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18
.editorconfig
Normal file
18
.editorconfig
Normal file
@ -0,0 +1,18 @@
|
||||
root = true
|
||||
|
||||
[*]
|
||||
charset = utf-8
|
||||
insert_final_newline = true
|
||||
trim_trailing_whitespace = true
|
||||
|
||||
[*.sh]
|
||||
indent_style = tab
|
||||
function_next_line = true
|
||||
switch_case_indent = true
|
||||
|
||||
[*.{yaml,yml}]
|
||||
indent_style = space
|
||||
indent_size = 2
|
||||
|
||||
[build/premake/premake5/**]
|
||||
ignore = true
|
@ -1,5 +1,8 @@
|
||||
## == Project configuration
|
||||
## Gitea configuration
|
||||
\\.gitea/.* @Stan @Itms
|
||||
## Linting
|
||||
\\.pre-commit-config\\.yaml @Dunedan
|
||||
|
||||
## == Build & Libraries
|
||||
(build|libraries)/.* @Itms @Stan
|
||||
@ -15,10 +18,9 @@ source/(collada|graphics|renderer)/.* @vladislavbelov
|
||||
source/simulation2/.* @wraitii @Itms
|
||||
|
||||
## == Tools
|
||||
source/tools/.*\\.py @Dunedan
|
||||
## Atlas
|
||||
source/tools/atlas/.* @vladislavbelov @trompetin17
|
||||
## Lobby
|
||||
source/tools/XpartaMuPP/.* @Dunedan @user1
|
||||
|
||||
## == Scripts
|
||||
## GUI
|
||||
|
@ -1,19 +1,24 @@
|
||||
---
|
||||
name: Defect
|
||||
about: Report an issue with the game. Errors, crashes, unexpected behaviour should be reported this way.
|
||||
title: ""
|
||||
about: >
|
||||
Report an issue with the game. Errors, crashes, unexpected behaviour should be reported this way.
|
||||
labels:
|
||||
- "Type/Defect"
|
||||
- "Priority/3: Should Have"
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
**Please select a Theme label that corresponds best to your issue. You can also adjust the Priority label.**
|
||||
value: >
|
||||
**Please select a Theme label that corresponds best to your issue. You can also adjust the
|
||||
Priority label.**
|
||||
|
||||
- type: checkboxes
|
||||
attributes:
|
||||
label: Reporting Errors
|
||||
description: For crashes and errors, you must read the [ReportingErrors](wiki/ReportingErrors) page. In particular, if you are reporting a crash, you must upload crashlog files in the Description field below.
|
||||
description: >
|
||||
For crashes and errors, you must read the [ReportingErrors](wiki/ReportingErrors) page. In
|
||||
particular, if you are reporting a crash, you must upload crashlog files in the Description
|
||||
field below.
|
||||
options:
|
||||
- label: I have read the ReportingErrors wiki page.
|
||||
required: true
|
||||
@ -29,6 +34,8 @@ body:
|
||||
- type: input
|
||||
attributes:
|
||||
label: Version
|
||||
description: Type the version of the game you are running (displayed at the bottom of the main menu, or the Alpha version, or "nightly-build").
|
||||
description: >
|
||||
Type the version of the game you are running (displayed at the bottom of the main menu, or
|
||||
the Alpha version, or "nightly-build").
|
||||
validations:
|
||||
required: true
|
||||
|
@ -1,14 +1,15 @@
|
||||
---
|
||||
name: Enhancement
|
||||
about: Ask us for an improvement you wish to see in the game.
|
||||
title: ""
|
||||
labels:
|
||||
- "Type/Enhancement"
|
||||
- "Priority/3: Should Have"
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
**Please select a Theme label that corresponds best to your issue. You can also adjust the Priority label.**
|
||||
value: >
|
||||
**Please select a Theme label that corresponds best to your issue. You can also adjust the
|
||||
Priority label.**
|
||||
|
||||
- type: textarea
|
||||
attributes:
|
||||
@ -18,7 +19,9 @@ body:
|
||||
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
**Important Note:** Gameplay and balance changes require preliminary discussion, and consensus must be reached with the Balancing team.<br>
|
||||
If this is a gameplay change, please add the *Needs Design Input* label, and open a forum topic for discussing your proposal.<br>
|
||||
value: >
|
||||
**Important Note:** Gameplay and balance changes require preliminary discussion, and
|
||||
consensus must be reached with the Balancing team.<br>
|
||||
If this is a gameplay change, please add the *Needs Design Input* label, and open a forum
|
||||
topic for discussing your proposal.<br>
|
||||
You should link that forum topic in the ticket Description above.
|
||||
|
@ -26,6 +26,7 @@ All details about each step are documented in [ReleaseProcess](wiki/ReleaseProce
|
||||
**All the following issues must be fixed in `main` (which closes the issue) and then cherry-picked to the release branch (after that, you can tick the checkbox below).**
|
||||
|
||||
Here are the Release Blocking issues currently delaying the release:
|
||||
|
||||
- [x] None currently
|
||||
|
||||
## Progress Tracking
|
||||
@ -56,6 +57,7 @@ Here are the Release Blocking issues currently delaying the release:
|
||||
---
|
||||
|
||||
Before moving on with Full Freeze, make sure that:
|
||||
|
||||
- [ ] At least 10 days have passed since the string freeze announcement
|
||||
- [ ] Only this ticket remains in the Milestone
|
||||
- [ ] All previous checkboxes are ticked
|
||||
|
22
.gitea/workflows/checkrefs.yml
Normal file
22
.gitea/workflows/checkrefs.yml
Normal file
@ -0,0 +1,22 @@
|
||||
---
|
||||
name: checkrefs
|
||||
on:
|
||||
- push
|
||||
- pull_request
|
||||
jobs:
|
||||
checkrefs:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/setup-python@v5
|
||||
- name: Install lxml
|
||||
run: pip3 install lxml
|
||||
- name: Workaround for authentication problem with LFS
|
||||
# https://gitea.com/gitea/act_runner/issues/164
|
||||
run: >
|
||||
git config --local
|
||||
http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/.extraheader ''
|
||||
- name: Download necessary LFS assets
|
||||
run: git lfs pull -I binaries/data/mods/public/maps
|
||||
- name: Check for missing references
|
||||
run: ./source/tools/entity/checkrefs.py
|
15
.gitea/workflows/copyright.yml
Normal file
15
.gitea/workflows/copyright.yml
Normal file
@ -0,0 +1,15 @@
|
||||
---
|
||||
name: copyright
|
||||
on:
|
||||
- push
|
||||
- pull_request
|
||||
jobs:
|
||||
