Difference between revisions of "User talk:Hobbes"

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[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])
 
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: I'm having the same problem - I wanted to reduce the size of the images near the end of the [[Megaspawn]] page but it just gives me the same error when I try to do it. I'm not sure, but it seems to be affecting images that have been uploaded recently - older images appear to work fine. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 14:10, 9 August 2022 (CEST)

Revision as of 12:11, 9 August 2022

Nav Boxes

How do you make them? I was thinking of setting up some for Enemy Unknown (2012), namely one for base buildings/addons, one for all equipment (backpack equipment, weapons and armor), one for Aliens, one for Classes, etc. etc. Leman Russ 18:16, 19 April 2013 (EDT)

Easiest way is to use an already existing template to create a new one, such as Template:Organizations_Navbar, which gives you this:
Apocalypse Insignia X-COM: Apocalypse: Organizations
The Good:Apoc xcom.png X-COM Apoc govt.png Government Apoc megapol.png Megapol
The Bad:Apoc aliens.png Alien Apoc sirius.png Cult of Sirius
The Ugly:Apoc cyberweb.png Cyberweb Apoc diablo.png Diablo Apoc energen.png Energen Apoc evonet.png Evonet Apoc extropians.png Extropians
Apoc gm.png General Metro Apoc gravball.png Grav Ball League Apoc lifetree.png Lifetree Apoc marsec.png Marsec
Apoc mutant.png Mutant Alliance Apoc nanotech.png Nanotech Apoc nutrivend.png Nutrivend Apoc osiron.png Osiron Apoc psyke.png Psyke
Apoc self.png S.E.L.F. Apoc sanctuary.png Sanctuary Clinic Apoc sensovision.png Sensovision Apoc solmine.png Solmine
Apoc sd.png Superdynamics Apoc synthemesh.png Synthemesh Apoc technocr.png Technocrats Apoc ts.png Transtellar

Or, if you click to edit the code:

<table width="75%" {{stdTable}} cellpadding="3" border="1">

<tr {{stdTable Sub_Heading}}><td colspan ="2">{{Apoc Icon}} <b>[[Apoc_Table|X-COM: Apocalypse]]:</b> [[Organizations]]</td></tr>

<tr><td width="80"><b>The Good:</b></td><td>[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]</td></tr>

<tr><td><b>The Bad:</b></td><td>[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]</td></tr>

<tr><td><b>The Ugly:</b></td><td>[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]<br>[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]<br>[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]<br>[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]<br>[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]</td></tr>

</table> To create the template, just write the link for it, for instance Template: Aliens (EU2012), click and start editing. Just edit/replace/add what you want. After you've done a template, you'll have to add it to all the relevant pages by adding at the bottom the following code: {{Aliens (EU2012)}} Hobbes 18:58, 19 April 2013 (EDT)

Got a number of them out. How do they look? Only one that I can think of that still needs doing is one for classes. Leman Russ 13:16, 26 April 2013 (EDT)
Looking good, but only two comments. It might be a good idea to have added a Navbar suffix on the end of the template names. The other is perhaps to use wiki table markup for the outer/main boxes. NKF 16:37, 26 April 2013 (EDT)
NKF, could you please post here an example of wiki table markup? I'm not sure exactly myself of the difference. Hobbes 21:02, 26 April 2013 (EDT)
Sure. I'll use wiki table markup to replicate the example navbar above. Check the source.


Apocalypse Insignia X-COM: Apocalypse: Organizations
The Good: Apoc xcom.png X-COM Apoc govt.png Government Apoc megapol.png Megapol
The Bad: Apoc aliens.png Alien Apoc sirius.png Cult of Sirius
The Ugly: Apoc cyberweb.png Cyberweb Apoc diablo.png Diablo Apoc energen.png Energen Apoc evonet.png Evonet Apoc extropians.png Extropians
Apoc gm.png General Metro Apoc gravball.png Grav Ball League Apoc lifetree.png Lifetree Apoc marsec.png Marsec
Apoc mutant.png Mutant Alliance Apoc nanotech.png Nanotech Apoc nutrivend.png Nutrivend Apoc osiron.png Osiron Apoc psyke.png Psyke
Apoc self.png S.E.L.F. Apoc sanctuary.png Sanctuary Clinic Apoc sensovision.png Sensovision Apoc solmine.png Solmine
Apoc sd.png Superdynamics Apoc synthemesh.png Synthemesh Apoc technocr.png Technocrats Apoc ts.png Transtellar


