Pedia new category/subcategory sorting

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

Moderator: Oberlus

Message
Author
User avatar
Ouaz
Dyson Forest
Posts: 232
Joined: Wed Aug 13, 2014 7:21 pm
Location: France

Pedia new category/subcategory sorting

#1 Post by Ouaz »

Thanks to dbenage-cx's commit (#1129), it is now possible to add subcategories in the Pedia (as an article, empty or not) and therefore prevent huge lists of +50 articles in the same Pedia window.

I checked all articles one by one, and made a new sorting. Here we go.

Before making a PR, let me know if the sorting makes sense or not, or if it could be better, if some categories/subcategories need a rewording, etc. Thanks!

I join a text file with the same content, as it may be more convenient to check the sorting on it (better text formatting) than on the forum.

-------
## Category
° Subcategory lvl.1
# Subcategory lvl.2
"Subcategory quick presentation" (for lvl.1 and/or lvl.2 if relevant)
- Article

In red color, annotations or modifications.
--------

<<<<<< Done in PR #1176 >>>>>>
-------------
## **Guides**

° *Greetings*
° *Quick Start Guide*
° Interface
"Non-exhaustive list of Freeorion Interface features:"
- Design Window
- Fleet Movement
- Hidden Settings
- Map Window
° Ignoring and Blocking Sitreps
° Random Game Hints

------------------
## *Game Concepts*

- Detection Strength (direct article, no subcategory for now)

° Diplomacy
"Non-exhaustive list of Diplomacy features:"
- AI Aggression Levels
- Peace

- Hangar (direct article)

- Launch Bay (direct article)

° Metabolism
"The metabolism of species in the galaxy fall into one of the types listed here."
- Lithic Metabolism
- Organic Metabolism
- Phototrophic Metabolism
- Robotic Metabolism
- Self-Sustaining Metabolism

° Planet Management
"Non-exhaustive list of Planet Management features:"
- Environment
- Evacuation Plan
- Outpost

° Planetary Focus
"Non-exhaustive list of Planetary Focus settings:"
- Focus
- Growth Focus
- Protection Focus
- Trade Focus

° Ship Management
"Non-exhaustive list of Ship Management features:"
- Armor Plating
- Damage
- Fleet Upkeep
- Orbital Drydock Repair
- Slot

° Species Traits
"Non-exhaustive list of Species Traits:"
- Telepathy
- Xenophobic

<<<<<< /Done in PR #1176 >>>>>>


<<<<<< Done in PR #1282 >>>>>>
----------------
## Technologies

"New effects, improved planetary stats, buildings, and ship parts can be unlocked by Researching Technologies, each falling into one of the categories listed here."

° Construction
"Technologies related to construction."
- Architectural Monofilaments
- Architectural Psychology
- Artificial Heavenly Bodies
- Artificial Planet
- Asymptotic Materials
- Concentration Camps
- Force-Energy Structures
- Galactic Infrastructure
- Gravitic Architecture
- Interstellar Logistics
- N-Dimensional Structures
- Orbital Construction
- Organic Structures
- Planetary Starlane Drive
- Stargate
- Transcendent Architecture

° Defense
"Technologies related to planet and system defense."
- Defense Network Regeneration 1
- Defense Network Regeneration 2
- Defensive Militia Training
- Planetary Barrier Shield 1
- Planetary Barrier Shield 2
- Planetary Barrier Shield 3
- Planetary Barrier Shield 4
- Planetary Barrier Shield 5
- Planetary Bunker Complex
- Planetary Cloacking Device (in the pedia, but not unlockable in-game)
- Planetary Defense Network 1
- Planetary Defense Network 2
- Planetary Defense Network 3
- Planetary Fortification Network
- Planetary Guard Brigades
- Self Defense
- System Defense Mines 1
- System Defense Mines 2
- System Defense Mines 3

° Extinct Species
"Technologies related to extinct species."
- Banforo Resequencing
- Kilandow Resequencing
- Misiorla Resequencing

° Growth
"Technologies related to growth."
- Adavanced Eco-Manipulation
- Bioterror Facilities
- Cyborgs
- Gaia Transformation
- Genetic Engineering
- Genetic Medecine
- Lifecycle Manipulation
- Nanotech Cybernetics
- Nanotech Medecine
- Orbital Habitation
- Planetary Ecology
- Pure-Energy Metabolism
- Subterranean Habitation
- Symbiotic Biology
- Terraforming
- Trans-Organic Sentience
- Xenological Genetics
- Xenological Hybridization