copyright:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- name: Fetch the base branch, so we can use `git diff`
|
||||
# yamllint disable-line rule:line-length
|
||||
run: git fetch origin ${{ github.event.pull_request.base.ref }}:${{ github.event.pull_request.base.ref }}
|
||||
- name: Check for issues
|
||||
run: ./lint/copyright/copyright.sh --diff ${{ github.event.pull_request.base.ref }}
|
22
.gitea/workflows/pre-commit.yml
Normal file
22
.gitea/workflows/pre-commit.yml
Normal file
@ -0,0 +1,22 @@
|
||||
---
|
||||
name: pre-commit
|
||||
on:
|
||||
- push
|
||||
- pull_request
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/setup-python@v5
|
||||
- id: restore-pip-cache
|
||||
uses: actions/cache/restore@v4
|
||||
with:
|
||||
key: pip-cache-v1-${{ github.workflow }}
|
||||
path: ~/.cache/pip
|
||||
- uses: pre-commit/action@v3.0.1
|
||||
- uses: actions/cache/save@v4
|
||||
if: steps.restore-pip-cache.outcome == 'success'
|
||||
with:
|
||||
key: pip-cache-v1-${{ github.workflow }}
|
||||
path: ~/.cache/pip
|
17
.gitignore
vendored
17
.gitignore
vendored
@ -1,7 +1,6 @@
|
||||
# Built and prebuilt binaries
|
||||
binaries/system/*
|
||||
!binaries/system/Atlas.bat
|
||||
!binaries/system/Quickstart.bat
|
||||
!binaries/system/*.bat
|
||||
!binaries/system/readme.txt
|
||||
|
||||
# Workspaces
|
||||
@ -15,9 +14,15 @@ build/workspaces/vs2017
|
||||
|
||||
# Libraries
|
||||
libraries/macos
|
||||
libraries/source
|
||||
libraries/win32
|
||||
|
||||
libraries/source/cxxtest-4.4/*
|
||||
libraries/source/fcollada/*
|
||||
libraries/source/nvtt/*
|
||||
libraries/source/spidermonkey/*
|
||||
!libraries/source/**/build.sh
|
||||
!libraries/source/**/patches/
|
||||
|
||||
# premake5 build files, adapted from upstream
|
||||
build/premake/premake5/**/.gitignore
|
||||
build/premake/premake5/**/.travis.yml
|
||||
@ -35,6 +40,7 @@ build/premake/premake5/build/vs200*/
|
||||
build/premake/premake5/build/vs201[0-5]/
|
||||
build/premake/premake5/build/xcode4/
|
||||
build/premake/premake5/packages/
|
||||
build/premake/.already-built
|
||||
build/premake/.gccmachine.tmp
|
||||
build/premake/.gccver.tmp
|
||||
|
||||
@ -96,3 +102,8 @@ Thumbs.db
|
||||
|
||||
# macOS specific data
|
||||
.DS_Store
|
||||
|
||||
# IDE files
|
||||
/.vs/
|
||||
/.vscode/
|
||||
/.idea/
|
||||
|
8
.markdownlint.yaml
Normal file
8
.markdownlint.yaml
Normal file
@ -0,0 +1,8 @@
|
||||
---
|
||||
commands-show-output: false
|
||||
default: true
|
||||
no-bare-urls: false
|
||||
line-length:
|
||||
line_length: 100
|
||||
fenced-code-language: false
|
||||
no-space-in-emphasis: false
|
77
.pre-commit-config.yaml
Normal file
77
.pre-commit-config.yaml
Normal file
@ -0,0 +1,77 @@
|
||||
---
|
||||
repos:
|
||||
- repo: https://github.com/pre-commit/pre-commit-hooks
|
||||
rev: v4.6.0
|
||||
hooks:
|
||||
- id: check-case-conflict
|
||||
- id: check-executables-have-shebangs
|
||||
exclude: ^build/premake/premake5
|
||||
- id: check-json
|
||||
- id: check-merge-conflict
|
||||
- id: check-shebang-scripts-are-executable
|
||||
exclude: ^build/premake/premake5
|
||||
- id: check-symlinks
|
||||
- id: check-toml
|
||||
- id: check-xml
|
||||
exclude: |
|
||||
(?x)(
|
||||
^binaries/data/mods/_test.xero/a/b/test1.xml|
|
||||
^binaries/data/mods/_test.xero/test1.xml|
|
||||
^binaries/data/mods/_test.sim/simulation/templates.illformed.xml|
|
||||
^binaries/data/mods/public/maps/.*\.xml
|
||||
)
|
||||
- repo: https://github.com/astral-sh/ruff-pre-commit
|
||||
rev: v0.6.1
|
||||
hooks:
|
||||
- id: ruff
|
||||
args:
|
||||
- --output-format=full
|
||||
exclude: ^source/tools/webservices/
|
||||
- id: ruff-format
|
||||
args:
|
||||
- --check
|
||||
- --target-version
|
||||
- py311
|
||||
exclude: ^source/tools/webservices/
|
||||
- repo: local
|
||||
hooks:
|
||||
- id: non-breaking-space-in-0ad
|
||||
name: check for non-breaking space in "0 A.D."
|
||||
description: |
|
||||
Verify a non-breaking spaces is used in the project name ("0 A.D").
|
||||
entry: '0(?!(\xc2\xa0|\\xa0)A\.D\.)\s?(?<!\\xa0)(A|a)\.(D|d)\.?'
|
||||
language: pygrep
|
||||
types: [text]
|
||||
files: ^binaries/
|
||||
exclude: (^binaries/data/mods/(mod|public)/art/.*\.xml|\.dae$)
|
||||
- repo: https://github.com/scop/pre-commit-shfmt
|
||||
rev: v3.9.0-1
|
||||
hooks:
|
||||
- id: shfmt
|
||||
args:
|
||||
- --diff
|
||||
- --simplify
|
||||
stages: [pre-commit]
|
||||
exclude: ^build/premake/premake5/
|
||||
- repo: https://github.com/shellcheck-py/shellcheck-py
|
||||
rev: v0.10.0.1
|
||||
hooks:
|
||||
- id: shellcheck
|
||||
exclude: ^build/premake/premake5/
|
||||
- repo: https://github.com/igorshubovych/markdownlint-cli
|
||||
rev: v0.41.0
|
||||
hooks:
|
||||
- id: markdownlint
|
||||
exclude: |
|
||||
(?x)(
|
||||
^.gitea/ISSUE_TEMPLATE/|
|
||||
^build/premake/|
|
||||
^source/third_party/
|
||||
)
|
||||
- repo: https://github.com/adrienverge/yamllint
|
||||
rev: v1.35.1
|
||||
hooks:
|
||||
- id: yamllint
|
||||
args:
|
||||
- --strict
|
||||
exclude: ^build/premake/premake5/
|
8
.yamllint.yaml
Normal file
8
.yamllint.yaml
Normal file
@ -0,0 +1,8 @@
|
||||
---
|
||||
# https://yamllint.readthedocs.io/en/stable/index.html
|
||||
extends: default
|
||||
rules:
|
||||
line-length:
|
||||
max: 100
|
||||
truthy:
|
||||
check-keys: false
|
@ -15,7 +15,6 @@ There are several ways to contact us and find more information:
|
||||
- Gitea (development info, bug tracker): https://gitea.wildfiregames.com/
|
||||
- IRC: #0ad on irc.quakenet.org
|
||||
|
||||
|
||||
## Running precompiled binaries on Windows
|
||||
|
||||
A precompiled, ready-to-play development version of the game is available from
|
||||
@ -27,33 +26,28 @@ In a checkout of the `nightly-build` SVN repository, open the "binaries\system"
|
||||
- To launch the game: Run pyrogenesis.exe
|
||||
- To launch the map editor: Run Atlas.bat or "pyrogenesis.exe -editor"
|
||||
|
||||
|
||||
## Compiling the game from source code
|
||||
|
||||
The instructions for compiling the game on Windows, Linux and OS X are at
|
||||
[BuildInstructions](https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions).
