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	<updated>2026-05-01T12:32:03Z</updated>
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		<id>https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=37619</id>
		<title>User:Xan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=37619"/>
		<updated>2010-07-16T21:48:23Z</updated>

		<summary type="html">&lt;p&gt;Xan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
===Planned:===&lt;br /&gt;
*Take over the world after everyone else.&lt;br /&gt;
&lt;br /&gt;
===Completed:===&lt;br /&gt;
*[http://arcune.org/files/wesnoth/update.cpp Unit WML Updater]&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
[http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=101476 Xan's forum profile]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SummerOfCodeIdeas&amp;diff=24682</id>
		<title>SummerOfCodeIdeas</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SummerOfCodeIdeas&amp;diff=24682"/>
		<updated>2008-03-27T00:33:09Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Multiplayer Server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a compilation of ideas from ML. Needs to be refined (more detailed description, deliverables, workload estimation?):&lt;br /&gt;
&lt;br /&gt;
== I want to be one of your Google Summer of Code students, what should I do... ==&lt;br /&gt;
&lt;br /&gt;
Here is a quick list of things to do to get you started&lt;br /&gt;
* Create an account on gna.org&lt;br /&gt;
* Create an account on the wesnoth forum&lt;br /&gt;
* Join the irc channel (#wesnoth-dev on irc.freenode.net) and introduce yourself. We will not give formal interviews, but we will clearly favor people we have learnt to know during the selection process&lt;br /&gt;
* Contact one of our SummerOfCode people (Ivanovic, Sirp, Boucman, Mordante) to have your forum nick marked as a Summer of code student&lt;br /&gt;
&lt;br /&gt;
* Start a wiki page about your idea, add a link on the bottom of this page and add this information on it:&lt;br /&gt;
** List your account names (gna, forum, irc nick) so that we can recognize you&lt;br /&gt;
** Fill the questionnaire on this page: [[SoC_Information_for_Google#Does_your_organization_have_an_application_template_you_would_like_to_see_students_use.3F_If_so.2C_please_provide_it_now.| List of questions to answer]]&lt;br /&gt;
** Detail your idea as much as possible, look at other students pages, and please give milestones and studies you've done&lt;br /&gt;
&lt;br /&gt;
* Though not mandatory, it is highly advisable to go to the [[EasyCoding]] and [[NotSoEasyCoding]] pages and implement one of these ideas (or any idea of similar scope) so we have an idea how you work. Be sure to use your gna account when submitting these patches so we know who it is coming from. You can also implement some features from our feature request database at gna. When you implement something, also list it on your own page with a reference to the patch.&lt;br /&gt;
&lt;br /&gt;
* Once you have everything done here and think your idea is okay, go to [http://groups.google.com/group/google-summer-of-code-announce/web/guide-to-the-gsoc-web-app-for-student-applicants to page at google] to submit your application. You have to submit it before '''Monday, March 31, 2008''' or you have no chance to get in!&lt;br /&gt;
&lt;br /&gt;
== List of Ideas for the Project (Suggestions from the wesnoth developers) ==&lt;br /&gt;
&lt;br /&gt;
Here is only a short description of possible Ideas we have, each has a page of its own with a more detailed version on it.&lt;br /&gt;
&lt;br /&gt;
=== Writing an AI based on the formula AI ===&lt;br /&gt;
&lt;br /&gt;
Wesnoth has always had a simple C++ based AI. David (our lead developer) has been working on a simple language to write AI in Wesnoth: [[FormulaAI]]&lt;br /&gt;
&lt;br /&gt;
The Wesnoth AI is used as an opponent in most campaigns, and as such is an important piece of code for the Wesnoth project. Unfortunately, because the skills required to understand and modify it are rather arcane, it is also one of the most neglected parts of the Wesnoth code. This is a place where a lot of research and useful work could be done. But keep in mind that [[WhyWritingAWesnothAIIsHard|writing an AI for Wesnoth is difficult]].&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas FormulaAI]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Extending the Multiplayer server ===&lt;br /&gt;
&lt;br /&gt;
Our multiplayer community is generally strong and healthy, but we believe its growth is limited by some problems in the interface of the multiplayer lobby.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Multiplayer server]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Scenario/Campaign editor ===&lt;br /&gt;
&lt;br /&gt;
Currently, in order to create campaign or multiplayer scenarios, it is necessary to manually edit WML files - XML-like configuration files. The goal of this project would be to create a graphical editor to make the creative process easier.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Scenario and Campaign Editor]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Addon server ===&lt;br /&gt;
Wesnoth has an addon server which offers users to upload user &lt;br /&gt;
made content (UMC). This allows all other users of Wesnoth&lt;br /&gt;
to easily download and install this content. The server was &lt;br /&gt;
originally written for user-made campaigns but contains a lot&lt;br /&gt;
more types of addons nowadays. Both the server side and the &lt;br /&gt;
client side need to be improved.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Addon Server]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Map editor ===&lt;br /&gt;
The map editor in Wesnoth serves two goals, making it easy to create&lt;br /&gt;
a new map and helping the terrain artists to test their new terrains.&lt;br /&gt;
&lt;br /&gt;
[[SoC_Ideas_Map_Editor]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Other possible ideas to be fleshed out ===&lt;br /&gt;
A MapGenerator rewrite - better scalable for outdoor maps, plus the possibility to define areas (similar to the caverns in the cave generator) etc.&lt;br /&gt;
&lt;br /&gt;
=== Make your own ideas ===&lt;br /&gt;
If you have your own idea the best thing is to join IRC wesnoth-dev at irc.freenode.net and discuss the idea with the developers there. If the developers think your idea is interesting and like the feature you can start to turn it into a full proposal. Once done discuss it again on IRC so the developers can accept your idea.&lt;br /&gt;
&lt;br /&gt;
== Information about our Project ==&lt;br /&gt;
The information we provided google with about our project can be looked up at the site [[SoC Information for Google]].&lt;br /&gt;
&lt;br /&gt;
Also see the [[DeveloperResources]] link (from the [[Project]] page).&lt;br /&gt;
&lt;br /&gt;
== People to bug on IRC ==&lt;br /&gt;
We have prepared a list of people with their &amp;quot;area of competence&amp;quot;. This is to give you an idea on which areas those people can be of help for you. Of course you should always just ask in the IRC chan, but those are the most likely ones to answer questions in the respective area. And here is the list:&lt;br /&gt;
&lt;br /&gt;
[[SoC People to bug on IRC]]&lt;br /&gt;
&lt;br /&gt;
== GSoC Student Applicant Ideas == &lt;br /&gt;
&lt;br /&gt;
Every student interested to work on Wesnoth as part of Summer of Code should create a page of his own where several things should be listed. Here is a short list of what should be mentioned on the list (the more info for us, the better...):&lt;br /&gt;
&lt;br /&gt;
* Who are you? Please list your IRC and forum nickname in here and describe yourself so that we get you to know.&lt;br /&gt;
* What do you want to work on? Please flesh out your personal ideas, so that we get to know what you plan to work on.&lt;br /&gt;
* If you already submitted patches, please list those so that we have a reference.&lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas FormulaAI|Formula AI]]===&lt;br /&gt;
====[[FormulaAIandAdaptation]] (Alesis-Novik) ====&lt;br /&gt;
The new idea and aproach using strategic and inside game knowledge&lt;br /&gt;
&lt;br /&gt;
==== [[FormulaAIandDynamicScripting]] (barbarianhero) ====&lt;br /&gt;
This project idea uses Formula AI and Dynamic Scripting to create a tunable and adaptive AI.&lt;br /&gt;
&lt;br /&gt;
====[[FormulaAIBaseAI]] (Dragonking) ====&lt;br /&gt;
Developing smart and pluggable AI, which would be really easy tweakable by Scenario and Campaign Developers &lt;br /&gt;
&lt;br /&gt;
====[[Building A Strategic Planner with Formula AI|FormulaAIPlanner]] (TVincent) ====&lt;br /&gt;
This project idea uses (and maybe extends) Formula AI to create a strategic, responsive AI of the Planner model.&lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas Multiplayer server|Multiplayer Server]]===&lt;br /&gt;
====[[ExtendingMultiplayerServer]] (dudegaurav) ====&lt;br /&gt;
This project proposal incorporates several ideas on how to refine the current Multiplayer Server !&lt;br /&gt;
====[[MultiplayerServerLobbyInterface]] (Xan) ====&lt;br /&gt;
Improving the Multiplayer Lobby, with an emphasis on simplicity, ease-of-use, and scalability&lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas Scenario and Campaign Editor|Scenario/Campaign Editor]]===&lt;br /&gt;
====[[ExtensibleScenarioEditor]] (david.hilton) ====&lt;br /&gt;
On a conceptual level, this idea combines a finite state machine editor with a code generator to create scenarios.&lt;br /&gt;
&lt;br /&gt;
====[[pyQTScenarioEditor]] (Malle) ====&lt;br /&gt;
That's me!&lt;br /&gt;
&lt;br /&gt;
====[[RujasuScenarioEditor]] (rujasu) ====&lt;br /&gt;
Scenario editor that will coordinate with the look and feel of the Wesnoth game.&lt;br /&gt;
&lt;br /&gt;
====[[CampaignEditor]] (jkiv) ====&lt;br /&gt;
&lt;br /&gt;
Click and drag! CLICK! AND! DRAG!&lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas Addon Server|Addon Server]]===&lt;br /&gt;
====[[AddonServerSocial]] (lao) ====&lt;br /&gt;
Improving addon Server/Client by adding some social content.&lt;br /&gt;
&lt;br /&gt;
====[[AddonServer]] (giebfried) ====&lt;br /&gt;
This project is to improve the server and client sides of the addon server, as suggested above.&lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas Map Editor|Map Editor]]===&lt;br /&gt;
====[[EvolutionaryMapEditor]] (xonev) ====&lt;br /&gt;
An evolutionary approach to improving the map editor.&lt;br /&gt;
&lt;br /&gt;
====[[VimzardMapEditor]] (vimzard) ====&lt;br /&gt;
A better random map generator, some essential features and a tie-in with the Scenario Editor.&lt;br /&gt;
&lt;br /&gt;
====[[NewMapEditor]] (Cecen) ====&lt;br /&gt;
This is basically a rewrite of the current map editor with various added features and tweaks to both increase the versatility of the editor and make it easier for the user to create maps with.&lt;br /&gt;
&lt;br /&gt;
====[[MapEditorRewrite]] (dlr365)====&lt;br /&gt;
A rewrite of the map editor, then taking it in the direction of a combined map/scenario editor for both quick scenarios and more complex ones.&lt;br /&gt;
&lt;br /&gt;
===Map Generator===&lt;br /&gt;
====[[RandomCampaignGenerator]] (kartik thakore, refining idea) ====&lt;br /&gt;
Procedural map generation that will hope to give writers better control over the random map generator using an interface.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
====[[WesnothStatistics]] (radx) ====&lt;br /&gt;
Project related to Wesnoth statistics (campaign) submission, gathering and presentation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code|*]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MultiplayerServerLobbyInterface&amp;diff=24680</id>
		<title>MultiplayerServerLobbyInterface</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MultiplayerServerLobbyInterface&amp;diff=24680"/>
		<updated>2008-03-27T00:30:49Z</updated>

		<summary type="html">&lt;p&gt;Xan: New page: == Introduction ==  *Basics  **My name is Dominic Bolin and I was born in and reside in the US. I am currently 19 years old, and interested in learning most theoretical and applied science...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
*Basics &lt;br /&gt;
**My name is Dominic Bolin and I was born in and reside in the US. I am currently 19 years old, and interested in learning most theoretical and applied sciences, especially programming, computer science, and artificial intelligence. I am now in my second year of studying Liberal Arts at Thomas Aquinas College, California. I first learned to program with the help of and by working with my older brothers, three of whom have done programming, both individually and for groups, and one who is a professional programmer with more than ten years of experience.  I am interested in participating in the Google Summer of Code program in order to continue learning over the summer and to contribute to the Battle of Wesnoth, as well as to interact with the Wesnoth community, which in my experience has been very enjoyable, and to earn some money. You can contact me either on the forum or IRC, where my nick is Xan, or by email to dbolin_D0T_m_ATT_gmail_D0T_com.&lt;br /&gt;
&lt;br /&gt;
*Experience &lt;br /&gt;
**What programs/software have you worked on before? &lt;br /&gt;
***I have previously worked on the Battle for Wesnoth, and also many other projects, such as a Latin flashcards program, and a program for viewing and altering 3D geometrical figures.&lt;br /&gt;
**Have you developed software in a team environment before? (As opposed to hacking on something on your own) &lt;br /&gt;
***I have both developed software with my brothers, and with small groups of other people, as well as the Battle for Wesnoth group.&lt;br /&gt;
**Have you participated in the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why? &lt;br /&gt;
***This is my first application to the Google Summer of Code.&lt;br /&gt;
**What development model would you use (e.g. keywords: V-model, XP programming, agile programming, iterative; with the help of prototyping, formal specifications, tests, etc.). &lt;br /&gt;
***I prefer extreme programming with an iterative style.&lt;br /&gt;
&lt;br /&gt;
*Open Source &lt;br /&gt;
**Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement. &lt;br /&gt;
***I have done some work for the Battle for Wesnoth already, for example, bug fixes and error checking, some performance improvements and profiling, and improvements to the MP server and numerous extensions to WML.&lt;br /&gt;
&lt;br /&gt;
*Gaming experience &lt;br /&gt;
**Are you a gamer? &lt;br /&gt;
***Yes. I prefer games which emphasize strategic and tactical thinking, as well as puzzles and thing which similarly require deep thought.&lt;br /&gt;
**What type of opponents do you prefer? &lt;br /&gt;
***I prefer to play against human opponents rather than against AI, though I do enjoy finding the patterns to the movements and reactions of the AI, in order to play against them more efficiently.&lt;br /&gt;
**Are you more interested in story or gameplay? &lt;br /&gt;
***I am more interested in gameplay than in the story, though I have to like the story in order to play a single player game, and have only played the mainline campaign of BfW and a couple others.&lt;br /&gt;
**Have you played Wesnoth? If so, tell us roughly for how long and whether you lean towards single player or multiplayer. &lt;br /&gt;
***I have played Wesnoth since version 0.93, mostly multiplayer games because I enjoy playing with people much more than by myself, and because the strategies used are much more varied.&lt;br /&gt;
&lt;br /&gt;
*Communication skills &lt;br /&gt;
**Though most of our developers are not native English speakers, English is the project's working language. Describe your fluency level in written English. &lt;br /&gt;
***I have an above average proficiency in written English, and am able to express my thoughts in a variety of ways.&lt;br /&gt;
**Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough. &lt;br /&gt;
***As far as I know, I’ve never had any problems with other players or developers of Wesnoth, and I try to ensure that I understand others’ positions before critiquing or making assertions concerning them. I have also played online a lot, and usually have no problems cooperating with other players.&lt;br /&gt;
**Do you give constructive advice? &lt;br /&gt;
***Before even giving advice, I try to be sure that I fully understand the other person’s position, and when I do give advice, make sure that I am not misunderstood and give the reasons behind my thinking. In my experience, most advice/criticisms I have given have been received well and to the improvement of the other.&lt;br /&gt;
**Do you receive advice well? &lt;br /&gt;
***I always am willing to receive advice from others with experience in the field in question, and if I am wrong about a particular point, I like to be shown that so that I can avoid making the same mistake in the future.&lt;br /&gt;
**Are you good at sorting useful criticisms from useless ones? &lt;br /&gt;
***I believe I am very good at distinguishing useful criticism from useless: there are always reasons for things, and even when the critic does not state the reason for his opinion, usually I can see what he is thinking, and how it applies (if at all) to the subject.&lt;br /&gt;
&lt;br /&gt;
*Project &lt;br /&gt;
**Did you select a project from our list? If that is the case, what project did you select? &lt;br /&gt;
***I chose to improve the interface of the multiplayer lobby.&lt;br /&gt;
**Why did you choose this project? &lt;br /&gt;
***The MP lobby has always seemed to me to be one of the less polished points of the game, and somewhat clumsy and difficult to use. I would like to rework the lobby, both to extend its capabilities and to apply to it the principle behind the whole development of Wesnoth: simplicity and ease-of-use.&lt;br /&gt;
**Include an estimated timeline for your work on the project &lt;br /&gt;
***The milestones proposed by me are [[#Milestones|listed below]]. Since I already have some experience with the multiplayer side of Wesnoth, I will relatively quickly be able to propose particular improvements both in general and a particular implementation, and since I have some experience with the code itself, after a solution is decided upon, I will be able to begin coding it almost immediately.&lt;br /&gt;
**Include as much technical detail about your implementation as you can&lt;br /&gt;
***At this point, I have no concrete implementation in mind for any of the improvements that might be made.&lt;br /&gt;
**What do you expect to gain from this project? &lt;br /&gt;
***Additional experience in C++, networking, and user interface design.&lt;br /&gt;
**What would make you stay in the Wesnoth community after the conclusion of SOC? &lt;br /&gt;
***I have already worked for the Wesnoth community before in various ways, and although now I am very busy throughout the school year, I do have some time free in the summer to contribute and help out with Wesnoth development.&lt;br /&gt;
&lt;br /&gt;
*Practical considerations &lt;br /&gt;
**Are you familiar with any of the following tools? &lt;br /&gt;
***Subversion &lt;br /&gt;
****Yes, about 3 years of experience.&lt;br /&gt;
***C++ &lt;br /&gt;
****I have more than 3 years of C/C++ experience.&lt;br /&gt;
***Python &lt;br /&gt;
****I have occasionally worked with python when it happens to be involved in the projects I have worked on .&lt;br /&gt;
**Which tools do you normally use for development? Why do you use them? &lt;br /&gt;
***I normally develop on Windows, using Dev-c++ , Code::Blocks, or Visual Studio.&lt;br /&gt;
**What programming languages are you fluent in? &lt;br /&gt;
***C/C++, Lua, BASIC, Euphoria.&lt;br /&gt;
**What spoken languages are you fluent in? &lt;br /&gt;
*** English.&lt;br /&gt;
**At what hours are you awake (please specify in UTC) &lt;br /&gt;
***Usually I'm awake between 15 and 8 UTC, and will be available on IRC between about 3 and 7 UTC.&lt;br /&gt;
**Would you mind talking with your mentor on telephone / internet phone? &lt;br /&gt;
***I would not mind.&lt;br /&gt;
&lt;br /&gt;
== Idea Description ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Required knowledge and talent ===&lt;br /&gt;
&lt;br /&gt;
*A fair amount of experience with C++ is required, since Wesnoth uses some advanced C++ features and is based on BOOST and SDL: I believe I have sufficient experience of C++ in general, as well as a good understanding of the Wesnoth code itself, as I have done considerable work with it previously.&lt;br /&gt;
*Experience with multiplayer games, in order to have a good idea of what multiplayer lobbies of other games look like, and a good idea of the social behaviors of MP communities: I have played many different games online, some with similar numbers of players to Wesnoth, and others with greater numbers, and have a good idea of what players like and dislike with respect to the interface and usability.&lt;br /&gt;
 &lt;br /&gt;
=== Milestones ===&lt;br /&gt;
&lt;br /&gt;
*Determining the changes to made to the lobby which must be agreed to by most if not all the developers. This will be done by talking to various players and developers about their own opinions on the current state of the lobby and the changes they would like to see, taking into account practical considerations and future scalability, as well as comparison to other multiplayer lobbies/communities.&lt;br /&gt;
&lt;br /&gt;
*Deciding upon a particular implementation for each of the proposed changes. Again, each of these must be agreed to by the developers. The implementations will be focused on simplicity, ease-of-use, and functionality.&lt;br /&gt;
&lt;br /&gt;
*Actual code for each change; this is likely to be the bulk of the work to be done, so as particular changes to the lobby are decided upon, multiple milestones may be added for different stages of the improvement of the lobby.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=16212</id>
		<title>User:Xan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=16212"/>
		<updated>2007-06-29T19:44:56Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Work In Progress: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work In Progress:==&lt;br /&gt;
*Factions&lt;br /&gt;
** Frost Elves&lt;br /&gt;
** Faction X&lt;br /&gt;
*Spacenoth&lt;br /&gt;
&lt;br /&gt;
===Planned:===&lt;br /&gt;
*Releasing the first version of [http://arcune.org/forum/index.php Spacenoth]&lt;br /&gt;
*Take over the world after everyone else.&lt;br /&gt;
&lt;br /&gt;
===Completed:===&lt;br /&gt;
*[http://arcune.org/files/wesnoth/update.cpp Unit WML Updater]&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
[http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=101476 Xan's forum profile]&lt;br /&gt;
&lt;br /&gt;
List &amp;amp; description of [[Developers]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=16211</id>
		<title>User:Xan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=16211"/>
		<updated>2007-06-29T19:44:32Z</updated>

		<summary type="html">&lt;p&gt;Xan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work In Progress:==&lt;br /&gt;
*WML Enhancement&lt;br /&gt;
** Unit WML&lt;br /&gt;
*Factions&lt;br /&gt;
** Frost Elves&lt;br /&gt;
** Faction X&lt;br /&gt;
*Spacenoth&lt;br /&gt;
&lt;br /&gt;
===Planned:===&lt;br /&gt;
*Releasing the first version of [http://arcune.org/forum/index.php Spacenoth]&lt;br /&gt;
*Take over the world after everyone else.&lt;br /&gt;
&lt;br /&gt;
===Completed:===&lt;br /&gt;
*[http://arcune.org/files/wesnoth/update.cpp Unit WML Updater]&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
[http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=101476 Xan's forum profile]&lt;br /&gt;
&lt;br /&gt;
List &amp;amp; description of [[Developers]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=16210</id>
		<title>User:Xan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=16210"/>
		<updated>2007-06-29T19:44:17Z</updated>

		<summary type="html">&lt;p&gt;Xan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work In Progress:==&lt;br /&gt;
*WML Enhancement&lt;br /&gt;
** Unit WML&lt;br /&gt;
*Factions&lt;br /&gt;
** Frost Elves&lt;br /&gt;
** Faction X&lt;br /&gt;
*Spacenoth&lt;br /&gt;
&lt;br /&gt;
===Planned:===&lt;br /&gt;
*Releasing the first version of [http://arcune.org/forum/index.php Spacenoth]&lt;br /&gt;
*Take over the world after everyone else.&lt;br /&gt;
&lt;br /&gt;
===Completed:===&lt;br /&gt;
*[http://arcune.org/files/wesnoth/update.cpp Unit WML Updater]&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
[http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=101476 Xan's forum profile]&lt;br /&gt;
List &amp;amp; description of [[Developers]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=StartingPoints&amp;diff=11178</id>
		<title>StartingPoints</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=StartingPoints&amp;diff=11178"/>
		<updated>2006-08-14T14:24:22Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Liuhecai, changed back to last version by NeoPhile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Battle for Wesnoth is a turn-based fantasy strategy game.&lt;br /&gt;
&lt;br /&gt;
Defeat all enemy leaders using a well-chosen cadre of troops,&lt;br /&gt;
taking care to manage your resources of gold and villages.&lt;br /&gt;
All units have their own strengths and weaknesses; to win,&lt;br /&gt;
deploy your forces to their best advantage while&lt;br /&gt;
denying your foes the chance to do the same. As units gain&lt;br /&gt;
experience, they acquire new abilities and become more&lt;br /&gt;
powerful. Play in your own language and test your skill&lt;br /&gt;
against a smart computer opponent, or join Wesnoth's large&lt;br /&gt;
community of on-line players.&lt;br /&gt;
Create your own custom units, scenarios or campaigns,&lt;br /&gt;
and share them with others.&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth is released under the&lt;br /&gt;
[http://www.gnu.org/licenses/licenses.html#GPL GPL].&lt;br /&gt;
Prebuilt packages are available for most operating systems,&lt;br /&gt;
including Windows, Mac OS X, and GNU/Linux, or you can build&lt;br /&gt;
your own from source code.&lt;br /&gt;
&lt;br /&gt;
== Getting the Game ==&lt;br /&gt;
==== Downloading ====&lt;br /&gt;
* [[Download]] - get the most recent source-files and many binaries&lt;br /&gt;
** [[WesnothBinaries]] - precompiled for GNU/Linux, BeOS, PDAs, ...&lt;br /&gt;
** [[WesnothBinariesLinux]] - precompiled for many GNU/Linux distributions&lt;br /&gt;
&lt;br /&gt;
==== Compiling ====&lt;br /&gt;
* [[CompilingWesnoth]] - on Unix, Mac, Windows, GNU/Linux, PDAs, ...&lt;br /&gt;
* [[DebuggingWesnoth]] - on GNU/Linux and Unix-like systems&lt;br /&gt;
* [[WesnothOnLinuxPDAs]] - on the Qtopia/OPIE and thepdaXrom/Zaurus C series&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ([[Play]]) ==&lt;br /&gt;
&lt;br /&gt;
==== For New Players ====&lt;br /&gt;
* [[GettingStarted]] - read me first!&lt;br /&gt;
* [[WesnothManual]] - the rules&lt;br /&gt;
* [[MainlineScenarios]] - walkthroughs for the game-supplied campaigns&lt;br /&gt;
&lt;br /&gt;
==== For Not-So-New Players ====&lt;br /&gt;
* [[AdvancedTactics]] - beating the AI and other people&lt;br /&gt;
* [[MultiplayerServers]] - where to play against other people online&lt;br /&gt;
&lt;br /&gt;
==== Reference ====&lt;br /&gt;
* [[HotKeysSystem]] - keyboard shortcuts&lt;br /&gt;
* [[CommandMode]] - commands you can use in-game&lt;br /&gt;
* [[ServerAdministration]] - commands that authenticated users can use to administer the server&lt;br /&gt;
* [http://wesnoth.slack.it/units.cgi Units] - Units advancement trees and stats&lt;br /&gt;
** [http://wesnoth.slack.it/units.cgi?page=frames Wesnoth Unit List] ([http://wesnoth.slack.it/units.cgi?page=list without frames])&lt;br /&gt;
** [http://wesnoth.slack.it/units.cgi?movetypes Movement, defense and resistance tables]&lt;br /&gt;
* [[RaceDescriptions]] - Elves, Humans, Dwarves, Orcs, Drakes, Undead, Others&lt;br /&gt;
** [[Complete_Faction_List_%28unfinished%29]] - list all user made factions&lt;br /&gt;
* [[WesnothAcronyms|Wesnoth Acronyms (by category)]] - common wesnothian acronyms explained&lt;br /&gt;
* [[WesnothAcronyms(alphabetic)|Wesnoth Acronyms (alphabetic)]] - common wesnothian acronyms explained&lt;br /&gt;
&lt;br /&gt;
== Tweaking the Game ([[Create]]) ==&lt;br /&gt;
&lt;br /&gt;
* [[UserScenarios]] - user-written scenarios, campaigns and game modifications&lt;br /&gt;
* [[ReferenceWML]] and [[AlphabeticalWML]] - all about Wesnoth Markup Language&lt;br /&gt;
* [[ReferencePythonAPI]] - upcoming Python interface for AI&lt;br /&gt;
* [[BuildingCampaigns]] - how to make your own single player campaigns&lt;br /&gt;
* [[MultiplayerCampaigns]] - how to make your own multiplayer campaigns&lt;br /&gt;
* [[BuildingScenarios]] - how to make your own scenarios&lt;br /&gt;
* [[BuildingUnits]] - how to make your own units&lt;br /&gt;
* [[UnitAnalysis]] - tool to analyze units&lt;br /&gt;
* [[WesnothMapEditor]] - summary of controls&lt;br /&gt;
* [[ExternalUtilities]] - scripts to help create scenarios, campaigns, and graphics&lt;br /&gt;
* [[Create_Art#Art_Tutorials|Art Tutorials]] - help in creating art&lt;br /&gt;
* [[GraphicLibrary]] - unit and terrain images posted on the forums&lt;br /&gt;
* [[Tiles_Status]] - terrain tiles: proposed and in progress.&lt;br /&gt;
&lt;br /&gt;
== Improving the Game ==&lt;br /&gt;
* [[ReportingBugs]] - use Gna&lt;br /&gt;
* To submit a feature request, use http://bugs.wesnoth.org&lt;br /&gt;
* [[FrequentlyProposedIdeas]] - before you propose an idea, check here!&lt;br /&gt;
==== Developer information ====&lt;br /&gt;
* [[DeveloperResources]] - useful links&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog] - the most recent changes made to the game&lt;br /&gt;
* [[WesnothSVN]] - accessing the source code&lt;br /&gt;
* [[HackingWesnoth]] - guide for programmers&lt;br /&gt;
* [[CodingStandards]] - for programmers&lt;br /&gt;
* [[UnitDescriptionRewriting]] - coordinating the revision&lt;br /&gt;
* [http://wesnoth.slack.it/missing.cgi Missing unit animations and sounds] - what's available and what's missing&lt;br /&gt;
* [[WritingYourOwnAI]] - write a C++ plugin&lt;br /&gt;
* [[ThemeSystem]] - customizing the screen layout for the game and the editor&lt;br /&gt;
* [[ReleasingWesnoth]] - steps to follow to release a new version&lt;br /&gt;
* [[WesnothPackagersGuide]] - guidelines for packaging Wesnoth for different platforms&lt;br /&gt;
* [[WesnothPreferences]]&lt;br /&gt;
&lt;br /&gt;
==== Game translations ====&lt;br /&gt;
* [[GettextForTranslators]] - how to translate Wesnoth under [[GetText]]&lt;br /&gt;
* [[WesnothTranslations]] - 11 complete, 2 almost complete, 7 more than halfway, 10 partial&lt;br /&gt;
* [[WesCamp]] - a project for translating user-made campaigns&lt;br /&gt;
&lt;br /&gt;
== About the Game ==&lt;br /&gt;
* [[WesnothPhilosophy]] - Dave on Wesnoth&lt;br /&gt;
* [[WesnothHistory]] - the Ages of Wesnoth&lt;br /&gt;
* [[WesnothGeography]] - description of Wesnoth and surrounding lands&lt;br /&gt;
* [[WesnothReviews]] - third party reviews of Wesnoth&lt;br /&gt;
* [irc://irc.wesnoth.org/wesnoth #wesnoth] - our IRC channel&lt;br /&gt;
* [[Donate]] or [http://cafepress.com/wesnoth buy Wesnoth merchandise].&lt;br /&gt;
* [[Trailer]] - the Wesnoth trailer&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [[UsefulLinks]]&lt;br /&gt;
* [[WesnothLSM]] - presentation at LSM&lt;br /&gt;
* [http://wesnoth.slack.it/?WesnothPlayerMap Map of Wesnoth player locations] - add yourself to the map!&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Battle_for_Wesnoth Wikipedia entry for Wesnoth]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About this Wiki ==&lt;br /&gt;
* [[Help:Editing|Editing]] - learn how to edit pages&lt;br /&gt;
* [[Sandbox]] - experiment with the wiki&lt;br /&gt;
* [[WikiMigration]] - we were looking for a replacement for our old wiki (and ended up using Mediawiki)&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=11033</id>
		<title>User:Xan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=11033"/>
		<updated>2006-08-04T21:42:28Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Work In Progress: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work In Progress:==&lt;br /&gt;
*WML Enhancement&lt;br /&gt;
** Unit WML&lt;br /&gt;
*Factions&lt;br /&gt;
** Frost Elves&lt;br /&gt;
** Faction X&lt;br /&gt;
*Spacenoth&lt;br /&gt;
&lt;br /&gt;
===Planned:===&lt;br /&gt;
*Releasing the first version of [http://arcune.org/forum/index.php Spacenoth]&lt;br /&gt;
*Take over the world after everyone else.&lt;br /&gt;
&lt;br /&gt;
===Completed:===&lt;br /&gt;
*[http://arcune.org/files/wesnoth/update.cpp Unit WML Updater]&lt;br /&gt;
&lt;br /&gt;
== See Also == [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=101476 Xan's forum profile]&lt;br /&gt;
List &amp;amp; description of [[Developers]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=10837</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=10837"/>
		<updated>2006-07-27T18:13:36Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Mac OS X */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.0.x_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.0.x branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.0.x branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.0.x online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz?download Current stable version] (1.0.2, 38.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Current stable version] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.0.2.dmg?download Current stable version] (1.0.2, PPC, 53.6 MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2-lwa.dmg Current stable version - alternate] (1.0.2, PPC, 44MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2_lite-lwa.dmg Current stable version - lite] (1.0.2, PPC, no art or music, 25MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.0.2.exe?download Current stable version] (1.0.2, 37.0MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* /usr/ports/games/wesnoth (1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip.md5?download BeOS md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Version 1.1.8 is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.0.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8.tar.gz?download Current Version] (1.1.8, 70 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.7.tar.gz?download Previous Version] (1.1.7, 70 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8_windows.exe?download Current Version] (1.1.8, 58.7 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.7-windows.exe?download Previous Version] (1.1.7, 58.1 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8.dmg?download Current Version] (1.1.8, Universal, 73.2MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8_lite.dmg?download Current version - lite] (1.1.8, Universal, no art or music, 43.3MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.7.dmg?download Previous Version] (1.1.7, Universal, 69MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.7_lite.dmg?download Previous version - lite] (1.1.7, Universal, no art or music, 39MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/downloads/Wesnoth.lzh Current Version] (1.1.7, 79MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://www.os2world.com/smedley/wesnoth-1.1.7-os2.zip Current Version] (1.1.7, 71MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.5.tar.gz.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=10836</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=10836"/>
		<updated>2006-07-27T18:11:44Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.0.x_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.0.x branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.0.x branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.0.x online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz?download Current stable version] (1.0.2, 38.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Current stable version] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.0.2.dmg?download Current stable version] (1.0.2, PPC, 53.6 MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2-lwa.dmg Current stable version - alternate] (1.0.2, PPC, 44MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2_lite-lwa.dmg Current stable version - lite] (1.0.2, PPC, no art or music, 25MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.0.2.exe?download Current stable version] (1.0.2, 37.0MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* /usr/ports/games/wesnoth (1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip.md5?download BeOS md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Version 1.1.8 is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.0.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8.tar.gz?download Current Version] (1.1.8, 70 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.7.tar.gz?download Previous Version] (1.1.7, 70 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8_windows.exe?download Current Version] (1.1.8, 58.7 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.7-windows.exe?download Previous Version] (1.1.7, 58.1 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.7.dmg?download Current Version] (1.1.7, Universal, 69MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.7_lite.dmg?download Current version - lite] (1.1.7, Universal, no art or music, 39MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.5.dmg?download Previous Version] (1.1.5, Universal, 69.4MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.5_lite.dmg?download Previous version - lite] (1.1.5, Universal, no art or music, 39.4MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/downloads/Wesnoth.lzh Current Version] (1.1.7, 79MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://www.os2world.com/smedley/wesnoth-1.1.7-os2.zip Current Version] (1.1.7, 71MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.5.tar.gz.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=10620</id>
		<title>GettingStarted</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=10620"/>
		<updated>2006-07-17T13:49:16Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Nightmare, changed back to last version by Xan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|  style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.&lt;br /&gt;
&lt;br /&gt;
''Build up a great army'', gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition. &lt;br /&gt;
&lt;br /&gt;
Fight to regain the throne of Wesnoth, of which you are the legitimate heir, or use your dread power over the Undead to dominate the land of mortals, or lead your glorious Orcish tribe to victory against the humans who dared despoil your lands … Wesnoth has many different sagas waiting to be played out. You can create your own custom units, and write your own scenarios – or even full-blown campaigns. You can also challenge your friends – or strangers – and fight in epic ''multi-player'' fantasy battles.&lt;br /&gt;
&lt;br /&gt;
=== Welcome to Wesnoth ===&lt;br /&gt;
==== The Land of Wesnoth ====&lt;br /&gt;
The Land of Wesnoth is generally divided into three areas: the northlands, which are generally lawless; the kingdom of Wesnoth and its occasional principality, Elensfar; and the domain of the Southwest elves.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Wesnoth lies in the center of the land. Its borders are the Great River to the north, the Lower Hills in the east and south, the Green Swamp to the southwest, and the Ocean to the west. Elensefar, that sometime province of Wesnoth, is bordered by the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west. There is no government of the Northlands. Various groups of orcs, dwarves, barbarian men and even elves populate the region. The northern and eastern borders are not defined, the southern border is the Great River, and the western border is the Ocean.&lt;br /&gt;
&lt;br /&gt;
As you travel around the land you will encounter peaceful villages where you can heal your troops and obtain a good income to support your army. You will also have to cross mountains and rivers, either on foot or mounted, push through forests, hills and tundra, or brazenly cross open grassland. In each of these areas different creatures have adapted to live there and can travel more easily and fight better when they are in familiar terrain. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme while in the oceans and rivers mermen and nagas control the waves.&lt;br /&gt;
&lt;br /&gt;
==== The Creatures of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
The world of  Wesnoth contains several races that have joined forces into different factions. Here, Elf and Dwarf fight side by side against Orc and Human. In most campaigns, you will mostly control units from one faction, but often you will have a recruit list with units mixed in from other factions, and will not have some units from a faction available. Basically, your recruit list is determined by the plot of the campaign, not by a predetermined ruleset.&lt;br /&gt;
&lt;br /&gt;
Sometimes factions make alliances with others, so you may face more than one faction in a scenario.&lt;br /&gt;
&lt;br /&gt;
[Expand and draw on information in [[RaceDescriptions]].]&lt;br /&gt;
&lt;br /&gt;
=== Finding Your Way Around Battle For Wesnoth ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://exong.net/wesnoth-attach/files/splash111_1152_744.jpg http://exong.net/wesnoth-attach/files/splash111_300_159.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The Main Menu&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When Wesnoth first starts it displays an initial background and a column of buttons called the Main Menu. The buttons only work with a mouse. For the impatient, we recommend you: click the 'Language' button to set your language; then click the 'Tutorial' button to run the tutorial; and then play the campaign, 'The Two Brothers' by clicking the 'Campaign' button and selecting it from the list provided.&lt;br /&gt;