° Intelligence
"Technologies related to intelligence."
- Active Radar
- Deception
- Empire Intelligence Agency
- Force-Energy Camouflage
- Interstellar Lighthouse
- Neutron Scanner
- Omni-scanner
- Optical Scanner
- Planet Stelath Modifier
- Planetary Ash Clouds
- Planetary Cloud Cover
- Planetary Dimensional Cloak
- Planetary Phasing Cloak
- Sensors

° Learning
"Technologies related to learning."
- Algorithmic Elegance
- Artificial Black Hole
- Black Hole Collapser
- Distributed Thought Computing
- Enclave of the Void
- Force-Field Harmonics
- Gateway to the Void
- Gravitonics
- Mind of the Void
- N-Dimensional Subspace
- Nascent Artifical Intelligence
- Psionics
- Psychogenic Domination
- Quantum Networking
- Singularity of Transcendence
- Spatial Distortion
- Stellar Tomography
- Temporal Mechanics
- The Physical Brain
- Theory of Everything
- Translinguistics
- Unified Consciousness
- Xenoarcheology

° Production
"Technologies related to production."
- Adaptive Automation
- Exobots
- Fusion Generation
- Greater Industrial Center
- Industrial Centers
- Microgravity Industry
- N-Dimensional Assembly
- Nanotech Production
- Neutronium Extraction
- Orbital Generation
- Robotic Production
- Singularity Generation
- Solar Orbital Generation
- Supreme Industrial Center
- Zero-Point Generation

° Ship Engineering
"Technologies related to ship engineering."

# Armor
"Technologies related to ship armor parts."
- Armor Plating
- Diamond Armor Plating
- Xentronium Armor Plating
- Zortrium Armor Plating

# Damage Control
"Technologies related to ship damage control."
- Advanced Damage Control
- Basic Damage Control
- Fleet Field Repair
- Reinforced Hull

# Detection
"Technologies related to ship detection parts."
- Distortion Modulator

# Engines
"Technologies related to ship engine parts."
- Improved Engine Couplings
- N-Dimensional Engine Matrix
- Singularity Engine Core

# Fuel
"Technologies related to ship fuel parts."
- Antimatter Tank
- Deuterium Tank
- Zero-Point Fuel Generator

- Galactic Exploration (direct article)

# Shields
"Technologies related to ship shield parts."
- Blackshield
- Deflector Shield
- Multi-Spectral Shielding
- Plasma Shield

# Stealth
"Technologies related to ship stealth parts."
- Dimensional Cloaking
- Electromagnetic Dampening
- Radiation Absorbing

° Ship Hulls
"Technologies related to Ship Hulls"

# Asteroid Line
"Technologies related to the Asteroid line of ship hulls."
- Asteroid Hulls
- Asteroid Reformation
- Camouflage Asteroid Hull
- Heavy Asteroid Hulls
- Mini-Asteroid Swarm
- Monomolecular Latticing
- Scattered Asteroid Hull

- Domesticated Mega-Fauna (direct article)

# Energy Line
"Technologies related to the Energy line of ship hulls."
- Energy Boundary Manipulation
- Force-Energy Compression
- Military Energy Compression
- Quantum Energy Magnification
- Solar Containment

# Organic Line
"Technologies related to the Organic line of ship hulls."
- Bio-Neural Specialization
- Contrived Symbiosis
- Controlled Ravenous Bioadaptation
- Endosymbiotic Hull
- Mega-Fauna Endocrine Systems
- Mono-Cellular Expansion
- Multi-Cellular Casting
- Organic Hull
- Sentient Hull

# Robotic Line
"Technologies related to the Robotic line of ship hulls."
- Contra Gravitational Maintenance
- Mass Propulsion Specialization
- Mid-Combat Logistics
- Military Robotic Control
- Nano-Robotic Maintenance
- Spatial Flux Drive
- Trans-Spatial Drive

- Xentronium Armored Hull (direct article)

° Ship Weapons
"Technologies related to ship weapons."

- Aggression (direct article)

# Bombardment
"Technologies related to ship weapons for bombardment."
- Bio-Terminators
- Bombardment
- Chaos Wave
- Dark Ray
- Death Spores
- EMO Generator
- EMP Generator
- Graviton Pulse
- Sonic Shockwave
- Void Shadow

# Fighters
"Technologies related to ship based fighters."
- Death Ray Fighters
- Fighters and Launch Bays
- Laser Fighters
- Plasma Fighters

- Krill Spawner (direct article)

- Nova Bomb (direct article)

# Short-Range Weapons
"Technologies related to short-range ship weapons."
- Death Ray 2
- Death Ray 3
- Death Ray 4
- Death Rays
- Laser 2
- Laser 3
- Laser 4
- Laser Weapons
- Mass Driver 2
- Mass Driver 3
- Mass Driver 4
- Organic War Adaption
- Plasma Cannon 2
- Plasma Cannon 3
- Plasma Cannon 4
- Plasma Cannons
- Solarweb
- Spinal Antimatter Cannon

