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User talk:G0DsDestroyer

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Hello there. Ask anything if you need it.



You've been busy! No questions, just wanted to say thanks for contributing. :) --HonoredMule 13:10, 22 March 2011 (UTC)

Yeah no problem, if there's something I'm doing wrong or you want changed, just let me know.--G0DsDestroyer 16:15, 22 March 2011 (UTC)


  • To the research template I've added enable_unitlvl with which you can specify Basic or Advanced, Wall or Building (siege), etc. without breaking the unit page links. --HonoredMule 02:55, 16 January 2012 (AST)
  • Also please keep in mind that the "Related" section of research sidebars is not a dependency tree, but a list of researches that share a common meaning. For example all stratagems are related to each other because each one unlocks a strategem, but not to Stratagem itself which only unlocks other research. Related items don't have to be in the same research path to get listed together either. --HonoredMule 02:55, 16 January 2012 (AST)
    • I think perhaps figuring out what belongs in the Related section and how to organize it is getting too complicated (just with the research sidebar). I've though about renaming it, but it doesn't quite make sense even if it's explicitly intending to enumerate research dependencies when the research tree branches out, and the in-game research tree is well-navigable and clear to understand anyway now. What do you think about removing/disabling it altogether on the research sidebars? (Note this would not require any alteration of existing research pages.) --HonoredMule 03:06, 16 January 2012 (AST)
  • The spells sidebar template now accepts range input. --HonoredMule 15:37, 2 January 2012 (AST)
    • I've now also added an amount attribute for things like magnitude of effect for blights and geomancy spells. I'm editing existing pages myself so you don't have to go back and fix--your work is always stellar and right "to spec" when the spec isn't changing on you. :) --HonoredMule 21:51, 2 January 2012 (AST)
  • Some recent work I've done to the research infobox template unfortunately now forces enable_ability input into a link. Whenever the "ability" being enabled can't be simplified to a link to some article with broader application, you can now use enable_special to write out a free-form description instead. The linking of sovereignty buildings is also broken, but this is something I'm going to partly fix on the template side of things. On the template-usage side, all that should be done is removing the {{!}}... stuff from enable_building, as needs to be done with some other variables still anyway. --HonoredMule 22:04, 20 October 2011 (ADT)
  • I just wanted to note that wiki articles typically only "linkify" words the first time they appear in a section. That is sufficient for people to find the related material and doesn't turn article text into a rainbow of link-soup. It's also less work anyway. :) Also, if a link is to a page whose title is one word and not really a proper name, you can just use the word non-capitalized...and you can also tag on an S outside the word and get intelligent word linking (i.e. swords). Mediawiki is clever in that it realizes the dangling s should be part of the link text but not part of the link URL, and queer in that it ignores the case of the first letter and only the rest of the title is case-sensitive. In my opinion title links should be completely non-case-sensitive, but that would be a non-standard config, liable to break content if the wiki were moved or rebuilt. --HonoredMule 14:38, 5 April 2011 (UTC)
  • I'm working on changing various templates (most notably the research one) so that they automatically remove disambiguation content. So for example, a lot of the stuff you had to specify like Tenrail's Pungent Solvent (research){{!}}Tenrail's Pungent Solvent is now specified as simply Tenrail's Pungent Solvent (research) and appears as a proper link without the (research) part showing in the name. The downside is that all uses of the template must remove the extra bit if it was already added, because I can't support both ways. The functionality can also be used directly using the new templates Template:cleanLink and Template:cleanText. I'm going to try to get as many things as possible to use behave this way, which will result in cleaner/easier template usage across the board. Along with this, it should now be practically never necessary to specify the name in a template. --HonoredMule 16:37, 15 October 2011 (ADT)

RE: Dipomats sidebar

I've got the sidebar template updated to include attack and defense values now. You can see an example at the finished page Willowblade. Also note you can conveniently calculate the values for resource "base cost" using Also also, the build times cannot be copied from the Consulate's building chart because the values have changed. And since build times are now actually different per race, you'll only be able to fill out the values for your own race(s), using what your non-sovereignty-boosted lvl 20 Consulate page tells you. I'm taking care of the Elves' diplo units, and you'll be able to copy over my descriptive text nearly verbatim. --HonoredMule 17:48, 5 April 2011 (UTC)

I can do the Orc, Human, and dwarf stats for the diplos, the orc one is only one that i don't have a level 20 consulate with though.