&lt;br /&gt;
The Main Menu buttons are:&lt;br /&gt;
&lt;br /&gt;
*Tutorial&lt;br /&gt;
:The tutorial is a real, but basic, game which teaches you some of the basic controls needed to play the game. Winning or losing is not important here, but learning what to do is. Click the Tutorial button to play. In the Tutorial you are in the role of the young prince Konrad, learning from the Elder Mage Delfador - pay attention or he might turn you into a newt.&lt;br /&gt;
&lt;br /&gt;
*Campaign&lt;br /&gt;
:Wesnoth was primarily designed to play campaigns. Campaigns are a series of connected scenarios. Click this button to start a new campaign. You will be presented with a list of campaigns available on your computer (more can be downloaded if you wish). Select your campaign and click OK to start or Cancel to quit.&lt;br /&gt;
&lt;br /&gt;
:Each campaign has a difficulty level: easy, medium (normal), and hard. We recommend medium as this level is challenging, but not difficult. You may not change the difficulty during the campaign. Once you have selected the difficulty, you will start with the first scenario of the campaign. You can find walkthroughs or descriptions of the available campaigns at:&lt;br /&gt;
::* [[MainlineScenarios]]&lt;br /&gt;
::* [[UserScenarios]]&lt;br /&gt;
::* [[BeginnerScenarios]]&lt;br /&gt;
&lt;br /&gt;
*Multiplayer&lt;br /&gt;
:Click this button to play single scenarios against one or more opponents. You can play the games over the internet or at your computer, against computer or human opponents. When you select this button a dialogue will appear and allow you to choose how you want to play the scenario. To learn more, see [[#Multiplayer|Multiplayer]].&lt;br /&gt;
&lt;br /&gt;
*Load&lt;br /&gt;
:Click this button to load a previously saved game. You will be shown a dialogue listing saved games. Select the game and click Ok to load and continue, or Cancel to return to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
:If you select a replay game, you can check the Replay check box. The loaded game will make all the moves from the beginning while you watch.&lt;br /&gt;
&lt;br /&gt;
*Language&lt;br /&gt;
:Click this button, select your language, and click OK to use it, or Cancel to continue with the current language. The first time Wesnoth starts, it defaults to English, but once you change it, it will start in that language.&lt;br /&gt;
&lt;br /&gt;
*Preferences&lt;br /&gt;
&lt;br /&gt;
:Click here to change default settings. These are explained in more detail in [[PlayingBattleForWesnoth#Preferences|the Manual]].&lt;br /&gt;
&lt;br /&gt;
*About&lt;br /&gt;
:Click this button for a list of major Wesnoth contributors. You may find most of them at irc.freenode.org:6667 on #wesnoth. Or visit http://www.wesnoth.org for news, forums, and Wiki updates. The project is hosted on https://gna.org/projects/wesnoth, where you can download the latest production or developer release, review and report problems (bugs).&lt;br /&gt;
&lt;br /&gt;
*Quit&lt;br /&gt;
:Click this button to close Wesnoth.&lt;br /&gt;
&lt;br /&gt;
This getting started guide provides a basic introduction to Battle for Wesnoth. You can find more details about playing the game in the [[WesnothManual|Manual]].&lt;br /&gt;
&lt;br /&gt;
=== Play a Game ===&lt;br /&gt;
There are two basic ways to play Battle for Wesnoth:&lt;br /&gt;
*Play a sequence of connected scenarios, known as a campaign, against the computer&lt;br /&gt;
*Play a single scenario against computer or human opponents &lt;br /&gt;
&lt;br /&gt;
==== Campaigns ====&lt;br /&gt;
&lt;br /&gt;
Campaigns can take a long time to complete. Typical campaigns have about 10-20 scenarios. The main advantage with campaigns is that they allow you to develop your army. As you complete each scenario, the remaining units at the end are saved for you to use in the next scenario. &lt;br /&gt;
If you choose not to use a unit at all during a scenario it is carried over &lt;br /&gt;
to the next, so you don't lose units you don't use.&lt;br /&gt;
&lt;br /&gt;
The campaign is the primary form in which Wesnoth is intended to be played, is probably the most enjoyable, and is the recommended way for new players to learn the game.&lt;br /&gt;
&lt;br /&gt;
==== Scenarios ====&lt;br /&gt;
&lt;br /&gt;
A single scenario takes about 30 minutes to 2 hours to complete. &lt;br /&gt;
This is the fastest way to play, but your units are not saved and you cannot use&lt;br /&gt;
campaign units. You can play scenarios against the computer or against other players either over the internet or at your computer. Scenarios are accessed through the 'Multiplayer' button on the main menu.&lt;br /&gt;
&lt;br /&gt;
===== Multiplayer =====&lt;br /&gt;
Multiplayer games are played against other players via the Internet (you can also run them on your LAN if you have one). These games are co-ordinated through the [[Improved_Manual#Campaign_Server|Wesnoth campaign server]].&lt;br /&gt;
Multiplayer games can take anything from 1 hour to 10 hours, depending on&lt;br /&gt;
how many players there are (and the size of the map). The average time is between 3 to 7 hours.&lt;br /&gt;
Games can be saved and loaded as many times as you like. &lt;br /&gt;
So, it's possible for some games to last 1 or 2 weeks, even though &lt;br /&gt;
the play time is only a few hours. You cannot carry over&lt;br /&gt;
units in multiplayer from one scenario to the next, so building up&lt;br /&gt;
your army's strength is possible only within the scenario.&lt;br /&gt;
&lt;br /&gt;
===== Hotseat =====&lt;br /&gt;
Hotseat games are similar to Multiplayer games except everyone plays at the same computer by taking turns in the 'hotseat'. Hotseat games will take about the same time to play as games played over the Internet.&lt;br /&gt;
&lt;br /&gt;
===== Human vs AI =====&lt;br /&gt;
You can also play any of the campaign scenarios against AI opponents rather than human players. This can be a good way to become familiar with the various maps that are used for multiplayer games before playing against real opponents. It can also be used as a simple way to explore the capabilities of units from the different factions by choosing which faction you will play and which faction your opponents are in these games.&lt;br /&gt;
&lt;br /&gt;
==== The Game Screen ====&lt;br /&gt;
&lt;br /&gt;
Regardless of whether you are playing a scenario or a campaign, the basic layout of the game screen is the same. The majority of the screen is filled with a map which shows all of the action that takes place in the game. Around the map are various elements which provide useful information about the game and are described in more detail below.&lt;br /&gt;
&lt;br /&gt;
Across the top of the screen from left to right are the following items:&lt;br /&gt;
#Menu button&lt;br /&gt;
#Actions button&lt;br /&gt;
#Turn counter *&lt;br /&gt;
#Your gold&lt;br /&gt;
#Your total villages&lt;br /&gt;
#Your total units&lt;br /&gt;
#Your upkeep&lt;br /&gt;
#Your income&lt;br /&gt;
#Current hex type&lt;br /&gt;
#Current hex position&lt;br /&gt;
&lt;br /&gt;
Down the right of the screen from top to bottom are:&lt;br /&gt;
#Full map, scaled *&lt;br /&gt;
#Time of day indicator&lt;br /&gt;
#Unit profile for last selected unit*&lt;br /&gt;
#End Turn button *&lt;br /&gt;
&lt;br /&gt;
(Items marked with a * are currently undocumented)&lt;br /&gt;
&lt;br /&gt;
*Menu button: Displays a drop-down menu with the following options:&lt;br /&gt;
&lt;br /&gt;
#Scenario Objectives: Lists the victory and defeat conditions.&lt;br /&gt;
#Statistics&lt;br /&gt;
#Unit List: Lists your active units, including their map position.&lt;br /&gt;
#Status Table: Summary list of visible player units, villages, income etc.&lt;br /&gt;
#Save Game: Write the current game position to disk.&lt;br /&gt;
#Load Game&lt;br /&gt;
#Preferences: see [[PlayingBattleForWesnoth#Preferences|the Manual]] for details.&lt;br /&gt;
#Help&lt;br /&gt;
#Quit Game: Close the game, without saving, and return to the Main menu.&lt;br /&gt;
&lt;br /&gt;
*Actions button: Displays a drop-down menu with the following options:&lt;br /&gt;
#Next unit&lt;br /&gt;
#Recruit: Lists units your commander can recruit from a keep.&lt;br /&gt;
#Recall (Campaign only): Lists units your commander can recall from a keep.&lt;br /&gt;
#Show enemy moves&lt;br /&gt;
#Best possible enemy moves&lt;br /&gt;
#End Turn: On your turn, select it to end your turn.&lt;br /&gt;
&lt;br /&gt;
*Your gold, villages, units, upkeep, and income&lt;br /&gt;
:Quick way to check how your army is doing. A negative income means you'll lose gold, a positive means you gain gold. Upkeep is the gold you pay your units. Villages shows how many you own, each village will give you Gold.&lt;br /&gt;
&lt;br /&gt;
*Current hex&lt;br /&gt;
:Shows the terrain type and position of the hex pointed to by the mouse. If a unit is on the hex, its resistance on that terrain is shown after the position. The position is in column, row order.&lt;br /&gt;
&lt;br /&gt;
*Time of day indicator&lt;br /&gt;
:Putting your mouse over the indicator will bring up a tooltip showing the effect of the time of day.  Wesnoth has a 6-turn day and different alignments have bonuses depending on the time of day.&lt;br /&gt;
&lt;br /&gt;
==== Recruit and Recall ====&lt;br /&gt;
When you first start a scenario or campaign you will only have a few units on the map. One of these will be your commander (identified by a little crown icon). Your commander is usually placed in a castle on a special hex called a keep. Whenever your commander is on a keep (not only your own, but also the keep of any enemy castles you capture) and you have enough gold, you can recruit units for your army. In later scenarios you can recall experienced units that survived earlier scenarios. From here, you can start to build your army to conquer the enemy.&lt;br /&gt;
&lt;br /&gt;
The first thing you will probably want to do is recruit your first unit. Press 'ctrl-r' (or right click on an empty castle hex and select 'recruit') and you will be able to recruit a unit from a list of all the units available to you. Each recruit is placed on an empty castle square. Once you have filled the castle, you cannot recruit any more until units move off. Your opponent's commander is similarly placed on its castle keep and will begin by recruiting its troops -- so don't dilly-dally looking at the scenery, there's a battle to be won.&lt;br /&gt;
&lt;br /&gt;
At the end of each successful scenario, all your remaining troops are&lt;br /&gt;
automatically saved. At the start of the next scenario you may&lt;br /&gt;
recall them in a similar way to recruiting. Recalled troops are often more&lt;br /&gt;
experienced than recruits and usually a better choice.&lt;br /&gt;
&lt;br /&gt;
==== Your Army ====&lt;br /&gt;
&lt;br /&gt;
All game types use the same soldiers, called units. Each unit is identified&lt;br /&gt;
by Race, Level, and Class. Each unit has strengths and weaknesses, &lt;br /&gt;
based on their Resistance, current Terrain, and Level.  &lt;br /&gt;
Full details are in the [[UnitTables]] and [[MoveTypeTables]].&lt;br /&gt;
&lt;br /&gt;
==== Life and Death - Experience ====&lt;br /&gt;
&lt;br /&gt;
As your troops gain battle experience, they will learn more skills and&lt;br /&gt;
become stronger. They will also die in battle, so you'll need to&lt;br /&gt;
recruit and recall more when that happens. But choose wisely, for each has&lt;br /&gt;
strengths and weaknesses a cunning opponent will quickly exploit.&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Your army does not fight for free. It costs you money to recruit units and money to maintain them. You start each scenario with money carried over from previous scenarios (although each scenario ensures you have at least a minimum amount of gold to start if you didn't carry over enough from previous scenarios) and can gain more by meeting scenario objectives quickly and, during a scenario, by controlling villages. Each village you control will give you two gold pieces income per turn. When you first start a scenario it is usually worthwhile to gain control of as many villages as you can to ensure you have sufficient income to wage war. You can see your current gold and current income at the top of the screen as described in the section on [[#The_Game_Screen|the Game Screen]]. More information can be found in [[PlayingBattleForWesnoth#Gold|the manual]].&lt;br /&gt;
&lt;br /&gt;
==== Save and Load ====&lt;br /&gt;
At the start of each scenario, you have the option to save it. &lt;br /&gt;
If you are defeated, you may load it and try again. Once you have succeeded, &lt;br /&gt;
you will again be asked to save the next scenario and play that. &lt;br /&gt;
If you have to stop playing during a scenario, you can save your turn&lt;br /&gt;
and load it again later. Just remember, a good BFW player never needs to&lt;br /&gt;
save '''during''' a scenario. However, most beginners tend to do so rather&lt;br /&gt;
often. ;)&lt;br /&gt;
&lt;br /&gt;
=== Getting the Most Fun Out of the Game ===&lt;br /&gt;
&lt;br /&gt;
Remember, the idea of a game is to have fun! Here are some recommendations&lt;br /&gt;
from the development team on how to get the most fun out of the game:&lt;br /&gt;
&lt;br /&gt;
* Consider playing the campaign on 'Medium' difficulty level, especially if you have prior experience with strategy games. We feel you'll find it much more rewarding.&lt;br /&gt;
* Don't sweat it too much when you lose some units. The campaign was designed to accomodate the player losing some units along the way.&lt;br /&gt;
* Don't abuse saved games. Long ago, Wesnoth only allowed saving the game at the end of a scenario. Mid-scenario saving was added as a convenience to use if you had to continue the game another day, or to protect against crashes. We do not recommend loading mid-scenario saved games over and over because your White Mage keeps getting killed. Learn to protect your White Mage instead, and balance risks! That is part of the strategy.&lt;br /&gt;
* If you must load a saved game, we recommend going back to the start of the scenario, so that you choose a new strategy that works, rather than simply finding random numbers that favor you.&lt;br /&gt;
* But remember, the aim is to have fun! You may have different tastes than the developers, so do what you enjoy most! If you enjoy loading the saved game every time you make a mistake, looking for the 'perfect' game where you never lose a unit, by all means, go right ahead!&lt;br /&gt;
&lt;br /&gt;
==== At the start of a scenario ====&lt;br /&gt;
* First, read the scenario objectives. Sometimes you do not have to kill enemy leaders instead it is enough that you survive number of turns, or pick up a particular object&lt;br /&gt;
*  Look at the map: the terrain, the position of your leader and the other leader.&lt;br /&gt;
* Then, begin to recruit units. Cheap units are useful to soak up the first wave of an enemy's attack; advanced units can then be brought in as support. Fast units can be used as scouts, for exploring the map and to quickly conquer villages.&lt;br /&gt;
&lt;br /&gt;
==== During the scenario ====&lt;br /&gt;
* Try to capture and keep control of as many villages as possible to keep the gold coming in&lt;br /&gt;
* Keep units in packs so the enemy cannot attack from as many sides, and so you can outnumber each enemy unit. Put your units in a line so that the enemy cannot attack any one of your unit from more than two sides.&lt;br /&gt;
* Different units have different strengths and weaknesses depending on terrain and who they are attacking; right click on units and select &amp;quot;Describe unit&amp;quot; to learn more &lt;br /&gt;
* You can use lower level units as cannon fodder, to slow down enemy. e.g. you can use them to block enemy reaching your important units&lt;br /&gt;
* You can cause damage to enemies with advanced units and then finish them with lower level units - to give them more experience (and finally make them advance to next level)&lt;br /&gt;
* When you have a White Mage (advances from Mage) or Druid (advances from Shaman), put it in the middle of a circle of units to heal them as they move across the map&lt;br /&gt;
* Losing units is expected, even advanced units&lt;br /&gt;
* Time of day really matters:&lt;br /&gt;
** lawful units do more damage at day and less damage at night&lt;br /&gt;
** chaotic units do more damage at night and less damage at day&lt;br /&gt;
** remember to always check the time of day on the right side of the screen. Plan ahead - think about what it's going to be next turn as well as this turn.&lt;br /&gt;
* Some units are resistant or vulnerable to different kind of attacks. Mounted units are weak vs pierce attacks. Fire and holy destroy undeads. To see how much a unit resists an attack type, right click on the unit, select 'Unit Description', then select 'Resistance'. It will show you how resistant a unit is to different types of attacks.&lt;br /&gt;
&lt;br /&gt;
==== Healing ====&lt;br /&gt;
An important part of succeeding at Battle for Wesnoth is keeping your units healthy. When your units take damage you can heal them by moving them onto villages or next to special healing units (e.g. the Elvish Shaman and White Mage). Some other units you will encounter, such as Trolls, have the ability to heal themselves naturally. You can find more detailed information about healing in [[PlayingBattleForWesnoth#Healing|Chapter 2]].&lt;br /&gt;
&lt;br /&gt;
==== Winning a scenario ====&lt;br /&gt;
* Advanced units are needed to quickly kill enemy commanders, and to avoid losing lots of units.&lt;br /&gt;
* The quicker you win a scenario, the more gold you get; you will get more gold from winning early than from all of the map's villages for the rest of the turns.&lt;br /&gt;
* Killing all enemy leaders usually gives instant victory.&lt;br /&gt;
&lt;br /&gt;
==== More general tips ====&lt;br /&gt;
* After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&lt;br /&gt;
* Advanced units have higher upkeep than lower level units (1 gp per level), loyal units are an exception.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[AdvancedTactics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Create&amp;diff=10618</id>
		<title>Create</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Create&amp;diff=10618"/>
		<updated>2006-07-17T13:49:15Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Nightmare, changed back to last version by Sjl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
Interested in creating your own scenarios and campaigns?  One of Wesnoth's best features is its extensibility.  Players can create new maps, units, races, scenarios, art, music, and even entire campaigns.  Access to the &amp;quot;guts&amp;quot; of the game is both simple and difficult; if you have an ASCII text editor you have everything you need to build your own world.  However, learning the Wesnoth Markup Language (WML) takes some effort.  This section will guide you through the process of creating and distributing your own content.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that '''we need a lot of help creating artwork for the core of the game.'''  The current projects we are working on are [http://www.wesnoth.org/forum/viewtopic.php?t=9162 listed here].  We'll happily help you out, if you take a swing at them.&lt;br /&gt;
&lt;br /&gt;
== Read this first! ==&lt;br /&gt;
Before you modify or add anything, it is important to understand how the game stores and organizes its data.  This article will explain the game's directory structure and introduce the ''userdata'' directory.&lt;br /&gt;
* [[EditingWesnoth]]&lt;br /&gt;
&lt;br /&gt;
== What can I create, and how? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth_editor-1.jpg http://www.wesnoth.org/images/sshots/wesnoth_editor-1-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Battle for Wesnoth Map editor&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[BuildingMaps|Maps]] - the layout of terrain tiles&lt;br /&gt;
* [[BuildingScenarios|Scenarios]] - a scenario makes things happen on a map, making it playable&lt;br /&gt;
* [[BuildingCampaigns|Campaigns]] - how to put it all together into a campaign&lt;br /&gt;
* [[BuildingMultiplayer|Multiplayer Maps and Scenarios]] - a specialized look at maps and scenarios&lt;br /&gt;
* [[BuildingUnits|Units]]&lt;br /&gt;
* [[BuildingFactions|Multiplayer factions and eras]]&lt;br /&gt;
* '''[[Create Art|Art]]''' - complete with '''tutorials!'''&lt;br /&gt;
* [[Create Music|Music]]&lt;br /&gt;
* [[Distributing content]] - all about the campaign server&lt;br /&gt;
* [[WesnothTranslations|Translations]] - work on translating Wesnoth&lt;br /&gt;
&lt;br /&gt;
== What have others done? ==&lt;br /&gt;
Quick descriptions of the campaigns and scenarios that have been published on the campaign server.&lt;br /&gt;
* [[UserScenarios|User contributed campaigns]]&lt;br /&gt;
This there are a multitude multiplayer maps and discussion of the campaigns on the [http://www.wesnoth.org/forum Wesnoth forum]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=15 Multiplayer development forum]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=8 Scenario and campaign development forum]&lt;br /&gt;
* [[Complete Faction List (unfinished)|Complete Faction List]]&lt;br /&gt;
&lt;br /&gt;
== The world of Wesnoth ==&lt;br /&gt;
Many campaigns do not take place in Wesnoth, but many do.  There is definitely a certain flavor to campaigns that are intended to take place somewhere in the world of Wesnoth.  Stake out a time period or a map locale and tell a story.&lt;br /&gt;
* [[WesnothHistory|The history of Wesnoth]]&lt;br /&gt;
* [[WesnothGeography|The geography of Wesnoth]]&lt;br /&gt;
* [[RaceDescriptions|The races of creatures in Wesnoth]]&lt;br /&gt;
* [[WesnothPoetry|Wesnothian poetry]]&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* [[ExternalUtilities| External Utilities]] - some extra tools for easier creating stuff&lt;br /&gt;
* [[ReferenceWML|WML Reference]] - a quicklink&lt;br /&gt;
* [[FAQ#Scenario_and_Campaigns|FAQ]] - if you have a question, post it&lt;br /&gt;
* Campaign server [http://wolff.to/campaigns/list.html web interface] - An alternate way to download user campaigns&lt;br /&gt;
* [[Status_of_User_Scenarios| Status of User Scenarios]] - Lists which usercampaigns are working and which ones are broken&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingMaps&amp;diff=10619</id>
		<title>BuildingMaps</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingMaps&amp;diff=10619"/>
		<updated>2006-07-17T13:49:15Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Nightmare, changed back to last version by Sparr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is all you need to know about maps:&lt;br /&gt;
&lt;br /&gt;
# A map is just a bunch of letters arranged in a rectangle (the rectangle is known as the &amp;quot;map data&amp;quot;)&lt;br /&gt;
# There are two ways to save this rectangle in a file&lt;br /&gt;
&lt;br /&gt;
Seriously now, here are the details.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth map data format ==&lt;br /&gt;
&lt;br /&gt;
Map data is used to represent maps in Wesnoth.  The encoding for maps has a specific format:&lt;br /&gt;
&lt;br /&gt;
* A map data file consists of any number of lines, each with the same number of characters.&lt;br /&gt;
* Each character must be either a letter specified in a ''letter'' key specifying a terrain (see [[TerrainLettersWML]]), or a digit.&lt;br /&gt;
* When the file is interpreted, each letter will be replaced by the terrain it refers to.&lt;br /&gt;
* Each nonzero digit ''n'' where ''n'' = 1, 2, 3, ... will be replaced by keep, with the leader of side ''n'' placed on the keep.&lt;br /&gt;
&lt;br /&gt;
Since text file tiles are squares while game tiles are hexes, some tiles must be shifted.&lt;br /&gt;
Tiles in even-numbered columns are shifted down 1/2 of a tile.&lt;br /&gt;
For example, to have a road of connected dirt ('r') tiles, the map data would look like this:&lt;br /&gt;
&lt;br /&gt;
 rrgggggg&lt;br /&gt;
 ggrrgggg&lt;br /&gt;
 ggggrrgg&lt;br /&gt;
 ggggggrr&lt;br /&gt;
&lt;br /&gt;
== Creating a map ==&lt;br /&gt;
&lt;br /&gt;
This is not the Matrix.  You do not need to look at encoded maps.  The source code and most binary distributions come with the official graphical map editor.  Using the map editor tends to be straightforward, judging from the feedback received from novice mapmakers.  However, if you do encounter problems locating or using the editor, please ask for help on the [http://www.wesnoth.org/forum forum].&lt;br /&gt;
&lt;br /&gt;
After the map is created, you may find it easier to make small tweaks by editing the textual map data directly.&lt;br /&gt;
&lt;br /&gt;
Making good, balanced, interesting maps is another task altogether, and if someone wants to take a stab at sharing insight about this art, please do so.&lt;br /&gt;
&lt;br /&gt;
== Using map data ==&lt;br /&gt;
&lt;br /&gt;
Map data is used in two ways.&lt;br /&gt;
# It is used as an input to the key ''map_data'' (see [[ScenarioWML]]).&lt;br /&gt;
# Files consisting entirely of map data can be read and edited easily by the [[WesnothMapEditor]].&lt;br /&gt;
#* Files in the folder '''''userdata''/editor/maps/''' which consist entirely of map data can be played in multiplayer as user maps.&lt;br /&gt;
&lt;br /&gt;
==== The map_data key ====&lt;br /&gt;
&lt;br /&gt;
The first way is to use the map_data key.  A campaign scenario starts with the '''[scenario]''' tag.  A multiplayer map scenario starts with the '''[multiplayer]''' tag.  Each tag takes the key ''map_data''.  The value of the ''map_data'' key is the map data enclosed in quotes.  Here is an example:&lt;br /&gt;
        map_data=&amp;quot;111111111111111111&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Standalone map file ====&lt;br /&gt;
&lt;br /&gt;
The second way to store a map is in a text file that consists '''only''' of the map data.  The advantage of this method is that it's simple.  If you drop one of the map files in '''''userdata''/editor/maps/''', the game will find it automatically in multiplayer.  On the other hand, this method also works with more complex scenarios.  If there is a scenario file somewhere (campaign or multiplayer) that has a line similar to the following:&lt;br /&gt;
 map_data=&amp;quot;{@editor/''map_filename''}&amp;quot;&lt;br /&gt;
then all of the map data in the file is inserted between the quote marks.&lt;br /&gt;
&lt;br /&gt;
== Discussion: Scenario File vs Standalone ==&lt;br /&gt;
&lt;br /&gt;
Campaign writers can't write campaigns without scenarios, so campaigns will always use the ''map_data'' key, either with the raw data in quotes or a preprocessor symbol {} pointing to the standalone file.&lt;br /&gt;
&lt;br /&gt;
Multiplayer mapmakers, however, '''have a choice'''.  If you want to place an object or unit on the map, you must create a scenario file starting with the '''[multiplayer]''' tag and containing the ''map_data'' key therein.  You lose the simplicity of the standalone map file, but you gain tremendous power.  Not only can you add units and objects, you can set allies, experience modifiers, add a map description, and add custom events (among other things).  The question, &amp;quot;How do I place an object on the map with the map editor&amp;quot; is such a common question that I am sorry this information is buried so deeply here.  But, now that you know you can seek out an example of a multiplayer map scenario file to use as an example.  The game comes with many maps of each type.  Check out [[BuildingMultiplayer]] for more information.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Create}}&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WML_Abilities&amp;diff=10355</id>
		<title>WML Abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WML_Abilities&amp;diff=10355"/>
		<updated>2006-07-01T13:15:46Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Bloodlust */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Remember that you must include the WML ability code in every scenario where you intend them to work. {{DevFeature}} Or include them in the unit file inside the [unit] tag.&lt;br /&gt;
&lt;br /&gt;
=== Knockback {{DevFeature}} ===&lt;br /&gt;
&lt;br /&gt;
When a unit is hit with a ''knockback'' attack, it is immediately pushed one hex away from the attacker, at which point the combat ends. Exception: units in villages can't be knocked out of them.&lt;br /&gt;
&lt;br /&gt;
Examples that give ''knockback'' for every Drake Glider on their slam attack, and for the Shock Trooper named Jane:&lt;br /&gt;
 {KNOCKBACK (type=Drake Glider) slam}&lt;br /&gt;
 {KNOCKBACK description=Jane mace}&lt;br /&gt;
&lt;br /&gt;
Note that this uses the macros ''OPPOSITE_SIDE'', ''IF'', ''IF_HAVE_UNIT'' and ''STORE_UNIT_VAR'' from the [[WML Utilities]] page.&lt;br /&gt;
&lt;br /&gt;
 #define KNOCKBACK FILTER WEAPON&lt;br /&gt;
     [event]&lt;br /&gt;
         name=attacker_hits&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             {FILTER}&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         [special_filter]&lt;br /&gt;
             weapon={WEAPON}&lt;br /&gt;
         [/special_filter]&lt;br /&gt;
 &lt;br /&gt;
         [sound]&lt;br /&gt;
             name=ghoul-hit.wav&lt;br /&gt;
         [/sound]&lt;br /&gt;
 &lt;br /&gt;
         {OPPOSITE_SIDE $x2 $y2 $x1 $y1 target_hex}&lt;br /&gt;
 &lt;br /&gt;
         [store_locations]&lt;br /&gt;
             x,y=$x2,$y2&lt;br /&gt;
             terrain=AaBbDeLptUVvYZ&lt;br /&gt;
             variable=defender_in_village&lt;br /&gt;
         [/store_locations]&lt;br /&gt;
 &lt;br /&gt;
         {IF_HAVE_UNIT x,y=$target_hex.x,$target_hex.y (&lt;br /&gt;
             [else]&lt;br /&gt;
                 {IF defender_in_village.length not_equals 1 (&lt;br /&gt;
                     [then]&lt;br /&gt;
                         {STORE_UNIT_VAR x,y=$x2,$y2 side side_of_defender}&lt;br /&gt;
 &lt;br /&gt;
                         [teleport]&lt;br /&gt;
                             [filter]&lt;br /&gt;
                                 x,y=$x2,$y2&lt;br /&gt;
                             [/filter]&lt;br /&gt;
 &lt;br /&gt;
                             x,y=$target_hex.x,$target_hex.y&lt;br /&gt;
                         [/teleport]&lt;br /&gt;
 &lt;br /&gt;
                         [capture_village]&lt;br /&gt;
                             side=$side_of_defender&lt;br /&gt;
                             x,y=$target_hex.x,$target_hex.y&lt;br /&gt;
                         [/capture_village]&lt;br /&gt;
 &lt;br /&gt;
                         {CLEAR_VARIABLE side_of_defender}&lt;br /&gt;
                     [/then]&lt;br /&gt;
                 )}&lt;br /&gt;
             [/else]&lt;br /&gt;
         )}&lt;br /&gt;
 &lt;br /&gt;
         {CLEAR_VARIABLE target_hex}&lt;br /&gt;
         {CLEAR_VARIABLE defender_in_village}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
=== Charm {{DevFeature}} ===&lt;br /&gt;
&lt;br /&gt;
When a unit is hit with a ''charm'' attack, it instantly jumps to the attacker's side, and returns to it's original side at the beginning of that side's turn. A charmed unit has 1 movement point and can attack.&lt;br /&gt;
&lt;br /&gt;
Example that makes all Troll Whelps have charm on their attack:&lt;br /&gt;
&lt;br /&gt;
 {CHARM (type=Troll Whelp) fist}&lt;br /&gt;
&lt;br /&gt;
Note that this uses the macros ''IF'', ''STORE_UNIT_VAR'' and ''MODIFY_UNIT'' from the [[WML Utilities]] page.&lt;br /&gt;
&lt;br /&gt;
 #define CHARM FILTER WEAPON&lt;br /&gt;
     [event]&lt;br /&gt;
         name=attacker_hits&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             {FILTER}&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         [special_filter]&lt;br /&gt;
             weapon={WEAPON}&lt;br /&gt;
         [/special_filter]&lt;br /&gt;
 &lt;br /&gt;
         {STORE_UNIT_VAR x,y=$x1,$y1 side charmer_side}&lt;br /&gt;
         {STORE_UNIT_VAR x,y=$x2,$y2 side charmed_side}&lt;br /&gt;
 &lt;br /&gt;
         {IF charmer_side not_equals $charmed_side (&lt;br /&gt;
             [then]&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 variables.real_side $charmed_side}&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 side $charmer_side}&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 moves 1}&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 attacks_left 1}&lt;br /&gt;
 &lt;br /&gt;
                 {VARIABLE_OP varname format &amp;quot;side_$charmed_side|_units_charmed&amp;quot;}&lt;br /&gt;
                 {VARIABLE $varname yes}&lt;br /&gt;
 &lt;br /&gt;
                 {CLEAR_VARIABLE varname}&lt;br /&gt;
             [/then]&lt;br /&gt;
         )}&lt;br /&gt;
 &lt;br /&gt;
         {CLEAR_VARIABLE charmer_side}&lt;br /&gt;
         {CLEAR_VARIABLE charmed_side}&lt;br /&gt;
     [/event]&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=side turn&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         {VARIABLE_OP this_side_charmed to_variable &amp;quot;side_$side_number|_units_charmed&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
         {IF this_side_charmed equals yes (&lt;br /&gt;
             [then]&lt;br /&gt;
                 [store_unit]&lt;br /&gt;
                     [filter]&lt;br /&gt;
                         [not]&lt;br /&gt;
                             side=$side_number&lt;br /&gt;
                         [/not]&lt;br /&gt;
                     [/filter]&lt;br /&gt;
 &lt;br /&gt;
                     variable=possibly_charmed&lt;br /&gt;
                     kill=no&lt;br /&gt;
                 [/store_unit]&lt;br /&gt;
 &lt;br /&gt;
                 {FOREACH possibly_charmed i}&lt;br /&gt;
                     {VARIABLE_OP real_side format &amp;quot;0$possibly_charmed[$i].variables.real_side&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
                     {IF real_side not_equals &amp;quot;0&amp;quot; (&lt;br /&gt;
                         [then]&lt;br /&gt;
                             {IF side_number equals $possibly_charmed[$i].variables.real_side (&lt;br /&gt;
                                 [then]&lt;br /&gt;
                                     {CLEAR_VARIABLE possibly_charmed[$i].variables.real_side}&lt;br /&gt;
                                     {VARIABLE possibly_charmed[$i].side $side_number}&lt;br /&gt;
 &lt;br /&gt;
                                     [unstore_unit]&lt;br /&gt;
                                         variable=possibly_charmed[$i]&lt;br /&gt;
                                         find_vacant=no&lt;br /&gt;
                                     [/unstore_unit]&lt;br /&gt;
                                 [/then]&lt;br /&gt;
                             )}&lt;br /&gt;
                         [/then]&lt;br /&gt;
                     )}&lt;br /&gt;
                 {NEXT i}&lt;br /&gt;
 &lt;br /&gt;
                 {CLEAR_VARIABLE possibly_charmed}&lt;br /&gt;
             [/then]&lt;br /&gt;
         )}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust is a very simple ability. If a unit that has bloodlust kills an enemy unit when attacking, it may attack again, provided that there are more enemy units adjacent to it. Uses the MODIFY_UNIT macro from the [[WML Utilities]] page.&lt;br /&gt;
&lt;br /&gt;
This would give the bloodlust ability to all Dwarvish Ulfserkers (making them insanely powerful):&lt;br /&gt;
&lt;br /&gt;
 {BLOODLUST (type=Dwarvish Ulfserker)}&lt;br /&gt;
&lt;br /&gt;
 #define BLOODLUST FILTER&lt;br /&gt;
     [event]&lt;br /&gt;
         name=die&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         [filter_second]&lt;br /&gt;
             {FILTER}&lt;br /&gt;
         [/filter_second]&lt;br /&gt;
 &lt;br /&gt;
         {MODIFY_UNIT x,y=$x2,$y2 moves 0}&lt;br /&gt;
         {MODIFY_UNIT x,y=$x2,$y2 attacks_left 1}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WML_Abilities&amp;diff=10354</id>
		<title>WML Abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WML_Abilities&amp;diff=10354"/>
		<updated>2006-07-01T13:12:08Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Charm {{DevFeature}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Remember that you must include the WML ability code in every scenario where you intend them to work. {{DevFeature}} Or include them in the unit file inside the [unit] tag.&lt;br /&gt;
&lt;br /&gt;
=== Knockback {{DevFeature}} ===&lt;br /&gt;
&lt;br /&gt;
When a unit is hit with a ''knockback'' attack, it is immediately pushed one hex away from the attacker, at which point the combat ends. Exception: units in villages can't be knocked out of them.&lt;br /&gt;
&lt;br /&gt;
Examples that give ''knockback'' for every Drake Glider on their slam attack, and for the Shock Trooper named Jane:&lt;br /&gt;
 {KNOCKBACK (type=Drake Glider) slam}&lt;br /&gt;
 {KNOCKBACK description=Jane mace}&lt;br /&gt;
&lt;br /&gt;
Note that this uses the macros ''OPPOSITE_SIDE'', ''IF'', ''IF_HAVE_UNIT'' and ''STORE_UNIT_VAR'' from the [[WML Utilities]] page.&lt;br /&gt;
&lt;br /&gt;
 #define KNOCKBACK FILTER WEAPON&lt;br /&gt;
     [event]&lt;br /&gt;
         name=attacker_hits&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             {FILTER}&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         [special_filter]&lt;br /&gt;
             weapon={WEAPON}&lt;br /&gt;
         [/special_filter]&lt;br /&gt;
 &lt;br /&gt;
         [sound]&lt;br /&gt;
             name=ghoul-hit.wav&lt;br /&gt;
         [/sound]&lt;br /&gt;
 &lt;br /&gt;
         {OPPOSITE_SIDE $x2 $y2 $x1 $y1 target_hex}&lt;br /&gt;
 &lt;br /&gt;
         [store_locations]&lt;br /&gt;
             x,y=$x2,$y2&lt;br /&gt;
             terrain=AaBbDeLptUVvYZ&lt;br /&gt;
             variable=defender_in_village&lt;br /&gt;
         [/store_locations]&lt;br /&gt;
 &lt;br /&gt;
         {IF_HAVE_UNIT x,y=$target_hex.x,$target_hex.y (&lt;br /&gt;
             [else]&lt;br /&gt;
                 {IF defender_in_village.length not_equals 1 (&lt;br /&gt;
                     [then]&lt;br /&gt;
                         {STORE_UNIT_VAR x,y=$x2,$y2 side side_of_defender}&lt;br /&gt;
 &lt;br /&gt;
                         [teleport]&lt;br /&gt;
                             [filter]&lt;br /&gt;
                                 x,y=$x2,$y2&lt;br /&gt;
                             [/filter]&lt;br /&gt;
 &lt;br /&gt;
                             x,y=$target_hex.x,$target_hex.y&lt;br /&gt;
                         [/teleport]&lt;br /&gt;
 &lt;br /&gt;
                         [capture_village]&lt;br /&gt;
                             side=$side_of_defender&lt;br /&gt;
                             x,y=$target_hex.x,$target_hex.y&lt;br /&gt;
                         [/capture_village]&lt;br /&gt;
 &lt;br /&gt;
                         {CLEAR_VARIABLE side_of_defender}&lt;br /&gt;
                     [/then]&lt;br /&gt;
                 )}&lt;br /&gt;
             [/else]&lt;br /&gt;
         )}&lt;br /&gt;
 &lt;br /&gt;
         {CLEAR_VARIABLE target_hex}&lt;br /&gt;
         {CLEAR_VARIABLE defender_in_village}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
=== Charm {{DevFeature}} ===&lt;br /&gt;
&lt;br /&gt;
When a unit is hit with a ''charm'' attack, it instantly jumps to the attacker's side, and returns to it's original side at the beginning of that side's turn. A charmed unit has 1 movement point and can attack.&lt;br /&gt;
&lt;br /&gt;
Example that makes all Troll Whelps have charm on their attack:&lt;br /&gt;
&lt;br /&gt;
 {CHARM (type=Troll Whelp) fist}&lt;br /&gt;
&lt;br /&gt;
Note that this uses the macros ''IF'', ''STORE_UNIT_VAR'' and ''MODIFY_UNIT'' from the [[WML Utilities]] page.&lt;br /&gt;
&lt;br /&gt;
 #define CHARM FILTER WEAPON&lt;br /&gt;
     [event]&lt;br /&gt;
         name=attacker_hits&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             {FILTER}&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         [special_filter]&lt;br /&gt;
             weapon={WEAPON}&lt;br /&gt;
         [/special_filter]&lt;br /&gt;
 &lt;br /&gt;
         {STORE_UNIT_VAR x,y=$x1,$y1 side charmer_side}&lt;br /&gt;
         {STORE_UNIT_VAR x,y=$x2,$y2 side charmed_side}&lt;br /&gt;
 &lt;br /&gt;
         {IF charmer_side not_equals $charmed_side (&lt;br /&gt;
             [then]&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 variables.real_side $charmed_side}&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 side $charmer_side}&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 moves 1}&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 attacks_left 1}&lt;br /&gt;
 &lt;br /&gt;
                 {VARIABLE_OP varname format &amp;quot;side_$charmed_side|_units_charmed&amp;quot;}&lt;br /&gt;
                 {VARIABLE $varname yes}&lt;br /&gt;
 &lt;br /&gt;
                 {CLEAR_VARIABLE varname}&lt;br /&gt;
             [/then]&lt;br /&gt;
         )}&lt;br /&gt;
 &lt;br /&gt;
         {CLEAR_VARIABLE charmer_side}&lt;br /&gt;
         {CLEAR_VARIABLE charmed_side}&lt;br /&gt;
     [/event]&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=side turn&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         {VARIABLE_OP this_side_charmed to_variable &amp;quot;side_$side_number|_units_charmed&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
         {IF this_side_charmed equals yes (&lt;br /&gt;
             [then]&lt;br /&gt;
                 [store_unit]&lt;br /&gt;
                     [filter]&lt;br /&gt;
                         [not]&lt;br /&gt;
                             side=$side_number&lt;br /&gt;
                         [/not]&lt;br /&gt;
                     [/filter]&lt;br /&gt;
 &lt;br /&gt;
                     variable=possibly_charmed&lt;br /&gt;
                     kill=no&lt;br /&gt;
                 [/store_unit]&lt;br /&gt;
 &lt;br /&gt;
                 {FOREACH possibly_charmed i}&lt;br /&gt;
