[Freeciv-Dev] (PR#10461) edit the server settings help strings
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To: |
undisclosed-recipients: ; |
Subject: |
[Freeciv-Dev] (PR#10461) edit the server settings help strings |
From: |
"Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx> |
Date: |
Wed, 6 Oct 2004 20:22:58 -0700 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=10461 >
This patch edits the server settings help strings.
- Fixed grammar and spelling. One place had a "the the". Lots of
places could have used full sentences but didn't.
- I removed spurious \n characters. Apparently wordwrapping is done
automatically. I also removed double-spaces between sentences since
this seems to interfere with wordwrapping (previously most options did
not have double-spaces, so this just adds to consistency).
- Added long helptexts for some settings.
- Clarified some settings (including huts and contactturns).
- Added little ascii graphics for the topology setting. This doesn't
show up well in the gtk2 conndlg tooltip however. We can either fix the
tooltip or fix this to give the URL of an explanatory image. But there
may also be problems with the HTML in the automanual.
- Made the dilineation of lists more consistent. Most of the time now
there is a blank line between each entry in the list:
1 = What happens for 1
2 = What happens for 2
3 = Etc.
- Made some names more consistent. In particular I replaced "advance"
with "tech" or "technology" everywhere. Short helps usually use "tech"
while long techs use "technology". And so on.
This should be applied shortly to both HEAD and stable branches. So
please read over it very quickly.
Per: is the text for conttactturns correct?
Mike: is the text for allowtake correct?
jason
? 1
? 2
? newtiles
? server/output
? server/rc
Index: server/settings.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/settings.c,v
retrieving revision 1.5
diff -u -r1.5 settings.c
--- server/settings.c 20 Sep 2004 16:42:31 -0000 1.5
+++ server/settings.c 7 Oct 2004 03:21:58 -0000
@@ -223,33 +223,49 @@
/* Map size parameters: adjustable if we don't yet have a map */
GEN_INT("size", map.size, SSET_MAP_SIZE,
SSET_GEOLOGY, SSET_VITAL, SSET_TO_CLIENT,
- N_("Map size in 1,000 tiles units"),
- N_("This value is used to determine xsize and ysize\n"
+ N_("Map size (in thousands of tiles)"),
+ N_("This value is used to determine the map dimensions.\n"
" size = 4 is a normal map of 4,000 tiles (default)\n"
" size = 20 is a huge map of 20,000 tiles"), NULL,
MAP_MIN_SIZE, MAP_MAX_SIZE, MAP_DEFAULT_SIZE)
GEN_INT("topology", map.topology_id, SSET_MAP_SIZE,
SSET_GEOLOGY, SSET_VITAL, SSET_TO_CLIENT,
- N_("The map topology index"),
- N_("Two-dimensional maps can wrap at the north-south or \n"
- "east-west edges, and use a cartesian or isometric \n"
- "rectangular grid. See the manual for further explanation.\n"
- " 0 Flat Earth (unwrapped)\n"
- " 1 Earth (wraps E-W)\n"
- " 2 Uranus (wraps N-S)\n"
- " 3 Donut World (wraps N-S, E-W)\n"
- " 4 Flat Earth (isometric)\n"
- " 5 Earth (isometric)\n"
- " 6 Uranus (isometric)\n"
- " 7 Donut World (isometric)\n"
