Revision: 4492
http://colossus.svn.sourceforge.net/colossus/?rev=4492&view=rev
Author: cleka
Date: 2009-08-17 21:03:20 +0000 (Mon, 17 Aug 2009)
Log Message:
-----------
Fixed the a name="# ..." tags in ClientPreferences.html. (In name tag, it seems there should not be a # in front of it). Already uploaded manually to SF page docs folder.
Modified Paths:
--------------
trunk/Colossus/docs/ClientPreferences.html
Modified: trunk/Colossus/docs/ClientPreferences.html
===================================================================
--- trunk/Colossus/docs/ClientPreferences.html 2009-08-17 20:25:32 UTC (rev 4491)
+++ trunk/Colossus/docs/ClientPreferences.html 2009-08-17 21:03:20 UTC (rev 4492)
@@ -14,34 +14,34 @@
<p>
This window has five tabbed panes:
<ul>
-<li><a HREF="#BattleTab">Battle tab</a>
-<li><a HREF="#AutoplayTab">Autoplay tab</a>
-<li><a HREF="#GraphicsTab">Graphics/View tab</a>
-<li><a HREF="#WindowsTab">Windows tab</a>
-<li><a HREF="#ColorTab">Color tab</a>
+<li><a href="#BattleTab">Battle tab</a>
+<li><a href="#AutoplayTab">Autoplay tab</a>
+<li><a href="#GraphicsTab">Graphics/View tab</a>
+<li><a href="#WindowsTab">Windows tab</a>
+<li><a href="#ColorTab">Color tab</a>
</ul>
<p>
<hr>
<p>
-<h2><a NAME="#BattleTab">Battle tab</a></h2>
+<h2><a name="BattleTab">Battle tab</a></h2>
<ul>
-<li><a HREF="#ColoredBordersChits">Use colored borders on Battle Chits</a></li>
-<li><a HREF="#NotInvertBattleChits">Do not invert defender's Battle Chits</a></li>
+<li><a href="#ColoredBordersChits">Use colored borders on Battle Chits</a></li>
+<li><a href="#NotInvertBattleChits">Do not invert defender's Battle Chits</a></li>
<br>
-<li><a HREF="#ShowNeededRoll">Show needed roll for hit</a></li>
-<li><a HREF="#ShowDiceTerrain">Show added/lost dice due to terrain</a></li>
-<li><a HREF="#ShowDiceRangestrike">Show lost dice due to rangestrike</a></li>
+<li><a href="#ShowNeededRoll">Show needed roll for hit</a></li>
+<li><a href="#ShowDiceTerrain">Show added/lost dice due to terrain</a></li>
+<li><a href="#ShowDiceRangestrike">Show lost dice due to rangestrike</a></li>
</ul>
The first two help to distinct on the Battle Map which chits belong
to which player.
-<h3><a NAME="#ColoredBordersChits">Use colored borders on Battle Chits</a></h3>
+<h3><a name="ColoredBordersChits">Use colored borders on Battle Chits</a></h3>
As name says.
-<h3><a NAME="#NotInvertBattleChits">Do not invert defender's Battle Chits</a></h3>
+<h3><a name="NotInvertBattleChits">Do not invert defender's Battle Chits</a></h3>
Normally defender's battle chits are shown upside down, so that one can distinct
attacker and defender. With this setting they are not upside down.
@@ -64,7 +64,7 @@
The following three options decide whether a certain indicator is
displayed or not.
-<h3><a NAME="#ShowNeededRoll">Show needed roll for hit</a></h3>
+<h3><a name="ShowNeededRoll">Show needed roll for hit</a></h3>
Will show some red dice indicating which roll you need to make a hit.
E.g. for equal-skilled characters and no terrain influences that is a
@@ -73,14 +73,14 @@
roll needed (less than four if the attackers skill is higher than
the defenders, or e.g. 5 or 6 for the bramble example).
-<h3><a NAME="#ShowDiceTerrain">Show added/lost dice due to terrain</a></h3>
+<h3><a name="ShowDiceTerrain">Show added/lost dice due to terrain</a></h3>
Some terrains, like dunes in the desert, cause a non-native attacker
striking up to have less dice to roll, or the attacker (e.g. a lion)
striking down to have 1 or 2 dice added.
<p>
-<h3><a NAME="#ShowDiceRangestrike">Show lost dice due to rangestrike</a></h3>
+<h3><a name="ShowDiceRangestrike">Show lost dice due to rangestrike</a></h3>
Similar to the previous, but this one affects whether to show
it if the difference is caused by rangestriking.
