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update structure template tooltips
AcceptedPublic

Authored by Nescio on Jan 17 2020, 8:58 PM.

Details

Summary

The <Identity/Tooltip> string is supposed to briefly summarize the characteristics of the entity. This patch revisits the tooltips of all structures and attempts to standardize them.
Things that already have their own tooltip entries (e.g. auras, garrisoned heal, population, resource trickle) are removed. Some important things that were not mentioned earlier (buildable territory, resource dropsite, territory root) are inserted. Classes are capitalized. Phrasings are standardized (e.g. “Garrison Soldiers for additional arrows.”); “improvements” is replaced with “technologies”.

Test Plan

Check for mistakes, omissions, possible improvements. Be critical.

Event Timeline

Nescio created this revision.Jan 17 2020, 8:58 PM

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1593/display/redirect

Nescio updated this revision to Diff 11078.Jan 17 2020, 9:02 PM

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1594/display/redirect

For territory root see also D2005.

Nescio updated this revision to Diff 11080.Jan 17 2020, 9:11 PM

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1596/display/redirect

For territory root see also D2005.

Yeah, but it's unclear if and when that one will be committed, or in what form. Removing "Territory root." from the <Tooltip> strings later shouldn't be much work.

(Agreed, just a reference.)

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/1075/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/1076/display/redirect

Successful build - Chance fights ever on the side of the prudent.

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Successful build - Chance fights ever on the side of the prudent.

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Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/172/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/174/display/redirect

Gallaecio added inline comments.Jan 18 2020, 11:50 AM
binaries/data/mods/public/simulation/templates/structures/cart_embassy_italiote.xml
19–20

Should we also change “improvements” to “technologies” here?

binaries/data/mods/public/simulation/templates/structures/ptol_mercenary_camp.xml
32

I see “Buildable in neutral territory.” here and “Build in neutral and own territories.” in a later chance, and I can’t help but wonder if they should be unified, maybe as “Build in neutral territory.”? Maybe in a later patch?

binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
88

“food, wood, stone, and metal” (GUI sorting, add “and”)

binaries/data/mods/public/simulation/templates/template_structure_defensive_tower.xml
52

“tech” → “technology”

binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml
26

“Build upon a shoreline in own or neutral territory”?

“food, wood, stone, and metal”

Nescio updated this revision to Diff 11090.Jan 18 2020, 12:38 PM
Nescio edited the summary of this revision. (Show Details)
  • build restrictions
  • technologies
  • wood, stone, *and* metal
  • redistributed fortress tooltips

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/1081/display/redirect

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1599/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/177/display/redirect

Nescio updated this revision to Diff 11092.Jan 18 2020, 1:16 PM

crannog

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/1083/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/179/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1601/display/redirect

I’ve left one more comment, but overall this is an amazing change for the better, great work!

binaries/data/mods/public/simulation/templates/structures/cart_embassy.xml
19–20

Why is “mercenaries” lowercase but “Mercenary” capitalized?

Nescio added inline comments.Jan 19 2020, 10:41 AM
binaries/data/mods/public/simulation/templates/structures/cart_embassy.xml
19–20

Thanks for pointing that out! Mercenary is a visible class and thus ought to be capitalized, just like Cavalry, Champion, Citizen, Soldier, etc.

Nescio updated this revision to Diff 11106.Jan 19 2020, 10:53 AM

mercenary/ies → Mercenary/ies
recruit → train

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1610/display/redirect

Gallaecio accepted this revision.Jan 19 2020, 8:39 PM
This revision is now accepted and ready to land.Jan 19 2020, 8:39 PM
Freagarach requested changes to this revision.Jan 21 2020, 9:11 PM

Just wondering: train seems like D1245 and recruit more like what is done when clicking the button? I think this can be comitted as is and we can discuss "train" vs "recruit" elsewhere, if you want?

Requests:

  • The structures/maur_defense_tower is missing a ..
  • The structures/gaul_wall_tower could use an update as well.
  • structures/brit_wall_tower idem.
This revision now requires changes to proceed.Jan 21 2020, 9:11 PM
Nescio updated this revision to Diff 11142.Jan 21 2020, 9:23 PM

brit and gaul wall tower

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1628/display/redirect

Nescio added a comment.EditedJan 21 2020, 9:33 PM

The structures/maur_defense_tower is missing a ..

Not done: this patch standardizes <Identity> tooltips. <Upgrade> tooltips could be done in a future patch.

Just wondering: train seems like D1245 and recruit more like what is done when clicking the button? I think this can be comitted as is and we can discuss "train" vs "recruit" elsewhere, if you want?

https://trac.wildfiregames.com/wiki/EnglishStyleGuide#Actions says “train (human units)” and that's also the verb used in the aura descriptions and technology tooltips (“training time”), so for consistency's sake we should stick with that in this patch.
A future patch could replace train with conscript/enlist/hire/muster/recruit, if people think that's clearer.

