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forked from 0ad/0ad

Building tooltip tweaks for Alpha III release. These tooltips will be updated as we add more relevant features.

This was SVN commit r8819.
This commit is contained in:
Michael D. Hafer 2010-12-08 19:29:48 +00:00
parent 2cfd3abf08
commit a80b139a28
19 changed files with 18 additions and 23 deletions

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<Identity>
<Civ>celt</Civ>
<SpecificName>Brythonic Broch</SpecificName>
<Tooltip>Train Brythonic Heroes, Super Units, and Siege Ram.</Tooltip>
<Tooltip>Train Brythonic Heroes and Super Units.</Tooltip>
<History>The Broch is an Iron Age round tower fortification type unique to Scotland. The origin of brochs remains a mystery. Some archaeologists believed the brochs were built by an influx of broch builders who had been displaced and pushed northward during the Roman invasion of Britain. However, this theory has been largely disproven and current thought is that they were built by itinerant (travelling) craftsmen since so many were built to almost the same exact design. </History>
</Identity>
<Cost>

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<Identity>
<Civ>celt</Civ>
<SpecificName>Gallic Dun</SpecificName>
<Tooltip>Train Gallic Heroes, Super Units, and Siege Ram.</Tooltip>
<Tooltip>Train Gallic Heroes and Super Units.</Tooltip>
<History>Dun comes from the Brythonic Din and Gaelic Dun, meaning fort, and is now used as a general term for small stone built strongholds. Duns appear to have arrived with the Brythonic Celts in about the 7th century BC, associated with their Iron age culture of warrior tribes and petty chieftains. Early Duns had near vertical ramparts constructed of stone laced with timber, and where this was set on fire (accidentally or on purpose) it forms the vitrified forts where stones have been partly melted, an effect that is still clearly visible. Use of Duns continued in some cases into the medieval period.</History>
</Identity>
<Cost>

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<Civ>celt</Civ>
<GenericName>Special Building</GenericName>
<SpecificName>Kennel</SpecificName>
<Tooltip>Train Celtic war dogs, who are excellent hunters.</Tooltip>
<Tooltip>Train Celtic war dogs.</Tooltip>
</Identity>
<Cost>
<PopulationBonus>0</PopulationBonus>

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<Identity>
<Civ>celt</Civ>
<SpecificName>Ffactri</SpecificName>
<Tooltip>Build this to increase Farm output +15% per territory.</Tooltip>
<Tooltip>Build this to increase Farm output +15% per territory. (Currently a useless structure)</Tooltip>
<History>The Celts developed the first rotary flour mill.</History>
<Icon>structures/sb1.png</Icon>
</Identity>

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<Identity>
<Civ>hele</Civ>
<SpecificName>Gymnasion</SpecificName>
<Tooltip>Train Super Units and research Osthimos technology.</Tooltip>
<Tooltip>Train Super Units.</Tooltip>
<History>The gymnasion was a vital place in Hellenistic polises, where physical exercises were performed and social contacts established.</History>
<Icon>structures/gymnasion.png</Icon>
</Identity>

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<VisualActor>
<Actor>structures/hellenes/market.xml</Actor>
</VisualActor>
<TrainingQueue>
<Entities datatype="tokens">
units/{civ}_support_slave
</Entities>
</TrainingQueue>
</Entity>

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<Identity>
<Civ>hele</Civ>
<SpecificName>Theatron</SpecificName>
<Tooltip>Take advantage of the Hellenisation civ bonus.</Tooltip>
<Tooltip>Take advantage of the Hellenisation civ bonus. (Currently a useless structure)</Tooltip>
<History>Greek theatres were places where the immortal tragedies of Aeschylus, Sophocles and many other talented dramatists were staged to the delight of the populace. They were instrumental in enriching Hellenic culture.</History>
<Icon>structures/theatron.png</Icon>
</Identity>

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<Identity>
<Civ>hele</Civ>
<SpecificName>Tholos</SpecificName>
<Tooltip>Train Heroes and research Special Technologies.</Tooltip>
<Tooltip>Train Heroes.</Tooltip>
<History>The Tholos was the meeting house of the city fathers and official dining hall of the state. Most Greeks cities had a Tholos somewhere within their walls.</History>
<Icon>structures/tholos.png</Icon>
</Identity>

