Rahbek23, I was poking around in the changelogs and while there are a few that are short (just a few lines), most are pretty long, so I'd hate to make the main page overly long. I can throw up the 35 experimental builds and see what you think. Also, I tweaked the colors of the infobox to match the game a bit better.
Upon meditating a bit on it I realized it's probably just fine to have pages for everyone. It doesn't really cluster anywhere. The templates are really nice!
oh, Im so sorry, I saw "general discussion" in the title, and thought this might be a good place to put any positive critiques with the game, as the Wiki page was for to-do-list-things.
Well I'm sure the option can be made easily, but we don't have any french speaking contributers I think, which obviously hampers it.
The first of the module infoboxes are in. You can see it in use here: http://clockworkempires.gamepedia.com/Cot It's the first step in getting lists built on what commodities are used where and for what. More to come!
All this stuff is going in the Big List at the top: Lots of stuff for the wiki, lately. Alianin (Gamepedia Wiki Manager overseeing Clockwork Empires) has done a ton of work sprucing up the wiki. It's got a background, and piping, and a a coherent visual theme. Importantly, he's also extracted every icon in the game. These icons should be used in every wiki entry going forward (and added to every entry where they're missing) - that includes resources, traits and thought bubbles. http://clockworkempires.gamepedia.com/Category:Icons Similarly, he's created a number of infobox templates for wiki entries, which should be used to summarize the resource costs of workshop, and the grid footprint: http://clockworkempires.gamepedia.com/Category:Infobox_templates On to the new stuff that came in with Revision 37: list of character skills and their significance skill improvements over time character appearance reflects highest skill cult details: shrines are built when a cult has 3 or more members medicinal benefits of Laudanum and Sulfur Tonic fishguns no longer usable by humans new bandit interactions: illicit trade, peaceful co-existence the Refinery, old Metalworks, and Arsenal are now all obsolete; combined into workshop Muskets can now be upgraded into Carbines
We need to replace 'Creatures' on the front page with 'Enemies' as Creatures is blank and Enemies is populated. I started to fill in Creatures before being redirected to Enemies. Was unable to find it through menu navigation.
I've extracted the new icons and uploaded them to the wiki, not quite sure where to put them so here's the links. http://clockworkempires.gamepedia.com/File:Bandit_-_Peace.jpg http://clockworkempires.gamepedia.com/File:Bandit_Attack_Icon.jpeg http://clockworkempires.gamepedia.com/File:Bandit_-_Hostile.jpg
Just a quick note for potential editors: although foods have 'Food Values' in the script, they're not used in-game (they're the leftovers of the previous food system), and for that reason, we don't include them in their respective wiki entries.
I updated the creatures/enemies icon as requested. I also uploaded about 15 new/updated order icons. They can be found here: http://clockworkempires.gamepedia.com/Category:Order_icons
(Oh jeez, looking at this I noticed a couple icons had the wrong coords set in xml. Fixed! And thanks for inadvertently revealing these errors.)
On the subject of order icons: I've struck the situation a few times where I'd put down an outline for a new building. There'd be grass/stumps/lumps in that area - and each of those appears to create a job, and a job icon. Result: damn near impossible to place furniture/workbenches due to job icon visual clutter obscuring everything. Result 2: countless jobs in job list, leading to jobs not being done. In my current game [37d] I've had a list of 20+ jobs, with a few crucial ones interspersed into these clearance jobs. Busy crews indicates 8/16 (or worse) and people are just standing around idle. Looks like the AI had gone into clinical depression: "I just can't cope with all this work". Solution: make it 1 job to clear the muck out from under the foundations of a planned building site. In fact, make it so the building does not even get started until the area is clear. That should help with a lot of uncluttering.
PeterH, this thread is more to discuss things to be done on the wiki. For feedback on the build and bugs, you should post it in the revision thread: https://community.gaslampgames.com/threads/revision-37d-now-in-experimental-branch.13339/
We seem to be two builds behind on the Wiki. Is there anything that we can do to expedite this process?