Then there is the problem of translating. For instance, whilst ‘sword’ can refer to both single- and double-edged blades in English, this is not true for all languages. In Chinese, jiàn is the word for double-edged swords and dāo the term for single-edged swords (and knives). Thus in those languages “sword” would be wrong in about half of the cases.
This is actually easy to fix, we can add a context tag in the template, which will be extracted already. So I just added the code to pipe the context through and use it for translations. In example: one can put <AttackName context="Double-edged">Sword</AttackName> in the template. On this specific topic: I also added context for all sword wielding units.
Back to attackName
add context support
add context for swords
improve some names
Digging back to D555, this code must be ccmpSelectable copy-pasta
The barracks already has quite a few props to make it interesting. Besides, the Persian arsenal, range, stable don't have it either.
It's important in the sense that it removes decoration as such makes buildings more historically accurate, but also more bland and less interesting to look at. So when I need to edit buildings I have to take it into account.
Yes, but that's a minor point. Besides, those don't belong on generic structures either: reliefs of Persians in ceremonial robes are found on several of the monumental structures of the Persepolis palace terrace, as well as on the tomb of Darius and some other rock inscriptions (i.e. all Wonder-quality), but to the best of my knowledge not on any of the buildings found in the lower city of Persepolis or elsewhere.
To be able to use the lower floor (also for siege wall gate) the actor needs to be edited to raise the platform, because currently the garrison heads go through the roof: https://wildfiregames.com/forum/topic/22779-0abc-mod/page/17/?tab=comments#comment-391719
Good points! I wrote and ran the script, but didn't validate it afterwards to verify the replacements were correct; I should have.
Anyway, I've now updated the sed script. Could you try and check again?
Your script needs some fixes.
-e 's,geology_metal_alpine,alpine_small,g' \ -e 's,geology_metal_alpine_slabs,alpine_large,g' \
means that first geology_metal_alpine_slabs is replaced with alpine_small_slabs.
Also the gaia-folder is missing in the replacement strings.
I guess we need only some opinions from the balancing department.
The top of the tower looks very crowded though.
is sufficient reason to hold this off?
That also removes the two characters from the walls
Anything that needs changing?
This (D2950) and the other (D2848) are two separate patches, with different aims, that can be reviewed independently. If and when one is committed, the other will have to be rebased, though that's unimportant for the discussion here.
This patch initially kept the population for brit and gaul structures, but that exception was later removed, per @borg-.
As for D2848, the purpose of which is to differentiate brit and gaul, it's unclear if and in what form it will end up. There was some more discussion on the forums last month, which indicate that perhaps the brit might keep the structure build time discount and the gauls would get one or more new bonuses (still to be determined). Anyway, that's outside the scope of this patch, and belongs in D2848.
@gameboy No sir, this patch is not ready. In the title it says [WIP] -- meaning that it is a work in progress. Moreover the status of the patch is Changes Planned meaning there is stuff that needs to be done but time (and motivation) to be found.
Will that break Atlas animation hotloading?
Given we won't have the building time bonus as per https://code.wildfiregames.com/D2841, what is the justification for removing from britons?
Anything that increases the role of melee is a plus for me. My concerns:
@Freagarach Is this patch ready to be released?