Fall from Heaven Wiki opened

I updated all the Hero and Unit entries to .21a or later. Note that since I used code to generate the vast majority of the text, and there were a few defects in the initial version, you may note the following issues, all of which were fixed while I was working on this:

1) In some places, "Copper Weapons" are referenced instead of "Bronze Weapons"
2) Under certain conditions, The upgrade unit is incorrect for the wiki.
3) Certain builds displayed improperly.

In any case, I should pick up any of these defects that are remaining during my next pass.
 
Excepting a small number of defects (the largest one at the moment is that it doesn't determine that civilization-specific heroes are civilization-specific), this code works (it generates one file for each unit and hero, each of which is a formatted wiki entry). Possible ways of expansion:
1) Other areas of the Wiki (ex: Promotions, Spells, Buildings, etc.)
2) Other languages. ex: French, German (Note that my French is weak and my German worse; I'd need help with either, assuming that I'm doing the work).
3) Use on ModMods.

If it would be of use to anyone, I'm also willing to release the (fairly ugly C++) code. Note that it requires an external .dll, and an STL library that is at least as good as Microsoft's back during Visual Studio 6.0 (virtually all are).
 
Please help to create more entries or correct incorrect entries. It would make things easier for all of us if more people contribute.
 
Could xanaqui or someone else with the skills create a template for buildings/wonders? What I had in mind would be cost, abilities, required tech, prerequisite buildings, allowed buildings, allowed units and anything else you can think of - essentially I think it would be nice for the buildings section to look similar to the units, religions, promotions, etc.
 
Could xanaqui or someone else with the skills create a template for buildings/wonders? What I had in mind would be cost, abilities, required tech, prerequisite buildings, allowed buildings, allowed units and anything else you can think of - essentially I think it would be nice for the buildings section to look similar to the units, religions, promotions, etc.

Unless someone else jumps at the chance, I'll try to do this by the end of the weekend.
 
Could xanaqui or someone else with the skills create a template for buildings/wonders? What I had in mind would be cost, abilities, required tech, prerequisite buildings, allowed buildings, allowed units and anything else you can think of - essentially I think it would be nice for the buildings section to look similar to the units, religions, promotions, etc.

