diff --git a/binaries/data/mods/official/entities/units/template_unit_cavalry_melee_csp.xml b/binaries/data/mods/official/entities/units/template_unit_cavalry_melee_csp.xml index 111ecb8408..49c510797a 100755 --- a/binaries/data/mods/official/entities/units/template_unit_cavalry_melee_csp.xml +++ b/binaries/data/mods/official/entities/units/template_unit_cavalry_melee_csp.xml @@ -9,6 +9,8 @@ type.unit.mounted.spear="true" type.unit.weapon.spear="true" + + rollover="This was the weapon of choice from horseback. This was the unit that would eventually evolve to the medieval knight (after heavy influence by the Sarmartians and their lances). Infantry were an easy kill; just ride them down and skewer them with your stick and its point on the end. As with all cavalry – it was only the rich and the nobles who were able to fight from horseback due to the cost of owning such a beast." /> \ No newline at end of file diff --git a/binaries/data/mods/official/entities/units/template_unit_cavalry_melee_csw.xml b/binaries/data/mods/official/entities/units/template_unit_cavalry_melee_csw.xml index 48d6e5cc73..70439f5a3b 100755 --- a/binaries/data/mods/official/entities/units/template_unit_cavalry_melee_csw.xml +++ b/binaries/data/mods/official/entities/units/template_unit_cavalry_melee_csw.xml @@ -9,6 +9,8 @@ type.unit.mounted.sword="true" type.unit.weapon.sword="true" + + rollover="Fighting from horseback with a sword is a tricky thing to do. This required usage of a sword that was longer than the typical infantry sword. One needed a good reach to attack from the height of a horse. If you were without spear (the ideal weapon of choice) it was probably because you needed your hands free to do other tasks such as riding hard and fast. It wasn’t uncommon for the men to dismount and attack from foot if they were armed with only a sword." /> \ No newline at end of file diff --git a/binaries/data/mods/official/entities/units/template_unit_cavalry_ranged_car.xml b/binaries/data/mods/official/entities/units/template_unit_cavalry_ranged_car.xml index 133220adc4..3bfb8859d2 100755 --- a/binaries/data/mods/official/entities/units/template_unit_cavalry_ranged_car.xml +++ b/binaries/data/mods/official/entities/units/template_unit_cavalry_ranged_car.xml @@ -9,6 +9,8 @@ type.unit.mounted.bow="true" type.unit.weapon.bow="true" + + rollover="A very rare unit in Part 1. It was used by the Persians, but it didn’t gain much traction until the Parthians, Huns, Mongols, and other people of the nomadic steeps introduced them to western Europe. This was the most effective unit on the battlefield for several hundred years until the well armoured knight came along. Therefore, this unit will gain much more prominence in Part 2." /> \ No newline at end of file diff --git a/binaries/data/mods/official/entities/units/template_unit_cavalry_ranged_cjv.xml b/binaries/data/mods/official/entities/units/template_unit_cavalry_ranged_cjv.xml index bf2f423582..59332ccfc0 100755 --- a/binaries/data/mods/official/entities/units/template_unit_cavalry_ranged_cjv.xml +++ b/binaries/data/mods/official/entities/units/template_unit_cavalry_ranged_cjv.xml @@ -9,6 +9,8 @@ type.unit.mounted.javelin="true" type.unit.weapon.javelin="true" + + rollover="The javelins thrown from a horse’s back were probably 3 at most. The idea was to quickly advance with 3 in hand, then throw them all. After you had done that it was time to switch to your secondary weapon which was usually a spear or a sword. However, in the game - these units will only have ranged attack." /> \ No newline at end of file diff --git a/binaries/data/mods/official/entities/units/template_unit_infantry_melee_isp.xml b/binaries/data/mods/official/entities/units/template_unit_infantry_melee_isp.xml index 7390c7d4f2..b2e62af8f2 100755 --- a/binaries/data/mods/official/entities/units/template_unit_infantry_melee_isp.xml +++ b/binaries/data/mods/official/entities/units/template_unit_infantry_melee_isp.xml @@ -9,6 +9,7 @@ type.unit.foot.spear="true" type.unit.weapon.spear="true" + rollover="Probably one of the most primitive units in the game. Fighting with a sharp object at the end of the pole didn’t require a lot of technology to develop. It also allowed the human to distance themselves from their attacker. As time passed the spears got longer and longer. Started with a fighting style similar to using a quarterstaff, then to using them in numbers as a ‘pin cushion’ vs. humans (sarissa in a phalanx). Later it was developed to combat cavalry. During the medieval period it evolved to the pike. These units tended to be armoured as heavily as possible." /> \ No newline at end of file diff --git a/binaries/data/mods/official/entities/units/template_unit_infantry_melee_isw.xml b/binaries/data/mods/official/entities/units/template_unit_infantry_melee_isw.xml index 45727dce8f..c30b80e67d 100755 --- a/binaries/data/mods/official/entities/units/template_unit_infantry_melee_isw.xml +++ b/binaries/data/mods/official/entities/units/template_unit_infantry_melee_isw.xml @@ -9,6 +9,7 @@ type.unit.foot.sword="true" type.unit.weapon.sword="true" + rollover="Weapon is basically a developed sickle. Probably from the club, to the axe, to the sickle to the sword. It was the Romans who used them to combat the long range of the sarissa. Their spears were so long they had to use two hands to wield them. In a formation they were almost impossible to maneouvre. If flanked, they were easily cut down by a sword as demonstrated by the Romans at the battle