                     {VARIABLE_OP real_side format &amp;quot;0$possibly_charmed[$i].variables.real_side&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
                     {IF real_side not_equals &amp;quot;0&amp;quot; (&lt;br /&gt;
                         [then]&lt;br /&gt;
                             {IF side_number equals $possibly_charmed[$i].variables.real_side (&lt;br /&gt;
                                 [then]&lt;br /&gt;
                                     {CLEAR_VARIABLE possibly_charmed[$i].variables.real_side}&lt;br /&gt;
                                     {VARIABLE possibly_charmed[$i].side $side_number}&lt;br /&gt;
 &lt;br /&gt;
                                     [unstore_unit]&lt;br /&gt;
                                         variable=possibly_charmed[$i]&lt;br /&gt;
                                         find_vacant=no&lt;br /&gt;
                                     [/unstore_unit]&lt;br /&gt;
                                 [/then]&lt;br /&gt;
                             )}&lt;br /&gt;
                         [/then]&lt;br /&gt;
                     )}&lt;br /&gt;
                 {NEXT i}&lt;br /&gt;
 &lt;br /&gt;
                 {CLEAR_VARIABLE possibly_charmed}&lt;br /&gt;
             [/then]&lt;br /&gt;
         )}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust is a very simple ability. If a unit that has bloodlust kills an enemy unit when attacking, it may attack again, provided that there are more enemy units adjacent to it. Uses the MODIFY_UNIT macro from the [[WML Utilities]] page.&lt;br /&gt;
&lt;br /&gt;
This would give the bloodlust ability to all Dwarvish Ulfserkers (making them insanely powerful):&lt;br /&gt;
&lt;br /&gt;
 {BLOODLUST (type=Dwarvish Ulfserker)}&lt;br /&gt;
&lt;br /&gt;
 #define BLOODLUST FILTER&lt;br /&gt;
     [event]&lt;br /&gt;
         name=die&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         [filter_second]&lt;br /&gt;
             {FILTER}&lt;br /&gt;
         [/filter_second]&lt;br /&gt;
 &lt;br /&gt;
         {MODIFY_UNIT x,y=$x2,$y2 moves 0}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=9745</id>
		<title>GettingStarted</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=9745"/>
		<updated>2006-05-29T18:24:03Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of TRSaMBa, changed back to last version by Xan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|  style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.&lt;br /&gt;
&lt;br /&gt;
''Build up a great army'', gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition. &lt;br /&gt;
&lt;br /&gt;
Fight to regain the throne of Wesnoth, of which you are the legitimate heir, or use your dread power over the Undead to dominate the land of mortals, or lead your glorious Orcish tribe to victory against the humans who dared despoil your lands … Wesnoth has many different sagas waiting to be played out. You can create your own custom units, and write your own scenarios – or even full-blown campaigns. You can also challenge your friends – or strangers – and fight in epic ''multi-player'' fantasy battles.&lt;br /&gt;
&lt;br /&gt;
=== Welcome to Wesnoth ===&lt;br /&gt;
==== The Land of Wesnoth ====&lt;br /&gt;
The Land of Wesnoth is generally divided into three areas: the northlands, which are generally lawless; the kingdom of Wesnoth and its occasional principality, Elensfar; and the domain of the Southwest elves.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Wesnoth lies in the center of the land. Its borders are the Great River to the north, the Lower Hills in the east and south, the Green Swamp to the southwest, and the Ocean to the west. Elensefar, that sometime province of Wesnoth, is bordered by the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west. There is no government of the Northlands. Various groups of orcs, dwarves, barbarian men and even elves populate the region. The northern and eastern borders are not defined, the southern border is the Great River, and the western border is the Ocean.&lt;br /&gt;
&lt;br /&gt;
As you travel around the land you will encounter peaceful villages where you can heal your troops and obtain a good income to support your army. You will also have to cross mountains and rivers, either on foot or mounted, push through forests, hills and tundra, or brazenly cross open grassland. In each of these areas different creatures have adapted to live there and can travel more easily and fight better when they are in familiar terrain. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme while in the oceans and rivers mermen and nagas control the waves.&lt;br /&gt;
&lt;br /&gt;
==== The Creatures of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
The world of  Wesnoth contains several races that have joined forces into different factions. Here, Elf and Dwarf fight side by side against Orc and Human. In most campaigns, you will mostly control units from one faction, but often you will have a recruit list with units mixed in from other factions, and will not have some units from a faction available. Basically, your recruit list is determined by the plot of the campaign, not by a predetermined ruleset.&lt;br /&gt;
&lt;br /&gt;
Sometimes factions make alliances with others, so you may face more than one faction in a scenario.&lt;br /&gt;
&lt;br /&gt;
[Expand and draw on information in [[RaceDescriptions]].]&lt;br /&gt;
&lt;br /&gt;
=== Finding Your Way Around Battle For Wesnoth ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://exong.net/wesnoth-attach/files/splash111_1152_744.jpg http://exong.net/wesnoth-attach/files/splash111_300_159.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The Main Menu&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When Wesnoth first starts it displays an initial background and a column of buttons called the Main Menu. The buttons only work with a mouse. For the impatient, we recommend you: click the 'Language' button to set your language; then click the 'Tutorial' button to run the tutorial; and then play the campaign, 'The Two Brothers' by clicking the 'Campaign' button and selecting it from the list provided.&lt;br /&gt;
&lt;br /&gt;
The Main Menu buttons are:&lt;br /&gt;
&lt;br /&gt;
*Tutorial&lt;br /&gt;
:The tutorial is a real, but basic, game which teaches you some of the basic controls needed to play the game. Winning or losing is not important here, but learning what to do is. Click the Tutorial button to play. In the Tutorial you are in the role of the young prince Konrad, learning from the Elder Mage Delfador - pay attention or he might turn you into a newt.&lt;br /&gt;
&lt;br /&gt;
*Campaign&lt;br /&gt;
:Wesnoth was primarily designed to play campaigns. Campaigns are a series of connected scenarios. Click this button to start a new campaign. You will be presented with a list of campaigns available on your computer (more can be downloaded if you wish). Select your campaign and click OK to start or Cancel to quit.&lt;br /&gt;
&lt;br /&gt;
:Each campaign has a difficulty level: easy, medium (normal), and hard. We recommend medium as this level is challenging, but not difficult. You may not change the difficulty during the campaign. Once you have selected the difficulty, you will start with the first scenario of the campaign. You can find walkthroughs or descriptions of the available campaigns at:&lt;br /&gt;
::* [[MainlineScenarios]]&lt;br /&gt;
::* [[UserScenarios]]&lt;br /&gt;
::* [[BeginnerScenarios]]&lt;br /&gt;
&lt;br /&gt;
*Multiplayer&lt;br /&gt;
:Click this button to play single scenarios against one or more opponents. You can play the games over the internet or at your computer, against computer or human opponents. When you select this button a dialogue will appear and allow you to choose how you want to play the scenario. To learn more, see [[#Multiplayer|Multiplayer]].&lt;br /&gt;
&lt;br /&gt;
*Load&lt;br /&gt;
:Click this button to load a previously saved game. You will be shown a dialogue listing saved games. Select the game and click Ok to load and continue, or Cancel to return to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
:If you select a replay game, you can check the Replay check box. The loaded game will make all the moves from the beginning while you watch.&lt;br /&gt;
&lt;br /&gt;
*Language&lt;br /&gt;
:Click this button, select your language, and click OK to use it, or Cancel to continue with the current language. The first time Wesnoth starts, it defaults to English, but once you change it, it will start in that language.&lt;br /&gt;
&lt;br /&gt;
*Preferences&lt;br /&gt;
&lt;br /&gt;
:Click here to change default settings. These are explained in more detail in [[PlayingBattleForWesnoth#Preferences|the Manual]].&lt;br /&gt;
&lt;br /&gt;
*About&lt;br /&gt;
:Click this button for a list of major Wesnoth contributors. You may find most of them at irc.freenode.org:6667 on #wesnoth. Or visit http://www.wesnoth.org for news, forums, and Wiki updates. The project is hosted on https://gna.org/projects/wesnoth, where you can download the latest production or developer release, review and report problems (bugs).&lt;br /&gt;
&lt;br /&gt;
*Quit&lt;br /&gt;
:Click this button to close Wesnoth.&lt;br /&gt;
&lt;br /&gt;
This getting started guide provides a basic introduction to Battle for Wesnoth. You can find more details about playing the game in the [[WesnothManual|Manual]].&lt;br /&gt;
&lt;br /&gt;
=== Play a Game ===&lt;br /&gt;
There are two basic ways to play Battle for Wesnoth:&lt;br /&gt;
*Play a sequence of connected scenarios, known as a campaign, against the computer&lt;br /&gt;
*Play a single scenario against computer or human opponents &lt;br /&gt;
&lt;br /&gt;
==== Campaigns ====&lt;br /&gt;
&lt;br /&gt;
Campaigns can take a long time to complete. Typical campaigns have about 10-20 scenarios. The main advantage with campaigns is that they allow you to develop your army. As you complete each scenario, the remaining units at the end are saved for you to use in the next scenario. &lt;br /&gt;
If you choose not to use a unit at all during a scenario it is carried over &lt;br /&gt;
to the next, so you don't lose units you don't use.&lt;br /&gt;
&lt;br /&gt;
The campaign is the primary form in which Wesnoth is intended to be played, is probably the most enjoyable, and is the recommended way for new players to learn the game.&lt;br /&gt;
&lt;br /&gt;
==== Scenarios ====&lt;br /&gt;
&lt;br /&gt;
A single scenario takes about 30 minutes to 2 hours to complete. &lt;br /&gt;
This is the fastest way to play, but your units are not saved and you cannot use&lt;br /&gt;
campaign units. You can play scenarios against the computer or against other players either over the internet or at your computer. Scenarios are accessed through the 'Multiplayer' button on the main menu.&lt;br /&gt;
&lt;br /&gt;
===== Multiplayer =====&lt;br /&gt;
Multiplayer games are played against other players via the Internet (you can also run them on your LAN if you have one). These games are co-ordinated through the [[Improved_Manual#Campaign_Server|Wesnoth campaign server]].&lt;br /&gt;
Multiplayer games can take anything from 1 hour to 10 hours, depending on&lt;br /&gt;
how many players there are (and the size of the map). The average time is between 3 to 7 hours.&lt;br /&gt;
Games can be saved and loaded as many times as you like. &lt;br /&gt;
So, it's possible for some games to last 1 or 2 weeks, even though &lt;br /&gt;
the play time is only a few hours. You cannot carry over&lt;br /&gt;
units in multiplayer from one scenario to the next, so building up&lt;br /&gt;
your army's strength is possible only within the scenario.&lt;br /&gt;
&lt;br /&gt;
===== Hotseat =====&lt;br /&gt;
Hotseat games are similar to Multiplayer games except everyone plays at the same computer by taking turns in the 'hotseat'. Hotseat games will take about the same time to play as games played over the Internet.&lt;br /&gt;
&lt;br /&gt;
===== Human vs AI =====&lt;br /&gt;
You can also play any of the campaign scenarios against AI opponents rather than human players. This can be a good way to become familiar with the various maps that are used for multiplayer games before playing against real opponents. It can also be used as a simple way to explore the capabilities of units from the different factions by choosing which faction you will play and which faction your opponents are in these games.&lt;br /&gt;
&lt;br /&gt;
==== The Game Screen ====&lt;br /&gt;
&lt;br /&gt;
Regardless of whether you are playing a scenario or a campaign, the basic layout of the game screen is the same. The majority of the screen is filled with a map which shows all of the action that takes place in the game. Around the map are various elements which provide useful information about the game and are described in more detail below.&lt;br /&gt;
&lt;br /&gt;
Across the top of the screen from left to right are the following items:&lt;br /&gt;
#Menu button&lt;br /&gt;
#Actions button&lt;br /&gt;
#Turn counter *&lt;br /&gt;
#Your gold&lt;br /&gt;
#Your total villages&lt;br /&gt;
#Your total units&lt;br /&gt;
#Your upkeep&lt;br /&gt;
#Your income&lt;br /&gt;
#Current hex type&lt;br /&gt;
#Current hex position&lt;br /&gt;
&lt;br /&gt;
Down the right of the screen from top to bottom are:&lt;br /&gt;
#Full map, scaled *&lt;br /&gt;
#Time of day indicator&lt;br /&gt;
#Unit profile for last selected unit*&lt;br /&gt;
#End Turn button *&lt;br /&gt;
&lt;br /&gt;
(Items marked with a * are currently undocumented)&lt;br /&gt;
&lt;br /&gt;
*Menu button: Displays a drop-down menu with the following options:&lt;br /&gt;
&lt;br /&gt;
#Scenario Objectives: Lists the victory and defeat conditions.&lt;br /&gt;
#Statistics&lt;br /&gt;
#Unit List: Lists your active units, including their map position.&lt;br /&gt;
#Status Table: Summary list of visible player units, villages, income etc.&lt;br /&gt;
#Save Game: Write the current game position to disk.&lt;br /&gt;
#Load Game&lt;br /&gt;
#Preferences: see [[PlayingBattleForWesnoth#Preferences|the Manual]] for details.&lt;br /&gt;
#Help&lt;br /&gt;
#Quit Game: Close the game, without saving, and return to the Main menu.&lt;br /&gt;
&lt;br /&gt;
*Actions button: Displays a drop-down menu with the following options:&lt;br /&gt;
#Next unit&lt;br /&gt;
#Recruit: Lists units your commander can recruit from a keep.&lt;br /&gt;
#Recall (Campaign only): Lists units your commander can recall from a keep.&lt;br /&gt;
#Show enemy moves&lt;br /&gt;
#Best possible enemy moves&lt;br /&gt;
#End Turn: On your turn, select it to end your turn.&lt;br /&gt;
&lt;br /&gt;
*Your gold, villages, units, upkeep, and income&lt;br /&gt;
:Quick way to check how your army is doing. A negative income means you'll lose gold, a positive means you gain gold. Upkeep is the gold you pay your units. Villages shows how many you own, each village will give you Gold.&lt;br /&gt;
&lt;br /&gt;
*Current hex&lt;br /&gt;
:Shows the terrain type and position of the hex pointed to by the mouse. If a unit is on the hex, its resistance on that terrain is shown after the position. The position is in column, row order.&lt;br /&gt;
&lt;br /&gt;
*Time of day indicator&lt;br /&gt;
:Putting your mouse over the indicator will bring up a tooltip showing the effect of the time of day.  Wesnoth has a 6-turn day and different alignments have bonuses depending on the time of day.&lt;br /&gt;
&lt;br /&gt;
==== Recruit and Recall ====&lt;br /&gt;
When you first start a scenario or campaign you will only have a few units on the map. One of these will be your commander (identified by a little crown icon). Your commander is usually placed in a castle on a special hex called a keep. Whenever your commander is on a keep (not only your own, but also the keep of any enemy castles you capture) and you have enough gold, you can recruit units for your army. In later scenarios you can recall experienced units that survived earlier scenarios. From here, you can start to build your army to conquer the enemy.&lt;br /&gt;
&lt;br /&gt;
The first thing you will probably want to do is recruit your first unit. Press 'ctrl-r' (or right click on an empty castle hex and select 'recruit') and you will be able to recruit a unit from a list of all the units available to you. Each recruit is placed on an empty castle square. Once you have filled the castle, you cannot recruit any more until units move off. Your opponent's commander is similarly placed on its castle keep and will begin by recruiting its troops -- so don't dilly-dally looking at the scenery, there's a battle to be won.&lt;br /&gt;
&lt;br /&gt;
At the end of each successful scenario, all your remaining troops are&lt;br /&gt;
automatically saved. At the start of the next scenario you may&lt;br /&gt;
recall them in a similar way to recruiting. Recalled troops are often more&lt;br /&gt;
experienced than recruits and usually a better choice.&lt;br /&gt;
&lt;br /&gt;
==== Your Army ====&lt;br /&gt;
&lt;br /&gt;
All game types use the same soldiers, called units. Each unit is identified&lt;br /&gt;
by Race, Level, and Class. Each unit has strengths and weaknesses, &lt;br /&gt;
based on their Resistance, current Terrain, and Level.  &lt;br /&gt;
Full details are in the [[UnitTables]] and [[MoveTypeTables]].&lt;br /&gt;
&lt;br /&gt;
==== Life and Death - Experience ====&lt;br /&gt;
&lt;br /&gt;
As your troops gain battle experience, they will learn more skills and&lt;br /&gt;
become stronger. They will also die in battle, so you'll need to&lt;br /&gt;
recruit and recall more when that happens. But choose wisely, for each has&lt;br /&gt;
strengths and weaknesses a cunning opponent will quickly exploit.&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Your army does not fight for free. It costs you money to recruit units and money to maintain them. You start each scenario with money carried over from previous scenarios (although each scenario ensures you have at least a minimum amount of gold to start if you didn't carry over enough from previous scenarios) and can gain more by meeting scenario objectives quickly and, during a scenario, by controlling villages. Each village you control will give you two gold pieces income per turn. When you first start a scenario it is usually worthwhile to gain control of as many villages as you can to ensure you have sufficient income to wage war. You can see your current gold and current income at the top of the screen as described in the section on [[#The_Game_Screen|the Game Screen]]. More information can be found in [[PlayingBattleForWesnoth#Gold|the manual]].&lt;br /&gt;
&lt;br /&gt;
==== Save and Load ====&lt;br /&gt;
At the start of each scenario, you have the option to save it. &lt;br /&gt;
If you are defeated, you may load it and try again. Once you have succeeded, &lt;br /&gt;
you will again be asked to save the next scenario and play that. &lt;br /&gt;
If you have to stop playing during a scenario, you can save your turn&lt;br /&gt;
and load it again later. Just remember, a good BFW player never needs to&lt;br /&gt;
save '''during''' a scenario. However, most beginners tend to do so rather&lt;br /&gt;
often. ;)&lt;br /&gt;
&lt;br /&gt;
=== Getting the Most Fun Out of the Game ===&lt;br /&gt;
&lt;br /&gt;
Remember, the idea of a game is to have fun! Here are some recommendations&lt;br /&gt;
from the development team on how to get the most fun out of the game:&lt;br /&gt;
&lt;br /&gt;
* Consider playing the campaign on 'Medium' difficulty level, especially if you have prior experience with strategy games. We feel you'll find it much more rewarding.&lt;br /&gt;
* Don't sweat it too much when you lose some units. The campaign was designed to accomodate the player losing some units along the way.&lt;br /&gt;
* Don't abuse saved games. Long ago, Wesnoth only allowed saving the game at the end of a scenario. Mid-scenario saving was added as a convenience to use if you had to continue the game another day, or to protect against crashes. We do not recommend loading mid-scenario saved games over and over because your White Mage keeps getting killed. Learn to protect your White Mage instead, and balance risks! That is part of the strategy.&lt;br /&gt;
* If you must load a saved game, we recommend going back to the start of the scenario, so that you choose a new strategy that works, rather than simply finding random numbers that favor you.&lt;br /&gt;
* But remember, the aim is to have fun! You may have different tastes than the developers, so do what you enjoy most! If you enjoy loading the saved game every time you make a mistake, looking for the 'perfect' game where you never lose a unit, by all means, go right ahead!&lt;br /&gt;
&lt;br /&gt;
==== At the start of a scenario ====&lt;br /&gt;
* First, read the scenario objectives. Sometimes you do not have to kill enemy leaders instead it is enough that you survive number of turns, or pick up a particular object&lt;br /&gt;
*  Look at the map: the terrain, the position of your leader and the other leader.&lt;br /&gt;
* Then, begin to recruit units. Cheap units are useful to soak up the first wave of an enemy's attack; advanced units can then be brought in as support. Fast units can be used as scouts, for exploring the map and to quickly conquer villages.&lt;br /&gt;
&lt;br /&gt;
==== During the scenario ====&lt;br /&gt;
* Try to capture and keep control of as many villages as possible to keep the gold coming in&lt;br /&gt;
* Keep units in packs so the enemy cannot attack from as many sides, and so you can outnumber each enemy unit. Put your units in a line so that the enemy cannot attack any one of your unit from more than two sides.&lt;br /&gt;
* Different units have different strengths and weaknesses depending on terrain and who they are attacking; right click on units and select &amp;quot;Describe unit&amp;quot; to learn more &lt;br /&gt;
* You can use lower level units as cannon fodder, to slow down enemy. e.g. you can use them to block enemy reaching your important units&lt;br /&gt;
* You can cause damage to enemies with advanced units and then finish them with lower level units - to give them more experience (and finally make them advance to next level)&lt;br /&gt;
* When you have a White Mage (advances from Mage) or Druid (advances from Shaman), put it in the middle of a circle of units to heal them as they move across the map&lt;br /&gt;
* Losing units is expected, even advanced units&lt;br /&gt;
* Time of day really matters:&lt;br /&gt;
** lawful units do more damage at day and less damage at night&lt;br /&gt;
** chaotic units do more damage at night and less damage at day&lt;br /&gt;
** remember to always check the time of day on the right side of the screen. Plan ahead - think about what it's going to be next turn as well as this turn.&lt;br /&gt;
* Some units are resistant or vulnerable to different kind of attacks. Mounted units are weak vs pierce attacks. Fire and holy destroy undeads. To see how much a unit resists an attack type, right click on the unit, select 'Unit Description', then select 'Resistance'. It will show you how resistant a unit is to different types of attacks.&lt;br /&gt;
&lt;br /&gt;
==== Healing ====&lt;br /&gt;
An important part of succeeding at Battle for Wesnoth is keeping your units healthy. When your units take damage you can heal them by moving them onto villages or next to special healing units (e.g. the Elvish Shaman and White Mage). Some other units you will encounter, such as Trolls, have the ability to heal themselves naturally. You can find more detailed information about healing in [[PlayingBattleForWesnoth#Healing|Chapter 2]].&lt;br /&gt;
&lt;br /&gt;
==== Winning a scenario ====&lt;br /&gt;
* Advanced units are needed to quickly kill enemy commanders, and to avoid losing lots of units.&lt;br /&gt;
* The quicker you win a scenario, the more gold you get; you will get more gold from winning early than from all of the map's villages for the rest of the turns.&lt;br /&gt;
* Killing all enemy leaders usually gives instant victory.&lt;br /&gt;
&lt;br /&gt;
==== More general tips ====&lt;br /&gt;
* After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&lt;br /&gt;
* Advanced units have higher upkeep than lower level units (1 gp per level), loyal units are an exception.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[AdvancedTactics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=9515</id>
		<title>WesnothTranslations</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=9515"/>
		<updated>2006-05-09T12:34:34Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Sophie&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) - [mailto:ziberpunkATziberghettoDOTdhisDOTorg]&lt;br /&gt;
* [[BulgarianTranslation|Bulgarian]] maintainer: Georgi Dimitrov (oblak) - [mailto:oblakATgbgDOTbg]&lt;br /&gt;
* [[CatalanTranslation|Catalan]] - maintainer: Jordà Polo (ettin) - [mailto:jordaATettinDOTorg]&lt;br /&gt;
* [[ChineseTranslation|Chinese]] - maintainer: Firen, [mailto:qhy@hotmail.co.uk]&lt;br /&gt;
* [[CzechTranslation|Czech]] - maintainer: Oto Buchta (tapik) - [mailto:tapikATbuchtoviDOTcz]&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 - [mailto:davidnwhiteATcomcastDOTnet]&lt;br /&gt;
* [[EnglishGBTranslation|English (GB)]] - maintainer: [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=970 ott] - No mail address specified&lt;br /&gt;
* [[EstonianTranslation|Estonian]] - maintainer: Mart Tõnso (rinjin) - [mailto:tmATrinjinDOTpriDOTee]&lt;br /&gt;
* [[FilipinoTranslation|Filipino]] - maintainer: Joset Zamora (sophie^) - [mailto:sophieUNDERSCOREgeekATyahooDOTca]&lt;br /&gt;
* [[FinnishTranslation|Finnish]] - maintainer: Matias Parmala - [mailto:matiasDOTparmalaATppDOTinetDOTfi]&lt;br /&gt;
* [[FrenchTranslation|French]] - maintainer: Guillaume Massart (Piou2fois) - [mailto:massartDOTguillaumeATwanadooDOTfr]&lt;br /&gt;
* [[GalicianTranslation|Galician]] - maintainer: Jacobo Fernandez (Xacobe) - [mailto:xacobe_gzAThotmailDOTcom]&lt;br /&gt;
* [[GermanTranslation|German]] - maintainer: Christoph Berg (chrber) - [mailto:ChristophDOTBergATkpm-sportDOTde]&lt;br /&gt;
* [[GreekTranslation|Greek]] - maintainer: Nobody, currently&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) - [mailto:americo_iacovizziATliberoDOTit]&lt;br /&gt;
* [[JapaneseTranslation|Japanese]] - maintainer: Nobuhito Okada - [mailto:okyadaATgmailDOTcom]&lt;br /&gt;
* [[KoreanTranslation|Korean]] - maintainer: Kim Woong - [mailto:jojowarezAThotmailDOTcom]&lt;br /&gt;
* [[LatinTranslation|Latin]] - maintainer: Marc Polo ([http://www.wesnoth.org/forum/privmsg.php?mode=post&amp;amp;u=571 mpolo]) - No mail address specified&lt;br /&gt;
* [[NorwegianTranslation|Norwegian]] - maintainer: Gaute Jao (Gauteamus) - [mailto:gauteamusATgmailDOTcom]&lt;br /&gt;
* [[OccitanTranslation|Occitan]] - maintainer: Nobody, currently&lt;br /&gt;
* [[PolishTranslation|Polish]] - maintainer: Karol &amp;quot;grzywacz&amp;quot; Nowak - [mailto:grzywaczATsulDOTuniD0TlodzDOTpl]&lt;br /&gt;
* [[PortugueseTranslation|Portuguese Brazilian]] - maintainer: Claus Aranha (caranha) - [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:viliamATburDOTsk]; wiki: [[(sk) Návod]]&lt;br /&gt;
* [[SlovenianTranslation|Slovenian]] - maintainer: Jaka Kranjc (lynx) - [mailto:lynxlupodianAThotmailDOTcom]&lt;br /&gt;
* [[SpanishTranslation|Spanish]]  - maintainer: David Martinez (ender/Jo-Con-El) - [mailto:enderATdebianDOTorg]&lt;br /&gt;
* [[SwedishTranslation|Swedish]] - maintainer: Stefan Bergström (tephlon) - [mailto:stefanDOTbergstromATgmailDOTcom]&lt;br /&gt;
* [[TurkishTranslation|Turkish]] - maintainer: Selim Farsakoglu - [mailto:farsakogluATwebDOTde]&lt;br /&gt;
* [[VietnameseTranslation|Vietnamese]] - maintainer: Do Hong Minh - [mailto:minhdhAThutticDOTcom&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other ideas (remember, these are just ideas):&lt;br /&gt;
* Translations into Asian languages &lt;br /&gt;
** Asian languages are already supported. See [[WesnothAsianLanguages]].&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 (svn)]&lt;br /&gt;
* [[WesCamp| Translating User made Campaigns (featuring WesCamp-i18n)]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WhatArePlayersSaying_Old&amp;diff=9512</id>
		<title>WhatArePlayersSaying Old</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WhatArePlayersSaying_Old&amp;diff=9512"/>
		<updated>2006-05-09T12:34:28Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Ivanovic&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;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Create_Music&amp;diff=9514</id>
		<title>Create Music</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Create_Music&amp;diff=9514"/>
		<updated>2006-05-09T12:34:27Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Turin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Musicians usually meet on the [http://www.wesnoth.org/forum/viewforum.php?f=14 Music development forum]. This is the best place to discuss new music and potential contributions.&lt;br /&gt;
&lt;br /&gt;
Current information for musicians is found in the [[Project|Project section]]&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
In-game music is in .ogg format, which is similar to the .mp3 format, only it's [http://www.vorbis.com/faq/#artist completely free].  Sound effects are in .wav format, but ''can be'' in .ogg format -- this is crucial information for a campaign writer trying to reduce download size.&lt;br /&gt;
&lt;br /&gt;
== Style ==&lt;br /&gt;
&lt;br /&gt;
New music composed for Wesnoth should be orchestral with realistic sounding samples, and 3 to 6 minutes in length. For an idea of the direction the developers are looking to take Wesnoth's music in, check out [http://aleksi.free.fr/Wesnoth/ Aleksi's] and [http://www.timothypinkham.com/Wesnoth/ TimothyP's] recent contributions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[Project]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WhatArePlayersSaying&amp;diff=9513</id>
		<title>WhatArePlayersSaying</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WhatArePlayersSaying&amp;diff=9513"/>
		<updated>2006-05-09T12:34:26Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Jordi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What this page really is about ==&lt;br /&gt;
There have been many comments from Wesnoth players all over the world. It looks like Wesnoth is one reason that several linux projects are improving only slowly. We really want to say sorry to all the Debian-Devs out there that ceased being productive. And of course we will give some proof for this thesis. On this page you will find several comments taken from magazines, blogs and comments made 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;
&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;
=== IMG (Inside Mac Games) ===&lt;br /&gt;
[http://www.insidemacgames.com/ Inside Mac Games] [http://www.insidemacgames.com/reviews/view.php?ID=642 reviews] Wesnoth.&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 &amp;amp;#91;sic&amp;amp;#93; 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;
=== 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;
=== 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;
=== The Mac Observer ===&lt;br /&gt;
[http://www.macobserver.com The Mac Observer] [http://www.macobserver.com/columns/slackersguide/2005/20051014.shtml 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>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=StartingPoints&amp;diff=9509</id>
		<title>StartingPoints</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=StartingPoints&amp;diff=9509"/>
		<updated>2006-05-09T12:34:25Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Scott&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Battle for Wesnoth is a turn-based fantasy strategy game.&lt;br /&gt;
&lt;br /&gt;
Defeat all enemy leaders using a well-chosen cadre of troops,&lt;br /&gt;
taking care to manage your resources of gold and villages.&lt;br /&gt;
All units have their own strengths and weaknesses; to win,&lt;br /&gt;
deploy your forces to their best advantage while&lt;br /&gt;
denying your foes the chance to do the same. As units gain&lt;br /&gt;
experience, they acquire new abilities and become more&lt;br /&gt;
powerful. Play in your own language and test your skill&lt;br /&gt;
against a smart computer opponent, or join Wesnoth's large&lt;br /&gt;
community of on-line players.&lt;br /&gt;
Create your own custom units, scenarios or campaigns,&lt;br /&gt;
and share them with others.&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth is released under the&lt;br /&gt;
[http://www.gnu.org/licenses/licenses.html#GPL GPL].&lt;br /&gt;
Prebuilt packages are available for most operating systems,&lt;br /&gt;
including Windows, Mac OS X, and GNU/Linux, or you can build&lt;br /&gt;
your own from source code.&lt;br /&gt;
&lt;br /&gt;
== Getting the Game ==&lt;br /&gt;
==== Downloading ====&lt;br /&gt;
* [[Download]] - get the most recent source-files and many binaries&lt;br /&gt;
** [[WesnothBinaries]] - precompiled for GNU/Linux, BeOS, PDAs, ...&lt;br /&gt;
** [[WesnothBinariesLinux]] - precompiled for many GNU/Linux distributions&lt;br /&gt;
&lt;br /&gt;
==== Compiling ====&lt;br /&gt;
* [[CompilingWesnoth]] - on Unix, Mac, Windows, GNU/Linux, PDAs, ...&lt;br /&gt;
* [[DebuggingWesnoth]] - on GNU/Linux and Unix-like systems&lt;br /&gt;
* [[WesnothOnLinuxPDAs]] - on the Qtopia/OPIE and thepdaXrom/Zaurus C series&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ([[Play]]) ==&lt;br /&gt;
&lt;br /&gt;
==== For New Players ====&lt;br /&gt;
* [[GettingStarted]] - read me first!&lt;br /&gt;
* [[WesnothManual]] - the rules&lt;br /&gt;
* [[MainlineScenarios]] - walkthroughs for the game-supplied campaigns&lt;br /&gt;
&lt;br /&gt;
==== For Not-So-New Players ====&lt;br /&gt;
* [[AdvancedTactics]] - beating the AI and other people&lt;br /&gt;
* [[MultiplayerServers]] - where to play against other people online&lt;br /&gt;
&lt;br /&gt;
==== Reference ====&lt;br /&gt;
* [[HotKeysSystem]] - keyboard shortcuts&lt;br /&gt;
* [[CommandMode]] - commands you can use in-game&lt;br /&gt;
* [[ServerAdministration]] - commands that authenticated users can use to administer the server&lt;br /&gt;
* [http://wesnoth.slack.it/units.cgi Units] - Units advancement trees and stats&lt;br /&gt;
** [http://wesnoth.slack.it/units.cgi?page=frames Wesnoth Unit List] ([http://wesnoth.slack.it/units.cgi?page=list without frames])&lt;br /&gt;
** [http://wesnoth.slack.it/units.cgi?movetypes Movement, defense and resistance tables]&lt;br /&gt;
* [[RaceDescriptions]] - Elves, Humans, Dwarves, Orcs, Drakes, Undead, Others&lt;br /&gt;
** [[Complete_Faction_List_%28unfinished%29]] - list all user made factions&lt;br /&gt;
* [[WesnothAcronyms|Wesnoth Acronyms (by category)]] - common wesnothian acronyms explained&lt;br /&gt;
* [[WesnothAcronyms(alphabetic)|Wesnoth Acronyms (alphabetic)]] - common wesnothian acronyms explained&lt;br /&gt;
&lt;br /&gt;
== Tweaking the Game ([[Create]]) ==&lt;br /&gt;
&lt;br /&gt;
* [[UserScenarios]] - user-written scenarios, campaigns and game modifications&lt;br /&gt;
* [[ReferenceWML]] and [[AlphabeticalWML]] - all about Wesnoth Markup Language&lt;br /&gt;
* [[ReferencePythonAPI]] - upcoming Python interface for AI&lt;br /&gt;
* [[BuildingCampaigns]] - how to make your own campaigns&lt;br /&gt;
* [[BuildingScenarios]] - how to make your own scenarios&lt;br /&gt;
* [[BuildingUnits]] - how to make your own units&lt;br /&gt;
* [[UnitAnalysis]] - tool to analyze units&lt;br /&gt;
* [[WesnothMapEditor]] - summary of controls&lt;br /&gt;
* [[ExternalUtilities]] - scripts to help create scenarios, campaigns, and graphics&lt;br /&gt;
* [[Create_Art#Art_Tutorials|Art Tutorials]] - help in creating art&lt;br /&gt;
* [[GraphicLibrary]] - unit and terrain images posted on the forums&lt;br /&gt;
* [[Tiles_Status]] - terrain tiles: proposed and in progress.&lt;br /&gt;
&lt;br /&gt;
== Improving the Game ==&lt;br /&gt;
* [[ReportingBugs]] - use Gna&lt;br /&gt;
* To submit a feature request, use http://bugs.wesnoth.org&lt;br /&gt;
* [[FrequentlyProposedIdeas]] - before you propose an idea, check here!&lt;br /&gt;
==== Developer information ====&lt;br /&gt;
* [[DeveloperResources]] - useful links&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog] - the most recent changes made to the game&lt;br /&gt;
* [[WesnothSVN]] - accessing the source code&lt;br /&gt;
* [[HackingWesnoth]] - guide for programmers&lt;br /&gt;
* [[CodingStandards]] - for programmers&lt;br /&gt;
* [[UnitDescriptionRewriting]] - coordinating the revision&lt;br /&gt;
* [http://wesnoth.slack.it/missing.cgi Missing unit animations and sounds] - what's available and what's missing&lt;br /&gt;
* [[WritingYourOwnAI]] - write a C++ plugin&lt;br /&gt;
* [[ThemeSystem]] - customizing the screen layout for the game and the editor&lt;br /&gt;
* [[ReleasingWesnoth]] - steps to follow to release a new version&lt;br /&gt;
* [[WesnothPackagersGuide]] - guidelines for packaging Wesnoth for different platforms&lt;br /&gt;
* [[WesnothPreferences]]&lt;br /&gt;
&lt;br /&gt;
==== Game translations ====&lt;br /&gt;
* [[GettextForTranslators]] - how to translate Wesnoth under [[GetText]]&lt;br /&gt;
* [[WesnothTranslations]] - 11 complete, 2 almost complete, 7 more than halfway, 10 partial&lt;br /&gt;
* [[WesCamp]] - a project for translating user-made campaigns&lt;br /&gt;
&lt;br /&gt;
== About the Game ==&lt;br /&gt;
* [[WesnothPhilosophy]] - Dave on Wesnoth&lt;br /&gt;
* [[WesnothHistory]] - the Ages of Wesnoth&lt;br /&gt;
* [[WesnothGeography]] - description of Wesnoth and surrounding lands&lt;br /&gt;
* [[WesnothReviews]] - third party reviews of Wesnoth&lt;br /&gt;
* [irc://irc.wesnoth.org/wesnoth #wesnoth] - our IRC channel&lt;br /&gt;
* [[Donate]] or [http://cafepress.com/wesnoth buy Wesnoth merchandise].&lt;br /&gt;
* [[Trailer]] - the Wesnoth trailer&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [[UsefulLinks]]&lt;br /&gt;
* [[WesnothLSM]] - presentation at LSM&lt;br /&gt;
* [http://wesnoth.slack.it/?WesnothPlayerMap Map of Wesnoth player locations] - add yourself to the map!&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Battle_for_Wesnoth Wikipedia entry for Wesnoth]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About this Wiki ==&lt;br /&gt;
* [[Help:Editing|Editing]] - learn how to edit pages&lt;br /&gt;
* [[Sandbox]] - experiment with the wiki&lt;br /&gt;
* [[WikiMigration]] - we were looking for a replacement for our old wiki (and ended up using Mediawiki)&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=9508</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=9508"/>
		<updated>2006-05-09T12:34:24Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Rjw5934&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GNU/Linux =&lt;br /&gt;
Not all Distributions are always at the state of the current release. If you want to be sure to have the current version, please get the sources and compile it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
* For the official pkg from [extra]: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* dibblethewrecker also provides regular SVN snapshots.  Please see [[ http://dtw.jiwe.org/content.php?article.9 | here]] for details of how to access the repo.  As development of wesnoth continues this repo is likely to follow the unstable branch.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
* &amp;lt;code&amp;gt;apt-get install wesnoth&amp;lt;/code&amp;gt; or &lt;br /&gt;
* &amp;lt;code&amp;gt;aptitude install wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages]&lt;br /&gt;
* [http://debian.wesnoth.org/sarge Wesnoth 1.0 backport for Sarge]&lt;br /&gt;
===&amp;gt; about this backport, maybe an issue with an unresolvable dependancy, the &amp;quot;ttf-dejavu&amp;quot; package which is required but does not belong to sarge main archive. If someone could confirm ? [ 4 october 2005 ]&lt;br /&gt;
&lt;br /&gt;
====&amp;gt; 8 October: adding&lt;br /&gt;
&lt;br /&gt;
 deb http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src http://ftp.tr.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/sources.list,&lt;br /&gt;
&lt;br /&gt;
 Package: wesnoth&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: wesnoth-data&lt;br /&gt;
 Pin: version 1.0-1sarge*&lt;br /&gt;
 Pin-Priority: 1001&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=stable&lt;br /&gt;
 Pin-Priority: 700&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=testing&lt;br /&gt;
 Pin-Priority: 650&lt;br /&gt;
 &lt;br /&gt;
 Package: *&lt;br /&gt;
 Pin: release a=unstable&lt;br /&gt;
 Pin-Priority: 600&lt;br /&gt;
&lt;br /&gt;
to /etc/apt/preferences and then installing ttf-dejavu with&lt;br /&gt;
&lt;br /&gt;
 apt-get install -t unstable ttf-dejavu&lt;br /&gt;
&lt;br /&gt;
worked for me ;-)&lt;br /&gt;
&lt;br /&gt;
====Compiling====&lt;br /&gt;
If you want to install the latest Development version you may have to compile it yourself. See [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth].&lt;br /&gt;
&lt;br /&gt;
'''To install the dependencies :'''&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev libfreetype6-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remains one package : libintl which isn't in the Debian packages database, but I think you can install it by&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude install gettext&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If someone may confirm that ...&lt;br /&gt;
&lt;br /&gt;
'''To compile it :'''&lt;br /&gt;
If you have already installed and older version of wesnoth, uninstall it by :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude purge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that will remove all your wesnoth configuration.&lt;br /&gt;
Then, download the source by wget, or your internet navigator. Save it in the /usr/src directory.&lt;br /&gt;
Now, it's very easy :&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure&lt;br /&gt;
 make&lt;br /&gt;
 make install&lt;br /&gt;
&lt;br /&gt;