Looks like it will take a bit longer than I've planned. Here are the fields I plan to put in; see what you think:
Spoiler :
Note that only the first entry above is required; all others are optional.
Definitions:
* '''Name''' - '''Required.''' the name of the buiding. This also creates the default icon name.
* Cost - the cost of the building (if it isn't built with hammers, don't put anything here).
* Technology_1 - a Technology requirement for the building.
* Technology_2 - a Technology requirement for the building; only one of the technologies 2-4 are required. If there is only 1, place it here.
* Technology_3 - a Technology requirement for the building.
* Technology_4 - a Technology requirement for the building.
* Icon_Name - used only to specify a non-default icon name.
* Building - a building requirement for the building.
* FfH_Version - the version of the building (so the reader can tell if they are looing at old information).
* Resource_Req - a resource requirement for the building. This resource, unlike the others, is always required; if noe are required, use the Resource_Or_1... tags.
* Resource_Or_1 - one of several resources, only one of which is required. If there is only 1, place it here.
* Resource_Or_2 - one of several resources, only one of which is required.
* Resource_Or_3 - one of several resources, only one of which is required.
* Religion - the required religion for the building.
* Religion_Added_1 - the religion added to this city due to this building.
* State_Religion - the required state religion for the building.
* Unique_For_1 through Unique_For_7 - the civilizations that this building is unique for.
* Replaces - if this is a building unique to a particular civilization, this is the building that it replaces (if any).
* Trait_Production_1 - A Trait that grants a production bonus for this building.
* Amount_Production_1 - The amount of production bonus for the first trait.
* Trait_Production_2 - A Trait that grants a production bonus for this building.
* Amount_Production_2 - The amount of production bonus for the first trait.
* Trait_Production_3 - A Trait that grants a production bonus for this building.
* Amount_Production_3 - The amount of production bonus for the first trait.
* Free_Bonus_1 - The first free bonus.
* Free_Bonus_2 - The first free bonus.
* Free_Bonus_3 - The first free bonus.
* Building_Unit_1 - A Unit that can build this building.
* Building_Unit_2 - A Unit that can build this building.
* Building_Unit_3 - A Unit that can build this building.
* Building_Unit_4 - A Unit that can build this building.
* Building_Unit_5 - A Unit that can build this building.
* Building_Unit_6 - A Unit that can build this building.
* Building_Unit_7 - A Unit that can build this building.
* Free_Promotion - A Free promotion granted to any units built in this city.
* Great_Person - The great person that this building contributes to.
* Great_Person_Points - The great person points that this building adds of type Great_Person.
* Local_Sea_Plot_Commerce_Change - The local change to sea plot commerce.
* Local_Sea_Plot_Food_Change - The local change to sea plot food.
* Local_Sea_Plot_Production_Change - The local change to sea plot production.
* Global_Sea_Plot_Commerce_Change - The global change to sea plot commerce.
* Global_Sea_Plot_Food_Change - The global change to sea plot food.
* Global_Sea_Plot_Production_Change - The global change to sea plot production.
* Commerce_Yield - The commerce directly from this building.
* Food_Yield - The food directly from this building.
* Production_Yield - The production directly from this building.
* Culture_Commerce_Change - The culture commerce change from this building.
* Research_Commerce_Change - The research commerce change from this building.
* Wealth_Commerce_Change - The wealth commerce change from this building.
* Culture_Commerce_Change_Double_Year - The number of years after creation that the culture commerce change from this building doubles.
* Research_Commerce_Change_Double_Year - The number of years after creation that the Research commerce change from this building doubles.
* Wealth_Commerce_Change_Double_Year - The number of years after creation that the Wealth commerce change from this building doubles.
* Culture_Commerce_Change - The culture commerce change from this building.
* Research_Commerce_Change - The research commerce change from this building.
* Wealth_Commerce_Change - The wealth commerce change from this building.
* Commerce_Yield_Modifier - The local percentage modifier to commerce from this building.
* Food_Yield_Modifier - The local percentage modifier to food from this building.
* Production_Yield_Modifier - The localpercentage modifier to production from this building.
* Global_Commerce_Yield_Modifier - The global percentage modifier to commerce from this building.
* Global_Food_Yield_Modifier - The global percentage modifier to food from this building.
* Global_Production_Yield_Modifier - The global percentage modifier to production from this building.
* Religion_Culture_Commerce_Change - The culture commerce change for all cities with the state religion.
* Religion_Research_Commerce_Change - The research commerce change for all cities with the state religion.
* Religion_Wealth_Commerce_Change - The wealth commerce change for all cities with the state religion.
* Culture_Commerce_Percentage_Happiness - The happiness in this city from the culture commerce slider.
* Research_Commerce_Percentage_Happiness - The happiness in this city from the Research commerce slider.
* Wealth_Commerce_Percentage_Happiness - The happiness in this city from the Wealth commerce slider.
* Specialist_1_Type - A type of specialist that this building permits.
* Specialist_1_Number - The number of Specialist_Type_1 that this building permits.
* Specialist_2_Type - A type of specialist that this building permits.
* Specialist_2_Number - The number of Specialist_Type_1 that this building permits.
* Specialist_3_Type - A type of specialist that this building permits.
* Specialist_3_Number - The number of Specialist_Type_1 that this building permits.
* Free_Specialist_1_Type - A type of specialist that this building grants for free.
* Free_Specialist_1_Number - The number of Free_Specialist_Type_1 that this building grants.
