&lt;br /&gt;
  loses ''cost'' gold. If this would cause gold to drop below 0,&lt;br /&gt;
  the unit cannot be recruited.&lt;br /&gt;
* ''level'' the amount of upkeep the unit costs.&lt;br /&gt;
  After this unit fights, its opponent gains ''level'' experience.&lt;br /&gt;
  See also kill_experience ([[GameConfigWML]]), and leadership ([[AbilitiesWML]]).&lt;br /&gt;
* ''alignment'' how the unit's damage should be affected by its lawful bonus&lt;br /&gt;
  (See [[TimeWML]]).&lt;br /&gt;
* ''usage'' the way that the AI should recruit this unit, as determined&lt;br /&gt;
  by the scenario designer. (See ''recruitment_pattern'', [[AiWML]]).&lt;br /&gt;
  The following are conventions on usage:&lt;br /&gt;
** 'scout' Fast,&lt;br /&gt;
** 'fighter' Melee fighter,&lt;br /&gt;
** 'archer' Ranged fighter,&lt;br /&gt;
** 'mixed fighter' Melee and ranged fighter, and&lt;br /&gt;
** 'healer' Specialty 'heals' or 'cures'.&lt;br /&gt;
* ''unit_description'' (translatable) the text displayed in the&lt;br /&gt;
  unit descriptor box for this unit. Default 'No description available...'.&lt;br /&gt;
* ''movetype'' See '''[movetype]''', [[UnitsWML]].&lt;br /&gt;
Note that the tags '''[movement_costs]||, ||[defense]||, and ||[resistance]'''&lt;br /&gt;
can be used to modify this movetype.&lt;br /&gt;
After max level advancement support is not used in standard Wesnoth,&lt;br /&gt;
but you can add this tag into standard Wesnoth units:&lt;br /&gt;
* '''[advancement]''' describes what happens to a unit when it reaches the XP required for advancement.&lt;br /&gt;
  It is considered as an advancement in the same way as advancement described by ''advanceto'';&lt;br /&gt;
  however, if the player chooses this advancement,&lt;br /&gt;
  the unit will have one or more effects applied to it instead of advancing.&lt;br /&gt;
  After max level advancement is not used in standard Wesnoth,&lt;br /&gt;
  but can be added to standard Wesnoth units.&lt;br /&gt;
** ''id'' normal internationalization id.&lt;br /&gt;
** ''description'' a description (see [[DescriptionWML]]) displayed as the option for this advancement&lt;br /&gt;
if there is another advancement option that the player must choose from;&lt;br /&gt;
otherwise, the advancement is chosen automatically and this key is irrelevant.&lt;br /&gt;
** ''max_times'' default 1.&lt;br /&gt;
  The maximum times the unit can be awarded this advancement.&lt;br /&gt;
** '''[effect]''' A modification applied to the unit whenever this advancement is chosen.&lt;br /&gt;
  See [[EffectWML]]&lt;br /&gt;
* '''[attack]''' one of the unit's attacks.&lt;br /&gt;
** ''name'' the name of the attack;&lt;br /&gt;
displayed on the status table and in the attack choice menu.&lt;br /&gt;
Non-translatable.&lt;br /&gt;
Also used for the ''has_weapon'' key; see [[FilterWML]]&lt;br /&gt;
** ''type'' the damage type of the attack.&lt;br /&gt;
Used in determining resistance to this attack (see '''[resistances]''', [[UnitWML]]).&lt;br /&gt;
Possible values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'.&lt;br /&gt;
** ''special'' the special ability of the attack.&lt;br /&gt;
Currently having more than 1 ability is not supported.&lt;br /&gt;
See [[AbilitiesWML]] for a list of possible values&lt;br /&gt;
** ''icon'' the image to use as an icon for the attack in the attack choice menu&lt;br /&gt;
** ''range'' the range of the attack.&lt;br /&gt;
Used to determine the enemy's retaliation, which will be of the same type.&lt;br /&gt;
Also displayed on the status table in parentheses;&lt;br /&gt;
'short'(default) displays &amp;quot;melee&amp;quot;, while 'long' displays &amp;quot;ranged&amp;quot;.&lt;br /&gt;
** ''damage'' the damage of this attack&lt;br /&gt;
** ''number'' the number of strikes per attack this weapon has&lt;br /&gt;
** ''attack_weight'' helps the AI to choose which attack to use when attacking;&lt;br /&gt;
highly weighted attacks are more likely to be used.&lt;br /&gt;
** ''defense_weight'' used to determine which attack is used for retaliation.&lt;br /&gt;
This affects gameplay, as the player is not allowed to determine his unit's retaliation weapon.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[AnimationWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[TerrainWML]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UsefulLinks&amp;diff=1555</id>
		<title>UsefulLinks</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UsefulLinks&amp;diff=1555"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Battle of Wesnoth ===&lt;br /&gt;
 Home Page                               http://www.wesnoth.org/&lt;br /&gt;
 Savannah Project                        http://savannah.gnu.org/projects/wesnoth/&lt;br /&gt;
 Forum for user and developer            http://www.wesnoth.org/forum/&lt;br /&gt;
 Page on [[TheLinuxGameTome]]                http://happypenguin.org/show?Battle%20for%20Wesnoth&lt;br /&gt;
 Freshmeat entry                         http://freshmeat.net/projects/wesnoth/&lt;br /&gt;
&lt;br /&gt;
=== Developers ===&lt;br /&gt;