It's the same result, but has the advantage of being tidier to maintain. For nested tables, you can throw HTML tables inside and not make it one big block of greater/less-than symbols and slashes. ;) NKF 21:34, 26 April 2013 (EDT)
I'd quite like to see one done for the maps, though it may require a reduced font size in order to fit everything in without massive page bloat. -  Bomb Bloke (Talk/Contribs) 18:17, 26 April 2013 (EDT)
Might be better to use only the loading screen images on the Navbar. I'll look into it later Hobbes 06:12, 27 April 2013 (EDT)
How about something like this?
EU2012 Badge XCOM: Enemy Unknown (2012): Missions/Maps/Map Info
Landed UFO Small Scout: RiverRiver ValleyLarge Scout: Creepy ForestHillsideAbductor: Farm OutskirtsWinding StreamSupply Ship: Forest GroveRocky Gorge
Crashed UFO Small Scout: BadlandsDirt Road MarshlandsQuagmireSmall Scout Farm (EW DLC)Small Scout Nuked City (EW DLC)Small Scout Roadhouse (EW DLC)Large Scout: Deep WoodsForest TrenchStonewallThe BarrensLarge Scout City (EW DLC)Abductor: CliffsideScorched EarthSupply Ship: Overlook AWildfireBattleship: Battleship 01Battleship 02
Abductions BarBoulevardCemetery GrandCommercial Alley (EU only)Commercial StreetConvenience Store (EU only)Demolition (EU only)Fast FoodGas Station (EU only)Highway BridgeHighway ConstructionIndustrial OfficeLiquor StoreMuseum (EU only)Office PaperPier AResearch Outpost (EU only)Rooftops ConstSlaughterhouse ASmall CemeteryStreet HurricaneStreet OverpassTrain StationTrainyardTruckstop (EU only)Commercial Alley EWI (EW DLC)Convenience Store EWI (EW DLC)Demolition EWI (EW DLC)Fast Food EWI (EW DLC)Gas Station EWI (EW DLC)Highway Construction EWI (EW DLC)Office Paper EWI (EW DLC)Research Outpost EWI (EW DLC)Street Overpass EWI (EW DLC)Truck Stop EWI (EW DLC)
Terror Site BarCommercial AlleyCommercial RestaurantCommercial StreetConvenience StoreStreet HurricaneHighway 1Military AmmoPolice StationOffice Paper (EW DLC)Pier A Terror (EW DLC)
Bomb Disposal Cemetery GrandHighway BridgeSlaughterhouse ATrain StationTrainyard
Asset Recovery Cemetery GrandIndustrial OfficePier AResearch OutpostStreet OverpassTruckstop
Extraction/Escort Extraction: Boulevard (EU only)Highway FallenMuseum (EU only)Street Hurricane (EW DLC)Escort: Commercial AlleyPier AResearch Outpost
Storyline Intro LevelAlien Base 01Alien Base 02Overseer: (Deep WoodsForest TrenchStonewallThe Barrens) • Temple Ship
Multiplayer BarBoulevardCemetery GrandPolice StationTrainyardObservatory (EW DLC)Rooftops Construction (EW DLC)Ruined Fishing Village (EW DLC)Stop 'N Gulp (EW DLC)Wrecked Pier (EW DLC)XCom HQ (EW DLC)
Slingshot DLC Friends in Low Places (Map)Confounding Light (Map)Gangplank (Map)
Enemy Within DLC Progeny: Portent (Map)Deluge (Map)Furies (Map)Other: Meld TutorialSite Recon (Map)EXALT Base Raid (Map)XCOM Base (Map)
Covert Operations Covert Data Recovery: BoulevardCommercial RestaurantDemolition EWIGas Station EWIHighway ConstructionIndustrial OfficeOffice Paper EWIPolice StationRooftops ConstTruck Stop EWICovert Extraction: Commercial Alley EWIConvenience Store EWIHighway Construction EWILiquor StoreMilitary AmmoPier A TerrorPortentResearch Outpost EWIStreet Overpass EWITrainyard


