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Post Options Post Options   Thanks (0) Thanks(0)   Quote Tensmoor Quote  Post ReplyReply Direct Link To This Post Posted: 16 Apr 2016 at 17:11
You're right Dal Rath. Some of the entries (17168 out of 24629 by my count) in the datafile_towns.xml have a terraintype id of 4 which is 'Town'. If you look at the terrain file there are certain ids that are missing 4 is one of those. I don't know why some have that terrain type and so far examining the files hasn't given me any ideas.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dal Rath Quote  Post ReplyReply Direct Link To This Post Posted: 16 Apr 2016 at 17:42
That's just the tip of the iceberg. There are actually 74 different names that all have typeid=4. I'd assuming the name is right and the id is nonsense, but I need a dev to take a look at the code that is generating the dump and confirm that.

1,Plains
2,Abundant Crops
2,Bountiful Land
2,Clay Seam
2,Exposed Clay
2,Fertile Ground
2,Fertile Pasture
2,Forested Hilltop
2,Light Woods
2,Moor
2,Plains
2,Rocky Outcrop
3,Plains
4,Abundant Clay
4,Abundant Crops
4,Abundant Quarry
4,Alluvial Plain
4,Bleak Mountains
4,Bountiful Land
4,Cactus
4,Clay Seam
4,Clearing
4,Craggy Peaks
4,Damp Jungle
4,Dense Foliage
4,Dense Forest
4,Dense Jungle
4,Dense Monsoon Jungle
4,Dense Rainforest
4,Dense Tropical Forest
4,Drumlin
4,Dry tundra
4,Exposed Clay
4,Fertile Ground
4,Fertile Orchard
4,Fertile Pasture
4,Forested Hilltop
4,Frosty Heath
4,Heavy Clay Seam
4,Icy Moss
4,Jungle
4,Kame
4,Landslip
4,Lichen
4,Light Rainforest
4,Light Tropical Cover
4,Light Woods
4,Lonely Peaks
4,Mire
4,Monsoon Hilltop
4,Monsoon Jungle
4,Moor
4,Moraine
4,Mountains
4,Nunatak
4,Oasis
4,Open Plains
4,Palm Trees
4,Permafrost
4,Petrified Forest
4,Plains
4,Rainforest
4,Rainforest Canopy
4,Rainforest Hilltop
4,Rich Clay Seam
4,Rich Quarry
4,Roche Moutonnee
4,Rocky Mountain
4,Rocky Outcrop
4,Rogen Moraine
4,Scoured Bedrock
4,Scrubland
4,Sharp Crags
4,Stony Ground
4,Succulents
4,Swamp
4,Thick Forest
4,Thick Rainforest
4,Treacherous Mountains
4,Tropical Foliage
4,Tropical Hilltop
4,Tundra
4,Turned Clay
4,Wadi
4,Wooded Glade
4,Wooded Land
4,Wooded Quarry
5,Plains
6,Rich Clay Seam
7,Abundant Clay
8,Exposed Clay
9,Clay Seam
10,Turned Clay
11,Heavy Clay Seam
12,Abundant Crops
13,Bountiful Land
14,Fertile Pasture
15,Fertile Orchard
16,Alluvial Plain
17,Fertile Ground
24,Craggy Peaks
25,Bleak Mountains
26,Lonely Peaks
27,Sharp Crags
28,Treacherous Mountains
29,Mountains
30,Scrubland
31,Clearing
32,Tundra
33,Open Plains
34,Moor
35,Plains
36,Plains
37,Plains
38,Plains
39,Plains
46,Abundant Quarry
47,Rich Quarry
48,Wooded Quarry
49,Rocky Outcrop
50,Landslip
51,Stony Ground
52,Thick Forest
53,Dense Forest
54,Forested Hilltop
55,Wooded Land
56,Wooded Glade
57,Light Woods
58,Plains
63,Light Woods
64,Rocky Outcrop
65,Clay Seam
71,Nunatak
72,Scoured Bedrock
77,Rogen Moraine
78,Moraine
79,Kame
80,Drumlin
81,Roche Moutonnee
83,Scrubland
84,Permafrost
85,Icy Moss
86,Frosty Heath
94,Oasis
101,Cactus
102,Wadi
103,Tropical Foliage
104,Light Tropical Cover
105,Palm Trees
106,Dense Foliage
107,Dense Tropical Forest
108,Tropical Hilltop
110,Jungle
111,Damp Jungle
112,Dense Jungle
113,Dense Monsoon Jungle
114,Monsoon Hilltop
115,Light Rainforest
116,Rainforest Canopy
117,Rainforest
118,Dense Rainforest
119,Thick Rainforest
120,Rainforest Hilltop
121,Succulents
122,Dry tundra
194,Scorched Forest
195,Petrified Forest
196,Deadvlei Forest