 The Cederqvist (CVS manual)             http://www.cvshome.org/docs/manual/&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UsefullLinks]] (first version of this page)&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UsefulWMLFragments&amp;diff=1556</id>
		<title>UsefulWMLFragments</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UsefulWMLFragments&amp;diff=1556"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Useful WML Fragments ==&lt;br /&gt;
&lt;br /&gt;
[[WmlTemplates]]: Campaign, scenario and unit templates, for the lazy ;)&lt;br /&gt;
&lt;br /&gt;
Currently, these are all macros (see [[PreprocessorRef]])&lt;br /&gt;
that may be copied into a scenario file or another file included first by the campaign,&lt;br /&gt;
and then used in the scenario (or multiplayer map).&lt;br /&gt;
Remember that a macro cannot be used at a point before it is defined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ProgrammingMacros]]: Definitions for some low-level macros to make it easier to write program-like WML.&lt;br /&gt;
&lt;br /&gt;
[[WmlMacros]]: Simple functions such as store/unstore, variable formatting, item triggers&lt;br /&gt;
&lt;br /&gt;
[[WishingWell]]: Hero(es) can get boosts for traits at a wishing well&lt;br /&gt;
&lt;br /&gt;
[[DroppableItem]]: A macro to create items that units can carry, that are left on the ground when those units die.&lt;br /&gt;
&lt;br /&gt;
[[RandomTraitUnit]]: A series of macros to create a unit with two random traits.&lt;br /&gt;
&lt;br /&gt;
[[PseudoRandom]]: A replacement for {RANDOM} in multiplayer, where {RANDOM} is buggy.&lt;br /&gt;
&lt;br /&gt;
[[MoveExistingUnit]]: A general way to move a unit from one place to another, displaying its movement.&lt;br /&gt;
&lt;br /&gt;
[[BranchOnVillageType]]: Crude hack for branching on village type.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesCamp&amp;diff=1564</id>
		<title>WesCamp</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesCamp&amp;diff=1564"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Wescamp-i18n =&lt;br /&gt;
This page is dedicated to describe how to translate User made Campaigns with the help of the project [https://developer.berlios.de/projects/wescamp-i18n Wescamp-i18n].&lt;br /&gt;
This project is hosted at berlios.de and maintained by Torangan ( david AT torangan.de ). Campaigns are uploaded&lt;br /&gt;
into the SVN rep and po-files of the campaigns are created. The po-files are updated regulary and the stats are shown at&lt;br /&gt;
http://gettext.wesnoth.org.&lt;br /&gt;
&lt;br /&gt;
== If you are someone who just wants to translate a campaign ==, simply go to http://gettext.wesnoth.org , and download&lt;br /&gt;
the .po file of your chosen campaign and language. Then read the information '''for translators''' on this page here, to&lt;br /&gt;
know who to tell what you are working on, and where to submit your translations.&lt;br /&gt;
&lt;br /&gt;
== How to contibute to this Project ==&lt;br /&gt;
'' ''' Campaign Designers ''' ''&lt;br /&gt;
&lt;br /&gt;
If you want to contribute to this project, you should follow this list:&lt;br /&gt;
* Make sure that there is a _ in front of the strings that can be translated.&lt;br /&gt;
* Make sure that you've got the #textdomain directives right. More information in this thread  [http://www.wesnoth.org/forum/viewtopic.php?t=5535 Changes to translating user campaigns in wesnoth (post 0.9.1)]&lt;br /&gt;
* Notice that when you reuse official units, you can put them into the textdomain wesnoth and the game will&lt;br /&gt;
automatically use the official translations. This does not work for textdomains from other campaigns hosted here, only&lt;br /&gt;
for the official textdomains.&lt;br /&gt;
* Please use the splitted objectives syntax as described [http://www.wesnoth.org/forum/viewtopic.php?t=5060 here]. (The exact definition is in the post from Ayin at the&lt;br /&gt;
end of the page.)&lt;br /&gt;
* If you got further questions feel free to join the irc channel #wesnoth on irc.freenode.net and ask in there. You can&lt;br /&gt;
also ask your questions in the forum, or directly contact Torangan ( david AT torangan.de ).&lt;br /&gt;
* [[WescampInstructions]] - How to get started.  Written from a Mac OS X perspective, but the instructions should be valid&lt;br /&gt;
for Linux users&lt;br /&gt;
* Subversion for Windows - a GUI: http://tortoisesvn.tigris.org&lt;br /&gt;
* If you're keen on doing all yourself, have a look at yann's pokit available [http://ydirson.free.fr/soft/wesnoth/pokit/ here]. This is only&lt;br /&gt;
required if you'd like to do the technical part yourself as this is usually done by Torangan. Be warned, pokit is&lt;br /&gt;
somewhat outdated at the time of this writing and needs some derivation from the procedure described within the README.&lt;br /&gt;
&lt;br /&gt;
'' ''' Translators ''' ''&lt;br /&gt;
&lt;br /&gt;
Translating user campaigns is the same like translating the normal files. All the info about this is already existing in&lt;br /&gt;
the wiki (see the links below). The files you do need are located at [http://svn.berlios.de/viewcvs/wescamp-i18n/ here]. When they&lt;br /&gt;