Hobbes 20:20, 27 April 2013 (EDT)

The layout and appearance looks perfect to me, but I don't like the use of style templates within the table - guess what THEY conflict with?
Starting a cell with a ! instead of a | is enough to tell the wiki it's to be a header cell, there's no need to use a template for that. I've hence modified the above table to do away with templates as an example.
If adding it to the map pages as a template, could I also ask for a {{EU2012_Style}} tag to go in as well? Doesn't actually exist as yet, but the plan is to save a little time later when it does. Er, in to the map pages, not the table template, that is to say.
-  Bomb Bloke (Talk/Contribs) 22:12, 27 April 2013 (EDT)
Just made a few more and edits and I've moved it into Template: Maps Navbar (EU2012). I'll add it later, along with the {{EU2012_Style}} tag, meanwhile I want to redo the maps pages. Hobbes 04:39, 28 April 2013 (EDT)
And just added both the Navbar and the Style tag to all the map pages. I still want to redesign the map page format but that's for later. Hobbes 16:22, 30 April 2013 (EDT)
In regards to the image layout on those pages, you may or may not find the code used in this article useful. -  Bomb Bloke (Talk/Contribs) 02:54, 1 May 2013 (EDT)

Spamming Accounts

Since we think that all of these accounts are one person, surely we should try to block his/her IP Address which would stop him/her from creating new accounts; or do we not have the add-on installed on the wiki to block IPs? --Ditto51 02:59, 19 September 2013 (EDT)

Well, it was possible to block IPs until it was decided that only registered users could edit the wiki to prevent massive spamming. I have no idea about that add-on. Hobbes 05:32, 19 September 2013 (EDT)

Undo?

I haven't. --Xuncu 15:28, 18 November 2013 (EST)

I think he was talking about these ([1] [2]) and ([3] [4])
Only thing I can think of was that I opened to edit, someone else opened to edit, they wrote something quick, saved, while I was taking my time to test and check, then saved with the origional text. --Xuncu 00:49, 19 November 2013 (EST)
That's possible as well but you get a warning that someone has edited and saved a new version of the page while you're editing. To try to avoid this situation it's better to edit the EW main page by subsections if you're only adding a couple lines of text. But since we're now using page templates rather than having all info in the main page it should be easier to avoid conflicting versions. Hobbes 06:51, 19 November 2013 (EST)

New template / standardized words / main testing page

Hey Hobbes, since you're very active admin and user, I was wondering if a template akin to citation needed to add to information that needs verification would be useful or if talk pages are appropriate at this point.

Also, I was thinking of a page to showcase for editors to utilize when combing over pages for readability/uniformity. For instance, is Squad Sight Sniper or Squadsight Sniper better; the ability is called Squad Sight though. Or during movement, are they cells or tiles or squares? So as contributors add information, editors can go back and clean up pages with "minor edit" for readability.

Lastly, it would be useful for me personally if there was a single page to consolidate testing/verifying with others instead of marking my page or trying to remember all the different talk pages. :P--DracoGriffin 13:47, 13 December 2013 (EST)

I've been wondering myself if we should make a Guidelines_to_writing_articles page solely for EU2012 due to all these questions you've just posed. I'm following a certain logic when editing pages to keep a consistent style and if contributors tried to keep that in mind it would surely help with the work.
  • Use the ingame terms on the pages to keep consistency: not Squadsight but Squad Sight; XCOM but not X-COM
  • Capitalize when you're using the exact term
  • For emphasis, i.e. you're mentioning specific abilites on a page that is about abilities, use bold for the ingame terms.
  • Use italics for transcriptions of ingame text, if they are not in identifiable boxes (like the pages dealing with research topics).
  • Don't write as if you're in a chat room: 'crits', 'dmg' and other abbreviations should not be used.
  • DO NOT WRITE phrases or words on full caps just for emphasis.