<<<<<< /Done in PR #1282 >>>>>>


<<<<<< Done in PR #1344 >>>>>>
----------------
## Ship Hull

° Hull Line: Asteroids
"Line of hulls modelled from and utilizing Asteroids."
- Asteroid Hull
- Camouflage Asteroid Hull
- Crystallized Asteroid Hull
- Heavy Asteroid Hull
- Mini-Asteroid Swarm
- Scattered Asteroid Hull
- Small Asteroid Hull
- Small Camouflage Asteroid Hull

° Hull Line: Energy
"Line of hulls designed from, or utilizing, a high energy density."
- Compressed Energy Hull
- Energy Frigate
- Fractal Energy Hull
- Quantum Energy Hull
- Solar Hull

° Hull Line: Generic
"Generic line of ship hulls with no specialty."
- Basic Large Hull
- Basic Medium Hull
- Basic Small Hull
- Colony Base Hull

° Hull Line: Organic
"Line of hulls composed of organic materials."
- Bio-Adaptive Hull
- Endomorphic Hull
- Endosymbiotic Hull
- Organic Hull
- Protoplasmic Hull
- Ravenous Hull
- Sentient Hull
- Static Multicellular Hull
- Symbiotic Hull

° Hull Line: Robotic
"Line of hulls with a heavy emphasis on artificial intelligence and automation."
- Logistics Facilitator
- Nano-Robotic Hull
- Robotic Hull
- Self-Gravitating Hull
- Spatial Flux Hull
- Titanic Hull
- Trans-Spatial Hull

° Monster Bodies
"Bodies used in monster designs."
- Cosmic Dragon Body (direct article)
- Dampening Cloud Body (direct article)
- Dragon Body (direct article)

# Guardian Bodies
"Bodies used in guardian class monster designs"
- Drone Factory
- Drone Hull
- Experimentor Outpost Hull
- Guard Hull
- Maintenance Ship Hull
- Sentry Hull
- Warden Hull

# Juggernaut Bodies
"Bodies used in juggernaut monster designs"
- Bloated Juggernaut Body
- Juggernaut Body
- Large Juggernaut Body
- Small Juggernaut Body

# Kraken Bodies
"Bodies used in kraken monster designs"
- Black Kraken Body
- Great Kraken Body
- Kraken Body
- Larval Kraken Body
- White Kraken Body

# Krill Bodies
"Bodies used in krill monster designs"
- Krill Body 1
- Krill Body 2
- Krill Body 3
- Krill Body 4

- Nebulous Body (direct article)

# Snowflake Bodies
"Bodies used in snowflake monster designs"
- Large Snowflake Body
- Psionic Snowflake Body
- Small Snowflake Body
- Snowflake Body

# Tree Bodies
"Bodies used in tree monster designs"
- Floater Body
- Tree Body

- Xentronium Hull (direct article)

<<<<<< /Done in PR #1344 >>>>>>


<<<<<< Done in PR #1378 and #1391 >>>>>>
----------------
## Ship Part

° Armor
"Armor parts increase the Structure of a ship, allowing a ship to sustain more damage before being destroyed."
- Crystal Armor Plating
- Diamond Armor Plating
- Neutronium Armor Plating
- Precursor Armor Plating
- Rock Armor Plating
- Standard Armor Plating
- Xentronium Armor Plating
- Zortrium Armor Plating

° Bombardment
"Bombardment parts allow a ship to bombard an enemy planet, typically reducing the population on the planet by the capacity value of any applicable bombardment parts on board.[...]"
- Bio-Terminators
- Chaos Wave
- Dark Ray
- Death Spores
- Electromagnetic Overcharge Generator
- Electromagnetic Pulse Generator
- Gravitic Pulse Generator
- Sonic Shockwave
- Void Shadow

° Colonization
"Colony parts integrate with a ship to provide the necessary equipment to establish ownership on a new planet.[...]"
- Colony Pod
- Cryonic Colony Pod
- Outpost Module

° Detection
"Detection parts increase the Detection Range for the ship they are equipped on.[...]"
- Active Radar
- Neutron Scanner
- Optical Scanner
- Sensors

° Direct Weapon
"Direct-fire weapons attack and can damage targets each combat round (unlike Fighters, which must first be launched before they can attack).[...]"
- Death Ray
- Flak Cannon
- Jaws
- Large Laser
- Laser Weapon
- Mass Driver
- Plasma Cannons
- Plasma Discharge
- Spinal Antimatter Cannon
- Spines
- Tentacle