are translated mail them to Torangan ( david AT torangan.de ).&lt;br /&gt;
Before you start translating you should&lt;br /&gt;
* look at the sub-page of the campaign you want to translate, to see if somebody already is working on it.&lt;br /&gt;
* contact Torangan and edit the subpage, so that it is known that someone is working on it.&lt;br /&gt;
If you got further questions, join the ircchannel #wesnoth on irc.freenode.net and ask them in there. Of course you will&lt;br /&gt;
also get answers if you ask your questions in the Forum, or mail Torangan.&lt;br /&gt;
&lt;br /&gt;
== Campaigns in the rep ==&lt;br /&gt;
Here is a list of the campaigns that are already in the repository. The subpages are used to coordinate your and our&lt;br /&gt;
efforts. We will put in there a list of the translators working on the specific campaign.&lt;br /&gt;
* [[CampaignANewOrder|A New Order]]&lt;br /&gt;
* [[CampaignDelfardorsMemoirs|Delfador's Memoirs]]&lt;br /&gt;
* [[CampaignFlightFreedom|Flight to Freedom]]&lt;br /&gt;
* [[CampaignEliador|Invasion of Eliador]]&lt;br /&gt;
* [[CampaignLegendOfWesmere|Legend of Wesmere]]&lt;br /&gt;
* [[CampaignLiberty|Liberty]]&lt;br /&gt;
* [[CampaignMageRepublic|Mage Republic]]&lt;br /&gt;
* [[CampaignMysteryCampaign|Mystery Campaign]]&lt;br /&gt;
* [[CampaignNorthernRebirth|Northern Rebirth]]&lt;br /&gt;
* [[CampaignOrcishIncursion|Orcish Incursion]]&lt;br /&gt;
* [[CampaignSavingElensefar|Saving Elensefar]]&lt;br /&gt;
* [[CampaignSeptreOfFire|Sceptre of Fire]]&lt;br /&gt;
* [[CampaignUnrest|Unrest in Elfland]]&lt;br /&gt;
* [[CampaignBurningSuns|Under the Burning Suns]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[GettextForTranslators]] - how to translate Wesnoth under [[GetText]]&lt;br /&gt;
* [[WesnothTranslations]]&lt;br /&gt;
* [[TranslatorsGuide]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translation statistics]&lt;br /&gt;
* [https://developer.berlios.de/projects/wescamp-i18n Wescamp-i18n project at Berlios.de]&lt;br /&gt;
* [http://svn.berlios.de/viewcvs/wescamp-i18n/ Wescamp-i18n SVN-Tree]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=1566</id>
		<title>Wesnoth Acronyms and Slang</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=1566"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Acronyms ==&lt;br /&gt;
&lt;br /&gt;
Use the following list to demystify the various (mostly wesnoth specific) acronyms you may run into at the forum.&lt;br /&gt;
&lt;br /&gt;
(Note to editors: Please try to keep an alphabetic order to simplify manual searching)&lt;br /&gt;
&lt;br /&gt;
Official Campaigns&lt;br /&gt;
&lt;br /&gt;
 EI       - &amp;quot;The Eastern Invasion&amp;quot; (campaign name)&lt;br /&gt;
 HttT     - &amp;quot;Heir to the Throne&amp;quot; (campaign name)&lt;br /&gt;
** BoP    - &amp;quot;Bay of Pearls&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** DD     - &amp;quot;Dwarven Doors&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** [[HotNE]]  - &amp;quot;Home of the North Elves&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** IotD   - &amp;quot;Isle of the Damned&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** RtW    - &amp;quot;Return to Wesnoth&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** SoE    - &amp;quot;Siege of Elensefar&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** SoF    - &amp;quot;Scepter of Fire&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** TotC   - &amp;quot;Test of the Clans&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** VoD    - &amp;quot;Valley of Death&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
 [[SotBE]]    - &amp;quot;Son of the Black Eye&amp;quot; (campaign name)&lt;br /&gt;
 TDH      - &amp;quot;The Dark Hordes&amp;quot; (campaign name)&lt;br /&gt;
 TRoW     - &amp;quot;The Rise of Wesnoth&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
Unofficial Campaigns&lt;br /&gt;
&lt;br /&gt;
 FtF      - &amp;quot;Flight to Freedom&amp;quot; (campaign name)&lt;br /&gt;
 LOW      - &amp;quot;Legends of Wesmere&amp;quot; (campaign name)&lt;br /&gt;
 SE       - &amp;quot;Saving Elensefar&amp;quot; (campaign name)&lt;br /&gt;
 SG       - &amp;quot;The South Guard&amp;quot; (campaign name)&lt;br /&gt;
 SoF      - &amp;quot;Scepter of Fire&amp;quot; (campaign name)&lt;br /&gt;
 [[UtBS]]     - &amp;quot;Under the Burning Suns&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
Forum Language&lt;br /&gt;
&lt;br /&gt;
 AMLA    - After Maximum Level Advancement&lt;br /&gt;
 BfW     - Battle for Wesnoth (the name of the game)&lt;br /&gt;
 BWH     - Been suggested before.  We think it's a good idea.  Hope to add it eventually.&lt;br /&gt;
 CtH     - Chance to Hit (also C2H)&lt;br /&gt;
 CtbH    - Chance to be Hit (also C2bH)&lt;br /&gt;
 CtK     - Chance to Kill (also C2K)&lt;br /&gt;
 CtbK    - Chance to be Killed (also C2bK)&lt;br /&gt;
 CVS     - up-to-date Wesnoth: [[WesnothCVS]]&lt;br /&gt;
 EP      - Elvish Pillager, moderator and great man :) at forum&lt;br /&gt;
 FFA     - Free For All (playing a map with &amp;gt;2 players without teams)&lt;br /&gt;
 HAPMA   - Hexes Are Possibly Miles Across - http://www.wesnoth.org/forum/viewtopic.php?t=1882&lt;br /&gt;
