We don't need a page for each factions armor. (ie "Armor (CHOTA)" page). Just have them link to both "CHOTA" and "Armor", anything more then that is just more categories then you need. On another note, we're trying to move away from using parantheis in page & category names as much as possible. So instead of "Armor (Faction)" you should make it "Faction Armor".
Does it really matter if the terrain is right? I mean if the town itself is inaccurate then that kinda defeats the purpose of having it. If I knew how to piece them together I'd give it a shot, which I might. I don't think it's a huge deal, but it's good to at least having something up to date.
I'll go through adding updated maps over time. I do have the original sceenshot pieces and can put together towns for S1.
For Embry Crossroads the terrain is mostly the same. It's jsut a few building along the center that have been changed. For Boneclaw, there are some more major changes. The biggest being the bridge no longer exists across the quarry. But it's not too big a deal at the moment.
I hope you don't mind, but I added additional "vault" fields to the Locations template using the correct spelling, but I left the incorrect fields too so its backwards compatible with locations already using the misspelling. The documentation for the template is also updated so people will use the corrected spelling for the future.
Also, I updated the #if statements to add the Vault section to one statement instead of individually checking each field. Little trick I discovered recently.
By all means please feel free to correct any spelling mistakes you see me make. I did change the template again some though. I only bold the labels so that they stick out from the response values. They were alternating in a few spots, but all better now. I still can't get rid of that faux h parameter though for some reason.
Any luck with learning about getting the forargs parser installed? I've read up a bunch on the css issue and still can't seem to track down an elegant solution to the factbox being white.
I think we need to add to the location template so that inner locations will show enemies in the area. Oh which reminds me, did we decide on the term "area" for caves & buildings that have an inner map but are not instances? We can use the same methodology as Instances to indicate areas. We just need to make sure no spots are labeled as areas that don't fit that defination, if it is indeed the correct term to apply.
I think the term "Areas" still refers to any location not considered a Sector, County, or Town. It's more or less a catch all for those locations that don't fit those descriptions. Some will be locations outside without their own map, while others will have their own map associated with them.
Any idea why did my addicted counter reset?!? Who can I complain to? I've posted every day at least 1x a day! I was at like yesterday 73 and now it says 2 today, that makes no sense. I would have at least noticed it reset yesterday if that was the case. That was the biggest reason I was so diligent, now I guess I don't care if I take weeks off. welp, that pisses me off.
Hi VeX, since this is sortof your section I wanted to ask your opinion and see about consolidating and reorganizing some categories.
I'm thinking of having a "parent" category called Transportation with three sub-categories: Fast Travel Terminals, Mounts, and Vehicles. The difference between Mounts and Vehicles is that the former refers to living creatures like the Blight Wolf mount or horses, while Vehicles refers to mechanical transports. That way one can query for info on all "Transportation", "Mounts", or "Vehicles". And later further subdivide or cross-reference categories so one can search for "ATVs", "Horses", or maybe something "Combat Transportation".
Currently I noticed we have both Category:Mount and Category:Mounts, and I was wondering if you'd mind my editing templates and such to consolidate these under "Mounts" while also creating the other categories.
The division makles sense to me, I'll update the template soon. I'll do it when I update the Armor one as well. That one need 1 more req field and to add in fatigue. I think the html needs tweaking as well, the player lvl row seems off center. Also, I make all my image icons 50x and some of them look distorted. I'll look at the css to see if it can be % corrected to balance easier. Aaaand I still have to check out those css files. Jeez, turning into a full time job here. Maybe I should list it on my resume ;)
I don't think we need fatigue added to the armor template, since it's a variable number in-game. If we do feel the need to add it, maybe just have it state whether the item does have fatique mechanics applied or not?
Since you're a Tech you have Enforcer faction right? If you do can you please add all the missing merchants and trainers to Black Hill? I can't since I'm a traveler. And if you do please add their inventories instead of leaving them blank. :P
lol, it's VeX Harbinger. Do you mean your real and in-game name isn't Kindragon? I'm not in there now, but will be later on. Just replied to a few items on here, then gotta crank out some work. I scored some really high rez images of several in-game locations, and I map get my custom Google mash-up of FE rolling tonight or tomorrow as well. I'm getting an API key so that I can use the wiki as the DB to drive it. Ain't technology fun
My in game names are Ovidia Midway (main crafter/Vista), Regencia (lightbearer), Gendall (lowbie used for low-level areas), and Azurae (another lowbie I delete and remake constantly to test low level missions).
Do we really need to add the repair kit type for each vehicle? All vehicles can be repaired with the basic kit, the improved and advanced kits, though can be used for that purpose, and mainly used just for crafting recipes. I thought you had to use the higher end repair kits too, but I found out you can repair even interceptors with the basic kits.
So far from what I've seen with the repair kits it restores full hp to vehicles. I haven't tried it via the "Repair Vehicle" button on the tab, but rather use the kit itself, which I've been repairing a few people's damaged vehicles in some towns out of kindness, and noticed it that way. But with patch/stanch/whatever healing mutation for live mounts, it will only heal for whatever your skill heals for.
In the game there is of course the basic world area. Then, there are instances, which use the instance manager and are located inside the world itself. There is also, a 3rd location type, for example the Bergman's_Burrow which are not instances, but have their own map. What are we, or should we refer to these inner locations as?
Well, I think we should consider all of these under the same super-category of "locations". Then I believe we should have subcategories of sectors (which includes pseudo-sectors like Deadfall and Terminal Woods), and under those would be the various "counties" or "regions". And then lastly all the other individual places like the caves, towns, etc, should be considered a basic "area" category at the bottom of the category tree for locations.