° Fuel
"Fuel parts affect a ship's Fuel. Such parts might increase the maximum fuel capacity or increase the amount of fuel the ship can scavenge or regenerate.[...]"
- Antimatter Tank
- Deuterium Tank
- Extra Fuel Tank
- Ramscoop
- Zero-Point Fuel Generator

° General
"General purpose and specialized parts that do not fall into any specific category."
- Ash Generator
- Cloud Generator
- Dimensional Cleaver
- Distortion Modulator
- Krill Spawner
- Mobile Planetary Beacon
- Nova Bomb
- Solar Concentrator
- Void Eruptor

° Ground Troops
"Troop parts increase the Troops on-board, which can be used to invade enemy planets.[...]"
- Advanced Ground Troop Pod
- Ground Troop Pod

° Hangar
"Hangars are the storage, maintenance, and resupply areas for Fighters.[...]"
- Bomber Hangar
- Fighter Hangar
- Hangar 0
- Hangar 4
- Interceptor Hangar
- Krill Swarm

° Launch Bay
"Launch bays are the access point for Fighters to enter or exit a ship.[...]"
- Krill Swarm
- Launch Bay

° Shields
"Shield parts reduce the Damage sustained from each weapon hit by the shield parts strength.[...]"
- Blackshield
- Defense Grid
- Deflector Shield
- Multi-Spectral Shield
- Plasma Shield
- Robotic Interface: Shields

° Speed
"Parts in the Speed category increase the maximum distance a ship may travel each turn."
- Improved Engine Couplings
- N-Dimensional Engine Matrix
- Singularity Engine Core
- Trans-spatial Drive

° Stealth
"Stealth parts increase the Stealth of a ship. The effects from these parts do not complement each other, only the highest rated part will affect the ship.[...]"
- Absorption Field
- Dimensional Cloak
- Electromagnetic Damper
- Phasing Cloak

<<<<<< /Done in PR #1378 and #1391>>>>>>


<<<<<< Done in PR #1402 >>>>>>
----------------
## Species

° Lithic
"List of Lithic Metabolism species:"
- Abaddoni
- Banforo
- Egassem
- George
- Ugmors
- Volp-Uglush

° Organic
"List of Organic Metabolism species:"
- Derthrean
- Eaxaw
- Fifty-seven
- Furthest
- Gis Guf Gthrim
- Gysache
- Hhhoh
- Human
- Lembala'Lam
- Misiorla
- Mu Ursh
- Ourbools
- Phinnert
- Raaagh
- Scylior
- Setinon
- Sslith
- Tae Ghirus

° Phototrophic
"List of Phototrophic Metabolism species:"
- Chato
- Cynos
- Kilandow
- Laenfa

° Robotic
"List of Robotic Metabolism species:"
- Ancient Guardians
- Beige Goo
- Cray
- Etty
- Exobot
- Happybirthday
- Silexian
- Trenchers

° Self-Sustaining
"List of Self-Sustaining Metabolism species:"
- Acirema
- Experimentor
- Kobuntura
- Nymnmn
- Trith

- Super-Testers (direct article - not on official release, only in Test Builds)

<<<<<< Done in PR #1402 >>>>>>


<<<<<< Still to do >>>>>>

----------------
## Building Type

° **Starting Buildings**
"These buildings are already unlocked or built at the beginning of any new game."
- Basic Shipyard
- Cultural Archives
- Evacuation System (replaces "Evacuation")
- Imperial Palace
- Orbital Drydock
- Super-Tester Takeover (not in official release, only in test builds)

° *Existing Buildings*
"These buildings cannot be unlocked via Research and may already exist somewhere in the galaxy."
- Colony Base (legacy code, should be deleted)
- Concentration Camp Remnants
- Cultural Library
- Neutronium Synthesizer

° *Species Colony Buildings*
"These buildings can only be built at an Outpost, and will upgrade that outpost to a new colony for the corresponding species."
- Abaddoni Colony
- Banforo Colony
- Chato Colony
- Cray Colony
- Derthrean Colony
- Eaxaw Colony
- Egassem Colony
- Etty Colony
- Exobot Colony
- Experimentor Outpost
- Furthest Colony
- George Colony
- Gysache Colony
- Happybirthday Colony
- Hhhoh Colony
- Human Colony
- Kilandow Colony
- Kobuntura Colony
- Laenfa Colony
- Misiorla Colony
- Mu Ursh Colony
- Phinnert Colony
- Scylior Colony
- Setinon Colony
- Silexian Colony
- Sslith Colony
- Supertester Colony (not in official release, only in test builds)
- Tae Ghirus Colony
- Trith Colony
- Ugmors Colony

