https://wiki.wesnoth.org/api.php?action=feedcontributions&user=Ardonik&feedformat=atomThe Battle for Wesnoth Wiki - User contributions [en]2024-03-29T13:25:35ZUser contributionsMediaWiki 1.31.16https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&diff=7338Timeline of Wesnoth2006-02-16T07:01:08Z<p>Ardonik: /* 535 YW */ from -> form</p>
<hr />
<div>'''Historian's notes'''<br />
<br />
Portions of entries surrounded by parentheses and containing a question mark are assumed or unconfirmed information: for instance, "BLAH BLABITY BLAH ( the king of the BLAH ?)". The history is sorted by era, and within the era by date, using the Foundation of Wesnoth as a base. BW=Before Wesnoth, YW=Years Wesnoth. They function the same way as BC and AD do in our timekeeping system. Each of the eras is summarized before the timeline for that era begins.<br />
<br />
__NOTOC__<br />
[[#Prehistory - 20 YW: The Founding of Wesnoth|The Founding of Wesnoth]]<br />
<br />
[[#20-130 YW: The Taming of the Wild|The Taming of the Wild]]<br />
<br />
[[#200-350 YW: The Golden Age of Wesnoth|The Golden Age of Wesnoth]]<br />
<br />
[[#350-417 YW: The First Dark Age of Wesnoth|The First Dark Age of Wesnoth]]<br />
<br />
[[#417-530 YW: The Turmoil of Asheviere|The Turmoil of Asheviere]]<br />
<br />
[[#530-630 YW: The Age of Fear|The Age of Fear]]<br />
<br />
[[#630-???: The Restoration of Wesnoth|The Restoration of Wesnoth]]<br />
<br />
[[#New Blood: The Invasions|New Blood]]<br />
<br />
[[#After the Fall|After the Fall]]<br />
<br />
<br />
== Prehistory - 20 YW: The Founding of Wesnoth ==<br />
During the age of the Founding of Wesnoth, there were two important geographic locations, these being the Green Isle and the Great Continent. Haldric is the main historical figure at this time. This age ends with the founding of Wesnoth as a country in the Great Continent, and with Orcs attacking both elves and men from the sea.<br />
<br />
=== Prehistory ===<br />
* Birth of the world.<br />
* Elves and Dwarves inhabit the Great Continent.<br />
* Humans inhabit the distant West.<br />
* Haldric's people colonise the Green Isle from a continent further to the west.<br />
<br />
=== 200 BW ===<br />
* The Lich-Lords arrive on the Green Isle after losing a war in the distant West.<br />
* After a long war Haldric's people come to dominate the Green Isle.<br />
* The 'Wesfolk' and their Lich-Lords are pushed onto marginal lands.<br />
<br />
=== 12 BW ===<br />
* The Crown Prince of Southbay dicovers the Great Continent.<br />
<br />
=== 11-7 BW ===<br />
* The Crown Prince makes several voyages between the Green Isle and the Great Continent.<br />
<br />
=== 6 BW ===<br />
* Following these voyages the Great Continent, the elder Crown Prince falls ill and dies<br />
* His younger brother is implicated in a plot to kill him.<br />
* As a distraction the younger Prince starts a war with the Wesfolk and their Lich-Lords.<br />
* The Lich-Lords sense they will be destroyed and open gates to the homeland of the Orcs in the West.<br />
<br />
=== 5-2 BW ===<br />
* The Green Isle is overrun with Orcs.<br />
* The Wesfolk desert their Lich-Lords as they fear becoming prey for the Orcs.<br />
* Prince Haldric leads the evacuation of the survivors to the Great Continent.<br />
<br />
=== 1 BW ===<br />
* Human settlers, led by Prince Haldric, arrive at the Great Continent in large numbers.<br />
* Humans arrive in the middle of a simmering dispute between the Elves and Dwarves.<br />
* The Elves and Dwarves are distrustful of humans, and there is a small skirmish.<br />
* Messengers from Wesmere Forest come and ask Haldric to come before the Ka'lian.<br />
* Prince Haldric asks the Four Elvish Lords (Dionli, Logalmier, Aryad, and El'Isomithir) for help and land.<br />
* They set before him four quests to prove his worth, which he completes.<br />
<br />
=== 1 YW ===<br />
* Haldric is granted the plains north and south of the Great River.<br />
* Haldric agrees to a Pact of Mutual Defence with the Elves.<br />
* Haldric founds the country of Wesnoth in these lands.<br />
* Reign of Haldric I begins.<br />
<br />
=== 2 YW ===<br />
* Orcs, following the ships fleeing from the Green Isle, begin to arrive on the Great Continent.<br />
* These Orcs are defeated by Haldric's forces.<br />
* Some of the Orcish survivors flee back to the Green Isle, others move to attack the Elves.<br />
* King Haldric helps the Elves fight the surviving Orcs.<br />
<br />
=== 8 YW ===<br />
* A second wave of Orcs arrive from the Green Isle; these Orcs start claiming large portions of the Great Continent for themselves.<br />
* Haldric I dishonors the Pact he spoke with the Elves and refuses to give aid.<br />
<br />
=== 9-11 YW ===<br />
* Many Elves are killed in battle by the Orcs.<br />
* Elvish emissaries are turned away from Wesnoth.<br />
<br />
=== 12 YW ===<br />
* Orcs fail to take the Wesmere Forest and instead march against the farmlands of Wesnoth.<br />
* Elves refuse to aid the Humans in confronting the Orcs.<br />
* Orcs attack the lands north of the great river from the mountains, then owned by Wesnoth.<br />
* Humans are forced back to the great river and are able to hold it against Orcish attacks.<br />
<br />
=== 20 YW ===<br />
* Haldric I dies.<br />
* Haldric II ascends to the throne.<br />
* King Haldric II allows emissaries of the Elves to return to Wesnoth.<br />
<br />
== 20-130 YW: The Taming of the Wild ==<br />
This era is that in which the kingdom of Wesnoth expanded and defined its borders, and settled the area which it had claimed for its own. The Taming of the Wild refers to the settling of the unsettled lands, as well as the population of the Northlands. The end of this era is marked by friction between the city-state of Elensefar and the country of Wesnoth, which will continue for the next several hundred years.<br />
<br />
<br />
=== 23 YW ===<br />
* Haldric II sends General Aldar west with a portion of the Wesnoth army, to aid the Elves.<br />
* The Orcs in the eastern lands are defeated.<br />
<br />
=== Alternate History Regarding the Sceptre of Fire ===<br />
* 25 YW<br />
** Haldric II commissions a dwarven tribe to build the Sceptre and recieve the ruby from Haldric II.<br />
** Elves attack the dwarves as Haldric II is giving them the ruby.<br />
* 25-34 YW:<br />
** The dwarves gather materials to make the sceptre.<br />
* 35 YW:<br />
** The dwarves, searching for supplies, attack another dwarvish clan, the Shorbears.<br />
** Elves siege the citadel of the Dwarves.<br />
* 36-40 YW:<br />
** The dwarves craft the sceptre inside of the citadel while under seige, but cannot complete the incantation.<br />
* 40 YW:<br />
** The dwarves break the siege and head underground, into the depths of the volcano where Khrakrahs the Dragon lives.<br />
** The dwarves fortify their position inside the caves and finish the sceptre.<br />
** The volcano erupts, killing the dwarves and the elves who followed them.<br />
** A human messenger escapes to report to Haldric II that the Sceptre was created.<br />
<br />
=== Reconciliation of the two versions of the Sceptre of Fire (Legend of Wesmere) ===<br />
* After the elves defeat the orcs in Wesmere and the orcs turn their attention to humans, the elves come to the aid of the humans in the battle for Weslath<br />
* After the alliance victory, the elves advise Haldric II of the problems with the unshielded ruby of fire<br />
* Haldric II commisions the dwarves to make the sceptre as above<br />
* The sceptre is lost as described above. During that period, both orcs and elves are fighting a civil war each. Consequently humans become the dominant race.<br />
* This is the Golden age of Wesnoth because the Wesnoth army is too strong for any opponent fighting a civil war and because their Kings are no longer under the influence of the unshielded ruby<br />
* Much later, the ruby is found. It's shielded alright, but not properly. Consequently it still has a damaging effect on the human Kings<br />
* During the Delfador times and the battles with Ilaih-Malal, the elves again advise Delfador, who realizes that the sceptre is not properly shielded<br />
* and manages to talk the King into ordering it again properly shielded<br />
* Another side effect of the encounter with the elves is that Delfador gets Crelanu's book. The elves think it will be safe with Delfador and indeed it helps him close the Iliah-Malal portal, but Asheviere also gains access to it.<br />
<br />
=== 122 YW ===<br />
* City of Elensefar is sacked by orcs.<br />
* Meneldur, a sailor of Elensefar, sets out on a quest to regain the city.<br />
<br />
=== 123 YW ===<br />
* Elensefar is retaken by Meneldur along with Undead from the Green Isle.<br />
* Elensefar becomes an independent city-state for the first time.<br />
<br />
=== 161-164 YW ===<br />
* The newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar.<br />
* The grand army of Wesnoth, personally led by the High Council of Archmagi, destroyed all enemies residing within Wesnoth.<br />
* The city-state of Elensefar was formally united to the kingdom and settlements rapidly spread.<br />
<br />
=== 164-176 YW ===<br />
* During this twelve year span, the western fortress of Halstead was erected in the very heart of the wilderlands.<br />
<br />
=== 199 YW ===<br />
* Emboldened by the far-reaching arm of Halstead's protection, settlement in the west explodes<br />
* The cities of Aldril and Carcyn grow to become major cities, the first as an important port due to its position on the Bay of Pearls, and the second as a stop on the road to Elensefar and military outpost along the Great River<br />
* Settlers from Carcyn cross the Great River to establish the first settlements north of it<br />
<br />
== 200-350 YW: The Golden Age of Wesnoth ==<br />
The Golden Age of wesnoth was the time of the great kings, and of peace and prosperity within the kingdom. The Orcs had suffered a grave defeat at the hands of Wesnoth and Elensefar seventy-five years earlier, so they did not pose much of a threat, and whenever they did attack they were quickly defeated. This allowed the army to lessen in size, and the kings of this age to undertake the great public works they are renowned for. The era ends when the king of Wesnoth dies without an heir, and a new dynasty begins.<br />
<br />
=== 250 YW ===<br />
* Urug-Telfar attacks the lake atop mount Eregonor and pillages the surounding areas.<br />
* The Elvish Heroes Kalenz and Glatrid are sent to defeat Urug-Telfar.<br />
* Kalenz and Glatrid are successful in destroying the encamped Orcish forces.<br />
<br />
=== 350 YW ===<br />
* Fractioning of kingdom caused by death of Haldric IV.<br />
* Elensefar remains a province of Wesnoth but exerts increasing independence due to isolation.<br />
* Treaty between lord of Elensefar and king of Wesnoth signed.<br />
<br />
=== 389 YW ===<br />
* Garard, a future king of Wesnoth, is born<br />
<br />
== 350-417 YW: The First Dark Age of Wesnoth ==<br />
<br />
The first Dark Age was a time of strife and attacks from the outside. When Haldric IV died, it left Wesnoth without a king, and the next 70 years were marked by short-lived dynasties, attacks by ever more aggressive orcs, and the further separation of Wesnoth and Elensefar. The Dark Age ended when Garard I took the throne, and began a new dynasty that would last for several hundred years.<br />
<br />
== 417-530 YW: The Turmoil of Asheviere ==<br />
King Garard's dynasty was long-lived, but its first eighty years of existence made observers at the time believe that would not be so. The first king suffered a very destructive undead attack, and the second was murdered by his own wife and son. It was not until 519 YW that Prince Konrad was able to wrest the throne from the Queen Mother Asheviere. After the turmoil finally ended, however, Wesnoth entered its next era.<br />
<br />
=== 417 YW ===<br />
* Ending years of strife and division, Garard I siezes the throne and becomes king of Wesnoth.<br />
* Dwarves agree to craft the Sceptre of Fire for King Garard.<br />
<br />
=== 440 YW ===<br />
* Crown Prince Garard II is born.<br />
* Delfador becomes Methor's apprentice<br />
<br />
=== 442 YW ===<br />
* Dark hordes of undead are reported in the plains of the East, terrorising the inhabitants.<br />
* Garard sends a battle group to defeat the undead.<br />
* Soldiers return from the battle reporting a crushing defeat.<br />
* Garard asks the council of mages for help and is advised to send more troops.<br />
* The young mage Delfador asks the King for permission to lead a force of mages instead.<br />
* Garard agrees to let Delfador confront the undead.<br />
* Delfador is successful and becomes a trusted advisor to King Garard.<br />
<br />
=== 442-445 YW ===<br />
* Three outposts are built on eastern border to repel local orcs.<br />
* The Sceptre of Fire is completed.<br />
* Orcs besiege Knalga, and the Sceptre is lost.<br />
<br />
=== 450 YW ===<br />
* Prince Arand is born.<br />
* Delfador defeats undead nemesis Ihiah-Malal<br />
<br />
=== 473 YW ===<br />
* Garard I dies.<br />
* Garard II rises to throne of Wesnoth.<br />
<br />
=== 478 YW ===<br />
* Garard II marries Asheviere.<br />
* Garard II issues the Sceptre Edict of Royal Succession<br />
<br />
=== 480 YW ===<br />
* Crown Prince Eldred is born.<br />
<br />
=== 498 YW ===<br />
* Princess Li'sar is born.<br />
<br />
=== 500 YW ===<br />
* Prince Konrad is born, the youngest of several sons of Prince Arand.<br />
* Wesnoth and the Orcs of the north go to war.<br />
* Garard leads his army to orc encampment at Galcadar by the Ford of Abez.<br />
* Garard's forces split into two groups, one led by himself and the other by his son Eldred.<br />
* Eldred betrays his father and attacks him with the troops under his control.<br />
* Eldred slays King Garard and his uncle Prince Arand on the battlefield of Abez.<br />
* Delfador escapes the battle and heads to Weldyn.<br />
* Eldred gives tribute to the Orcish king, who stops his attacks.<br />
* Delfador gathers a force of Loyalists to avenge Garard's Death.<br />
* Eldred's forces confront Delfador's Loyalists at Weldyn.<br />
* The Loyalists are defeated, but Eldred is slain by Delfador in the fight.<br />
* Delfador escapes the battle.<br />
<br />
=== 501 YW ===<br />
* Asheviere orders the slaughter of Garard's nephews and declares herself Queen of Wesnoth.<br />
* Hearing of the news Delfador infiltrates the palace.<br />
