From 16f5396d306e01baf90a8c70263de1b9703d150d Mon Sep 17 00:00:00 2001 From: Markus Armbruster Date: Wed, 17 Dec 2003 21:20:01 +0000 Subject: [PATCH] Spelling fixes. --- info/Commands/morale.t | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/info/Commands/morale.t b/info/Commands/morale.t index 60cf29cc..5ebbdedb 100644 --- a/info/Commands/morale.t +++ b/info/Commands/morale.t @@ -8,7 +8,7 @@ units. Normally, a land unit must start making morale checks during combat when its efficiency is less than or equal to its retreat percentage. (The chance of failing a morale check is: sqrt(100-effic)%/(men in unit). -Example: a 25 man unit is at 75% efficiency. It's chance of failing is +Example: a 25 man unit is at 75% efficiency. Its chance of failing is sqrt(100-75)%/25 = sqrt(25)%/25 = 20%) .s1 The morale command @@ -20,11 +20,11 @@ and make the unit stick around and fight more, but at the cost of more casualties. .s1 The maximum allowed value is 100% (i.e. start making morale checks after -any casualties) The minimum values is based on happiness: +any casualties). The minimum value is based on happiness: .ti 3 (morale_base) - happiness .s1 "morale_base" is a deity settable variable, which defaults to 42. When -a unit is first built, it's retreat percentage is set to "morale_base". +a unit is first built, its retreat percentage is set to "morale_base". .s1 .SA "attack, assault, LandUnits"