° Construction Tech Buildings
"These buildings can be unlocked by researching Construction Techs."
- Artificial Factory World
- Artificial Moon
- Artificial Paradise World
- Artificial Planet
- Concentration Camps
- Megalith
- Planetary Beacon
- Planetary Starlane Drive
- Space Elevator
- Stargate
- Transformer

° Growth Tech Buildings
"These buildings can be unlocked by researching Growth Techs."
- Bioterror Facilities
- Gaia Transformation
- Genome Bank
- Terraforming
- Terraforming Reversion

° Hull Tech Buildings ("Hulls" replaces "Ship Hulls" tech category in Pedia)
"These buildings can be unlocked by researching Hull Techs."
- Advanced Engineering Bay
- Asteroid Processor
- Asteroid Reformation Processor
- Cellular Growth Chamber
- Energy Compressor
- Geo-Integration Facility
- Nanorobotic Processing Unit
- Orbital Incubator
- Solar Containment Unit
- Xenoccordination Facility

° Intelligence Tech Buildings
"These buildings can be unlocked by researching Intelligence Techs."
- Interstellar Lighthouse
- Planetary Cloaking Device (btw, the corresponding tech -same name- is missing in the Research Window, but tech article is in Pedia)
- Scanning Facility

° Learning Tech Buildings
"These buildings can be unlocked by researching Learning Techs."
- Artificial Black Hole
- Automated History Analyzer
- Black Hole Collapser
- Collective Thought Network
- Enclave of the Void
- Gateway to the Void
- Scrying Sphere
- Spatial Distortion Generator
- Starlane Bore
- Starlane Nexus
- Xenoresurrection Lab

° Production Tech Buildings
"These buildings can be unlocked by researching Production Techs."
- Black Hole Power Generator
- Gas Giant Generator
- Hyperspatial Dam
- Industrial Center
- Neutronium Extractor
- Neutronium Forge
- Solar Orbital Generator

° Weapon Tech Buildings ("Weapons" replaces "Ship Weapons" tech category in Pedia)
"These buildings can be unlocked by researching Weapon Techs."
- Nova Bomb Activator

-------------
## Field Type (no changes, current Interstellar Fields article content in top of the list)

-------------
## Meter Type

° Fleet/Ship Meters
- Fuel
- Speed
- Stat - Primary
- Stat - Secondary
- Structure

° Fleet/Ship or Planetary Meters
- Defense
- Detection Range
- Happiness
- Industry
- Infrastructure
- Population
- Rebel Troops
- Research
- Shields
- Size
- Stealth
- Supply
- Trade
- Troops

----------------
## Monster Types

° Guardian Class Types
- Acirema Guard Ship
- Drone
- Drone Factory
- Experiment Zero
- Maintenance Ship
- Sentinel
- Sentry
- Warden

° Dragon Types
- Cosmic Dragon
- Vacuum Dragon

° Kraken Types
- Black Kraken
- Great Kraken
- Kraken
- Larval Kraken
- White Kraken

° Krill Types
- Large Krill Swarm
- Medium Krill Swarm
- Plague of Krill
- Small Krill Swarm

° Juggernaut Types
- Bloated Juggernaut
- Juggernaut
- Large Juggernaut
- Small Juggernaut

° Nebulous Types
- Behemoth of the Void
- Dampening Cloud
- Dimensional Drifter
- Space Cloud
- Space Volcano

° Plant-Like Types
- Dyson Forest
- Floater

° Snail Types
- Asteroid Snail

° Snowflake Types
- Large Snowflake
- Psionic Snowflake
- Small Snowflake
- Snowflake

--------------
## Ship Design

° Asteroid Designs
"List of shipdesigns based on Asteroid Hulls."
- Asteroid Scout
- Cryonic Colony Asteroid
- Crystal Destroyer (P)
- Rock Battleship (L)
- Rock Battleship (P)
- Rock Destroyer (L)
- Rock Destroyer (P1)
- Rock Destroyer (P2)

° Basic Designs
"List of shipdesigns based on Basic Hulls."
- Colony Base
- Colony Ship
- Comsat
- Corvette (L)
- Corvette (M)
- Cruiser (L1)
- Cruiser (L2)
- Cryonic Colony Base
- Cryonic Colony Ship
- Destroyer (M1)
- Destroyer (M2)
- Frigate (L1)
- Frigate (L2)
- Frigate (M1)
- Frigate (M2)
- Heavy Troop Drop
- Outpost Base
- Outpost Ship
- Prototype Carrier
- Prototype Flak Ship
- Radar Scout
- Scanner Scout
- Scout
- Sensor Scout
- Small Troop Ship
- Troop Drop
- Troop Ship