|
||||
|
||||
|
||||
## Reporting problems
|
||||
|
||||
Bugs should be reported on Gitea. For information on reporting problems
|
||||
and finding logs, see [ReportingErrors](https://gitea.wildfiregames.com/0ad/0ad/wiki/ReportingErrors).
|
||||
|
||||
|
||||
## Contributing Code
|
||||
|
||||
If you want to help out programming for the game, have a look at
|
||||
[GettingStartedProgrammers](https://gitea.wildfiregames.com/0ad/0ad/wiki/GettingStartedProgrammers)
|
||||
or contact us on #0ad-dev on irc.quakenet.org
|
||||
|
||||
|
||||
## Contributing Artwork
|
||||
|
||||
If you want to make artwork for the game, have a look at
|
||||
[For Artists](https://gitea.wildfiregames.com/0ad/0ad/wiki#for-artists)
|
||||
or visit [the forums](https://www.wildfiregames.com/forum).
|
||||
|
||||
|
||||
## Translating
|
||||
|
||||
You can help translating the game at https://www.transifex.com/projects/p/0ad
|
||||
|
@ -518,8 +518,13 @@ enabled = true ; The STUN protocol allows hosting games wi
|
||||
; If STUN is disabled, the game relies on direct connection, UPnP and port forwarding.
|
||||
server = "lobby.wildfiregames.com" ; Address of the STUN server.
|
||||
port = 3478 ; Port of the STUN server.
|
||||
delay = 200 ; Duration in milliseconds that is waited between STUN messages.
|
||||
; Smaller numbers speed up joins but also become less stable.
|
||||
delay = 10 ; Duration in milliseconds that is waited between checking for retrieved STUN responses.
|
||||
; Smaller numbers speed up joins but may make them less stable, if max_tries isn't increased proportionally as well.
|
||||
max_tries = 100 ; Maximum number of tries for receiving STUN responses.
|
||||
|
||||
[lobby.fw_punch]
|
||||
delay = 200 ; Duration in milliseconds between sending hole punching messages.
|
||||
num_msg = 3 ; Number of hole punching messages to send.
|
||||
|
||||
[mod]
|
||||
enabledmods = "mod public"
|
||||
|
0
binaries/data/mods/_test.gui/gui/event/event.js
Executable file → Normal file
0
binaries/data/mods/_test.gui/gui/event/event.js
Executable file → Normal file
0
binaries/data/mods/_test.gui/gui/event/event.xml
Executable file → Normal file
0
binaries/data/mods/_test.gui/gui/event/event.xml
Executable file → Normal file
0
binaries/data/mods/_test.gui/gui/gui.rng
Executable file → Normal file
0
binaries/data/mods/_test.gui/gui/gui.rng
Executable file → Normal file
0
binaries/data/mods/_test.gui/gui/gui_page.rng
Executable file → Normal file
0
binaries/data/mods/_test.gui/gui/gui_page.rng
Executable file → Normal file
0
binaries/data/mods/_test.gui/gui/hotkey/hotkey.js
Executable file → Normal file
0
binaries/data/mods/_test.gui/gui/hotkey/hotkey.js
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binaries/data/mods/_test.gui/gui/hotkey/hotkey.xml
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binaries/data/mods/_test.gui/gui/hotkey/hotkey.xml
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binaries/data/mods/_test.gui/gui/hotkey/page_hotkey.xml
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binaries/data/mods/_test.gui/gui/hotkey/page_hotkey.xml
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BIN
binaries/data/mods/public/art/textures/ui/loading/tips/barter.png
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binaries/data/mods/public/art/textures/ui/loading/tips/barter.png
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binaries/data/mods/public/art/textures/ui/loading/tips/control_groups.png
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binaries/data/mods/public/art/textures/ui/loading/tips/control_groups.png
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binaries/data/mods/public/art/textures/ui/loading/tips/dock.png
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binaries/data/mods/public/art/textures/ui/loading/tips/dock.png
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binaries/data/mods/public/art/textures/ui/loading/tips/loot.png
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binaries/data/mods/public/art/textures/ui/loading/tips/loot.png
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binaries/data/mods/public/art/textures/ui/loading/tips/mauryan_worker_elephant.png
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binaries/data/mods/public/art/textures/ui/loading/tips/mauryan_worker_elephant.png
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binaries/data/mods/public/art/textures/ui/loading/tips/nomad_mode.png
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binaries/data/mods/public/art/textures/ui/loading/tips/nomad_mode.png
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binaries/data/mods/public/art/textures/ui/loading/tips/order_one_unit.png
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binaries/data/mods/public/art/textures/ui/loading/tips/order_one_unit.png
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binaries/data/mods/public/art/textures/ui/loading/tips/queue_orders.png
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binaries/data/mods/public/art/textures/ui/loading/tips/queue_orders.png
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binaries/data/mods/public/art/textures/ui/loading/tips/select_wounded_units.png
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binaries/data/mods/public/art/textures/ui/loading/tips/select_wounded_units.png
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binaries/data/mods/public/art/textures/ui/loading/tips/trading.png
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binaries/data/mods/public/art/textures/ui/loading/tips/trading.png
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binaries/data/mods/public/globalscripts/tests/test_Resources.js
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binaries/data/mods/public/globalscripts/tests/test_Resources.js
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0
binaries/data/mods/public/globalscripts/tests/test_Template.js
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0
binaries/data/mods/public/globalscripts/tests/test_Template.js
Executable file → Normal file
@ -1363,7 +1363,8 @@ var g_EntityCommands =
|
||||
|
||||
return {
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.unload") +
|
||||
translate("Unload All."),
|
||||