Just some ideas to start. Maybe it would be nice to have a template informing people to check the Talk page if some info is disputed. Hobbes 14:03, 13 December 2013 (EST)

Hi, Hobbes! Have some question: can I create new templates for Russian section with (R) suffix? For example, Template:Ref Close (R). The point is that words like "Источник" is more familiar than "Source" in Russian articles. --HansOlo (talk) 12:38, 20 June 2014 (EDT)
Of course! Hobbes (talk) 13:14, 20 June 2014 (EDT)

Kinetic Strike Module and Flamethrower Bug

Do you know if it affects the Flamethrower (and if so what the eventually damage is. Does it round the 4.5 down or up?). Also do you know whether the bug resets for the game after being upgraded to the bugged value in the previous. I think it does but I can't remember.--Ditto51 (talk) 14:49, 15 August 2014 (EDT)

I don't remember about the Flamethrower. All rounding of numbers is usually down in EU2012. The bug continues to upgrade the weapon until you play a game without getting the upgrade, IIRC, after which the next game the values are reset to normal ones. Hobbes (talk) 19:43, 15 August 2014 (EDT)
OK, just had a little more time to check this. The flamethrower should be upgraded to 13 (9 + 4.5, rounded down). I never actually confirmed this personally with the Flamethrower. Hobbes (talk) 20:54, 15 August 2014 (EDT)

Well, that was rather rude

http://ufopaedia.org/index.php?title=Mods_%28EU2012%29&action=history Connor's edit 'comment'

There are two issues here. First I agree with you that the comment wasn't a nice one. However, I also might take it in a more light manner since the stuff that he removed (XCOM/My Little Pony crossover) gets me scratching my head whether to laugh at it or to take it seriously. Hobbes (talk) 00:54, 15 September 2014 (EDT)

Code of Infiltration

I put some of the code for the infiltration routine on my user page. I remove a lot of code so that the important stuff is easier to follow. The code only goes up to the UK as that is where the logic is easiest to follow. If something is not clear, let me know. Tycho (talk) 20:43, 5 December 2014 (EST)

Thanks a lot and yes, I can see how it works, the logic behind it is actually simpler than I was imagining it. Hobbes (talk) 21:28, 5 December 2014 (EST)

Glad to help!Tycho (talk) 23:49, 5 December 2014 (EST)

Something else I'm wondering if you could help. I was mentioning before that I wanted to update the page about Alien Missions with details about how the missions are generated, based on the info present in OpenXcom. But from our exchange I started realizing that the logic followed by OpenXcom might not be the same of the original game, even though the results are. So, I wrote a page about Alien Missions in Enemy Unknown (OpenXcom) but describing the process from the OpenXcom's code perspective. But since you're familiar with the original game's code I'm wondering if you could adapt its contents to the original game's code and update the Alien Missions page since you're way more qualified than me. Just an idea. :) Hobbes (talk) 00:03, 6 December 2014 (EST)
Something I don't quite understand is what you mean by missions. In your various postings about alien missions in openxcom, you talk about the different trajectories and how a UFO uses them. Missions and trajectories are different things. The way missions are selected and completed has nothing to do with their flight patterns. Is this what your wanting to discuss, not how missions are selected or how they are completed? - Tycho (talk) 19:41, 29 December 2014 (EST)
I'm interested in describing the whole process behind alien missions in the original game: how the mission is selected, how the UFOs are assigned to it and how their flight patterns are determined and finally what happens (score) when the mission is completed. Hobbes (talk) 20:21, 29 December 2014 (EST)

Variables

Hi! Recently I joined article writers and created several pages. Almost immediately, I faced with the duplicated information problem. Sometimes page should contain the same string twice and it is really pain in ass to update such strings. Maybe I am blinded but currently there is no way to use variables. So, is it possible to install pretty extension called “Variables”? Here is the link: https://www.mediawiki.org/wiki/Extension:Variables El. (talk) 12:00, 5 July 2015 (EST)