 HP      - Hit points&lt;br /&gt;
 IIRWIIR - It Is Ready When It Is Ready&lt;br /&gt;
 KISS    - Keep It Simple, Stupid.&lt;br /&gt;
             Applies to coding, not game rules (although indirectly it does): see [[WesnothPhilosophy]]&lt;br /&gt;
 MP      - Movement points&lt;br /&gt;
 MP      - Multiplayer&lt;br /&gt;
 MOL     - Mage of Light&lt;br /&gt;
 Mr. A   - Assasin when he's being an you know what&lt;br /&gt;
 OAB     - Options are Bad; mostly used by Turin&lt;br /&gt;
 OFWRA   - Old Flame War Revival Alert&lt;br /&gt;
 OT      - Off Topic: can refer to either the forum(http://www.wesnoth.org/forum/viewforum.php?f=11) or spam&lt;br /&gt;
 RIPLIB  - Reducing In Power Levelling Is Bad - means that when a unit upgrades,&lt;br /&gt;
             at least one of its options should be strictly superior to the original unit.&lt;br /&gt;
               http://www.wesnoth.org/forum/viewtopic.php?t=1423&lt;br /&gt;
 RPG     - Role Playing Game - Wesnoth's experience system: http://www.wesnoth.org/forum/viewtopic.php?t=4385&lt;br /&gt;
 RTFM    - Read The Manual&lt;br /&gt;
 RTS     - Real Time Strategy Game - not Wesnoth&lt;br /&gt;
 SP      - Single Player (Campaigns)&lt;br /&gt;
 TBS     - Turn Based Strategy Game - Wesnoth&lt;br /&gt;
 TWP     - The Wesnoth Philosophy: [[WesnothPhilosophy]]&lt;br /&gt;
 WC      - Walking Corpses&lt;br /&gt;
 WINR    - Wesnoth Is Not Realistic&lt;br /&gt;
 WIN_    - Wesnoth Is Not... (Warcraft, Lord of the Rings, medieval Europe, an RPG, etc.)&lt;br /&gt;
 WML     - Wesnoth Markup Language: [[ReferenceWML]]&lt;br /&gt;
 XP      - Experience&lt;br /&gt;
 ZOC     - Zone of Control&lt;br /&gt;
&lt;br /&gt;
General Acronyms&lt;br /&gt;
&lt;br /&gt;
 BTW     - By the Way (A statement with a disclaimer on relevance)&lt;br /&gt;
 [[OtOH]]    - On the Other Hand (A contrast)&lt;br /&gt;
 IIRC    - If I Recall Correctly (A statement with a disclaimer)&lt;br /&gt;
 IMHO    - In My Humble Opinion&lt;br /&gt;
 IMO     - In My Opinion&lt;br /&gt;
 AFAIK   - As Far As I Know (Another statement with a disclaimer)&lt;br /&gt;
 AFAICT  - As Far As I Can Tell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* http://www.wesnoth.org/forum/viewtopic.php?t=1786 for links to general-acronym search engines.&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothRepository&amp;diff=1570</id>
		<title>WesnothRepository</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothRepository&amp;diff=1570"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  CVS  ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth development currently uses the Concurrent Versions System&lt;br /&gt;
software tool to keep developers in synch with each other.  See the&lt;br /&gt;
[http://www.cvshome.org/docs/manual/ CVS manual] for&lt;br /&gt;
more on how to use CVS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Browse the code  ==&lt;br /&gt;
&lt;br /&gt;
You can use your web browser to navigate through the source code:&lt;br /&gt;
&lt;br /&gt;
http://savannah.nongnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Setup  ==&lt;br /&gt;
&lt;br /&gt;
Savannah uses SSH to encrypt cvs.  You will need to set your&lt;br /&gt;
environment variable &amp;quot;CVS_RSH&amp;quot; to &amp;quot;ssh&amp;quot; before downloading&lt;br /&gt;
or updating. Such as:&lt;br /&gt;
 export CVS_RSH=&amp;quot;ssh&amp;quot;&lt;br /&gt;
or&lt;br /&gt;
 set CVS_RSH=ssh&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Download  ==&lt;br /&gt;
&lt;br /&gt;
 cvs -z3 -d:ext:anoncvs@savannah.nongnu.org:/cvsroot/wesnoth co wesnoth&lt;br /&gt;
&lt;br /&gt;
Note, you must run this command in the same terminal as you ran &amp;quot;export&amp;quot;&lt;br /&gt;
or &amp;quot;set&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Update  ==&lt;br /&gt;
&lt;br /&gt;
Do this from one level above the &amp;quot;wesnoth&amp;quot; directory:&lt;br /&gt;
 cvs -z3 -d:ext:anoncvs@savannah.nongnu.org:/cvsroot/wesnoth update -dP wesnoth&lt;br /&gt;
&lt;br /&gt;
Or you can just go in checkout (download) directory and run:&lt;br /&gt;
 cvs -z3 update -dP&lt;br /&gt;
&lt;br /&gt;
Note that when you update from CVS, you should always run 'autogen.sh' and&lt;br /&gt;
'make clean' before 'configure' and 'make'.&lt;br /&gt;
If you don't do this, the game may crash or behave strangely.&lt;br /&gt;
You may be able to skip the 'autogen.sh' if the makefiles and ''configure.ac''&lt;br /&gt;
have not changed, and 'make clean' is becoming less critical also.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  CVSNT  ==&lt;br /&gt;
&lt;br /&gt;
Do this before you start downloading using Win32 CVSNT ( http://www.cvsnt.org/ ).&lt;br /&gt;
Edit the file protocol_map.ini in your cvsnt directory and add the following line:&lt;br /&gt;
&lt;br /&gt;
 [cvsnt]&lt;br /&gt;
&lt;br /&gt;
 ext = ssh_protocol.dll&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[UsingAutotools]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Geography_of_Wesnoth&amp;diff=1572</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=1572"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__'''Under Construction'''__&lt;br /&gt;