* Delfador finds the youngest prince Konrad as he is slain.<br />
* Delfador flees, taking Konrad's body for burial to the land of the Elves.<br />
* While traveling through Wesnoth, Elf Lady Parandra finds an orphaned human child.<br />
* Parandra and Delfador agree to give the orphan the identity of Prince Konrad.<br />
* Delfador and Konrad flee to live in refuge with the Southwestern Elves.<br />
* Elensefar refuses to submit to Asheviere and declares itself an independent city-state.<br />
* The western Wesnoth border recedes, is fixed, and remains heavily defended.<br />
* As a result of the loyalist withdrawal, elves flourish in the great forest to the southwest of Wesnoth.<br />
* A band of Wesnoth citizens organizes resistance to Asheviere's siezure of power. They are eventually forced to abandon their home and inhabit the Isle of the Damned.<br />
<br />
=== 502-517 YW ===<br />
* Delfador raises Konrad under the protection of the Elves.<br />
<br />
=== 517 YW ===<br />
* Asheviere hires Orcish forces to hunt down her nephew-in-law Konrad.<br />
* Orcish forces converge on Delfador's refuge.<br />
* Konrad flees his home with the elves and embark upon a quest to regain the throne of Wesnoth.<br />
<br />
=== 518 YW ===<br />
* Konrad crosses the Great River into the Northlands on a search for the Sceptre of Fire.<br />
* They enter the Caves of Knalga, allied with Princess Li'sar, and find it.<br />
* They return to Wesnoth and claim the throne.<br />
<br />
=== 522 YW ===<br />
* Birth of Princess Ana'sar.<br />
<br />
== 530-630 YW: The Age of Fear ==<br />
The Age of Fear takes its names from the events of the end of the era. On the surface, the first 90 years were every uneventful. However, during this time unexplainable magical events took place, especially in the eastern lands. Previously tamed lands were slowly claimed by wilderness as fear and paranoia gradually overshadowed the spirit of pioneering and adventure displayed earlier in Wesnoth's history. In the last 10 years of the age, Wesnoth bore the brunt of the most powerful Undead attack ever and was nearly destroyed. By the end of the era, most of Wesnoth had been made barren, most of the great buildings inside and outside of Weldyn were razed, and the population of Wesnoth was half of what it had been.<br />
<br />
It was in this era that certain areas of the chaotic Northlands were for the first time put into any kind of law and order. A small group of humans and dwarves, accepting anyone of any race who wished to join, formed themselves into the "Northern Alliance”, with the vision of making the Northlands safe to live in. Over time, this alliance grew slowly but steadily in power. By the end of the era, the alliance had succeeded in making a few small areas, including Knalga and the surrounding regions, stable and prosperous. Consequently, many people evacuated from the wasteland that most of Wesnoth had become and moved north - depleting the population of Wesnoth still further.<br />
<br />
=== 533 YW ===<br />
* Delfador sucumbs to old age and dies, his body is entombed alongside his staff in Eregonor.<br />
* The next great sage of Wesnoth, Dacyn, is born.<br />
<br />
=== 534 YW ===<br />
<br />
* The small community of Dwarven Doors, in the Northlands just outside Knalga, rebels against the Orcish overlords.<br />
* The residents, led by Tallin, head underground and find dwarves, whom they ally with.<br />
* Their combined forces destroy an upstart Lich who is attempting to claim Knalga as his own.<br />
<br />
=== 535 YW ===<br />
<br />
* The local orcish leader Rakshas attacks Tallin and his forces, but does not penetrate the dwarves' defences.<br />
* To help defeat the orcs, Tallin secures the help of two Liches, and rescues an elvish princess to secure the help of the elves.<br />
* Assisted by his new allies, Tallin smashes the forces of Rakshas.<br />
* According to some historians, Tallin and the elvish princess are married; others say they parted in bad blood.<br />
* To preserve the new-found peace in the Northlands, Tallin and his allies form the Northern Alliance.<br />
<br />
=== 563 YW ===<br />
* Konrad and Li'sar die after an extraordinarily long reign.<br />
* Princess Ana'sar becomes queen.<br />
* The seer Galdren becomes prominent at the court of Weldyn.<br />
<br />
=== 585 YW ===<br />
* Queen Ana'sar retires.<br />
* Haldric VII becomes king of Wesnoth.<br />
<br />
=== 589 YW ===<br />
* Dacyn the White Mage and Ravanal, an eastern wizard, compete to be the king's advisor.<br />
* The seer Galdren dies after advising Haldric VII to choose Dacyn.<br />
* The king does as Galdren advises.<br />
<br />
=== 593 YW ===<br />
* Ravanal reveals that he has turned to evil, and flees from Weldyn.<br />
<br />
* Konrad II is born.<br />
<br />
=== 612 YW ===<br />
* Konrad II becomes King of Wesnoth.<br />
* Dacyn continues his duties as advisor with Konrad II.<br />
<br />
=== 625 YW ===<br />
* Mysterious disappearances of livestock and peasants along the eastern border of Wesnoth.<br />
* Konrad II sends Dacyn with Owaec and Gweddry to man the old eastern outposts.<br />
<br />
=== 626 YW ===<br />
* Mal-Ravanal attacks the middle outpost where Gweddry and Dacyn are stationed.<br />
* Dacyn and Gweddry travel to the northern outpost, and, with Owaec, retreat into the northlands.<br />
<br />
=== 627 YW ===<br />
* Wesnoth's last defences are broken and the undead march on Wesnoth<br />
* In the northlands, the orcs drive Gweddry's army back across the river.<br />
* Weldyn is besieged.<br />
* Gweddry breaks through undead lines to reach Weldyn.<br />
* A council is held.<br />
* Gweddry's army is lucky and kills Mal-Ravanal.<br />
* Wesnoth is saved, but has been turned by the undead into a barren wasteland.<br />
<br />
== 628-???: The Restoration of Wesnoth ==<br />
The Restoration of Wesnoth began in an depressing manner. After Konrad II died, Wesnoth was plunged into civil war. However, the Restoration was, in the end, the time when Wesnoth recovered from the damage that Mal-Ravanal's undead attack had dealt. By the end of the era, Wesnoth was no longer a wasteland, but it would never regain the majesty it had at the height of its power.<br />
<br />
=== 628-635 YW ===<br />
* Konrad II begins his attempt to rebuild Wesnoth.<br />
<br />
=== 636 YW ===<br />
* Konrad II dies, and Wesnoth plunges into Civil War<br />
<br />
=== 750 YW ===<br />
* A Lich Lord of the Wesfolk invades the Great Continent.<br />
* The king of Wesnoth incites war between the Elves, Dwarves and Orcs.<br />
* The Elves, Dwarves and Orcs ally to defeat the Lich-Lord.<br />
<br />
== New Blood: The Invasions ==<br />
After civil war Wesnoth was fragmented into small kingdoms, making it easy prey for invading nations. It was then when Aragwaithi come, at the beginning functioning as the mercenaries.<br />
In about 800 YW Akladians appeared from the east, conquering Wesnothian realms one by one.<br />
After years of subjugation, it became clear that these were people cut from the same cloth. Around 900 YW a courageous young monarch of the Hagarthen clan completed the restoration of Wesnoth as the dominant race on the continent.<br />
<br />
==After the Fall==<br />
At some unknown point in the future, an unspeakable cataclysm scorched the surface of the lands. Forests died, hills turned into rocky wastelands and fields became barren deserts. In the apocalypse allies turned against each other and friends fought over what few resources remained. The great nations were destroyed, and huge numbers of people died. Still amidst the chaos somehow small groups of people survived, sheltered in hidden places. In this post-apocalyptic world survival is a daily struggle as a few remaining tribes eke out an existence among the ruins of fallen empires. Heroic bands of elves, nomadic refugee humans, savage hordes of orcs and dark necromancers all forge new lives under the merciless dual suns of this new Wesnoth.<br />
<br />
== History Credits ==<br />
<br />
* Timelined by Kamahawk and Turin.<br />
* History derived from:<br />
** A New Order<br />
** Eastern Invasion<br />
** Heir to the Throne<br />
** Liberty<br />
** Northern Rebirth<br />
** The Challenges<br />
** The Rise of Wesnoth<br />
** Under the Burning Suns<br />
<br />
* Alternate history derived from:<br />
** Legend of Wesmere<br />
** The Sceptre of Fire<br />
<br />
== See Also ==<br />
<br />
* [[WesnothGeography]]<br />
* [[WesnothPoetry]]<br />
* [[RaceDescriptions]]<br />
* [[FactionHistory]]</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=AbilitiesWML&diff=7324AbilitiesWML2006-02-16T05:05:00Z<p>Ardonik: /* Attack specials */ Berserk is limited to 30 rounds.</p>
<hr />
<div>== Abilities and their effects ==<br />
<br />
There are two types of abilities: ones that apply to units (called ''abilities'') and weapon-based (called<br />
''specials''). A unit may have multiple abilities,<br />
but each attack can only have at most one special.<br />
<br />
== Normal abilities (for BFW 1.0) ==<br />
* 'heals' unit will heal ''healer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''heal_amount''. If a neighbour is poisoned, it will prevent the poison's effect instead of healing.<br />
* 'cures' unit will heal ''curer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''cure_amount''. If a neighbour is poisoned, it will cure the poison instead of healing.<br />
* 'regenerates' the unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing.<br />
* 'leadership' the unit will increase the damage of all neighbouring units by +25% per level difference. (If the neighbouring unit is of a higher level, this effect is negated.)<br />
* 'illuminates' all neighbouring hex will be "illuminated", in other words have a different time of day (See [[TimeWML]]). Typically, this will be one step brighter.<br />
* 'teleport' the unit can move between any two allied villages for one move point<br />
* 'skirmisher' the unit ignores zone of control when moving, but still cannot move directly through an enemy unit<br />
* 'steadfast' the unit takes half normal damage when it did not initiate the attack.<br />
* 'ambush' the unit becomes invisible on forest. Invisible units cannot be seen by enemies and do not possess zone of control, although if an enemy moves next to one, it becomes visible again.<br />
* 'nightstalk' the unit becomes invisible during night.<br />
<br />
== Normal abilities {{DevFeature}} ==<br />
* 'submerge' the unit becomes invisible in deep water.<br />
<br />
== Attack specials ==<br />
* 'charge' when attacking, both this weapon and defender get double damage.<br />
* 'poison' when this weapon hits, the defender becomes poisoned (see [status], [[SingleUnitWML]]).<br />
* 'slow' when this weapon hits, the defender becomes slowed (see [status], [[SingleUnitWML]]).<br />
* 'stone' when this weapon hits, the defender turns to stone (see [status], [[SingleUnitWML]]).<br />
* 'magical' this weapon always has a 70% chance of hitting.<br />
* 'marksman' when attacking, this weapon has a minimum of 60% chance of hitting.<br />
* 'drain' The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits.<br />
* 'plague' The controller of this weapon is copied onto the tile that any unit this attack killed was on.<br />
* 'backstab' doubles damage whenever there is a unit on the opposite side (location) of the defending unit that distracts it. In 1.0.x the distracting unit must be on the same side (player) as the attacker. {{DevFeature}}: the distracting unit must be an enemy of the defending unit and not incapacitated (e.g. turned to stone).<br />
* 'firststrike' when this weapon is used to defend, the battle proceeds as if it were the attacker (i.e. it attacks first).<br />
* 'berserk' forces the combat to continue until either the attacker or the defender is killed, or until 30 rounds have passed (whichever comes first.)<br />
<br />
== See Also ==<br />
<br />
* [[UnitWML]]<br />
* [[SingleUnitWML]]<br />
* [[ReferenceWML]]</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=AbilitiesWML&diff=7323AbilitiesWML2006-02-16T05:04:01Z<p>Ardonik: /* Normal abilities {{DevFeature}} */ Add submerge (it's supported in WML, right?)</p>
<hr />
<div>== Abilities and their effects ==<br />
<br />
There are two types of abilities: ones that apply to units (called ''abilities'') and weapon-based (called<br />
''specials''). A unit may have multiple abilities,<br />
but each attack can only have at most one special.<br />
<br />
== Normal abilities (for BFW 1.0) ==<br />
* 'heals' unit will heal ''healer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''heal_amount''. If a neighbour is poisoned, it will prevent the poison's effect instead of healing.<br />
* 'cures' unit will heal ''curer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''cure_amount''. If a neighbour is poisoned, it will cure the poison instead of healing.<br />
* 'regenerates' the unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing.<br />
* 'leadership' the unit will increase the damage of all neighbouring units by +25% per level difference. (If the neighbouring unit is of a higher level, this effect is negated.)<br />
* 'illuminates' all neighbouring hex will be "illuminated", in other words have a different time of day (See [[TimeWML]]). Typically, this will be one step brighter.<br />
* 'teleport' the unit can move between any two allied villages for one move point<br />
* 'skirmisher' the unit ignores zone of control when moving, but still cannot move directly through an enemy unit<br />
* 'steadfast' the unit takes half normal damage when it did not initiate the attack.<br />
* 'ambush' the unit becomes invisible on forest. Invisible units cannot be seen by enemies and do not possess zone of control, although if an enemy moves next to one, it becomes visible again.<br />
* 'nightstalk' the unit becomes invisible during night.<br />
<br />
== Normal abilities {{DevFeature}} ==<br />
* 'submerge' the unit becomes invisible in deep water.<br />
<br />
== Attack specials ==<br />
* 'charge' when attacking, both this weapon and defender get double damage.<br />
* 'poison' when this weapon hits, the defender becomes poisoned (see [status], [[SingleUnitWML]]).<br />
* 'slow' when this weapon hits, the defender becomes slowed (see [status], [[SingleUnitWML]]).<br />
* 'stone' when this weapon hits, the defender turns to stone (see [status], [[SingleUnitWML]]).<br />
* 'magical' this weapon always has a 70% chance of hitting.<br />