You may have more information about this part in the [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth] page.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth 1.0.1-1 is included in Ubuntu Dapper's universe collection. This is the latest stable release. As this is not the latest version, Breezy users will need to do one of the following to obtain the latest version:&lt;br /&gt;
*Upgrade to the Dapper Drake, or&lt;br /&gt;
*Use the Breezy-Backports repository,&lt;br /&gt;
*Use an unofficial repository, or&lt;br /&gt;
*Build from the source per Debian above, or&lt;br /&gt;
*Use the generic binary for GNU/Linux found on the [[Download]] page.&lt;br /&gt;
&lt;br /&gt;
Of these options, the final one is most likely the easiest at this time, while building from source is the most reliable. &lt;br /&gt;
&lt;br /&gt;
See the [http://help.ubuntu.com/starterguide/C/faqguide-all.html#addinguniverse Ubuntu Starter Guide]'s section on adding the universe repositories.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to install the debian package and associated dependencies using ''dpkg'' as you will break your environment!&lt;br /&gt;
&lt;br /&gt;
====Compiling====&lt;br /&gt;
If you choose to build the source you should add the a flag to ''configure'' to ensure your installation puts the data in the same place as the official installation path:&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure --datadir=/usr/share/games ...&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Fedora Core ===&lt;br /&gt;
Battle for Wesnoth is included in [http://fedoraproject.org/wiki/Extras/ Fedora Extras], which is enabled in Fedora Core 4 by default.&lt;br /&gt;
* &amp;lt;code&amp;gt;yum install wesnoth wesnoth-tools wesnoth-server&amp;lt;/code&amp;gt; &lt;br /&gt;
* Wesnoth 1.0rc1: http://download.fedora.redhat.com/pub/fedora/linux/extras/&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
* &amp;lt;code&amp;gt;emerge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== klik ===&lt;br /&gt;
* The most easy way to testdrive BfW is provided via [http://klik.atekon.de/ klik]. klik enables clients to create distribution-independent binaries which require no &amp;quot;installation&amp;quot; (the base system remains untouched); its created &amp;quot;AppDir&amp;quot; bundles run even from USB stick or CD RW. klik support is pre-enabled on Knoppix and Kanotix Live CDs. Other distros need to install a small klik client (less than 20 kByte download, less than 20 seconds effort).  See the [http://klik.atekon.de/wiki/index.php/User%27s_FAQ klik FAQ] for details. A [http://wesnoth.klik.atekon.de/ BfW-specific klik website] has links to help with the package. Once the klik client is installed, look at this:&lt;br /&gt;
** [http://wesnoth.klik.atekon.de/ Wesnoth-1.0] stable Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth'' into your Browser&lt;br /&gt;
** [http://wesnoth-latest.klik.atekon.de/ Wesnoth-1.1.1] Development-Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth-latest'' into your Browser&lt;br /&gt;
&lt;br /&gt;
=== Mandrake (cooker) ===&lt;br /&gt;
* &amp;lt;code&amp;gt;urpmi wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
* Binary: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/i586/media/contrib/&lt;br /&gt;
* Source: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/contrib/SRPMS/&lt;br /&gt;
&lt;br /&gt;
=== Slackware 10.2 ===&lt;br /&gt;
sorry but the 10.1 isn't out. Don't worry the 10.2 is here \o/   enjoy&lt;br /&gt;
* '''Wesnoth 1.0.2''': http://asteroid.celeonet.fr/wesnoth/&lt;br /&gt;
&lt;br /&gt;
=== [[SuSE]] / [http://www.opensuse.org OpenSUSE] ===&lt;br /&gt;
* '''Wesnoth 1.0.2 &amp;amp; 1.1.2 ([mailto:sven_AT_unixboard.de build on SuSE 9.3 &amp;amp; 10.0 by Sven Gawlik] hostet on [http://www.unixboard.de Unixboard.de]):'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Wesnoth Stable &amp;amp; Devel for SuSE 9.3:&lt;br /&gt;
** http://www.unixboard.de/files/suse-rpms/9.3/wesnoth-1.0.2-1.i386.rpm for [[SuSE]] 9.3&lt;br /&gt;
** http://www.unixboard.de/files/suse-rpms/9.3/wesnoth-1.1.2-1.i386.rpm for [[SuSE]] 9.3&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Wesnoth Stable &amp;amp; Devel for SuSE 10.0:&lt;br /&gt;
** http://www.unixboard.de/files/suse-rpms/10.0/wesnoth-1.0.2-1.i386.rpm for [[SuSE]] 10.0&lt;br /&gt;
** http://www.unixboard.de/files/suse-rpms/10.0/wesnoth-1.1.2-1.i386.rpm for [[SuSE]] 10.0&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The OpenSUSE Development build is Wesnoth for the current OpenSUSE releases (aka 10.1)'''&lt;br /&gt;
&lt;br /&gt;
=== Xandros Linux ===&lt;br /&gt;
&lt;br /&gt;
*This disto for wesnoth-1.1.1 works well with Xandros 3&lt;br /&gt;
&lt;br /&gt;
* A distribution-independent binary (made with [http://oblisk.codu.org/ OBLISK]) for any somewhat modern GNU/Linux on i386 is available: &lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.1.1-x86-Opkg.tar.gz?download &lt;br /&gt;
&lt;br /&gt;
*Here is a disto for version 1.0.2 that works with Xandros&lt;br /&gt;
** [http://www.eskimo.com/~alpinist/Xandros/wesnoth_1.0.2-1_i386.deb&lt;br /&gt;
&lt;br /&gt;
*Here is a disto for version .7 that works with Xandros&lt;br /&gt;
**[http://support.xandros.com/downloads/desktop_2.0/user_contrib/boylinux/binary-i386/wesnoth_0.7-1_i386.deb&lt;br /&gt;
&lt;br /&gt;
*Xandros 3 has the distro for wesnoth .9 available through Xandros Networks&lt;br /&gt;
&lt;br /&gt;
=== Yoper Linux ===&lt;br /&gt;
All versions built for Yoper 2.2.0-6, although they should install on 2.1.&lt;br /&gt;
Please let kernowyon know via the Yoper forums if you get any problems&lt;br /&gt;
Latest 1.0.2 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0.2-1.i686.rpm&lt;br /&gt;
1.0.1 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0-1.i686.rpm&lt;br /&gt;
Earlier version&lt;br /&gt;
*http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-0.9.7-1.i686.rpm&lt;br /&gt;
&lt;br /&gt;
=== Binaries for all distributions ===&lt;br /&gt;
* A distribution-independent binary (made with [http://oblisk.codu.org/ OBLISK]) for any somewhat modern GNU/Linux on i386 is available: &lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.1.1-x86-Opkg.tar.gz?download wesnoth-1.1.1-x86-Opkg.tar.gz]&lt;br /&gt;
** [http://prdownloads.sourceforge.net/suparun/wesnoth-1.0.1-x86-Opkg.tar.gz?download wesnoth-1.0.1-x86-Opkg.tar.gz] &lt;br /&gt;
** This is NOT a static binary distribution, it resolves dependencies at runtime.&lt;br /&gt;
* Wesnoth 0.8.8 static binary (by Yann): http://prdownloads.sourceforge.net/wesnoth/wesnoth-i386-static?download (needs the [http://prdownloads.sourceforge.net/wesnoth/wesnoth-0.8.tar.gz?download source tarball] for the data - run it with the path to the unpacked data as argument)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://rpmfind.net/linux/rpm2html/search.php?query=wesnoth Search RPMs]&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[Download]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Community&amp;diff=9510</id>
		<title>Community</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Community&amp;diff=9510"/>
		<updated>2006-05-09T12:34:22Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Allefant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Forums ==&lt;br /&gt;
[http://www.wesnoth.org/forum/ Wesnoth official forum]&lt;br /&gt;
&lt;br /&gt;
== IRC ==&lt;br /&gt;
If you don't know what IRC is, check out [http://www.irchelp.org/ irchelp].&lt;br /&gt;
&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth #wesnoth]&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-dev #wesnoth-dev]&lt;br /&gt;
&lt;br /&gt;
You can also see the [http://irclog.wesnoth.org/ logs].&lt;br /&gt;
&lt;br /&gt;
== Mailing Lists ==&lt;br /&gt;
* [https://mail.gna.org/listinfo/wesnoth-dev/ wesnoth-dev] ([https://mail.gna.org/public/wesnoth-dev/ archives],[http://lists.nongnu.org/archive/html/wesnoth-dev/ old pre-gna! archives])&lt;br /&gt;
* [https://mail.gna.org/listinfo/wesnoth-commits/ wesnoth-svn-commits] ([https://mail.gna.org/public/wesnoth-commits/ archives],[http://lists.nongnu.org/archive/html/wesnoth-cvs-commits/ old pre-gna! archives])&lt;br /&gt;
&lt;br /&gt;
== Wiki ==&lt;br /&gt;
[[Create]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=9507</id>
		<title>How to play Knalgans</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=How_to_play_Knalgans&amp;diff=9507"/>
		<updated>2006-05-09T12:34:21Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by JW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Knalgan strategies:==&lt;br /&gt;
On the first turn when you have a random opponent it is good to get a mixture of units that will be good in any situation.  A Gryphon, a Dwarvish Fighter (DF), a Dwarvish Thunderer (DT), a Poacher, and a Dwarvish Ulfserker (DU) recruit would be an example of such a recruit.  When you discover what faction your opponent is, go to the appropriate section below for more advice.&lt;br /&gt;
&lt;br /&gt;
Obviously, you'll want to stay in hills and mountains with Dwarves at all times, unless on village.  With Outlaws, stay on non-grass terrain - mostly forests as your Dwarves will occupy the hils and mountains.  Use Gryphons to plug other hexes with his 50% defense.&lt;br /&gt;
&lt;br /&gt;
Neutrality and high defense, hp and resists make your Dwarves a powerful force.  There is no time they are weak if they are on the right terrain.  Your units can endure more blows, and more attempted blows than most other units in the game.  Use this to your advantage and finish off the weaker opposing units and then ZOC and heal if you can.  Ulfs are great utility killers against any unit with weak or no melee attacks.  Remember they cost 19, so use them wisely.&lt;br /&gt;
&lt;br /&gt;
With Knalgans, generally counter-attacks are the best attacks.  They can sustain a lot of damage before they die, so the first wave of an opponents attack is likely not to kill any of your units.  This will allow you to pick off particular units you wish to get rid of before your opponents next turn.  Focus on killing their high damage units first, if possible, if not, kill and weaken as many units as possible to decrease the chances of success for your opponent on his second turn of the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Undead==&lt;br /&gt;
If you know you're playing against Undead, the smartest thing to do is to recruit an ulfserker.  He will automatically kill any Dark Adept (DA) that he attacks.  He is also good for taking on Ghosts during day, or even Ghouls.  Here are units you will want to recruit to counter Undead units:&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Ulfserker:[/b] counters Dark Adepts, and most other UD units in daytime.  Don't recruit many unless the opponent has no Skeletons.  Skeletons can kill an ulf even in day.  Ulfs are also expensive, so you don't want to trade them 1-for-1 with Undead units, unless you get a Ghost.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Fighter:[/b] counters Skeletons, Skele Archers, and is just a good high hp unit that can soak up nighttime damage for your front line.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Guardsman:[/b] Do not recruit this unit if you are fighting Undead.  His Pierce damage is less useful than even Blade against Undead.  His low damage also makes him a bad unit to counter-attack with.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Thunderer:[/b] This is a good unit to have in your front line in mountains.  His 70% defense and decent resists should keep him alive from nighttime Skele attacks, and his 18-1 ranged will make Dark Adepts take a risk to come after you.  They are also good to attack Ghosts, as 2 ranged hits will kill them - which even works at night.&lt;br /&gt;
&lt;br /&gt;
[b]Thief:[/b] Do not recruit this unit when fighting against Undead.&lt;br /&gt;
&lt;br /&gt;
[b]Poacher:[/b] A utility unit versus Undead.  It's good for finishing Ghosts and killing Walking Corpses.  It can also be used to pick at Skeletons and Ghouls.  Money is spent better on other units, but don't forget that he may be useful.&lt;br /&gt;
&lt;br /&gt;
[b]Footpad:[/b] This weak character is really only useful versus Undead as a cheap scout.  His Impact damage is good against Skeletons and Skele Archers, and he has the added bonuses of being Chaotic (which deals more damage when Undead try to advance at night), and being hard to hit.  His best utility is his ranged attack versus Skeletons at night, and that's only 6-2.  Recruiting 1 on your first turn to grab villages is likely the only use you'll get from this guy, unless you need a unit to occupy forest hexes (which dwarves do very poorly at 30% defense).&lt;br /&gt;
&lt;br /&gt;
[b]Gryphon:[/b] Probably not the best expenditure of gold versus Undead, but they do serve many purposes that can justify their cost: they give extended view of battle, allowing you to know what is coming and to counter appropriately; they are good for getting behind enemy lines to finish hurt Dark adepts; They serve as good ZOC units for plains and forest hexes.  Unlike the Footpad they do not have negative resistance to Blade and Pierce - the weapons of skeletons.&lt;br /&gt;
&lt;br /&gt;
Generally you'll want a good dose of Dwarvish Fighters, a few Thunderers, throw in a Gryphon for vision/utility, an ulf or two, and maybe a Poacher or Footpad.  Dwarfs are really what you want to use mostly for their high hp and decent resists.  This helps them survive the nightttime onslaught, and their neutrality will give them good damage in defense and also to press the attack at day.  Don't be afraid to ulf a ghost in daytime - you won't see the CTK, but it will be good if your ulf is at high hp -  and it will be nearly certain if he is Strong.&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Rebels==&lt;br /&gt;
This is one of the trickiest matchups to play.  Both factions are Neutral, so neither has an advantageous time of day to attack (with their main units).  To win this battle you will need smart recruits and good unit placement, as well as a little luck; the same goes for your opponent.  Knalgans have what I would consider a slight advantage with the &amp;quot;one unit must die&amp;quot; Ulfsersker, but Rebel defense as well as heal, slow, and magic could factor to your demise.  Look for opportunities grab mountains and hills, especially if the have no forest next to them.  Forests are your biggest enemy, so occupy them with your Outlaw counterparts or Gryphons.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Ulfserker:[/b] counters Mages, Elvish Shaman, and often times Elvish Archers.  Again, don't recruit too many of these, as Elvish Fighters will easily come back to finish you up, and they are 5 gold cheaper.  If you get a chance to take out a mage, do so.  Not only will you gain 1 gold in attrition, but another unit will likely have to expose itself or get hurt to finish you off.  Elvish Archers should be #2 on the &amp;quot;to kill&amp;quot; list, and they are sometimes worth jeopardizing your ulf for if you catch one of them off of forest.  Again, the reasoning is you only lose 2 gold in the trade and the opponent must waste moves and usually hp in order to finish you.  Again, they may also expose themselves.  You might be able to get away with ulfing Woses if it's nighttime and you're in mountain.  Make sure he isn' a Quick, Intelligent Ulf, and check the CTK as always.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Fighter:[/b] Again, these are the meat of your forces.  Any front without one of these will succumb to Elvish Fighters.  Dwarfs beat Elves 1-on-1, but they are more expensive.  They are good damage soakers and damage dealers.  Stay on preferred terrain at all times.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Guardsman:[/b] Guardsmen are great for holding frontline villages and chokepoints - with backup.  A lone Guardsman can hold out for a turn, if lucky 2 or 3, while on a town, but he deals very little damage in return, especially against the ranged specialized Rebels.  Recruit 1 if necessary, and no more than 2.  They just aren't worth the lack of offensive/counter-attack units.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Thunderer:[/b] Another staple.  This unit is great against Rebels with luck.  Stick him on a mountain and Elves will hurt themselves trying to remove you.  They aren't so great for dependable offense, but their counter-attacks are great.&lt;br /&gt;
 &lt;br /&gt;
[b]Thief:[/b] Unlike when fighting Undead, you'll want 1 or 2 of these guys depending on your play style.  At night, a combo of thieves can destroy Woses, Elvish Archers, Mages, and Shaman.  Keep them in the forest hexes your opponent will want, but not in daytime.&lt;br /&gt;
&lt;br /&gt;
[b]Poacher:[/b] I like using Poachers to fill up forest hexes and to attack Elvish Fighters.  Their main usefulness is as a counter-attacking utility unit to grab forest and press at night.  They are cheap, somewhat weak, but deal more dependable offensive damage than the Thunderer.  5-4 at night is equivalent to a 17 gold Elvish Archer, and you only spend 14. &lt;br /&gt;
&lt;br /&gt;
Whichever Chaotic unit if any you use, make sure to protect them at day.&lt;br /&gt;
&lt;br /&gt;
[b]Footpad:[/b] Don't recruit this unit when fighting Rebels.&lt;br /&gt;
&lt;br /&gt;
[b]Gryphon:[/b] These monsters are more useful against Rebels than Undead.  Their utility lies in fighting any water battles against the weak Merman Hunters, scouting, taking opportunistic attacks agaist poorly placed Elves, and if you find a hurt Wose, you may cosider attacking one - even though Gryphons have a weakness for Impact.  At night they do essentiall equal damage to each other, and you may not be able to get the finishing blow with one of your slower units.  Do so as a calculated risk when you only need 1 hit to kill.  Otherwise it's quite a risk.&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon (maybe 2 if there's enough water or the towns are spread out) first turn along with a mix of DFs, DTs, a DU, and perhaps a DG, or some Outlaws.  If your opponent purchases scouts, feel lucky - they are next to useless against you.  Beware of ambushes, and don't scout unsure forests with your Gryphon in daytime.  Take as much tactical forest as you can with the appropriate units, and make a stranglehold on mountains.  Ulf when you get a good chance, and be ready to counter in day as well as pressing at night.  Each battle will play out differently in this matchup according to what your opponent recruits, so see what he has early, and keep track of any Woses. Also, do not let your Ulf be slowed or he is certainly dead.&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Drakes==&lt;br /&gt;
These guys are big and nasty.  They will burn and freeze you.  Thunderers will be your main weapon, but he will require support units as well.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Ulfserker:[/b] Good for killing Augrs, scouts, and maybe Burners.  Not really a good choice against Drakes in general, but can serve purposes.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Fighter:[/b] A good unit to use against saurians, but generally the DF is not how you want to go against Drakes.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Guardsman:[/b] Guardsmen are worth the price against Drakes.  They're Pierce goes through their resistance, and a Strong one actually gets an additional point of damage on top of the point he gets for having the Strong trait (but not against Clashers).  A couple of these are an alright buy, especially if you plop them on villages.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Thunderer:[/b] This should be your unit of choice versus Drakes.  A DT does 20-1 damage to Drakes in ranged, and Burners will do (6/5/3)-4 damage in return.  DTs have much better defense than Burners, but do suffer from having 8 less hp.  DTs have the benefit of costing 4 less gold though.  You'll want to use their &amp;quot;luck&amp;quot; attack on the easily hit Drakes as much as possible.  Thunderers should be the meat of your army.&lt;br /&gt;
 &lt;br /&gt;
[b]Thief:[/b] Not really useful against the Drakes, they are best used to counter Saurian Augrs, which are better countered by using Dwarven Fighters.  No real need to recruit any.&lt;br /&gt;
&lt;br /&gt;
[b]Poacher:[/b] Another great unit against Drakes.  Their attack at night deals a good 5-4 against all Drakes.  Having better defense on Forest and villages, 1 or 2 of these guys aren't a bad idea.&lt;br /&gt;
&lt;br /&gt;
[b]Footpad:[/b] Don't recruit this unit when fighting Drakes.&lt;br /&gt;
&lt;br /&gt;
[b]Gryphon:[/b] Useful for early village grabbing, Gryphons also can be used against the weak Saurians or Drake Burners.  These flyers are probably the only way you'll hunt down retreating hurt Drakes. Don't recruit too many due to their cost and lack of a ranged defensive weapon.  Drakes can ZOC these units far better than any other faction.&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon, and a good mix of DTs, DGs, a Poacher or 2, and maybe a DF.  Your opponent will likely get some Saurian mages to take away your high defense advantage, so having that DF around to take them out is usually quite helpful along with the Gryphon.  Basically, recruit Pierce, Pierce, and more Pierce.  Maintain your advantageoud defensive terrain as much as possible, because if you don't, and you put yourself on an even playing field in that respect, you will quickly be torn apart by the Drakes superior daytime damage and hp.  The daytime onslaught will be brutal, so prepare for a counter-attack and try to keep your Guardsmen up front to utilize their Steadfast.  It will be the difference between 7-4 and 6-4 daytime Burner damage and 6-4 to 5-4 daytime non-Strong Clasher damage.  The Guardsmen also have 8 more hp than the Thunderers.  If you can level a Guardsman (with 4 kills at 70% xp, or 3 kills and 1 battle if he's Intelligent), you will have a nearly undefeatable roadblock to use at your disposal.&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Knalgans==&lt;br /&gt;
A tough battle.  Dwarves have great defense, and no way to combat great defense.  The high hp and the resists will make this a game needing a lot of strikes to kill.  Don't think you'll be able to rush in and win - you're going to need intelligent unit placement and again, some luck.  Focus on levelling (non-Gryphon) units if possible as the added damage will be needed.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Ulfserker:[/b] As always, one of these utility guys isn't a bad buy.  Catch a thunderer off his perch, or a Thief or Poacher in daytime, and that's one less unit to deal with.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Fighter:[/b] One of these is a must.  Use it against any unit.  These guys are hard to kill.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Guardsman:[/b] Use these to hold villages and frustrate your opponent.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Thunderer:[/b] Use these to siege enemy villages or poke at DFs or Gryphons.&lt;br /&gt;
 &lt;br /&gt;
[b]Thief:[/b] Not a good buy unless used to counter Thunderers and Poachers.  Their Blade attack does little to Dwarves unless backstabbing at night (8-3).  Better to use DFs for melee.&lt;br /&gt;
&lt;br /&gt;
[b]Poacher:[/b] An alright cheap buy for ranged forest grabbing.&lt;br /&gt;
&lt;br /&gt;
[b]Footpad:[/b] Don't buy this unit even if your opponent is bothering you with Gryphons.  You can get 3+ Footpads for the price of 2 Gryphons, but it's not worth it.  The weakness to Impact guarantees at least a 4-2 attack with these guys even in daytime, but unfortunately, unless you get bonus hp from traits, they will die in 2 hits from Gryphons, so it is still a risky buy - especially since they are useless against all other Knalgans.  Just say no once again.&lt;br /&gt;
&lt;br /&gt;
[b]Gryphon:[/b] Useful as yuor only scout unit.  Use these to get behind enemy lines to village steal, kill the wounded, or to ZOC a Dwarf on bad terrain.  These guys are also good forest and plains holders for crucial areas that your Dwarves will fare poorly on.&lt;br /&gt;
&lt;br /&gt;
Recruit a Gryphon, a DG, a DT, a DF, probably a DU, and a mix of other useful units.  This game will be won through maintaining the hills and mountain, getting and keeping a money advantage, levelling a unit, and by waiting for your opponent to take a risk that they shouldn't.  Keep them off of your mountains at any cost.  If they get there you will spend precious moves, attacks, and hp trying to take them off.  It's usually better to ignore enemies on mountains than to fight them.&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Loyalists==&lt;br /&gt;
Defend in day, strike at night.  That's how the battle will go.  Beware the Horseman and Mage and be prepared to counter these heavy daytime hitters.Again, an Ulf can be your best friend, especially if you can catch a Horseman at night or a Mage.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Ulfserker:[/b] If you get one, don't get it until turn 2 or later.  Grabbing one in your initial recruit will only make him be impotent during the first few truns of daytime.  Ulfs you will use to kill Mages, grind up horse meat at night, as well as get rid of Bowmen - though they shuoldn't be recruiting many.  You shouldn't need more than 1 unless they go mad with Mages.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Fighter:[/b] Good to fight Spearmen, having these guys is a necessity.  These are also your best unit to defend against Heavy Infantry.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Guardsman:[/b] Get one of these guys.  These will make your front line immune to Horsemen.  Also useful to counter-attack Cavalry, Mages, and Bowmen.  If HI get close enough, milk xp off of them with your ranged.  The level will come faster than you expect.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Thunderer:[/b] Get 1 or 2.  Good against essentially all of the Loyalist units, the Pierce ranged is even better against the 2 mounted units.&lt;br /&gt;
 &lt;br /&gt;
[b]Thief:[/b] These guys can be used against most Loyalist units at night, but avoid trying to backstab Spearmen.  Even at night their firststrike can get nasty on this low hp unit.  I recommend the Poacher instead of this guy.&lt;br /&gt;
&lt;br /&gt;
[b]Poacher:[/b] A great unit to counter-attack Loyalists and press at night.  His multiple strikes are of better use against the high defense Fencer, though his ranged Pierce is best against the mounted units.  His attack does a modest 3-4 to HI at night (compared to a Thunderers 11-1), and this unit that you'll want to use against Spearmen outside of day as well.  Although they will be weak during day, they serve many purposes and are well worth the 14 gold.&lt;br /&gt;
&lt;br /&gt;
[b]Footpad:[/b] Do not recruit this unit when fighting Loyalists.&lt;br /&gt;
&lt;br /&gt;
[b]Gryphon:[/b] Useful as scouts mainly, you can use these to run down hurt horses, go for 1-attack-kills on Fencers (9% chance if they have no bonus hp), or again, to try to hold important grassland hexes.  Beware during day though, as HI, Mages, and Horsemen can all tear Gryphons apart quickly.  Recruit no more than 1.&lt;br /&gt;
&lt;br /&gt;
Recruit a DF, a DT, a DG, and a Gryphon depending on the layout of villages.  Fill out your army with what you think will serve you best for that particular battle.  Water battles will be nearly pointless.  Cheap Mermen with higher defense will easily rout your Gryphon(s).  Avoid sea battles unless you can taunt a Merman within range of a ranged unit (who can stand on decent terrain).  A Gryphon's extra sight is good for spotting long range Horsemen, so it usually is worth having one around, but recruit no more than one.  They don't counter any unit very cost-efficiently, so use it primarily as a scout and utility unit.&lt;br /&gt;
&lt;br /&gt;
You'll want to press as hard as you can at night, moreso than even against Drakes.  The reason for this is that Loyalists have no level 1 Neutral or Chaotic units.  Every unit the opposing player has will suffer a penalty at night - unless he has a Sergeant behind his front line.  Because of this possibility, don't press too close to his castle until you have maintained a monetary advantage, as you will start losing units more rapidly when he comes back at you with an additional +25%.  Put your guardsman up front - this will dissuade any Charges.  Keep a DF or DU nearby in case the player chooses to siege you with Mages.  Spearmen that attack a DG in day will deal nearly equal damage to each other, which can add up quickly.  counter any advance with Thunderers and Poachers.  Don't expose your Dwarves to poor terrain or they will die.&lt;br /&gt;
&lt;br /&gt;
You'll want to whittle away at HI with Poachers and DTs and you'll want to give the killing blow to a Fighter.  Upgrading DFs should be your #1 priority as they are your best defense and counter to the easy Spearman spam.  The massive hp on the level 2 will also give it the ability to withstand attacking HI and Mages.&lt;br /&gt;
&lt;br /&gt;
Basically, Loyalists have an incredible amount of versatility.  You'll have to play smart and counter-attack very well in order to win.  Deal free damage when you can, and limit the number of hexes you can be attacked from - especially during day.  Start commencing your attack before night actually breaks.  You'll want to maximize your advantage over those 2 turns, so make sure they don't creep away before night hits.  As always, stay on good terrain, and make sure Fencers can't skirmish around to kill any weak units you may be hiding.&lt;br /&gt;
&lt;br /&gt;
==Knalgans versus Northerners==&lt;br /&gt;
They biggest problem you will have with Northerners will be their numbers.  Northies will gladly trade units with you and gain a monetary advantage.  Make them depend on luck by staying on good terrain, and their high upkeep may start to become a factor.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Ulfserker:[/b] Recruit one of these guys if you're really having a problem finishing their units off, or your opponent likes to use Assassins.  He's expensive, and Northerners and melee oriented, so most of their units will be able to take a majority of this units hp away, if not kill him.  Assassins Poison will quickly deteriorate your army's hp though, so having one may prove valuable.  Since Assassins cost 17 gold you'll only lose 2 in attrition, and you'll likely take lots of hp from another unit with you.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Fighter:[/b] Again a necessity.  His damage dealt in defense is how you'll deal a majority of your damage.  If possible, get a rotation of these guys in the front line.  You'll deal more damage than your opponent on average, but he will come with more units - 4 Grunts cost the same as 3 DFs.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Guardsman:[/b] Another good guys to have 1 of if not more.  He can survive nighttime assaults better than the fighter, and will still do respectable damage back to the enemy.  Use your ranged attack on Grunts to make them turn around and heal.&lt;br /&gt;
&lt;br /&gt;
[b]Dwarvish Thunderer:[/b] Nice to have.  Their combination of good resists and ranged damage make them good counter-attackers.  For cheaper ranged counter-attackers, use Poachers as they will also be used to hold forest hexes.  Recruiting DTs may crowd your hill hexes, especially since that's what the Northies will be grabbing.&lt;br /&gt;
 &lt;br /&gt;
[b]Thief:[/b] Not a great buy against Northies.  His melee only nature along with his Chaotic alignment make him most effective in the same way Northeners are.  Avoid the urge to recruit these guys.&lt;br /&gt;
&lt;br /&gt;
[b]Poacher:[/b] Again, these guys you'll want to recruit a few of.  When the Northies come after you at night, you can make a strong counter-attack with their 5-4 ranged.  &lt;br /&gt;
&lt;br /&gt;
[b]Footpad:[/b] This guy can be a utility unit against Northerners, but the money is better spent elsewhere.  Footpads can harass Grunts and Wolfs, take forest hexes, and block Assassins from poisoning your Dwarves.  Not the best buy, but you may be able to get your money's worth.&lt;br /&gt;
&lt;br /&gt;
[b]Gryphon:[/b] Again, it's usually good to have one of these guys to scout, plug up grassland, and be a defensive damage dealer.  He's also good for trapping/killing Assassins and being a target for their poison.&lt;br /&gt;
&lt;br /&gt;
The biggest thing you need to worry about will be Poison.  If you get a good foothold on mountains and hills, Poison will be the weapon of choice to knock you offyour perch.  Be ready to fill in with a replacement unit, and try to kill assassins before any other units.  Melee strikes will have to get through your resistance - poison does not.  You also don't deal any damage back when poison hits you.&lt;br /&gt;
&lt;br /&gt;
Recruit a DF and a mix of other good units.  Stay on towns or mountains for the first assault to minimize the effect any poison will have and reduce the chance of it hitting.  Let your opponent attack you, and then counter-attack with your Poachers and DTs if you have them - even DGs ranged will add up.  Ulf Assassins whenever you get a decent chance, as the Poison will hurt more than their melee attacks.&lt;br /&gt;
&lt;br /&gt;
Allow your opponent to attack you from forest hexes if they are next to mountains that you occupy.  Your 70% defense will outdo his 50% defense, and his confidence will be higher to attack since he won't be on grass.  Even if an Assassin uses that hex, if an Ulf is within reach, he should be able to take him out from on top the mountain.&lt;br /&gt;
&lt;br /&gt;
To kill Trolls, you will want to focus exclusively on them until they die.  It is best to ignore them and kill others than to only do a minimal amoun of damage to Trolls each turn.  Their regeneration will give them essentially limitless hp if you do this.  Kill his friends and then focus on him.  If there are several, take them out one at a time.  Try to avoid water battles with Nagas, unless there is only 1.  You won't want any Gryphons you get to be ZOCd, especially where you cannot help them, so be cautious with water battles.  &lt;br /&gt;
&lt;br /&gt;
To sum up, kill poisoners, get units that deal good melee damage in defense, and get good counter-attacking ranged units&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to The &amp;quot;How to play...&amp;quot; Series.&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReportingBugs&amp;diff=9504</id>
		<title>ReportingBugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReportingBugs&amp;diff=9504"/>
		<updated>2006-05-09T12:34:18Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Allefant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Where to report bugs ==&lt;br /&gt;
The prefered way to report bugs is through our bug tracking system on Gna, but you can also post your problem to the forums.&lt;br /&gt;
* [http://bugs.wesnoth.org/ Wesnoth bugs page on Gna]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=4 Wesnoth forum - Technical Support]&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? gcc/g++ version? SDL library versions?&lt;br /&gt;
* What operating system are you using? 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;
On special request another note: Use common sense! If you know the information can't be relevant to your report simply omit it.&lt;br /&gt;
&lt;br /&gt;
== Guidelines for reporting bugs ==&lt;br /&gt;
# First, please make sure the bug you are reporting has not already been fixed (consult http://changelog.wesnoth.org/ to see the history of changes to the game).&lt;br /&gt;
# If it hasn't been fixed yet, please check that the bug hasn't already been reported, by [bugs.wesnoth.org].&lt;br /&gt;
# If your bug or feature request hasn't been fixed and has not yet been submitted, please go ahead and report it.&lt;br /&gt;
# Please post only one bug per bug report. If you have multiple bugs that are related, you can cross reference them.&lt;br /&gt;
&lt;br /&gt;
Note that feature requests should usually be discussed on the forums first, or they will generally be ignored until there 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 reproducible given the information you provide.  Clearly written, reproducible single bug reports will get attention before those reports that mix several different 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 to add a comment with your details - this way we know when some bug is getting &amp;quot;popular&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Please login to Gna! before reporting bugs''&lt;br /&gt;
&lt;br /&gt;
An account at Gna! is free and takes very little time to set up. You can submit anonymous bug reports, but then you will have to keep an eye on the bug report in case developers ask for clarification, which will delay your bug being fixed.  If you login, you will receive notifications of any changes to your bug reports, which speeds things up considerably.&lt;br /&gt;
&lt;br /&gt;
=== In-play problems ===&lt;br /&gt;
If it is in-play problem that you can reproduce, save the game and send the savegame to us with details how to reproduce 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 Campaign Server), please report the problem to the maintainer of the scenario, not as a bug in Wesnoth itself.  Bugs in the [[MainlineScenarios]] 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 (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, other players can then add their savegames to that bug.&lt;br /&gt;
&lt;br /&gt;
=== Segfault ===&lt;br /&gt;
* In Unix follow the instructions at [[DebuggingWesnoth]] to generate information to send to a developer.&lt;br /&gt;
* In NT based OS's (including Win2k, XP) you enable/configure core dumps by running 'drwtsn32', the location of the dumps can be changed there.&lt;br /&gt;
* In Mac OS X, you can enable Crash Reporter -- the output is a backtrace. Run Applications -&amp;gt; Utilities -&amp;gt; Console to see log output. See http://www.mozilla.org/mailnews/osxinfo.html for information on how 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 through Gna!, 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: [mailto:davidnwhite_AT_verizon.net]&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; 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), &amp;quot;Fixed&amp;quot;, &amp;quot;Won't Fix&amp;quot;, &amp;quot;Invalid&amp;quot; (not a bug), &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, 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 containing the fix.&lt;br /&gt;
* Any bug present only in [[WesnothSVN]] is marked &amp;quot;Closed&amp;quot; when it is fixed.&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=9505</id>
		<title>GettingStarted</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=9505"/>
		<updated>2006-05-09T12:34:18Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Allefant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|  style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.&lt;br /&gt;
&lt;br /&gt;
''Build up a great army'', gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition. &lt;br /&gt;
&lt;br /&gt;
Fight to regain the throne of Wesnoth, of which you are the legitimate heir, or use your dread power over the Undead to dominate the land of mortals, or lead your glorious Orcish tribe to victory against the humans who dared despoil your lands … Wesnoth has many different sagas waiting to be played out. You can create your own custom units, and write your own scenarios – or even full-blown campaigns. You can also challenge your friends – or strangers – and fight in epic ''multi-player'' fantasy battles.&lt;br /&gt;
&lt;br /&gt;
=== Welcome to Wesnoth ===&lt;br /&gt;
==== The Land of Wesnoth ====&lt;br /&gt;
The Land of Wesnoth is generally divided into three areas: the northlands, which are generally lawless; the kingdom of Wesnoth and its occasional principality, Elensfar; and the domain of the Southwest elves.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Wesnoth lies in the center of the land. Its borders are the Great River to the north, the Lower Hills in the east and south, the Green Swamp to the southwest, and the Ocean to the west. Elensefar, that sometime province of Wesnoth, is bordered by the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west. There is no government of the Northlands. Various groups of orcs, dwarves, barbarian men and even elves populate the region. The northern and eastern borders are not defined, the southern border is the Great River, and the western border is the Ocean.&lt;br /&gt;
&lt;br /&gt;
As you travel around the land you will encounter peaceful villages where you can heal your troops and obtain a good income to support your army. You will also have to cross mountains and rivers, either on foot or mounted, push through forests, hills and tundra, or brazenly cross open grassland. In each of these areas different creatures have adapted to live there and can travel more easily and fight better when they are in familiar terrain. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme while in the oceans and rivers mermen and nagas control the waves.&lt;br /&gt;
&lt;br /&gt;
==== The Creatures of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
The world of  Wesnoth contains several races that have joined forces into different factions. Here, Elf and Dwarf fight side by side against Orc and Human. In most campaigns, you will mostly control units from one faction, but often you will have a recruit list with units mixed in from other factions, and will not have some units from a faction available. Basically, your recruit list is determined by the plot of the campaign, not by a predetermined ruleset.&lt;br /&gt;
&lt;br /&gt;
Sometimes factions make alliances with others, so you may face more than one faction in a scenario.&lt;br /&gt;
&lt;br /&gt;