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Post Options Post Options   Thanks (0) Thanks(0)   Quote Tensmoor Quote  Post ReplyReply Direct Link To This Post Posted: 16 Apr 2016 at 18:17
Without looking at every single one of those I would say that those are the original terrain types before a town was placed on the tile. If the town were to be moved that is what the tile would revert to.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dal Rath Quote  Post ReplyReply Direct Link To This Post Posted: 16 Apr 2016 at 18:41
Maybe, but in that case id should always just use the original terrain type id.  We know there is a town there, it's in the towns file!  Also 2 is overloaded, which is strange. The more specific type id should be used instead.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Tensmoor Quote  Post ReplyReply Direct Link To This Post Posted: 16 Apr 2016 at 20:25
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dal Rath Quote  Post ReplyReply Direct Link To This Post Posted: 18 Apr 2016 at 11:45

Hi GM Stormcrow

What's the format of the [@...] encoded entries in the notifications xml notificationdetail field? I assume it's [@entitytype=field|field|field] but I cant find anything that describes the various types that may be encountered or how to decode their field meanings.

Thanks! 
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Post Options Post Options   Thanks (0) Thanks(0)   Quote GM Stormcrow Quote  Post ReplyReply Direct Link To This Post Posted: 18 Apr 2016 at 14:08
Originally posted by Dal Rath Dal Rath wrote:


Hi GM Stormcrow

What's the format of the [@...] encoded entries in the notifications xml notificationdetail field? I assume it's [@entitytype=field|field|field] but I cant find anything that describes the various types that may be encountered or how to decode their field meanings.

Thanks! 
I don't think we've ever published a description of these fields, but I can see how it would make sense to do so.

I'll see what I can do; there's quite a few of them.

Regards,

SC
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dal Rath Quote  Post ReplyReply Direct Link To This Post Posted: 18 Apr 2016 at 14:38
Thanks!

Basically what I'm doing is converting the notifications feed into RSS so that it can be consumed by any standard feed reader, or piped into IFTTT for further processing.

What that in mind, is ot possible to deep link direct to specific entities in the game e.g. create a URl that will load a specific town in the game GUI?  It would be nice to click on a 'finished building' link in the feed and go direct to the town to start a new build.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote GM Stormcrow Quote  Post ReplyReply Direct Link To This Post Posted: 18 Apr 2016 at 14:57
Originally posted by Dal Rath Dal Rath wrote:

Thanks!

Basically what I'm doing is converting the notifications feed into RSS so that it can be consumed by any standard feed reader, or piped into IFTTT for further processing.
Nice idea.

Originally posted by Dal Rath Dal Rath wrote:


What that in mind, is ot possible to deep link direct to specific entities in the game e.g. create a URl that will load a specific town in the game GUI?  It would be nice to click on a 'finished building' link in the feed and go direct to the town to start a new build.
afaik town focus is a parameter that's changed from inside the tent.  However, I'll ask TC when I get a moment, as front-end is very much his bailiwick rather than mine.

SC


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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dal Rath Quote  Post ReplyReply Direct Link To This Post Posted: 18 Apr 2016 at 18:27
great, thanks for looking into it.

A feature request if you get the time (yeah, unlikely I know!):

'...?LastNotificationID=X' requires a stateful system - you have to remember the last thing you saw so you know where to pick up from.  Feed readers don't understand that protocol.  Could we have '...?hours=X'  as an option too, where X is some int value that describes how far back in time from the present you like to reach.  Feed readers don't understand that either, but they don't need to since it's a static value configured by the user, not something the feed reader needs to calculate on a per-request basis.
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