Hey there. I noticed the insane amount of templates that you guys were creating for Long War and I wondered how necessary they were. I can ask Pete (site owner) about the Variable extensions, I have never used them myself though. Hobbes (talk) 19:43, 6 July 2015 (EDT)
I personally have created pages and templates only for russian language from scratch. So yes, I realy need them :). It would be cool if Pete did the favour for guys who need variables. --El. (talk) 02:50, 7 July 2015 (EDT)
Just to let you know that I've emailed Pete about the Variables, now I'm waiting for an answer. Hobbes (talk) 19:40, 8 July 2015 (EDT)

Spam flood

Shit's fuuuuuuuuuuuuuuuuuuuuuucked! --Xuncu (talk) 23:08, 9 February 2016 (EST)

Working as intended

Just FYI the bot was working as intended. More info on my talk page. Now I just need to figure-out why the tables are breaking in such a weird way. --Tvol (talk) 18:47, 27 January 2017 (UTC)

Tvol-bot

Do you think you could flag User:Tvol-bot as a bot? I'm doing a lot of batch processing on the wiki with it. And I'm sure other people might appreciate not seeing the wall of edits in the recent changes (or at least I certainly would :P ). --Tvol (talk) 01:22, 28 January 2017 (UTC)

I have no idea if that's even possible to do on this wiki... do you know how to do it?Hobbes (talk) 01:31, 28 January 2017 (UTC)
Should be somewhere in here. Otherwise poke around Special:AdminLinks. --Tvol (talk) 01:37, 28 January 2017 (UTC)
OK, I'm not authorized to make edits on the Special:UserRights and I can't find anything about bots on Special:AdminLinks, so that's above my pay grade. Just go ahead with the bot for the mass edits - there might be some complaints but the amount of edits is natural since we're creating a whole new section and people should understand that, without edit things don't get done in a wiki :) Hobbes (talk) 16:51, 28 January 2017 (UTC)
Seems like I have access to that section, so have given Tvol-bot bot status. NKF (talk) 22:04, 28 January 2017 (UTC)

Image Strangeness

Do you have any idea what is going on here? File:UIPerk_aceinthehole.png UIPerk aceinthehole.png The current revision is stuck as the original. But you can see from my upload attempts that the new images were successfully uploaded. The catch is that each time I would upload one, I would see the most recent version as the original. Which...makes no god damn sense. O.o Maybe the server needs a restart. Or a massive kick in the pants, either or. I'm fine with both. (Edit: I would try a mass delete and re-upload, which would almost guarantee this would be fixed but I don't have the perms.) --Tvol (talk) 20:24, 29 January 2017 (UTC)

Right now it's working properly it seems. I have no idea what was going on. --Tvol (talk) 00:40, 31 January 2017 (UTC)
Thinking about this, it's likely you were seeing the local copy in your browser's cache rather than the latest copy on the server. The next time this happens, try doing a full refresh of the page with a shift-reload to re-download the content from the server and see if that sorts the problem. NKF (talk) 05:42, 1 February 2017 (UTC)
Fraid not. That's the first thing I tried. I tried a full page refresh, purging my entire browser cache, and then on a whim I tried doing all that on Safari (on 2 computers), Edge (on one), Firefox (on all three), and Brave (again on all three). It's definitely not a caching issue on my end. For some reason the wiki is slow in updating the pointer to where the current revision is stored when it gets called on a page. The good news is that it eventually does do it, it just takes a while (half hour to an hour). --Tvol (talk) 07:32, 1 February 2017 (UTC)

User CSS

Would it be possible to enable user CSS ( $wgAllowUserCss )? I'm trying to test-out CSS to make {{Ability (LW2)}} better. What I want to do is have that extra info icon invert its color (like the game does; I'll make a custom image for that later), and set a div underneath the ability to appear (which would hold the ability's extended info text, so it appears under it only when rolled-over). With access to user CSS I can test this, and later add it to the Common.css file (well I couldn't, but someone else with admin rights could). Otherwise there's no good way of going about it.