[Expand and draw on information in [[RaceDescriptions]].]&lt;br /&gt;
&lt;br /&gt;
=== Finding Your Way Around Battle For Wesnoth ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://exong.net/wesnoth-attach/files/splash111_1152_744.jpg http://exong.net/wesnoth-attach/files/splash111_300_159.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The Main Menu&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When Wesnoth first starts it displays an initial background and a column of buttons called the Main Menu. The buttons only work with a mouse. For the impatient, we recommend you: click the 'Language' button to set your language; then click the 'Tutorial' button to run the tutorial; and then play the campaign, 'The Two Brothers' by clicking the 'Campaign' button and selecting it from the list provided.&lt;br /&gt;
&lt;br /&gt;
The Main Menu buttons are:&lt;br /&gt;
&lt;br /&gt;
*Tutorial&lt;br /&gt;
:The tutorial is a real, but basic, game which teaches you some of the basic controls needed to play the game. Winning or losing is not important here, but learning what to do is. Click the Tutorial button to play. In the Tutorial you are in the role of the young prince Konrad, learning from the Elder Mage Delfador - pay attention or he might turn you into a newt.&lt;br /&gt;
&lt;br /&gt;
*Campaign&lt;br /&gt;
:Wesnoth was primarily designed to play campaigns. Campaigns are a series of connected scenarios. Click this button to start a new campaign. You will be presented with a list of campaigns available on your computer (more can be downloaded if you wish). Select your campaign and click OK to start or Cancel to quit.&lt;br /&gt;
&lt;br /&gt;
:Each campaign has a difficulty level: easy, medium (normal), and hard. We recommend medium as this level is challenging, but not difficult. You may not change the difficulty during the campaign. Once you have selected the difficulty, you will start with the first scenario of the campaign. You can find walkthroughs or descriptions of the available campaigns at:&lt;br /&gt;
::* [[MainlineScenarios]]&lt;br /&gt;
::* [[UserScenarios]]&lt;br /&gt;
::* [[BeginnerScenarios]]&lt;br /&gt;
&lt;br /&gt;
*Multiplayer&lt;br /&gt;
:Click this button to play single scenarios against one or more opponents. You can play the games over the internet or at your computer, against computer or human opponents. When you select this button a dialogue will appear and allow you to choose how you want to play the scenario. To learn more, see [[#Multiplayer|Multiplayer]].&lt;br /&gt;
&lt;br /&gt;
*Load&lt;br /&gt;
:Click this button to load a previously saved game. You will be shown a dialogue listing saved games. Select the game and click Ok to load and continue, or Cancel to return to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
:If you select a replay game, you can check the Replay check box. The loaded game will make all the moves from the beginning while you watch.&lt;br /&gt;
&lt;br /&gt;
*Language&lt;br /&gt;
:Click this button, select your language, and click OK to use it, or Cancel to continue with the current language. The first time Wesnoth starts, it defaults to English, but once you change it, it will start in that language.&lt;br /&gt;
&lt;br /&gt;
*Preferences&lt;br /&gt;
&lt;br /&gt;
:Click here to change default settings. These are explained in more detail in [[PlayingBattleForWesnoth#Preferences|the Manual]].&lt;br /&gt;
&lt;br /&gt;
*About&lt;br /&gt;
:Click this button for a list of major Wesnoth contributors. You may find most of them at irc.freenode.org:6667 on #wesnoth. Or visit http://www.wesnoth.org for news, forums, and Wiki updates. The project is hosted on https://gna.org/projects/wesnoth, where you can download the latest production or developer release, review and report problems (bugs).&lt;br /&gt;
&lt;br /&gt;
*Quit&lt;br /&gt;
:Click this button to close Wesnoth.&lt;br /&gt;
&lt;br /&gt;
This getting started guide provides a basic introduction to Battle for Wesnoth. You can find more details about playing the game in the [[WesnothManual|Manual]].&lt;br /&gt;
&lt;br /&gt;
=== Play a Game ===&lt;br /&gt;
There are two basic ways to play Battle for Wesnoth:&lt;br /&gt;
*Play a sequence of connected scenarios, known as a campaign, against the computer&lt;br /&gt;
*Play a single scenario against computer or human opponents &lt;br /&gt;
&lt;br /&gt;
==== Campaigns ====&lt;br /&gt;
&lt;br /&gt;
Campaigns can take a long time to complete. Typical campaigns have about 10-20 scenarios. The main advantage with campaigns is that they allow you to develop your army. As you complete each scenario, the remaining units at the end are saved for you to use in the next scenario. &lt;br /&gt;
If you choose not to use a unit at all during a scenario it is carried over &lt;br /&gt;
to the next, so you don't lose units you don't use.&lt;br /&gt;
&lt;br /&gt;
The campaign is the primary form in which Wesnoth is intended to be played, is probably the most enjoyable, and is the recommended way for new players to learn the game.&lt;br /&gt;
&lt;br /&gt;
==== Scenarios ====&lt;br /&gt;
&lt;br /&gt;
A single scenario takes about 30 minutes to 2 hours to complete. &lt;br /&gt;
This is the fastest way to play, but your units are not saved and you cannot use&lt;br /&gt;
campaign units. You can play scenarios against the computer or against other players either over the internet or at your computer. Scenarios are accessed through the 'Multiplayer' button on the main menu.&lt;br /&gt;
&lt;br /&gt;
===== Multiplayer =====&lt;br /&gt;
Multiplayer games are played against other players via the Internet (you can also run them on your LAN if you have one). These games are co-ordinated through the [[Improved_Manual#Campaign_Server|Wesnoth campaign server]].&lt;br /&gt;
Multiplayer games can take anything from 1 hour to 10 hours, depending on&lt;br /&gt;
how many players there are (and the size of the map). The average time is between 3 to 7 hours.&lt;br /&gt;
Games can be saved and loaded as many times as you like. &lt;br /&gt;
So, it's possible for some games to last 1 or 2 weeks, even though &lt;br /&gt;
the play time is only a few hours. You cannot carry over&lt;br /&gt;
units in multiplayer from one scenario to the next, so building up&lt;br /&gt;
your army's strength is possible only within the scenario.&lt;br /&gt;
&lt;br /&gt;
===== Hotseat =====&lt;br /&gt;
Hotseat games are similar to Multiplayer games except everyone plays at the same computer by taking turns in the 'hotseat'. Hotseat games will take about the same time to play as games played over the Internet.&lt;br /&gt;
&lt;br /&gt;
===== Human vs AI =====&lt;br /&gt;
You can also play any of the campaign scenarios against AI opponents rather than human players. This can be a good way to become familiar with the various maps that are used for multiplayer games before playing against real opponents. It can also be used as a simple way to explore the capabilities of units from the different factions by choosing which faction you will play and which faction your opponents are in these games.&lt;br /&gt;
&lt;br /&gt;
==== The Game Screen ====&lt;br /&gt;
&lt;br /&gt;
Regardless of whether you are playing a scenario or a campaign, the basic layout of the game screen is the same. The majority of the screen is filled with a map which shows all of the action that takes place in the game. Around the map are various elements which provide useful information about the game and are described in more detail below.&lt;br /&gt;
&lt;br /&gt;
Across the top of the screen from left to right are the following items:&lt;br /&gt;
#Menu button&lt;br /&gt;
#Actions button&lt;br /&gt;
#Turn counter *&lt;br /&gt;
#Your gold&lt;br /&gt;
#Your total villages&lt;br /&gt;
#Your total units&lt;br /&gt;
#Your upkeep&lt;br /&gt;
#Your income&lt;br /&gt;
#Current hex type&lt;br /&gt;
#Current hex position&lt;br /&gt;
&lt;br /&gt;
Down the right of the screen from top to bottom are:&lt;br /&gt;
#Full map, scaled *&lt;br /&gt;
#Time of day indicator&lt;br /&gt;
#Unit profile for last selected unit*&lt;br /&gt;
#End Turn button *&lt;br /&gt;
&lt;br /&gt;
(Items marked with a * are currently undocumented)&lt;br /&gt;
&lt;br /&gt;
*Menu button: Displays a drop-down menu with the following options:&lt;br /&gt;
&lt;br /&gt;
#Scenario Objectives: Lists the victory and defeat conditions.&lt;br /&gt;
#Statistics&lt;br /&gt;
#Unit List: Lists your active units, including their map position.&lt;br /&gt;
#Status Table: Summary list of visible player units, villages, income etc.&lt;br /&gt;
#Save Game: Write the current game position to disk.&lt;br /&gt;
#Load Game&lt;br /&gt;
#Preferences: see [[PlayingBattleForWesnoth#Preferences|the Manual]] for details.&lt;br /&gt;
#Help&lt;br /&gt;
#Quit Game: Close the game, without saving, and return to the Main menu.&lt;br /&gt;
&lt;br /&gt;
*Actions button: Displays a drop-down menu with the following options:&lt;br /&gt;
#Next unit&lt;br /&gt;
#Recruit: Lists units your commander can recruit from a keep.&lt;br /&gt;
#Recall (Campaign only): Lists units your commander can recall from a keep.&lt;br /&gt;
#Show enemy moves&lt;br /&gt;
#Best possible enemy moves&lt;br /&gt;
#End Turn: On your turn, select it to end your turn.&lt;br /&gt;
&lt;br /&gt;
*Your gold, villages, units, upkeep, and income&lt;br /&gt;
:Quick way to check how your army is doing. A negative income means you'll lose gold, a positive means you gain gold. Upkeep is the gold you pay your units. Villages shows how many you own, each village will give you Gold.&lt;br /&gt;
&lt;br /&gt;
*Current hex&lt;br /&gt;
:Shows the terrain type and position of the hex pointed to by the mouse. If a unit is on the hex, its resistance on that terrain is shown after the position. The position is in column, row order.&lt;br /&gt;
&lt;br /&gt;
*Time of day indicator&lt;br /&gt;
:Putting your mouse over the indicator will bring up a tooltip showing the effect of the time of day.  Wesnoth has a 6-turn day and different alignments have bonuses depending on the time of day.&lt;br /&gt;
&lt;br /&gt;
==== Recruit and Recall ====&lt;br /&gt;
When you first start a scenario or campaign you will only have a few units on the map. One of these will be your commander (identified by a little crown icon). Your commander is usually placed in a castle on a special hex called a keep. Whenever your commander is on a keep (not only your own, but also the keep of any enemy castles you capture) and you have enough gold, you can recruit units for your army. In later scenarios you can recall experienced units that survived earlier scenarios. From here, you can start to build your army to conquer the enemy.&lt;br /&gt;
&lt;br /&gt;
The first thing you will probably want to do is recruit your first unit. Press 'ctrl-r' (or right click on an empty castle hex and select 'recruit') and you will be able to recruit a unit from a list of all the units available to you. Each recruit is placed on an empty castle square. Once you have filled the castle, you cannot recruit any more until units move off. Your opponent's commander is similarly placed on its castle keep and will begin by recruiting its troops -- so don't dilly-dally looking at the scenery, there's a battle to be won.&lt;br /&gt;
&lt;br /&gt;
At the end of each successful scenario, all your remaining troops are&lt;br /&gt;
automatically saved. At the start of the next scenario you may&lt;br /&gt;
recall them in a similar way to recruiting. Recalled troops are often more&lt;br /&gt;
experienced than recruits and usually a better choice.&lt;br /&gt;
&lt;br /&gt;
==== Your Army ====&lt;br /&gt;
&lt;br /&gt;
All game types use the same soldiers, called units. Each unit is identified&lt;br /&gt;
by Race, Level, and Class. Each unit has strengths and weaknesses, &lt;br /&gt;
based on their Resistance, current Terrain, and Level.  &lt;br /&gt;
Full details are in the [[UnitTables]] and [[MoveTypeTables]].&lt;br /&gt;
&lt;br /&gt;
==== Life and Death - Experience ====&lt;br /&gt;
&lt;br /&gt;
As your troops gain battle experience, they will learn more skills and&lt;br /&gt;
become stronger. They will also die in battle, so you'll need to&lt;br /&gt;
recruit and recall more when that happens. But choose wisely, for each has&lt;br /&gt;
strengths and weaknesses a cunning opponent will quickly exploit.&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Your army does not fight for free. It costs you money to recruit units and money to maintain them. You start each scenario with money carried over from previous scenarios (although each scenario ensures you have at least a minimum amount of gold to start if you didn't carry over enough from previous scenarios) and can gain more by meeting scenario objectives quickly and, during a scenario, by controlling villages. Each village you control will give you two gold pieces income per turn. When you first start a scenario it is usually worthwhile to gain control of as many villages as you can to ensure you have sufficient income to wage war. You can see your current gold and current income at the top of the screen as described in the section on [[#The_Game_Screen|the Game Screen]]. More information can be found in [[PlayingBattleForWesnoth#Gold|the manual]].&lt;br /&gt;
&lt;br /&gt;
==== Save and Load ====&lt;br /&gt;
At the start of each scenario, you have the option to save it. &lt;br /&gt;
If you are defeated, you may load it and try again. Once you have succeeded, &lt;br /&gt;
you will again be asked to save the next scenario and play that. &lt;br /&gt;
If you have to stop playing during a scenario, you can save your turn&lt;br /&gt;
and load it again later. Just remember, a good BFW player never needs to&lt;br /&gt;
save '''during''' a scenario. However, most beginners tend to do so rather&lt;br /&gt;
often. ;)&lt;br /&gt;
&lt;br /&gt;
=== Getting the Most Fun Out of the Game ===&lt;br /&gt;
&lt;br /&gt;
Remember, the idea of a game is to have fun! Here are some recommendations&lt;br /&gt;
from the development team on how to get the most fun out of the game:&lt;br /&gt;
&lt;br /&gt;
* Consider playing the campaign on 'Medium' difficulty level, especially if you have prior experience with strategy games. We feel you'll find it much more rewarding.&lt;br /&gt;
* Don't sweat it too much when you lose some units. The campaign was designed to accomodate the player losing some units along the way.&lt;br /&gt;
* Don't abuse saved games. Long ago, Wesnoth only allowed saving the game at the end of a scenario. Mid-scenario saving was added as a convenience to use if you had to continue the game another day, or to protect against crashes. We do not recommend loading mid-scenario saved games over and over because your White Mage keeps getting killed. Learn to protect your White Mage instead, and balance risks! That is part of the strategy.&lt;br /&gt;
* If you must load a saved game, we recommend going back to the start of the scenario, so that you choose a new strategy that works, rather than simply finding random numbers that favor you.&lt;br /&gt;
* But remember, the aim is to have fun! You may have different tastes than the developers, so do what you enjoy most! If you enjoy loading the saved game every time you make a mistake, looking for the 'perfect' game where you never lose a unit, by all means, go right ahead!&lt;br /&gt;
&lt;br /&gt;
==== At the start of a scenario ====&lt;br /&gt;
* First, read the scenario objectives. Sometimes you do not have to kill enemy leaders instead it is enough that you survive number of turns, or pick up a particular object&lt;br /&gt;
*  Look at the map: the terrain, the position of your leader and the other leader.&lt;br /&gt;
* Then, begin to recruit units. Cheap units are useful to soak up the first wave of an enemy's attack; advanced units can then be brought in as support. Fast units can be used as scouts, for exploring the map and to quickly conquer villages.&lt;br /&gt;
&lt;br /&gt;
==== During the scenario ====&lt;br /&gt;
* Try to capture and keep control of as many villages as possible to keep the gold coming in&lt;br /&gt;
* Keep units in packs so the enemy cannot attack from as many sides, and so you can outnumber each enemy unit. Put your units in a line so that the enemy cannot attack any one of your unit from more than two sides.&lt;br /&gt;
* Different units have different strengths and weaknesses depending on terrain and who they are attacking; right click on units and select &amp;quot;Describe unit&amp;quot; to learn more &lt;br /&gt;
* You can use lower level units as cannon fodder, to slow down enemy. e.g. you can use them to block enemy reaching your important units&lt;br /&gt;
* You can cause damage to enemies with advanced units and then finish them with lower level units - to give them more experience (and finally make them advance to next level)&lt;br /&gt;
* When you have a White Mage (advances from Mage) or Druid (advances from Shaman), put it in the middle of a circle of units to heal them as they move across the map&lt;br /&gt;
* Losing units is expected, even advanced units&lt;br /&gt;
* Time of day really matters:&lt;br /&gt;
** lawful units do more damage at day and less damage at night&lt;br /&gt;
** chaotic units do more damage at night and less damage at day&lt;br /&gt;
** remember to always check the time of day on the right side of the screen. Plan ahead - think about what it's going to be next turn as well as this turn.&lt;br /&gt;
* Some units are resistant or vulnerable to different kind of attacks. Mounted units are weak vs pierce attacks. Fire and holy destroy undeads. To see how much a unit resists an attack type, right click on the unit, select 'Unit Description', then select 'Resistance'. It will show you how resistant a unit is to different types of attacks.&lt;br /&gt;
&lt;br /&gt;
==== Healing ====&lt;br /&gt;
An important part of succeeding at Battle for Wesnoth is keeping your units healthy. When your units take damage you can heal them by moving them onto villages or next to special healing units (e.g. the Elvish Shaman and White Mage). Some other units you will encounter, such as Trolls, have the ability to heal themselves naturally. You can find more detailed information about healing in [[PlayingBattleForWesnoth#Healing|Chapter 2]].&lt;br /&gt;
&lt;br /&gt;
==== Winning a scenario ====&lt;br /&gt;
* Advanced units are needed to quickly kill enemy commanders, and to avoid losing lots of units.&lt;br /&gt;
* The quicker you win a scenario, the more gold you get; you will get more gold from winning early than from all of the map's villages for the rest of the turns.&lt;br /&gt;
* Killing all enemy leaders usually gives instant victory.&lt;br /&gt;
&lt;br /&gt;
==== More general tips ====&lt;br /&gt;
* After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&lt;br /&gt;
* Advanced units have higher upkeep than lower level units (1 gp per level), loyal units are an exception.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[AdvancedTactics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=9502</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=9502"/>
		<updated>2006-05-09T12:34:15Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Allefant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.0.x_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.0.x branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.0.x branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.0.x online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz?download Current stable version] (1.0.2, 38.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Current stable version] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.0.2.dmg?download Current stable version] (1.0.2, 53.6 MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2-lwa.dmg Current stable version - alternate] (1.0.2, 44MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2_lite-lwa.dmg Current stable version - lite] (1.0.2, no art or music, 25MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.0.2.exe?download Current stable version] (1.0.2, 37.0MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* /usr/ports/games/wesnoth (1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip.md5?download BeOS md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Version 1.1.2a is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.0.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.2a.tar.bz2?download Current Version] (1.1.2a, 59.7 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.1.tar.gz?download Previous Version] (1.1.1, 50.7 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.1.2a.exe?download Current Version] (1.1.2a, 55.9 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.1.1.exe?download Previous Version] (1.1.1, 45.1 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.2a.dmg?download Current Version] (1.1.2a, Universal, 68.7MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.2a1_lite.dmg?download Current version - lite] (1.1.2a, Universal, no art or music, 38.2MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.1-lwa3.dmg?download Previous version] (1.1.1, PPC only, 65.2 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.1_lite-lwa.dmg?download Previous version - lite] (1.1.1, PPC only, no art or music, 46.1 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.os4depot.net/share/game/strategy/wesnoth_exe.lha Previous version - exe] (1.1.1 - game, 4.7MB)&lt;br /&gt;
* [http://www.os4depot.net/share/game/strategy/wesnoth_data.lha Previous version - data] (1.1.1 - data files, 10MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.2a.tar.bz2.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Create&amp;diff=9503</id>
		<title>Create</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Create&amp;diff=9503"/>
		<updated>2006-05-09T12:34:15Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Allefant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
Interested in creating your own scenarios and campaigns?  One of Wesnoth's best features is its extensibility.  Players can create new maps, units, races, scenarios, art, music, and even entire campaigns.  Access to the &amp;quot;guts&amp;quot; of the game is both simple and difficult; if you have an ASCII text editor you have everything you need to build your own world.  However, learning the Wesnoth Markup Language (WML) takes some effort.  This section will guide you through the process of creating and distributing your own content.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that '''we need a lot of help creating artwork for the core of the game.'''  The current projects we are working on are [http://www.wesnoth.org/forum/viewtopic.php?t=9162 listed here].  We'll happily help you out, if you take a swing at them.&lt;br /&gt;
&lt;br /&gt;
== Read this first! ==&lt;br /&gt;
Before you modify or add anything, it is important to understand how the game stores and organizes its data.  This article will explain the game's directory structure and introduce the ''userdata'' directory.&lt;br /&gt;
* [[EditingWesnoth]]&lt;br /&gt;
&lt;br /&gt;
== What can I create, and how? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth_editor-1.jpg http://www.wesnoth.org/images/sshots/wesnoth_editor-1-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Battle for Wesnoth Map editor&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[BuildingMaps|Maps]] - the layout of terrain tiles&lt;br /&gt;
* [[BuildingScenarios|Scenarios]] - a scenario makes things happen on a map, making it playable&lt;br /&gt;
* [[BuildingCampaigns|Campaigns]] - how to put it all together into a campaign&lt;br /&gt;
* [[BuildingMultiplayer|Multiplayer Maps and Scenarios]] - a specialized look at maps and scenarios&lt;br /&gt;
* [[BuildingUnits|Units]]&lt;br /&gt;
* [[BuildingFactions|Multiplayer factions and eras]]&lt;br /&gt;
* '''[[Create Art|Art]]''' - complete with '''tutorials!'''&lt;br /&gt;
* [[Create Music|Music]]&lt;br /&gt;
* [[Distributing content]] - all about the campaign server&lt;br /&gt;
* [[WesnothTranslations|Translations]] - work on translating Wesnoth&lt;br /&gt;
&lt;br /&gt;
== What have others done? ==&lt;br /&gt;
Quick descriptions of the campaigns and scenarios that have been published on the campaign server.&lt;br /&gt;
* [[UserScenarios|User contributed campaigns]]&lt;br /&gt;
This there are a multitude multiplayer maps and discussion of the campaigns on the [http://www.wesnoth.org/forum Wesnoth forum]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=15 Multiplayer development forum]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=8 Scenario and campaign development forum]&lt;br /&gt;
* [[Complete Faction List (unfinished)|Complete Faction List]]&lt;br /&gt;
&lt;br /&gt;
== The world of Wesnoth ==&lt;br /&gt;
Many campaigns do not take place in Wesnoth, but many do.  There is definitely a certain flavor to campaigns that are intended to take place somewhere in the world of Wesnoth.  Stake out a time period or a map locale and tell a story.&lt;br /&gt;
* [[WesnothHistory|The history of Wesnoth]]&lt;br /&gt;
* [[WesnothGeography|The geography of Wesnoth]]&lt;br /&gt;
* [[RaceDescriptions|The races of creatures in Wesnoth]]&lt;br /&gt;
* [[WesnothPoetry|Wesnothian poetry]]&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* [[ExternalUtilities| External Utilities]] - some extra tools for easier creating stuff&lt;br /&gt;
* [[ReferenceWML|WML Reference]] - a quicklink&lt;br /&gt;
* [[FAQ#Scenario_and_Campaigns|FAQ]] - if you have a question, post it&lt;br /&gt;
* Campaign server [http://wolff.to/campaigns/list.html web interface] - An alternate way to download user campaigns&lt;br /&gt;
* [[Status_of_User_Scenarios| Status of User Scenarios]] - Lists which usercampaigns are working and which ones are broken&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Description&amp;diff=9511</id>
		<title>Description</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Description&amp;diff=9511"/>
		<updated>2006-05-09T12:34:13Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Allefant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Battle for Wesnoth? ==&lt;br /&gt;
&lt;br /&gt;
The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-0.8.4-halo.jpg http://www.wesnoth.org/images/sshots/wesnoth-0.8.4-halo-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Silver Mage in action&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Build up a great army, gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.&lt;br /&gt;
&lt;br /&gt;
Wesnoth has many different sagas waiting to be played out.  Fight to regain the throne of Wesnoth, of which you are the legitimate heir...  step into the boots of a young officer sent to guard a not-so-sleepy frontier outpost...  vanquish a horde of undead warriors unleashed by a foul necromancer, who also happens to have taken your brother hostage...  guide a band of elvish survivors in an epic quest to find a new home.&lt;br /&gt;
&lt;br /&gt;
200+ unit types.  16 races.  6 major factions.  Hundreds of years of history.  The world of Wesnoth is absolutely huge and limited only by your creativity - make your own custom units, compose your own maps, and write your own scenarios or even full-blown campaigns.  You can also challenge up to 8 friends - or strangers - and fight in epic ''multi-player'' fantasy battles.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-0.8.4-burningsuns.png http://www.wesnoth.org/images/sshots/wesnoth-0.8.4-burningsuns-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Under the Burning Suns&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Build up a formidable fighting force, starting from a single leader and a small amount of gold.&lt;br /&gt;
* Over 200 unit types in six major factions, all with distinctive abilities, weapons and spells.&lt;br /&gt;
* Experienced units gain powerful new abilities as they advance.&lt;br /&gt;
* Several multi-player options available, including internet play.&lt;br /&gt;
* Scores of different custom-designed maps, and unlimited random maps.&lt;br /&gt;
* Hundreds of campaign scenarios available for download via a simple in-game procedure.&lt;br /&gt;
* 'Fog of war' feature available for a true test of generalship.&lt;br /&gt;
* Sophisticated mark-up language lets advanced users make their own maps, factions or campaigns.&lt;br /&gt;
* Excellent language support &amp;amp;ndash; 20 different languages currently available.&lt;br /&gt;
* GNU/Linux, Windows, MacOSX, BeOS, Solaris, FreeBSD, OpenBSD and NetBSD compatible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Play&amp;diff=9501</id>
		<title>Play</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Play&amp;diff=9501"/>
		<updated>2006-05-09T12:34:12Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by JW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Battle for Wesnoth ==&lt;br /&gt;
* [[Description|About the project]]&lt;br /&gt;
* [[Download|Downloads and Source Code Page]]&lt;br /&gt;
* [[CompilingWesnoth| Compiling Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
== Playing Battle for Wesnoth ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.0-urug.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.0-urug-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;The Elves Besieged&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[GettingStarted|Get Started]]&lt;br /&gt;
* [[WesnothManual|Game Manual]]&lt;br /&gt;
* [[BasicStrategy|Basic Tactics]]&lt;br /&gt;
* [[MainlineScenarios|Walkthroughs of Official Campaigns]]&lt;br /&gt;
* [[UserScenarios | User-made Add-On Campaigns]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Players ==&lt;br /&gt;
* [[CommandMode|Debugging and Multiplayer Command Reference]]&lt;br /&gt;
* [[AdvancedTactics|Advanced Tactics]]&lt;br /&gt;
* [http://wesnoth.slack.it/units.cgi Units Reference] (temporarily messed up)&lt;br /&gt;
* [[MultiplayerServers|Multiplayer Servers]]&lt;br /&gt;
* [[How to play...|The &amp;quot;How to play&amp;quot; Series]]&lt;br /&gt;
&lt;br /&gt;
== The world of Wesnoth ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-map-1.jpg http://www.wesnoth.org/images/sshots/wesnoth-map-1-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt; Wesnoth and Surrounding Lands&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[WesnothHistory|The history of Wesnoth]]&lt;br /&gt;
* [[WesnothGeography|The geography of Wesnoth]]&lt;br /&gt;
* [[RaceDescriptions|The races of creatures in Wesnoth]]&lt;br /&gt;
* [[WesnothPoetry|Wesnothian poetry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* [[WhatArePlayersSaying|Comments from Wesnoth Players]]&lt;br /&gt;
* [[WesnothReviews|Third party Wesnoth reviews]]&lt;br /&gt;
* [[Screenshots]]&lt;br /&gt;
* [[FAQ#Do_you_want_help_making_this_game.3F_How_can_I_help.3F|Help to improve the game]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AiWML&amp;diff=9500</id>
		<title>AiWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AiWML&amp;diff=9500"/>
		<updated>2006-05-09T12:34:11Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Placid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== AI phases ==&lt;br /&gt;
&lt;br /&gt;
When the AI does its turn, it has several 'phases'.&lt;br /&gt;
In debug mode, these phases are shown in the upper-left corner.&lt;br /&gt;
&lt;br /&gt;
=== Combat phase ===&lt;br /&gt;
It decides who is in range to attack, and whether it's worth attacking them&lt;br /&gt;
&lt;br /&gt;
=== Healing phase ===&lt;br /&gt;
It locates injured units and sees if they can be moved to villages to heal&lt;br /&gt;
&lt;br /&gt;
=== Village capturing phase ===&lt;br /&gt;
It locates units, and sees if they are in range of villages which they can capture&lt;br /&gt;
&lt;br /&gt;
=== Retreating phase ===&lt;br /&gt;
It sees if any units are in grave danger/hopelessly outnumbered, and if they are, it retreats them&lt;br /&gt;
&lt;br /&gt;
=== Movement/targetting phase ===&lt;br /&gt;
It decides upon 'targets', assigns those targets values, and moves units toward targets based on how easy it is to get to the targets, and how valuable the targets are.&lt;br /&gt;
&lt;br /&gt;
== the [ai] tag ==&lt;br /&gt;
&lt;br /&gt;
The [ai] tag is used inside a [side] tag, and it's contents define how the AI controlling that side acts. You can use multiple [ai] tags and have them apply during different turns or times of day, for example to set an undead side's caution higher and aggression lower during the day, or to boost the aggressiveness of a side when they receive reinforcements on a specific turn.&lt;br /&gt;
&lt;br /&gt;
The following key/tags can be used in an '''[ai]''' tag:&lt;br /&gt;
* ''time_of_day'' the time(s) of day when the AI should use the parameters given in this [ai] tag. Possible values are listed in data/schedules.cfg (See [[TimeWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''turns'' during which turns the AI should use the parameters given in this [ai] tag. This takes the same syntax of dashes(-) and commas(,) as is described under Filtering Locations in [[FilterWML]], except of course they apply to turns not locations.&lt;br /&gt;
&lt;br /&gt;
* ''ai_algorithm'' allows an alternate AI algorithm (cannot be created with WML) to be used. Besides the default, the game comes with only ''idle_ai'', which makes the AI do nothing and can be used to create a passive, unmoving side. Cannot be applied only to a set of turns or a given time of day using the keys ''turns'' and ''time_of_day'', but must be given either in an [ai] tag without the aforementioned keys or outside [ai] tags inside the [side] tag.&lt;br /&gt;
&lt;br /&gt;
* ''recruitment_pattern'' This key takes a list containing the possible inputs 'scout', 'fighter', 'archer', 'healer' and 'mixed fighter'. This tells the AI in what order it should recruit different types of units. The AI considers each unit to be one of these types. The type is listed in the unit file in data/units/ (See also [[UnitWML]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; ''aggression'' This key affects how an AI player will fight.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It determines how an AI considers the difference between its units and its opponents&lt;br /&gt;
by taking the value ''1 - AI unit value in proportion to opponent unit value''.&lt;br /&gt;
('Unit value' here means that the AI weights its decision on the chance to kill&lt;br /&gt;
a unit or be killed, using a combination of its own units.)&lt;br /&gt;
So, to make an AI which considers its units worthless i.e.&lt;br /&gt;
only cares about how much damage attacks inflict,&lt;br /&gt;
set aggression at ''1 - 0 = 1.0''.&lt;br /&gt;
This is the highest meaningful value for aggression; although it is insane, it is used on many HttT levels.&lt;br /&gt;
If an AI set on this value can inflict 1 damage and take 0, or inflict 2 damage and take 20 himself,&lt;br /&gt;
he'll take the latter option.&lt;br /&gt;
To make an AI which considers its units equally as valuable as its opponent's i.e.&lt;br /&gt;
only attacks if he feels he can inflict more damage than he receives,&lt;br /&gt;
set aggression at ''1 - 1 = 0.0''.&lt;br /&gt;
Although an AI which considers its opponent's units worthless is impossible under this scheme,&lt;br /&gt;
an AI which, for example, considers its units twice as valuable as its opponent's&lt;br /&gt;
can be represented by aggression ''1 - 2 = -1.0''.&lt;br /&gt;
having to be able to inflict more damage than he takes for it to be worth his while.&lt;br /&gt;
The default is ''1 - 1/2 = 0.5'', which means the AI is content with dealing only&lt;br /&gt;
half the damage to his opponent of that which he himself takes.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* ''caution'' A number 0.0 or higher (default=0.25) that affects how cautious the AI is in various ways. If it is higher, the AI will want to retreat more (especially to a better defensive terrain), it will dislike moving out of a defensive terrain to attack more, and, if grouping is enabled, it forms bigger groups to protect from enemies when going to a target.&lt;br /&gt;
&lt;br /&gt;
* ''village_value'' A number 0 or higher (default=1) which determines how much the AI tries to capture villages.&lt;br /&gt;
&lt;br /&gt;
* ''leader_value'' A number 0 or higher (default=3) which determines how much the AI targets enemy leaders.&lt;br /&gt;
&lt;br /&gt;
* ''villages_per_scout'' A number 0 or higher which determines how many scouts the AI recruits. Defaults to 4.  If 0, the AI doesn't recruit scouts to capture villages.&lt;br /&gt;
&lt;br /&gt;
* ''recruitment_ignore_bad_movement'' if 'yes', the AI will not analyse the terrain to see if the unit is suitable for it.&lt;br /&gt;
&lt;br /&gt;
* ''recruitment_ignore_bad_combat'' if 'yes', the AI will not analyse the units the enemy has fielded to see if the unit is suitable for fighting them.&lt;br /&gt;
&lt;br /&gt;
* ''passive_leader'' if 'yes' the AI leader will never move or attack, except to obey [leader_goal]s.&lt;br /&gt;
&lt;br /&gt;
* ''attack_depth'' a number from 1 to 6, default 5.  This is how many units will be thought about to attack a single unit.  If the attack is completed, the AI on another round of thinking may still decide to attack that unit again with other units.  Note that in battles, a unit usually can't be attacked from all six sides anyway, so any high attack_depth will be about the same.  If attack_depth is low, the AI won't want to attack unwounded units very much, because it doesn't think it can kill them in the attack.&lt;br /&gt;
&lt;br /&gt;
* ''simple_targetting'' When the AI decides what targets to move towards with which units, it considers all its units that can move, sequentially.  For each unit, it decides what the best target for it to go towards is.  If not 'yes', it will check if any other units would be better to go towards that target than the unit it is currently considering.&lt;br /&gt;
&lt;br /&gt;
* ''scout_village_targetting'' The AI multiplies the value of village targets for scouts by this value. The default is 3.&lt;br /&gt;
&lt;br /&gt;
* ''grouping'' how the AI should try to group units&lt;br /&gt;
** 'offensive' (the default): Makes the AI try to group units together before attacking.&lt;br /&gt;
** 'defensive': Makes the AI group units together very conservatively, and only advances much beyond its castle if it has overwhelming force.&lt;br /&gt;
** 'no': Makes the AI not use grouping behaviour. This is what it used to be like.&lt;br /&gt;
&lt;br /&gt;
* ''protect_leader'' and ''protect_leader_radius'' - the way these parameters work, is to target any enemy units that come within 'protect_leader_radius' of the AI leader with a value of 'protect_leader' on the units. The default for these values are 1.0 and 20.&lt;br /&gt;
&lt;br /&gt;
* '''[protect_location]''' gives the AI a location to protect. Note that the AI will NOT station any units around the location, it will only send units to attack any enemy units that come within the guarding radius of the target.&lt;br /&gt;
** ''x'', ''y'' standard coordinates. These indicate the location the AI is protecting,&lt;br /&gt;
** ''radius'' indicates the radius around it to protect&lt;br /&gt;
** ''value'' indicates the importance of protecting this location&lt;br /&gt;
&lt;br /&gt;
* '''[protect_unit]''' gives the AI a set of units to protect. Note once again that the AI will not place units around the unit if there are no enemies nearby.&lt;br /&gt;
** standard unit filter- the unit(s) to protect&lt;br /&gt;
** ''radius'' indicates the radius around it to protect&lt;br /&gt;
** ''value'' indicates the importance of protecting this unit&lt;br /&gt;
&lt;br /&gt;
* '''[target]''' Any number of [target] tags can be used to set a target for the AI. For anything related to 'values', set them relative to other targets. An AI is willing to dedicate twice as many resources and travel twice as far to get a target worth '2.0' as it is a target worth '1.0'.&lt;br /&gt;
** standard unit filter&lt;br /&gt;
** value: A number greater than 0 (default=1) which determines how much the AI tries to kill all units which pass the filter.&lt;br /&gt;
&lt;br /&gt;
* '''[avoid]''' Makes the AI avoid a specific location or unit.&lt;br /&gt;
** ''x'', ''y'' standard coordinates- A location for the AI to avoid moving to.  The AI will never move a unit to this location except for trying to move its leader to a keep.&lt;br /&gt;
** standard unit filter- A set of units for the AI to avoid moving to. This feature is currently not implemented.&lt;br /&gt;
&lt;br /&gt;
* '''[leader_goal]''' Makes the AI try to move its leader to a specific location (as in the goal of The Elves Besieged).&lt;br /&gt;
** ''x'', ''y'' the location for the AI to move its leader to&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:WML_Tags&amp;diff=9499</id>
		<title>Template:WML Tags</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:WML_Tags&amp;diff=9499"/>
		<updated>2006-05-09T12:34:10Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Allefant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;width:175px;float: right;border: 1px solid #B48648; color:#B48648; font-size: 7pt;margin-left;10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;span style=&amp;quot;float: right;&amp;quot;&amp;gt;&amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt;[{{SERVER}}{{localurl:Template:WML Tags|action=edit}} edit ]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
'''WML Tags'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|''A:'' &lt;br /&gt;
[[CampaignWML#The_.5Babout.5D_tag|about]],[[StatisticalScenarioWML|advances]],&lt;br /&gt;
[[UnitWML|advancefrom]],&lt;br /&gt;
[[AiWML|ai]],&lt;br /&gt;
[[DirectActionsWML|allow_recruit]],&lt;br /&gt;
[[VariablesWML|array]],&lt;br /&gt;
[[AttackWML|attack]],&lt;br /&gt;
[[StatisticalScenarioWML|attacks]],&lt;br /&gt;
[[AiWML|avoid]];&lt;br /&gt;
|-&lt;br /&gt;
|''B:'' &lt;br /&gt;
[[CampaignWML#The_.5Bbinary_path.5D_tag|binary_path]],[[HelpWML|bold]];&lt;br /&gt;
|-&lt;br /&gt;
|''C:'' &lt;br /&gt;