&lt;br /&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)] version of the map.&lt;br /&gt;
&lt;br /&gt;
http://savannah.nongnu.org/cgi-bin/viewcvs/*checkout*/wesnoth/wesnoth/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&lt;br /&gt;
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&lt;br /&gt;
Elensefar&lt;br /&gt;
** The Barren Swamp: Basically lifeless and hard to traverse, it formed a natural boundary between the Elvish and Human&lt;br /&gt;
lands&lt;br /&gt;
&lt;br /&gt;
== Wesnoth ==: The Kingdom of Wesnoth lies in the center of the land. Most of the campaigns revolve around it. Its borders&lt;br /&gt;
are the Great River to the north, the Lower Hills in the east and south, the Green Swamp to the southwest, ane the Ocean&lt;br /&gt;
to the west.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Weldyn: The capital of Wesnoth&lt;br /&gt;
** Soradoc: The northernmost border outpost&lt;br /&gt;
** Miluz: The easternmost border outpost&lt;br /&gt;
** Fort Tahn: The southernmost border outpost&lt;br /&gt;
** Blackwater Port: City lying south of the Bay of Pearls&lt;br /&gt;
** Aldril: City lying on the Bay of Pearls&lt;br /&gt;
** Carcyn: City on the Wesnoth-Elensefar border, shared with Elensefar&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;
&lt;br /&gt;
&lt;br /&gt;
== Southwest Elven Lands ==: The Wood Elves are separate from those of the north, and have a frigid relationship with them&lt;br /&gt;
and most other countries. Its borders are the Green Swamp to the northeast, the desert (not shown) to the south, and the&lt;br /&gt;
Ocean to the west.&lt;br /&gt;
* Notable cities&lt;br /&gt;
** none&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** The Forest: The largest southern forest, all the elves live in it&lt;br /&gt;
** Weldyn River: By this point it is very large and provides good trade&lt;br /&gt;
&lt;br /&gt;
== Elensefar ==: Elensefar is at times a province of Wesnoth, at times an independent country, and at times in a loosely&lt;br /&gt;
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 ==: There is no government of the Northlands. Various groups of orcs, dwarves, barbarian men and even elves&lt;br /&gt;
populate the region. The northern and eastern borders are not defined, the southern border is the Great River, and the&lt;br /&gt;
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&lt;br /&gt;
Age expansion.  Now abandoned.&lt;br /&gt;
** Barag Gor, an city home to the Orcish Council&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;
&lt;br /&gt;
== The Northlands ==&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;
== {??} ==: {??'s description}&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** {??}&lt;br /&gt;
** {??}&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** {??}&lt;br /&gt;
** {??}&lt;br /&gt;
&lt;br /&gt;
{and repeat as needed}&lt;br /&gt;
&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 ==: This is where the Wesfolk live, with their Lich overlords. The boundary between it and the Islefolk&lt;br /&gt;
land is the hilly area running south-west to north-east. The Wesfolk land is in the north-west. Little is known about&lt;br /&gt;
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 ==: This is where the Islefolk (Haldric's folk) live. The boundary is the same as that of the Wesfolk;&lt;br /&gt;
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;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=1575</id>
		<title>Timeline of Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=1575"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Timeline of Wesnothian History ==&lt;br /&gt;
&lt;br /&gt;
Historian's notes: Portions of entries surrounded by parentheses and containing a question mark are assumed or&lt;br /&gt;
unconfirmed information: for instance, &amp;quot;BLAH BLABITY BLAH ( the king of the BLAH ?)&amp;quot;. Also, BW=before wesnoth, YW=years&lt;br /&gt;
wesnoth. They function the same way as BC and AD do in our timekeeping system.&lt;br /&gt;
&lt;br /&gt;
Prehistory - 20 YW: The Founding of Wesnoth&lt;br /&gt;
* Birth of the world.&lt;br /&gt;
* Elves and Dwarves inhabit the Great Continent.&lt;br /&gt;
* Humans inhabit the distant West.&lt;br /&gt;
* Haldric's people colonise the Green Isle from a continent further to the west.&lt;br /&gt;
* 200 BW:&lt;br /&gt;
** The Lich-Lords arrive on the Green Isle after losing a war in the distant West.&lt;br /&gt;
** After a long war Haldric's people come to dominate the Green Isle.&lt;br /&gt;
** The 'Wesfolk' and their Lich-Lords are pushed onto marginal lands.&lt;br /&gt;
* 12 BW:&lt;br /&gt;
** The Great Continent is discovered by the Crown Prince of Southbay.&lt;br /&gt;
* 11-7 BW:&lt;br /&gt;
** The Crown Prince makes several voyages between the Green Isle and the Great Continent.&lt;br /&gt;
* 6 BW:&lt;br /&gt;