Alternately I can add CSS to each ability template in theory, but in practice every time I try to add any CSS in the <css></css> tags the server hurks and doesn't show me the preview page. It also might add an issue with server and browser load. The wiki would probably do well to be using this extension instead anyway. --Tvol (talk) 04:28, 31 January 2017 (UTC)

I'll ask Jo5hua (current site admin) about it since I dont' have any skills related to this issue :) Hobbes (talk) 18:00, 31 January 2017 (UTC)
Much appreciated. --Tvol (talk) 20:41, 31 January 2017 (UTC)
Hey Hobbes, while you're at it, do you think you could propose installing the MediaWiki CSS extension? It allows for inclusion of complete style sheets and inline css, which could prove useful for pages where specific css is repeated. If need be (e.g. if it conflicts with the NewCSS extension) I can easily go over the wiki and convert any markup that uses the <css></css> tags (though as far as I can tell, NewCSS is broken, since I can't successfully add any CSS to a page with it and have the preview come back). (Edit: And take a look at WhiteSpace too if possible. Sorry for asking for so much, but both would eliminate some major headaches for me.) --Tvol (talk) 07:55, 2 February 2017 (UTC)


Any word on this? If it's easier, there's a slightly more straightforward solution. Assuming you guys are okay with creating another group and handing me those permissions to edit the site's CSS (I promise to test thoroughly first; that's the primary reason I'm asking for user CSS to be enabled).

To summarize what I've asked for (in order of importance) for the sake of anyone reading:

1. Extension:NewPageCSS tags don't work. If added to a page with valid CSS in them, the server will not respond when the edit is submitted (not even a response error code; it just dies). (Edit: Well this was what was happening to me. They seem to be working now. Not idea why. In any case there are only three pages that use the extension right now, and Extension:CSS provides both transclusion of entire style sheets as well as parsing CSS inline.)
2. Extension:CSS was updated more recently.
3. Extension:CSS allows inclusion of other style sheets onto a page, which reduces potential repetition for any specialized CSS (it will also almost certainly be more efficient than transcluding a style sheet into the tags from Extension:NewPageCSS and then having it parse it every page load).
  • Install Extension:WhiteSpace. This is for my own sanity, but especially for the sanity of anyone looking at template code in the future. Consider the current source code of {{Ability (LW2)}}. This will only get more complicated if/when I add interactivity via CSS.

If you aren't convinced this is a good idea, I've made a fiddle (and another based on Mavoc's suggestions) of what the Ability template could look like. There are piles of other changes I would like to make, primarily to reduce duplication of effort. For example, without any default table styles other than .wikitable, changing the colours used requires an ungodly number of style tags. This makes maintenance of these templates much more difficult, and practically speaking, requires editors to be familiar with regexes and have Pywikibot installed to make any general changes to similar elements across the wiki. (It is, in short, a very bad way of doing things. It's a massive time-sink when building new templates as well because of the inevitable mistakes and bugs that crop-up from constantly repeating the same code.) --Tvol (talk) 05:58, 5 February 2017 (UTC)

I'm not skilled to decide if this is a good idea from the technical side of the wiki, I'm just forwarding your request to the appropriate person :) I got word back from Jo5hua, he thinks that there might be security issues with allowing what you're suggesting. Could you clarify this issue better? Hobbes (talk) 15:42, 5 February 2017 (UTC)
OK, it's better if you just talk to Jo5hua directly on Skype. His Skype address is joshua.dominguez Hobbes (talk) 16:42, 5 February 2017 (UTC)
Okie dokie; I've added him as a contact on Skype. --Tvol (talk) 03:38, 6 February 2017 (UTC)

ADVENT Warden

Hey,

I don't think it's called an ADVENT Warden, but I have definitely seen that unit without having ABA installed. It probably has a different name, and it appeared during a mission to liberate a region, providing bonuses like Fire Discipline to allies.

That unit is the Advent General (and there are two versions of it on LW2, one red and the other black) Hobbes (talk) 15:03, 2 February 2017 (UTC)

Long War of the Chosen

Hi, not sure if this is the right place to ask, but Long War of the Chosen recently released its 1.0 version, complete with an official Steam Workshop release. I was wondering if now would be a good time to add LWOTC to the list of Featured Projects on Ufopaedia's sidebar, since it seems LWOTC is what most people will be playing from now on if they wish to experience the most up-to-date version of Long War for XCOM 2.