translate("Unload All") + "\n" +
|
||||
bodyFont(translate("Order all units to leave the selected entities.")),
|
||||
"icon": "garrison-out.png",
|
||||
"count": count,
|
||||
"enabled": true
|
||||
@ -1398,7 +1399,8 @@ var g_EntityCommands =
|
||||
|
||||
return {
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.unloadturrets") +
|
||||
translate("Unload Turrets."),
|
||||
translate("Unload Turrets") + "\n" +
|
||||
bodyFont(translate("Order all units to leave the selected turret points.")),
|
||||
"icon": "garrison-out.png",
|
||||
"count": count,
|
||||
"enabled": true
|
||||
@ -1418,10 +1420,12 @@ var g_EntityCommands =
|
||||
{
|
||||
"tooltip":
|
||||
colorizeHotkey("%(hotkey)s" + " ", "session.kill") +
|
||||
translate("Destroy the selected units or structures.") + "\n" +
|
||||
colorizeHotkey(
|
||||
translate("Use %(hotkey)s to avoid the confirmation dialog."),
|
||||
"session.noconfirmation"
|
||||
translate("Self-Destruct") + "\n" +
|
||||
bodyFont(translate("Destroy the selected entities.") + "\n" +
|
||||
colorizeHotkey(
|
||||
translate("Use %(hotkey)s to avoid the confirmation dialog."),
|
||||
"session.noconfirmation"
|
||||
)
|
||||
),
|
||||
"icon": "kill_small.png",
|
||||
"enabled": true
|
||||
@ -1470,7 +1474,8 @@ var g_EntityCommands =
|
||||
|
||||
return {
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.stop") +
|
||||
translate("Abort the current order."),
|
||||
translate("Abort") + "\n" +
|
||||
bodyFont(translate("Cancel the current orders for the selected units.")),
|
||||
"icon": "stop.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1491,7 +1496,8 @@ var g_EntityCommands =
|
||||
return false;
|
||||
return {
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.calltoarms") +
|
||||
translate("Send the selected units on attack move to the specified location after dropping resources."),
|
||||
translate("Attack") + "\n" +
|
||||
bodyFont(translate("Send the selected units on attack move to the specified location after dropping resources.")),
|
||||
"icon": "call-to-arms.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1513,7 +1519,8 @@ var g_EntityCommands =
|
||||
|
||||
return {
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.garrison") +
|
||||
translate("Order the selected units to garrison in a structure or unit."),
|
||||
translate("Garrison") + "\n" +
|
||||
bodyFont(translate("Order the selected units to garrison in a structure or another unit.")),
|
||||
"icon": "garrison.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1535,7 +1542,8 @@ var g_EntityCommands =
|
||||
|
||||
return {
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.occupyturret") +
|
||||
translate("Order the selected units to occupy a turret point."),
|
||||
translate("Occupy Turret") + "\n" +
|
||||
bodyFont(translate("Order the selected units to occupy a turret point.")),
|
||||
"icon": "occupy-turret.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1557,7 +1565,8 @@ var g_EntityCommands =
|
||||
return false;
|
||||
|
||||
return {
|
||||
"tooltip": translate("Unload"),
|
||||
"tooltip": translate("Unload") + "\n" +
|
||||
bodyFont(translate("Order the selected units to leave their turret points.")),
|
||||
"icon": "leave-turret.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1577,7 +1586,8 @@ var g_EntityCommands =
|
||||
|
||||
return {
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.repair") +
|
||||
translate("Order the selected units to repair a structure, ship, or siege engine."),
|
||||
translate("Repair") + "\n" +
|
||||
bodyFont(translate("Order the selected units to repair a structure, ship, or siege engine.")),
|
||||
"icon": "repair.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1598,7 +1608,8 @@ var g_EntityCommands =
|
||||
|
||||
return {
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "camera.rallypointfocus") +
|
||||
translate("Focus on Rally Point."),
|
||||
translate("Focus on Rally Point") + "\n" +
|
||||
bodyFont(translate("Center the view on the selected rally point.")),
|
||||
"icon": "focus-rally.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1635,7 +1646,8 @@ var g_EntityCommands =
|
||||
|
||||
return {
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.backtowork") +
|
||||
translate("Back to Work"),
|
||||
translate("Back to Work") + "\n" +
|
||||
bodyFont(translate("Order the selected units to resume their work.")),
|
||||
"icon": "back-to-work.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1656,7 +1668,8 @@ var g_EntityCommands =
|
||||
|
||||
return {
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.guard") +
|
||||
translate("Order the selected units to guard a structure or unit."),
|
||||
translate("Guard") + "\n" +
|
||||
bodyFont(translate("Order the selected units to guard a structure or unit.")),
|
||||
"icon": "add-guard.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1676,7 +1689,8 @@ var g_EntityCommands =
|
||||
return false;
|
||||
|
||||
return {
|
||||
"tooltip": translate("Remove guard"),
|
||||
"tooltip": translate("Abort Guard") + "\n" +
|
||||
bodyFont(translate("Order the selected units to stop guarding.")),
|
||||
"icon": "remove-guard.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1695,7 +1709,9 @@ var g_EntityCommands =
|
||||
return false;
|
||||
|
||||
return {
|
||||
"tooltip": translate("Barter & Trade"),
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.gui.barter.toggle") +
|
||||
translate("Barter & Trade") + "\n" +
|
||||
bodyFont(translate("Open the dialog for managing resource trading and bartering.")),
|
||||
"icon": "economics.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1715,8 +1731,8 @@ var g_EntityCommands =
|
||||
|
||||
return {
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.patrol") +
|
||||
translate("Patrol") + "\n" +
|
||||
translate("Attack all encountered enemy units while avoiding structures."),
|
||||
translate("Patrol") + "\n" +
|
||||
bodyFont(translate("Order to repeatedly go to a point and come back, attacking all enemies along the way.")),
|
||||
"icon": "patrol.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1744,12 +1760,14 @@ var g_EntityCommands =
|
||||
|
||||
return sharableEntities.some(entState => !entState.resourceDropsite.shared) ?