° Energy Designs
"List of shipdesigns based on Energy Hulls."
- Energy Corvette (L)
- Energy Corvette (P)
- Energy Scout
- Energy Troop Ship
- Fractal Battleship (D)
- Fractal Battleship (P)

° Flux Designs
"List of shipdesigns based on Flux Hulls."
- Flux Heavy Troops
- Flux Scout
- Flux Troops

° Organic Designs
"List of shipdesigns based on Organic Hulls."
- Endomorphic Cruiser (L)
- Endomorphic Cruiser (P1)
- Endomorphic Cruiser (P2)
- Organic Colony Ship
- Organic Cryonic Colony Ship
- Organic Frigate (L)
- Organic Frigate (M1)
- Organic Frigate (M2)
- Organic Heavy Frigate (L)
- Organic Heavy Frigate (M)
- Organic Outpost Ship
- Organic Troop Ship

° Robotic Designs
"List of shipdesigns based on Robotic Hulls."
- Dreadnaught
- Nanobot Battlecruiser
- Robocruiser (L)
- Robocruiser (M1)
- Robocruiser (M2)
- Robotic Colony
- Robotic CryoColony
- Robotic Outpost
- Gravitic Battleship (D)
- Gravitic Battleship (P)

° Special Designs
"List of shipdesigns based on Special Hulls."
- Dragon Tooth

----------------------------------------
# Special (No changes, no subcategories)


-----------------------
## [Current Game - Data]

° [Game - Buildings]
° [Game - Empires]
° [Game - Fields]
° [Game - Fleets]
° [Game - Galaxy]
° [Game - Graphs]
° [Game - Homeworlds]
° [Game - Monsters]
° [Game - Planets]
° [Game - Ships]
° [Game - Systems]
Attachments
subcategories09.txt
(22.27 KiB) Downloaded 151 times
Last edited by Ouaz on Fri Mar 17, 2017 9:22 pm, edited 28 times in total.
I release every updated file under the CC-BY-SA 3.0 license.

dbenage-cx
Programmer
Posts: 389
Joined: Sun Feb 14, 2016 12:08 am

Re: Pedia new category/subcategory sorting

#2 Post by dbenage-cx »

Nice list Ouaz :)
Ouaz wrote:Colony Base (what's the difference with the Colony Base shipdesign which is more expensive?)
The building creates the ship, so a shipyard is not needed to construct the ship.

I don't think SuperTesters deserve any pedia articles.

Since the capacity meter varies according to context, I created the stub of "Stat - Primary", similarly "Stat - Secondary" for the secondary stat meter.
This idea was to prefer the use of a specialized article over the general meter type, because the later would need to include any potential value types, not just one description.
e.g. [[encyclopedia DAMAGE_TITLE]] instead of [[metertype METER_CAPACITY]] when referring specifically to damage.
Possibly any such value types could use METER_CAPACITY as the category, and then merge the article for secondary stat to capacity.

In the context of Fleet/Ship Meters, Armor Plating seems redundant with Structure.
Fighters, Colony, Industry, Research, and Trade are all potential icons for ships.

Planetary Meters: Size may need to distinguish if this is population size or planet size

I think a player may wish to see all possible ship or planet meters together.

The only "Special Hull" afaik would be the Xentronium, Solar is Energy and the others in this list are Robotic.

Under Weapon Parts, might make a Monster Parts category for all the various parts only for monsters.
Even though Krill Spawner can be obtained by the player sometimes, I'd argue for it to be in such a category as well.

Some of the tech lists could be reduced by making the upgrades a sub-category of the base tech.(Plasma 2/3/4->Plasma).
This would leave 4 entries for Defense Techs: Defense, Garrison, Barrier Shields and System Mines

User avatar
MatGB
Creative Contributor
Posts: 3310
Joined: Fri Jun 28, 2013 11:45 pm

Re: Pedia new category/subcategory sorting

#3 Post by MatGB »

The Colony Base building isn't unlocked by anything and is thus never actually used, pretty sure it's legacy code that should've been removed.

Beyond that, initial pass looks about right to me, I'm sure I'll spot something when the works done though ;-)
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

User avatar
Geoff the Medio
Programming, Design, Admin
Posts: 13587
Joined: Wed Oct 08, 2003 1:33 am
Location: Munich

Re: Pedia new category/subcategory sorting

#4 Post by Geoff the Medio »

I would not put Stat - Primary and Stat - Secondary under empire meters. They're only used for ships, I think.