Just a disclaimer: I am not an official representative of the LWOTC team, but I've been actively involved with the discord community for over a year and currently am one of the few active editors for the LWOTC part of Ufopaedia. Meatninja (talk) 22:33, 26 December 2021 (CET)

There are two issues regarding your suggestion:
1) How much of a difference there is between LWOTC and LW2? You're porting War of the Chosen to LW2, and the question is if it wouldn't make more sense to add a LWOTC section to LW2, otherwise you'll be replicating naerly all of the existing info of LW2?
2) If mod projects are added to the Featured Projects sidebar, then that list is gonna get pretty huge in no time, specially with the mods for OpenXcom. Long War was added because it became an semi-official expansion of Enemy Unknown, specially after Firaxis commissioned Pavonis to develop LW2. UFO2000 and UFO:AI are now dead but still playable projects and they wanted to remake the entire game. And OpenXcom and OpenApoc are clones of the original games that add a ton of new features. What does LWOTC exactly add that is new from LW2 or WotC like the existing projects?
Finally, the UFOPaedia has always been about XCom and its games. It's not to publicize mod or fan projects, although those will always have a place here if they need a wiki because this is a fan project too but it doesn't need them. And if it became a place to publicize personal work, then it wouldn't be very effective because there's a ton of projects that could be added to the Featured Projects section (including a couple of my own personal ones) and they would be all competing for attention. Hobbes (talk) 05:33, 2 January 2022 (CET)
First off, thanks for replying! I wasn't sure if anybody still uses talk pages.
Secondly, let me try to answer your questions:
Throughout 3 years of development by a team of multiple experienced developers (e.g. The Peter, Grobobobo and Amnesieri), LWOTC has shifted away from just porting WOTC content to LW2 and for the last year or two focused more on either adding its own content or heavily reworking existing content.
Just to name a few things:
Every vanilla LW2 class now has a list of randomly selected perks ("XCOM row perks", in addition to their regular, "main tree" perks) that are tailored for that specific class instead of using a bunch of generic perks for nearly every class like LW2 did (which also means lots of new perks got added - over 100! All carefully balanced throughout a year of playtesting and constant balance patches);
The Chosen are of course a huge deal in LWOTC and got such a major rework compared to WOTC that they're nearly unrecognizable mechanically, appearing much less frequently but having a truly boss-like set of abilities and mechanics that make even the most experienced players have to prepare well in advance for every retaliation mission;
The addition and then complete reworking of the Hero classes from WOTC is a huge gamechanger. The three new classes got major overhauls compared to their WOTC counterparts - instead of being built around shallow "perk stacking" where you eventually just get every single perk on every single Hero, they now have mutually exclusive perks at every rank like every normal class, and those perks are now individually much more interesting, allowing for great build variety for every Hero class (for example, a Reaper in vanilla could pretty much only be built as a "shooty scout" - in LWOTC, they can now be based around either shooting, using explosives or throwing knives [which are completely new items in LWOTC]);
Various WOTC enemies were added while making sure they are much less exploitable (e.g. various new types of The Lost, all of which can now climb walls [which prevents blocking them via ladders], modified versions of Purifiers, Spectres and Priests), the stats and AIs of many existing LW2 enemies got reworked (e.g. Mutons had their damage nerfed, but now can't be permanently locked in place with Combatives, Najas now can't shoot while unactivated, Sectopods now don't use lightning field in the middle of nowhere, large enemies now can't be Stasis'd, etc.);
New missions based on WOTC content were added, namely rebalanced versions of Chosen Citadel Assault, Chosen Avenger Assault, Covert Action Ambush and a new type of Smash n' Grab;
Several "normal" perks (I'm currently counting at least 14) got rebalanced, while the entire Psi perk tree got completely reworked with new abilities and major changes to existing ones;
Many new items got added, including some ported from WOTC (such as rebalanced versions of the weapons you get after ultimately defeating each Chosen), and some third tier weapons (sawed-off shotguns, grenade launchers, knives) got added for weapons that only had 2 tiers in LW2. Some existing items and weapons got rebalanced as well;
The research tree had certain research projects changed to use more appropriate corpse types (and of course new research projects got added for new items), and the alien corpse economy got smoothed out thanks to the addition of aliens now appearing on rendezvous missions;
