--- 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!