- User Since
- Sep 7 2017, 12:14 PM (75 w, 2 d)
Here's page from The Cambridge History of Greek and Roman Warfare, Volume I: Greece, the Hellenistic World and the Rise of Rome (2007), with legionary/-ies highlighted:
“Legionnaire” is common in English when referring to a member of e.g. the French foreign legion, however, “legionary” is the English word used specifically for the Roman soldier:
legionary *noun* (pl. legionaries) a soldier in a Roman legion.
*adjective* of an ancient Roman legion.
It's a proper English word and refers to exactly what we have in game, therefore let's use it.
A week ago I started a poll on the forums; there appears to be a clear majority in favour (12 to 6), although the number of votes is not overwhelming.
For the second point, I came to the conclusion to let them in the main directory. As we discussed before, it seems hard to found a schema which fits for all cases.
Fri, Feb 15
True; I'm willing to update D888 to do that, but before that, two things have to be decided first:
Wed, Feb 13
Well, I'm not a programmer, my understanding of code is rather limited, nor do I have any idea how superimposing icons might affect performance. Feel free to propose a separate patch for it, if you think that'll be an improvement.
Two things, though:
- currently icon paths are hard-coded in aura .json files, e.g. "overlayIcon": "art/textures/ui/session/auras/buildgather_bonus.png",
- most sprites are 128×128 pixels, but the resource icons are 64×64
Tue, Feb 12
Basically that's what I did manually. To create _bonus and _penalty versions, I simply made two copies of the icon, pasting the bonus sprite on top of one and the penalty sprite on top of the other; costs about a minute, not much effort. And the icons are only a few kb each, so space is not really an issue.
Mon, Feb 11
Sat, Feb 9
For 5, I would rather find a unique and appealing name allowing to discriminate the maps easily. Small/Large breaks immersion quite a bit.
Well, I'm open for suggestions, of course. *_large and *_small are probably less problematic placeholders than * (2) and * (4). Also, this patch is about renaming the file names. The map names as displayed in game can be different and don't have to be changed.
Why not make MaxAmount independent from Amount and rename it to Limit? E.g. a berry bush that starts at 100% but can only regrow up to 80%.
Fri, Feb 8
Where can those be found?
It also sucks because you can't differentiate Growth from Fattening from spawning.
One can use , "affects": [Class] for that.
(refs "treasure" and "design documents" / "design document repository")
Thu, Feb 7
Thank you, Polakrity. Two more.
Wed, Feb 6
How is ResourceSupply/Fattening/Value different ?
Fattening is wrapped inside Change, right, so shouldn't it be ResourceSupply/Change/Fattening/Value then?
Actually I'm still confused about the technology syntax. For comparison, Cyrus' aura has:
Add more examples and an aura for the corral
Thank you. Maybe reduce aura range to c. 20.
1 per 2 seconds for bushes and trees make them infinite for level 3 units.
Maybe 0.2 per 1 s then. Intuitively one would expect plants grow faster than animals.
Tue, Feb 5
You can still name them like you want since the name only matters for technologies and auras.
What do you mean? Like bonus attacks? A somewhat verbose explanation how it works would be nice, I don't fully understand the code.
Regeneration, growth, decay, and rot are loaded terms; “growth when dead” is a bit of a contradictio in terminis and decay implies a decrease; I don't think I'll be the only one who'll be confused by how everything works exactly. Having neutral terminology is probably imperative.
Sun, Feb 3
Well, my understanding of code is rather limited; I don't quite follow your example, but I suppose you know what you're doing.
Removing the surrounding tags would add checks to separate regeneration tags from others while here I know that everything in a RegenBonus can be safely parsed.
How about the following then?
... <ResourceSupply> ... <Change> <Alive> <Rate>2</Rate> <Interval>1000</Interval> </Alive> <Dead> <Rate>-1</Rate> <Interval>1000</Interval> </Dead> </Change> </ResourceSupply> </Entity>
If you have one that is both you lose a few lines :)
One line if and only if the resource changes at exactly the same rate both when dead and alive. Theoretically possible, but I can't think of any examples.
Also your solution makes applying techs impossible :)
Sat, Feb 2
Personally I don't really see the need for the constraint. Instead of:
<RegenBonus> <Generation> <HealthCondition>Alive</HealthCondition> <Rate>2</Rate> <Interval>1000</Interval> </Generation> <Generation> <HealthCondition>Dead</HealthCondition> <Rate>-1</Rate> <Interval>1000</Interval> </Generation> </RegenBonus>
How about the following?
<ChangeWhenAlive> <Rate>2</Rate> <Interval>1000</Interval> </ChangeWhenAlive> <ChangeWhenDead> <Rate>-1</Rate> <Interval>1000</Interval> </ChangeWhenDead>
(4 or 8 xml lines instead of 7 or 12).
Tue, Jan 29
How I understand things:
- civbonuses are free and automatically researched and are available to one or more factions, but not all
- special technologies cost resources and are available to one or more factions, but not all
- general technologies cost resources and are available to all factions
- advanced_unit_bonus.json, elite_unit_bonus.json, and phase_village.json are free and automatically researched and are available to all factions
What to do with the special technologies can be decided later; they could be grouped together under special/ (see (D888 (outdated)) or mixed with the general technologies (see siege_bolt_accuracy.json).
This patch only groups the civbonuses.
It's much easier for modders if all civ-bonuses for all factions are simply grouped together in a single directory, hence this proposal.
Sat, Jan 26
24 is the maximum for the panel (defined at binaries\data\mods\public\gui\session\selection_panels_right\construction_panel.xml)
The maximum the current GUI displays, yes, but not the maximum a faction or unit can have.
(Anyone else thinks merging building hotkeys and training hotkeys is a good idea?)