- " 8 Flat Earth (hexagonal)\n"
- " 9 Earth (hexagonal)\n"
- " 10 Uranus (hexagonal)\n"
- " 11 Donut World (hexagonal)\n"
- " 12 Flat Earth (iso-hex)\n"
- " 13 Earth (iso-hex)\n"
- " 14 Uranus (iso-hex)\n"
- " 15 Donut World (iso-hex)"
+ N_("Map topology index"),
+ /* TRANS: do not edit the ugly ASCII art */
+ N_("Freeciv maps are always two-dimensional. They may wrap at "
+ "the north-south and east-west directions to form a flat map, "
+ "a cylinder, or a torus (donut). Individual tiles map be "
+ "rectangular or hexagonal, with either a classic or isometric "
+ "alignment - this should be set based on the tileset being "
+ "used.\n"
+ " 0 Flat Earth (unwrapped)\n"
+ " 1 Earth (wraps E-W)\n"
+ " 2 Uranus (wraps N-S)\n"
+ " 3 Donut World (wraps N-S, E-W)\n"
+ " 4 Flat Earth (isometric)\n"
+ " 5 Earth (isometric)\n"
+ " 6 Uranus (isometric)\n"
+ " 7 Donut World (isometric)\n"
+ " 8 Flat Earth (hexagonal)\n"
+ " 9 Earth (hexagonal)\n"
+ " 10 Uranus (hexagonal)\n"
+ " 11 Donut World (hexagonal)\n"
+ " 12 Flat Earth (iso-hex)\n"
+ " 13 Earth (iso-hex)\n"
+ " 14 Uranus (iso-hex)\n"
+ " 15 Donut World (iso-hex)\n"
+ "Classic rectangular: Isometric rectangular:\n"
+ " _________ /\\/\\/\\/\\/\\ \n"
+ " |_|_|_|_|_| /\\/\\/\\/\\/\\/ \n"
+ " |_|_|_|_|_| \\/\\/\\/\\/\\/\\\n"
+ " |_|_|_|_|_| /\\/\\/\\/\\/\\/ \n"
+ " \\/\\/\\/\\/\\/ \n"
+ "Hex tiles: Iso-hex:\n"
+ " /\\/\\/\\/\\/\\/\\ _ _ _ _ _ \n"
+ " | | | | | | | / \\_/ \\_/ \\_/ \\_/ \\ \n"
+ " \\/\\/\\/\\/\\/\\/\\ \\_/ \\_/ \\_/ \\_/ \\_/ \n"
+ " | | | | | | | / \\_/ \\_/ \\_/ \\_/ \\ \n"
+ " \\/\\/\\/\\/\\/\\/ \\_/ \\_/ \\_/ \\_/ \\_/ \n"
), NULL,
MAP_MIN_TOPO, MAP_MAX_TOPO, MAP_DEFAULT_TOPO)
@@ -269,7 +285,7 @@
"players), and additional smaller islands;\n\n"
"5 = one or more large earthlike continents with some "
"scatter.\n\n"
- "Note: values 2,3 and 4 generate \"fairer\" (but more boring) "
+ "Note: values 2, 3 and 4 generate fairer but more boring "
"maps.\n"
"(Zero indicates a scenario map.)"), NULL,
MAP_MIN_GENERATOR, MAP_MAX_GENERATOR, MAP_DEFAULT_GENERATOR)
@@ -284,7 +300,7 @@
SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
N_("Whether the poles are separate continents"),
N_("0 = continents may attach to poles; 1 = poles will "
- "be separate"), NULL,
+ "usually be separate"), NULL,
MAP_DEFAULT_SEPARATE_POLES)
GEN_BOOL("alltemperate", map.alltemperate,
@@ -297,33 +313,40 @@
SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
N_("Average temperature of the planet"),
N_("Small values will give a cold map, while larger values will "
- "give a hotter map\n"
- "100 means a very dry and hot planet: no polar arctic zones, "
- "only tropical and dry zones\n"
- "70 means a hot planet: little polar ice\n"
- "50 means a temperatue planet: normal polar, cold, temperate, "
- "and tropical zones; a desert zone overlaps tropical and "
- "temperate zones\n"
- "30 means a cold planet: little tropical zones\n"
- "0 means a very cold planet: large polar zones and no tropics"),
+ "give a hotter map.\n"
+ "\n"
+ "100 means a very dry and hot planet with no polar arctic "
+ "zones, only tropical and dry zones.\n\n"