** After these voyages the Great Continent, the elder Crown Prince falls ill and dies&lt;br /&gt;
** His younger brother is implicated in a plot to kill him.&lt;br /&gt;
** As a distraction the younger Prince starts a war with the Wesfolk and their Lich-Lords.&lt;br /&gt;
** The Lich-Lords sense they will be destroyed and open gates to the homeland of the Orcs in the West.&lt;br /&gt;
* 6-2 BW:&lt;br /&gt;
** The Green Isle is overrun with Orcs.&lt;br /&gt;
** The Wesfolk desert their Lich-Lords as they fear becoming prey for the Orcs.&lt;br /&gt;
** Prince Haldric leads the evacuation of the survivors to the Great Continent.&lt;br /&gt;
* 1 BW:&lt;br /&gt;
** Human settlers, led by Prince Haldric, arrive at the Great Continent in large numbers.&lt;br /&gt;
** Humans arrive in the middle of a simmering dispute between the Elves and Dwarves.&lt;br /&gt;
** The Elves and Dwarves are distrustful of humans, and there is a small skirmish.&lt;br /&gt;
** Messengers from Wesmere Forest come and ask Haldric to come before the Ka'lian.&lt;br /&gt;
** Prince Haldric asks the Four Elvish Lords (Dionli, Logalmier, Aryad, and El'Isomithir) for help and land.&lt;br /&gt;
** They set before him four quests to prove his worth, which he completes.&lt;br /&gt;
* 0 YW:&lt;br /&gt;
** Haldric is granted the plains north and south of the Great River.&lt;br /&gt;
** Haldric agrees to a Pact of Mutual Defence with the Elves.&lt;br /&gt;
** Haldric founds the country of Wesnoth in these lands.&lt;br /&gt;
** Reign of Haldric I begins.&lt;br /&gt;
* 1 YW:&lt;br /&gt;
** Orcs, following the ships fleeing from the Green Isle, begin to arrive on the Great Continent.&lt;br /&gt;
** These Orcs are defeated by Haldric's forces.&lt;br /&gt;
** Some of the Orcish survivors flee back to the Green Isle, others move to attack the Elves.&lt;br /&gt;
** King Haldric helps the Elves fight the surviving Orcs.&lt;br /&gt;
* 7 YW:&lt;br /&gt;
** A second wave of Orcs arrive from the Green Isle; these Orcs start claiming large portions of the Great Continent for&lt;br /&gt;
themselves.&lt;br /&gt;
** Haldric I dishonors the Pact he spoke with the Elves and refuses to give aid.&lt;br /&gt;
* 8-10 YW:&lt;br /&gt;
** Many Elves are killed in battle by the Orcs.&lt;br /&gt;
** Elvish emissaries are turned away from Wesnoth.&lt;br /&gt;
* 11 YW:&lt;br /&gt;
** Orcs fail to take the Wesmere Forest and instead march against the farmlands of Wesnoth.&lt;br /&gt;
** Elves refuse to aid the Humans in confronting the Orcs.&lt;br /&gt;
** Orcs attack the lands north of the great river from the mountains, then owned by Wesnoth.&lt;br /&gt;
** Humans are forced back to the great river and are able to hold it against Orcish attacks.&lt;br /&gt;
* 20 YW:&lt;br /&gt;
** Haldric I dies.&lt;br /&gt;
** Haldric II ascends to the throne.&lt;br /&gt;
** King Haldric II allows emissaries of the Elves to return to Wesnoth.&lt;br /&gt;
* 23 YW:&lt;br /&gt;
** Haldric sends General Aldar west with a portion of the Wesnoth army, to aid the Elves.&lt;br /&gt;
** The Orcs in the eastern lands are defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
20-130 YW: The Taming of the Wild&lt;br /&gt;
* '''Alternate History Regarding the Sceptre of Fire'''&lt;br /&gt;
* 25 YW:&lt;br /&gt;
** Haldric II commissions a dwarven tribe to build the Sceptre and recieve the ruby from Haldric II.&lt;br /&gt;
** Elves attack the dwarves as Haldric II is giving them the ruby.&lt;br /&gt;
* 25-32 YW:&lt;br /&gt;
** The dwarves gather materials to make the sceptre.&lt;br /&gt;
* 33 YW:&lt;br /&gt;
** The dwarves, searching for supplies, attack another dwarvish clan, the Shorbears.&lt;br /&gt;
** Elves siege the citadel of the Dwarves.&lt;br /&gt;
* 35 YW:&lt;br /&gt;
** The dwarves break the siege and head underground, into the depths of the volcano where Khrakrahs the Dragon lives.&lt;br /&gt;
** The dwarves fortify their position inside the caves and create the sceptre.&lt;br /&gt;
** The volcano erupts, killing the dwarves and the elves who followed them.&lt;br /&gt;
** A human messenger escapes to report to Haldric II that the Sceptre was created.&lt;br /&gt;
* '''End Alternate History'''&lt;br /&gt;
* 122 YW:&lt;br /&gt;
** City of Elensefar is sacked by orcs.&lt;br /&gt;
** Meneldur, a sailor of Elensefar, sets out on a quest to regain the city.&lt;br /&gt;
* 123 YW:&lt;br /&gt;
** Elensefar is retaken by Meneldur along with Undead from the Green Isle.&lt;br /&gt;
** Elensefar becomes an independent city-state for the first time.&lt;br /&gt;
&lt;br /&gt;
200-350 YW: The Golden Age of Wesnoth&lt;br /&gt;
* 230 YW:&lt;br /&gt;
** The wizards of Wesnoth construct the massive fortress Halstead to protect the west.&lt;br /&gt;
** Elensefar is united with the Kingdom of Wesnoth.&lt;br /&gt;
* 250 YW:&lt;br /&gt;
** Urug-Telfar attacks the lake atop mount Eregonor and pillages the surounding areas.&lt;br /&gt;
** The Elvish Heroes Kalenz and Glatrid are sent to defeat Urug-Telfar.&lt;br /&gt;
** Kalenz and Glatrid are successful in destroying the encamped Orcish forces.&lt;br /&gt;
* 350 YW:&lt;br /&gt;
** Fractioning of kingdom caused by death of Haldric IV.&lt;br /&gt;
** Elensefar remains a province of Wesnoth but exerts increasing independence due to isolation.&lt;br /&gt;
** Treaty between lord of Elensefar and king of Wesnoth signed.&lt;br /&gt;
&lt;br /&gt;
