Wesnoth Bestiary

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Reepurr
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Re: Wesnoth Bestiary Development Thread

Post by Reepurr » April 1st, 2011, 6:48 am

salade wrote:so the a fundamental "problem" is the data is group by race but not faction. For experienced players who know the difference of race and faction clearly, they won't need to check that table anyway. For new players, when they play a game and choose undead (faction), there are DA, skel etc. I would argue that group the unit by faction is more useful to new players.
I'm pretty sure there's a unit table by faction too, you know. *points*
salade wrote:no, i have no idea what advances to an Armageddon and i have never used one, but showing a single standalone L4 units without any description is just odd to me. the current way maybe correct, or maybe it is the best possible way already, but it isn't a way that is clear enough for a new player to know what does an Armageddon upgraded from.
I'll say it again in more detail. Armageddons don't upgrade from anything in the core game.
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Re: Wesnoth Bestiary Development Thread

Post by salade » April 1st, 2011, 9:35 am

i finally understand the Unit Tree to point to default era? thread now. lol

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Elvish_Hunter
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Re: Wesnoth Bestiary Development Thread

Post by Elvish_Hunter » April 1st, 2011, 9:56 am

Reepurr wrote:salade wrote:
no, i have no idea what advances to an Armageddon and i have never used one, but showing a single standalone L4 units without any description is just odd to me. the current way maybe correct, or maybe it is the best possible way already, but it isn't a way that is clear enough for a new player to know what does an Armageddon upgraded from.


I'll say it again in more detail. Armageddons don't upgrade from anything in the core game.
To be more precise: advancement to Armageddon Drake happens only if, in the campaign's _main.cfg, there is this line:
extra_defines=ENABLE_ARMAGEDDON_DRAKE
The same applies to the Ancient Lich and the Dwarvish Runesmith line. :)
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Skrim
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Re: Wesnoth Bestiary Development Thread

Post by Skrim » April 16th, 2011, 11:53 am

Two suggestions regarding the Bestiary:

1. The unit pages should show which Default era multiplayer factions they belong to, i.e, Loyalists, Rebels, Drakes, Knalgans, Northerners, Undead or None. The Mage would be both Loys and Rebs, and the exotic units like the Armageddon would be placed under None because they're not in multiplayer. The recruitable units and leader units could probably have little symbols or something to indicate that they can be recruited/chosen-as-leaders respectively, like the current Units page for Default era has.

2. The units' bestiary pages could show which default traits they can get, and maybe the probabilities for having those traits.

I haven't read the thread so I don't know if they've been posed before. If they have and been rejected for some reason, this can be ignored.

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ancestral
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Re: Wesnoth Bestiary Development Thread

Post by ancestral » April 19th, 2011, 9:11 am

Bestiary now has a home at github. If you’re interested in downloading it, go right ahead. Testing will continue to be at http://mproud.com/wesnoth/bestiary.
Build 1
17 April 2011

WHAT'S NEW?
  • First entire upload of the project.
  • Rebuilt Bestiary versus Wesnoth r49262.
  • Made changes to table formatting to prepare for table sorting.
  • Removed excess unused portraits from the project.
  • Updated splitter.php to better handle errors.
  • Dynamic loading of manually typed URIs into a web browser’s address bar is broken.
Here’s a prototype of what the unit browser may look something like:
proto1.png
Wesnoth BestiaryPREVIEW IT HERE )
Unit tree and stat browser
CanvasPREVIEW IT HERE )
Exp. map viewer

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em3
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Re: Wesnoth Bestiary Development Thread

Post by em3 » April 19th, 2011, 1:55 pm

What's the difference between "Default" "Multiplayer" and "Era"? Does the "Default" correspond to current "mainline.html", "Multiplayer" to "Default era" and "Era" to other eras?

EDIT: Oh, now I see that mainline.html is "Multiplayer". Which is odd, as it does not really equal to any multiplayer era, does it?
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ancestral
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Re: Wesnoth Bestiary Development Thread

Post by ancestral » June 21st, 2012, 5:14 am

Bestiary has been updated to Version 2.

I’ve redesigned Bestiary from scratch.
As a result, there’s:
  • A new UI
  • Cleaner HTML
  • Better consistency
Take this as a work in progress, but also as something that I will be re-focusing my energies with in the next few months. I want to make a unit viewer, I want to include third-party add-ons, and I want some kind of statistical comparisons.

There’s much to look forward to.

And thanks for everyone’s patience thus far.
Wesnoth BestiaryPREVIEW IT HERE )
Unit tree and stat browser
CanvasPREVIEW IT HERE )
Exp. map viewer

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Re: Wesnoth Bestiary Development Thread

Post by Pentarctagon » June 21st, 2012, 6:25 am

Moved to the Experimental Corner at the request of the OP.
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ancestral
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Re: Wesnoth Bestiary

Post by ancestral » May 27th, 2014, 12:28 pm

Updates

Feel free to give it a whirl. I have put together a lot of recent work.

Version 2 Beta 2
  • Updated licensing information. There is now a LICENSE.md file which
    contains information on all components.
  • No longer using underscore.
  • Incorporated awesome tablesorter build by mottie!
  • Fixed table sorting issues. Name headers now are a static ascending
    sort, the rest correctly sort when clicked, and terrain without numbers
    always show at the botom.
  • Edited preflight so that it automates more content, including
    factions.
  • Included a unit browser. It’s not complete yet, but it is fully
    functional.
  • Modified loading and url parsing behvior.
  • All sorts of other gooey, yummy bug fixes.
Version 2 Beta 1
  • No PHP required. All dynamic loading is handled via JavaScript.
  • All data files are generated form a Python file, and have thus been
    removed.
Wesnoth BestiaryPREVIEW IT HERE )
Unit tree and stat browser
CanvasPREVIEW IT HERE )
Exp. map viewer

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Re: Wesnoth Bestiary

Post by Celtic_Minstrel » November 25th, 2014, 10:22 pm

It looks pretty nice! Your misc slide-down seems a bit wrong though - in some cases you have higher-level units instead of the units they advance from, and where are all the units that never advance (mostly monsters)?
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ancestral
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Re: Wesnoth Bestiary

Post by ancestral » November 26th, 2014, 4:40 pm

Celtic_Minstrel wrote:It looks pretty nice! Your misc slide-down seems a bit wrong though - in some cases you have higher-level units instead of the units they advance from, and where are all the units that never advance (mostly monsters)?
Yeah, I tried to throw the units in there that didn’t fit elsewhere. The goal is to write a proper tree parsing algorithm to fix all the advancements — I’m just not very inspired to embark on that at the moment.
Wesnoth BestiaryPREVIEW IT HERE )
Unit tree and stat browser
CanvasPREVIEW IT HERE )
Exp. map viewer

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Re: Wesnoth Bestiary

Post by Wintermute » November 26th, 2014, 4:51 pm

Looks great, keep up the good work!
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