|
||||
{
|
||||
"tooltip": translate("Press to allow allies to use this dropsite"),
|
||||
"tooltip": translate("Share Dropsite") + "\n" +
|
||||
bodyFont(translate("Allow allies to use this dropsite, now locked.")),
|
||||
"icon": "locked_small.png",
|
||||
"enabled": true
|
||||
} :
|
||||
{
|
||||
"tooltip": translate("Press to prevent allies from using this dropsite"),
|
||||
"tooltip": translate("Lock Dropsite") + "\n" +
|
||||
bodyFont(translate("Prevent allies from using this dropsite, now shared.")),
|
||||
"icon": "unlocked_small.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1784,14 +1802,16 @@ var g_EntityCommands =
|
||||
|
||||
if (!shareableEntities.every(entState => entState.resourceDropsite.shared))
|
||||
return {
|
||||
"tooltip": translate("The use of this dropsite is prohibited"),
|
||||
"tooltip": translate("Locked Dropsite") + "\n" +
|
||||
bodyFont(translate("The use of this dropsite is prohibited.")),
|
||||
"icon": "locked_small.png",
|
||||
"enabled": false
|
||||
};
|
||||
|
||||
return {
|
||||
"tooltip": g_IsObserver ? translate("Allies are allowed to use this dropsite.") :
|
||||
translate("You are allowed to use this dropsite"),
|
||||
"tooltip": translate("Shared Dropsite") + "\n" +
|
||||
bodyFont(g_IsObserver ? translate("Allies are allowed to use this dropsite.") :
|
||||
translate("You are allowed to use this dropsite.")),
|
||||
"icon": "unlocked_small.png",
|
||||
"enabled": false
|
||||
};
|
||||
@ -1810,7 +1830,8 @@ var g_EntityCommands =
|
||||
return false;
|
||||
return {
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.queueunit.autoqueueon") +
|
||||
translate("Activate auto-queue for selected structures."),
|
||||
translate("Activate Auto-Queue") + "\n" +
|
||||
bodyFont(translate("Activate the production auto-queue for the selected structures.")),
|
||||
"icon": "autoqueue-on.png",
|
||||
"enabled": true
|
||||
};
|
||||
@ -1830,7 +1851,8 @@ var g_EntityCommands =
|
||||
return false;
|
||||
return {
|
||||
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.queueunit.autoqueueoff") +
|
||||
translate("Deactivate auto-queue for selected structures."),
|
||||
translate("Deactivate Auto-Queue") + "\n" +
|
||||
bodyFont(translate("Deactivate the production auto-queue for the selected structures.")),
|
||||
"icon": "autoqueue-off.png",
|
||||
"enabled": true
|
||||
};
|
||||
|
@ -1,4 +1,5 @@
|
||||
ROMAN ARMY CAMP
|
||||
Buildable in neutral or enemy territory. Good for building a secret base behind enemy lines or to consolidate gains within enemy territory.
|
||||
Construct rams and train citizen soldiers.
|
||||
Garrison units to slowly heal them and protect the army camp from attacks and decay.
|
||||
Buildable in neutral or enemy territory. Good for setting up a secret base behind enemy lines or to consolidate gains within enemy territory.
|
||||
Constructs Rams and trains high-rank Citizen Soldiers.
|
||||
Fires arrows at any enemies in sight.
|
||||
Garrison units inside for protection and additional arrows.
|
||||
|
@ -1,5 +1,5 @@
|
||||
ARROW SHIPS
|
||||
The basic Warship for most factions.
|
||||
Transport up to 30 troops across the water.
|
||||
The basic Warship for most civilizations.
|
||||
Transports up to 30 troops across the water.
|
||||
Good against melee Warships, such as Ramming Ships and Fire Ships.
|
||||
Countered by Siege Ships and other Arrow Ships.
|
@ -1,5 +1,5 @@
|
||||
BARRACKS
|
||||
Train all citizen soldiers. Some civilizations can unlock the training of champions as well.
|
||||
Units gain experience while garrisoned inside the building.
|
||||
Build one early to train citizen soldiers while you phase up your settlement.
|
||||
Build in a forward base to resupply your assault with fresh troops.
|
||||
Trains all Citizen Infantry. Some civilizations can unlock the training of Champions in it as well.
|
||||
Units gain experience while garrisoned inside.
|
||||
Build one early to train Citizen Soldiers while you phase up your settlement.
|
||||
Build near the front lines to resupply your assault with fresh troops.
|
||||
|
3
binaries/data/mods/public/gui/text/tips/barter.txt
Normal file
3
binaries/data/mods/public/gui/text/tips/barter.txt
Normal file
@ -0,0 +1,3 @@
|
||||
BARTER
|
||||
At the Market structure, a player can exchange a resource for another of a different type.
|
||||
Rates are affected globally by all players. Turn this into an advantage by checking prices regularly.
|
@ -1,3 +1,3 @@
|
||||
BIOMES
|
||||
Biomes can be used on some random maps and determine which region of the world the map represents.
|
||||
They influence the appearence of the maps and also the amount of resources that are available.
|
||||
Biomes can be used on some random maps to determine which region of the world the map represents.
|
||||
They influence the appearence of the maps and also the available amount of different resources.
|
||||
|
@ -1,4 +1,5 @@
|
||||
WAR DOG
|
||||
A dog that the Britons can train at the cavalry stable.
|
||||
A unique dog unit that the Britons can train at the Cavalry Stable.
|
||||
Has low health, but is fast and will fearlessly attack enemies.
|
||||
Cannot capture or destroy structures.
|
||||
Use them as support in your army or for quick raids.
|
||||
|
@ -1,4 +1,4 @@
|
||||
CARTHAGINIAN SACRED BAND
|
||||
Champion Spearmen and Champion Cavalry Spearmen for Carthage.
|
||||
Both are trainable from the Temple, instead of the Fortress like most other champions.
|
||||
Use the Spearmen as heavy infantry against cavalry. Use the Cavalry as heavy shock against siege weapons and skirmishers.
|
||||
Champion Spearmen and Champion Cavalry Spearmen for the Carthaginians.
|
||||
Trainable from the Temple, unlike most other Champions.
|
||||
Use the Spearmen to counter enemy Cavalry. Use the Cavalry as heavy shock against Siege Weapons and Ranged Infantry.
|
||||
|
@ -1,4 +1,4 @@
|
||||
CARTHAGINIAN NAVAL SHIPYARD
|
||||
Special dock of the Carthaginians to construct warships.
|
||||
Garrison ships inside to slowly repair them.
|
||||
Much stronger than other docks, but also more expensive.
|
||||
Special Dock of the Carthaginians to construct Warships.
|
||||
Garrison Ships inside to slowly repair them.
|
||||
Much stronger than other Docks, but also more expensive.
|
||||
|
@ -1,4 +1,4 @@
|
||||
CATAPULTS
|
||||
Ranged siege engines that are good against structures.
|
||||
Expensive and slow.
|
||||
Long-ranged Siege Engines.
|
||||
Devastating against structures, but also expensive and slow.
|
||||
Pack up into carts for movement, and unpack into stationary engines for attack!
|
||||
|
@ -1,3 +1,3 @@
|
||||
CAVALRY STABLE
|
||||
Trains cavalry units and lets you research cavalry specific technologies.