@@ -89,42 +89,42 @@
<hr>
<p>
-<h2><a NAME="#AutoplayTab">Autoplay tab</a></h2>
+<h2><a name="AutoplayTab">Autoplay tab</a></h2>
Here are several options that you can make the game automatically do
certain tasks for you; they would then be done mostly the same way as the
SimpleAI would do it.
<ul>
-<li><a HREF="#Auto_pick_color">Auto pick color</a></li>
-<li><a HREF="#Auto_pick_markers">Auto pick markers</a></li>
-<li><a HREF="#Auto_pick_entry_sides">Auto pick entry sides</a></li>
-<li><a HREF="#Auto_forced_strike">Auto forced strike</a></li>
-<li><a HREF="#Auto_carry_single">Auto carry single</a></li>
-<li><a HREF="#Auto_rangestrike_single">Auto rangestrike single</a></li>
-<li><a HREF="#Auto_summon_angels">Auto summon angels</a></li>
-<li><a HREF="#Auto_done">Auto done</a></li>
-<li><a HREF="#Auto_acquire angels">Auto acquire angels</a></li>
-<li><a HREF="#Auto_recruit">Auto recruit</a></li>
-<li><a HREF="#Auto_pick_recruiters">Auto pick recruiters</a></li>
-<li><a HREF="#Auto_reinforce">Auto reinforce</a></li>
-<li><a HREF="#Auto_play">Auto play</a></li>
+<li><a href="#Auto_pick_color">Auto pick color</a></li>
+<li><a href="#Auto_pick_markers">Auto pick markers</a></li>
+<li><a href="#Auto_pick_entry_sides">Auto pick entry sides</a></li>
+<li><a href="#Auto_forced_strike">Auto forced strike</a></li>
+<li><a href="#Auto_carry_single">Auto carry single</a></li>
+<li><a href="#Auto_rangestrike_single">Auto rangestrike single</a></li>
+<li><a href="#Auto_summon_angels">Auto summon angels</a></li>
+<li><a href="#Auto_done">Auto done</a></li>
+<li><a href="#Auto_acquire angels">Auto acquire angels</a></li>
+<li><a href="#Auto_recruit">Auto recruit</a></li>
+<li><a href="#Auto_pick_recruiters">Auto pick recruiters</a></li>
+<li><a href="#Auto_reinforce">Auto reinforce</a></li>
+<li><a href="#Auto_play">Auto play</a></li>
</ul>
-<h3><a NAME="#Auto_pick_color">Autoplay - Auto pick color</a></h3>
+<h3><a name="Auto_pick_color">Autoplay - Auto pick color</a></h3>
During begin of the game, you are asked to select a color. With this
option set, the system will pick the first one which is still available
from your list of preferred colors (when you have set them in
-<a HREF="#ColorTab">Color tab</a>); without any preferred colors
+<a href="#ColorTab">Color tab</a>); without any preferred colors
set (or all already taken by human players before you),
the system will simply pick one for you randomly.
-<h3><a NAME="#Auto_pick_markers">Autoplay - Auto pick markers</a></h3>
+<h3><a name="Auto_pick_markers">Autoplay - Auto pick markers</a></h3>
If you don't care which marker will be taken for splitting a legion
(or as initial marker at game start), then mark this option
- the system will just pick one for you randomly.
-<h3><a NAME="#Auto_pick_entry_sides">Autoplay - Auto pick entry sides</a></h3>
+<h3><a name="Auto_pick_entry_sides">Autoplay - Auto pick entry sides</a></h3>
When teleporting or when there is more than one path how you can reach
a certain target land to attack an enemy legion there, you have to choose
@@ -137,7 +137,7 @@
Normally you would be prompted to pick the entry side; this option
automatically picks one side for you.
-<h3><a NAME="#Auto_forced_strike">Autoplay - Auto forced strike</a></h3>
+<h3><a name="Auto_forced_strike">Autoplay - Auto forced strike</a></h3>
Creatures engaged in a battle with exactly one opponent creature,
can naturally only strike that opponent creature, and this strike is
@@ -145,11 +145,11 @@
It leaves the one where there is more than one possible strike target
for you. (Those are still mandatory, but it's your choice where to strike).
-<h3><a NAME="#Auto_carry_single">Autoplay - Auto carry single</a></h3>
+<h3><a name="Auto_carry_single">Autoplay - Auto carry single</a></h3>
Similar to the above, if there is only one possible carry target for excess hits (more hits than needed to kill the primary target).
-<h3><a NAME="#Auto_rangestrike_single">Autoplay - Auto rangestrike single</a></h3>
+<h3><a name="Auto_rangestrike_single">Autoplay - Auto rangestrike single</a></h3>
Similar to the above, if there is only one possible rangestrike
target. One notable difference is, rangestrikes are not mandatory -
@@ -157,7 +157,7 @@
rangestrikes; if you play with such subtle strategy skills, in this
case you should not use this option.