Various quality of life changes are now part of the game, such as circles for indicating Close Combat Specialist range, easier access to the Haven Management screen, being able to see the exact stats and abilities of enemies by pressing F1, indicators for which missions are part of Liberation chains and which give you facility leads, a confirmation that makes sure you don't accidentally skip Retaliations, a button for easily editing a Haven Adviser's loadout, and much more;
The introduction of a reworked Covert Action system, with core elements from WOTC but various major balance changes and additions (e.g. the addition of a failure chance, the removal of infinite stat stacking, and the addition of several new types of Covert Actions);
Several major bugfixes to longstanding LW2 bugs, including things like infinite exp farming with Wet Work, multiple Officer perks straight up not working at all (e.g. Infiltrator and Fire Discipline doing nothing), maximum Faceless limit in havens not working, enemies with Close Combat Specialist not taking the appropriate shots, etc.;
The addition of several tutorial pop-ups, explaining various things that LW2 didn't tell you (such as new enemy types and haven management), as well as additional tutorials for LWOTC-exclusive content (such as The Chosen and what to expect from their reworks);
And of course, I need to mention that LWOTC is still in active development, even with the 1.0 release already on Steam Workshop and tens of thousands of players within just the last year or so. Current plans include major overhauls to even more LW2 mechanics, such as completely changing how rebel jobs work and altering the conditions for triggering retaliations.
Finally, I'd just like to say that having LWOTC on the sidebar is by no means something that only I would want - we as a community (including prominent LWOTC youtubers/streamers such as DerAva and akaillogical and modders like Kiruka and kdm2k6) would benefit from having an easy-to-access section for LWOTC, which would make sure that the newbies we are trying to help aren't erroneously getting knowledge about LWOTC from various outdated LW2 sources. Meatninja (talk) 16:05, 2 January 2022 (CET)
Well, just downloaded and run LWOTC and it's a mod for LW2. LW2 introduced new enemies, missions, classes, weapons and expanded the strategic layer of X2, so it's an expansion. While in LWOTC nearly all of the changes are getting things to work together, QoL and bug fixing - I barely could find anything actually new being added other than 3 psi perks. It involves a lot of work for sure, but it's a mod of an expansion (LW2) using elements of another expansion (WOTC) - it doesn't add anything new that isn't already on both, it merely gets everything to combine together as your long description made clear.
Second, as I said, the UFOPaedia focus on its nearly 20 years of existance has been on the original games - a group of XCom fan(atic)s decided one day that it would be nice to have a wiki to compile everything we knew about the games to help us play and enjoy them. So we don't really cared about publicity or monetizing the wiki (which is why it's ad free, unlike other wikis) because we like it focused on the games.
Now, you have thousands of players and known streamers to this mod project? Good for you but that's not our target audience. We do not need these XCom fan projects for the UFOPaedia to exist because this is its own fan project. There's always space available if a fan project needs a subwiki, and a few of those even decided later to have their own wiki and stopped updating their subwikis on the UFOPaedia. So, if you decide to go that way, it wouldn't affect the UFOPaedia at all.
Finally, this discussion already took place a year ago on the Talk:Main Page regarding Long War Rebalance and Piratez and the points presented there are still the same. Hobbes (talk) 21:16, 2 January 2022 (CET)

Thumbnail

Hey Hobbes! I seem to be having a problem with some image uploads. Thumbnails don't appear with the upload and I get an error meassage:

Error creating thumbnail: /bin/bash: warning: setlocale: LC_ALL: cannot change locale (en_US.utf8) /bin/bash: line 1: /usr/local/bin/convert: No such file or directory Error code: 127

and as an example of some pics that don't have thumbs (eg: goodfriend):

https://www.ufopaedia.org/index.php/Special:Log/upload

I'm at a loss to why larger images don't generate thumbs, but small .pngs will do so. Is there any setting on my computer that I should change or any suggestion?

Thankyou!

EsTeR (talk)

I'm having the same problem - I wanted to reduce the size of the images near the end of the Megaspawn page but it just gives me the same error when I try to do it. I'm not sure, but it seems to be affecting images that have been uploaded recently - older images appear to work fine. Darkpast (talk) 14:10, 9 August 2022 (CEST)