* Free_Specialist_2_Type - A type of specialist that this building grants for free.
* Free_Specialist_2_Number - The number of Free_Specialist_Type_1 that this building grants.
* Free_Specialist_3_Type - A type of specialist that this building grants for free.
* Free_Specialist_3_Number - The number of Free_Specialist_Type_1 that this building grants.
* Bonus_Health_1 - The Bonus for which there is a health modifier.
* Bonus_Health_Amount_1 - The health modifier amount for Bonus_Health_1.
* Bonus_Health_2 - The Bonus for which there is a health modifier.
* Bonus_Health_Amount_2 - The health modifier amount for Bonus_Health_2.
* Bonus_Health_3 - The Bonus for which there is a health modifier.
* Bonus_Health_Amount_3 - The health modifier amount for Bonus_Health_3.
* Bonus_Health_4 - The Bonus for which there is a health modifier.
* Bonus_Health_Amount_4 - The health modifier amount for Bonus_Health_4.
* Bonus_Happiness_1 - The Bonus for which there is a Happiness modifier.
* Bonus_Happiness_Amount_1 - The Happiness modifier amount for Bonus_Happiness_1.
* Bonus_Happiness_2 - The Bonus for which there is a Happiness modifier.
* Bonus_Happiness_Amount_2 - The Happiness modifier amount for Bonus_Happiness_2.
* Bonus_Happiness_3 - The Bonus for which there is a Happiness modifier.
* Bonus_Happiness_Amount_3 - The Happiness modifier amount for Bonus_Happiness_3.
* Bonus_Happiness_4 - The Bonus for which there is a Happiness modifier.
* Bonus_Happiness_Amount_4 - The Happiness modifier amount for Bonus_Happiness_4.
* Unit_Category_Free_XP_1 - A unit category that gains free XP.
* Unit_Category_Free_XP_Amount_1 - The amount for Unit_Category_Free_XP_1.
* Unit_Category_Free_XP_2 - A unit category that gains free XP.
* Unit_Category_Free_XP_Amount_2 - The amount for Unit_Category_Free_XP_2.
* Unit_Category_Free_XP_3 - A unit category that gains free XP.
* Unit_Category_Free_XP_Amount_3 - The amount for Unit_Category_Free_XP_3.
* Doman_Production_Modifier_1 - The production modifier for a particular domain of unit.
* Required_Building_1 -Type of required building.
* Required_Building_Number_1 -Number of Required_Building_1.
* Required_Building_In_City_1 -1 if Required_Building_1 is needed in the city.
* Specialist_Yield_Change_1 - A specialist for which there is a yield change.
* Specialist_Yield_Change_Commerce_1 - The commerce change for Specialist_Yield_Change_1.
* Specialist_Yield_Change_Food_1 - The food change for Specialist_Yield_Change_1.
* Specialist_Yield_Change_Production_1 - The production change for Specialist_Yield_Change_1.
* Specialist_Yield_Change_2 - A specialist for which there is a yield change.
* Specialist_Yield_Change_Commerce_2 - The commerce change for Specialist_Yield_Change_2.
* Specialist_Yield_Change_Food_2 - The food change for Specialist_Yield_Change_2.
* Specialist_Yield_Change_Production_2 - The production change for Specialist_Yield_Change_2.
* Specialist_Yield_Change_3 - A specialist for which there is a yield change.
* Specialist_Yield_Change_Commerce_3 - The commerce change for Specialist_Yield_Change_3.
* Specialist_Yield_Change_Food_3 - The food change for Specialist_Yield_Change_3.
* Specialist_Yield_Change_Production_3 - The production change for Specialist_Yield_Change_3.
* Bonus_Yield_Modifier_1 - A Bonus for which there is a yield modifier.
* Bonus_Commerce_Yield_Modifier_1 - The percentage modifier to commerce from Bonus_Yield_Modifier_1.
* Bonus_Food_Yield_Modifier_1 - The percentage modifier to food from Bonus_Yield_Modifier_1.
* Bonus_Production_Yield_Modifier_1 - The percentage modifier to production from Bonus_Yield_Modifier_1.
* Bonus_Yield_Modifier_2 - A Bonus for which there is a yield modifier.
* Bonus_Commerce_Yield_Modifier_2 - The percentage modifier to commerce from Bonus_Yield_Modifier_2.
* Bonus_Food_Yield_Modifier_2 - The percentage modifier to food from Bonus_Yield_Modifier_2.
* Bonus_Production_Yield_Modifier_2 - The percentage modifier to production from Bonus_Yield_Modifier_2.
* Bonus_Yield_Modifier_3 - A Bonus for which there is a yield modifier.
* Bonus_Commerce_Yield_Modifier_3 - The percentage modifier to commerce from Bonus_Yield_Modifier_3.
* Bonus_Food_Yield_Modifier_3 - The percentage modifier to food from Bonus_Yield_Modifier_3.
* Bonus_Production_Yield_Modifier_3 - The percentage modifier to production from Bonus_Yield_Modifier_3.
* Unit_1 - a unit that can be produced by this building.
* Unit_2 - a unit that can be produced by this building.
* Unit_3 - a unit that can be produced by this building.
* Unit_4 - a unit that can be produced by this building.
* Unit_5 - a unit that can be produced by this building.
* Unit_6 - a unit that can be produced by this building.
* Unit_7 - a unit that can be produced by this building.
* Unit_8 - a unit that can be produced by this building.
* Unit_9 - a unit that can be produced by this building.
* Unit_10 - a unit that can be produced by this building.
* Unit_11 - a unit that can be produced by this building.
* Unit_12 - a unit that can be produced by this building.
* Unit_13 - a unit that can be produced by this building.
* Unit_14 - a unit that can be produced by this building.
* Unit_15 - a unit that can be produced by this building.
* Unit_16 - a unit that can be produced by this building.
* Unit_17 - a unit that can be produced by this building.
* Unit_18 - a unit that can be produced by this building.
* Unit_19 - a unit that can be produced by this building.
* Unit_20 - a unit that can be produced by this building.
* Unit_21 - a unit that can be produced by this building.
* Unit_22 - a unit that can be produced by this building.
* Unit_23 - a unit that can be produced by this building.
* Unit_24 - a unit that can be produced by this building.
* Unit_25 - a unit that can be produced by this building.
* Unit_26 - a unit that can be produced by this building.
* Unit_27 - a unit that can be produced by this building.
* Unit_28 - a unit that can be produced by this building.
* Unit_29 - a unit that can be produced by this building.
* Unit_30 - a unit that can be produced by this building.
* Specials - a list of specials that aren't defined fully in other attributes. Note that as this is a list, it is best to seperate specials with <br>.
 