|
||||
Trains Cavalry Units and lets you research cavalry-specific technologies.
|
||||
Units gain experience while garrisoned inside the structure.
|
||||
|
@ -1,4 +1,4 @@
|
||||
CELTIC HEAVY ARROW SHIP
|
||||
The main warship for the Britons, Gauls, and Iberians.
|
||||
The main Warship for the Britons, Gauls, and Iberians.
|
||||
Can transport up to 40 units.
|
||||
Can be improved with greater health and garrison capacity.
|
||||
Research special technologies to improve them with greater health and garrison capacity.
|
||||
|
@ -1,4 +1,4 @@
|
||||
CITY WALLS
|
||||
Strong stone walls that help you protect your city.
|
||||
When your ranged infantry units are occupying the turrets, they have additional armor and can shoot at the enemy.
|
||||
Vulnerable to siege weapons like catapults, rams and war elephants.
|
||||
Occupy the turrets with Ranged Infantry for increased defense and greater vision range.
|
||||
Knock them down with Siege Engines like Catapults, Battering Rams, or War Elephants.
|
||||
|
4
binaries/data/mods/public/gui/text/tips/civic_center.txt
Normal file
4
binaries/data/mods/public/gui/text/tips/civic_center.txt
Normal file
@ -0,0 +1,4 @@
|
||||
CIVIC CENTER
|
||||
The foundation of your new colony.
|
||||
Claim large tracts of land by building them in previously unclaimed territory.
|
||||
Trains all Citizens: Female Citizens, Citizen Infantry, and Citizen Cavalry.
|
@ -1,5 +0,0 @@
|
||||
CIVIC CENTERS
|
||||
The foundation of your new colony.
|
||||
Claim large tracts of territory.
|
||||
Can be built in friendly and neutral territory.
|
||||
Train citizens: female citizens, infantry citizen-soldiers, and cavalry citizen-soldiers.
|
@ -0,0 +1,4 @@
|
||||
CONTROL GROUPS
|
||||
Save your current selection to a hotkey by pressing CTRL + a number from 0 to 9 (by default) simultaneously.
|
||||
After the control group has been created, quickly select them again by pressing the assigned number.
|
||||
A double click additionally centers the camera to the selection.
|
@ -1,4 +1,4 @@
|
||||
DEFAULT FORMATION
|
||||
Right-click an icon to set the default formation: units that are ordered to walk or patrol will automatically use it.
|
||||
Can be de-activated by choosing “no formation” as the default.
|
||||
Can be deactivated by choosing “no formation” as the default.
|
||||
The “Formation control” option lets you choose whether formations disband for orders other than walking or patrolling.
|
||||
|
@ -0,0 +1,4 @@
|
||||
DEFENSE TOWER
|
||||
Defend a vulnerable position by building these strong watchtowers.
|
||||
Has a large vision range and shoots arrows at any enemy in sight.
|
||||
Garrison Infantry inside to increase its firepower.
|
@ -1,5 +0,0 @@
|
||||
DEFENSE TOWERS
|
||||
Strong watchtowers, which help you defend your position.
|
||||
They have a large vision range and will shoot arrows at the enemy in sight.
|
||||
You can garrison more infantry inside them to increase the number of arrows they shoot.
|
||||
|
5
binaries/data/mods/public/gui/text/tips/dock.txt
Normal file
5
binaries/data/mods/public/gui/text/tips/dock.txt
Normal file
@ -0,0 +1,5 @@
|
||||
DOCK
|
||||
Buildable in neutral and allied territory.
|
||||
Constructs various Ships for economic and military needs.
|
||||
Also serves as a resource dropsite.
|
||||
Can be set up as a trade point for both naval and land Traders.
|
@ -1,3 +1,3 @@
|
||||
ELEPHANT STABLE
|
||||
The structure is available to some civilizations to train elephant units.
|
||||
Units gain experience while garrisoned inside the building.
|
||||
Available to some civilizations to train Elephants.
|
||||
Units gain experience while garrisoned inside.
|
||||
|
@ -1,3 +1,3 @@
|
||||
EMBASSIES AND MERCENARY CAMPS
|
||||
Special structures allowing you to hire mercenaries for your army.
|
||||
Mercenaries will not gather resources and cost only metal, but they are experienced and strong.
|
||||
Special structures allowing you to hire Mercenaries for your army.
|
||||
Mercenaries cannot gather resources, but only cost metal, are trained quickly, and start at Advanced rank.
|
||||
|
5
binaries/data/mods/public/gui/text/tips/fire_ship.txt
Normal file
5
binaries/data/mods/public/gui/text/tips/fire_ship.txt
Normal file
@ -0,0 +1,5 @@
|
||||
FIRESHIP
|
||||
Available to the Britons, Gauls, and Iberians.
|
||||
Causes fire damage to nearby Ships, but gradually loses health over time as well.
|
||||
Construct a few, move them to the enemy fleet, then ignite them to set them ablaze.
|
||||
Very good against Siege Ships.
|
@ -1,5 +1,4 @@
|
||||
FISHING
|
||||
Fish the seas for a bountiful harvest.
|
||||
Fishing boats carry a large amount of food per trip.
|
||||
Fishing is faster than gathering food on fields.
|
||||
Fishing boats can carry a large amount of food and gather faster than Workers on fields.
|
||||
Careful! Fish are not an infinite resource! Although they do slowly repopulate when left alone.
|
||||
|
@ -1,3 +1,3 @@
|
||||
FORGE
|
||||
Research structure for all factions.
|
||||
Research weapon and armor upgrades for your units.
|
||||
Research structure for all civilizations.
|
||||
Provides valuable weapon and armor upgrades for your units.
|
||||
|
@ -1,3 +1,3 @@
|
||||
FORTRESS
|
||||
Usually the strongest structure of a civilization and the place where you can train Heroes.
|
||||
Usually the strongest structure of a civilization.
|
||||
Garrison soldiers inside to add more firepower to its defense.
|
||||
|
@ -1,4 +1,4 @@
|
||||
FREEHAND POSITION
|
||||
Gain an advantage on the battleground by tactically positioning your units!
|
||||
Therefore select some units, press and hold the right mouse button, draw any line, then release the button.
|
||||
To do it, select some units, press and hold the right mouse button, draw any line, then release the button.
|
||||
Your units will now spread out on this line.
|
||||
|
@ -1,6 +1,5 @@
|
||||
RESOURCE GATHERING
|
||||
Use citizen-soldiers and female citizens to gather resources.
|
||||
Female citizens gather vegetable resources faster.
|
||||
Infantry citizen-soldiers are faster gathering minerals.
|
||||
Cavalry citizen-soldiers are faster gathering meat.
