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・ The Baxter Bulletin
・ The Baxters
・ The Bay (film)
・ The Bay (radio station)
・ The Bay (web series)
・ The Battle Cry of Peace
・ The Battle for Barking
・ The Battle for Bond
・ The Battle for Everything
・ The Battle for God
・ The Battle for Marjah
・ The Battle for One Destiny
・ The Battle for Skies
・ The Battle for the Republic of China
・ The Battle for Vast Dominion
The Battle for Wesnoth
・ The Battle for Whiteclay
・ The Battle House Hotel
・ The Battle Hymn of Cooperation
・ The Battle Hymn of Love
・ The Battle Hymn of Lt. Calley
・ The Battle Hymn of the Republic
・ The Battle Hymn of the Republic, Updated
・ The Battle Is the Lord's
・ The Battle of Alcazar (play)
・ The Battle of Alexander at Issus
・ The Battle of Algiers
・ The Battle of Anghiari (painting)
・ The Battle of Armageddon (Hank Williams song)
・ The Battle of Aspen


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The Battle for Wesnoth : ウィキペディア英語版
The Battle for Wesnoth

''The Battle for Wesnoth'' is a turn-based strategy video game with a fantasy setting, designed by David White and first released in June 2003. In ''Wesnoth'', the player attempts to build a powerful army by controlling villages and defeating enemies for experience. The game is loosely based on the Sega Genesis games ''Master of Monsters'' and ''Warsong''.
''The Battle for Wesnoth'' is free software, available under the GPL license in source form and for a variety of computer operating systems.
==Gameplay==

''The Battle for Wesnoth'' is a turn-based wargame played on a hex map. The strategy of battle involves fighting on favorable terrain, at a favorable time of day, and with enemies weak against the player's units. Other concerns are capturing villages that produce gold for unit recruitment, and positioning units to restrict enemy movement. Games of ''Wesnoth'' come both in the form of single-player campaigns and multiplayer matches.
Each unit in ''Wesnoth'' has its own strengths and weaknesses. A unit's defense is based on the terrain it stands on; elves, for example, are difficult to hit when fighting in a forest. Different types of attacks (melee and ranged), weapon types (pierce, blade, impact, arcane, cold, and fire), and a day-night cycle that alternately favors lawful and chaotic units, alter the amount of damage a unit deals and receives. Throughout the campaigns, units can advance to higher level counterparts and become more powerful.
A central design philosophy of the game is the KISS principle; for a new idea to be accepted, it should not complicate gameplay.〔(【引用サイトリンク】title=Wesnoth Philosophy )〕 Another important facet of the game is randomness and its manipulation: it is never certain a unit's attack will fail or succeed, only likely or unlikely. Developers have stated that the potential for a skirmish to go better or worse than expected adds excitement and strategic depth to the game.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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