There is the index but I guess you mean searching for more than the entry for a specific type?Crazy idea time here. Would it be possible (or desirable) to implement a search function for the pedia?
There is the index but I guess you mean searching for more than the entry for a specific type?
I don't see a significant advantage over the existing Pedia Index.Yes. You could index (as in search indexing, with a b+ tree or something) the pedia entries and add a bar to search for a specific object in the pedia.
I don't see a significant advantage over the existing Pedia Index.
That's what I was planning to do but I got the impression that DH wouldn't have any good examples in Python to work with these methods to generate a list. If he feels he can work with these, or if he can't, you could step in and offer some guidance or help, then yes, that would probably be optimal. And then from there it would stand as an example for future python modding on similar tasks.
Yeah, I'm on the fence with this.
I guess it all depends on the purpose in which the player is referring to this page. If you see in game, for example, the Canine Promotion that reads +X vs Criminals and wonder, 'what all units comprise the units that this promotion would give my dogs a bonus against?' and then go into the pedia to look up that page to find out, only to confusingly find none there because all the Criminals are sub-combats rather than primary combats... then in THAT application, the page was useless and perceivably bugged.
BUT if you're looking at it for another reason... examples of other reasons that would fit this case are eluding me... then its possible that its best to keep that to a primary combat class application only. Or maybe we should actually have two of these pages for this reason. Actually, at the moment, with primary and sub combats being pretty much equal in all ways on a unit, then there would not be much reason to want to only know what units have what primary combat class (though this may not ALWAYS be true. As we playtest we may find we want to vary the way a primary and sub combat interact with the unit in some ways. I know you've suggested handling them differently in some cases and in those cases I'm just waiting to see if playtesting confirms the need to do so somehow.)
I agree that the primary Combat Class should be respected in our designs as the primary grouping mechanism. I just wonder if this would matter to the player who would refer to this screen? There are other CATEGORIES of groupings that are emerging and I've been thinking of actually giving CCs a category and limiting units to only 1 CC of any given category. Maybe at that point, pages like these would benefit from showing units by Combat Class within given categories of Combat Classes huh?
I don't see a significant advantage over the existing Pedia Index.
Probably some missing upper case for the sorting in that category.Something probably should be done about the index, "de Witt" for example comes after "Z" in the index. Also the entries for some letters go over one page in size. One user did lament the inability to type the first x letters to get to where they wanted faster.
I'm not sure requirements would be treated the same way in the manner AIAndy is suggesting. AIAndy... can you comment further on this as I'm not sure how requirements are treated in python.Meh, my suggestion would have had combat classes treated, in python, the same way promotions are. The other option is to treat the the same way requirements are. It makes no difference really, whatever is easier on your side. Both ways are the same complexity/simplicity on the Python side.
Didn't realize we didn't have that already but YES that would be an awesome improvement too. I would not mind the writing of these descriptions as a task to go on my list of things to do in the near future. SilentConfusion was going to help me with the SubCombat project too... maybe he and I can split that up. To set this up, however, I presume you'll need a little further programming from me to add the right text references to Combat Class infos right? What tag is that commonly known as? If I'm not mistaken, it's <Description> or <Strategy> but I can't recall off the top of my head which. (I've got some work to do for traits along those lines too but I haven't gone to address it quite yet so I'm still a little unfamiliar with this...)The question should then be what is the better way of presenting the information. The units will be showing all combat classes the unit is in. Perhaps the Combat Class page now needs a descriptive section explaining the purpose of the class as well as a list of all units in that class.
Combat Classes don't inherently have any tree hierarchic relationship at this time. However, I've been considering categorizing them and I can see how establishing such a structure there would not only be possible but desireable. Already in the planning of what Combat Classes to add, we've been 'categorizing' them, and the fact that many such categories could be placed 'within' or as a 'sub' of another category is becoming increasingly observable.Perhaps the Combat Class page lists its sub classes and units in the Class and similar page for the sub combat classes. Sort f similar to the way buildings are currently split by building, National Wonder and World Wonder.
Something probably should be done about the index, "de Witt" for example comes after "Z" in the index. Also the entries for some letters go over one page in size. One user did lament the inability to type the first x letters to get to where they wanted faster.
It would also allow filters (search for only buildings, units, etc).
That is what the buildings/units page is for.
No one has mentioned that it would be nice for the Manufactured resources to have the building(s) that produce the resource shown on the page.
I am not sure how much good merging the 2 would do. In fact it might confuse players n that they might think you need the Wonder rather than the culture for units/heroes/buildings. However I do think Cultures resources should be in a 3rd category like you split up map vs manufactured.
I am not sure how much good merging the 2 would do. In fact it might confuse players n that they might think you need the Wonder rather than the culture for units/heroes/buildings. However I do think Cultures resources should be in a 3rd category like you split up map vs manufactured.