* 'marksman' when attacking, this weapon has a minimum of 60% chance of hitting.<br />
* 'drain' The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits.<br />
* 'plague' The controller of this weapon is copied onto the tile that any unit this attack killed was on.<br />
* 'backstab' doubles damage whenever there is a unit on the opposite side (location) of the defending unit that distracts it. In 1.0.x the distracting unit must be on the same side (player) as the attacker. {{DevFeature}}: the distracting unit must be an enemy of the defending unit and not incapacitated (e.g. turned to stone).<br />
* 'firststrike' when this weapon is used to defend, the battle proceeds as if it were the attacker (i.e. it attacks first).<br />
* 'berserk' forces the combat to continue until either the attacker or the defender is killed.<br />
<br />
== See Also ==<br />
<br />
* [[UnitWML]]<br />
* [[SingleUnitWML]]<br />
* [[ReferenceWML]]</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=Art_Programs&diff=7194Art Programs2006-02-11T11:32:29Z<p>Ardonik: /* Non-shareware */ in it's -> using its</p>
<hr />
<div>'''Big Note:''' It is possible to make graphics only in a program like MSPaint or Appleworks. There are, however, two major and '''vital''' things lacking in those programs - first, these programs cannot make images with transparent pixels, and second, they may not be able to save in the PNG format used by Wesnoth. A program capable of those will have to be applied to images made with MSPaint when they are finished.<br />
<br />
=== Free Image Editors ===<br />
The following are free image editing programs which can be used to create graphics for wesnoth. These programs are Open-Source Software, like wesnoth, meaning they are free to use, and that you are free to look at the sourcecode.<br />
<br />
For windows and linux, the program known as "The Gimp"; the "Gnu Image Manipulation Program" is recommended. <br />
* http://www.gimp.org/<br />
<br />
For the macintosh, this port of the the Gimp to a cocoa-based gui is recommended.<br />
* http://seashore.sourceforge.net/<br />
<br />
For the macintosh, the OpenSword Group's "Pixen" is a great tool for traditional SNES style sprite art - unlike most other editors, it has been designed for that specific task. This program was written in cocoa, the best and truly native mac gui, and its interface creams any of the other programs listed here - version 3 will even include built-in support for making animations.<br />
* http://www.opensword.org/<br />
<br />
For windows, the following program "Paint.net" is generally regarded as inferior to the Gimp or Photoshop, but some might find it of interest:<br />
* http://www.eecs.wsu.edu/paint.net/<br />
<br />
=== Proprietary Image Editors ===<br />
<br />
==== Shareware ====<br />
For the macintosh, Lemkesoft's GraphicConverter is an excellent program for preparing and compressing png images for the game, and may also be useful for the creation of images. The shareware fee is $30, although large parts of the program are fully functional for free. <br />
* http://www.lemkesoft.de/en/graphcon.htm<br />
<br />
==== Non-shareware ====<br />
For windows and the macintosh, the famous Adobe Photoshop and Photoshop Elements are available for the preposterous prices of ~$700 and ~$100, respectively (the prices vary depending on where you get them). If you can acquire the use of these programs through a business or academic situation, they are extremely powerful, and are more than capable of some very advanced sprite techniques which elude simple bitmap programs - the price, however, is likely too much of a barrier to entry for most contributors. Eleazar recommends resaving all final PNGs made in Photoshop using its companion program "Image Ready." These resaved files will be many times smaller.<br />
* http://www.adobe.com/<br />
<br />
== See Also ==<br />
* [[Create]]<br />
* [[Art Tutorials]]<br />
<br />
[[Category: Art Tutorials]]</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=Create_Art&diff=7192Create Art2006-02-11T11:29:49Z<p>Ardonik: /* See Also */ sp</p>
<hr />
<div>== Getting Started ==<br />
<br />
=== General Information ===<br />
<br />
Graphic artists usually meet on the [http://www.wesnoth.org/forum/viewforum.php?f=9 artwork development forum]. This is a great place to discuss new and current Wesnoth art and graphics, and to see what other people are contributing.<br />
<br />
Unit and terrain art is stored in the portable network graphics (PNG) format. Each frame of a unit animation, and each variation of a terrain is stored as a separate .png file in the "images" subdirectory of wesnoth, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is). When creating your own images, you can test them without overwriting any game data by putting them in your userdata directory (see [[EditingWesnoth]] for details on Wesnoth's directory structure). The game also supports JPEG images, though these are better suited for story art.<br />
<br />
To edit these graphics, you'll need some program capable of creating PNGs - some of the programs in the following list are free, open-source software, and will do the job nicely: [[Art Programs]]<br />
<br />
If you need some inspiration, we have a [[GraphicLibrary|Graphics Library]] which collects art posted on the forum. You can use this for ideas, and as a scrap heap for different parts of unit images (a technique described [[Give Your Hero A Personality|here]]). One of the best examples of the library's content came from the project artist "Neoriceisgood," which can be seen in the following [http://www.wesnoth.org/forum/viewtopic.php?t=4466 forum thread].<br />
<br />
=== Roadmap ===<br />
A list of what's being done and what needs doing:<br />
* '''[[Tiles Status]]''' - a roadmap/plan of sorts for future work on terrain tiles<br />
* [http://www.wesnoth.org/forum/viewtopic.php?t=9162&sid=21cf168d2b077d06bb0017c059b4add6 A list] of current work that needs to be done with sprites.<br />
<br />
<br />
== Art Tutorials ==<br />
<br />
These are a work-in-progress, and describe both how to make art fit into wesnoth's style, as well as giving some considerable tips on drawing in general. Especially useful is the [[External Tutorials]] page which lists some very good art tutorials available on the web.<br />
<br />
=== General Computer Graphics ===<br />
* [[How to Anti-Alias Sprite Art]] - A means of removing the jagged edges on pixel lines<br />
<br />
=== [[Terrain|Terrain Graphics]] ===<br />
<br />
The following is information specific to drawing terrain for Wesnoth. Read Frame's "Tiles Tutorial" for a good overview of how terrain graphics work.<br />
<br />
* [[Tiles Tutorial]] - Frame's tutorial describing the process of making terrain tiles in wesnoth, and how they interact with adjacent tiles.<br />
* [[How To Make Seamless Tiles]] - The tutorial is aimed at Photoshop users, but the technique is similar with The GIMP.<br />
* [[CastleTutorial|Castle Tutorial]] - A description of how Wesnoth's castle tiles work (needs updating, but useful nonetheless)<br />
* [[MultiHexTutorial|Multi-Hex Tiling Tutorial]] - A description of how multi-hex tiles work.<br />
* [[Editing Castles]] - Instructions for how to make/edit castles (and other corner-based terrains) using yobbo's GIMP script.<br />
<br />
These describe the system used to specify how terrains behave in game:<br />
* [[TerrainLettersWML]] - A list of the letters used to represent terrain types.<br />
* [[TerrainGraphicsWML]] - If you really need to get technical, start here.<br />
* [http://www.anathas.org/ayin/wesnoth/doc/terrain_graphics_wml Ayin's Terrain Graphics document] - If you really, ''really'' need to get technical, this describes the terrain graphics WML system in depth.<br />
<br />
=== Sprite Art ===<br />
The following are different tutorials about sprite work compiled by various wesnoth sprite artists. These will give you the most specific-to-wesnoth information about making sprites, and are well worth a read.<br />
<br />
* [[Creating Unit Art]] - a list of specifications you will need to match.<br />
* [[Give Your Hero A Personality]] - tricks for editing existing images, including some clip art.<br />
* [[Basic Animation Tutorial]] - or "How to Animate Sprites for Dummies," covering the basic theory, and all of the mistakes to avoid.<br />
* [[Team Color Shifting]] - how to use our new team color system (only for wesnoth 1.1 or greater).<br />
* [[Creating Shadows Under Units]] - how we create the shadows for the units in-game<br />
* [[Making Bow Animations]] - the current standard for how we want bow animations to work<br />
<br />
=== External Tutorials ===<br />
The following page contains dozens of links to tutorials covering all manner of artwork, including sprite art. These were not made by wesnoth artists, but should prove very useful for general instruction.<br />
<br />
* [[External Tutorials]]<br />
<br />
== See Also ==<br />
* [[Create]]<br />
* [[EditingWesnoth]]<br />
* [[GraphicLibrary]] - Lots of usercontributed graphics (most should be GPL'ed)<br />
* [[Project]]</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User:Ayin/New_terrain_graphics_system_proposal&diff=4113User:Ayin/New terrain graphics system proposal2005-10-15T23:57:31Z<p>Ardonik: /* Quite a complex system */ multiplicated -> multiplied</p>
<hr />
<div>This page is a working document for a proposal for a complete rewrite of the terrain graphics system. It may be considered as a counter-proposal to the [[User:Ayin/Extended terrains proposal|extended terrains proposal]].<br />
<br />
__TOC__<br />
<br />
==Motivations for the proposal==<br />
<br />
The current terrain-graphics system is a powerful, albeit complex, system whose purpose is to transform maps (which are, basically, 2-dimensional arrays containing 1-character terrains) into a list of graphics for each location in the map.<br />
<br />
The base for the system, and the root of a <tt>terrain_graphics</tt> rule, is: "'''pattern of terrains''' => '''associated images'''". In my ([[User:Ayin|Ayin]] <sup>[[User_talk:Ayin|(talk)]]</sup>) opinion, pattern-based rules are the way to go: those are simple to understand, and allow nearly anything.<br />
<br />
However, the current system (see documentation here [[TerrainGraphicsWML]], or, better, [http://www.anathas.org/ayin/wesnoth/doc/terrain_graphics_wml here]) has several drawbacks, which I will try to detail below:<br />
<br />
=== Very WML-intensive ===<br />
<br />
The basic, pattern => images system, is quite hard to type effectively in WML.<br />
<br />
One simple, standard rule takes about 20 to 50 lines of WML. Considering that completely defining a "castle" with a keep takes about 7 rules (using rotation symetries), and a basic transition takes 4 rules (again, using rotation symetries), this means about 200 lines of WML to completely define a transition.<br />
<br />
To solve this problem, the WML macro system is used quite intensively. Considering that the <tt>terrain-graphics.cfg</tt> file only contains macros and comments, and is about 800 lines long, and considering each macro rule generates, more or less, 40 lines of WML, this amounts to many lines of WML for the engine. Some testing shown this amounts to about 13000 lines in Wesnoth 1.1-svn. This is about 1/4 of the WML cache.<br />
<br />
The problem with this use of macros is that directly coding <tt>terrain_graphics</tt> rules is pretty much deprecated: it is recommended to use macros which re-use already-created rulesets instead of directly using new ones. We are more or less falling in the situation of Sendmail, where what was originally a "config file" became "program logic", and where the "config file" uses some macro system to transform higher-level macros into the actual low-level file which is then parsed by the compiled program.<br />
<br />
This is a bad thing.<br />
<br />
=== Relatively slow ===<br />
<br />
Although there have been many optimizations in this way, rebuilding the list of terrain graphics (when, for example, a terrain has changed) still is pretty slow on older computers.<br />
<br />
=== Quite a complex system ===<br />
<br />
The pattern => images system is something very simple, conceptually. However, to be able to properly generate terrain graphics, the following subtelties must be taken into account:<br />
<br />
;Rule overlapping<br />
:The main problem with this approach is to specify precedence, and mutual-exclusiveness, of rules. For example, rules can be mutually-exclusive:<br />
:*on an hex (only one rule of this "kind" can apply on a given hex)<br />
:*on a hex border (only one rule of this "kind" can apply on a given hex border)<br />
:*or on a hex corner (only one rule of this "kind" can apply on a given hex corner)<br />
:Furthermore, some rules have to be independant one from the other (for example, rules defining the base terrains and transitions, and rules defining the overlay graphics, are totally independant), and some rules are mutually exclusive (for example, all rules defining base terrain transitions are mutually exclusives on hex borders, all rules defining base terrains are mutually exclusive on hexes, all rules defining some kind of castle-like fence are mutually exclusive on hex corners).<br />
:To solve this problem, a rule may apply "flags" on some hexes, and check for the presence, or absence, of flags before being applyied.<br />
;Image ordering and adjustment<br />
:Images will necessarily have to overlap. The overlapping order of images is the source of many potential graphical glitches. A simple, layer-based mode to specify the overlapping order of images is not enough, nor is the "drawing in the order the rules are defined" solution.<br />
:The current system uses an ordering model based on 2 different shapes for images:<br />
:*Images representing terrains layered over the floor. Those use a simple layer-based model<br />
:*Images representing terrains standing vertically on the floor. Those have x,y coordinates, and are layered in the logical order. Specifying those coordinates seems quite hard to many terrain developers.<br />
;Using symetry properties<br />
:Most rules (hopefully) have 6-way rotational symetry properties. If they had not, the already huge amount of WML used would actually have to be multiplied by 6. However, defining template-like rules which spawn 6 actual, rotated rules is not trivial:<br />
:*The rule itself can be rotated, but not the images themselves. Said images must have different filenames. The rule rotation must then have a way to specify the name of those files.<br />
