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To: mwh@xxxxxxxxxxxx, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] freeciv manual corrections
From: Greg Wooledge <ic5035%tss1crs.amgreetings.com@xxxxxxxxxxxxxxxxxxxx>
Date: Thu, 18 Mar 1999 12:43:07 -0500

Comments are based on the manual (version 1.8.0) as seen at
<http://www.ultraviolet.org/freeciv/html_docs/manual/> when this was
written.  I'm double-checking against a slightly older version of the
code.

I've only looked at part of it so far.  I want to send these changes
so they don't get lost if the Win3.1 PC I'm using crashes....

game.html:
  "what is shown" -> "What is shown"

game-4.html:
  Irrigation can also be performed if an adjacent square is irrigated.

  Mention that building railroads requires the Railroad advance.

  Mention that building a fortress requires the Construction advance.

game-5.html:
  Units may also be acquired by bribery.  It's probably better to start
    the second paragraph with something like, "With a few exceptions,
    units are produced by cities..." to keep it relatively simple.

game-7.html:
  Diplomats and Spies aren't destroyed by bribing units.

  The fortress unhappiness rules are a little more complex under
    Democracy.  "Field" units inside a fortress (or city) still
    generate 1 unhappy face.  Field units are anything with the
    FieldUnit flag (air units, helicopters, missiles, sea units other
    than caravel/galleon/transport).

  "desert" -> "Desert" (for consistency)

  Sabotaging a city or stealing an advance *may* fail if a defending
    Spy is present (not *will* fail).  Some comments in unitfunc.c are
    misleading....

game-8.html:
  "cavalry" -> "Cavalry"

  "zero If" -> "zero.  If"

game-10.html:
  You're describing how Civ2 works, not Freeciv.  Players may set
    long-term research goals (anything up to 10 advances away) so that
    they aren't forced to decide every new advance.  Every qualifying
    advance is available, not a randomly chosen subset.

  "Magnetism. many" -> "Magnetism.  Many"

game-11.html:
  "requires high level" -> "requires high levels"

  "accordingly productively" -> "more productively" (less awkward)

Other Freeciv diffs from Civ2:
  Fighters don't scramble to defend cities from attacking air units.

  Units other than Marines can't walk straight from sea units into
  empty cities.

  No Paratroopers.

  Settlers/Engineers can't build air bases outside cities.

  There's corruption but no waste (corruption for shields).

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