-<h3><a NAME="#Auto_summon_angels">Autoplay - Auto summon angels</a></h3>
+<h3><a name="Auto_summon_angels">Autoplay - Auto summon angels</a></h3>
Will automatically decide whether to summon an angel, and if so, which
one. It uses the AI functionality for the decision whether to summon.
@@ -165,7 +165,7 @@
after battle summon), e.g. to muster something stronger
instead. Usually the AI should decide "right" in this case but...
-<h3><a NAME="#Auto_done">Autoplay - Auto done</a></h3>
+<h3><a name="Auto_done">Autoplay - Auto done</a></h3>
With this enabled, you don't need to click "Done" in some situations
where there is nothing else you can do. Right now, this covers the two cases:
@@ -178,7 +178,7 @@
finish the recruit phase after the last recruiting was done,
neither whether you did it or Auto-recruit did it.
-<h3><a NAME="#Auto_acquire angels">Autoplay - Auto acquire angels</a></h3>
+<h3><a name="Auto_acquire angels">Autoplay - Auto acquire angels</a></h3>
Will automatically acquire the angel(s) after a won battle. Uses also
the AI functionality to decide whether to acquire (or not, e.g. to
@@ -186,7 +186,7 @@
<p>
If you want full control - don't use this. Then you will be prompted.
-<h3><a NAME="#Auto_recruit">Autoplay - Auto recruit</a></h3>
+<h3><a name="Auto_recruit">Autoplay - Auto recruit</a></h3>
This will, at the beginning of your Muster Recruits phase, already
select one recruit for every legion that can do so. <b>This speeds up
@@ -213,7 +213,7 @@
is directly in reach [with one dice roll], but the situation above is
how the hint is written and how thus the AIs play.)
<p>
-<b>See under <a HREF="#RecruitPreviewChits">Show
+<b>See under <a href="#RecruitPreviewChits">Show
recruit preview chits... in Graphics/View tab</a> for some
related details</b>!
<p>
@@ -224,7 +224,7 @@
description.</b></font> I hope to tackle this one day...
-<h3><a NAME="#Auto_pick_recruiters">Autoplay - Auto pick recruiters</a></h3>
+<h3><a name="Auto_pick_recruiters">Autoplay - Auto pick recruiters</a></h3>
When you have several different creatures that allow you to muster a
new recruit, you have to decide which creatures to reveal to the other
@@ -244,12 +244,12 @@
possible", you might want to have control what is revealed and not use this
option.
-<h3><a NAME="#Auto_reinforce">Autoplay - Auto reinforce</a></h3>
+<h3><a name="Auto_reinforce">Autoplay - Auto reinforce</a></h3>
Will automatically decide whether and which reinforcement to take during
a battle.
-<h3><a NAME="#Auto_play">Autoplay - Auto play</a></h3>
+<h3><a name="Auto_play">Autoplay - Auto play</a></h3>
This will automatically play for you - everything. It will play with
the same logic as the SimpleAI plays. Note that this "play like an AI"
@@ -289,29 +289,29 @@
<p>
<hr>
<p>
-<h2><a NAME="#GraphicsTab">Graphics/View tab</a></h2>
+<h2><a name="GraphicsTab">Graphics/View tab</a></h2>
The first four settings somehow effect the graphics - what or how something
is shown. The first group are all kind of just optical differences
- which colors, rounded corners and such.
<ul>
-<li><a HREF="#Antialias">Antialias</a></li>
-<li><a HREF="#UseGraphicalOverlay">Use Graphical Overlay</a></li>
-<li><a HREF="#BlackOverlayChits">Use black overlay on Chits</a></li>
+<li><a href="#Antialias">Antialias</a></li>
+<li><a href="#UseGraphicalOverlay">Use Graphical Overlay</a></li>
+<li><a href="#BlackOverlayChits">Use black overlay on Chits</a></li>
</ul>
The other two affect more the "View", whether/how something is shown.
<ul>
-<li><a HREF="#UncertainAsBlank">Uncertain as blank (Autoinspector etc.)</a></li>
-<li><a HREF="#RecruitPreviewChits">Show recruit preview chits...</a></li>
+<li><a href="#UncertainAsBlank">Uncertain as blank (Autoinspector etc.)</a></li>
+<li><a href="#RecruitPreviewChits">Show recruit preview chits...</a></li>
</ul>
Okay, here the detailed descriptions for both groups:
-<h3><a NAME="#Antialias">Antialias</a></h3>
+<h3><a name="Antialias">Antialias</a></h3>
Slightly different showing of some corners of something ... *shrug*
-<h3><a NAME="#UseGraphicalOverlay">Use Graphical Overlay</a></h3>
+<h3><a name="UseGraphicalOverlay">Use Graphical Overlay</a></h3>
The different lands on the masterboard can just be a base color and a
text printed in it, or show some fancy small graphical "overlay" picture,
@@ -320,7 +320,7 @@
Until recently changing this setting took only effect after a rescale,
should be fixed now (2007 July).
