games-pc heroes of might & magic v Manual Do Utilizador

Página de 23
On dry land, the travelling speed (distance that the hero and his army are
able to cover in a day) depends on several factors:
• Terrain type: paved roads enable fast travelling. Across unpaved areas,
the speed depends on the terrain’s accordance to the hero’s origins. If a
terrain is “Foreign” to the hero, is takes longe to cross.
• Current army: the hero’s speed depends on the speed of the slowest
creature in his army.
Calendar and Time
In-game time
On the adventure map, one turn takes one day. When all your heroes
have achieved all their objectives or exhausted their movement points, your
turn is over. When all the players on the map have finished their turns, a
new day begins. After seven days, a new week begins, and after four
weeks, a new month. 
The current date can be seen through the tooltip attached to the End 
Turn button on the adventure map screen. The day ends when you click
on End of Turn.
When each week starts, the new creatures’ drill is completed in the town
buildings, and they become available for enlistment. New creatures can
also be hired from the dwellings on the map. 
Week of… 
At the start of some weeks, the position of the heavenly bodies causes a
major event. As a result, new units of a creature type may randomly
appear on the adventure map and their number increase in towns. Other
weeks will generate other random bonus and penalties. Only experienced
astrologers can predict these events…
Resources
The resource panel shows your current stock of resources. They belong to
your kingdom as a whole, meaning that when you lose a town or a hero,
you keep all of your resources.
11
11
Controls field
• Next Hero: select the next hero and centre the camera on him or her.
• Mission objectives: call the mission objectives screen.
• Toggle Underground/Surface: switches the map between underground
and surface views.
• End Turn: end current turn. Weekdays are highlighted in blue within
the button’s radius.
• Game options: call the game options screen. From this screen you can
save and load games, change the game and hardware configuration, exit
to the main menu or to the OS.
• Spellbook: open the current hero’s spellbook to the page showing
available adventure spells.
• Walk/Dig: Walk the selected hero along the plotted course. If the hero
hasn’t moved, the “Dig” icon appears, allowing the hero to search for
the grail under his current position.
Travelling
Routes
To set your hero’s route, click on the desired destination or object with the
left mouse button. If the hero can reach it, a coloured dotted line
corresponding to the hero’s faction’s route will appear. Confirm your
destination by clicking on the same spot again. 
You can tell the hero to move without choosing a route first by double-
clicking on the destination.
Some events may affect your plotted path:
• If the shortest route to the destination is blocked by an enemy, the game
will try to set a new route in order to avoid the threat.
• If the destination is out of the hero’s range, the line outside of the range
will appear in grey.
• If your destination or the route to it is controlled by an enemy and there
is no way around, the route will be plotted in red.
Terrain and speed
As a rule, open fields and roads are always open to a hero. Rocks,
marshes, thickets, lava-flows, forests, rivers etc. are not passable. Rivers
can usually be waded through if a path leads down to the water. Deep
bodies of water (lakes and seas) can only be travelled by ship. To get on or
off,  you must find a suitably shallow area.
10
10
Heroes V Manuel UK.qxd  12/04/06  17:43  Page 10