They probably shouldn't ignore each other; the GUI already merges training, building, and research queues; try selecting civic centre and infantry together (use Shift).
- could you use a different key instead? Perhaps B or \backslash? I use the space bar to pause the game
- what happens on qwertz and azerty keyboards?
- what if a faction has more than 24 structures?
That's good to know, thanks!
Still to be decided:
1 what to do with the scenarios/Height Map *.png files
2 what to do with the three Azure Coast scenarios (identical maps, different player numbers)
3 what to do with the two Flight_demo scenarios (different maps, similar function)
4 what to do with the two Sandbox - Ptolemies scenarios (different maps, similar function; all other factions have only one sandbox)
5 how to differentiate similary named skirmishes, e.g. Corinthian Isthmus (different maps, similar names)
How about the following?
- 2, 3, 4: keep only one version, delete the others
- 5: rename them to _small and _large
Fri, Jan 25
Thu, Jan 24
From the D490 discussion:
Relatedly, the siege templates could use some renaming too. The "Ballista" parent template is a bolt shooter, but ballistae in the ancient period were rock throwers!!! This naming convention I think sounds like a holdover ffrom the AOE2 mod days. So:template_unit_mechanical_siege_boltshooter template_unit_mechanical_siege_stonethrower
Is more logical to me. Thoughts on this guy?
Yes. It's planned.
And done in this patch.
When the workshop templates were introduced, I understood they were not yet enabled, because A23 was “just around the corner”, but that the intention was to use them eventually in the next alpha. Now all freezes are lifted and development has restarted, I think it's a suitable time to enable the workshop.
And yes, I'm aware @borg-'s Expansion Pack, @wowgetoffyourcellphone's Delenda Est, my 0abc, and probably a few other mods are already using the workshop (and other structures); however, all these mods do much more than just that. I think the workshop can be enabled in A24 independently from implementing a counter system or some other overhaul.
Thank you for your reply! No, I certainly don't think ordinary structures such as the dock should have a territory root. However, I do think it's appropiate for the fortress, because:
- it's expensive: 1000 stone (civic centre costs 1500 resources, military colony 600)
- it takes long to build: 500 (centre 500, colony 300)
- it's limited to 10 per player
- it is enabled only in city phase
- it can only be build in your own territory
- historical realism: a city was only conquered when all of its fortresses were taken; control of the city centre mattered, but wasn't decisive
- gameplay: as you wrote yourself, a “fortress is a place to defend”; without a root you can simply ignore them and aim straight for the centre; with a root they will help defending your base, keeping nearby structures under control.
Tue, Jan 22
Sun, Jan 20
the treasure is not the one we look for when we till the field, it's tilling.
Jan 17 2019
Jan 16 2019
Not to be annoying but wouldn't it be easier to say "from -X to +X
Updated: “Medium ±0%”.
Updated. This is how it looks in game:
Jan 15 2019
How about the following then?
The AI's resource gathering rate and trade gain depends on the difficulty level (Sandbox −58%, Very Easy −44%, Easy −25%, Medium normal, Hard +25%, Very Hard +56%); the easiest levels also have a slower production and building rate.
Jan 13 2019
For example a trac page could list them
Good idea; I've now included them in the table under https://trac.wildfiregames.com/wiki/EnglishStyleGuide#Unicode
Also, I'd appreciate it if the hyphens could be replaced with bullets ("•" instead of "-").
Jan 12 2019
Jan 6 2019
Classes seem to be capitalized arbitrarily.
Jan 5 2019
Well you could open the maps in Atlas.
No, they inherit actors and everything from the normal camel/horse. The only difference is their natural behaviour. These templates are for map makers who want domestic camels/horses instead of the default feral version.
Do you mean corral production queues? Templates used in map files? Or something else?
There are currently several sets of files which are distinguished by a number in their file name:
- "scenarios/Azure Coast", " Coast(2)", and "Coast(4)"
- "scenarios/Flight_demo" and "Flight_demo_2"
- "scenarios/Sandbox - Ptolemies" and " Ptolemies 2"
- "skirmishes/Corinthian Isthmus (2)" and " (4)"
- "skirmishes/Cycladic Archipelago (2)" and " (3)"
- "skirmishes/Greek Acropolis (2)" and " (4)"
- "skirmishes/Median Oasis (2)" and " (4)"
- "skirmishes/Neareastern Badlands (2)" and " (4)"
However, I don't know if there are more differences than just the number of players. How does one check?
Big enough? One line for each civ, two files each.
For the record, arc diff --preview gave the following error:
Linting... Exception Command failed with error #1! COMMAND svn propget 'svn:mime-type' '/home/b/0ad/binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json'@
To clarify, this patch does not change the current GUI. All it does it add a function that could be useful for modders. The screenshot is an example how it *could* be used.
Jan 3 2019
Updated, now with donkey.
The idea is interesting, but I'm not sure if it's an improvement to display it by default; experience is not as important as health; perhaps it could be made an optional feature?
Oops, I meant snake case (azure_coast instead of Azure Coast or AzureCoast).
Spaces and special characters in file names are still problematic, so it would be nice if we could simply use snake case for all map files.
Actually I don't understand why this is necessary. Attack damage and resource costs aren't integers either, right? Perhaps you could elaborate why health should be?
D1042 is about renaming map files (the spaces and special characters in file names are still problematic). This one is about the (new?) map preview names (art/), so it's related but separate.
Thanks, I'm glad it's finally corrected. That's one glaring error less in the game.
Dec 31 2018
Please remove the space before the colon.
Dec 30 2018
BuildTime according to https://trac.wildfiregames.com/wiki/EnglishStyleGuide#Actions
- ships and siege engines are constructed
- structures are built
- technologies are researched
- units are trained