of Cynoscephalae. Generally swordsmen were well armoured, had shields, and tended to be nobles. A good sword was an expensive weapon." /> \ No newline at end of file diff --git a/binaries/data/mods/official/entities/units/template_unit_infantry_ranged_iar.xml b/binaries/data/mods/official/entities/units/template_unit_infantry_ranged_iar.xml index 15bc9360d9..b01cdbdbb1 100755 --- a/binaries/data/mods/official/entities/units/template_unit_infantry_ranged_iar.xml +++ b/binaries/data/mods/official/entities/units/template_unit_infantry_ranged_iar.xml @@ -9,6 +9,7 @@ type.unit.foot.bow="true" type.unit.weapon.bow="true" + rollover="They tended to be lightly armoured. They usually only participated in the first stage of a battle, sending a volley of arrows raining down the enemy. Of course they would have to stop shooting once the melee units closed in. This means their job was largely over once the ‘true battle’ was underway. They spent hours training with a bow, but if you were hit by an arrow it was more likely an act of random chance than being specifically targeted by an archer." /> \ No newline at end of file diff --git a/binaries/data/mods/official/entities/units/template_unit_infantry_ranged_ijv.xml b/binaries/data/mods/official/entities/units/template_unit_infantry_ranged_ijv.xml index 52568219e3..201dde820a 100755 --- a/binaries/data/mods/official/entities/units/template_unit_infantry_ranged_ijv.xml +++ b/binaries/data/mods/official/entities/units/template_unit_infantry_ranged_ijv.xml @@ -9,6 +9,7 @@ type.unit.foot.javelin="true" type.unit.weapon.javelin="true" + rollover="These were the skirmishers. These lightly armoured units would advance quickly, throw a hail of javelins and then retreat back to their ranks. Grab another spear and repeat. They would do well against any unit that wasn’t wearing proper armour, but more poorly if they fought hand to hand vs a well armoured unit. They didn’t always have to thow their spears either. They used these light small spears in hand to hand similar to a quarterstaff. Also note that the development of the pilum was a key transition. This pilum was a weapon with a long steel shaft that would sink into a shield, nearly impossible to remove. This rendered the shield useless. They also weighted and balanced them to make them accurately hit with a punch." /> \ No newline at end of file diff --git a/binaries/data/mods/official/entities/units/template_unit_infantry_ranged_isl.xml b/binaries/data/mods/official/entities/units/template_unit_infantry_ranged_isl.xml index 564e3f22ba..93624f04df 100755 --- a/binaries/data/mods/official/entities/units/template_unit_infantry_ranged_isl.xml +++ b/binaries/data/mods/official/entities/units/template_unit_infantry_ranged_isl.xml @@ -9,6 +9,8 @@ type.unit.foot.sling="true" type.unit.weapon.sling="true" + + rollover="They were amazing shots with their slings. They used choice rocks, and often specifically created ‘shot’ made from lead. They could pierce armour at close distances. They were lightly armoured because they needed the mobility in their arm regions. However, in the game we are making a gameplay consideration to have slingers act as 'mini-organic-onagers' that may cause damage to structures." /> \ No newline at end of file diff --git a/binaries/data/mods/official/entities/units/template_unit_support_fem.xml b/binaries/data/mods/official/entities/units/template_unit_support_fem.xml index b92b3cd447..4788bf7e5c 100755 --- a/binaries/data/mods/official/entities/units/template_unit_support_fem.xml +++ b/binaries/data/mods/official/entities/units/template_unit_support_fem.xml @@ -6,6 +6,8 @@ generic="Female Citizen" icon_cell="32" + + rollover="Women in the ancient world took on a variety of roles - from leadership (Celts) to servant (Greeks). Women are hard workers, the economic backbone of any civilisation. In history, it was typical when all the males (capable of fighting) were killed for the females, children, and elderly to be sold as slaves." /> diff --git a/binaries/data/mods/official/entities/units/template_unit_support_trd.xml b/binaries/data/mods/official/entities/units/template_unit_support_trd.xml index 10d82c206b..07aacd9b22 100755 --- a/binaries/data/mods/official/entities/units/template_unit_support_trd.xml +++ b/binaries/data/mods/official/entities/units/template_unit_support_trd.xml @@ -8,6 +8,8 @@ icon_cell="34" type.unit.group.trade="true" + + rollover="Trade was a very important part of ancient civilisation - effective trading and control of trade routes equaled wealth. Trade took place by many forms from foot to caravans to merchant ships. One of the most notorious examples of the power of trade was the Silk Road." /> \ No newline at end of file diff --git a/binaries/data/mods/official/gui/test/1_init.xml b/binaries/data/mods/official/gui/test/1_init.xml index 5f56e8bd71..42d66cf648 100755 --- a/binaries/data/mods/official/gui/test/1_init.xml +++ b/binaries/data/mods/official/gui/test/1_init.xml @@ -92,11 +92,11 @@ ]]> diff --git a/binaries/data/mods/official/gui/test/5_manual.xml b/binaries/data/mods/official/gui/test/5_manual.xml index d91e504b89..508143f059 100644 --- a/binaries/data/mods/official/gui/test/5_manual.xml +++ b/binaries/data/mods/official/gui/test/5_manual.xml @@ -15,33 +15,55 @@ // Toggle manual if something selected. if (selection.length) { - ManualGUI = getGUIObjectByName("manual_gui"); - ManualGUI.hidden = !ManualGUI.hidden; + GUIObjectToggle("manual_gui"); + GUIObjectToggle("session_gui"); } ]]> -