Minor conflicts in documentation and implementation

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onomastikon
Posts: 28
Joined: November 28th, 2011, 8:35 am

Minor conflicts in documentation and implementation

Post by onomastikon »

I hope this is the right place to make a suggestion for clarifying some of the documentation:

Under 1.10.0
- In the in-game f1 help, we can read under "Income" that a village gives its owner +1 gold income by default. So far, I have only encountered maps and scenarios in which the owner obtains +2 gold by default.
- When starting a multiplayer game and selecting the map, one has the option to select how much gold a village produces; when the slider is moved entirely to the left so that "1" is selected, most villages give its owner +2 gold; if the slider is left at its default setting of "2", the owner of villages gets +3 gold -- except for villages in water tiles, which (at least on most maps so far) give +2 gold.
- The information here http://units.wesnoth.org/1.10/mainline/ ... tml#Drakes no longer seems to be entirely accurate. I am still too new to notice what has been changed or not, but I believe that at least in the case of the Dwarves that this faction may hire Poachers under default settings. Perhaps there are other changes?

Hope this is helpful.
Thanks in advance
JaMiT
Inactive Developer
Posts: 511
Joined: January 22nd, 2012, 12:38 am

Re: Minor conflicts in documentation and implementation

Post by JaMiT »

onomastikon wrote:- When starting a multiplayer game and selecting the map, one has the option to select how much gold a village produces; when the slider is moved entirely to the left so that "1" is selected, most villages give its owner +2 gold; if the slider is left at its default setting of "2", the owner of villages gets +3 gold
Villages do more than just produce gold. They have two effects on your net income. First, they produce gold, which increases the gold collected on a turn. (This is what is affected by the slider.) Second, they cover a level's worth of upkeep, which can decrease expenses.

So if the sum of your units' levels exceeds the number of villages you control, then capturing a village will change your net income by one more than the nominal gold produced. (It is not producing more gold than the slider indicated; it is producing that much gold and reducing expenses by one.) Once you have enough villages (or few enough units), the expense reduction will fizzle out, and capturing a new village will change your net income by only the gold it produces.

This is probably the same thing you are seeing for your first point. (By the way, have you checked the status table to see what it says about your village income?)
onomastikon
Posts: 28
Joined: November 28th, 2011, 8:35 am

Re: Minor conflicts in documentation and implementation

Post by onomastikon »

Thank you very much for these helpful replies.
Obviously I am not the only one who has misread the in-game manual help references.
JaMit: What do you mean by "check the status table"? I do not know what to check, where. sorry!
JaMiT
Inactive Developer
Posts: 511
Joined: January 22nd, 2012, 12:38 am

Re: Status table

Post by JaMiT »

onomastikon wrote:JaMit: What do you mean by "check the status table"? I do not know what to check, where. sorry!
The default hotkey for it is ALT-S, and it can be found in the "Menu" menu. Once the status window comes up, you'll need to click the "More >" button to see the gold per village for each side.
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