Sovereignty Research Page

I made some other minor adjustments to some sovereignty research pages...see Stablehands for example (and note especially the replacement of "enable_ability" with "enable_building" in the template). I'll make as many edits myself as possible (the farrier sovereignty section is done), but bewteen User_talk:Hydraa and yourself I can't even keep up with the reviews! :) --HonoredMule 15:29, 5 April 2011 (UTC)

And for the sovereignty research page, how should i put the info in when it boosts unit production?, like spear unit production.--G0DsDestroyer 17:56, 5 April 2011 (UTC)

Like so (or similar): -- boosts spearman training speed

Making the research page be like this:

begin exploring sovereignty
Clay Firing->Clay Chute->Excavation->Brickmaking->Open Pit Mining
boost clay production
Square-Set Timbering->Hoists->Shaft Ventilation->Deep Vein Mining->Metallurgy
boost iron production

Looks the best to me, so if you can change it magically or I'll change it.--G0DsDestroyer 21:09, 5 April 2011 (UTC)

Done. :) Let me know if you cross any other pages needing similar treatment. A text editor with REGEX support is a true friend--it took about 45s. :) --HonoredMule 22:13, 5 April 2011 (UTC)

With the Sov. page, you have categorized the researches into basic, advanced, and unit productions. Looking at the resources page, you have secondary resources along with basic & advanced, shouldn't there only be basic and advanced?. Gets a bit confusing i think, but mainly i am wondering if why we are considering beer & books to be basic items? Is it because basic thieves can steal these? In my opinion they are advanced items and basic only.--G0DsDestroyer 18:40, 16 April 2011 (ADT)

There are Primary and Secondary resources, and then there are also Basic and Advanced resources. Those categories represent two different subdivisions of the whole set, and each one identifies a unique set of qualities as well as slightly different subset of the resource types. In conversation I often find it useful to use the label which identifies a certain set of qualities I'm discussing, and that could be any of those sets. It's also useful for interlinking pages with concise links and link text.

It would make more sense to divide the research sections in to primary, secondary, and unit rather than basic, advanced, and unit. And if you check the history, you'll notice I mis-labeled the groups as basic and advanced, then Hydraa moved the research around to actually fit those categories. I'll correct this now, not only because the other grouping is more relevant in this situation (basic resource structure don't have resource upkeep) but also because it's better to stick with the grouping that doesn't require re-ordering the research from how it is listed in-game. --HonoredMule 20:23, 16 April 2011 (ADT)

Military Research

Commander Upgrades

Self Bonuses

Skill Required         Description
Heroism 	            Attack	
Avoid Charge 	            Defence vs Cavalry	
Break Spear Wall           Defence vs Spears
Cover 	                    Defence vs Ranged
Sword Mastery 	            Defence vs Infantry
Vitality 	            Max Health
Accelerated Healing        Health Regeneration
Defy Death 	            Chance to Survive Combat	
Uncanny Sense 	            Chance to Escape Assasins

Division Bonuses

Skill Required 	    Description
Charge                     Cavalry Unit Attack
Close Quarter Penetration  Spear Unit Attack
Concentrated Fire 	    Ranged Unit Attack
Bloodlust 	            Infantry Unit Attack
Square Formation 	    Unit Defence vs Cavalry
Phalanx Formation 	    Unit Defence vs Spears
Tortoise Formation 	    Unit Defence vs Ranged
Interlocked Shields 	    Unit Defence vs Infantry
Forced March 	            Unit Movement Speed
Military Logistics 	    Unit Carrying Capacity
Force Of Will 	            Unit Magic Resistance

Commander Upgrade Research

Self Bonuses-All initially unlocked by Seasoning and have commander upgrade of same name.

Avoid Charge
Break Spear Wall
Sword Mastery
Accelerated Healing
Defy Death
Uncanny Sense

Division Bonuses

Close Quarter Penetration
Concentrated Fire
Square Formation
 Agile Defence
Tortoise Formation
Interlocked Shields
Forced March
Military Logistics
Force of Will

All but one of the commander upgrades/researches has a different name Agile Defence/Phalanx Formation. Just a list I made to compare these things.

Stratagems That Need to be Made

Feint Attack from Feint research
Covert Operation from Covert Operations research
Reinforce from Reinforcement research
Sally Forth from Sally Forth (research)
I made the stratagem names different that the researches, except for the ones that were already made and I've put the related article in the stratagem research pages.