+ "70 means a hot planet with little polar ice.\n\n"
+ "50 means a temperate planet with normal polar, cold, "
+ "temperate, and tropical zones; a desert zone overlaps "
+ "tropical and temperate zones.\n\n"
+ "30 means a cold planet with small tropical zones.\n\n"
+ "0 means a very cold planet with large polar zones and no "
+ "tropics"),
NULL,
MAP_MIN_TEMPERATURE, MAP_MAX_TEMPERATURE, MAP_DEFAULT_TEMPERATURE)
GEN_INT("landmass", map.landpercent,
SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
- N_("Amount of land vs ocean"), "", NULL,
+ N_("Percentage of the map that is land"),
+ N_("This setting gives the approximate percentage of the map "
+ "that will be made into land."), NULL,
MAP_MIN_LANDMASS, MAP_MAX_LANDMASS, MAP_DEFAULT_LANDMASS)
GEN_INT("steepness", map.steepness,
SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
N_("Amount of hills/mountains"),
- N_("Small values give flat maps, higher values give more "
- "hills and mountains."), NULL,
+ N_("Small values give flat maps, while higher values give a "
+ "steeper map with more hills and mountains."), NULL,
MAP_MIN_STEEPNESS, MAP_MAX_STEEPNESS, MAP_DEFAULT_STEEPNESS)
GEN_INT("wetness", map.wetness,
SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
- N_("Amount of water on lands"), "", NULL,
+ N_("Amount of water on lands"),
+ N_("Small values mean lots of dry, desert-like land; "
+ "higher values give a wetter map with more swamps and "
+ "jungles."), NULL,
MAP_MIN_WETNESS, MAP_MAX_WETNESS, MAP_DEFAULT_WETNESS)
GEN_INT("mapseed", map.seed,
@@ -331,7 +354,8 @@
N_("Map generation random seed"),
N_("The same seed will always produce the same map; "
"for zero (the default) a seed will be chosen based on "
- "the time, to give a random map."), NULL,
+ "the time to give a random map. This setting is usually "
+ "only of interest while debugging the game."), NULL,
MAP_MIN_SEED, MAP_MAX_SEED, MAP_DEFAULT_SEED)
/* Map additional stuff: huts and specials. gameseed also goes here
@@ -341,22 +365,26 @@
*/
GEN_INT("gameseed", game.seed,
SSET_MAP_ADD, SSET_INTERNAL, SSET_RARE, SSET_SERVER_ONLY,
- N_("General random seed"),
+ N_("Game random seed"),
N_("For zero (the default) a seed will be chosen based "
- "on the time."), NULL,
+ "on the time. This setting is usually "
+ "only of interest while debugging the game"), NULL,
GAME_MIN_SEED, GAME_MAX_SEED, GAME_DEFAULT_SEED)
GEN_INT("specials", map.riches,
SSET_MAP_ADD, SSET_ECOLOGY, SSET_VITAL, SSET_TO_CLIENT,
N_("Amount of \"special\" resource squares"),
N_("Special resources improve the basic terrain type they "
- "are on. The server variable's scale is parts per "
+ "are on. The server variable's scale is parts per "
"thousand."), NULL,
MAP_MIN_RICHES, MAP_MAX_RICHES, MAP_DEFAULT_RICHES)
GEN_INT("huts", map.huts,
SSET_MAP_ADD, SSET_GEOLOGY, SSET_VITAL, SSET_TO_CLIENT,
- N_("Amount of huts (minor tribe villages)"), "", NULL,
+ N_("Amount of huts (minor tribe villages)"),
+ N_("This setting gives the exact number of huts that will be "
+ "placed on the entire map. Huts are small tribal villages "
+ "that may be investiged by units."), NULL,
MAP_MIN_HUTS, MAP_MAX_HUTS, MAP_DEFAULT_HUTS)