User avatar
Ouaz
Dyson Forest
Posts: 232
Joined: Wed Aug 13, 2014 7:21 pm
Location: France

Re: Pedia new category/subcategory sorting

#5 Post by Ouaz »

dbenage-cx wrote:I don't think SuperTesters deserve any pedia articles.
As these articles are only in the test builds (everything about SuperTesters is deleted in the official release), if a player coming from the official release, installs for any reason a test build (e.g. when a release is too much outdated), it may be happy to know what is this OP species. ^^
In the context of Fleet/Ship Meters, Armor Plating seems redundant with Structure.
OK, I move it back to Game Concepts/Fleet and Ships Management.
Fighters, Colony, Industry, Research, and Trade are all potential icons for ships
Oh, yes, I didn't see Geoff's commit. Changes made.
I think a player may wish to see all possible ship or planet meters together.
That's what I did in first place. But in this case, no need of subcategories (in fact, only one for "Empire Detection Strength"). The idea was to clearly show that some meters are Ship meters only (or Planetary only).
The only "Special Hull" afaik would be the Xentronium, Solar is Energy and the others in this list are Robotic.
OK, done.
Under Weapon Parts, might make a Monster Parts category for all the various parts only for monsters.
Even though Krill Spawner can be obtained by the player sometimes, I'd argue for it to be in such a category as well.
Some of the tech lists could be reduced by making the upgrades a sub-category of the base tech.(Plasma 2/3/4->Plasma).
This would leave 4 entries for Defense Techs: Defense, Garrison, Barrier Shields and System Mines
I hesitated to make sub-subcategories. More than 3 pedia levels could make the pedia navigation a little bit unclear, unless a navigation path bar is added to the pedia window in the future.

I will try though, once I would have installed the next week test build (I'm still on the 2016-11-22 build :p)
Geoff wrote:I would not put Stat - Primary and Stat - Secondary under empire meters. They're only used for ships, I think.
OK, done.
I release every updated file under the CC-BY-SA 3.0 license.

dbenage-cx
Programmer
Posts: 389
Joined: Sun Feb 14, 2016 12:08 am

Re: Pedia new category/subcategory sorting

#6 Post by dbenage-cx »

For the hard-coded entries, I was playing around with a keyword for listing specific entries in an article/category.

Code: Select all

[[ShipHullsTagged LIVING_ORGANIC]]
would append a list of all ship hulls with that tag.
I had not worked out the fallback for the case though, also a bit cautious I may be over-abusing content tags here.

That approach seems flawed overall, thinking it may be better to provide an optional category for all content definitions.
The default category would remain the current hard-coded listing.
Once most of these are categorized, the default could be changed to some "other" category if needed.

User avatar
Geoff the Medio
Programming, Design, Admin
Posts: 13587
Joined: Wed Oct 08, 2003 1:33 am
Location: Munich

Re: Pedia new category/subcategory sorting

#7 Post by Geoff the Medio »

dbenage-cx wrote:For the hard-coded entries, I was playing around with a keyword for listing specific entries in an article/category.

Code: Select all

[[ShipHullsTagged LIVING_ORGANIC]]
would append a list of all ship hulls with that tag.
It seems odd to me to just have special handling for content with particular tags, rather than a more general system for automatically generating lists of things in articles... So my initial reaction is to implement something like that using a new list expansion tag format, like

Code: Select all

[[List TYPE TAG]]
But then I wonder why it's just able to filter based on tags, and what would be allowed as the TYPE... The most general case would be able to list content definitions (parts, hulls, techs, specials, species, etc.), ship designs, empires, and objects in the universe (ships, fields, planets, systems, etc.). It would ideally also be able to filter these arbitrarily, so as to, for example, list ships with a particular species on them, or owned by a particular empire. Effectively, for object it would need to have arbitrary conditions specified for the list, like in a content script. For empires, there could possibly be filters like ally of or enemy of. For ship designs, there could be various filters like what part it contains or who designed it. For predefined content (parts, hulls, etc.), it could filter with tags... and probably not much else... So given how complicated all that would be, I suppose it does start to make some sense to just support tags and nothing else.

Internally, when the stringtable code sees [[shippart SP_KRILL_SPAWNER]] it converts that to the actual stringtable link format of <shippart SP_KRILL_SPAWNER>Krill Spawner</shippart> (dependent on the selected language for the middle bit.

For [[SP_KRILL_SPAWNER]] it replaces it all with whatever is in the SP_KRILL_SPAWNER stringtable entry, which is just a simple text insertion (though which may contain links or macro insertions).