:*Same for flags and rule overlapping<br />
:*Same (worse?) for layering of "vertical" images.<br />
<br />
===Hard to understand===<br />
<br />
Overall, the system has many possibilities, which have successfully been used to expand the graphics possiblities on Wesnoth. However, it looks like that few (no?) people understand it enough to use it effectively, and that the only solution, for graphics designers, to implement new ideas or to fix glitches is to ask me, on IRC, how to do it. As said above, the system is split in two parts:<br />
<br />
* A WML part which can be considered program logic, which is quite complex. For a long time I ([[User:Ayin|Ayin]] <sup>[[User_talk:Ayin|(talk)]]</sup>) was the only one to actually commit changes in this part. There has only been one other commit, made by Darth Fool for use with the ruins graphics. He has promptly forget everything he knew about terrain WML and continues to point people at Ayin when questions are asked of him.<br />
* A WML-macro parts which is more-or-less accessible to artists, but which still retains a large part of black magic. (For example: "<tt>{TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 sunken-ruinkeep3-wall-1 25}</tt>": who know what those "56,76" numbers mean? And what would happen if those were changed?)<br />
<br />
I've been starting to thing the problem is that the system is too powerful, and that going all-WML may not necessarily be a good idea. Being generic is good, being too generic may prove harmful.<br />
<br />
==Proposals==<br />
<br />
===Part 1: Make terrain_graphics WML driven by terrain WML===<br />
<br />
Part 1 of the proposal is to make <tt>terrain</tt> WML define which rules are to be associated to a given terrain. For example:<br />
<br />
[terrain]<br />
id=grassland<br />
name= _ "Grassland"<br />
char=g<br />
'''graphics=grassland'''<br />
[/terrain]<br />
<br />
[terrain]<br />
symbol_image=village-elven-tile<br />
id=village<br />
name= _ "Village"<br />
char=t<br />
heals=true<br />
gives_income=true<br />
'''graphics=grassland,elven-village'''<br />
[/terrain]<br />
<br />
[terrain]<br />
symbol_image=forest-tile<br />
id=forest<br />
name= _ "Forest"<br />
char=f<br />
'''graphics=grassland,forest'''<br />
[/terrain]<br />
<br />
The <tt>terrain_graphics</tt> rules would not apply on terrain characters anymore, but would, instead, apply on symbols like "grassland", "forest", "village", etc.<br />
<br />
===Part 2: Use modular terrain graphics code===<br />
====Basics====<br />
<br />
If only coders can modify the rulesets which build terrains, that's OK, but then, there's no point anymore to define rulesets using WML then.<br />
<br />
The proposal is to have a common C++ API which would be used to define terrain graphics modules. Terrain graphics WML would then be used to instantiate such modules with parameters.<br />
<br />
The following WML elements would be present:<br />
<br />
;module<br />
:The name of the module, as defined in the game code.<br />
;terrain_type_X<br />
:A "terrain type" parameter. Modules may require 1, 2, or more terrain types. Those are module-specific. Those actually correspond to the <tt>graphics</tt> WML element of the <tt>terrain</tt> WML (see part 1 of the proposition)<br />
;image_basename<br />
:A parameter from which the module will derive the actual name of the images used (for example, if this is "grassland", the module "base-terrain" will determine that the names of the actual files to use are "grassland.png", "grassland-nw.png", etc.<br />
<br />
====Other====<br />
<br />
* Specify several image probabilities<br />
* Specify animations<br />
* Other types of per-module parameters?<br />
<br />
====Examples====<br />
[terrain_graphics]<br />
module="base-terrain"<br />
terrain_type_1="grassland"<br />
terrain_type_2="! grassland"<br />
image_basename="grassland:80,grassland-v2:10,grassland-v3:10"<br />
[/terrain_graphics]<br />
<br />
[terrain_graphics]<br />
module="overlay-image"<br />
terrain-type_1="village"<br />
image_basename="human-village"<br />
[/terrain_graphics]<br />
<br />
The castles would still have a bit of complexity in them, as there are many kinds of 3-way transitions possibles.<br />
<br />
[terrain_graphics]<br />
module=wall<br />
terrain_type_1="castle"<br />
terrain_type_2="!castle,!keep,!encampment"<br />
terrain_type_3="!castle,!keep,!encampment"<br />
image_basename="castle-convex"<br />
[/terrain_graphics]<br />
<br />
[terrain_graphics]<br />
module=wall<br />
terrain_type_1="!castle,!keep,!encampment"<br />
terrain_type_2="castle"<br />
terrain_type_3="castle"<br />
image_basename="castle-concave"<br />
[/terrain_graphics]<br />
<br />
====Modules to create====<br />
<br />
According to what is currently done in the code, the following modules would need to be developed:<br />
<br />
* base-terrain. Basic terrain with standard transitions. to remplace TERRAIN_BASE, TERRAIN_BASE_PROB, and TERRAIN_ADJACENT.<br />
* wall. To replace terrain-adjacent-corner.<br />
* overlay-image. To replace SHEX and BUILDING.<br />
* canyon.<br />
* bridge.<br />
<br />
====Module API====<br />
<br />
This is a proposal for a terrain_graphics module API. Modules should, ideally, be very short, independant fragments of C++ code.<br />
<br />
''// Represents an image set as defined in the [terrain_graphics] WML, and handling probs''<br />
''// and animations transparently''.<br />
''// operator+(const std::string&) is defined, to add a suffix to animated or probabilized images.''<br />
class imageset;<br />
<br />
class terrain_pattern;<br />
<br />
class module <br />
{<br />
public:<br />
module(gamemap& map, imageset& set);<br />
<br />
virtual void fill_terrains_for(const gamemap::location&)<br />
protected:<br />
const gamemap& map() const;<br />
void insert_image_flat(int layer, imageset&) const;<br />
void insert_image_vertical(pos, imageset&) const;<br />
<br />
bool tile_matches(const gamemap::location& loc, const terrain_pattern& pattern);<br />
const gamemap::location adjacent_tile(const gamemap::location& loc, int position);<br />
<br />
imageset& image_basename() const; ''// Corresponds to image_basename in the WML''<br />
std::vector<terrain_pattern> terrain_types; ''// Corresponds to terrain_types in the WML''<br />
<br />
std::string corner_name(int corner);<br />
std::string edge_name(int edge);<br />
}<br />
<br />
''// Sample code for the "wall" module''<br />
module_wall : public module<br />
{<br />
public:<br />
virtual void fill_terrains_for(const gamemap::location& loc)<br />
{<br />
for (int i = 0; i < 6; ++i) {<br />
if (tile_matches(loc, tile_terrain_types[0]) &&<br />
tile_matches(ajacent_tile(loc, i), terrain_types[1]) &&<br />
tile_matches(adjacent_tile(loc, i+1), terrain_types[2])) {<br />
<br />
insert_image_vertical(i, image_basename() + corner_name(i));<br />
}<br />
}<br />
}<br />
<br />
===Part 3: Sanitize the vertical layering code===<br />
<br />
The vertical layering system, using x,y coordinates for the "base point" of a vertical item, is more complicated than necessary. The following points must be taked into account:<br />
<br />
* Only y-layering is important. x-layering was only used when rotating rules, which, according to part 2, will be directly managed by modules.<br />
* The "pixel size" of a tile, and x-layering of images, are totally unrelated concepts. There is no need for 72 layers per hexes. 3, 5, or 7 layers should be enough.<br />
* Calculating the rectangular coordinates of a point in a hex-system is a pain. Coordinates should be expressed relatively to hexes, not in cartesian coordinates.<br />
* The "backside" layer of an hex should '''always''' be '''in front''' of the "frontside" layer of hexes behind it. This rule should save us many headaches about graphic glitches.</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=Talk:SonOfTheBlackEyeChapterOne&diff=2384Talk:SonOfTheBlackEyeChapterOne2005-08-27T22:15:17Z<p>Ardonik: /* Scenario one */ fix paragraphs</p>
<hr />
<div>==Scenario one==<br />
When I played this a few days ago, the computer restricted itself to recruiting only cavalry and fencers. By recruiting a couple of wolves to keep the scouts busy and a lot of orcish archers, I was able to dominate the villages on the map and beat the scenario with relative ease. Not sure if this was intentional.<br />
<br />
I've found scenario four to be ''much'' harder &mdash; it's absolutely not possible to beat with only 100 gold. --[[User:Ardonik|Ardonik]] 08:08, August 27, 2005 (CEST)</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User:Ardonik/sig&diff=2382User:Ardonik/sig2005-08-27T19:30:40Z<p>Ardonik: Add timestamp</p>
<hr />
<div>[[User:Ardonik|Ardonik]]([[User talk:Ardonik|talk]]) 21:30, August 27, 2005 (CEST)</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User:Ardonik/sig&diff=2380User:Ardonik/sig2005-08-27T19:24:33Z<p>Ardonik: Template:Ardonik/sig moved to User:Ardonik/sig</p>
<hr />
<div>[[User:Ardonik|Ardonik]]([[User talk:Ardonik|talk]])</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User:Ardonik&diff=2379User:Ardonik2005-08-27T19:09:26Z<p>Ardonik: /* Bookmarks */ Sigs work (always have)--but I'll use a sig in my user space rather than the template namespace in any case</p>
<hr />
<div><div style="border:1px inset gray; float: right; width: 40%; padding: 5px"><br />
== Bookmarks ==<br />
;[[Special:Recentchanges|Recent changes]]<br />
:<div style="display:inline; text-decoration:line-through;">The Glamdrol skin doesn't link to this yet</div> (now it does)<br />
;[[User talk:Ardonik|Talk page]], [http://www.wesnoth.org/forum/privmsg.php?mode=post&u=100798 Forum PM]<br />
:Leave a message after the beep<br />
;http://wesnoth.slack.it/<br />
:The wiki that this one was migrated from<br />
;[[User:Ardonik/sig]]<br />
:An alternative to <nowiki>~~~~</nowiki>: <nowiki>{{User:Ardonik/sig}}</nowiki><br />
</div></div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User:Ardonik&diff=2367User:Ardonik2005-08-27T06:46:00Z<p>Ardonik: /* Bookmarks */ Fix link</p>
<hr />
<div><div style="border:1px inset gray; float: right; width: 40%; padding: 5px"><br />
== Bookmarks ==<br />
;[[Special:Recentchanges|Recent changes]]<br />
:<div style="display:inline; text-decoration:line-through;">The Glamdrol skin doesn't link to this yet</div> (now it does)<br />
;[[User talk:Ardonik|Talk page]], [http://www.wesnoth.org/forum/privmsg.php?mode=post&u=100798 Forum PM]<br />
:Leave a message after the beep<br />
;http://wesnoth.slack.it/<br />
:The wiki that this one was migrated from<br />
;[[Template:Ardonik/sig]]<br />
:Since I apparently can't customize my sigature in the [[Special:preferences|preferences]], I'll sign pages with this template instead.<br />
</div></div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User:Ardonik/sig&diff=2365User:Ardonik/sig2005-08-27T06:16:48Z<p>Ardonik: User:Ardonik/sig moved to Template:Ardonik/sig</p>
<hr />
<div>[[User:Ardonik|Ardonik]]([[User talk:Ardonik|talk]])</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User:Ardonik/sig&diff=2364User:Ardonik/sig2005-08-27T06:13:13Z<p>Ardonik: Initial content: a basic signature</p>
<hr />
<div>[[User:Ardonik|Ardonik]]([[User talk:Ardonik|talk]])</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User:Ardonik&diff=2363User:Ardonik2005-08-27T06:11:36Z<p>Ardonik: /* Bookmarks */ and link to sig template</p>
<hr />
<div><div style="border:1px inset gray; float: right; width: 40%; padding: 5px"><br />
== Bookmarks ==<br />
;[[Special:Recentchanges|Recent changes]]<br />
:<div style="display:inline; text-decoration:line-through;">The Glamdrol skin doesn't link to this yet</div> (now it does)<br />
;[[User talk:Ardonik|Talk page]], [http://www.wesnoth.org/forum/privmsg.php?mode=post&u=100798 Forum PM]<br />
:Leave a message after the beep<br />
;http://wesnoth.slack.it/<br />
:The wiki that this one was migrated from<br />
;[[/sig]]<br />
:Since I apparently can't customize my sigature in the [[Special:preferences|preferences]], I'll sign pages with this template instead.<br />
</div></div>Ardonikhttps://wiki.wesnoth.org/index.php?title=Talk:SonOfTheBlackEyeChapterOne&diff=2362Talk:SonOfTheBlackEyeChapterOne2005-08-27T06:08:56Z<p>Ardonik: ==Scenario one==</p>
<hr />
<div>==Scenario one==<br />
When I played this a few days ago, the computer restricted itself to recruiting only cavalry and fencers. By recruiting a couple of wolves to keep the scouts busy and a lot of orcish archers, I was able to dominate the villages on the map and beat the scenario with relative ease.<br />
<br />
Not sure if this was intentional. I've found scenario four to be ''much'' harder &mdash; it's absolutely not possible to beat with only 100 gold. --[[User:Ardonik|Ardonik]] 08:08, August 27, 2005 (CEST)</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=Poetry_of_Wesnoth&diff=2151Poetry of Wesnoth2005-08-22T08:57:55Z<p>Ardonik: combine paragraphs and remove unneeded whitespace</p>
<hr />
<div>There have been at least two epics written about wesnoth. Put any you have written here!<br />
<br />
== The Breaking of the Pact ==<br />
<br />
(by Turin the Bard and Autolycus)<br />
<br />
When Haldric landed on this shore<br />
From oceans wide and deep,<br />
He had no scholars learn'd in lore,<br />
No kin, nor land to keep.<br />
<br />
So Haldric founded with his men<br />
The Land which poets sing,<br />
He named it Wesnoth, 'Verdant Glen',<br />
And ruled as lord and king.<br />
<br />
Now, in their forests dim and green,<br />
The Elves were hard at war,<br />
With villains they had never seen<br />
The likes of which before.<br />
<br />
The Orcs were harsh, the Orcs were fell,<br />
The Orcs were grim and mad;<br />
The Elves did hate these foes right well,<br />
Who killed them and were glad.<br />
<br />
The Elves sent messengers that day<br />
Who hoped to save their land;<br />
They went to Wesnoth far away,<br />
And found the race of Man.<br />
<br />
The race of Men, a short-lived breed,<br />
Could sicken, fail and die;<br />
But in that hour the Elves had need,<br />
Brave hearts did Man supply.<br />
<br />
Across a field of shattered foes<br />
The Elves and Men took oath,<br />
To help with swords and spears and bows,<br />
Though now 'twas peace for both.<br />
<br />
Haldric still lived in times that came,<br />
When Orcs attacked again;<br />
The Elves lit bright the beacon flame,<br />
For Haldric's valiant men.<br />
<br />
Then came the night, the battle flared,<br />
