--- freeorig/data/helpdata.txt Wed Feb 27 08:50:49 2002 +++ freeciv/data/helpdata.txt Sat Jul 27 01:28:52 2002 @@ -936,19 +936,25 @@ automatically loses. Otherwise, if the defender has a strength of \ 0, the defender loses.\ "), _("\ +The firepower of the attacker and defender are also modified.\ +"), _("\ + - If the defender is a ship and is inside a city the firepower of \ +the attacker is doubled and the firepower of the ship is set to 1.\ +"), _("\ + - If a fighter is attacking a helicopter the firepower of the \ +helicopter is set to 1.\ +"), _("\ + - If a ship is attacking a ground unit on land the firepower of both \ +is set to 1.\ +"), _("\ After these preliminaries, combat occurs, as long as both units are \ still alive (i.e., hit points are greater than 0). Each round, a \ random number between 1 and the sum of the attacker's and defender's \ strengths is generated. If this number is greater than the \ defender's strength, the defender loses hit points equal to the \ -attacker's firepower (unless the attacker is a ship bombarding a \ -ground unit, then the defender loses only one hitpoint). Otherwise, \ -the attacker loses hit points equal to the defender's firepower \ -(unless the defender is a ship inside a city --ships in a harbor \ -aren't able to maneuver effectively-- or unless the attacker is a \ -ship bombarding a ground unit; in both cases the attacker loses 1 hit \ -point). The first unit to reach 0 hit points (or negative hit \ -points) loses. \ +attacker's firepower. Otherwise, the attacker loses hit points \ +equal to the defender's firepower. The first unit to reach 0 hit \ +points (or negative hit points) loses. \ "), ; /* Actually, that's a little white lie. The random number is really ; from 0 to (A+D-1), and the comparison is ">=D", not ">D". The @@ -988,6 +994,8 @@ Strength values inside the game are actually multiplied by 10, with \ fractions dropped, so the attacker's strength is 80, and the \ defender's strength is 202.\ +"), _("\ +Both units keep their firepower of 1 unchanged.\ "), ; /* xgettext:no-c-format */ _("\ Each round of combat, a random number between 1 and 282 is \ @@ -1028,26 +1036,27 @@ "), _("\ Internally, the values used for attacker and defender strength are \ 180 and 225, respectively.\ +"), _("\ +The firepower of the Battleship is set from 2 to 1.\ "), ; /* xgettext:no-c-format */ _("\ Each round, a random number from 1 to 405 is generated. If it is \ -greater than 225 (about a 44% chance) the defender loses 2 hit \ -points (the attacker's firepower is 2). Otherwise, the attacker \ -loses 1 hit point.\ +greater than 225 (about a 44% chance) the defender loses 1 hit \ +point. Otherwise, the attacker loses 1 hit point.\ "), ; /* Please, someone double-check my probability computations! :-( -; Consider 22 rounds of combat: the Battleship should win 10 of -; them, and the Alpine Troops 12. That's enough to kill the Alpine -; Troops (precisely to 0 hit points), and inflict 12 hit points on +; Consider 45 rounds of combat: the Battleship should win 20 of +; them, and the Alpine Troops 25. That's enough to kill the Alpine +; Troops (precisely to 0 hit points), and inflict 25 hit points on ; the Battleship's 40 HP total. */ ; /* xgettext:no-c-format */ _("\ In this case, the odds greatly favor the attacker winning. The \ Battleship is 25% less likely to score a hit in any given round, \ -but when it does, it does twice as much damage to the enemy. Also, \ -the Battleship has twice as many hit points. The Battleship should \ -expect to lose about 30% of its hit points during the fight... after \ -which it will still have 2 movement points left.\ +but it has twice as many hit points. \ +The Battleship should expect to lose about 60% of its hit points \ +during the fight... after which it will still have 2 movement points \ +left.\ ") ; In Civ2, movement points are re-evaluated after a sea unit is ; damaged in battle, so those 2 MP may vanish!