diff --git a/data/core/help.cfg b/data/core/help.cfg index feb7dd834723..4c306f6dcc9d 100644 --- a/data/core/help.cfg +++ b/data/core/help.cfg @@ -496,7 +496,9 @@ Terrains come in two types: text='basic' terrain types and text='defense caps' for a particular basic terrain type. In that case, the 'best defense' behavior is overridden -- they can never recieve a higher defense rating than the lowest defense cap value for any mixed terrain type which includes that basic type. For example, the loyalist cavalryman has a defense rating of 30% on forests, and a defense cap for forests. Thus, on forested hills, he has a defense rating of 30% rather than 40%, because the mixed rating cannot exceed the cap. +Some units have text='defense caps' for a particular basic terrain type. In that case, the 'best defense' behavior is overridden -- they can never recieve a higher defense rating than the lowest defense cap value for any mixed terrain type which includes that basic type. For example, the loyalist cavalryman has a defense rating of 30% on forests, and a defense cap for forests. Thus, on forested hills, he has a defense rating of 30% rather than 40%, because the mixed rating cannot exceed the cap." + _" + +If a unit has a defense cap for some terrain, it is always the same as its defense rating on that terrain (it cannot be larger)." + _"
text='Basic Terrain Types'
diff --git a/src/help.cpp b/src/help.cpp index e377d6ecfe3c..faabb762308c 100644 --- a/src/help.cpp +++ b/src/help.cpp @@ -1816,14 +1816,14 @@ class unit_topic_generator: public topic_generator str.str(clear_stringstream); const bool has_cap = movement_type.get_defense().capped(terrain); if (has_cap) { - str << "color=yellow text='yes'"; + str << "color=yellow text='" << defense << "%'"; } else { str << "color=white text='" << utils::unicode_figure_dash << "'"; } markup = str.str(); str.str(clear_stringstream); if (has_cap) { - str << "yes"; + str << defense << '%'; } else { str << utils::unicode_figure_dash; }