From sunset until dawn;<br />
The Elves fought hard, and strove, and dared<br />
For Haldric's hope at morn.<br />
<br />
But as the Elves began to fall,<br />
(Will Haldric's shieldmen hear?)<br />
Their doubt and darkness covered all<br />
(Where are his sword and spear?)<br />
<br />
Their oath betrayed, their fury spent,<br />
They steeled themselves to die;<br />
But from a last beleaguered tent<br />
Came forth a mighty cry.<br />
<br />
Belian the Mighty raised his sword,<br />
To slay Orcs far and near;<br />
The flame he bore, his lifting word,<br />
They saved the land held dear.<br />
<br />
The Orcs held firm, though grave their plight,<br />
With Belian on the field;<br />
The Elves, hard-pressed to turn the fight,<br />
Missed sorely Haldric's shield.<br />
<br />
But then the sun rose in the East<br />
And Belian's head crowned gold;<br />
The elves surged forth o'er Orc and beast<br />
To slaughter them tenfold.<br />
<br />
No Orcs remained, the field was clear,<br />
The Elves had won the day;<br />
But none of Haldric did appear<br />
From Wesnoth far away.<br />
<br />
So in that hour, the pact foresworn,<br />
Elves bitter words did say;<br />
And sent no aid when Orcish morn<br />
Lit Wesnoth far away.<br />
<br />
== An Untitled Poem about Gwiti Ha atel ==<br />
<br />
by Elvish Pillager and Autolycus<br />
<br />
A necromancer cold as lead,<br />
a battle fought by Ezren's stone;<br />
he raised the corpses of the dead<br />
and made his eldritch power known.<br />
<br />
He through the darkness called to those,<br />
the shades who heard from nether shore<br />
who came to him, who dead arose;<br />
They took his life and left no more.<br />
<br />
They turned him into dark undead<br />
to rise again, in evil bound;<br />
he sought the living, blood to shed,<br />
that they might be in undeath drowned.<br />
<br />
The living cast him from the land<br />
to perish on the ocean waves;<br />
but he survived, and raised his hand<br />
and sent foul monsters to their graves.<br />
<br />
His brother then he came upon<br />
and slew him with his undead hosts<br />
and kept them marching on and on<br />
to those who cast him from their coasts.<br />
<br />
Then Leganoth came unto him -<br />
a spirit great, of darkness made -<br />
to steal the Skull from orcish limb<br />
of Agarash, the spirit bade.<br />
<br />
But half the skull was not enough;<br />
he cast the spirit from this plane<br />
and fought great battles with his staff<br />
for old Crelanu's book, his bane.<br />
<br />
The tome he wrested from its grove<br />
where Orcs and Elves were long at war;<br />
for he with Walking Corpses strove<br />
to seize the book, and wanted more.<br />
<br />
An army then accosted him<br />
and he defeated it with ease;<br />
but Paladins came after them<br />
and undead vanished in the breeze.<br />
<br />
He fled unto a mountain pass,<br />
and came to gates of Dwarvish realms<br />
where foes fought him until at last<br />
his armies crushed their shields and helms.<br />
<br />
There half the Skull of Agarash<br />
was hidden in the ancient caves;<br />
he fought another mighty clash<br />
and made another field of graves.<br />
<br />
But Orc steals skull and leaves alone,<br />
and boulders fall and he is trapped;<br />
yet minions dig a way through stone<br />
and he falls not in darkness wrapped.<br />
<br />
== Duel of the Damned ==<br />
<br />
by Turin the Bard<br />
<br />
Now the Lord of the East met the Guard of the West<br />
And they battled a battle to see who was best<br />
So from morn until sunset from dusk until dawn<br />
They struggled and strove but the battle raged on.<br />
<br />
Then the horse-lord was slain by the knight of the damned<br />
And the spectre destroyed by the iron-clad man<br />
And the mage by an axe the adept by a bow<br />
And the mauler by shadows the lich-lord did throw.<br />
<br />
So they died and were felled lost their lives and undeath<br />
Til the lord and the guard were the only one left<br />
So they stood face to face neither making a sound<br />
They were charting the air and observing the ground.<br />
<br />
Then the lord of the east hurled spells through the air<br />
But the cheers of the crowd saved the guard from despair<br />
And he rose up anew undeterred by the cold<br />
And attacked with a fervor courageous and bold.<br />
<br />
And he slashed with his sword though his blood flowed bright red<br />
And he never did stop til the lich-lord was dead<br />
So the lich-lord was slain by the guardian brave<br />
But his wounds slayed the guard before he could be saved.<br />
<br />
Now his funeral pyre was rich as a king's<br />
And they honored his house with the gifts they did bring<br />
But the guardian was slain and could never return<br />
For his body was gone and the pyre had been burned.<br />
<br />
== See Also ==<br />
<br />
* [[WesnothHistory]]</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=MultiplayerServers&diff=1932MultiplayerServers2005-08-17T10:09:44Z<p>Ardonik: /* Public Official servers */ added nowiki</p>
<hr />
<div>== Public Official servers ==<br />
; server.wesnoth.org : most recent release of the game<br />
; devsrv.wesnoth.org : most recent release of the game<br />
; <nowiki>devsrv.wesnoth.org:14999</nowiki> : up-to-date CVS version of the game<br />
<br />
== Alternative servers setup by users ==<br />
; soliton.homelinux.org : most recent release of the game, dynamic IP (if not online just ask Soliton on #wesnoth)<br />
; wesnothfr.ww7.be : v0.9.5 dedicated server in france ([irc://irc.freenode.org#wesnoth-fr #wesnoth-fr])<br />
; wesnoth.geeknode.org : v0.9.3 dedicated server ([irc://irc.geeknode.org#wesnoth #wesnoth])</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User_talk:Eomer&diff=1913User talk:Eomer2005-08-16T16:42:48Z<p>Ardonik: Seconded</p>
<hr />
<div>I have noticed that you are translating [[AdvancedTactics]] to russian. However, using preformatted text boxes in the same page is not the proper way to do it. I would recommend you to create a new page, for example [[Продвинутая Тактика]] (does that mean Advanced Tactics in russian?), [[Advanced Tactics in russian]] or something like that. You can then add a link in the See also section to the russian translation. --[[User:Jorda|Jorda]] 09:45, 16 August 2005 (CEST)<br />
: Seconded. Please move your translation to a dedicated wiki page. --[[User:Ardonik|Ardonik]] 18:42, August 16, 2005 (CEST)</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User_talk:Jorda&diff=1912User talk:Jorda2005-08-16T16:42:02Z<p>Ardonik: Thanks</p>
<hr />
<div>Looks like you succeeded in adding the Recent Changes link to the default skin. Thanks! --[[User:Ardonik|Ardonik]] 18:42, August 16, 2005 (CEST)</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=WesnothPhilosophy&diff=1848WesnothPhilosophy2005-08-14T19:08:18Z<p>Ardonik: /* The History of, and Philosophy behind Wesnoth */ Put block quotes in blockquotes</p>
<hr />
<div>== The History of, and Philosophy behind Wesnoth ==<br />
<br />
The 18th of December will mark six months since the first version of Battle for Wesnoth, version 0.1, was released.<br />
<br />
At this time, I feel it is appropriate to respond to something Bazarov said in another thread:<br />
<br />
<blockquote>am having a little difficulty understanding the core values of the game in the eyes of the creators. I think having an established, ordered list of these would help a lot in my attempts to help. A white paper of sorts. I don't think this should be done by voting, either; a clear, concise vision would be nice. Where does originality factor in? I, too, felt that the game's focus was on the units rather than the strategy, that the building of my colourful army was more important than the logic of any scenario.</blockquote><br />
<br />
We talk about the 'KISS [1] principle' here a lot, and I think that that is the most core<br />
design principle used in Wesnoth. It was the key principle that enabled Wesnoth<br />
to get off the ground, and it is the principle that has kept it alive since.<br />
<br />
First of all, the concept of 'KISS' is a software development principle.<br />
Not a game-design principle. The idea of game rules being simple is not<br />
necessarily a bad one, and can be linked to KISS in that game rules<br />
that are simple to implement are often ones that most players would<br />
consider 'simple'. However simple game rules are not directly related<br />
to KISS, as many people on the forum mistakenly seem to have thought.<br />
<br />
When I was a teenager, I attempted to write games several times.<br />
Some of them were playable, even impressive - especially considering<br />
my resources and skill - but none of them were professional, and polished.<br />
When I showed them to people, they would be impressed, and say<br />
"this looks good", but I knew that none of them would actually want to take<br />
the game home and play it for themselves.<br />
<br />
My programming skills back then left alot of room for improvement.<br />
I had a basic, self-taught knowledge of C and C++.<br />
Then I went to college, and after that got a job programming,<br />
where my skills improved immensely.<br />
<br />
In some of my spare time, I decided to try writing a game again.<br />
What kind of game? Well, I was confident of my skills,<br />
so I would write a complex game, using all the latest programming tools.<br />
<br />
I wanted to write a Civilization-like game, but with some major rule changes,<br />
and a better AI. I had thought up sophisticated systems for everything.<br />
The result? It failed before it even got started, collapsing in a mountain of<br />
complexity.<br />
<br />
I gave up on writing a game for a long time after that.<br />
I was busy with other things anyhow. But then one day, I played<br />
a game that I had played when I was much younger, a Genesis game:<br />
Master of Monsters. It was fun, lots of fun, yet it was simple.<br />
Simple enough that I was confident I could program a game like it easily enough.<br />
<br />
I had analyzed that most Free games fall into one of two categories:<br />
they are either boringly trivial, or they are insanely complex,<br />
and never really get off the ground. I decided I would claim the middle ground:<br />
make it simple enough to write, but substantial enough to be lots of fun.<br />
It wouldn't be as ambitious as some things I wanted to write, but at<br />
least it would work.<br />
<br />
But, I don't see the point of writing a Free game which is simply<br />
a copy of a commercial game. My aim would be to write<br />
something new, something better, something which borrows the best ideas<br />
from a number of other games, and which adds new ideas of its own.<br />
<br />
The idea of KISS is that the feature must be easy enough to program<br />
that before the programmer starts working on it, they have a very clear<br />
and strong understanding of how they're going to make it work.<br />
Not a 'yes I can do this but it is kinda complicated'.<br />
Rather they should be thinking 'this is so stupid and simple that it's<br />
really really easy for me to do'. So I decided on a simple rule for the<br />
game: a feature would be added only if I knew immediately how to implement it.<br />
I wouldn't make vague promises to myself about features that would be later added,<br />
but which I had no idea how to do.<br />
<br />
I started with a few basic units, and two races: Orcs and Elves.<br />
Elves had horsemen, which could advance to knights, archers which<br />
could advance to rangers, and fighters which could advance to heroes.<br />
<br />
I considered different systems of advancement. Even considering<br />
something which keeps track of the activity the unit undergoes,<br />
and advances it in that area, but I rejected such a system for<br />
something simple, something similiar to Master<br />
of Monsters with the added choice of letting the player<br />
choose what their unit advances into at some points.<br />
<br />
The focus would be around building your own army, and watching<br />
it grow as its members became more experienced.<br />
You would only have basic control over the advancement of<br />
a particular member of the army, but you would decide what units go<br />
into the army.<br />
<br />
I also fleshed out a very basic interface. There would be only a few commands:<br />
to move a unit, and to attack with that unit, as well as to recruit and<br />
recall units. I added in unit skills, which was something Master of Monsters<br />
didn't have, but I made the skills occur implicitly -- healing would be<br />
dispensed to all units around a specific unit for instance.<br />
<br />
Obviously, Wesnoth is a fantasy game, so it contains some implication of<br />
spells/magic, however I have always disliked games that got deep<br />
into sophisticated systems of spells.<br />
<br />
In Wesnoth, wars would be decided with sword and bow.<br />
Mages would be involved too, of course, but warfare was to be<br />
about guiding troops around strategically, not about which spell<br />
to cast and where. So, from the beginning I decided<br />
that all spells would be implicit, or simply a type of attack.<br />
<br />
This was a big divergence from Master of Monsters where<br />
one spell could be cast every turn by each master at any place<br />
on the battlefield. That was, in my opinion, one of the game's<br />
worst features - if your enemy had advanced a unit on<br />
the other side of the map, you could try to kill him with a spell.<br />
<br />
I also made the combat very simple. An example of this is the<br />
way in which the chance to hit is calculated. I'm<br />
wondering how many people know how the chance to hit is calculated<br />
in Wesnoth? I thought it was alot more complex in<br />
Master of Monsters until I studied how they did it.<br />
<br />
What I suspect most people would immediately consider for a<br />
chance-to-hit system would be a formula that relies on the<br />
attacker's skill with the weapon, and the defender's defensiveness,<br />
as well as the terrain the defender is in.<br />
<br />
The way Wesnoth does it is in fact so insanely simple that<br />
I suspect many people who did not know how it is done will<br />
think 'what a naive, silly system!' when they read the following:<br />
<br />
<blockquote>The chance to hit is taken entirely from the defender's defensive rating in the terrain it is in.</blockquote><br />