[EDIT]: “drill” is the verb I'd use for what D1245 proposes.

Freagarach accepted this revision.Fri, Jan 24, 5:51 PM

Not done: this patch standardizes <Identity> tooltips. <Upgrade> tooltips could be done in a future patch.

My bad.

This revision is now accepted and ready to land.Fri, Jan 24, 5:51 PM
Nescio updated this revision to Diff 11174.Fri, Jan 24, 9:27 PM
  • Because wall segments are not buildable on their own, moved their tooltip to template_wallset.xml.
  • Also standardized <Identity> and <Upgrade> tooltips of all gates.
  • Purged meaningless tower <Upgrade> tooltips, since the entity it will be upgraded to and the resources upgrading cost are already present in the automatically displayed tooltip. Having and additional <Tooltip> string just means more text, not more information.
  • While at it, renamed tower <Upgrade> nodes for clarity and consistency.

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1650/display/redirect

Gallaecio added inline comments.Sun, Jan 26, 11:27 AM
binaries/data/mods/public/simulation/templates/structures/palisades_long.xml
19

to → into

binaries/data/mods/public/simulation/templates/structures/ptol_lighthouse.xml
21

I wonder if we should order words about territory ownership as follows: own, allied, neutral, enemy.

binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml
34

Would “Healer technologies” be accurate? (i.e. do these technologies impact only Healer units, or also allow wider things, such as automatic healing of all units, of higher hitpoints?). If it is accurate, it may be more consistent with similar strings (Mercenary technologies, Ship technologies).

Freagarach added inline comments.Sun, Jan 26, 12:04 PM
binaries/data/mods/public/simulation/templates/structures/ptol_lighthouse.xml
21

+1

binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml
34

It also has non-healer technologies, like units healing when idle.

Nescio added inline comments.Sun, Jan 26, 4:42 PM
binaries/data/mods/public/simulation/templates/structures/ptol_lighthouse.xml
21

Just to be clear, neutral mean's no man's land, not the territory of neutral players.
I've thought about it, the current order is functional.

  • own comes first, because most structures are only buildable in your own territory, so it's the default (and if structures can only be built in own territory, it's not really distinctive, hence it's not mentioned in the tooltip then)
  • neutral is next, because this is were you build (e.g. centres) to expand your current territory
  • enemy is listed afterwards, because such structures are rare (army camp, siege wall)
  • allied comes last, because only naval structures are buildable in allied territory, which makes sense: that naval structures can be built on allied shorelines is because otherwise naval maps could be unplayable; that non-naval structures can't be built in allied territory is because building there means directly taking allied land, which is not done

Basically the order is from more to less likely. That it's revered alphabetical is a coincidence.

An argument in favour of listing ally before neutral is that's the order in simulation/components/BuildRestrictions.js, though that could easily be rearranged, if deemed necessary.

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1660/display/redirect

Gallaecio added inline comments.Mon, Jan 27, 9:36 AM
binaries/data/mods/public/simulation/templates/structures/ptol_lighthouse.xml
21

I still prefer and order based on owner affinity, so while neutral before allied may make sense since neutral here means no-man’s land, I would still put enemy last. I do not have a strong opinion about it, though, so if you still prefer “own, neutral, enemy, allied” I won’t oppose.

I do wonder, given that there can be neutral players, if we should find an alternative to ‘neutral’ for this use case, and leave ‘neutral’ to refer to territory of neutral players. ‘Unclaimed’, maybe?

Nescio added inline comments.Mon, Jan 27, 5:20 PM
binaries/data/mods/public/simulation/templates/structures/ptol_lighthouse.xml
21

I still prefer and order based on owner affinity

Which is exactly why I prefer this order:

  • occupy what belongs to you
  • occupy what belongs to nobody
  • occupy what belongs to your enemy
  • occupy what belongs to your ally

while neutral before allied may make sense since neutral here means no-man’s land, I would still put enemy last.

There aren't any structures buildable both in ally and enemy territory, though.

I do wonder, given that there can be neutral players, if we should find an alternative to ‘neutral’ for this use case, and leave ‘neutral’ to refer to territory of neutral players. ‘Unclaimed’, maybe?

The automatically generated tooltips use those precise words:


Therefore I'd strongly recommend sticking with that to avoid unnecessary confusion. If you want to use a different word, then it has to be changed in the relevant JavaScript code files, i.e. beyond the scope of this patch.
Interestingly, the territory of neutral players is considered “enemy” territory. I guess that makes sense, because you don't share anything with them, unlike allies, so their territory is as hostile as that of enemies. Though maybe there ought to be a separate case for the territory of neutral players? I don't know. If desired, again something to change in the JS code, thus outside the scope of this patch.