|
||||
The higher the level of a citizen-soldier (advanced, elite), the better he fights, but the less efficient he is at gathering resources.
|
||||
Use Citizens to gather resources.
|
||||
Female citizens are best at gathering fruit and grain.
|
||||
Citizen Infantry excel at gathering wood, stone, and metal.
|
||||
Citizen Cavalry can only gather meat, but do so very quickly.
|
||||
|
@ -1,5 +0,0 @@
|
||||
FIRESHIPS
|
||||
Available to the Britons, Gauls, and Iberians.
|
||||
Construct them, move them near enemy ships, then ignite them to set them ablaze.
|
||||
They cause Fire damage to nearby enemy ships and themselves start to lose health.
|
||||
Very good against Siege Ships.
|
@ -1,2 +1,3 @@
|
||||
LIGHTHOUSE
|
||||
Special Ptolemaic structures to increase your vision range when built on the shore.
|
||||
Special structure solely available to the Ptolemies.
|
||||
Increases your vision range when built on the shore.
|
||||
|
2
binaries/data/mods/public/gui/text/tips/loot.txt
Normal file
2
binaries/data/mods/public/gui/text/tips/loot.txt
Normal file
@ -0,0 +1,2 @@
|
||||
LOOT
|
||||
When you kill units or destroy structures, you will gain a certain number of resources, plus what they are carrying.
|
@ -1,4 +1,3 @@
|
||||
MAP FLARE
|
||||
Use this feature to let your team know where on the map something important happens.
|
||||
They will see the flare on their minimap.
|
||||
|
||||
They will also see the flare on their minimap.
|
||||
|
@ -0,0 +1,4 @@
|
||||
MAURYAN WORKER ELEPHANT
|
||||
Exclusively available to the Mauryas, right from the Village Phase.
|
||||
Serves as a mobile dropsite, enabling you to efficiently gather resources outside of your territory.
|
||||
Can also build structures.
|
@ -1,4 +1,4 @@
|
||||
PYRAMIDS OF MEROĂ‹
|
||||
Special structures available for the Kushites.
|
||||
The small pyramids improve the gathering rate of the workers around them.
|
||||
Special structures available to the Kushites.
|
||||
The small pyramids improve the gathering rate of workers around them.
|
||||
The large pyramids increase the military capabilities of soldiers around them.
|
||||
|
5
binaries/data/mods/public/gui/text/tips/nomad_mode.txt
Normal file
5
binaries/data/mods/public/gui/text/tips/nomad_mode.txt
Normal file
@ -0,0 +1,5 @@
|
||||
NOMAD MODE
|
||||
Only available for the "Random" map type.
|
||||
Players will be randomly dropped on the map without a Civic Center.
|
||||
Requires the "Medium" starting resource setting in order for players to be able to build their first one.
|
||||
Don't immediately start building the Civic Center, scout for a good location for your base first.
|
@ -0,0 +1,2 @@
|
||||
ORDER ONE UNIT
|
||||
When right-clicking While holding the “Order one unit” hotkey (by default ALT), only one random unit from the current selection will perform the assigned task.
|
@ -1,4 +1,4 @@
|
||||
OUTPOSTS
|
||||
Build in neutral or own territory.
|
||||
Cheap and quickly built, but weak.
|
||||
Garrison infantry for extensive vision, and to prevent losing control of the outpost due to territory decay.
|
||||
Build in neutral or own territory to monitor large areas of the map.
|
||||
Cheap and quickly built, but weak and easily captured.
|
||||
Garrison Infantry to extend the vision range, and to prevent losing control over it due to territory decay.
|
||||
|
@ -1,3 +1,3 @@
|
||||
PALISADE WALLS
|
||||
A quick, cheap wooden wall available to all factions.
|
||||
Most factions have access to them in Village Phase.
|
||||
A quick, cheap wooden wall for moderate defense.
|
||||
Available to most civilizations in Village Phase.
|
||||
|
@ -1,5 +1,4 @@
|
||||
ACHAEMENID ARCHITECTURE
|
||||
Special technology for the Persians.
|
||||
Structures +25% health.
|
||||
Build time lengthened by +20% as a consequence.
|
||||
Persians also have access to a great number of structural and defensive technologies.
|
||||
Special technology exclusive to the Persians.
|
||||
Structures gain +25% health, but their build time lengthened by +20% as a consequence.
|
||||
Persians also have access to a great number of other structural and defensive technologies.
|
||||
|
@ -1,4 +1,4 @@
|
||||
PIKEMEN
|
||||
Heavily armored and slow. Low attack.
|
||||
Used against cavalry or against other melee infantry to pin them in place.
|
||||
Available to: Kushites, Macedonians, Ptolemies, and Seleucids.
|
||||
Available to the Kushites, Macedonians, Ptolemies, and Seleucids.
|
||||
Heavily armored, but low attack damage.
|
||||
Use against Cavalry or against other Melee Infantry to pin them in place.
|
||||
|
4
binaries/data/mods/public/gui/text/tips/queue_orders.txt
Normal file
4
binaries/data/mods/public/gui/text/tips/queue_orders.txt
Normal file
@ -0,0 +1,4 @@
|
||||
QUEUE ORDERS
|
||||
While holding the “Queue order” hotkey (by default SHIFT), queue multiple tasks for units by right-clicking.
|
||||
Once a task is done they will automatically execute their next task.
|
||||
The queue will be reset if the unit receives a manual order.
|
@ -1,4 +0,0 @@
|
||||
SIEGE WARSHIP
|
||||
The heaviest standard warship. Available to: Carthaginians, Ptolemies, Romans, Seleucids, and Han Chinese.
|
||||
Strong crush damage and long range make them good against Arrow Ships and Buildings near the shore.
|
||||
Countered by melee ships, such as Ramming Ships and Fire Ships, and other Siege Ships.
|
5
binaries/data/mods/public/gui/text/tips/ramming_ship.txt
Normal file
5
binaries/data/mods/public/gui/text/tips/ramming_ship.txt
Normal file
@ -0,0 +1,5 @@
|
||||
RAMMING SHIP
|
||||
Strong and fast melee ship available to Mediterranean civilizations.
|
||||
Transports up to 30 troops swiftly across the water.
|
||||
Good against Siege Ships due to its speed and strong ramming attack.
|
||||
Countered by Arrow Ships and Defense Towers.
|
@ -1,5 +0,0 @@
|
||||
RAMMING SHIPS
|
||||
A strong and fast melee ship available to Mediterranean civilizations.
|
||||
Transport up to 30 troops swiftly across the water.
|
||||
Good against Siege Ships due to speed and strong ramming attack.
|
||||
Countered by Arrow Ships and Defense Towers.