<br />
So, Elves are always 30% chance to hit in forest,<br />
and 60% chance to hit in grassland. The attacker's skill doesn't come<br />
into the equation.<br />
<br />
I decided it would add interesting strategy, though, if just<br />
a very few weapons had a special attribute that would<br />
guarantee them a certain chance to hit. I decided that was<br />
an appropriate thing for magic, to differentiate it: so, I<br />
decided that magic attacks would always have 70% chance to hit.<br />
<br />
For all my efforts though, and for all the people who say that<br />
graphics are of little importance or unimportant, I don't<br />
think that Wesnoth would have gotten anywhere if fmunoz hadn't<br />
seen it, and drawn some very good graphics for it. The<br />
graphics I had drawn were pathetic, but he drew some nice ones,<br />
and added the undead and later humans to the game, as<br />
well as doing some scenarios, and adding some very good ideas to the game.<br />
<br />
I think it's important for us to remember the KISS principle<br />
as development continues. Remember: Wesnoth has not reached<br />
1.0 yet. It's not a finished work. It could still fail.<br />
Let's make it easy for it to succeed by keeping everything simple.<br />
<br />
Oh and how did I come up with the name 'Wesnoth'?<br />
It was late at night, and I wanted to release version 0.1.<br />
I muttered syllables to myself, until I came up with a pair<br />
that sounded halfway reasonable: 'Wesnoth'.<br />
<br />
David<br />
<br />
[1] Keep It Simple, Stupid<br />
<br />
== More on the KISS principle ==<br />
<br />
The reason behind the KISS principle is fairly straightforward:<br />
often programmers will be confronted with someone -<br />
perhaps a user, perhaps a designer, perhaps themselves -<br />
who wants them to implement something to work in a certain way.<br />
Oftentimes the programmer can only just work their head around<br />
all the requirements, and when they start implementing the feature,<br />
they don't have a clear idea of how the entire feature<br />
is to be implemented, because it's so complicated.<br />
<br />
Such a situation inevitably leads to low-quality and very buggy software.<br />
<br />
KISS intentionally has the 'stupid' part, because often<br />
'architecture astronauts' as they're known come up with 'super<br />
elegant generic designs' that to them are simple, and most<br />
importantly, elegant. Elegance is nice, but in a real-world<br />
situation, it doesn't defeat KISS. Without the 'stupid' part<br />
in there, some people would claim that elegance and<br />
simplicity are strongly related, and so their 'elegant'<br />
design should be implemented.<br />
<br />
But no, it doesn't matter how elegant it is. If the coder can't<br />
understand exactly how to do it, it's not KISS. A less<br />
elegant design, one that is simple and stupid, should be used instead.<br />
<br />
So that's it I guess: if the implementer finds it very very easy<br />
to do, then it's KISS. If they don't, it's not.<br />
<br />
This can be related back to game rules somewhat. One of the aims<br />
of Wesnoth was to make a game with a pretty good AI.<br />
One of the things I noticed about other games, was that they added<br />
in alot of game rules that their users wanted, which<br />
were very very difficult for the AIs of those games to use or understand.<br />
<br />
So, I decided I'd make a game where the rules were detailed<br />
enough to be fun, but structured in a way that the AI can work with them.<br />
<br />
I think that's the best definition of KISS for game rules that<br />
we will find: if it's very easy to implement, including<br />
making the AI use the rules effectively, then it's KISS.<br />
<br />
This makes most but not all of our current game rules KISS.<br />
In particular, special abilities involving auras<br />
(leadership, healing, illumination) are not currently used at all<br />
effectively by the AI. It might not be so complicated<br />
for the AI to be able to use them though.<br />
<br />
Things like skirmish are very KISS, since the AI immediately<br />
understands how to use it effectively.<br />
<br />
You'll note that originally, when Wesnoth consisted of<br />
no multiplayer, and no campaigns other than Heir to the Throne,<br />
it was structured so the AI would only control units that it can<br />
use effectively: it didn't have access to any aura<br />
effects, while it did have access to things like poison.<br />
<br />
This is the cornerstone of KISS: what is laughably easy for<br />
a programmer to do is going to result in high quality,<br />
bug-free software. What is 'simple' for users, or 'elegant'<br />
for designers, but not easy for a programmer is not going<br />
to result in high quality software.<br />
<br />
David<br />
<br />
<br />
== Wesnoth Philosophy II: Where Next? ==<br />
<br />
I've been asked by Steelp (and others) to write something on<br />
where we plan to take Wesnoth next. So here is my opinion<br />
on where we should take Wesnoth next, as at version 0.8:<br />
<br />
I am now happy with Wesnoth's game rules. I think it is a good,<br />
fun, simple, and addictive game. A game that is fun to play, and challenging.<br />
<br />
I don't think we need any more game rules, or any game rule changes.<br />
The game has met and exceeded most of its original design goals.<br />
<br />
We have met many challenges during Wesnoth development,<br />
but we now have a new challenge: making Wesnoth a polished and<br />
high enough quality product to declare it 1.0, and show it to 'the world at large'.<br />
<br />
I think that we have a very real chance of failing.<br />
That we can continue adding features, debating changes, going<br />
sideways, and end up with a product that is too large, too bloated,<br />
too unstable to make it to 1.0. With a development<br />
team that is too burned out on adding features and debating<br />
insignificant changes to polish and debug the program enough.<br />
<br />
I think we have to accept that version 1.0 need not have<br />
every feature imaginable. That we will in fact have to leave<br />
out good ideas in order to deliver a finished product.<br />
<br />
I want to start moving aggressively toward a version 1.0.<br />
I think the longer we delay, the more developers and users<br />
will become frustrated at slow progress. My feeling is that<br />
the time is now to finish off all engine features, or<br />
decide that they will be left until after 1.0.<br />
<br />
IMO the engine is now feature-complete enough for a 1.0.<br />
It'd be nice to add a few more features, but it has enough<br />
features to ship a 1.0 already. gettext support would be especially nice,<br />
but I don't think it's absolutely necessary.<br />
<br />
I think that I would like to declare a feature freeze sometime<br />
within the next few weeks. Features that are not added<br />
in this time will have to wait until after 1.0. I think we've<br />
been waiting long enough for this already, and I am<br />
unwilling to wait much longer. We have stayed in the very<br />
dangerous '90% done, 10% to go' state for far too long now.<br />
It is time to move toward 1.0.<br />
<br />
To ensure that 1.0 is a stable program, we will take a number of measures.<br />
We will have a fairly long beta-testing period, in which time bugs<br />
will be hunted down and squashed. We will take a more rigorous approach<br />
to squashing every minor bug we can find than previously.<br />
<br />
During this time, campaigns will also be completed,<br />
as will graphics, sound and music. Translations will be finished,<br />
documentation written, and balancing done.<br />
<br />
I will discuss this further with developers, but IMO,<br />
campaigns that are not completed by 1.0 should be removed for the 1.0 release.<br />
1.0 should be an entirely finished product, with no 'loose ends' at all.<br />
<br />
After 1.0, I still don't think that we will have too many<br />
game rule changes. However, I would like to put some effort<br />
into making Wesnoth more flexible, to allow people who want<br />
to make forks to make their own projects.<br />
<br />
Personally, I am mostly committed to getting the project to 1.0 at the moment.<br />
After that, we can decide what will happen next.<br />
<br />
David<br />
<br />
== See Also ==<br />
* [[FrequentlyProposedIdeas]]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?t=441 The History of, and Philosophy behind Wesnoth]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?t=2190 Wesnoth Philosophy II: Where Next?]</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=AdvancedTactics&diff=1847AdvancedTactics2005-08-14T18:54:44Z<p>Ardonik: /* Unit Choice */ proper formatting for this section</p>
<hr />
<div>== Advanced Tactics ==<br />
<br />
This page assumes that the reader has read [[GettingStarted]] and is familiar with<br />
the [[WesnothManual]].<br />
It assumes you have played enough games to be familiar with the system,<br />
and know how to push units around, and are now looking for insight in how to<br />
outthink the AI or a human opponent.<br />
Some tactics only useful in specific circumstances and foolish at other times.<br />
Pick and choose those that fit your particular style.<br />
Do you overwhelm your opponent with sheer numbers, or a few well-chosen<br />
high-level units? Do you prefer to "roleplay" one race?<br />
Do you want to play many scenarios, or replay one over and over<br />
until you achieve the perfect game?<br />
<br />
== Strategy ==<br />
=== Fight unfair ===<br />
From Sun Tsu to "Shock and Awe", military writers have stressed that<br />
one must not enter into a conflict unless you are substantially stronger<br />
than your enemy. In Wesnoth, this means<br />
* more units<br />
* better (stronger, higher level) units, and<br />
* superior healing ability in your second line.<br />
<br />
Napoleon was especially skilled at maneuvering his forces so as to gain an<br />
advantage even when outnumbered. By attacking his enemy in the center, he broke<br />
their lines and divided the enemy forces in two. Then, a small detachment<br />
fortified their position and held off one flank, while Napoleon's main<br />
force attacked the now outnumbered other half. After reducing the<br />
first half, the main force would rejoin the flank-holders and destroy the<br />
remaining half. (This strategy is known as "defeat in detail".)<br />
<br />
To implement this in Wesnoth, leave a few units with many hit points<br />
in favorable terrain on one flank, while the majority of your force<br />
attacks on a different front.<br />
For example, two red and one white mage, or three paladins.<br />
By combining healers and the healing effect of villages,<br />
a small force can hold off superior numbers for a very long time.<br />
<br />
=== Feints ===<br />
You can misdirect the AI (and a surprising number of human opponents)<br />
by sending a few units towards an objective like an enemy leader, village,<br />
or bridge. They will overreact and position their units badly.<br />
Similarly, you can send fast units behind the enemy lines to capture villages.<br />
Do not attempt to hold them; instead move onto the next while the enemy diverts<br />
front line troops or reinforcements.<br />
Flying units are particularly adept at this since they ignore terrain.<br />
Sometimes a feint can turn into your main offensive as well,<br />
if the enemy calls a bluff and ignores your feinting units.<br />
<br />
=== Bounding (or leap frog) ===<br />
Every strategist throughout history warns to "keep a reserve".<br />
In Wesnoth, this means that you must not attack with all your units.<br />
Instead, hold back units to exploit holes caused by your initial attacks.<br />
Or, you might need to move a fresh unit with many hit points to the<br />
front line so they can 'take a beating' and hold your lines.<br />
<br />
In modern times, the "reserve" concept has been expanded as follows.<br />
Divide your main force into two groups, and attack with the first<br />
while holding the second back. When the first group is chewed up,<br />
they retreat to healers or villages, while you attack with the second group.<br />
This approach allows you to distribute experience more evenly among your units,<br />
particularly useful in a longer campaign.<br />
However, selecting which units deliver the blow levels units faster,<br />
if you need the higher-level units.<br />
This way, you are less likely to lose units with higher exp,<br />
resulting in more units succeeding in levelling up.<br />
<br />
Do not use high level units, and definitely not your commander,<br />
to guard the healers or villages, as the enemy might focus on them instead,<br />
and attack the wounded seeking aid.<br />
<br />
Sometimes, if it is a favorable time of day, you can quickly achieve victory<br />
with an all-out assault. If the enemy is clearly weaker then you, or the conditions are right, this can be an effective<br />
strategy. Most of the time, however, commanders are adviced to use other, more elegant strategies.<br />
<br />
=== Small and strong ===<br />
Develop a small core group of high level units. Recall a strike force<br />
for one or two turns, then move off in a tight pack.<br />
Most should be level 2, with a few level 3 units to hold the flanks or<br />
commit in the 2-3 most decisive rounds.<br />
With this strategy, you'll need fewer villages to provide income,<br />
and thus be less distracted with acquiring them.<br />
<br />
Remember to recruit level 1 units to absorb the enemy's first attacks,<br />
as well as for feints and holding unimportant villages.<br />
Allow those that survive to finish off dying enemy units to replace<br />
any of your core group that make the final sacrifice.<br />
In other words, since some of your leveled units are expected to die,<br />
you need to level up new units to replace them.<br />
<br />
=== Rock, Paper, Scissors ===<br />
Have a mix of melee and ranged units, and attack enemy archers<br />
in melee with your fighters<br />
and attack enemy fighters in ranged with your archers.<br />
Useful when combined with ZoC, otherwise the enemy's archers will attack your fighters,<br />
vice versa, and your advantage with this tactic will be minimalized.<br />
<br />
=== Hit Point Conservation ===<br />
Hit points are a unit's only non-renewable resource.<br />
Choose the attack which causes your unit the least damage,<br />