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<Entity parent="template_structure_civic">
<Identity>
<GenericName>Civic Centre</GenericName>
<Tooltip>Build upon a settlement to capture territory.</Tooltip>
<Tooltip>Build upon a settlement to capture territory. Train citizens.</Tooltip>
<Classes datatype="tokens">
Village
Defensive

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<Entity parent="template_structure_civic">
<Identity>
<GenericName>Temple</GenericName>
<Tooltip>Train physicians, research medicine, and heal nearby units.</Tooltip>
<Tooltip>Train physicians. (Currently a useless structure)</Tooltip>
<Classes datatype="tokens">Town</Classes>
<Icon>structures/temple.png</Icon>
</Identity>

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<Entity parent="template_structure_civic">
<Identity>
<GenericName>Outpost</GenericName>
<Tooltip>Garrison to reconnoiter and to provide defense.</Tooltip>
<Tooltip>Reconnoiter the countryside. Garrison to provide defense.</Tooltip>
<Classes datatype="tokens">Village Defensive</Classes>
<Icon>structures/outpost.png</Icon>
</Identity>

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<Entity parent="template_structure_economic">
<Identity>
<GenericName>Farmstead</GenericName>
<Tooltip>Gather food within this building's aura.</Tooltip>
<Tooltip>Dropsite for the Food resource.</Tooltip>
<Classes datatype="tokens">Village</Classes>
<Icon>structures/farmstead.png</Icon>
</Identity>

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<Entity parent="template_structure_economic">
<Identity>
<GenericName>Market</GenericName>
<Tooltip>Create Trade units and Barter resources.</Tooltip>
<Tooltip>Create Trade units and Barter resources. (Currently a useless structure)</Tooltip>
<Classes datatype="tokens">Town</Classes>
<Icon>structures/market.png</Icon>
</Identity>

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<Entity parent="template_structure_economic">
<Identity>
<GenericName>Mill</GenericName>
<Tooltip>Gather Wood, Stone, and Metal within its aura. Research economic improvements.</Tooltip>
<Tooltip>Dropsite for Wood, Stone, and Metal resources.</Tooltip>
<Classes datatype="tokens">Village</Classes>
<Icon>structures/mill.png</Icon>
</Identity>

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<Entity parent="template_structure_military">
<Identity>
<GenericName>Barracks</GenericName>
<Tooltip>Train Citizen-Soldiers. Research military technology.</Tooltip>
<Tooltip>Train Citizen-Soldiers.</Tooltip>
<Classes datatype="tokens">Town</Classes>
<Icon>structures/barracks.png</Icon>
</Identity>

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<Entity parent="template_structure_military">
<Identity>
<GenericName>Fortress</GenericName>
<Tooltip>Train Heroes, Super Units, and Siege Units. Research some Special Technologies.</Tooltip>
<Tooltip>Train Heroes, Super Units, and Siege Units.</Tooltip>
<Classes datatype="tokens">City Defensive</Classes>
<Icon>structures/fortress.png</Icon>
</Identity>

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<Entity parent="template_structure_resource">
<Identity>
<GenericName>Corral</GenericName>
<Tooltip>Herd domestic animals here and they will provide a trickle of Food.</Tooltip>
<Tooltip>Raise herd animals for Food.</Tooltip>
<Classes datatype="tokens">Village</Classes>
<Icon>structures/corral.png</Icon>
</Identity>

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<Entity parent="template_structure_resource">
<Identity>
<GenericName>Field</GenericName>
<Tooltip>Assign a unit here to harvest grain.</Tooltip>
<Tooltip>Harvest grain for Food.</Tooltip>
<History>Farming originated around 9500 BC in India and the Middle East. The history of agriculture is a central element of human history, as agricultural progress has been a crucial factor in worldwide socio-economic change. Wealth-building and militaristic specializations rarely seen in hunter-gatherer cultures are commonplace in agricultural and agro-industrial societies—when farmers became capable of producing food beyond the needs of their own families, others in the tribe/nation/empire were freed to devote themselves to projects other than food acquisition.</History>
<Icon>structures/field.png</Icon>
</Identity>

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<Entity parent="template_unit_mechanical_ship">
<Identity>
<GenericName>Merchantman</GenericName>
<Tooltip>Trade resources between allied docks and transport troops across water. Garrison a Trader inside to increase trade profit.</Tooltip>
<Tooltip>Gather profitable oceanic treasures.</Tooltip>
</Identity>
<Cost>
<BuildTime>40</BuildTime>