Thanks for doing that, it looks very comprehensive. At least, nothing jumped out at me as glaringly missing while I was reading it. There's no real hurry, at least on my part - I'd like to work on the buildings but I don't have much spare time for the next few weeks, although others may.
 
Thanks for doing that, it looks very comprehensive. At least, nothing jumped out at me as glaringly missing while I was reading it. There's no real hurry, at least on my part - I'd like to work on the buildings but I don't have much spare time for the next few weeks, although others may.

I'm about 1/2 done; sorry for the delay - I've been sick. In any case, many things are missing. The fields I'm describing in the template are the ones where either an automated link or an automated image will help; there are dozens of fields in the XML which would be listed under "Specials".
 
Hi.
The guys from the German FfH II wiki want to know what the values:

Conscription value
and
Culture Garrison

in general gameplay terms stand for, so they can translate and explain it.
thanks!

and keep up the great work, you guys are great :goodjob: xanaqui:goodjob:
 
Hi.
The guys from the German FfH II wiki want to know what the values:

Conscription value
and
Culture Garrison

in general gameplay terms stand for, so they can translate and explain it.
thanks!

and keep up the great work, you guys are great :goodjob: xanaqui:goodjob:

Conscription Value is the value of the unit for the conscription code (higher is better). Basically, Conscription will use the best unit (according to this value) that the city in question can train. CvCity::conscript and getConscriptPopulation has useful detail.

Culture garrison has to do with the culture value of the unit when it's garrisoned (for the purposes of the city being taken over via culture). Note that this is a base value; it is doubled if the owner of the units is at war with the cultural owner, and halved if the owner of the units has the City States Civic. See CvPlot::doCulture and CvCity::cultureGarrison for code-level detail.
 
I'm about 1/2 done; sorry for the delay - I've been sick. In any case, many things are missing. The fields I'm describing in the template are the ones where either an automated link or an automated image will help; there are dozens of fields in the XML which would be listed under "Specials".
The good news is that it's written. Here is an example of use, and here is the template.

The bad news is that it seems that there's been a recent code change to the site; the old way of hiding unused attributes isn't working. I'll try to investigate another method.

Update: ifeq works (if doesn't evaluate it's first expression). The promotions template is updated (largely because it's a simple template); I'll try to update the other similar templates within the next few days.

Update2: I changed all ifs in all the templates I found to ifeq. Feel free to let me know if you note any issues.
 
i noticed a small problem in the buildings template - there are two sets of these parameters
Culture_Commerce_Change = |
Research_Commerce_Change = |
Wealth_Commerce_Change = |
I assume one set is meant to be Culture_Commerce_Yield_Modifier = | and so on, because I couldn't find those parameters (trying to enter +50&#37; research for academy). Otherwise, it's very impressive, a lot of flexibility there :).

edit: was procrastinating and changed it myself, it seems to work. also added a parameter for change in great person rate.
edit 2: Up to Bear Totem (doing buildings, then wonders later)
 
i noticed a small problem in the buildings template - there are two sets of these parameters
Culture_Commerce_Change = |
Research_Commerce_Change = |
Wealth_Commerce_Change = |
I assume one set is meant to be Culture_Commerce_Yield_Modifier = | and so on, because I couldn't find those parameters (trying to enter +50% research for academy). Otherwise, it's very impressive, a lot of flexibility there :).

edit: was procrastinating and changed it myself, it seems to work. also added a parameter for change in great person rate.
edit 2: Up to Bear Totem (doing buildings, then wonders later)

The main defect I've noted is that I have building/wonder requirements in two places, both of which are expressed differently. I just moved them next to each other (in the display); I should investigate if the first one (building/wonder) can be removed entirely.
 
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