not deals out the most to the enemy.<br />
For example, assume you are attacking a unit that does 6-3 close combat,<br />
and has no range attack.<br />
Your unit has a 4-4 close combat and a 3-3 range attack.<br />
Consider the tactical situation carefully.<br />
Do you need to kill the unit this turn?<br />
Is it on a village or next to a healer?<br />
Do not automatically accept the computer's recommendation<br />
(it is simply the attack likely to do the most<br />
damage, regardless of how much you take!).<br />
<br />
Remember, when a unit levels up, it regenerates its full HP allowance.<br />
<br />
Finally, attacking an enemy leader, especially in a castle,<br />
is an expensive proposition, even if you use magical attacks.<br />
Expect to lose units while wearing down its hit points.<br />
<br />
<br />
== Weapon specialties ==<br />
=== Backstab ===<br />
"Thieves are deft of foot, and elusive, making them difficult<br />
to hit. Being skilled at backstabbing, thieves do double damage<br />
when attacking an enemy that has an ally of the thief on its<br />
opposite side. Being of chaotic disposition, thieves fight<br />
better at night than during the day." --Thief_description<br />
<br />
Assassins, Nightgaunts, Rogues, Shadows and Thieves can backstab.<br />
A Thief costs 12 gold and has base attack of 4-3. But with a backstab,<br />
it does an impressive 8-3, the equivalent of most Level 2 units.<br />
Backstabbing at night with a Strong Thief does 12-3.<br />
After 24 Experience Points, they level up to a Rogue doing 6-3 base...<br />
<br />
You don't have to ''attack'' with another unit to get the backstab<br />
bonus -- there just needs to be a unit on the opposite side of the enemy.<br />
The ally can even move after the backstab, if it didn't use up its moves<br />
by moving into the enemy's Zone of Control this turn.<br />
Thieves work well in pairs against weak or unsupported units.<br />
They can surround a unit and attack it turn after turn.<br />
<br />
=== Slow ===<br />
Shamans, being slow, weak, and of limited firepower, need to be<br />
used carefully, but don't dismiss their offensive ability.<br />
Many enemy units such as Trolls (not to mention Troll Warriors!), Orcish Grunts,<br />
and Horsemen have two powerful attacks.<br />
You can cripple them for a round by Slowing them, effectively halving their attacks.<br />
<br />
Of course this tactic is even more useful for your higher-level units:<br />
Druids, Shydes, and Goblin Pillagers.<br />
<br />
=== Healing and Curing ===<br />
Move your healers in pairs so that you retain the<br />
freedom to use them in combat when appropriate without having to retire<br />
to a village afterward.<br />
Remember the difference between healing and curing, put your better healers<br />
where they will be more needed.<br />
<br />
Don't forget that with a Curing unit nearby, you needn't fear poison.<br />
An assassin's darts are only a serious threat if they can poison an unsupported unit.<br />
Your Druid or White Mage will cure the poison before it has time to work,<br />
(However, they cannot remove damage from a unit on the same turn they cure<br />
poison from that unit). and they can cure poison from ''every'' adjacent unit -<br />
irrespective of damage they have to heal.<br />
<br />
=== Poison ===<br />
<br />
== Recruiting ==<br />
<br />
Remember that your commander may recruit units when standing on ''any'' Keep tile,<br />
not only the one you start on. If you have two enemies, where one is some<br />
distance beyond the other (like in 'The Siege of Elensefar'), you recruit enough<br />
units to take out the first enemy Commander (and posssibly hold off the second<br />
enemy's front troops), then you move onto the slain Commander's Keep, and<br />
recruit the units you need to take out the remaining opposition.<br />
This saves you money in the long run, and keeps your Commander closer<br />
to the action so he may level up sooner.<br />
<br />
If there are several enemies with significant difference in their strength<br />
of arms, first concentrate on the weakest, or else the one with the<br />
highest income potential.<br />
Move your Commander along with your troops, and after you have wiped<br />
this enemy out, use their Castle as your new base.<br />
This has the added benefit of protecting your Commander, often a target<br />
of enemy troops, so you don't need to recruit units only for protecting him,<br />
while your main force is engaged somewhere else.<br />
In the end, this will save you lots of gold.<br />
Such tactics are essential on maps with many opponents,<br />
for example against the AI on multiplayer map 'Dwarven Doors'.<br />
<br />
=== Plan placement of units ===<br />
Place recruited and recalled units manually.<br />
Choose the best castle tile for a unit to be placed by clicking on the<br />
tile before recruiting or recalling.<br />
This way you can often capture villages a turn earlier,<br />
or move units to critical map squares before your opponent.<br />
<br />
For maps with narrow passages leading out of the castle<br />
(like Bay of Pearls or some of the random underground maps in<br />
Heir to the Throne), recruit or recall pairs of slow and fast units.<br />
Both units in such a pair will then be able to use their maximum<br />
movement without impeding each other. So recruit an Elvish Fighter<br />
together with a Horseman, or even an Elvish Fighter with an Elvish Archer.<br />
<br />
=== Unit Choice ===<br />
* Some units, such as Orcish Grunts or Horseman, have no ranged attack. Take advantage of this by using units that are skilled in both melee and ranged, such as Elvish Rangers, so that when you attack you will never be hurt, but yet will not be at a disadvantage when you are attacked. The same goes for units with no melee attack, such at Dark Adepts.<br />
* When a battle is raging, use fast-moving units (your scouts) to distract the enemy by sneaking past enemy troops and conquering enemy villages, cutting off their gold supply or sometimes forcing them to split up their armies.<br />
* If a battle occurs at a river or some other narrow pass, it can be beneficial to use skirmishing units such as Duelists to easily cross the river and surround your opponent or use airborne units like Gryphons to use the river squares without being at a great disadvantage.<br />
* If you need to cross a large body of shallow water, mountains, cave floor, or other difficult terrain, use units whose moves are divisible by their movement on such terrain so moves don't go to waste. For example, if a unit takes three moves to get through one water tile, make sure it has three, six, or nine movement. Recalling 'quick' units can help ensure you've chosen the right ones. If you recall a unit with five movement points, they will only be able to move one hex per turn in terrain that requires three movement points, while a similar unit with six movement points can move two hexes per turn.<br />
* Units such as Elvish Fighters that are cheap to produce in mass and that have both decent melee and ranged attacks can often be good for holding your front lines, since they will cause harm to their opponents no matter what they are. A front line of horsemen, on the other hand, is not good for holding a position, for they are costly, fall quickly to enemy archers, and probably will never be able to strike back.<br />
<br />
== Know the Battlefield ==<br />
<br />
=== Reconnaissance - Know the Map ===<br />
While attack is influenced by the time of day, defense is affected<br />
by terrain. First find all the castles and note the different kinds<br />
of terrain immediately surrounding them. If you're playing under<br />
Shroud, send out two or three scouts to locate the castles.<br />
This is also often worth it on Fog of War, because you learn<br />
what faction your enemy is (if you don't know already) and<br />
how defended their castle is. Expect to recruit more when they die.<br />
The knowledge they provide is worth more than their cost.<br />
<br />
=== Survey - Know the Terrain ===<br />
Take an overall look at the size of each terrain type and note which<br />
are the most important.<br />
This affects what units to select and their overall effectiveness.<br />
Then examine whether the main terrain is evenly<br />
distributed, scattered, or in a few large areas.<br />
Note what terrain you want to avoid and why.<br />
Mountains and deep water are bad for all but a few unit types.<br />
These act as walls which the opponents can use to trap you:<br />
of course, you can do likewise to your opponents. If you have<br />
saved some of your starting gold, you can also decide which units will<br />
be better for reinforcements based off a more common terrain.<br />
<br />
=== Transport - Know the Pathways ===<br />
Try to link advantageous terrain areas together in your mind<br />
from where your units are (your castle at start of play)<br />
to opposing ''and'' friendly castles. Use villages scattered between<br />
you and the target to influence the route to take, especially if you<br />
can't recruit any healing units.<br />
Decide which terrain is most favourable for your units and<br />
less favourable for the enemy.<br />
If you goal is to reach an object or hex, then do the same for that.<br />
<br />
If one route proves difficult, switch to another. Get to know<br />
which routes work best for different units and locate meeting<br />
places to regroup units.<br />
Try to keep the opponents guessing what you're going to do next.<br />
By using several adjacent routes to a target, the opponents<br />
will have a tougher time stopping your advance.<br />
In some cases it is easier to send a main group directly towards<br />
the target and use fast units to circle around behind.<br />
<br />
=== Features - Know the Traps ===<br />
Note carefully where favourable terrain on either side of<br />
unfavourable reach their closest point. These are defense positions<br />
for you to ambush approaching opponents (with or without a thief) and<br />
provide protection for friendly units. Sometimes the terrain forms<br />
passages for units to pass through quickly. Check whether it takes<br />
fewer turns to move around slow terrain than through it.<br />
In slow terrain, it is tougher to encircle units and immobilise them,<br />
so drive them toward better suited terrain (using ZoC, see elsewhere)<br />
and encircle there.<br />
<br />
== Zone Of Control ==<br />
== (ZoC) ==<br />
<br />
The Zone Of Control allows you to build artificial barriers at will.<br />
With it, you can reduce the likelyhood that a weaker, injured unit will<br />
be killed, by reducing the number or kind of enemies that can reach it.<br />
It is hard to measure who has Movement Control because it depends<br />
on where the units are positioned more than how many there are.<br />
Although this is a tactical device, it is more strategically<br />
significant than tactical because Zone of Control applies before<br />
and after encounters, rather than during. Establishing and maintaining<br />
good Zones of Control gives you better mobility and control over most other<br />
aspects of the game, even against stronger units less well positioned.<br />
<br />
Your units influence space beyond the hex they're standing on.<br />
The total area of influence includes the hexes adjacent to the units<br />
and ''this'' is the Zone Of Control. When strong opposing units<br />
approach your weaker ones, pay particular attention to the ZoC<br />
and terrain types. Combine the ZoC of your units to form a solid barrier.<br />
Your goal is to rearrange your units such that the opponent's attack<br />
occurs where your units are well positioned defensively and at the worst<br />
time of day for opposing units.<br />
Check that none of your units can be attacked by more than two enemy units<br />
''and'' that no enemy unit can pass between them.<br />
In this case, you spread your units out, extending your ZoC and forcing<br />
the enemy to select one or more targets.<br />
<br />
In most cases, the opponent will target one unit. You should<br />
ensure that each of your units is within the ZoC of at least two others.<br />
So when the enemy hits one unit, you can close in (encircle, encircle...)<br />
until reinforcements arrive. It is often as important to hold a ZoC<br />
as it is a village or passage.<br />
<br />
While ZoC isn't very important against slow moving units, it is<br />
very effective against fast ones, such as horsemen, bats, ghosts,<br />
and wolf riders. The approach to handling these is assign two or<br />
three of your fastest units, target one long range opposing unit<br />
and spread yours out defensively between its target (usually villages)<br />
and itself in a semi-circle or line. Move these units toward the enemy<br />
so that it has increasingly less space to move. When it is within your ZoC,<br />
encircle and kill. Move on to the next long range unit and repeat.<br />
<br />
After the first round (when everyone has recruited), all the units are<br />
grouped, so try to create a ZoC against all of the long range units<br />
as quickly as you can. In this way you can prevent them from<br />
spreading out, while you systematically encircle and kill each one.<br />
Since the opponent won't have occupied enough villages, there is a<br />
good chance all you'll have left are short range units to deal with.<br />
<br />
Under FoW and Shroud, it is impossible to know what the opponent has<br />
recruited, but it is good practice to check your ZoC around your villages<br />
so you are not surprised by a sudden invasion. Early on, long range<br />
units are used to occupy villages, so the sooner you engage them,<br />
the less villages they can possess. Creating a ZoC quickly around<br />
unoccupied villages allows you to possess them at your leisure and keep them.<br />
<br />
Another use in ZoC is deciding when and where battles will be fought.<br />
If the opponent moves into your ZoC, but positioned near unfavourable<br />
attack terrain, you have several choices. Either attack anyway,<br />
which is mostly bad, wait for the opponent to attack on its next turn,<br />
which gives it the choice of target, or move your units out of its ZoC<br />
to favourable terrain. You can check how far forward the units can move<br />
and place guard units to maintain your ZoC and centralise the others<br />
behind and protecting the guards. This forces the opponent to commit<br />