350-440 YW: The First Dark Age of Wesnoth&lt;br /&gt;
&lt;br /&gt;
440-530 YW: The Turmoil of Asheviere&lt;br /&gt;
* 440 YW:&lt;br /&gt;
** Garard I becomes king of Wesnoth.&lt;br /&gt;
* 442 YW:&lt;br /&gt;
** Dark hordes of undead are reported in the plains of the East, terrorising the inhabitants.&lt;br /&gt;
** Garard sends a battle group to defeat the undead.&lt;br /&gt;
** Soldiers return from the battle reporting a crushing defeat.&lt;br /&gt;
** Garard asks the council of mages for help and is advised to send more troops.&lt;br /&gt;
** The young mage Delfador asks the King for permission to lead a force of mages instead.&lt;br /&gt;
** Garard agrees to let Delfador confront the undead.&lt;br /&gt;
** Delfador is successful and becomes a trusted advisor to King Garard.&lt;br /&gt;
* 442-445 YW:&lt;br /&gt;
** Three outposts are built on eastern border to repel local orcs.&lt;br /&gt;
* 447 YW:&lt;br /&gt;
** Crown Prince Garard II is born.&lt;br /&gt;
** Dwarves agree to craft the Sceptre of Fire for King Garard.&lt;br /&gt;
* 450 YW:&lt;br /&gt;
** Prince Arand is born.&lt;br /&gt;
* 473 YW:&lt;br /&gt;
** The Sceptre of Fire is completed.&lt;br /&gt;
** Orcs besiege Knalga, and the Sceptre is lost.&lt;br /&gt;
** Garard I dies.&lt;br /&gt;
* 474 YW:&lt;br /&gt;
** Garard II rises to throne of Wesnoth.&lt;br /&gt;
* 478 YW:&lt;br /&gt;
** Garard marries Asheviere.&lt;br /&gt;
** Garard II issues the Sceptre Edict of Royal Succession&lt;br /&gt;
* 480 YW:&lt;br /&gt;
** Crown Prince Eldred is born.&lt;br /&gt;
* 498 YW:&lt;br /&gt;
** Princess Li'sar is born.&lt;br /&gt;
* 500 YW:&lt;br /&gt;
** Prince Konrad is born, the youngest of several sons of of Prince Arand.&lt;br /&gt;
** Wesnoth and the Orcs of the north go to war.&lt;br /&gt;
** Garard leads his army to orc encampment at Galcadar by the Ford of Abez.&lt;br /&gt;
** Garard's forces split into two groups, one led by himself and the other by his son Eldred.&lt;br /&gt;
** Eldred betrays his father and attacks him with the troops under his control; King Garard is slain in battle along&lt;br /&gt;
with his brother Prince Arand and his other sons.&lt;br /&gt;
** Delfador escapes the battle and heads to Weldyn.&lt;br /&gt;
** Eldred bribes the Orcish king into peace.&lt;br /&gt;
** Delfador gathers a force of Loyalists to avenge Garard's Death.&lt;br /&gt;
** Eldred's forces confront Delfador's Loyalists at Weldyn.&lt;br /&gt;
** The Loyalists are defeated, but Eldred is slain by Delfador in the fight.&lt;br /&gt;
** Delfador escapes the battle.&lt;br /&gt;
* 501 YW:&lt;br /&gt;
** Asheviere orders the execution of Garard's nephews and declares herself Queen of Wesnoth.&lt;br /&gt;
** Hearing of the news Delfador infiltrates the palace.&lt;br /&gt;
** Delfador finds the youngest prince Konrad as he is slain.&lt;br /&gt;
** Delfador flees, taking Konrad's body for burial to the land of the Elves.&lt;br /&gt;
** While traveling through Wesnoth Elf Lady Parandra finds an orphaned human child.&lt;br /&gt;
** Parandra and Delfador agree to give the orphan the identity of Prince Konrad.&lt;br /&gt;
** Delfador and Konrad flee to live in refuge with the Southwestern Elves.&lt;br /&gt;
** Elensefar refuses to submit to Asheviere and declares itself an independent city-state.&lt;br /&gt;
** Western Wesnoth border recedes, is fixed, and remains heavily defended.&lt;br /&gt;
** As a result the Elves flourish to the Southwest of Wesnoth.&lt;br /&gt;
** A band of humans inhabits the Isle of the Damned.&lt;br /&gt;
* 502-517 YW:&lt;br /&gt;
** Delfador raises Konrad under the protection of the Elves.&lt;br /&gt;
* 517 YW:&lt;br /&gt;
** Asheviere hires Orcish forces to hunt down her nephew-in-law Konrad.&lt;br /&gt;
** Orcish forces converge on Delfador's refuge.&lt;br /&gt;
** Konrad flees his home with the elves and embark upon a quest to regain the throne of Wesnoth.&lt;br /&gt;
* 518 YW:&lt;br /&gt;
** Konrad crosses the Great River into the Northlands on a search for the Sceptre of Fire.&lt;br /&gt;
** They enter the Caves of Knalga, ally with Princess Li'sar, and find it.&lt;br /&gt;
* 519 YW:&lt;br /&gt;
** They return to Wesnoth and claim the throne.&lt;br /&gt;
* 522 YW:&lt;br /&gt;
** Birth of Princess Ana'sar&lt;br /&gt;
&lt;br /&gt;
530-630 YW: The Age of Fear&lt;br /&gt;
* 533 YW:&lt;br /&gt;
** Delfador sucumbs to old age and dies, his body is entombed alongside his staff in Eregonor.&lt;br /&gt;
** The next great sage of Wesnoth, Dacyn, is born.&lt;br /&gt;
* 589 YW:&lt;br /&gt;
** Konrad dies after an extraordinarily long reign.&lt;br /&gt;
** Haldric VII becomes king of Wesnoth.&lt;br /&gt;
** Dacyn the White Mage and Ravanal, an eastern wizard, compete to be the king's advisor.&lt;br /&gt;
** The king chooses Dacyn, Ravanal flees Wesnoth and becomes a lich.&lt;br /&gt;
* 592 YW:&lt;br /&gt;
** Konrad II is born.&lt;br /&gt;
* 612 YW:&lt;br /&gt;
** Konrad II becomes King of Wesnoth.&lt;br /&gt;
** Dacyn continues his duties as advisor with Konrad.&lt;br /&gt;
* 625 YW:&lt;br /&gt;