[[CampaignWML#The_.5Bcampaign.5D_tag|campaign]], [[DirectActionsWML|capture_village]], [[ReplayWML|choose]],&lt;br /&gt;
[[InternalActionsWML|clear_variable]],&lt;br /&gt;
[[InterfaceActionsWML|colour_adjust]],&lt;br /&gt;
[[ReplayWML|command]];&lt;br /&gt;
|-&lt;br /&gt;
|''D:'' &lt;br /&gt;
[[StatisticalScenarioWML|deaths]],[[UnitWML|defend]],[[StatisticalScenarioWML|defends]],&lt;br /&gt;
[[UnitWML|defense]],&lt;br /&gt;
[[InterfaceActionsWML|delay]],&lt;br /&gt;
[[ReplayWML|destination]],&lt;br /&gt;
[[DirectActionsWML|disallow_recruit]],&lt;br /&gt;
[[InternalActionsWML|do]];&lt;br /&gt;
|-&lt;br /&gt;
|''E:'' &lt;br /&gt;
[[UnitsWML|effect]],[[InternalActionsWML|else]],[[ReplayWML|end_turn]],&lt;br /&gt;
[[DirectActionsWML|endlevel]],&lt;br /&gt;
[[EraWML|era]],&lt;br /&gt;
[[EventWML|event]],&lt;br /&gt;
[[ThemeWML|expenses]];&lt;br /&gt;
|-&lt;br /&gt;
|''F:'' &lt;br /&gt;
[[FilterWML|filter]], [[FilterWML|filter_second]], [[HelpWML|format]], [[AttackWML|frame]];&lt;br /&gt;
|-&lt;br /&gt;
|''G:'' &lt;br /&gt;
[[GameConfigWML|game_config]], [[ScenarioWML|generator]], [[DirectActionsWML|gold]], [[ThemeWML|gold]];&lt;br /&gt;
|-&lt;br /&gt;
|''H:'' &lt;br /&gt;
[[InternalActionsWML|have_unit]], [[HelpWML|header]], [[InterfaceActionsWML|hide_unit]];&lt;br /&gt;
|-&lt;br /&gt;
|''I:'' &lt;br /&gt;
[[InternalActionsWML|if]], [[TimeWML|illuminated_time]], [[TerrainGraphicsWML|image]],&lt;br /&gt;
[[HelpWML|img]], [[ThemeWML|income]], [[HelpWML|italic]], [[InterfaceActionsWML|item]];&lt;br /&gt;
|-&lt;br /&gt;
|''J:''&lt;br /&gt;
[[HelpWML|jump]];&lt;br /&gt;
|-&lt;br /&gt;
|''K:'' &lt;br /&gt;
[[DirectActionsWML|kill]], [[StatisticalScenarioWML|killed]];&lt;br /&gt;
|-&lt;br /&gt;
|''L:'' &lt;br /&gt;
[[ThemeWML|label]], [[LanguageWML|language]], [[AiWML|leader_goal]];&lt;br /&gt;
|-&lt;br /&gt;
|''M:'' &lt;br /&gt;
[[ThemeWML|main_map]],[[ThemeWML|menu]], [[InterfaceActionsWML|message]], [[ThemeWML|mini_map]],&lt;br /&gt;
[[AttackWML|missile_frame]], [[SingleUnitWML|modifications]], [[DirectActionsWML|modify_side]],&lt;br /&gt;
[[ReplayWML|move]], [[InterfaceActionsWML|move_unit_fake]], [[UnitWML|movement costs]],&lt;br /&gt;
[[UnitsWML|movetype]], [[ScenarioWML|multiplayer]], [[EraWML|multiplayer_side]], [[InterfaceActionsWML|music]];&lt;br /&gt;
|-&lt;br /&gt;
|''N:'' &lt;br /&gt;
[[FilterWML|not]], [[ThemeWML|num_units]];&lt;br /&gt;
|-&lt;br /&gt;
|''O:'' &lt;br /&gt;
[[DirectActionsWML|object]], [[InterfaceActionsWML|objectives]], [[InterfaceActionsWML|objective]],&lt;br /&gt;
[[ThemeWML|observers]], [[InterfaceActionsWML|option]], [[InternalActionsWML|or]];&lt;br /&gt;
|-&lt;br /&gt;
|''P:'' &lt;br /&gt;
[[ThemeWML|panel]], [[IntroWML|part]], [[DirectActionsWML|place_shroud]], [[ThemeWML|position]],&lt;br /&gt;
[[InterfaceActionsWML|print]], [[AiWML|protect_location]], [[AiWML|protect_unit]];&lt;br /&gt;
|-&lt;br /&gt;
|''R:'' &lt;br /&gt;
[[UnitsWML|race]], [[ReplayWML|random]], [[ReplayWML|recall]], [[StatisticalScenarioWML|recalls]],&lt;br /&gt;
[[ReplayWML|recruit]], [[StatisticalScenarioWML|recruits]], [[InterfaceActionsWML|redraw]],&lt;br /&gt;
[[HelpWML|ref]], [[DirectActionsWML|remove_shroud]], [[InterfaceActionsWML|remove_unit_overlay]],&lt;br /&gt;
[[InterfaceActionsWML|removeitem]], [[SavefileWML|replay]], [[SavefileWML|replay_start]],&lt;br /&gt;
[[UnitWML|resistance]], [[ThemeWML|resolution]], [[ReplayWML|results]], [[InternalActionsWML|role]];&lt;br /&gt;
|-&lt;br /&gt;
|''S:'' &lt;br /&gt;
[[SavefileWML|save]], [[ScenarioWML|scenario]],[[InterfaceActionsWML|scroll]], [[InterfaceActionsWML|scroll_to]],&lt;br /&gt;
[[InterfaceActionsWML|scroll_to_unit]], [[HelpWML|section]], [[DirectActionsWML|set_recruit]],&lt;br /&gt;
[[InternalActionsWML|set_variable]], [[SideWML|side]], [[ThemeWML|side_playing]], [[SavefileWML|snapshot]],&lt;br /&gt;
[[InterfaceActionsWML|sound]], [[ReplayWML|source]], [[StatisticalScenarioWML|statistics]],&lt;br /&gt;
[[ThemeWML|status]], [[DirectActionsWML|stone]], [[InternalActionsWML|store_gold]], [[InternalActionsWML|store_locations]],&lt;br /&gt;
[[InternalActionsWML|store_starting_location]], [[InternalActionsWML|store_unit]], [[IntroWML|story]];&lt;br /&gt;
|-&lt;br /&gt;
|''T:'' &lt;br /&gt;
[[AiWML|target]], [[StatisticalScenarioWML|team]], [[DirectActionsWML|teleport]], [[UnitWML|teleport_anim]],&lt;br /&gt;
[[TerrainWML|terrain]], [[DirectActionsWML|terrain]], [[TerrainGraphicsWML|terrain_graphics]], [[ScenarioWML#Test_scenario|test]],&lt;br /&gt;
[[CampaignWML#The_.5Btextdomain.5D_tag|textdomain]], [[ThemeWML|theme]], [[InternalActionsWML|then]],&lt;br /&gt;
[[TerrainGraphicsWML|tile]], [[TimeWML|time]], [[ScenarioWML|time_area]], [[ThemeWML|time_of_day]],&lt;br /&gt;
[[HelpWML|topic]], [[HelpWML|toplevel]], [[SingleUnitWML|trait]], [[ThemeWML|turn]], [[ScenarioWML|tutorial]];&lt;br /&gt;
|-&lt;br /&gt;
|''U:'' &lt;br /&gt;
[[InterfaceActionsWML|unhide_unit]], unit&amp;amp;nbsp;([[UnitWML|define]], [[DirectActionsWML|create]]),&lt;br /&gt;
[[ThemeWML|unit_abilities]], [[ThemeWML|unit_alignment]], [[ThemeWML|unit_description]],&lt;br /&gt;
[[ThemeWML|unit_hp]], [[ThemeWML|unit_image]], [[ThemeWML|unit_level]], [[ThemeWML|unit_moves]],&lt;br /&gt;
[[InterfaceActionsWML|unit_overlay]], [[ThemeWML|unit_profile]], [[ThemeWML|unit_status]],&lt;br /&gt;
[[ThemeWML|unit_traits]], [[ThemeWML|unit_type]], [[ThemeWML|unit_weapons]], [[ThemeWML|unit_xp]],&lt;br /&gt;
[[UnitsWML|units]], [[DirectActionsWML|unstone]], [[DirectActionsWML|unstore_unit]], [[ThemeWML|upkeep]];&lt;br /&gt;
|-&lt;br /&gt;
| ''V:'' &lt;br /&gt;
[[InternalActionsWML|variable]], [[VariablesWML|variables]], [[SideWML|village]], [[ThemeWML|villages]];&lt;br /&gt;
|-&lt;br /&gt;
| ''W:'' &lt;br /&gt;
[[InternalActionsWML|while]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Support&amp;diff=9496</id>
		<title>Support</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Support&amp;diff=9496"/>
		<updated>2006-05-09T12:34:06Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Allefant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There are many ways to get help. From online documentation to support from the community on IRC or forums.&lt;br /&gt;
&lt;br /&gt;
== Wiki Resources ==&lt;br /&gt;
* [[Play|Online Players Guide]] - game manual, walkthroughs, strategy guides, and more&lt;br /&gt;
* [[Create|Content-Creation Guide]] - manual showing how to create new campaigns for Wesnoth&lt;br /&gt;
&lt;br /&gt;
== Reporting Bugs ==&lt;br /&gt;
If you are experiencing problems, you should consider [[ReportingBugs|reporting a bug]].&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
=== Forums ===&lt;br /&gt;
* [http://www.wesnoth.org/forum/ Wesnoth official forum]&lt;br /&gt;
* [[WesnothAcronyms|Wesnoth Acronyms]] - forum lingo - [[WesnothAcronyms%28alphabetic%29|(in alphabetical order)]]&lt;br /&gt;
&lt;br /&gt;
=== IRC ===&lt;br /&gt;
If you don't know what IRC is, check out [http://www.irchelp.org/ irchelp].&lt;br /&gt;
&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth #wesnoth]&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-dev #wesnoth-dev]&lt;br /&gt;
&lt;br /&gt;
* [irc://irc.tweakers.net/wesnoth #wesnoth (Dutch channel)]&lt;br /&gt;
&lt;br /&gt;
You can also see the [http://irclog.wesnoth.org/ logs].&lt;br /&gt;
&lt;br /&gt;
=== Mailing Lists ===&lt;br /&gt;
* [https://mail.gna.org/listinfo/wesnoth-dev/ wesnoth-dev] ([https://mail.gna.org/public/wesnoth-dev/ archives])&lt;br /&gt;
* [https://mail.gna.org/listinfo/wesnoth-commits/ wesnoth-commits] ([https://mail.gna.org/public/wesnoth-commits/ archives])&lt;br /&gt;
&lt;br /&gt;
=== Other Servers List ===&lt;br /&gt;
see [http://www.wesnoth.org/wiki/MultiplayerServers here]&lt;br /&gt;
&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Distributing_content&amp;diff=9494</id>
		<title>Distributing content</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Distributing_content&amp;diff=9494"/>
		<updated>2006-05-09T12:33:53Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Drake Raider&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Forum ==&lt;br /&gt;
&lt;br /&gt;
The [http://www.wesnoth.org/forum/ BFW forum] is a good way to distribute small creations, like single multiplayer maps.  Larger creations, like unit packs or campaigns, should be compressed before uploading them.  Note that you may encounter a size limit on attachments.&lt;br /&gt;
&lt;br /&gt;
Also, there is a [http://www.wesnoth.org/forum/viewtopic.php?t=2014 legal announcement] that you should read before distributing anything on the forum. Basically, by posting you say that you own the license to what you are posting, and that you are licensing it under the [http://www.gnu.org/copyleft/gpl.html General Public License].&lt;br /&gt;
&lt;br /&gt;
== The Campaign Server ==&lt;br /&gt;
&lt;br /&gt;
The campaign server is the preferred way to distribute your creations, but it is more suited for larger projects.  It currently lacks advanced organization features such as filtering and reviewing, so adding hundreds of little things makes it harder to find anything.  Basically, the server should not be used to post single maps, units, songs, or artwork, but map packs, campaigns, entire eras, music packs, and unit packs are fine.&lt;br /&gt;
&lt;br /&gt;
Once you are ready to publish, here is how you access the campaign server:&lt;br /&gt;
# Open Wesnoth&lt;br /&gt;
# Select &amp;quot;Campaign&amp;quot; from the main menu&lt;br /&gt;
# Select &amp;quot;Get More Campaigns&amp;quot; (the last entry in the list of campaigns)&lt;br /&gt;
# Select &amp;quot;Publish Campaign: ''Your Campaign Name''&amp;quot; (the last entry in the list of campaigns)&lt;br /&gt;
&lt;br /&gt;
Anything you distribute on the server will be upload from and downloaded to the ''userdata''/data/campaigns directory regardless of what it is (units, maps, campaign, etc).  For this reason, you need three things in the campaigns directory to distribute via the server:&lt;br /&gt;
# A .cfg file, for example MyCampaign.cfg&lt;br /&gt;
# A .pbl file, for example MyCampaign.pbl&lt;br /&gt;
# A folder, for example MyCampaign&lt;br /&gt;
&lt;br /&gt;
==== General Reading ====&lt;br /&gt;
* [[BuildingCampaignsThePBLFile|General information about the .pbl file]] - It has a campaign flavor, but it is adaptable to any content&lt;br /&gt;
* [[PblWML|Syntax reference for the .pbl file]]&lt;br /&gt;
&lt;br /&gt;
==== Content-specific instructions ====&lt;br /&gt;
* Campaign - see the [[BuildingCampaigns|Buidling Campaigns Article]]&lt;br /&gt;
** [[BuildingCampaignsDistribution|About distributing campaigns]]&lt;br /&gt;
* Multiplayer era - see the [[BuildingFactions#Adding_a_whole_new_era_with_its_own_factions_-_modular|MP Era Article]]&lt;br /&gt;
* Unit pack - see the [[BuildingUnits#Distributing_your_unit|Units Article]]&lt;br /&gt;
* Map pack - see the&lt;br /&gt;
* Others?&lt;br /&gt;
&lt;br /&gt;
(If I don't have BFW on the computer I'm working on, but I have it on a different computer, on which I don't Know how to find it's &amp;quot;./wesnoth/userdata&amp;quot; folder, how do I publish my Campaigns?-Drake Raider)&lt;br /&gt;
&lt;br /&gt;
==== License ====&lt;br /&gt;
You should note that by uploading anything to the campaign server, you say that you own the license to all content in your upload and that it is under the GPL. Whenever you upload or update your content pack, you will have to say &amp;quot;OK&amp;quot; to this statement: &amp;quot;All campaigns uploaded to this server must be licensed under the terms of the GNU General Public License (GPL). By uploading content to this server, you certify that you have the right to placethe content under the conditions of the GPL, and choose to do so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[BuildingCampaignsDistribution]]&lt;br /&gt;
* [[BuildingCampaignsThePBLFile]]&lt;br /&gt;
* [[PblWML]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=9495</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=9495"/>
		<updated>2006-05-09T12:33:52Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Allefant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
===What is Battle for Wesnoth?===&lt;br /&gt;
Battle for Wesnoth is a fantasy turn-based strategy game.&lt;br /&gt;
&lt;br /&gt;
===What license is the game distributed under?===&lt;br /&gt;
The project is distributed under the [http://www.fsf.org/copyleft/gpl.html GPL]. All contributors retain copyright on the portions of the project that they contribute.&lt;br /&gt;
&lt;br /&gt;
===How to get informed about new releases?===&lt;br /&gt;
Subscribe to new releases at [http://freshmeat.net/subscribe/38720/?url=%2Fprojects%2Fwesnoth%2F Freshmeat].&lt;br /&gt;
&lt;br /&gt;
===A new version is out, but where is the download for [Windows, Mac OS, etc.]?===&lt;br /&gt;
The downloads are NOT part of the official project.  The BFW team only releases the game's source code.  Binary executables or applications are always contributed by community volunteers.  If not for these volunteers, there would never be any downloads for us to enjoy.  The volunteers compile the game and upload it on their own time, and sometimes they cannot do this in a timely fashion (or at all, at times)  Although there are usual packagers designated for each operating system, there are times when other members of the community are asked to step in and contribute when the usual people cannot.&lt;br /&gt;
&lt;br /&gt;
Every time a new version is released, the usual volunteers are always notified by the project leaders.  '''Please refrain from making forum posts asking where your download is''' because it doesn't help anything - the packagers already know, and they will get to it as soon as they can.  In the past, the Windows and Mac communities have come together to produce home-grown unofficial builds for the community to use, and the renewed interest in community and learning how to compile is generally a good thing.&lt;br /&gt;
&lt;br /&gt;
===Why doesn't Wesnoth have my favorite feature?===&lt;br /&gt;
Because we are building this game for ourselves, to suit our own preferences. We're not building the game for you, in large part because this is our hobby, not our job; whether you like it or not is immaterial to us.&lt;br /&gt;
You may wonder, then, what the point is of soliciting ideas, as we do on the forum.  We, the developers, have certainly come up with many good ideas on our own, but our players often do as well, and generally ones we don't think of ourselves.  If a player comes up with an idea we like, we might implement it.  Not because they asked for it, but because of its own merits as an addition to our game.&lt;br /&gt;
&lt;br /&gt;
The beautiful thing about the license our game is distributed under, as compared to closed-source, commercial games, is that if you want that feature badly enough, you can take the code and art of our game and modify it yourself; you are free to re-use any work in Wesnoth, as long as you follow the rules of the [http://www.fsf.org/copyleft/gpl.html GPL].  From this, you can build a game exactly the way that you like. Just don't expect us to build that game for you.  Building this game is our hobby, not our profession, and you did not pay us to make it; rather, we are the ones who have paid for it, in time and labor.&lt;br /&gt;
&lt;br /&gt;
===Do you want help making this game? How can I help?===&lt;br /&gt;
Yes, we want your help. Whether you're a programmer, artist, musician, writer, translator, level designer, playtester, or just have some great suggestions, you're welcome to contribute. How?  You can:&lt;br /&gt;
* join the [http://www.wesnoth.org/wiki/Project Project]&lt;br /&gt;
* share your point of view at the [http://www.wesnoth.org/forum/ Forum]&lt;br /&gt;
* talk with us on [irc://irc.wesnoth.org/wesnoth IRC]&lt;br /&gt;
* report bugs you find at [[ReportingBugs]]&lt;br /&gt;
* update the wiki&lt;br /&gt;
* play against us via the Multiplayer menu&lt;br /&gt;
* vote for Wesnoth at your favorite gaming web site&lt;br /&gt;
* Spread the word!&lt;br /&gt;
&lt;br /&gt;
=== What are the system requirements? ===&lt;br /&gt;
&lt;br /&gt;
We are not completely certain, but an x86 running at 600MHz with 128MB RAM should be adequate.  Slower machines will have trouble scrolling large maps or processing AI turns with many units.  See the [http://www.wesnoth.org/forum/viewtopic.php?t=7384 forum thread] about minimum and recommended system requirements.&lt;br /&gt;
&lt;br /&gt;
=== I'm bored; how do I speed the game up? ===&lt;br /&gt;
&lt;br /&gt;
There are several preferences you can change to shorten the time that the AI takes to make its moves. &amp;quot;Accelerated Speed&amp;quot; will make units move and fight faster. &amp;quot;Skip AI Moves&amp;quot; will not show the AI's units moving from hex to hex. Finally, you can turn off all combat animations via the &amp;quot;Show Combat&amp;quot; option on the Advanced tab.&lt;br /&gt;
&lt;br /&gt;
=== My computer is too slow; how do I speed the game up? ===&lt;br /&gt;
&lt;br /&gt;
First, turn off the music and sound effects. Turning off the color cursors will make your cursor respond faster. If scrolling the map is slow, run the game in &amp;quot;Full Screen&amp;quot; mode, not in a window.  Turn off combat animations via the &amp;quot;Show Combat&amp;quot; option on the Advanced tab.  You can try turning off halos and combat results, but this might make gameplay more difficult.&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Controls ==&lt;br /&gt;
&lt;br /&gt;
=== How do I learn to play? ===&lt;br /&gt;
&lt;br /&gt;
If you just want to jump right in, start the game and play the tutorial.  If you like reading documentation, see [[WesnothManual]], which is also distributed as a PDF file.  At any time while playing, you can select help from the menu button (or hit F1). The online help is quite extensive and provides information on terrains, weapons, traits, abilities, units and a good overview of how to play.&lt;br /&gt;
&lt;br /&gt;
=== My unit leveled up but didn't improve. What happened? ===&lt;br /&gt;
&lt;br /&gt;
This is called &amp;quot;After Maximum Level Advancement&amp;quot; or AMLA for short. While most level 0, 1, and 2 units can advance, some cannot.  However, some level 3 units can advance to level 4, or even 5. You can see whether a unit can advance further by right clicking and selecting &amp;quot;description.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a unit reaches the highest level it can get, every time it gains 100 experience it gains 3 hitpoints. It does not heal when this happens. This is a minor bonus so that experience gained by maxed out units is not altogether wasted. It is generally better to give experience to lower level units, rather than continue to advanced units that have reached their maximum level.&lt;br /&gt;
&lt;br /&gt;
If the unit in question is the Necrophage, this is not a bug.  The Necrophage eats the corpses of the dead, allowing it to periodically completely heal.  Leveling into itself is how this is carried out.&lt;br /&gt;
&lt;br /&gt;
=== I tried to trap an enemy with several weak units, but it still escaped. What happened? ===&lt;br /&gt;
&lt;br /&gt;
Most units exert a zone of control (or ZOC).  IF an enemy moves into one of the six adjacent hexes, the zone of control will prevent it from moving any farther.  However some weak units are level 0, meaning they are so weak that they do not have a ZOC. You can still surround an enemy unit entirely with level 0 units to keep it from escaping, but if there is any gap in your ranks, it could escape.&lt;br /&gt;
&lt;br /&gt;
Also, some units have the &amp;quot;skirmish&amp;quot; ability, which allows them to ignore ZOCs.&lt;br /&gt;
&lt;br /&gt;
=== How can I see where an enemy unit can move next turn? ===&lt;br /&gt;
&lt;br /&gt;
During you turn you can click on an enemy unit. Wesnoth will highlight all the hexes the unit can move to in the next turn. This is useful when trying to arrange your units to block an enemy's movement.&lt;br /&gt;
&lt;br /&gt;
=== There's too much luck in this game! ===&lt;br /&gt;
&lt;br /&gt;
Sooner or later, you will become frustrated when your archmage with four 70% attacks misses all four times.  This does not mean that the AI is cheating or the random number generator is futzed.  It means you are noticing random negative events more than positive ones.  During the development of the game, many mathematicians have done sophisticated statistical analysis of the combat system.  Likewise, programmers have examined the random number generator.  Wesnoth has been deliberately designed so that the streaks of &amp;quot;bad&amp;quot; and &amp;quot;good&amp;quot; luck are a part of the gameplay.&lt;br /&gt;
&lt;br /&gt;
Since Wesnoth is GPLed, it is possible that, after the 1.0 release, a new development team will &amp;quot;fork&amp;quot; the source and produce a version more like Heroes of Might &amp;amp; Magic, with no randomness.  Until then, don't charge with your horsemen against rock trolls at night...&lt;br /&gt;
&lt;br /&gt;
=== The (random unit) is overpowered/underpowered! ===&lt;br /&gt;
&lt;br /&gt;
The development team has spent years tweaking the units in the game.  Each unit has had its gold cost, attack types, combat damage, defensive values, resistances, upgrade paths, and other stats carefully scrutinized and loudly discussed in the forum.  However, the game code and the units were being modified right up until the 1.0 release, so some unbalanced units may have slipped through.&lt;br /&gt;
&lt;br /&gt;
If you have evidence to back up your claim, search the forum for past discussions about this unit, and then try posting.&lt;br /&gt;
&lt;br /&gt;
=== The (random scenario) is too hard/easy! ===&lt;br /&gt;
&lt;br /&gt;
See above answer about random units.&lt;br /&gt;
&lt;br /&gt;
=== What do the different difficulty levels do? ===&lt;br /&gt;
&lt;br /&gt;
That depends on the scenario. Usually, the opponent will get more money and be able to recruit higher-level units at higher difficulty levels, and you will have fewer turns available.&lt;br /&gt;
&lt;br /&gt;
== Maps, Scenarios and Campaigns ==&lt;br /&gt;
&lt;br /&gt;
=== How do I beat scenario _______ ? ===&lt;br /&gt;
&lt;br /&gt;
If you are stuck on a scenario in a campaign, you'll probably find a walkthrough at [[MainlineScenarios]].  Or check out the &amp;quot;Strategies and Tips&amp;quot; forum at http://www.wesnoth.org/forum/viewforum.php?f=3&lt;br /&gt;
&lt;br /&gt;
=== Are there any tools to help me create maps and scenarios? ===&lt;br /&gt;
Yes, there is a tool called wesnoth_editor. It is a normal map-editor that should be a good help for creating the plain maps. For creating the scenarios there already is a scenario-editor included in the mac build. But this editor is rather outdated and it exists only for MacOS X. At the moment some community members are working on creating a nice and working scenario editor. You can have a look at the [http://www.wesnoth.org/forum/viewtopic.php?t=6925 forum post] about this tool. You will also find more info at [[CampGen]].&lt;br /&gt;
&lt;br /&gt;
=== How do I download user campaigns? ===&lt;br /&gt;
Choose &amp;quot;Campaigns&amp;quot; in the main Wesnoth menu. Then scroll down to the bottom and choose &amp;quot;Get More Campaigns...&amp;quot;. This connects you to the campaign server. In the campaign server you can view a list of all available campaigns and download them, as well as posting or deleting your own campaigns. If you are behind a firewall you may not be able to connect the the campaign server; in this case try contacting the author of the campaign via the forums to see if there is another way you can get the campaign.&lt;br /&gt;
&lt;br /&gt;
=== I already created a campaign and published it on the campaign server. How can I get translations for the campaign? ===&lt;br /&gt;
Just have a look at [[WesCamp]]. This project is the easiest way to get translations for your campaign. All the info you need you can find at [[WesCamp]].&lt;br /&gt;
&lt;br /&gt;
===How do I place an object or unit on my map with the map editor?===&lt;br /&gt;
You can't.  You need to make a multiplayer scenario file.  There are more details on the [[BuildingMaps|maps]] page.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
&lt;br /&gt;
===How to find players for multiplayer game?===&lt;br /&gt;
Hang around for a while on multiplayer servers and you might find someone to play with. If you observe other people playing you will get informed when someone joins the servers. Maybe you find someone willing to play in the irc channel dedicated to mp: #wesnoth-mp at irc.freenode.net.&lt;br /&gt;
You can also join #wesnoth at irc.freenode.net.&lt;br /&gt;
&lt;br /&gt;
===How can I make my computer into a dedicated Wesnoth server?===&lt;br /&gt;
&lt;br /&gt;
To setup a dedicated Wesnoth server, you have to compile the game with the &amp;quot;--enable-server&amp;quot; flag, and after you install, simply run wesnothd from the console.  This will start the server, listening on TCP port 15000.  To compile the server only you can use the flags &amp;quot;--disable-game --enable server&amp;quot;.  If you aren't using a linux or mac operating system, there are a few ways you can compile on Windows...here is one way http://www.wesnoth.org/wiki/CompilingWesnoth/CrossCompiling&lt;br /&gt;
&lt;br /&gt;
===Which versions of Wesnoth can play together?===&lt;br /&gt;
&lt;br /&gt;
I'm on a MAC, and my friends are on XP. I would like to play together with them. Is this currently possible? &lt;br /&gt;
&lt;br /&gt;
YES! All you need is to have the same version number.&lt;br /&gt;
&lt;br /&gt;
For a list of Mac-XP-compatible games (including BfW) see: http://www.insidemacgames.com/forum/index.php?showtopic=21818&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
===I selected an asian translation and am not able to see the letters correctly. What happened?===&lt;br /&gt;
&lt;br /&gt;
Since the size of the necessary fonts is too large, you'll need to download them separately (if you don't already have them). After that, simply copy the font to the '''fonts/''' directory in your wesnoth installation.&lt;br /&gt;
* Chinese font: [ftp://cle.linux.org.tw/pub/fonts/ttf/unicode/Arphic/gkai00mp.ttf gkai00mp.ttf]&lt;br /&gt;
* Japanese font: [http://cvs.sourceforge.jp/cgi-bin/viewcvs.cgi/sqs-xml/sqs-font/sazanami-gothic.ttf sazanami-gothic.ttf]&lt;br /&gt;
&lt;br /&gt;
If you have futher questions have a look at [[WesnothAsianLanguages|this]] page.&lt;br /&gt;
&lt;br /&gt;
== Other Questions You Have ==&lt;br /&gt;
&lt;br /&gt;
The best way to get answers to less-frequently asked questions is by visiting the [http://www.wesnoth.org/forum BFW forum].  There are plenty of people willing to help.  Make sure you read ALL of the forum sticky notes and announcements before posting.&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Project&amp;diff=9493</id>
		<title>Project</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Project&amp;diff=9493"/>
		<updated>2006-05-09T12:33:49Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Viliam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Battle for Wesnoth is a [http://gna.org/projects/wesnoth/ Gna! project]. See also the [http://freshmeat.net/projects/wesnoth/ project] and [http://freshmeat.net/project-stats/view/38720/ stats] at [http://www.freshmeat.net/ freshmeat].&lt;br /&gt;
&lt;br /&gt;
There are also Wesnoth pages in other languages:&lt;br /&gt;
[http://wesnothfr.ww7.be/ French],&lt;br /&gt;
[http://wesnoth.fw.hu/ Hungarian],&lt;br /&gt;
[http://wikiwiki.jp/wesnoth/ Japanese],&lt;br /&gt;
[http://www.wesnoth.pl/ Polish],&lt;br /&gt;
[http://perso.wanadoo.es/wesnoth/ Spanish].&lt;br /&gt;
&lt;br /&gt;
== Artists ==&lt;br /&gt;
Graphic artists and musicians usually meet on the [http://www.wesnoth.org/forum/ forum].&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=9 Artwork development forum]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=14 Music development forum]&lt;br /&gt;
&lt;br /&gt;
== Developers ==&lt;br /&gt;
Coders can help fixing [http://bugs.wesnoth.org bugs], adding new features...&lt;br /&gt;
* [[CodingStandards]]&lt;br /&gt;
* [[Roadmap]]&lt;br /&gt;
* [http://devdocs.wesnoth.org/ Documentation] - generated and uploaded two times every day (05:05 and 17:05 GMT+2).&lt;br /&gt;
&lt;br /&gt;
== Translators ==&lt;br /&gt;
* [[WesnothTranslations]]&lt;br /&gt;
* [http://gettext.wesnoth.org Statistics]&lt;br /&gt;
* [[WesCamp|Translating User made Campaigns (featuring wescamp-i18n)]]&lt;br /&gt;
&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Credits&amp;diff=9492</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Credits&amp;diff=9492"/>
		<updated>2006-05-09T11:03:20Z</updated>

		<summary type="html">&lt;p&gt;Xan: Reverted edit of Bobdole, changed back to last version by Jetryl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
In July 2003, '''David White''' released the first version of Wesnoth. Since then, many people have joined the project, contributing in very different ways.&lt;br /&gt;
&lt;br /&gt;
== Developers ==&lt;br /&gt;
====Coders, (minor and major)====&lt;br /&gt;
* Alfredo Beaumont (ziberpunk) - autotools&lt;br /&gt;
* András Salamon ([[User:Ott|ott]]) - QA, bug fixing, subediting, game mechanics&lt;br /&gt;
* Benoît Timbert (Noyga) - coder&lt;br /&gt;
* Bram Ridder (Morloth) - editor improvements&lt;br /&gt;
* [[User:bruno|Bruno Wolff III]] - Campaign web interface, [[MainlineScenarios#The_Dark_Hordes|The Dark Hordes]] maintainer, bug fixing, minor coder&lt;br /&gt;
* Cédric Duval - coder, internationalization manager&lt;br /&gt;
* David Philippi (Torangan) - internationalization manager, wescamp&lt;br /&gt;
* [mailto:davidnwhite_AT_verizon.net David White] (Sirp) - founder, lead developer, scenario designer&lt;br /&gt;
* Dominic Bolin (Xan) - programmer&lt;br /&gt;
* Guillaume Melquiond (silene) - coding, bug fixes&lt;br /&gt;
* Jérémy Rosen (Boucman) - coder&lt;br /&gt;
* Jörg Hinrichs (Yogi Bear/YogiHH) - coder&lt;br /&gt;
* Jon Daniel (forcemstr) - coder, bug fixes&lt;br /&gt;
* [mailto:mcnabb_AT_gravity.psu.edu J.W.C. McNabb] (Darth Fool) - coder, graphics&lt;br /&gt;
* Justin Zaun (jzaun) - coder, scenario designer&lt;br /&gt;
* [mailto:erl_AT_erl.se Kristoffer Erlandsson] (erl) - help system, editor&lt;br /&gt;
* Nicolas Weeger (ryo) - Python API&lt;br /&gt;
* [mailto:philippe.plantier_AT_naema.org Philippe Plantier] ([[User:Ayin|Ayin]]) - several parts of the code, notably terrain graphics code&lt;br /&gt;
* [mailto:ydirson_AT_altern.org Yann Dirson] - gettext support, tinygui&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous====&lt;br /&gt;
* Benjamin Drieu (benj) - campaign writer (wrote &amp;quot;Son of the Black Eye&amp;quot;)&lt;br /&gt;
* [mailto:dragonking_AT_o2.pl Bartek Waresiak] (Dragonking) - multiplayer balancing&lt;br /&gt;
* Crossbow/Miyo - administrator, release manager&lt;br /&gt;
* Francisco Muñoz (fmunoz) - artwork manager, many images, scenario designer (also listed below)&lt;br /&gt;
* Hogne Håskjold (frame) - terrain designer (also listed below)&lt;br /&gt;
* [mailto:isaac_AT_sindominio.net Isaac Clerencia] - administrator, release manager&lt;br /&gt;
* James Spencer (Shade) - campaign writer (wrote &amp;quot;The Rise of Wesnoth&amp;quot;)&lt;br /&gt;
* Joseph Simmons (Turin) - campaign writer, some graphics (wrote &amp;quot;The Eastern Invasion,&amp;quot; and others)&lt;br /&gt;
* Mark Michelsen (skovbaer) - internationalization manager&lt;br /&gt;
* Mike Quiñones (Doc Paterson) - multiplayer balancing, multiplayer maps&lt;br /&gt;
* [mailto:Crazy-Ivanovic_AT_gmx.net Nils Kneuper] (Ivanovic) - internationalization manager&lt;br /&gt;
* Richard Kettering (Jetryl) - artwork manager, many images (also listed below)&lt;br /&gt;
* Richard S. (Noy) - multiplayer balancing&lt;br /&gt;
* Scott Klempner - campaign maintainer&lt;br /&gt;
* Soliton - multiplayer balancing&lt;br /&gt;
* [mailto:susanna.bjorverud_AT_telia.com Susanna Björverud] (sanna) - internationalization manager&lt;br /&gt;
&lt;br /&gt;
====Unclassified====&lt;br /&gt;
* Jan Zvánovec (jaz)&lt;br /&gt;
* John B. Messerly (jbm)&lt;br /&gt;
* [mailto:jorda_AT_ettin.org Jordà Polo] (ettin)&lt;br /&gt;
* J.R. Blain (Cowboy)&lt;br /&gt;
* Maksim Orlovich (SadEagle)&lt;br /&gt;
* Zas&lt;br /&gt;
&lt;br /&gt;
== Artists ==&lt;br /&gt;
==== Major Contributors ====&lt;br /&gt;
* Francisco Muñoz (fmunoz) - Founding Artist and former lead artist, worked consistently on all aspects till around v0.7-0.9.&lt;br /&gt;
* Richard Kettering (Jetryl) - Current art director/slave, major focus on sprites, portraits, buildings, and icons&lt;br /&gt;
* Hogne Håskjold (frame/freim) - Current director of terrain art, made much of the current terrains (esp. mountains)&lt;br /&gt;
* J.W. Bjerk [http://www.wesnoth.org/wiki/User:Eleazar (Eleazar)] - terrain (esp Chasm, Cave, Water), sprite animations, many general graphics tasks&lt;br /&gt;
* James Woo (Pickslide) - portraits (major focus on orcs and campaigns)&lt;br /&gt;
* Jason Lutes - portraits (major focus on humans, some campaign portraits)&lt;br /&gt;
* ?? (Neoriceisgood) - sprite creator and animator (major focus on drakes, dwarves, saurians)&lt;br /&gt;
* Peter Geinitz (Shadow/Wayfarer) - sprite creator and animator&lt;br /&gt;
&lt;br /&gt;
==== Moderate Contributors ====&lt;br /&gt;
* Alex Jarocha-Ernst (Jormungandr) - portraits&lt;br /&gt;
* Eli Dupree (Elvish Pillager) - sprites and animations&lt;br /&gt;
* Pekka Aikio (pekka) - tiles, esp. castles, and attack icons&lt;br /&gt;
* Michael Gil de Muro (grp21) - portraits (for the campaign &amp;quot;The Rise of Wesnoth&amp;quot;)&lt;br /&gt;
* Robert Bolin (Zebulon) - tiles, sprite editing and animations&lt;br /&gt;
* Christophe Anjard (Christophe33) - made many of the old (c. v0.6) terrains, and some sprites for the dwarves&lt;br /&gt;
* Johann de Venecia (Johann) - drew the new campaign story art for HttT&lt;br /&gt;
&lt;br /&gt;
==== Minor Contributors ====&lt;br /&gt;
* Gerald Clears (Smok'em Jags) - sprite animator&lt;br /&gt;
* Jesse Holland (Kestenvarn) - map illustrator, designed the current map for HttT&lt;br /&gt;
* Mark Goodenough (Ranger M) - Sprite animator&lt;br /&gt;
* Murray Cook (Zhukov) - Sprite animator&lt;br /&gt;
* Andrew James Patterson (Kamahawk) - sprites&lt;br /&gt;
* Diego Brea (Cobretti) - sprite creator/animator&lt;br /&gt;
* ?? (antwerpz) - sprite creator/animator for old saurian units&lt;br /&gt;
* Moritz Göbelbecker (mog) - improved encampment&lt;br /&gt;
* Gareth Miller (Gafgarion) - made some early sprites/tiles&lt;br /&gt;
* James Barton (Sangel) - sprites&lt;br /&gt;
* John Muccigrosso (Eponymous Archon) - made some early sprites, such as the human bowmen&lt;br /&gt;
* ?? (Slainte) - made sprites for c. v0.6 mages, also made many of the old attack icons&lt;br /&gt;
* ?? (Svetac) - made many of the old attack icons&lt;br /&gt;
* Johanna Manninen (lohari) - edited tiles, ported freeciv tiles used in very early versions of wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Very Minor Contributors ====&lt;br /&gt;
* Gideon Chia (Deonjo) - new &amp;quot;units&amp;quot; icon for general status bar&lt;br /&gt;
* John-Robert Funck (XJaPaN) - sprite animator&lt;br /&gt;
* Jonatan Alamà (tin) - made red logo used until before v1.0&lt;br /&gt;
* Jimmy Olsson (Azlan) - made old icons for windows version&lt;br /&gt;
* Randall Walls (slightcrazed) - sprite animator&lt;br /&gt;
* Jason Frailey (Valdroni) - made scorpion portrait&lt;br /&gt;
* Nicholas Kerpan (Thrawn) - made human theif portrait&lt;br /&gt;
* (Highhole) - revised storm trident&lt;br /&gt;
* Irwin Ismail (Swordy) - original projectile/attack icon for chakram&lt;br /&gt;
&lt;br /&gt;
==== Unclassified ====&lt;br /&gt;
&lt;br /&gt;
* Stephen Stone - [graphics]&lt;br /&gt;
&lt;br /&gt;
== Musicians ==&lt;br /&gt;
* Aleksi Aubry-Carlson (Aleksi) - music coordinator/composer&lt;br /&gt;
* Joseph Toscano (zhaymusic.com) - music&lt;br /&gt;
* Pau Congost - music&lt;br /&gt;
* Fredrik Lindroth - music&lt;br /&gt;
* Timothy Pinkham (TimothyP)&lt;br /&gt;
&lt;br /&gt;
== Translators ==&lt;br /&gt;
* adson - hungarian translation&lt;br /&gt;
* İhsan Akın - turkish translation&lt;br /&gt;
* Alessio D'Ascanio (otaku) - italian translation&lt;br /&gt;
* Alexander Alexiou (Santi) - greek translation&lt;br /&gt;
* Alexander Kjäll (capitol) - swedish translation&lt;br /&gt;
* Alexandr Menovchicov - russian translation&lt;br /&gt;
* Alfredo Beaumont (ziberpunk) - basque translation&lt;br /&gt;
* Ambra Viviani Loos - brazilian portuguese translation&lt;br /&gt;
* Americo Iacovizzi (DarkAmex) - italian translation&lt;br /&gt;
* Anders K. Madsen (madsen) - danish translation&lt;br /&gt;
* András Salamon ([[User:Ott|ott]]) - afrikaans, english and hungarian translation&lt;br /&gt;
* Andre Schmidt (schmidta) - german translation&lt;br /&gt;
* Anežka Bubeníčková (Bubu) - czech translation&lt;br /&gt;
* Ankka - finnish translation&lt;br /&gt;
* Anton Tsigularov (Atilla) - bulgarian translation&lt;br /&gt;
* Arkadiusz Danilecki (szopen) - polish translation&lt;br /&gt;
* Arne Deprez - dutch translation&lt;br /&gt;
* Artur R. Czechowski - polish translation&lt;br /&gt;
* Aurélien Brevers (Breversa) - french translation&lt;br /&gt;
* Azamat Hackimov - russian translation&lt;br /&gt;
* Bartek Waresiak (Dragonking) - polish translation&lt;br /&gt;
* Beer (Eddi) - hungarian translation&lt;br /&gt;
* Benoit Astruc - french translation&lt;br /&gt;
* Benoît Timbert (Noyga) - french translation&lt;br /&gt;
* Bjarke Sørensen (basher) - danish translation&lt;br /&gt;
* Boris Stumm (quijote_) - german translation&lt;br /&gt;
* BOrsuk - polish translation&lt;br /&gt;
* Cédric Duval - french translation&lt;br /&gt;
* Carles Company (brrr) - catalan translation&lt;br /&gt;
* Celso Goya - brazilian portuguese translation&lt;br /&gt;
* Christoph Berg (chrber) - german translation&lt;br /&gt;
* Claudio Terra - brazilian portuguese translation&lt;br /&gt;
* Claus Aranha - brazilian portuguese translation&lt;br /&gt;
* crys0000 - italian translation&lt;br /&gt;
* Dan Rosàs Garcia (focks) - catalan translation&lt;br /&gt;
* Daniel López (Azazelo) - catalan translation&lt;br /&gt;
* DaringTremayne - french translation&lt;br /&gt;
* David Martínez Moreno - spanish translation&lt;br /&gt;
* David Nečas (Yeti) - czech translation&lt;br /&gt;
* dentro - hungarian translation&lt;br /&gt;
* Enes Akın (yekialem) - turkish translation&lt;br /&gt;
* Erik J. Mesoy (Circon) - norwegian translation&lt;br /&gt;
* Eugenio Favalli (ElvenProgrammer) - italian translation&lt;br /&gt;
* Federico Tomassetti - italian translation&lt;br /&gt;
* Flamma - spanish translation&lt;br /&gt;
* Franciso Muñoz (fmunoz) - spanish translation&lt;br /&gt;
* François Orieux - french translation&lt;br /&gt;
* Gabriel Rodríguez (Chewie) - spanish translation&lt;br /&gt;
* Gaute Jao (Bombadil) - norwegian translation&lt;br /&gt;
* Georgi Dimitrov (oblak)- bulgarian translation&lt;br /&gt;
* Gerfried Fuchs (Alfie) - german translation&lt;br /&gt;
* Gilluin - hungarian translation&lt;br /&gt;
* Guillaume Duwelz-Rebert - french translation&lt;br /&gt;
* [mailto:massart.guillaume_AT_wanadoo.fr Guillaume Massart (Piou2fois)] - french translation&lt;br /&gt;
* Guillaume Melquiond (silene) - french translation&lt;br /&gt;
* Hallvard Norheim Bø (Lysander) - norwegian translation&lt;br /&gt;
* Håvard Korsvoll - norwegian translation&lt;br /&gt;
* Huang huan (unicon) - chinese translation&lt;br /&gt;
* Ilya Kaznacheev - russian translation&lt;br /&gt;
* isazi - italian translation&lt;br /&gt;
* Iván Herrero (navitux) - spanish translator&lt;br /&gt;
* Jaka Kranjc (lynx) - slovenian translation&lt;br /&gt;
* Jan Greve (Jan) - german translation&lt;br /&gt;
* Jan-Heiner Laberenz (jan-heiner) - german translation&lt;br /&gt;
* Jean Privat (Tout) - french translation&lt;br /&gt;
* Jean-Luc Richard (Le Gnome) - french translation&lt;br /&gt;
* Jérémy Rosen (Boucman) - french translation&lt;br /&gt;
* Jesper Fuglsang Wolff (ulven) - danish translation&lt;br /&gt;
* Jonatan Alamà (tin) - catalan translation&lt;br /&gt;
* [mailto:jorda_AT_ettin.org Jordà Polo] (ettin) - catalan translation coordinator&lt;br /&gt;
* Jose Gordillo (kilder) - spanish and catalan translation&lt;br /&gt;
* Jose Manuel Gomez (joseg) - spanish translation&lt;br /&gt;
* Julien Moncel - french translation&lt;br /&gt;
* Julien Tailleur - french translation&lt;br /&gt;
* Julen Landa (genars) - basque translation&lt;br /&gt;
* Kai Ensenbach (Pingu) - german translation&lt;br /&gt;
* Kékkői László (BlackEvil) - hungarian translation&lt;br /&gt;
* Karol Nowak (grzywacz) - polish translation&lt;br /&gt;
* Katerina Sykioti - greek translation&lt;br /&gt;
* Kertész Csaba - hungarian translation&lt;br /&gt;
* Khiraly - hungarian translation&lt;br /&gt;
* Kim Woong (Kazya) - korean translation&lt;br /&gt;
* kko - finnish translation&lt;br /&gt;
* Konstantinos Karasavvas - greek translation&lt;br /&gt;
* Kosif -  turkish translation&lt;br /&gt;
* Kovács Dániel - hungarian translation&lt;br /&gt;
* krix - hungarian translation&lt;br /&gt;
* Lala - dutch translation&lt;br /&gt;
* Leo Danielson (Lugo Moll) - swedish translation&lt;br /&gt;
* Lim Choon Kiat - 林俊杰 - chinese translation&lt;br /&gt;
* Lukáš Faltýnek - czech translation&lt;br /&gt;
* Maarten Albrecht - dutch translation&lt;br /&gt;
* Mark Michelsen (skovbaer) - danish translation&lt;br /&gt;
* Mark Polo (mpolo) - latin translation&lt;br /&gt;
* Mark Recasens - catalan translation&lt;br /&gt;
* Mart Tõnso - estonian translation&lt;br /&gt;
* Martin Šín - czech translation&lt;br /&gt;
* Mathias Bundgaard Svensson (freaken) - danish translation&lt;br /&gt;
* Matias Parmala - finnish translation&lt;br /&gt;
* methinks - polish translation&lt;br /&gt;
* Michał Jedynak (Artanis) - polish translation&lt;br /&gt;
* Michel Loos - brazilian portuguese translation&lt;br /&gt;
* Mikel Olasagasti (Hey_neken) - basque translation&lt;br /&gt;
* Mintaka - czech translation&lt;br /&gt;
* Naoki Iimura - japanese translation&lt;br /&gt;