For a list of content of a particular type, with an optional tag or tags (probably AND so that only stuff matching all specified tags would be listed), something else would be needed. I'm not sure whether the [
  • ] would need to be converted to something like

    Code: Select all

    <list shippart TAG1 TAG2 TAG3/>
    , or if the substitution could occur at the pre-processing stage (when [[STUFF]] is processed)... My current guess is that pre-processing would work, but it might not since it's dependent on all the parsing of the content script to have already happened to work...

dbenage-cx
Programmer
Posts: 389
Joined: Sun Feb 14, 2016 12:08 am

Re: Pedia new category/subcategory sorting

#8 Post by dbenage-cx »

My issue with such a case is what to do for entries that are not listed (if/once the existing hard-coded entry listings are replaced).
e.g. new articles are created to cover different techs, some of these techs end up not falling into any of these articles (do not match any tag)
If they are simply not listed, eventually there will be a lot of unlisted definitions.

The other option to adding these is to leave the existing lists in place and have potential multiple categories for an article.
I think this would be problematic for anyone trying to implement some sort of navigation pane.

Just to clarify, I was suggesting adding an optional entry to FOCS definitions for category.

Code: Select all

name = "SHIP_GENERIC_SMALL"
description = "SHIP_GENERIC_DESCRIPTION"
category = "GENERIC_SHIPS"
A missing entry would default to the current category, at least until the current categories are near empty.

dbenage-cx
Programmer
Posts: 389
Joined: Sun Feb 14, 2016 12:08 am

Re: Pedia new category/subcategory sorting

#9 Post by dbenage-cx »

Alternate approach with this branch. Uses a tag in the definition to define the pedia category.

Does not support relocation of articles in these categories:
  • Specials (no tags)
  • Meter Types (hard-coded definition)
  • Ship Designs
  • Monster Types
Last two were left out for now as they would catch on hull/part tags and the definitions are due to change, adding them is not a huge burden though.
The hard-coded categories (e.g. Fields) can not be moved from the index through FOCS. If they are empty of articles, they could be hidden/relocated later.

Placed techs into categories for a working example in this branch.
A few extra sub-categories were added compared to this list, mostly for ship parts/hulls/weapons.
The main categories are linked to the tech category names, for user familiarity and possibly a "Show in pedia" menu later.

User avatar
Ouaz
Dyson Forest
Posts: 232
Joined: Wed Aug 13, 2014 7:21 pm
Location: France

Re: Pedia new category/subcategory sorting

#10 Post by Ouaz »

I will update the OP tomorrow (after the weekly build release), with dbenage-cx nice work (Tech subcategories in Pedia #1282)

So, I assume it is now possible to do the same thing with the Building List?
I release every updated file under the CC-BY-SA 3.0 license.

dbenage-cx
Programmer
Posts: 389
Joined: Sun Feb 14, 2016 12:08 am

Re: Pedia new category/subcategory sorting

#11 Post by dbenage-cx »

Yes, you should be able to move most definitions into any category through the tag prefix "PEDIA_".

dbenage-cx
Programmer
Posts: 389
Joined: Sun Feb 14, 2016 12:08 am

Re: Pedia new category/subcategory sorting

#12 Post by dbenage-cx »

I've created issues for Ship Parts and Building Types, please assign if you start work on either ;)

User avatar
Ouaz
Dyson Forest
Posts: 232
Joined: Wed Aug 13, 2014 7:21 pm
Location: France

Re: Pedia new category/subcategory sorting

#13 Post by Ouaz »

Opening post updated with dbenage-cx's #1344 - Ship Hull Categories.
Last edited by Ouaz on Sun Mar 12, 2017 3:22 pm, edited 1 time in total.
I release every updated file under the CC-BY-SA 3.0 license.

User avatar
Ouaz
Dyson Forest
Posts: 232
Joined: Wed Aug 13, 2014 7:21 pm
Location: France

Re: Pedia new category/subcategory sorting

#14 Post by Ouaz »

Opening post updated with dbenage-cx's #1378 - Ship Part Categories and #1391 (fix).

EDIT March 17: Opening post updated with #1402 - Species Categories

Remaining sections to update with sub-categories:

- Building Type
- Game Data (to be confirmed if it's possible or not)

Sections on which is not yet possible to sort by sub-categories:

- Monster Types
- Ship Design
- Special

Sections which do not need sub-categories (stay as they are):

- Field Type
- Meter Type
Last edited by Ouaz on Fri Mar 17, 2017 9:24 pm, edited 1 time in total.
I release every updated file under the CC-BY-SA 3.0 license.

dbenage-cx
Programmer
Posts: 389
Joined: Sun Feb 14, 2016 12:08 am

Re: Pedia new category/subcategory sorting

#15 Post by dbenage-cx »

With the ability to see the pedia from the starting game menu, maybe it would be better to move the ship design categories as sub-categories to Game Data?

I will try to see what can be done to categorize Game Data, though it may need to be hard-coded (might be a few days before I start).

Post Reply