#2619 closed task (fixed)
Remove generic 'hele' and 'celt' civs
Reported by: | leper | Owned by: | leper |
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Priority: | Should Have | Milestone: | Alpha 19 |
Component: | UI & Simulation | Keywords: | |
Cc: | Patch: |
Description (last modified by )
The generic 'hele' and 'celt' civs should be removed and references to them (maps, templates, etc) should be replaced by one of the civs that replaced them (athen/mace/spart, brit/gaul). This also includes a cleanup of the hele/gaul (and replacement civs) templates.
Attachments (1)
Change History (18)
comment:1 by , 10 years ago
Keywords: | simple added |
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follow-up: 4 comment:3 by , 10 years ago
Replying to prodigal son:
I might be interested in this to improve my skill in editing the files. Would it include deleting their units and structures as well? Reply in pm or something please, unless this has some form of auto-notification.
Yes, delete the entity templates and civ JSON descriptions, and if you're handy with sed or another tool for searching/replacing text in a large number of files, that would help find references to them.
comment:4 by , 10 years ago
Replying to historic_bruno:
Replying to prodigal son:
I might be interested in this to improve my skill in editing the files. Would it include deleting their units and structures as well? Reply in pm or something please, unless this has some form of auto-notification.
Yes, delete the entity templates and civ JSON descriptions, and if you're handy with sed or another tool for searching/replacing text in a large number of files, that would help find references to them.
Ok you can assign it to me. I'll probably start checking it in a few hours.
by , 9 years ago
Attachment: | HeleAndCeltRemoval.patch added |
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comment:5 by , 9 years ago
As an additional note, perhaps some coder could fix the history menu screen so that Hellenes and Celts are now purely cultures, and don't have a civ menu left.
comment:6 by , 9 years ago
Okay, wow. Good work.
The following are observations from just looking through the patch. Some people might disagree with some of my points, but that's open source for you!
data/mods/public/simulation/ai/common-api/gamestate.js:
if (this.playerData.civ == "athen") return "phase_city_athen";
should be retained. Its only theelse if ([...]celt
that needs removal.
data/mods/public/simulation/ai/petra/headquarters.js:
- The line
var numFortresses [...]
should have its indent reduced (by four spaces) to meet coding standards.
data/mods/public/simulation/data/technologies/phase_city.json:
{"tech":"phase_city_britons"}, {"tech":"city_phase_gauls"},
may be removed safely from the requirements - the only time they would be true would be if the player chose them from thephase_city_pair_celts
pairing, which iscelt
specific.
data/mods/public/simulation/data/technologies/phase_city_britons.json & data/mods/public/simulation/data/technologies/phase_city_gauls.json:
- There are no such technologies as
phase_city_pair_britons
orphase_city_pair_gauls
and so attempting to use them as a pair-tech would cause an error. You can safely remove the line entirely. - In fact these two files are only used by a player playing as
celt
when they choose their city-phase tech. This is no longer possible, so these two techs are no longer used in-game and could be marked for deletion from the game files. Similarly,phase_city_pair_celts
is acelt
civ-specific pair-tech that could also be marked for deletion.
data/mods/public/simulation/data/technologies/phase_town_generic.json:
- Could we keep the
athen
specificName
, please?
data/mods/public/simulation/helpers/Cheat.js:
athen
still use their civ-specificphase_town_athen
andphase_city_athen
tech to reach their phases, so... this requires reverting and just removing thecelt
specific bits.
data/mods/public/simulation/templates/other/celt_homestead.xml:
- The prefix of the
<ProductionQueue>
/<Entities>
should be set to{civ}_
instead ofgaul_
. This means that game will create the equivalent units of the owning civ, rather than potentially giving abrit
playergaul
units.
data/mods/public/simulation/templates/other/celt_homestead.xml, data/mods/public/simulation/templates/other/celt_hut.xml, data/mods/public/simulation/templates/other/celt_longhouse.xml, data/mods/public/simulation/templates/other/column_doric.xml, data/mods/public/simulation/templates/other/column_doric_fallen.xml, data/mods/public/simulation/templates/other/column_doric_fallen_b.xml, data/mods/public/simulation/templates/other/hellenic_epic_temple.xml, data/mods/public/simulation/templates/other/hellenic_propylaea.xml, data/mods/public/simulation/templates/other/hellenic_royal_stoa.xml, data/mods/public/simulation/templates/other/hellenic_stoa.xml, data/mods/public/simulation/templates/other/plane.xml, data/mods/public/simulation/templates/other/unfinished_greek_temple.xml & data/mods/public/simulation/templates/units/noldor_ship_bireme.xml:
- Personally, I think the
<civ>
of these should be set togaia
, but that's just me.
data/mods/public/simulation/templates/other/temp_hele_isp_sword.xml, data/mods/public/simulation/templates/other/temp_hele_super_infantry_p.xml, data/mods/public/simulation/templates/special_units/hele_mechanical_siege_lithobolos_common.xml, data/mods/public/simulation/templates/special_units/hele_mechanical_siege_oxybeles_common.xml, data/mods/public/simulation/templates/units/thebes_sacred_band_hoplitai.xml, data/mods/public/simulation/templates/units/thespian_melanochitones.xml & data/mods/public/simulation/templates/units/thrace_black_cloak.xml:
- As far as I know, these are no longer in use in-game and can be safely marked for deletion, although I'd hold off on that until someone who can say for definite speaks up.
data/mods/public/simulation/templates/structures/athen_gymnasion.xml & data/mods/public/simulation/templates/structures/spart_syssiton.xml:
- These two files have the same alteration as issue #2831. I'm guessing you didn't mean to include these changes.
And that's everything that caught my eye. Keep up the good work!
comment:7 by , 9 years ago
Seems I've missed quite a lot, not surprisingly though, most of those are things I wouldn't understand by myself.
Some of the units you suggest to remove might be useful for scenarios and a few could even get to be trainable at some point.
On last part, I know, but had already submitted when I noticed and thought it's a very minor thing anyway.
Thanks for the detailed check:) I'll probably let the fixes to someone else though, still no clue on several of them.
follow-up: 9 comment:8 by , 9 years ago
Make sure you adapt the scenarios Xml's too. If the unit doesn't exist it will crash atlas.
comment:9 by , 9 years ago
Replying to stanislas69:
Make sure you adapt the scenarios Xml's too. If the unit doesn't exist it will crash atlas.
I checked those. Didn't test them one by one but I removed/replaced the references and units needed
comment:12 by , 9 years ago
It's kinda weird that the only place in the UI with "grouping" for Celts and Hellenes is the civilization info dialog, everywhere else is just a sorted list (see game setup, struct tree, and Atlas). We also have to keep a generic civ template specially for that window that serves no other purpose.
I think that list should be made consistent with all the others by removing the grouping. Unless we could have dropdowns with unselectable entries or used some other convention to sort them into groups, but really it seems unnecessary.
comment:13 by , 9 years ago
As the person who proposed the current grouping of civs in the civinfo dialog back in #1734... I agree. Reverting the changes made to gui/civinfo/civinfo.js
in r12905 should do it.
Also, loadCivData()
has since been modified so that if true
is passed as its first (and only) argument, the function will only return civs selectable/playable ingame. This could be used here.
comment:17 by , 9 years ago
Keywords: | simple removed |
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Milestone: | Backlog → Alpha 19 |
Thanks for the patch and the comment.
I might be interested in this to improve my skill in editing the files. Would it include deleting their units and structures as well? Reply in pm or something please, unless this has some form of auto-notification.