* Nico Oliver - afrikaans translation&lt;br /&gt;
* Nicolas Boudin (Blurgk) - french translation&lt;br /&gt;
* [mailto:Crazy-Ivanovic_AT_gmx.net Nils Kneuper] (Ivanovic) - german translation&lt;br /&gt;
* Nobuhito Okada - japanese translation&lt;br /&gt;
* [mailto:tapik_AT_buchtovi.cz Oto Buchta] ([[User:Tapik|tapik]]) - czech translation&lt;br /&gt;
* Pau Rul·lan Ferragut - catalan translation&lt;br /&gt;
* Paweł Stradomski - polish translation&lt;br /&gt;
* Paweł Tomak - polish translation&lt;br /&gt;
* paxed - finnish translation&lt;br /&gt;
* Petr Kopač (Ferda) - czech translation&lt;br /&gt;
* Petr Kovár (Juans) - czech translation&lt;br /&gt;
* [mailto:philippe.plantier_AT_naema.org Philippe Plantier] ([[User:Ayin|Ayin]]) - french translation&lt;br /&gt;
* Pieter Vermeylen (Onne) - dutch translation&lt;br /&gt;
* P&amp;amp;#305;nar Yanarda&amp;amp;#287; (moonquelle) - turkish translation&lt;br /&gt;
* Renato Cunha - brazilian portuguese translation&lt;br /&gt;
* Roel Thijs (Roel) - dutch translation&lt;br /&gt;
* RokStar - italian translation&lt;br /&gt;
* Roman Tuchin (Sankt) - russian translation&lt;br /&gt;
* Rudolf Orság - czech translation&lt;br /&gt;
* Ruben Philipp Wickenhäuser (The Very Uhu) - german translation&lt;br /&gt;
* Sérgio de Miranda Costa -  brazilian portuguese translation&lt;br /&gt;
* Selim Farsakoğlu -  turkish translation&lt;br /&gt;
* Sofronius - czech translation&lt;br /&gt;
* Spiros, Giorgis - greek translation&lt;br /&gt;
* Srecko Toroman (FreeCraft) - serbian translation&lt;br /&gt;
* Stefan Bergström (tephlon) - swedish translation&lt;br /&gt;
* Stephan Grochtmann (Schattenstephan) - german translation&lt;br /&gt;
* [mailto:susanna.bjorverud_AT_telia.com Susanna Björverud] (sanna) - swedish translation&lt;br /&gt;
* Susanne Mesoy (Rarlgland) - norwegian translation&lt;br /&gt;
* Széll Tamás (TomJoad) - hungarian translation&lt;br /&gt;
* Tiago Souza (Salvador) - brazilian portuguese translation&lt;br /&gt;
* Tobe Deprez - dutch translation&lt;br /&gt;
* Vít Komárek - czech translation&lt;br /&gt;
* Vít Krčál - czech translation&lt;br /&gt;
* Viliam Bur - slovak translation&lt;br /&gt;
* wint3r - swedish translation&lt;br /&gt;
* [mailto:ydirson_AT_altern.org Yann Dirson] - french translation&lt;br /&gt;
* Yuji Matsumoto - japanese translation&lt;br /&gt;
* Zas - french translation&lt;br /&gt;
&lt;br /&gt;
== Other Contributions ==&lt;br /&gt;
* Ben Anderman (crimson_penguin) - unit list&lt;br /&gt;
* Dacyn - scenario designer&lt;br /&gt;
* Cyril Bouthors (CyrilB) - debian packager, patron&lt;br /&gt;
* Darryl Dixon - packager&lt;br /&gt;
* edge - packager&lt;br /&gt;
* Francesco Gigli (Jaramir) - wiki, wesnoth.slack.it&lt;br /&gt;
* Frédéric Wagner&lt;br /&gt;
* Jay Hopping - packager&lt;br /&gt;
* Jeff Breidenbach (Jab) - Bilinear interpolation&lt;br /&gt;
* Joshua Northey (Becephalus) - multiplayer maps&lt;br /&gt;
* Marcin Konicki (ahwayakchih) - BeOS packager&lt;br /&gt;
* Marcus Phillips (Sithrandel) - Mac OS X packager&lt;br /&gt;
* Mark Michelsen (skovbaer) - slackware packager&lt;br /&gt;
* Peter Groen (pg) - multiplayer maps&lt;br /&gt;
* Ruben Philipp Wickenhäuser (The Very Uhu) - multiplayer maps&lt;br /&gt;
* Tom Chance (telex4) - multiplayer maps, scenario balancing&lt;br /&gt;
* Sam Phillips (dark172) - creation of campains and multiplayer maps&lt;br /&gt;
&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=8777</id>
		<title>User:Xan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=8777"/>
		<updated>2006-04-05T13:56:05Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Work In Progress: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work In Progress:==&lt;br /&gt;
*WML Enhancement&lt;br /&gt;
** Unit Abilities&lt;br /&gt;
** Weapon Specials&lt;br /&gt;
** Unit WML&lt;br /&gt;
*Factions&lt;br /&gt;
** Frost Elves&lt;br /&gt;
** Faction X&lt;br /&gt;
*Spacenoth&lt;br /&gt;
&lt;br /&gt;
===Planned:===&lt;br /&gt;
*Releasing the first version of [http://arcune.org/forum/index.php Spacenoth]&lt;br /&gt;
*Take over the world after everyone else.&lt;br /&gt;
&lt;br /&gt;
===Completed:===&lt;br /&gt;
*[http://arcune.org/files/wesnoth/update.cpp Unit WML Updater]&lt;br /&gt;
&lt;br /&gt;
== See Also == [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=101476 Xan's forum profile]&lt;br /&gt;
List &amp;amp; description of [[Developers]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitTypeWML&amp;diff=8674</id>
		<title>UnitTypeWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitTypeWML&amp;diff=8674"/>
		<updated>2006-04-01T01:47:35Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&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;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[ability]]&lt;br /&gt;
| a list of the unit's abilities. See [[AbilitiesWML]] for a description of abilities.&lt;br /&gt;
|-&lt;br /&gt;
! [[advancefrom]]&lt;br /&gt;
| allows a campaign-specific unit to be spliced into an already existing advancement tree.  It should generally be used only inside a campaign ifdef, to prevent changes to other campaigns.  This tag makes changes to the ''advanceto'' and ''experience'' keys of a base unit to make it advance into this unit.  It takes these keys:&amp;lt;br&amp;gt; ** ''unit'' the id of the base unit from which this unit advances.  This adds the unit into the list of units which ''unit'' can advance into.&amp;lt;br&amp;gt;** [[experience]] is optional.  If present and lower than the experience already required for the base unit to advance, then the experience to advance is lowered.  Note: this will also lower the experience required to advance to other units which the base unit can advance into.&lt;br /&gt;
|-&lt;br /&gt;
! [[advanceto]]&lt;br /&gt;
| When this unit has experience greater than or equal to [[experience]], it is replaced by a unit with 0 experience of the type that the value of [[advanceto]] refers to. All modifications that have been done to the unit are applied to the unit it is replaced by.&lt;br /&gt;
|-&lt;br /&gt;
! alignment&lt;br /&gt;
| how the unit's damage should be affected by its lawful bonus (See [[TimeWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! cost&lt;br /&gt;
| when a player recruits a unit of this type, the player loses ''cost'' gold. If this would cause gold to drop below 0,  the unit cannot be recruited.&lt;br /&gt;
|-&lt;br /&gt;
! experience&lt;br /&gt;
| When this unit has experience greater than or equal to ''experience'', it is replaced by a unit with 0 experience of the type that the value of ''advanceto'' refers to. All modifications that have been done to the unit are applied to the unit it is replaced by.&lt;br /&gt;
|-&lt;br /&gt;
! gender&lt;br /&gt;
| has a value of either ''male'' or ''female'', and determines which of the keys ''male_names'' and ''female_names''  should be read. When a unit of this type is recruited, it will be randomly assigned a name by the random name generator, which will use these names as a base.&lt;br /&gt;
|-&lt;br /&gt;
! hitpoints&lt;br /&gt;
| the maximum HP that the unit has, and the HP it has when it is created.&lt;br /&gt;
|-&lt;br /&gt;
! id&lt;br /&gt;
|the value of the ''type'' key for units of this type. An ''id'' should consist only of alphanumerics and underscores. ''type'' keys are found in [[SingleUnitWML]] and [[FilterWML]].&lt;br /&gt;
|-&lt;br /&gt;
! level&lt;br /&gt;
| the amount of upkeep the unit costs.  After this unit fights, its opponent gains ''level'' experience. See also kill_experience ([[GameConfigWML]]), and leadership ([[AbilitiesWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! movement&lt;br /&gt;
| the number of move points that this unit recieves each turn.&lt;br /&gt;
|-&lt;br /&gt;
! movetype&lt;br /&gt;
| See '''[[movetype]]''', [[UnitsWML]]. Note that the tags '''[[movement_costs]]''', '''[[defense]]''', and '''[[resistance]]''' can be used to modify this movetype.&lt;br /&gt;
|-&lt;br /&gt;
! name&lt;br /&gt;
|(translatable) displayed in the Status Table for units of this type.&lt;br /&gt;
|-&lt;br /&gt;
! num_traits&lt;br /&gt;
| the number of traits that units of this type should receive when they are recruited, overriding the value set in the [race] tag.&lt;br /&gt;
|-&lt;br /&gt;
! race&lt;br /&gt;
| See '''[race]''', [[UnitsWML]].  Also used in standard unit filter (see [[FilterWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! unit_description&lt;br /&gt;
| (translatable) the text displayed in the unit descriptor box for this unit. Default 'No description available...'.&lt;br /&gt;
|-&lt;br /&gt;
! usage&lt;br /&gt;
| the way that the AI should recruit this unit, as determined by the scenario designer. (See ''recruitment_pattern'', [[AiWML]]).  The following are conventions on usage:&amp;lt;br&amp;gt; ** 'scout' Fast,&amp;lt;br&amp;gt; ** 'fighter' &amp;lt;br&amp;gt;Melee fighter, ** 'archer' Ranged fighter,&amp;lt;br&amp;gt; ** 'mixed fighter' Melee and ranged fighter, and&amp;lt;br&amp;gt; ** 'healer' Specialty 'heals' or 'cures'.&lt;br /&gt;
|-&lt;br /&gt;
! zoc&lt;br /&gt;
| {{DevFeature}} if &amp;quot;yes&amp;quot; the unit will have a zone of control regardless of level.  If present but set to anything other than &amp;quot;yes,&amp;quot; the unit will have no zone of control.  If the tag is omitted, zone of control is dictated by unit level (level 0 = no zoc, level 1+ = has zoc).&lt;br /&gt;
|}&lt;br /&gt;
==== After max level advancement (AMLA) ====&lt;br /&gt;
* '''[advancement]''' describes what happens to a unit when it reaches the XP required for advancement.  It is considered as an advancement in the same way as advancement described by ''advanceto''; however, if the player chooses this advancement, the unit will have one or more effects applied to it instead of advancing.&lt;br /&gt;
** ''id'' normal internationalization id.&lt;br /&gt;
** ''description'' a description (see [[DescriptionWML]]) displayed as the option for this advancement if there is another advancement option that the player must choose from; otherwise, the advancement is chosen automatically and this key is irrelevant.&lt;br /&gt;
** ''max_times'' default 1.  The maximum times the unit can be awarded this advancement.&lt;br /&gt;
** ''require_amla'' {{DevFeature}} An optional list of AMLA ''id'' keys that act as prerequisites for this advancement to become available.  Order is not important, and an AMLA id can be repeated any number of times to indicate that another advancement must be chosen several times before this advancement option will become available.&lt;br /&gt;
*** example: ''require_amla=tough,tough,incr_damage'' assumes there exist other [advancement] options called ''id=tough'' and ''id=incr_damage''.  Once ''tough'' is chosen twice and ''incr_damage'' is chosen once, then the current [advancement] will become available.&lt;br /&gt;
*** ''require_amla=tough,incr_damage,tough'' is an equivalent way of expressing this.&lt;br /&gt;
** '''[effect]''' A modification applied to the unit whenever this advancement is chosen.  See [[EffectWML]]&lt;br /&gt;
&lt;br /&gt;
==== Attacks ====&lt;br /&gt;
* '''[attack]''' one of the unit's attacks.&lt;br /&gt;
** ''description'' a translatable text for name of the attack, to be displayed to the user.&lt;br /&gt;
** ''name'' the name of the attack. Used as a default description, if ''description'' is not present, and to determine the default icon, if ''icon'' is not present (if ''name=x'' then ''icon=attacks/x.png'' is assumed unless present).  Non-translatable.  Used for the ''has_weapon'' key; see [[FilterWML]]&lt;br /&gt;
** ''type'' the damage type of the attack.  Used in determining resistance to this attack (see '''[resistances]''', [[UnitWML]]).  Possible values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'.&lt;br /&gt;
** ''special'' the special ability of the attack.  Currently having more than 1 ability is not supported.  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, as a path relative to the images directory.&lt;br /&gt;
** ''range'' the range of the attack.  Used to determine the enemy's retaliation, which will be of the same type.  Also displayed on the status table in parentheses; 'short'(default) displays &amp;quot;melee&amp;quot;, while 'long' displays &amp;quot;ranged&amp;quot;. {{DevFeature}}: range can be anything. Standard values are now &amp;quot;melee&amp;quot; and &amp;quot;ranged&amp;quot;. From now on, ''short'' and ''long'' will be treated as totally different ranges. You can create any number of ranges now (with any name), and units can only retaliate against attacks for which they have a corresponding attack of the same range. This value is translatable.&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;
For those two following settings, the engine usually chooses the attack with the best average total damages * weight (default weight = 1.0).&lt;br /&gt;
** ''attack_weight'' helps the AI to choose which attack to use when attacking; highly weighted attacks are more likely to be used. {{DevFeature}}: Setting it to 0 disables the attack on attack&lt;br /&gt;
** ''defense_weight'' used to determine which attack is used for retaliation. This affects gameplay, as the player is not allowed to determine his unit's retaliation weapon. {{DevFeature}}: Setting it to 0 disable the attacks on defense &lt;br /&gt;
&lt;br /&gt;
** '''[animation]'''&lt;br /&gt;
:: This describes an animation for this attack. If multiple animations are present, one will be randomly chosen each time the unit attacks. See [[AnimationWML]] for possible keys.&lt;br /&gt;
&lt;br /&gt;
* '''[defend]''' See [[AnimationWML]]&lt;br /&gt;
* '''[death]''' See [[AnimationWML]]&lt;br /&gt;
* '''[teleport_anim]''' See [[AnimationWML]]&lt;br /&gt;
* '''[extra_anim]''' See [[AnimationWML]]&lt;br /&gt;
* '''[event]''' See [[EventWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[variation]''' Defines a variation of a unit. Variations are invoked with an [effect] tag. They are currently used for graphical variations (giving character sprites new weapons) but theoretically you could do anything with it.&lt;br /&gt;
** ''variation_name'' The name of the variation.&lt;br /&gt;
: All other keys in '''[variation]''' are the same as for '''[unit]''' itself.&lt;br /&gt;
&lt;br /&gt;
* '''[male]''', '''[female]''' They can contain all '''[unit]''' tags, to specify a variation of different gender for a unit.&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;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=8050</id>
		<title>GettingStarted</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=8050"/>
		<updated>2006-03-09T22:36:44Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Getting the Most Fun Out of the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.&lt;br /&gt;
&lt;br /&gt;
''Build up a great army'', gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition. &lt;br /&gt;
&lt;br /&gt;
Fight to regain the throne of Wesnoth, of which you are the legitimate heir, or use your dread power over the Undead to dominate the land of mortals, or lead your glorious Orcish tribe to victory against the humans who dared despoil your lands … Wesnoth has many different sagas waiting to be played out. You can create your own custom units, and write your own scenarios – or even full-blown campaigns. You can also challenge your friends – or strangers – and fight in epic ''multi-player'' fantasy battles.&lt;br /&gt;
&lt;br /&gt;
=== Finding Your Way Around Wesnoth ===&lt;br /&gt;
When Wesnoth first starts it displays an initial background and a column of buttons called the Main Menu. The buttons only work with a mouse. The Main Menu buttons are:&lt;br /&gt;
&lt;br /&gt;
*Tutorial&lt;br /&gt;
:The tutorial is a real, but basic, game which teaches you some of the basic controls needed to play the game. Winning or losing is not important here, but learning what to do is. Click the Tutorial button to play. In the Tutorial you are in the role of the young prince Konrad, learning from the Elder Mage Delfador - pay attention or he might turn you into a newt.&lt;br /&gt;
&lt;br /&gt;
*Campaign&lt;br /&gt;
:Wesnoth was primarily designed to play campaigns. Campaigns are a series of connected scenarios. Click this button to start a new campaign. You will be presented with a list of campaigns available on your computer (more can be downloaded if you wish). Select your campaign and click OK to start or Cancel to quit.&lt;br /&gt;
&lt;br /&gt;
:Each campaign has a difficulty level: easy, medium (normal), and hard. We recommend medium as this level is challenging, but not difficult. You may not change the difficulty during the campaign. Once you have selected the difficulty, you will start with the first scenario of the campaign.&lt;br /&gt;
&lt;br /&gt;
:To learn more on Campaigns, see 'Playing a Campaign' and 'Load'. You can also find walkthroughs or descriptions of the available scenarios at:&lt;br /&gt;
::* [[MainlineScenarios]]&lt;br /&gt;
::* [[UserScenarios]]&lt;br /&gt;
::* [[BeginnerScenarios]]&lt;br /&gt;
&lt;br /&gt;
*Multiplayer&lt;br /&gt;
:Click this button to play single scenarios against one or more opponents. You can play the games over the internet or at your computer, against computer or human opponents. When you select this button a dialogue will appear and allow you to choose how you want to play the scenario. To learn more, see [[#Multiplayer|Multiplayer]].&lt;br /&gt;
&lt;br /&gt;
*Load&lt;br /&gt;
:Click this button to load a previously saved game. You will be shown a dialogue listing saved games. Select the game and click Ok to load and continue, or Cancel to return to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
:If you select a replay game, you can check the Replay check box. The loaded game will make all the moves from the beginning while you watch.&lt;br /&gt;
&lt;br /&gt;
*Language&lt;br /&gt;
:Click this button, select your language, and click OK to use it, or Cancel to continue with the current language. The first time Wesnoth starts, it defaults to English, but once you change it, it will start in that language.&lt;br /&gt;
&lt;br /&gt;
*Preferences&lt;br /&gt;
&lt;br /&gt;
:Click here to change default settings. These are explained in more detail in [[PlayingBattleForWesnoth#Preferences|the Manual]].&lt;br /&gt;
&lt;br /&gt;
*About&lt;br /&gt;
:Click this button for a list of major Wesnoth contributors. You may find most of them at irc.freenode.org:6667 on #wesnoth. Or visit http://www.wesnoth.org for news, forums, and Wiki updates. The project is hosted on http://savannah.gnu.org/projects/wesnoth , where you can download the latest production or developer release, review and report problems (bugs).&lt;br /&gt;
&lt;br /&gt;
*Quit&lt;br /&gt;
:Click this button to close Wesnoth.&lt;br /&gt;
&lt;br /&gt;
'''For the impatient, we recommend you set your language, run the tutorial, and then play a campaign.'''&lt;br /&gt;
&lt;br /&gt;
This getting started guide provides a basic introduction to Battle for Wesnoth. You can find more details about playing the game in the [[WesnothManual|Manual]].&lt;br /&gt;
&lt;br /&gt;
=== Play a Game ===&lt;br /&gt;
There are two basic ways to play Battle for Wesnoth:&lt;br /&gt;
*Play a sequence of connected scenarios, known as a campaign, against the computer&lt;br /&gt;
*Play a single scenario against computer or human opponents &lt;br /&gt;
&lt;br /&gt;
==== Campaigns ====&lt;br /&gt;
&lt;br /&gt;
Campaigns can take a long time to complete. Typical campaigns have about 20 to 30 scenarios. The main advantage with campaigns is that they allow you to develop your army. As you complete each scenario, the remaining units at the end are saved for you to use in the next scenario. &lt;br /&gt;
If you choose not to use a unit at all during a scenario it is carried over &lt;br /&gt;
to the next, so you don't lose units you don't use.&lt;br /&gt;
&lt;br /&gt;
The campaign is the primary form in which Wesnoth is intended to be played, is probably the most enjoyable, and is the recommended way for new players to learn the game.&lt;br /&gt;
&lt;br /&gt;
==== Scenarios ====&lt;br /&gt;
&lt;br /&gt;
A single scenario takes about 30 minutes to 2 hours to complete. &lt;br /&gt;
This is the fastest way to play, but your units are not saved and you cannot use&lt;br /&gt;
campaign units. You can play scenarios against the computer or against other players either over the internet or at your computer. Scenarios are accessed through the 'Multiplayer' button on the main menu.&lt;br /&gt;
&lt;br /&gt;
===== Multiplayer =====&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can take anything from 1 hour to 10 hours, depending on&lt;br /&gt;
how many players there are (and the size of the map). The average time is between 3 to 7 hours.&lt;br /&gt;
Games can be saved and loaded as many times as you like. &lt;br /&gt;
So, it's possible for some games to last 1 or 2 weeks, even though &lt;br /&gt;
the play time is only a few hours. Currently, you cannot carry over&lt;br /&gt;
units in multiplayer from one scenario to the next, so building up&lt;br /&gt;
your army's strength is possible only within the scenario.&lt;br /&gt;
&lt;br /&gt;
===== Hotseat =====&lt;br /&gt;
&lt;br /&gt;
Hotseat games will take about the same time to play as games played remotely. &lt;br /&gt;
The time will be greatly affected by the size of the map.&lt;br /&gt;
&lt;br /&gt;
===== Human vs AI =====&lt;br /&gt;
&lt;br /&gt;
If you are new to Wesnoth, but have experience playing turn-based hex combat games, here is a way to find out how the terrain and units interact:&lt;br /&gt;
&lt;br /&gt;
# Go to Multiplayer, and play the AI on one of the larger maps.&lt;br /&gt;
# Choose &amp;quot;Rebels&amp;quot;. Give yourself two or three times as much gold as you give the AI.  Set the leveling percentage to 70% and &amp;quot;gold per village&amp;quot; to 2x if you want to practice with the &amp;quot;standard&amp;quot; multiplayer settings.&lt;br /&gt;
# Experiment with the different factions (which will give you different units) and fighting against different opponents.&lt;br /&gt;
# When you consistently overrun the AI, move the gold back to normal or even give the AI more.  This will prepare you for the campaigns and to a much lesser extent for multiplayer against other humans.&lt;br /&gt;
&lt;br /&gt;
==== The Game Screen ====&lt;br /&gt;
&lt;br /&gt;
Regardless of whether you are playing a scenario or a campaign, the basic layout of the game screen is the same. The majority of the screen is filled with a map which shows all of the action that takes place in the game. Around the map are various elements which provide useful information about the game and are described in more detail below.&lt;br /&gt;
&lt;br /&gt;
Across the top of the screen from left to right are the following items:&lt;br /&gt;
#Menu button&lt;br /&gt;
#Actions button&lt;br /&gt;
#Turn counter *&lt;br /&gt;
#Your gold&lt;br /&gt;
#Your total villages&lt;br /&gt;
#Your total units&lt;br /&gt;
#Your upkeep&lt;br /&gt;
#Your income&lt;br /&gt;
#Current hex type&lt;br /&gt;
#Current hex position&lt;br /&gt;
&lt;br /&gt;
Down the right of the screen from top to bottom are:&lt;br /&gt;
#Full map, scaled *&lt;br /&gt;
#Time of day indicator&lt;br /&gt;
#Unit profile for last selected unit*&lt;br /&gt;
#End Turn button *&lt;br /&gt;
&lt;br /&gt;
(Items marked with a * are currently undocumented)&lt;br /&gt;
&lt;br /&gt;
*Menu button: Displays a drop-down menu with the following options:&lt;br /&gt;
&lt;br /&gt;
#Scenario Objectives: Lists the victory and defeat conditions.&lt;br /&gt;
#Statistics&lt;br /&gt;
#Unit List: Lists your active units, including their map position.&lt;br /&gt;
#Status Table: Summary list of visible player units, villages, income etc.&lt;br /&gt;
#Save Game: Write the current game position to disk.&lt;br /&gt;
#Load Game&lt;br /&gt;
#Preferences: see [[PlayingBattleForWesnoth#Preferences|the Manual]] for details.&lt;br /&gt;
#Help&lt;br /&gt;
#Quit Game: Close the game, without saving, and return to the Main menu.&lt;br /&gt;
&lt;br /&gt;
*Actions button: Displays a drop-down menu with the following options:&lt;br /&gt;
#Next unit&lt;br /&gt;
#Recruit: Lists units your commander can recruit from a keep.&lt;br /&gt;
#Recall (Campaign only): Lists units your commander can recall from a keep.&lt;br /&gt;
#Show enemy moves&lt;br /&gt;
#Best possible enemy moves&lt;br /&gt;
#End Turn: On your turn, select it to end your turn.&lt;br /&gt;
&lt;br /&gt;
*Your gold, villages, units, upkeep, and income&lt;br /&gt;
:Quick way to check how your army is doing. A negative income means you'll lose gold, a positive means you gain gold. Upkeep is the gold you pay your units. Villages shows how many you own, each village will give you Gold.&lt;br /&gt;
&lt;br /&gt;
*Current hex&lt;br /&gt;
:Shows the terrain type and position of the hex pointed to by the mouse. If a unit is on the hex, its resistance on that terrain is shown after the position. The position is in column, row order.&lt;br /&gt;
&lt;br /&gt;
*Time of day indicator&lt;br /&gt;
:Putting your mouse over the indicator will bring up a tooltip showing the effect of the time of day.  Wesnoth has a 6-turn day and different alignments have bonuses depending on the time of day.&lt;br /&gt;
&lt;br /&gt;
=== Save and Load ===&lt;br /&gt;
At the start of each scenario, you have the option to save it. &lt;br /&gt;
If you are defeated, you may load it and try again. Once you have succeeded, &lt;br /&gt;
you will again be asked to save the next scenario and play that. &lt;br /&gt;
If you have to stop playing during a scenario, you can save your turn&lt;br /&gt;
and load it again later. Just remember, a good BFW player never needs to&lt;br /&gt;
save '''during''' a scenario. However, most beginners tend to do so rather&lt;br /&gt;
often. ;)&lt;br /&gt;
&lt;br /&gt;
=== Recruit and Recall ===&lt;br /&gt;
At the start of each scenario, your commander is placed in a castle on a&lt;br /&gt;
special hex called a keep. From here, you can recruit or recall&lt;br /&gt;
your troops. Each recruit is placed on an empty castle square. Once you&lt;br /&gt;
have filled the castle, you cannot recruit any more until units move off.&lt;br /&gt;
Your opponent's commander is similarly placed on its castle keep and able&lt;br /&gt;
to recruit troops. When you right-click on an empty castle hex, a context&lt;br /&gt;
menu will come up that includes &amp;quot;recruit&amp;quot;. Use the menu that comes up to&lt;br /&gt;
recruit more units. You must wait until your next turn to move recruits&lt;br /&gt;
off your castle.&lt;br /&gt;
&lt;br /&gt;
At the end of each successful scenario, all your remaining troops are&lt;br /&gt;
automatically saved for you. At the start of the next scenario you may&lt;br /&gt;
recall them in a similar way to recruiting. Recalled troops are often more&lt;br /&gt;
experienced than recruits and usually a better choice.&lt;br /&gt;
&lt;br /&gt;
You may only recruit and recall when your commander is on the castle's keep&lt;br /&gt;
hex. Since most castles have a keep, you can move your commander to any&lt;br /&gt;
castle's keep to recruit and recall. &lt;br /&gt;
&amp;lt;!-- need to read up on factions more --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Factions and Races ===&lt;br /&gt;
&lt;br /&gt;
The world of  Wesnoth contains several races that have joined forces&lt;br /&gt;
into different factions. Here, Elf and Dwarf fight side by side against Orc&lt;br /&gt;
and Human. In most campaigns, you will mostly control units from one&lt;br /&gt;
faction, but often you will have a recruit list with units mixed in from&lt;br /&gt;
other factions, and will not have some units from a faction available.&lt;br /&gt;
Basically, your recruit list is determined by the plot of the campaign, &lt;br /&gt;
not by a predetermined ruleset.&lt;br /&gt;
&lt;br /&gt;
Sometimes factions make alliances with others, so you may face more&lt;br /&gt;
than one faction in a scenario.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
 The peaceful villages will heal your troops and earn you a good&lt;br /&gt;
income to support your army. Cross mountains and rivers, either on foot or&lt;br /&gt;
mounted, push through forests, hills and tundra, or brazenly cross open&lt;br /&gt;
grassland, its all here in Wesnoth.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Life and Death - Experience ===&lt;br /&gt;
&lt;br /&gt;
As your troops gain battle experience, they will learn more skills and&lt;br /&gt;
become stronger. They will also die in battle, so you'll need to&lt;br /&gt;
recruit and recall more when that happens. But choose wisely, for each has&lt;br /&gt;
strengths and weaknesses a cunning opponent will quickly exploit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[ToDo]]:&lt;br /&gt;
Many challenges and rewards await you as you begin Your Battle for&lt;br /&gt;
Wesnoth.&lt;br /&gt;
&lt;br /&gt;
From your castle keep, recruit and recall a powerful&lt;br /&gt;
army to gain victory. Proceed from battle to battle to advance your cause.&lt;br /&gt;
&lt;br /&gt;
We first introduce you to your army, outline the different ways you can&lt;br /&gt;
play, and then focus on basic tatics and strategies.&lt;br /&gt;
&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Units must be reworked..this sucks --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Army Units ===&lt;br /&gt;
&lt;br /&gt;
All game types use the same soldiers, called units. Each unit is identified&lt;br /&gt;
by Race, Level, and Class. Each unit has strengths and weaknesses, &lt;br /&gt;
based on their Resistance, current Terrain, and Level.  &lt;br /&gt;
Full details are in the [[UnitTables]] and [[MoveTypeTables]].&lt;br /&gt;
&lt;br /&gt;
=== Getting the Most Fun Out of the Game ===&lt;br /&gt;
&lt;br /&gt;
Remember, the idea of a game is to have fun! Here are some recommendations&lt;br /&gt;
from the development team on how to get the most fun out of the game:&lt;br /&gt;
&lt;br /&gt;
* Consider playing the campaign on 'Medium' difficulty level, especially if you have prior experience with strategy games. We feel you'll find it much more rewarding.&lt;br /&gt;
* Don't sweat it too much when you lose some units. The campaign was designed to accomodate the player losing some units along the way.&lt;br /&gt;
* Don't abuse saved games. Long ago, Wesnoth only allowed saving the game at the end of a scenario. Mid-scenario saving was added as a convenience to use if you had to continue the game another day, or to protect against crashes. We do not recommend loading mid-scenario saved games over and over because your White Mage keeps getting killed. Learn to protect your White Mage instead, and balance risks! That is part of the strategy.&lt;br /&gt;
* If you must load a saved game, we recommend going back to the start of the scenario, so that you choose a new strategy that works, rather than simply finding random numbers that favor you.&lt;br /&gt;
* But remember, the aim is to have fun! You may have different tastes than the developers, so do what you enjoy most! If you enjoy loading the saved game every time you make a mistake, looking for the 'perfect' game where you never lose a unit, by all means, go right ahead!&lt;br /&gt;
&lt;br /&gt;
==== At the start of a scenario ====&lt;br /&gt;
* First, read the scenario objectives. Sometimes you do not have to kill enemy leaders instead it is enough that you survive number of turns, or pick up a particular object&lt;br /&gt;
*  Look at the map: the terrain, the position of your leader and the other leader.&lt;br /&gt;
* Then, begin to recruit units. Cheap units are useful to soak up the first wave of an enemy's attack; advanced units can then be brought in as support. Fast units can be used as scouts, for exploring the map and to quickly conquer villages.&lt;br /&gt;
&lt;br /&gt;
==== During the scenario ====&lt;br /&gt;
* Try to capture and keep control of as many villages as possible to keep the gold coming in&lt;br /&gt;
* Keep units in packs so the enemy cannot attack from as many sides, and so you can outnumber each enemy unit. Put your units in a line so that the enemy cannot attack any one of your unit from more than two sides.&lt;br /&gt;
* Different units have different strengths and weaknesses depending on terrain and who they are attacking; right click on units and select &amp;quot;Describe unit&amp;quot; to learn more &lt;br /&gt;
* You can use lower level units as cannon fodder, to slow down enemy. e.g. you can use them to block enemy reaching your important units&lt;br /&gt;
* You can cause damage to enemies with advanced units and then finish them with lower level units - to give them more experience (and finally make them advance to next level)&lt;br /&gt;
* When you have a White Mage (advances from Mage) or Druid (advances from Shaman), put it in the middle of a circle of units to heal them as they move across the map&lt;br /&gt;
* Losing units is expected, even advanced units&lt;br /&gt;
* Time of day really matters:&lt;br /&gt;
** lawful units do more damage at day and less damage at night&lt;br /&gt;
** chaotic units do more damage at night and less damage at day&lt;br /&gt;
** remember to always check the time of day on the right side of the screen. Plan ahead - think about what it's going to be next turn as well as this turn.&lt;br /&gt;
* Some units are resistant or vulnerable to different kind of attacks. Mounted units are weak vs pierce attacks. Fire and holy destroy undeads. To see how much a unit resists an attack type, right click on the unit, select 'Unit Description', then select 'Resistance'. It will show you how resistant a unit is to different types of attacks.&lt;br /&gt;
&lt;br /&gt;
==== Healing ====&lt;br /&gt;
An important part of succeeding at Battle for Wesnoth is keeping your units healthy. When your units take damage you can heal them by moving them onto villages or next to special healing units (e.g. the Elvish Shaman and White Mage). Some other units you will encounter, such as Trolls, have the ability to heal themselves naturally. You can find more detailed information about healing in [[PlayingBattleForWesnoth#Healing|Chapter 2]].&lt;br /&gt;
&lt;br /&gt;
==== Winning a scenario ====&lt;br /&gt;
* Advanced units are needed to quickly kill enemy commanders, and to avoid losing lots of units.&lt;br /&gt;
* The quicker you win a scenario, the more gold you get; you will get more gold from winning early than from all of the map's villages for the rest of the turns.&lt;br /&gt;
* Killing all enemy leaders usually gives instant victory.&lt;br /&gt;
&lt;br /&gt;
==== More general tips ====&lt;br /&gt;
* After slaughtering scenarios (where your ass gets seriously kicked) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&lt;br /&gt;
* Advanced units have higher upkeep than lower level units (1 gp per level), loyal units are an exception.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[AdvancedTactics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=7420</id>
		<title>SideWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=7420"/>
		<updated>2006-02-18T16:10:54Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* the [side] tag */&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;
&lt;br /&gt;
* ''description'' the sides non translateable name.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the sides translateable name.&lt;br /&gt;
&lt;br /&gt;
* ''save_id'' default ''description'' (fallback to &amp;quot;Unknown&amp;quot;). The ID of the side with respect to the previous and next scenarios. Used to determine and store recall/recruitment list, gold. Also used for the side's displayed name in the victory gold-calculation dialog. See also ''persistent''.&lt;br /&gt;
&lt;br /&gt;
* ''side'' a digit. The leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). When defining sides, they must be defined in order since the side number is checked against the number of sides seen so far.&lt;br /&gt;
&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. (It still can get units from [unit] tags in the [side] tag.)&lt;br /&gt;
&lt;br /&gt;
* ''allow_player'' if equal to 'no', then the game creation will not allow this player to be modified. {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
* ''team_name'' a non translatable string representing the teams description. Sides with the same team_name are allied. Default ''side''.&lt;br /&gt;
&lt;br /&gt;
* ''user_team_name'' a translatable string representing the teams description. This has no effect on alliances. Default ''team_name''.&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
* ''gold'' the starting gold for this side. Default 100. (If gold is carried over from a previous scenario, this value is the minimum starting gold.)&lt;br /&gt;
&lt;br /&gt;
* ''income'' the base income for this side, default 0. This is added to ''base_income'', '''[game_config]''' to determine the side's base income. (see [[GameConfigWML]]).&lt;br /&gt;
&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;
&lt;br /&gt;
* ''shroud'' if 'yes', this side cannot see any tiles it has not moved within sight of.&lt;br /&gt;
&lt;br /&gt;
* ''shroud_data'' describes the area which this team has de-shrouded.&lt;br /&gt;
&lt;br /&gt;
* ''village_gold'' the amount of gold given to this side per village it controls per turn. Default specified in ''village_gold'', '''[game_config]''' ([[GameConfigWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''share_maps'' whether sides allied with this side see all terrains that this side sees, if they are on shroud.&lt;br /&gt;
&lt;br /&gt;
* ''share_view'' whether sides allied with this side see the units that this side sees, if they are on FoW (fog).&lt;br /&gt;
&lt;br /&gt;
* ''name'', ''id'', ''leader'' not used; see [[EraWML]].&lt;br /&gt;
&lt;br /&gt;
* ''music'' music to play for this player. Default specified in [scenario] (see [[ScenarioWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''persistent'' default '0'; when '''controller=human''', this is always '1'. If '1', the side gets a recall/recruitment list, gold from the previous  scenario. Also, the gold it gets (including end-of-level bonus) will be stored for the next scenario. See also ''save_id''.&lt;br /&gt;
&lt;br /&gt;
* '''[ai]''' if '''controller=ai''', gives parameters to the AI. See [[AiWML]].&lt;br /&gt;
&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;
&lt;br /&gt;
* '''[unit]''' describes a unit which begins on the side. See [[SingleUnitWML]]. If the side has a recall list and the unit is not given a location, it will start on the recall list. Note that the ''side'' attribute under '''[unit]''' will be ignored, as the side will come from the ''side'' attribute of '''[side]'''.&lt;br /&gt;
&lt;br /&gt;
* ''no_leader'' if &amp;quot;no&amp;quot; (default), then keys describing a unit which will begin on the side's keep will be described in the remainder of the '''[side]''' tag, See [[SingleUnitWML]]. Note that if the keys ''x'', ''y'' are included, the leader will begin there regardless of keep location. If this side has a recall list from a previous level, then the recall list will be searched for a leader (using canrecruit) and if one is found it will be used instead of the one described in the '''[side]''' tag.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[EraWML]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=6982</id>
		<title>User:Xan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=6982"/>
		<updated>2006-02-02T23:29:55Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Work In Progress: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work In Progress:==&lt;br /&gt;
*WML Enhancement&lt;br /&gt;
** Unit Abilities&lt;br /&gt;
*Factions&lt;br /&gt;
** Frost Elves&lt;br /&gt;
** Faction X&lt;br /&gt;
*Spacenoth&lt;br /&gt;
&lt;br /&gt;
===Planned:===&lt;br /&gt;
*Releasing the first version of [http://arcune.org/forum/index.php Spacenoth]&lt;br /&gt;
*Take over the world after everyone else.&lt;br /&gt;
&lt;br /&gt;
===Completed:===&lt;br /&gt;
*[http://arcune.org/files/wesnoth/update.cpp Unit WML Updater]&lt;br /&gt;
&lt;br /&gt;
== See Also == [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=101476 Xan's forum profile]&lt;br /&gt;
List &amp;amp; description of [[Developers]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=6892</id>
		<title>EventWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=6892"/>
		<updated>2006-01-31T16:16:28Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* the [event] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== the [event] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a subtag of [scenario] which is used to describe a set of actions&lt;br /&gt;
which trigger at a certain point in the scenario.&lt;br /&gt;
&lt;br /&gt;
keys and tags that describe when the event should trigger:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; ''name'' this is not like a normal 'name' key. It is a basic description of when the event will trigger.&lt;br /&gt;
* ''prestart'' the event is triggered before a scenario 'starts' -- before anything is shown on the screen at all. You can use this event to set up things like village ownership. For things displayed on-screen such as character dialog, use 'start'.&lt;br /&gt;
* ''start'' this event triggers after the map is shown but before the scenario begins&lt;br /&gt;
* ''new turn'' this event triggers whenever the last player ends their turn. See also '''first_time_only=no'''. When the last player ends their turn, before any events of this type trigger, the value of the WML variable '''turn_number''' is set to the number of the turn that is beginning.&lt;br /&gt;
* ''side turn'' this event triggers when any player ends their turn. When a player ends their turn, before any events of this type trigger, the value of the WML variable '''side_number''' is set to the number of the side of the player about to take their turn.&lt;br /&gt;
* ''turn ''X'''' this event triggers at the start of turn ''X''. ''X'' cannot be 1.&lt;br /&gt;