|
@ -1,3 +1,4 @@
|
||||
RESOURCE COUNTER
|
||||
The resource counter panel shows you how much of each resources you have at the moment.
|
||||
The number below it shows you how many citizens are currently gathering them.
|
||||
Located in the top left corner of the screen.
|
||||
Keep tabs on how much of each resource you've stockpiled in your treasury and how many units are currently gathering them.
|
||||
Keep an eye on it while playing to avoid running out in crucial moments.
|
||||
|
@ -2,4 +2,4 @@ SAVANNA BIOME
|
||||
Generally flat, with a few watering holes and rocky outcrops.
|
||||
Chock full of herd animals for plentiful hunting.
|
||||
Rich in all types of mining.
|
||||
Wood tends to be sparse, but consists of high-yield Baobab trees.
|
||||
Trees tend to be sparse, but include high-yield Baobab trees.
|
||||
|
@ -0,0 +1,3 @@
|
||||
SELECT WOUNDED UNITS
|
||||
While holding the “Select only wounded units” hotkey (by default 0), you can select wounded units.
|
||||
Customize the threshold in Settings > Game Session.
|
4
binaries/data/mods/public/gui/text/tips/siege_ship.txt
Normal file
4
binaries/data/mods/public/gui/text/tips/siege_ship.txt
Normal file
@ -0,0 +1,4 @@
|
||||
SIEGE WARSHIP
|
||||
The heaviest standard warship. Available to the Carthaginians, Ptolemies, Romans, Seleucids, and Han Chinese.
|
||||
Strong crush damage and long range make it good against Arrow Ships and structures near the shore.
|
||||
Countered by melee ships, such as Ramming Ships and Fire Ships, and other Siege Ships.
|
@ -1,4 +1,3 @@
|
||||
SNAPPING
|
||||
Structures can be aligned by keeping the snap hotkey pressed during placement.
|
||||
Aligning structures allows to conserve space for future construction.
|
||||
Tightly packed groups of structures can also be used for obstructing raiding enemies.
|
||||
Align structures by keeping the snap hotkey pressed during placement.
|
||||
Conserves space for future construction, and comes in useful for obstructing raiding enemies.
|
||||
|
@ -1,4 +1,4 @@
|
||||
SPARTIATES
|
||||
Strongest infantry unit in the game.
|
||||
Champion Infantry available to the Spartans.
|
||||
Use them to slaughter enemy cavalry or as a shock force to support your regular infantry.
|
||||
Champion Infantry Spearmen available to the Spartans.
|
||||
One of the strongest units in the game.
|
||||
Use them to slaughter enemy Cavalry or as a shock force to support your regular Infantry.
|
||||
|
@ -1,5 +1,5 @@
|
||||
SPEARMEN
|
||||
The basic melee infantry for every faction in the game.
|
||||
Used against cavalry for an attack bonus.
|
||||
Decent hack attack make them good front line troops.
|
||||
They are countered by ranged units and swordsmen, so support your spearmen with slingers or cavalry.
|
||||
The basic Melee Infantry available to every civilization in the game.
|
||||
Use against Cavalry for an attack bonus.
|
||||
Decent melee hack damage makes them good front line troops.
|
||||
Countered by ranged units and Swordsmen, so support your Spearmen with those or Cavalry yourself.
|
||||
|
3
binaries/data/mods/public/gui/text/tips/storehouse.txt
Normal file
3
binaries/data/mods/public/gui/text/tips/storehouse.txt
Normal file
@ -0,0 +1,3 @@
|
||||
STOREHOUSE
|
||||
A cheap dropsite for non-food resources (wood, stone, and metal).
|
||||
Research technologies to improve the gathering rates of your Citizens.
|
@ -1,3 +0,0 @@
|
||||
STOREHOUSES
|
||||
A cheap dropsite for non-food resources (Wood, Stone, Metal).
|
||||
Research technologies to improve the gathering capabilities of your citizens.
|
4
binaries/data/mods/public/gui/text/tips/syntagma.txt
Normal file
4
binaries/data/mods/public/gui/text/tips/syntagma.txt
Normal file
@ -0,0 +1,4 @@
|
||||
SYNTAGMA
|
||||
A unique historical formation formed by Macedonian Pikemen.
|
||||
Forms the men into tight ranks and deep files, allowing a wall of forward-thrusting pikes to pierce any enemy soldier foolish enough launch a frontal assault.
|
||||
Support them with more flexible units to prevent encirclement.
|
6
binaries/data/mods/public/gui/text/tips/temple.txt
Normal file
6
binaries/data/mods/public/gui/text/tips/temple.txt
Normal file
@ -0,0 +1,6 @@
|
||||
TEMPLE
|
||||
Town Phase structure available to all civilizations.
|
||||
Trains Healers to heal your troops on the battlefield.
|
||||
Offers a series of helpful healing technologies.
|
||||
Its aura heals nearby units.
|
||||
Garrison wounded units inside for even quicker healing.
|
@ -1,6 +0,0 @@
|
||||
TEMPLES
|
||||
Town Phase structure.
|
||||
Recruit Healers to heal your troops on the battlefield.
|
||||
Research healing technologies.
|
||||
Its aura heals nearby units.
|
||||
Garrison wounded units inside for quicker healing.
|
@ -1,4 +1,4 @@
|
||||
TERRITORY DECAY
|
||||
Decay happens when structures are not connected to an allied Civil Center.
|
||||
The decay process can be slowed down or reversed by garrisoning some units in the structure.
|
||||
When the decay is completed, the structure will be given to the most influential neighbor.
|
||||
Structures too far off an allied territory root (usually a Civic Center) gradually lose capture points.
|
||||
Slow down or reverse the decay process by garrisoning some units in the structure.
|
||||
When the decay is completed, the structure will be given to the player owning the closest territory root or Gaia.
|
||||
|
4
binaries/data/mods/public/gui/text/tips/trading.txt
Normal file
4
binaries/data/mods/public/gui/text/tips/trading.txt
Normal file
@ -0,0 +1,4 @@
|
||||
TRADING
|
||||
Train Traders for trading on land at the Market and Merchantmen for seaborne trade at the Dock.
|
||||
Create a trade route by selecting a Trader or Merchantman and right-clicking on two trade points (Dock or Market). Longer distances yield more profits!
|
||||
Open the "Barter & Trade" dialog next to the menu in the top right corner to set how much of each resource type you want to trade for.
|
@ -1,3 +1,3 @@
|
||||
TREASURES
|
||||
Collectible chests and bare resources on land and shipwrecks on the shore.
|
||||
Provide you with a resource boost, so keep an eye out for them as you explore.
|
||||
Collectible chests, bare resources on land, and shipwrecks on the shore.
|
||||
Provide you with an instant resource boost, so keep an eye out for them as you explore.
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user