and gives you time to prepare a tactical counter-attack. Keep your<br />
guards guarding! If the ZoC crumbles your units will be overwhelmed.<br />
<br />
The ZoC is effective when wounded units need to pass through hostile areas.<br />
Rather than closing in, form a large circle around the wounded presenting<br />
a much wider perimeter.<br />
This makes it harder for opposing units to attack all yours and allows you<br />
to keep healthy units within the ZoC and leap-frog when needed.<br />
<br />
On approaching an opponent's castle, ZoC can be critical to your success.<br />
In some scenarios events are triggered when you occupy hexes directly next<br />
to a castle hex. Make sure the approaching units keep their distance from the<br />
castle, but within their ZoC. When assembled, move directly on to the castle.<br />
<br />
For skirmishing units who ignore ZoC, you have little choice but build a solid<br />
wall of units. Alternatively, you may make a ZoC to block the typical units and<br />
prepare a welcoming party for the skirmishers.<br />
<br />
In a campaign scenario, where the objective is to move a unit to a certain point<br />
on the map (often specified by a signpost) you can use more unimportant units<br />
and ZoC by placing them a space or two away from your leader and a space apart<br />
from each other, since in battle units can quite suddenly die, and you don't want<br />
that one to be your leader.<br />
<br />
=== Encirclement ===<br />
The encircling tactic by<br />
two units is very powerful, particularly against long range units. By placing<br />
two units on either side, you limit the opposing unit to 1 hex move in any<br />
direction. When the unit sidesteps in the following turn, you can re-encircle.<br />
This means you can hold the unit until reinfocements arrive and then adopt a<br />
leap-frog approach against very strong units.<br />
<br />
<br />
== Retreating ==<br />
<br />
Sometimes the battle doesn't go your way. Either you battle to the last unit, or<br />
retreat. The purpose of retreating is to regroup your units more effectively and<br />
give them time to heal. Retreating can be organised with a reverse leap-frog<br />
approach, where you give ground, encouraging the opponent to push forward.<br />
Now your healers are in front and moving toward better terrain<br />
where you can make a final stand.<br />
<br />
Being prepared for, and knowing when to retreat, is also important.<br />
Too often a player tries to retreat, but has no reinforcements to halt the retreat.<br />
Try to leave a "safe zone" on a flank, protected by ZoC, where you can pull back.<br />
<br />
The real problem with retreating is putting distance between your units and the<br />
opponents. If they can move faster than yours, you may have to setup a ZoC to<br />
last long enough for you to get your slow units to safety. Invisibility units<br />
are the best because they cannot be seen and will take the opponent valuable<br />
turns to find them. Once the group is safe, they can slip away unnoticed.<br />
Sometimes sending out a unit or two as a kamikaze works to slow them down -<br />
if the exp they gain matters less to them than saving more of your units does to you.<br />
<br />
== See Also ==<br />
<br />
* [[GettingStarted]]<br />
* [[WesnothManual]]<br />
* [[PlayingOrcs]]<br />
* [[PlayingUndead]]<br />
* [[BestForumStrategies]]<br />
* [[CampaignStrategies]]</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User_talk:Ardonik&diff=1845User talk:Ardonik2005-08-14T18:52:45Z<p>Ardonik: Thanks!</p>
<hr />
<div>We are all pretty new at MediaWiki. At this stage, ettin is the only one who really has a clue.<br />
--[[User:Ott|Ott]] 18:13:45, 2005-08-14 (CEST)<br />
:Replied on [[User talk:Ott|your talk page]]. --Ardonik 18:26, August 14, 2005 (CEST)<br />
<br />
Yes, I agree that [[Special:Recentchanges]] should be more accessible. I'll look into it. --[[User:Jorda|Jorda]] 20:15, 14 August 2005 (CEST)<br />
:Thanks much. --[[User:Ardonik|Ardonik]] 20:52, August 14, 2005 (CEST)</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User:Ardonik&diff=1839User:Ardonik2005-08-14T16:52:20Z<p>Ardonik: /* Bookmarks */ upload is disabled</p>
<hr />
<div><div style="border:1px inset gray; float: right; width: 40%; padding: 5px"><br />
== Bookmarks ==<br />
;[[Special:Recentchanges|Recent changes]]<br />
:The Glamdrol skin doesn't link to this yet<br />
;[[User talk:Ardonik|Talk page]], [http://www.wesnoth.org/forum/privmsg.php?mode=post&u=100798 Forum PM]<br />
:Leave a message after the beep<br />
;http://wesnoth.slack.it/<br />
:The wiki that this one was migrated from<br />
</div></div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User:Ardonik&diff=1837User:Ardonik2005-08-14T16:39:54Z<p>Ardonik: /* Bookmarks */ linkfix</p>
<hr />
<div><div style="border:1px inset gray; float: right; width: 40%; padding: 5px"><br />
== Bookmarks ==<br />
;[[Special:Recentchanges|Recent changes]]<br />
:The Glamdrol skin doesn't link to this yet<br />
;[[User talk:Ardonik|Talk page]], [http://www.wesnoth.org/forum/privmsg.php?mode=post&u=100798 Forum PM]<br />
:Leave a message after the beep<br />
;http://wesnoth.slack.it/<br />
:The wiki that this one was migrated from<br />
;[[Special:Upload]]<br />
:For uploading files<br />
</div></div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User:Ardonik&diff=1836User:Ardonik2005-08-14T16:33:51Z<p>Ardonik: /* Bookmarks */ Add link to old wiki</p>
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<div><div style="border:1px inset gray; float: right; width: 40%; padding: 5px"><br />
== Bookmarks ==<br />
;[[Special:Recentchanges|Recent changes]]<br />
:The Glamdrol skin doesn't link to this yet<br />
;[[User talk:Ardonik|Talk page]], [http://www.wesnoth.org/forum/privmsg.php?mode=post&u=100798 Forum PM]<br />
:Leave a message after the beep<br />
;http://www.wesnoth.slack.it/<br />
:The wiki that this one was migrated from<br />
</div></div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User_talk:Ardonik&diff=1834User talk:Ardonik2005-08-14T16:26:36Z<p>Ardonik: Replied on your talk page</p>
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<div>We are all pretty new at MediaWiki. At this stage, ettin is the only one who really has a clue.<br />
--[[User:Ott|Ott]] 18:13:45, 2005-08-14 (CEST)<br />
:Replied on [[User talk:Ott|your talk page]]. --Ardonik 18:26, August 14, 2005 (CEST)</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User_talk:Ott&diff=1833User talk:Ott2005-08-14T16:25:13Z<p>Ardonik: /* Recent changes and sigs */ Received your reply</p>
<hr />
<div>==Recent changes and sigs==<br />
Hi, Ott. You appear to be a sysop on the new wiki, so:<br />
#Can you ask whoever made the glamdrol skin to add a link to [[Special:Recentchanges|recent changes]] somewhere near the bottom? Not having easy access to it is driving me crazy.<br />
#Also, why can't I change my signature (i.e., the thing Mediawiki replaces "<nowiki>~~~~</nowiki>" with) in the preferences page? Without the ability to do this, I'll have to sign my talk page edits by hand!<br />
--[[User:Ardonik|Ardonik]] ([[User talk:Ardonik|talk page]]) 17:44, August 14, 2005 (CEST)<br />
: I received your reply. I am a regular contributor to the English wikipedia (see http://en.wikipedia.org/wiki/User:Ardonik) and I administer a MediaWiki for documentation purposes at work, but I don't have much experience with MediaWiki's skins or with PHP in general. Guess I'll just have to ask Ettin. --[[User:Ardonik|Ardonik]] ([[User talk:Ardonik|talk page]]) 18:25, August 14, 2005 (CEST)</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User_talk:Ott&diff=1827User talk:Ott2005-08-14T16:08:45Z<p>Ardonik: /* Recent changes and sigs */ Add link to recent changes</p>
<hr />
<div>==Recent changes and sigs==<br />
Hi, Ott. You appear to be a sysop on the new wiki, so:<br />
#Can you ask whoever made the glamdrol skin to add a link to [[Special:Recentchanges|recent changes]] somewhere near the bottom? Not having easy access to it is driving me crazy.<br />
#Also, why can't I change my signature (i.e., the thing Mediawiki replaces "<nowiki>~~~~</nowiki>" with) in the preferences page? Without the ability to do this, I'll have to sign my talk page edits by hand!<br />
--[[User:Ardonik|Ardonik]] ([[User talk:Ardonik|talk page]]) 17:44, August 14, 2005 (CEST)</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=CommandMode&diff=1824CommandMode2005-08-14T15:58:50Z<p>Ardonik: /* Command Mode */ Add ===Extra Commands in Debug Mode===</p>
<hr />
<div>== Command Mode ==<br />
<br />
You can access command mode by typing ' ''':''' ' in a single player or multiplayer scenario.<br />
More accurately, you need to type shift - semicolon( ''';''' ). However this isn't possible on all keyboards; if your keyboard doesn't have ':' above ';' you can change the hotkey in the Preferences, or you could edit '''game.cfg''' by hand.'<br />
<br />
Several vi-like commands are available in command mode. They are defined in ''playturn.cpp'' in the ''turn_info::do_command()'' function:<br />
;<nowiki>:q or :q!</nowiki><br />
:quit the scenario (without prompting)<br />
;<nowiki>:w</nowiki><br />
:save the game (without prompting)<br />
;<nowiki>:wq</nowiki><br />
:save the game and quit the scenario (without prompting)<br />
;<nowiki>:refresh</nowiki><br />
:redraw the screen<br />
;<nowiki>:droid</nowiki> ''side''<br />
:toggle player on side between human and AI players<br />
;<nowiki>:kick</nowiki> ''username''<br />
:kick a user in multiplayer. They will be able to rejoin the game. Generally a friendly way to remove someone who is having connection or other difficulties.<br />
;<nowiki>:ban</nowiki> ''username''<br />
:kick and ban a user in multiplayer, and the IP address used by that username<br />
;<nowiki>:control</nowiki> ''side'' ''player''<br />
:change the controller for ''side'' to ''player''<br />
;<nowiki>:clear</nowiki><br />
:clear chat messages<br />
;<nowiki>:debug</nowiki><br />
:switch debug mode on (does not work in multiplayer)<br />
;<nowiki>:debug</nowiki> off<br />
:switch debug mode off<br />
;<nowiki>:theme</nowiki><br />
:bring up theme selection menu<br />
<br />
===Extra Debugging Commands===<br />
[[DebugMode]] enables additional commands in command mode:<br />
<br />
;<nowiki>:n</nowiki><br />
:skip to next scenario by triggering a win event<br />
;<nowiki>:gold</nowiki> ''amount''<br />
:add ''amount'' gold to the current player's side<br />
;<nowiki>:create</nowiki> ''unit_type''<br />
:create a unit of type specified at last selected hex<br />
;<nowiki>:unit</nowiki> ''attribute=value''<br />
:when a unit is selected, this will set the unit's ''attribute'' to ''value''. See [[SingleUnitWML]] for possible values.<br />
<br />
== See Also ==<br />
<br />
* [[DebugMode]]<br />
* [[DeveloperResources]]</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=CommandMode&diff=1823CommandMode2005-08-14T15:56:35Z<p>Ardonik: Bullets -> dl + dt + dd; had a look at the italic parts</p>
<hr />
<div>== Command Mode ==<br />
<br />
You can access command mode by typing ' ''':''' ' in a single player or multiplayer scenario.<br />
More accurately, you need to type shift - semicolon( ''';''' ). However this isn't possible on all keyboards; if your keyboard doesn't have ':' above ';' you can change the hotkey in the Preferences, or you could edit '''game.cfg''' by hand.'<br />
<br />
Several vi-like commands are available in command mode. They are defined in ''playturn.cpp'' in the ''turn_info::do_command()'' function:<br />
;<nowiki>:q or :q!</nowiki><br />
:quit the scenario (without prompting)<br />
;<nowiki>:w</nowiki><br />
:save the game (without prompting)<br />
;<nowiki>:wq</nowiki><br />
:save the game and quit the scenario (without prompting)<br />
;<nowiki>:refresh</nowiki><br />
:redraw the screen<br />
;<nowiki>:droid</nowiki> ''side''<br />
:toggle player on side between human and AI players<br />
;<nowiki>:kick</nowiki> ''username''<br />
:kick a user in multiplayer. They will be able to rejoin the game. Generally a friendly way to remove someone who is having connection or other difficulties.<br />
;<nowiki>:ban</nowiki> ''username''<br />
:kick and ban a user in multiplayer, and the IP address used by that username<br />
;<nowiki>:control</nowiki> ''side'' ''player''<br />
:change the controller for ''side'' to ''player''<br />
;<nowiki>:clear</nowiki><br />
:clear chat messages<br />
;<nowiki>:debug</nowiki><br />
:switch debug mode on (does not work in multiplayer)<br />
;<nowiki>:debug</nowiki> off<br />
:switch debug mode off<br />
;<nowiki>:theme</nowiki><br />
:bring up theme selection menu<br />
<br />
[[DebugMode]] enables additional commands in command mode:<br />
<br />
;<nowiki>:n</nowiki><br />
:skip to next scenario by triggering a win event<br />
;<nowiki>:gold</nowiki> ''amount''<br />
:add ''amount'' gold to the current player's side<br />
;<nowiki>:create</nowiki> ''unit_type''<br />
:create a unit of type specified at last selected hex<br />
;<nowiki>:unit</nowiki> ''attribute=value''<br />
:when a unit is selected, this will set the unit's ''attribute'' to ''value''. <br />
<br />
See [[SingleUnitWML]] for possible values.<br />
<br />
== See Also ==<br />
<br />
* [[DebugMode]]<br />
* [[DeveloperResources]]</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User_talk:Ott&diff=1826User talk:Ott2005-08-14T15:44:05Z<p>Ardonik: ==Recent changes and sigs==</p>
<hr />
<div>==Recent changes and sigs==<br />
Hi, Ott. You appear to be a sysop on the new wiki, so:<br />
#Can you ask whoever made the glamdrol skin to add a link to recent changes somewhere near the bottom? Not having easy access to it is driving me crazy.<br />
#Also, why can't I change my signature (i.e., the thing Mediawiki replaces "<nowiki>~~~~</nowiki>" with) in the preferences page? Without the ability to do this, I'll have to sign my talk page edits by hand!<br />
--[[User:Ardonik|Ardonik]] ([[User talk:Ardonik|talk page]]) 17:44, August 14, 2005 (CEST)</div>Ardonikhttps://wiki.wesnoth.org/index.php?title=User:Ardonik&diff=1821User:Ardonik2005-08-14T15:41:30Z<p>Ardonik: Initial content</p>
<hr />
<div><div style="border:1px inset gray; float: right; width: 40%; padding: 5px"><br />
== Bookmarks ==<br />
;[[Special:Recentchanges|Recent changes]]<br />
:The Glamdrol skin doesn't link to this yet<br />
;[[User talk:Ardonik|Talk page]], [http://www.wesnoth.org/forum/privmsg.php?mode=post&u=100798 Forum PM]<br />
:Leave a message after the beep<br />
</div></div>Ardonik