* ''time over'' this event triggers on turn ''turns''. (''turns'' is specified in [scenario])&lt;br /&gt;
* ''enemies defeated'' this event triggers when all units with '''canrecruit=1''' (i.e. all leaders) not allied with side 1 are killed.&lt;br /&gt;
* ''victory'' in this scenario, any tag of the form '''[endlevel] result=victory [/endlevel]''' will be automatically preceded by all actions in this tag. It helps debugging if the victory event allows you to safely advance to any of the possible next maps after using the &amp;quot;:n&amp;quot; command. Scenarios where key units are picked up before the victory, or where some action chosen earlier determines which map to advance to, make it hard to quickly test scenarios in a campaign. (See also [endlevel], [[DirectActionsWML]])&lt;br /&gt;
* ''defeat'' in this scenario, any tag of the form '''[endlevel] result=defeat [/endlevel]''' will be automatically preceded by all actions in this tag. (See also [endlevel], [[DirectActionsWML]])&lt;br /&gt;
&lt;br /&gt;
Events with the following trigger types can be filtered on (see [[FilterWML]]).&lt;br /&gt;
Whenever one of these events is triggered,&lt;br /&gt;
the position of ''primary_unit'' is stored in the variables 'x1' and 'y1',&lt;br /&gt;
and the position of ''secondary_unit'' is stored in 'x2' and 'y2'.&lt;br /&gt;
&lt;br /&gt;
* ''moveto'' triggers after ''primary_unit'' moves. Usually the location of ''primary_unit'' is also filtered on; remember that this is the location that ''primary_unit'' lands on, not the location it started on or any location it travels on.&lt;br /&gt;
* ''sighted'' this event triggers when ''primary_unit'' moves to a location where ''secondary_unit'' is in ''primary_unit'''s sight range.&lt;br /&gt;
* ''attack'' this event triggers when ''primary_unit'' attacks ''secondary_unit''.&lt;br /&gt;
* ''attacker_hits'' {{DevFeature}} this event triggers when the attacker (''primary_unit'') hits the defender (''secondary_unit'').&lt;br /&gt;
* ''attacker_misses'' {{DevFeature}} same as ''attacker_hits'', but is triggered when the attacker misses.&lt;br /&gt;
* ''defender_hits'' {{DevFeature}} this event triggers when the attacker (''primary_unit'') is hit in retaliation by the defender (''secondary_unit'').&lt;br /&gt;
* ''defender_misses'' {{DevFeature}} same as ''defender_hits'', but is triggered when the defender misses.&lt;br /&gt;
* ''attack_end'' {{DevFeature}} is similar to ''attack'', but is instead triggered after the fight, not before. Note that if either unit is killed during the fight, this event triggers before any ''die'' events.&lt;br /&gt;
* ''stone'' this event triggers when ''primary_unit'' is hit by an attack with the 'stones' ability (See ''stones'', [[AbilitiesWML]]) by ''secondary_unit'' (''secondary_unit'' is the unit with the 'stones' ability.)&lt;br /&gt;
* ''die'' this event triggers when ''primary_unit'' is killed by ''secondary_unit''.&lt;br /&gt;
* ''capture'' this event triggers when ''primary_unit'' captures a village. The village may have been previously neutral, or previously owned by another side; merely moving into your own villages does not constitute a capture.&lt;br /&gt;
* ''recruit'' this event triggers when ''primary_unit'' is recruited or recalled. (That is, when a unit is recruited or recalled, it will trigger this event and this event's filter will filter that unit.)&lt;br /&gt;
* ''advance'' {{DevFeature}} this event triggers just before ''primary_unit'' is going to advance to another unit.&lt;br /&gt;
* ''post_advance'' {{DevFeature}} this event triggers just after ''primary_unit'' has advanced to another unit.&lt;br /&gt;
&lt;br /&gt;
An '''[allow_undo]''' tag anywhere within a moveto event will cancel any lack of undo functionality the event would have&lt;br /&gt;
caused. It is up to the scenario designer to avoid abusing this command by allowing undo on events that shouldn't be&lt;br /&gt;
undoable. The results of doing this may be strange. This actually does have functionality beyond aesthetics like&lt;br /&gt;
signs: suppose you have an event that performs some action depending on the condition of an 'if' statement. This event&lt;br /&gt;
might be executed on every single move, but the body of the 'if' statement entered only in a few cases. Previously&lt;br /&gt;
this would completely disable undo for the entire scenario, while now it can be made to only disable undo in the cases&lt;br /&gt;
where the event mutates the scenario.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Primary_unit'' can be referred to as '''unit''' and ''Secondary_unit'' can be referred to as '''second_unit''' in [message] tags. For example:&lt;br /&gt;
 [event]&lt;br /&gt;
 name=die&lt;br /&gt;
   [message]&lt;br /&gt;
   speaker=second_unit&lt;br /&gt;
   message=&amp;quot;Hahaha, I finally killed you!&amp;quot;&lt;br /&gt;
   [/message]&lt;br /&gt;
 &lt;br /&gt;
   [message]&lt;br /&gt;
   speaker=unit&lt;br /&gt;
   message=&amp;quot;It's not over yet! I'll come back to haunt you!&amp;quot;&lt;br /&gt;
   [/message]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
These keys and tags are more complex ways to filter when an event should trigger:&lt;br /&gt;
* ''first_time_only'' whether the event should be removed from the scenario after it is triggered.  Default is 'yes'.&lt;br /&gt;
* '''[filter]''' the event will only trigger if ''primary_unit'' matches this filter.&lt;br /&gt;
** standard unit filter - attributes for [filter] are described in [[FilterWML]]&lt;br /&gt;
* '''[filter_second]''' is like [filter], but for ''secondary_unit''.&lt;br /&gt;
** standard unit filter&lt;br /&gt;
* '''[special_filter]''' and '''[special_filter_second]''' {{DevFeature}} can be used to set some additional filtering criteria for ''primary_unit'' and ''secondary_unit'' that are not generally available in a standard unit filter. Can be used in events ''attack'', ''attacker_hits'', ''attacker_misses'', ''defender_hits'', ''defender_misses'' and ''attack_end''.&lt;br /&gt;
** ''weapon'' the name of the weapon used.&lt;br /&gt;
** ''terrain'' the letter of the terrain the unit is on.&lt;br /&gt;
&lt;br /&gt;
After the trigger conditions have been met, all action tags within the [event] tag are executed in the order they are written in.&lt;br /&gt;
&lt;br /&gt;
There are 3 main types of actions: internal actions ([[InternalActionsWML]]) which are used by WML internally,&lt;br /&gt;
display actions ([[InterfaceActionsWML]]) which show something to the user,&lt;br /&gt;
and direct actions ([[DirectActionsWML]]) which have a direct effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
Several actions use standard filters to find out which units&lt;br /&gt;
to execute the command on.  These are denoted by the phrases&lt;br /&gt;
&amp;quot;standard unit filter&amp;quot; and &amp;quot;standard location filter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[FilterWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=6629</id>
		<title>User:Xan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=6629"/>
		<updated>2006-01-25T16:43:37Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Work In Progress: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work In Progress:==&lt;br /&gt;
*WML Enhancement&lt;br /&gt;
** Unit Abilities&lt;br /&gt;
*Factions&lt;br /&gt;
** Frost Elves&lt;br /&gt;
** Faction X&lt;br /&gt;
&lt;br /&gt;
===Planned:===&lt;br /&gt;
*Releasing the first version of [http://arcune.org/forum/index.php Spacenoth]&lt;br /&gt;
*Take over the world after everyone else.&lt;br /&gt;
&lt;br /&gt;
===Completed:===&lt;br /&gt;
*[http://arcune.org/files/wesnoth/update.cpp Unit WML Updater]&lt;br /&gt;
&lt;br /&gt;
== See Also == [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=101476 Xan's forum profile]&lt;br /&gt;
List &amp;amp; description of [[Developers]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=6594</id>
		<title>User:Xan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Xan&amp;diff=6594"/>
		<updated>2006-01-23T19:01:02Z</updated>

		<summary type="html">&lt;p&gt;Xan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Work In Progress:==&lt;br /&gt;
*WML Enhancement&lt;br /&gt;
** Unit Abilities&lt;br /&gt;
&lt;br /&gt;
===Planned:===&lt;br /&gt;
*Releasing the first version of [http://arcune.org/forum/index.php Spacenoth]&lt;br /&gt;
*Take over the world after everyone else.&lt;br /&gt;
&lt;br /&gt;
===Completed:===&lt;br /&gt;
*[http://arcune.org/files/wesnoth/update.cpp Unit WML Updater]&lt;br /&gt;
&lt;br /&gt;
== See Also == [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=101476 Xan's forum profile]&lt;br /&gt;
List &amp;amp; description of [[Developers]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=6593</id>
		<title>DirectActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=6593"/>
		<updated>2006-01-23T18:49:40Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Direct actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Direct actions ==&lt;br /&gt;
&lt;br /&gt;
Direct actions are actions that have a direct effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
The following tags are actions:&lt;br /&gt;
* '''[endlevel]''' ends the scenario.&lt;br /&gt;
** ''result'' before the scenario is over, all events with ''name=result'' are triggered.  The message ''result_message'' with the heading ''result_heading'' (see [[LanguageWML]]) are displayed.  If ''result=victory'', the player progresses to the next level; if ''result=defeat'', the game returns to the main menu.  These last two are rarely used: ''result=continue'' behaves identically to ''result=victory'' except the player's gold is not reduced to 80%, and it does not bring up a &amp;quot;Victory&amp;quot; message or the gold changing message (since it doesn't change); ''result=continue_no_save'' works similarly, except the player is not asked whether to save the game, and is taken directly to the next scenario without any messages.  Unless ''result=defeat'', the following keys can also be used:&lt;br /&gt;
** ''bonus'' whether the player should get bonus gold (maximum possible gold that could have been earned by waiting the level out).&lt;br /&gt;
** ''next_scenario'' (default specified in '''[scenario]''' tag) the ID of the next scenario that should be played.  All units that side 1 controls at this point become available for recall in ''next_scenario''.&lt;br /&gt;
* '''[unit]''' places a unit on the map.  For syntax see [[SingleUnitWML]]. An additional key 'random_traits' is allowed, which when set to 'yes' will randomly generate traits for the unit based on its type.&lt;br /&gt;
* '''[recall]''' recalls a unit.  The unit is recalled free of charge, and is placed near the leader.&lt;br /&gt;
** ''standard unit filter'' the first matching unit will be recalled.  If no units match this tag is ignored.&lt;br /&gt;
** ''x,y'' the unit is placed here instead of next to the leader.&lt;br /&gt;
** ''show'' if not &amp;quot;no&amp;quot;, display the unit being recalled.&lt;br /&gt;
* '''[teleport]''' teleports a unit on map.&lt;br /&gt;
** '''[filter]''' (standard unit filter) all units matching the filter will be teleported.&lt;br /&gt;
** ''x,y'' the position to teleport to.&lt;br /&gt;
* '''[terrain_mask]''' changes the terrain on the map.  See [[TerrainMaskWML]].&lt;br /&gt;
* '''[terrain]''' changes the terrain on the map.&lt;br /&gt;
** ''letter'' the character of the terrain to use.  See [[TerrainLettersWML]] to see what letter a type of terrain uses.&lt;br /&gt;
** standard location filter- the area to change the terrain of.&lt;br /&gt;
* '''[gold]''' give one side gold.&lt;br /&gt;
** ''amount'' the amount of gold to give.&lt;br /&gt;
** ''side'' (default=1) the number of the side to give the gold to.&lt;br /&gt;
* '''[unstore_unit]''' creates a unit from a game variable, and activates it on the playing field.  This must be a specific variable describing a unit, and may not be an array -- to unstore an entire array, iterate over it.  The variable is not cleared.  See also [store_unit], [while] and [clear_variable] in [[InternalActionsWML]].&lt;br /&gt;
** ''variable'' the name of the variable.&lt;br /&gt;
** ''find_vacant'' whether the unit should be placed on the nearest vacant tile to its specified location.  If this is set to 'no'(default), then any unit on the same tile as the unit being unstored will be destroyed.&lt;br /&gt;
* '''[allow_recruit]''' allows a side to recruit units it couldn't previously recruit.&lt;br /&gt;
** ''type'' the types of units that the side can now recruit.&lt;br /&gt;
** ''side'' (default=1) the number of the side that is being allowed to recruit the units.&lt;br /&gt;
* '''[disallow_recruit]''' prevents a side from recruiting units it could previously recruit.&lt;br /&gt;
** ''type'' the types of units that the side can no longer recruit.&lt;br /&gt;
** ''side'' (default=1) the number of the side that may no longer recruit the units.&lt;br /&gt;
* '''[set_recruit]''' sets the units a side can recruit.&lt;br /&gt;
** ''recruit'' the types of units that the side can now recruit.&lt;br /&gt;
** ''side'' (default=1) the number of the side that is having its recruitment set.&lt;br /&gt;
* '''[modify_side]''' modifies some details of a given side in the middle of a scenario.  '''The following listed properties are the only properties that [modify_side] can affect!'''&lt;br /&gt;
** ''side'' (default=1) the number of the side that is to be changed.&lt;br /&gt;
** ''income'' the income given at the begining of each turn.&lt;br /&gt;
** ''team_name'' the team in which the side plays the scenario.&lt;br /&gt;
** ''gold'' the amount of gold the side owns.&lt;br /&gt;
* '''[capture_village]''' changes the ownership of a village.&lt;br /&gt;
** ''side'' the side that takes control of the village. If not given, the village will become neutral.&lt;br /&gt;
** ''x, y'' the location of the village.&lt;br /&gt;
* '''[kill]''' Removes all units that match the filter from the game.&lt;br /&gt;
** standard unit filter&lt;br /&gt;
** ''animate'' if 'yes', displays the unit dying (fading away).&lt;br /&gt;
** ''fire_event'' if 'yes', triggers any appropriate 'die' events (See [[EventWML]]).&lt;br /&gt;
* '''[unstone]''' Unstones all units that match the filter.&lt;br /&gt;
** '''[filter]''' (standard unit filter) all units matching the filter will be unstoned.  If no unit matches the filter, then nothing happens (probably).  If absent, all units on the map are unstoned.&lt;br /&gt;
* '''[object]''' gives some unit an object and removes all items on the tile the unit is on.&lt;br /&gt;
** ''id'' when the object is picked up, a flag is set for ''id''.  The object cannot be picked up if a flag for ''id'' has been set.  This means that any object with an id can only be used once, even if first_time_only=no is set for the event. This restriction is per level. In a campaign objects with the same id can be assigned once per level.&lt;br /&gt;
** '''[effect]''' one or more effect elements may be listed.  See [[EffectWML]] for a description of [effect].&lt;br /&gt;
** ''duration'' if 'level', effects only last until the end of the level.&lt;br /&gt;
** '''[filter]''' (standard unit filter) the first unit found that matches the filter will be given the object.  If no unit matches the filter, then a message is displayed and the object is not removed.&lt;br /&gt;
** ''silent'' whether or not messages should be suppressed. Default is &amp;quot;no&amp;quot;.&lt;br /&gt;
** ''image'' the displayed image of the object.&lt;br /&gt;
** ''name'' (translatable) displayed as a caption of the image.&lt;br /&gt;
** ''description'' (translatable) displayed as a message of the image.&lt;br /&gt;
** ''cannot_use_message'' (translatable) displayed instead of '''description''' if no unit passes the filter test.&lt;br /&gt;
** Currently the object action is only supposed to be called by moveto events. If you try to call it from other events you may have problems.&lt;br /&gt;
** If you do not supply a filter, the object action will be applied to a unit at the location of the moveto event. Currently this isn't recommended as it is not clear that this will continue working this way. Instead it is better to explicitly include a location filter.&lt;br /&gt;
** The object action does not act on units in the recall list. There is a feature request in to allow this, but it is not clear whether or not it will be accepted.&lt;br /&gt;
* '''[remove_shroud]''' removes some shroud from the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
** ''side'' (default=1) the side for which to remove shroud.&lt;br /&gt;
** standard location filter- the range of tiles for which shroud should be removed.&lt;br /&gt;
* '''[place_shroud]''' places some shroud on the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
** ''side'' (default=1) the side for which to place shroud.&lt;br /&gt;
** standard location filter- the range of tiles on which shroud should be placed.&lt;br /&gt;
* '''[allow_undo]''' allows the player to undo the event that this tag is inside.  Has an effect only inside moveto events.  If the move is undone, only the position of the unit will be restored; any altered variables or changes to the game will remain changed after the move is undone.  Therefore, it is advised that you do not use '''[allow_undo]''' before or after usage of other actions from [[DirectActionsWML]].  If you modify a variable(i.e. [[InternalActionsWML]]), set it back before using '''[allow_undo]'''.  However, you can check a conditional, and only allow undo if you do not use the actions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=InternalActionsWML&amp;diff=6578</id>
		<title>InternalActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=InternalActionsWML&amp;diff=6578"/>
		<updated>2006-01-22T21:23:36Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* [event] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Internal actions ==&lt;br /&gt;
&lt;br /&gt;
Internal actions are actions that WML uses internally that do not directly affect gameplay, for example storing a variable.&lt;br /&gt;
&lt;br /&gt;
The internal actions '''[if]''', '''[while]''', and '''[event]''' describe when/whether sets of actions should be executed.&lt;br /&gt;
&lt;br /&gt;
== [if] ==&lt;br /&gt;
&lt;br /&gt;
Executes different sets of actions based on whether the conditions described in the condition tags are true or not.&lt;br /&gt;
&lt;br /&gt;
Condition tags:&lt;br /&gt;
* '''[have_unit]''' a unit passing this filter with &amp;gt;0 HP exists&lt;br /&gt;
** standard unit filter&lt;br /&gt;
&lt;br /&gt;
* '''[or]''' If an [or] is present, one must evaluate to true in order for the [if] to evaluate true&lt;br /&gt;
** condition tags as in [if] - if these evaluate to true, [or] evaluates to true.&lt;br /&gt;
&lt;br /&gt;
* '''[variable]''' tests something about the value of a WML variable (see [[VariablesWML]])&lt;br /&gt;
** ''name'' the name of the variable to test the value of&amp;lt;br&amp;gt;Only one of these keys should be used:&lt;br /&gt;
** ''equals'' $name is equal (string wise) to ''equals''&lt;br /&gt;
** ''not_equals'' $name is not equal to ''not_equals''&lt;br /&gt;
** ''greater_than'' $name is numerically greater than ''greater_than''&lt;br /&gt;
** ''less_than'' $name is less than ''less_than''&lt;br /&gt;
** ''greater_than_equal_to'' $name is not less than ''greater_than_equal_to''&lt;br /&gt;
** ''less_than_equal_to'' $name is not greater than ''less_than_equal_to''&lt;br /&gt;
** ''numerical_not_equals'' $name is greater than or less than ''numerical_not_equals''&lt;br /&gt;
** ''numerical_equals'' $name is not greater than or less than ''numerical_equals''&lt;br /&gt;
&lt;br /&gt;
After condition tags:&lt;br /&gt;
* '''[then]''' contains a set of action tags which should be executed if all conditions are true, or all conditions in any single [or] are true&lt;br /&gt;
* '''[else]''' contains a set of action tags which should be executed if any condition is false, and all [or] tags are false&lt;br /&gt;
&lt;br /&gt;
== [while] ==&lt;br /&gt;
&lt;br /&gt;
executes commands if all conditions are true.&lt;br /&gt;
Continues to execute them until a condition is not true.&lt;br /&gt;
&lt;br /&gt;
Executes a maximum of 1024 iterations per invocation.&lt;br /&gt;
Condition tags are the same as for [if]&lt;br /&gt;
&lt;br /&gt;
After condition tags:&lt;br /&gt;
* '''[do]''' contains actions that should be executed repeatedly until some condition is false.&lt;br /&gt;
&lt;br /&gt;
The [while] tag is useful for iterating over an array.&lt;br /&gt;
An ''array'' is a list of values.&lt;br /&gt;
The ''number''th value in the array ''array'' is stored in the WML variable '''''array''[number]'''.&lt;br /&gt;
Note that if ''number'' is the value of the variable ''variable'',&lt;br /&gt;
the expression '''$''array''[$variable]''' will return the ''number''th value in ''array''.&lt;br /&gt;
The macros 'FOREACH' and 'NEXT' ([[UtilWML]]) can be used to iterate over an array;&lt;br /&gt;
i.e. run a set of actions once per element of the array.&lt;br /&gt;
&lt;br /&gt;
== [event] == this adds a new event to the scenario.&lt;br /&gt;
The event is in the normal format for an '''[event]''' tag (See [[EventWML]]).&lt;br /&gt;
This is useful if you want an event that can only be triggered when a prior event is fulfilled&lt;br /&gt;
&lt;br /&gt;
These tags describe actions that affect the values of WML variables&lt;br /&gt;
(see [[VariablesWML]] for information on WML variables,&lt;br /&gt;
and [[UtilWML]] for convenient macro shortcuts for some of these):&lt;br /&gt;
* '''[set_variable]''' manipulates a WML variable.&lt;br /&gt;
** ''name'' the name of the variable to manipulate&lt;br /&gt;
** ''value'' set the variable to the given value (can be numeric or string). This does not interpret any dollars signs.&lt;br /&gt;
** ''format'' set the variable to the given value. Interprets the dollar sign to a higher degree than most actions. (see [[VariablesWML]])&lt;br /&gt;
** ''to_variable'' Fully processes its value as in ''format'', and then gets the variable with that name.&lt;br /&gt;
** ''add'' add the given amount to the variable. To subtract, add a negative number.&lt;br /&gt;
** ''multiply'' multiply the variable by the given amount. To divide, multiply by a decimal. To negate, multiply by -1.&lt;br /&gt;
** ''random'' the variable will be randomly set.&amp;lt;br&amp;gt;You may provide a comma separated list of possibilities, e.g. 'random=Bob,Bill,Bella'.&amp;lt;br&amp;gt;You may provide a range of numbers (integers), e.g. 'random=3..5'.&amp;lt;br&amp;gt;You may combine these, e.g. 'random=100,1..9', in which case there would be 1/10th chance of getting 100, just like for each of 1 to 9. Dollars signs are only normally interpreted here, so it is harder to have a dynamically determined range. You would need to create the random-string with ''format''.&lt;br /&gt;
&lt;br /&gt;
* '''[store_unit]''' stores details about units into game variables.&amp;lt;br&amp;gt;Common usage is to manipulate a unit by using [store_unit] to store it into a variable, followed by manipulation of the variable, and then [unstore_unit] to re-create the unit with the modified variables.&amp;lt;br&amp;gt;Note: stored units also exist on the field, and modifying the stored variable will not automatically change the stats of the units. You need to use [unstore_unit]. See also [unstore_unit], [[DirectActionsWML]], and '''FOREACH''', [[UtilWML]]&lt;br /&gt;
** '''[filter]''' (standard unit filter) all units matching this filter will be stored. If there are multiple units, they will be stored into an array of variables.&lt;br /&gt;
** ''variable'' the name of the variable into which to store the unit(s)&lt;br /&gt;
** ''mode'' defaults to always_clear, which clears the variable, whether or not a match is found. If mode is set to replace, the variable will only be cleared if a match is found. If mode is set to append, the variable will not be cleared.&lt;br /&gt;
** ''kill'' if 'yes' the units that are stored will be removed from play. This is useful for instance to remove access to a player's recall list, with the intent to restore the recall list later.&lt;br /&gt;
:When a unit is stored, the following values may be manipulated with '''[set_variable]'''&lt;br /&gt;
:* description&lt;br /&gt;
:* experience&lt;br /&gt;
:* facing&lt;br /&gt;
:* gender&lt;br /&gt;
:* canrecruit&lt;br /&gt;
:* overlays&lt;br /&gt;
:* goto_x&lt;br /&gt;
:* goto_y&lt;br /&gt;
:* hitpoints&lt;br /&gt;
:* moves&lt;br /&gt;
:* resting&lt;br /&gt;
:* side&lt;br /&gt;
:* type&lt;br /&gt;
:* unrenamable&lt;br /&gt;
:* upkeep&lt;br /&gt;
:* user_description&lt;br /&gt;
:* x&lt;br /&gt;
:* y&lt;br /&gt;
:* [variables]&lt;br /&gt;
:* [status]&lt;br /&gt;
:* [modifications]&lt;br /&gt;
Variables, status, and modifications are children of the stored unit variable.  Example:&lt;br /&gt;
 [set_variable]&lt;br /&gt;
 name=unit_store.status.poisoned&lt;br /&gt;
 value=yes&lt;br /&gt;
 [/set_variable]&lt;br /&gt;
&lt;br /&gt;
* '''[store_starting_location]''' Stores the starting location of a side's leader in a variable. The variable is a composite type which will have members 'x' and 'y'.&lt;br /&gt;
** ''side'' the side whose starting location is to be stored&lt;br /&gt;
** ''variable'' (default='location'): the name of the variable to store the location in&lt;br /&gt;
* '''[store_locations]''' Stores a series of locations that pass certain criteria into an array. Each member of the array has members 'x' and 'y'.&lt;br /&gt;
** standard location filter- a location or location range which specifies the locations to store. You must specify this or no locations will be stored.&lt;br /&gt;
** ''variable'' the name of the variable (array) into which to store the locations&lt;br /&gt;
** ''terrain'' a series of terrain characters. (See [[TerrainLettersWML]] for possible values.) If present, locations will only be chosen if the letter of the terrain type of that location is listed.&lt;br /&gt;
** ''radius'' if present, any locations which are within ''radius'' hexes of the location filter will also be stored&lt;br /&gt;
** '''[filter]''' (standard unit filter) only locations with units on them that match the filter will be stored. Use a blank filter to only store locations with units.&lt;br /&gt;
* '''[store_gold]''' stores the gold for a certain side in a variable.&lt;br /&gt;
** ''side'' (default=1) the side for which the gold should be stored&lt;br /&gt;
** ''variable'' (default='gold') the name of the variable to store the gold in&lt;br /&gt;
* '''[clear_variable]''' This will delete the given variable or array. This is good to use to clean up the set of variables -- e.g. a well-behaved scenario will delete any variables that shouldn't be kept for the next scenario before the end of the scenario.&lt;br /&gt;
** ''name'' the name of the variable to clear.&lt;br /&gt;
* '''[role]''' tries to find a unit to assign a role to.&amp;lt;br&amp;gt;This is useful if you want to choose a non-major character to say some things during the game. Once a role is assigned, you can use '''role=''' in a unit filter to identify the unit with that role (See [[FilterWML]]).&amp;lt;br&amp;gt;However, there is no guarantee that roles will ever be assigned. You can use '''[have_unit]''' (see [if]) to see whether a role was assigned. This tag uses a Standard Unit Filter with the modification to order the search by type, mark only the first unit found with the role, and the role attribute is not used in the search. If for some reason you want to search for units that have or don't have existing roles, you can use one or more [not] filters. The will check recall lists in addition to units on the map. In normal use, you will probably want to include a ''side'' attribute to force the unit to be on a particular side.&lt;br /&gt;
** ''role'' the value to store as the unit's role. This role is not used in the Standard Unit Filter when doing the search for the unit to assign this role to.&lt;br /&gt;
** ''type'' a comma-separated list of possible types the unit can be. If any types are given, then units will be searched by type in the order listed. If no type is given, then no particular order with respect to type is guaranteed.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[VariablesWML]]&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Credits&amp;diff=5551</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Credits&amp;diff=5551"/>
		<updated>2005-12-31T17:17:46Z</updated>

		<summary type="html">&lt;p&gt;Xan: /* Developers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In July 2003, '''David White''' released the first version of Wesnoth. Since then, many people have joined the project, contributing in very different ways.&lt;br /&gt;
&lt;br /&gt;
== Developers ==&lt;br /&gt;
* Alfredo Beaumont (ziberpunk) - autotools&lt;br /&gt;
* András Salamon ([[User:Ott|ott]]) - QA, bug fixing, subediting, game mechanics&lt;br /&gt;
* [mailto:dragonking_AT_o2.pl Bartek Waresiak] (Dragonking) - multiplayer developer&lt;br /&gt;
* Benjamin Drieu (benj) - scenario designer&lt;br /&gt;
* Benoît Timbert (Noyga) - coder&lt;br /&gt;
* Bram Ridder (Morloth) - editor improvements&lt;br /&gt;
* [[User:bruno|Bruno Wolff III]] - Campaign web interface, [[MainlineScenarios#The_Dark_Hordes|The Dark Hordes]] maintainer, bug fixing, minor coder&lt;br /&gt;
* Cédric Duval - coder, internationalization manager&lt;br /&gt;
* Crossbow/Miyo - administrator, release manager&lt;br /&gt;
* David Philippi (Torangan) - internationalization manager, wescamp&lt;br /&gt;
* [mailto:davidnwhite_AT_verizon.net David White] (Sirp) - founder, lead developer, scenario designer&lt;br /&gt;
* Dominic Bolin (Xan) - programmer&lt;br /&gt;
* Francisco Muñoz (fmunoz) - artwork manager, original units, scenario designer&lt;br /&gt;
* Guillaume Melquiond (silene) - &lt;br /&gt;
* Hogne Håskjold (frame) - terrain designer&lt;br /&gt;
* [mailto:isaac_AT_sindominio.net Isaac Clerencia] - administrator, release manager&lt;br /&gt;
* [mailto:Crazy-Ivanovic_AT_gmx.net Nils Kneuper] (Ivanovic) - internationalization manager&lt;br /&gt;
* James Spencer (Shade) - scenario designer&lt;br /&gt;
* Jan Zvánovec (jaz) -&lt;br /&gt;
* Jérémy Rosen (Boucman) - coder&lt;br /&gt;
* John B. Messerly (jbm) - &lt;br /&gt;
* [mailto:forcemaster_AT_gmx.net Jon Daniel] (forcemstr) - &lt;br /&gt;
* [mailto:jorda_AT_ettin.org Jordà Polo] (ettin) -&lt;br /&gt;
* Joseph Simmons (Turin) - scenario designer, graphics&lt;br /&gt;
* Jörg Hinrichs (Yogi Bear/YogiHH) - coder&lt;br /&gt;
* J.R. Blain (Cowboy) -&lt;br /&gt;
* [mailto:mcnabb_AT_gravity.psu.edu J.W.C. McNabb] (Darth Fool) - coder, graphics&lt;br /&gt;
* Justin Zaun (jzaun) - coder, scenario designer&lt;br /&gt;
* [mailto:erl_AT_erl.se Kristoffer Erlandsson] (erl) - help system, editor&lt;br /&gt;
* Maksim Orlovich (SadEagle) -&lt;br /&gt;
* Mark Michelsen (skovbaer) - internationalization manager&lt;br /&gt;
* Nicolas Weeger (ryo) - Python API&lt;br /&gt;
* [mailto:philippe.plantier_AT_naema.org Philippe Plantier] ([[User:Ayin|Ayin]]) - several parts of the code, notably terrain graphics code&lt;br /&gt;
* Richard Kettering (Jetryl) - artwork coordinator, several graphics&lt;br /&gt;
* Richard S. (Noy) - multiplayer developer&lt;br /&gt;
* Scott Klempner - campaign maintainer&lt;br /&gt;
* Soliton - multiplayer developer&lt;br /&gt;
* [mailto:susanna.bjorverud_AT_telia.com Susanna Björverud] (sanna) - internationalization manager&lt;br /&gt;
* [mailto:ydirson_AT_altern.org Yann Dirson] - gettext support, tinygui&lt;br /&gt;
* Zas -&lt;br /&gt;
&lt;br /&gt;
== Artists ==&lt;br /&gt;
* Aleksi - music coordinator&lt;br /&gt;
* Alex Jarocha-Ernst (Jormungandr) - portraits&lt;br /&gt;
* Andrew James Patterson (Kamahawk) - sprites&lt;br /&gt;
* antwerp - sprites&lt;br /&gt;
* Christophe Anjard - sprites&lt;br /&gt;
* Diego Brea (Cobretti) - sprites&lt;br /&gt;
* Eli Dupree (Elvish Pillager) - sprites&lt;br /&gt;
* Fredrik Lindroth - music&lt;br /&gt;
* Gareth Miller (Gafgarion) - sprites&lt;br /&gt;
* James Barton (Sangel) - sprites&lt;br /&gt;
* James Woo (Pickslide) - portraits&lt;br /&gt;
* Jason Lutes - portraits&lt;br /&gt;
* Jimmy Olsson (Azlan) - icons&lt;br /&gt;
* Johanna Manninen (lohari) - tiles&lt;br /&gt;
* John Muccigrosso (Eponymous Archon) - sprites&lt;br /&gt;
* John-Robert Funck (XJaPaN) - sprites&lt;br /&gt;
* Jonatan Alamà (tin) - logo&lt;br /&gt;
* Joseph Toscano (zhaymusic.com) - music&lt;br /&gt;
* J.W. Bjerk (Eleazar) - tiles, graphics&lt;br /&gt;
* Michael Gil de Muro (grp21) - portraits&lt;br /&gt;
* Neorice - sprites&lt;br /&gt;
* Pau Congost - music&lt;br /&gt;
* Pekka Aikio - tiles&lt;br /&gt;
* Peter Geinitz (Shadow) - sprites&lt;br /&gt;
* Robert Bolin (Zebulon) - tiles&lt;br /&gt;
* Slainte - sprites&lt;br /&gt;
* Stephen Stone - [graphics]&lt;br /&gt;
* Svetac - [graphics]&lt;br /&gt;
&lt;br /&gt;
== Translators ==&lt;br /&gt;
* adson - hungarian translation&lt;br /&gt;
* İhsan Akın - turkish translation&lt;br /&gt;
* Alessio D'Ascanio (otaku) - italian translation&lt;br /&gt;
* Alexander Alexiou (Santi) - greek translation&lt;br /&gt;
* Alexander Kjäll (capitol) - swedish translation&lt;br /&gt;
* Alexandr Menovchicov - russian translation&lt;br /&gt;
* Alfredo Beaumont (ziberpunk) - basque translation&lt;br /&gt;
* Ambra Viviani Loos - brazilian portuguese translation&lt;br /&gt;
* Americo Iacovizzi (DarkAmex) - italian translation&lt;br /&gt;
* Anders K. Madsen (madsen) - danish translation&lt;br /&gt;
* András Salamon ([[User:Ott|ott]]) - afrikaans, english and hungarian translation&lt;br /&gt;
* Andre Schmidt (schmidta) - german translation&lt;br /&gt;
* Anežka Bubeníčková (Bubu) - czech translation&lt;br /&gt;
* Ankka - finnish translation&lt;br /&gt;
* Anton Tsigularov (Atilla) - bulgarian translation&lt;br /&gt;
* Arkadiusz Danilecki (szopen) - polish translation&lt;br /&gt;
* Arne Deprez - dutch translation&lt;br /&gt;
* Artur R. Czechowski - polish translation&lt;br /&gt;
* Aurélien Brevers (Breversa) - french translation&lt;br /&gt;
* Azamat Hackimov - russian translation&lt;br /&gt;
* Bartek Waresiak (Dragonking) - polish translation&lt;br /&gt;
* Beer (Eddi) - hungarian translation&lt;br /&gt;
* Benoit Astruc - french translation&lt;br /&gt;
* Bjarke Sørensen (basher) - danish translation&lt;br /&gt;
* Boris Stumm (quijote_) - german translation&lt;br /&gt;
* BOrsuk - polish translation&lt;br /&gt;
* Cédric Duval - french translation&lt;br /&gt;
* Carles Company (brrr) - catalan translation&lt;br /&gt;
* Celso Goya - brazilian portuguese translation&lt;br /&gt;
* Christoph Berg (chrber) - german translation&lt;br /&gt;
* Claus Aranha - brazilian portuguese translation&lt;br /&gt;
* crys0000 - italian translation&lt;br /&gt;
* Dan Rosàs Garcia (focks) - catalan translation&lt;br /&gt;
* Daniel López (Azazelo) - catalan translation&lt;br /&gt;
* DaringTremayne - french translation&lt;br /&gt;
* David Martínez Moreno - spanish translation&lt;br /&gt;
* David Nečas (Yeti) - czech translation&lt;br /&gt;
* dentro - hungarian translation&lt;br /&gt;
* Enes Akın (yekialem) - turkish translation&lt;br /&gt;
* Erik J. Mesoy (Circon) - norwegian translation&lt;br /&gt;
* Eugenio Favalli (ElvenProgrammer) - italian translation&lt;br /&gt;
* Federico Tomassetti - italian translation&lt;br /&gt;
* Flamma - spanish translation&lt;br /&gt;
* Franciso Muñoz (fmunoz) - spanish translation&lt;br /&gt;
* François Orieux - french translation&lt;br /&gt;
* Gabriel Rodríguez (Chewie) - spanish translation&lt;br /&gt;
* Georgi Dimitrov (oblak)- bulgarian translation&lt;br /&gt;
* Gerfried Fuchs (Alfie) - german translation&lt;br /&gt;
* Gilluin - hungarian translation&lt;br /&gt;
* Guillaume Duwelz-Rebert - french translation&lt;br /&gt;
* [mailto:massart.guillaume_AT_wanadoo.fr Guillaume Massart (Piou2fois)] - french translation&lt;br /&gt;
* Guillaume Melquiond (silene) - french translation&lt;br /&gt;
* Hallvard Norheim Bø (Lysander) - norwegian translation&lt;br /&gt;
* Håvard Korsvoll - norwegian translation&lt;br /&gt;
* Huang huan (unicon) - chinese translation&lt;br /&gt;
* Ilya Kaznacheev - russian translation&lt;br /&gt;
* isazi - italian translation&lt;br /&gt;
* Iván Herrero (navitux) - spanish translator&lt;br /&gt;
* Jaka Kranjc (lynx) - slovenian translation&lt;br /&gt;
* Jan Greve (Jan) - german translation&lt;br /&gt;
* Jan-Heiner Laberenz (jan-heiner) - german translation&lt;br /&gt;
* Jean Privat (Tout) - french translation&lt;br /&gt;
* Jean-Luc Richard (Le Gnome) - french translation&lt;br /&gt;
* Jérémy Rosen (Boucman) - french translation&lt;br /&gt;
* Jesper Fuglsang Wolff (ulven) - danish translation&lt;br /&gt;
* Jonatan Alamà (tin) - catalan translation&lt;br /&gt;
* [mailto:jorda_AT_ettin.org Jordà Polo] (ettin) - catalan translation coordinator&lt;br /&gt;
* Jose Gordillo (kilder) - spanish and catalan translation&lt;br /&gt;
* Jose Manuel Gomez (joseg) - spanish translation&lt;br /&gt;
* Julien Moncel - french translation&lt;br /&gt;
* Julien Tailleur - french translation&lt;br /&gt;
* Julen Landa (genars) - basque translation&lt;br /&gt;
* Kai Ensenbach (Pingu) - german translation&lt;br /&gt;
* Kékkői László (BlackEvil) - hungarian translation&lt;br /&gt;
* Karol Nowak (grzywacz) - polish translation&lt;br /&gt;
* Katerina Sykioti - greek translation&lt;br /&gt;
* Kertész Csaba - hungarian translation&lt;br /&gt;
* Khiraly - hungarian translation&lt;br /&gt;
* kko - finnish translation&lt;br /&gt;
* Konstantinos Karasavvas - greek translation&lt;br /&gt;
* Kosif -  turkish translation&lt;br /&gt;
* Kovács Dániel - hungarian translation&lt;br /&gt;
* krix - hungarian translation&lt;br /&gt;
* Lala - dutch translation&lt;br /&gt;
* Leo Danielson (Lugo Moll) - swedish translation&lt;br /&gt;
* Lim Choon Kiat - 林俊杰 - chinese translation&lt;br /&gt;
* Lukáš Faltýnek - czech translation&lt;br /&gt;
* Maarten Albrecht - dutch translation&lt;br /&gt;
* Mark Michelsen (skovbaer) - danish translation&lt;br /&gt;
* Mark Polo (mpolo) - latin translation&lt;br /&gt;
* Mark Recasens - catalan translation&lt;br /&gt;
* Mart Tõnso - estonian translation&lt;br /&gt;
* Martin Šín - czech translation&lt;br /&gt;
* Mathias Bundgaard Svensson (freaken) - danish translation&lt;br /&gt;
* Matias Parmala - finnish translation&lt;br /&gt;
* methinks - polish translation&lt;br /&gt;
* Michał Jedynak (Artanis) - polish translation&lt;br /&gt;
* Michel Loos - brazilian portuguese translation&lt;br /&gt;
* Mikel Olasagasti (Hey_neken) - basque translation&lt;br /&gt;
* Mintaka - czech translation&lt;br /&gt;
* Naoki Iimura - japanese translation&lt;br /&gt;
* Nico Oliver - afrikaans translation&lt;br /&gt;
* Nicolas Boudin (Blurgk) - french translation&lt;br /&gt;
* [mailto:Crazy-Ivanovic_AT_gmx.net Nils Kneuper] (Ivanovic) - german translation&lt;br /&gt;
* Nobuhito Okada - japanese translation&lt;br /&gt;
* [mailto:tapik_AT_buchtovi.cz Oto Buchta] ([[User:Tapik|tapik]]) - czech translation&lt;br /&gt;
* Pau Rul·lan Ferragut - catalan translation&lt;br /&gt;
* Paweł Stradomski - polish translation&lt;br /&gt;
* Paweł Tomak - polish translation&lt;br /&gt;
* paxed - finnish translation&lt;br /&gt;
* Petr Kopač (Ferda) - czech translation&lt;br /&gt;
* Petr Kovár (Juans) - czech translation&lt;br /&gt;
* [mailto:philippe.plantier_AT_naema.org Philippe Plantier] ([[User:Ayin|Ayin]]) - french translation&lt;br /&gt;
* Pieter Vermeylen (Onne) - dutch translation&lt;br /&gt;
* P&amp;amp;#305;nar Yanarda&amp;amp;#287; (moonquelle) - turkish translation&lt;br /&gt;
* Renato Cunha - brazilian portuguese translation&lt;br /&gt;
* Roel Thijs (Roel) - dutch translation&lt;br /&gt;
* RokStar - italian translation&lt;br /&gt;
* Roman Tuchin (Sankt) - russian translation&lt;br /&gt;
* Rudolf Orság - czech translation&lt;br /&gt;
* Ruben Philipp Wickenhäuser (The Very Uhu) - german translation&lt;br /&gt;
* Sérgio de Miranda Costa -  brazilian portuguese translation&lt;br /&gt;
* Selim Farsakoğlu -  turkish translation&lt;br /&gt;
* Sofronius - czech translation&lt;br /&gt;
* Spiros, Giorgis - greek translation&lt;br /&gt;
* Srecko Toroman (FreeCraft) - serbian translation&lt;br /&gt;
* Stefan Bergström (tephlon) - swedish translation&lt;br /&gt;
* Stephan Grochtmann (Schattenstephan) - german translation&lt;br /&gt;
* [mailto:susanna.bjorverud_AT_telia.com Susanna Björverud] (sanna) - swedish translation&lt;br /&gt;
* Susanne Mesoy (Rarlgland) - norwegian translation&lt;br /&gt;
* Széll Tamás (TomJoad) - hungarian translation&lt;br /&gt;
* Tiago Souza (Salvador) - brazilian portuguese translation&lt;br /&gt;
* Tobe Deprez - dutch translation&lt;br /&gt;
* Vít Komárek - czech translation&lt;br /&gt;
* Vít Krčál - czech translation&lt;br /&gt;
* Viliam Bur - slovak translation&lt;br /&gt;
* wint3r - swedish translation&lt;br /&gt;
* [mailto:ydirson_AT_altern.org Yann Dirson] - french translation&lt;br /&gt;
* Yuji Matsumoto - japanese translation&lt;br /&gt;
* Zas - french translation&lt;br /&gt;
&lt;br /&gt;
== Other Contributions ==&lt;br /&gt;
* Ben Anderman (crimson_penguin) - unit list&lt;br /&gt;
* Dacyn - scenario designer&lt;br /&gt;
* Cyril Bouthors (CyrilB) - debian packager, patron&lt;br /&gt;
* Darryl Dixon - packager&lt;br /&gt;
* edge - packager&lt;br /&gt;
* Francesco Gigli (Jaramir) - wiki, wesnoth.slack.it&lt;br /&gt;
* Frédéric Wagner&lt;br /&gt;
* Jay Hopping - packager&lt;br /&gt;
* Jeff Breidenbach (Jab) - Bilinear interpolation&lt;br /&gt;
* Marcin Konicki (ahwayakchih) - BeOS packager&lt;br /&gt;
* Marcus Phillips (Sithrandel) - Mac OS X packager&lt;br /&gt;
* Mark Michelsen (skovbaer) - slackware packager&lt;br /&gt;
* Mike Quinones (Doc Paterson) - multiplayer maps&lt;br /&gt;
* Peter Groen (pg) - multiplayer maps&lt;br /&gt;
* Ruben Philipp Wickenhäuser (The Very Uhu) - multiplayer maps&lt;br /&gt;
* Tom Chance (telex4) - multiplayer maps, scenario balancing&lt;br /&gt;
* Sam Phillips (dark172) - creation of campains and multiplayer maps&lt;br /&gt;
&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Xan</name></author>
		
	</entry>
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