** Mysterious disappearances of livestock and peasants along the eastern border of Wesnoth.&lt;br /&gt;
** Konrad II sends the Dacyn and three officers (Owaec, Sudoc and Gweddry) to man the old eastern outposts.&lt;br /&gt;
* 626 YW:&lt;br /&gt;
** Mal-Ravanal attacks the middle outpost where Gweddry and Dacyn are stationed.&lt;br /&gt;
** Dacyn and Gweddry travel to the northern outpost, and, with Owaec, retreat into the northlands.&lt;br /&gt;
* 627 YW:&lt;br /&gt;
** Wesnoth's last defences are broken and the undead march on Wesnoth&lt;br /&gt;
** In the northlands, the orcs drive Gweddry's army back across the river.&lt;br /&gt;
** Weldyn is besieged.&lt;br /&gt;
** Gweddry breaks through undead lines to reach Weldyn.&lt;br /&gt;
** A council is held.&lt;br /&gt;
** Gweddry's army kills Mal-Ravanal through sheer luck.&lt;br /&gt;
** Wesnoth is saved, but has been turned by the undead into a barren wasteland.&lt;br /&gt;
&lt;br /&gt;
630-700: The Restoration of Wesnoth&lt;br /&gt;
&lt;br /&gt;
== ------ ==&lt;br /&gt;
&lt;br /&gt;
* Timelined by Kamahawk and Turin.&lt;br /&gt;
* History derived from:&lt;br /&gt;
** The Challenges&lt;br /&gt;
** The Rise of Wesnoth&lt;br /&gt;
** Heir to the Throne&lt;br /&gt;
** Eastern Invasion&lt;br /&gt;
** Liberty&lt;br /&gt;
* Alternate history derived from:&lt;br /&gt;
** The Sceptre of Fire campaign, by Turin&lt;br /&gt;
** The Legend of Wesmere campaign, by Santi&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothStoryline]]&lt;br /&gt;
* [[WesnothGeography]]&lt;br /&gt;
* [[WesnothPoetry]]&lt;br /&gt;
* [[RaceDescriptions]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothLSMStory&amp;diff=1578</id>
		<title>WesnothLSMStory</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothLSMStory&amp;diff=1578"/>
		<updated>2005-07-09T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;WikiSysop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth LSM Story ==&lt;br /&gt;
&lt;br /&gt;
A long long time ago, in a far away land.&lt;br /&gt;
&lt;br /&gt;
That was in spring. So far, the weather had been very cool for the season, but not on this day. This day, the air was&lt;br /&gt;
heavy. Heavy with unanswered questions.  And while they were walking in this atmosphere filled with electricity, every&lt;br /&gt;
warrior was wondering... Why did Big Chief Dave convoke them for this unexpected council? Councils were not a problem,&lt;br /&gt;
they had some regularly, but at fixed dates every moons, not like this with last minute convokations!&lt;br /&gt;
&lt;br /&gt;
Every warrior was present in the circle now. Big Chief Dave was about to speak. And he spoke. &amp;quot;My faithful warriors, I&lt;br /&gt;
asked you to come because of an important matter&amp;quot;. Rasping throats. The men felt uneasy, something serious was indeed&lt;br /&gt;
happening. &amp;quot;I have some news from the uncivilized world. In a far country called France, a Big Event will be occuring&lt;br /&gt;
soon. A powerful leader will gather his troops there. You may have heard of him, it is Richard M Tallman, hence called&lt;br /&gt;
because he is the tallest singing Dwarf of the West. Hordes of gnus will be assembling. Plans to fight our common&lt;br /&gt;
ennemy, the powerful empire of Asheviere, will be discussed there, and we have been invited. Unfortunately, I cannot&lt;br /&gt;
come myself, but I ask you to go and speak for Wesnoth there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hurrays everywhere, the men were eager to fight, things had gone quiet for too long, a little action would be welcome.&lt;br /&gt;
&amp;quot;But&amp;quot;, said Big Chief Dave, raising his voice to interrupt the tumult, &amp;quot;but beware! This can be a perillous trip. These&lt;br /&gt;
people are barbarians. We have to be an example of dignity, you will be representing the civilized world. You&lt;br /&gt;
shouldn't draw your weapons unless absolutely necessary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And at said date, they were all ready for a long journey. But soon, the first unforeseen problems arose. They knew well&lt;br /&gt;
each others, of course, but they never met in real life. They always used the magical powers of IRC to communicate, but&lt;br /&gt;
no one could tell how the others looked like. For instance, Miyo and his wife were to be fetched at the caravan&lt;br /&gt;
station, but how to recognize them? Big issue... Fortunately, the Mighty Bard, Aleksi, had a clue on this: &amp;quot;They're&lt;br /&gt;
Northerners, and I know Northerners very well. We'll find them easily, they have blonde hair!&amp;quot;.&lt;br /&gt;
And indeed they had, if you had drunk enough alcohol before seeing them.&lt;br /&gt;
&lt;br /&gt;
Finally, every Wesnoth warrior eventually gathered in Bordeaux. All were safe and sound, and ready for some action.&lt;br /&gt;
&lt;br /&gt;
--- to be continued/improved/fixed ---&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[WesnothLSM]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>WikiSysop</name></author>
		
	</entry>
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