-<h3><a NAME="#BlackOverlayChits">Use black overlay on Chits</a></h3>
+<h3><a name="BlackOverlayChits">Use black overlay on Chits</a></h3>
Print the name and values (skill and power) on creatures in black
rather than in the creature's color.
@@ -332,7 +332,7 @@
<p>
And now the two "content"-affecting ones:
<p>
-<h3><a NAME="#RecruitPreviewChits">Show recruit preview chits...</a></h3>
+<h3><a name="RecruitPreviewChits">Show recruit preview chits...</a></h3>
When you click on a legion to move somewhere, lands light up where this
legion can move to. In those lands are then shown small chits denoting which
@@ -364,7 +364,7 @@
This is also the setting which was in effect all the last years when there was
only the option "Show all recruit chits" (or not) and that was not selected -
it just showed the highest from the recruit tree. Which often was the same as what
-autorecruit would take, but not always (see <a HREF="#PreviewVsAutorecruit">
+autorecruit would take, but not always (see <a href="#PreviewVsAutorecruit">
Recruit preview vs. Auto recruit</a> below).
<p>
<b>Recruit hint</b> shows, well, a recruit hint - a suggestion, what would be best
@@ -385,7 +385,7 @@
<p>
These hints are used also by the AI players to decide what to take.
-<h4><font color="red"><a NAME="#PreviewVsAutorecruit">
+<h4><font color="red"><a name="PreviewVsAutorecruit">
Recruit preview vs. Auto recruit</a></font></h4>
Since the AIs behave mostly according to those hints, and Autoplay
@@ -452,13 +452,13 @@
legions go to a land and get Troll shown as preview there are some
possibilities).
<p>
-<h3><a NAME="#UncertainAsBlank">Uncertain as blank (Autoinspector
+<h3><a name="UncertainAsBlank">Uncertain as blank (Autoinspector
etc.)</a></h3>
This option is only available if you play with the setting/mode
"Ever revealed (or concludable) since start"
(see option "Viewable legion content" in
-<a HREF="GetPlayersOptions.html#Viewable_legion_content">Setting in Get
+<a href="GetPlayersOptions.html#Viewable_legion_content">Setting in Get
Players startup dialog</a>). For the other two modes ("Only own
legions" and "True content for all legions") this option is simply
irrelevant/not meaningful, thus then it is inactive (greyed out).
@@ -482,15 +482,15 @@
<hr>
-<h2><a NAME="#WindowsTab">Windows tab</a></h2>
+<h2><a name="WindowsTab">Windows tab</a></h2>
Here are some settings which effect the windows as a whole.
<ul>
-<li><a HREF="#StealFocus">Steal focus</a></li>
-<li><a HREF="#ChangeScale">Change Scale</a></li>
-<li><a HREF="#LookFeel">Look & Feel</a></li>
+<li><a href="#StealFocus">Steal focus</a></li>
+<li><a href="#ChangeScale">Change Scale</a></li>
+<li><a href="#LookFeel">Look & Feel</a></li>
</ul>
-<h3><a NAME="#StealFocus">Steal focus</a></h3>
+<h3><a name="StealFocus">Steal focus</a></h3>
When a different window becomes relevant (as in "here is your action
needed now"), like, summoning during a battle you should select the
@@ -499,7 +499,7 @@
on top of all other windows), instead of waiting for you to click on
it (or something like that... not sure ;-)
-<h3><a NAME="#ChangeScale">Change Scale</a></h3>
+<h3><a name="ChangeScale">Change Scale</a></h3>
Change the scale (zoom factor) of the masterboard and all other windows.
This is very useful e.g. in Abyssal9, where the masterboard
@@ -508,7 +508,7 @@
annoying too...
-<h3><a NAME="#LookFeel">Look & Feel</a></h3>
+<h3><a name="LookFeel">Look & Feel</a></h3>
This somewhat influences the Look & Feel, i.e. the borders and
text styles of the single windows (e.g. menus). Which "Look & Feel"
@@ -523,10 +523,10 @@
<hr>
-<h2><a NAME="#ColorTab">Color tab</a></h2>
+<h2><a name="ColorTab">Color tab</a></h2>
You can define an order of favorite colors here. See
-<a HREF="#Auto_pick_color">Auto pick color</a> for details.
+<a href="#Auto_pick_color">Auto pick color</a> for details.
<p>
<hr>
<p>
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