/* Options affecting numbers of players and AI players. These only
@@ -369,7 +397,8 @@
SSET_TO_CLIENT,
N_("Minimum number of players"),
N_("There must be at least this many players (connected "
- "players or AI's) before the game can start."), NULL,
+ "human players or AI players) before the game can start."),
+ NULL,
GAME_MIN_MIN_PLAYERS, GAME_MAX_MIN_PLAYERS, GAME_DEFAULT_MIN_PLAYERS)
GEN_INT("maxplayers", game.max_players,
@@ -383,7 +412,7 @@
GEN_INT("aifill", game.aifill,
SSET_PLAYERS, SSET_INTERNAL, SSET_VITAL, SSET_TO_CLIENT,
- N_("Number of players to fill to with AI's"),
+ N_("Total number of players (including AI players)"),
N_("If there are fewer than this many players when the "
"game starts, extra AI players will be created to "
"increase the total number of players to the value of "
@@ -395,45 +424,51 @@
*/
GEN_STRING("startunits", game.start_units,
SSET_GAME_INIT, SSET_SOCIOLOGY, SSET_VITAL, SSET_TO_CLIENT,
- N_("List of player's initial units"),
+ N_("List of players' initial units"),
N_("This should be a string of characters, each of which "
"specifies a unit role. There must be at least one city "
"founder in the string. The characters and their "
"meanings are:\n"
- " c = City founder (eg. Settlers)\n"
- " w = Terrain worker (eg. Engineers)\n"
- " x = Explorer (eg. Explorer)\n"
- " k = Gameloss (eg. King)\n"
- " s = Diplomat (eg. Diplomat)\n"
- " f = Ferryboat (eg. Trireme)\n"
- " d = Ok defense unit (eg. Warriors)\n"
- " D = Good defense unit (eg. Phalanx)\n"
- " a = Fast attack unit (eg. Horsemen)\n"
- " A = Strong attack unit (eg. Catapult)\n"),
+ " c = City founder (eg., Settlers)\n"
+ " w = Terrain worker (eg., Engineers)\n"
+ " x = Explorer (eg., Explorer)\n"
+ " k = Gameloss (eg., King)\n"
+ " s = Diplomat (eg., Diplomat)\n"
+ " f = Ferryboat (eg., Trireme)\n"
+ " d = Ok defense unit (eg., Warriors)\n"
+ " D = Good defense unit (eg., Phalanx)\n"
+ " a = Fast attack unit (eg., Horsemen)\n"
+ " A = Strong attack unit (eg., Catapult)\n"),
startunits_callback, GAME_DEFAULT_START_UNITS)
GEN_INT("dispersion", game.dispersion,
SSET_GAME_INIT, SSET_SOCIOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
N_("Area where initial units are located"),
- N_("This is half the length of a side of the square within "
+ N_("This is the radius within "
"which the initial units are dispersed."), NULL,
GAME_MIN_DISPERSION, GAME_MAX_DISPERSION, GAME_DEFAULT_DISPERSION)
GEN_INT("gold", game.gold,
SSET_GAME_INIT, SSET_ECONOMICS, SSET_VITAL, SSET_TO_CLIENT,
- N_("Starting gold per player"), "", NULL,
+ N_("Starting gold per player"),
+ N_("At the beginning of the game, each player is given this "
+ "much gold."), NULL,
GAME_MIN_GOLD, GAME_MAX_GOLD, GAME_DEFAULT_GOLD)
GEN_INT("techlevel", game.tech,
SSET_GAME_INIT, SSET_SCIENCE, SSET_VITAL, SSET_TO_CLIENT,
- N_("Number of initial advances per player"), "", NULL,
+ N_("Number of initial techs per player"),
+ N_("At the beginning of the game, each player is given this "
+ "many technologies. The technologies chosen are random for "
+ "each player."), NULL,
GAME_MIN_TECHLEVEL, GAME_MAX_TECHLEVEL, GAME_DEFAULT_TECHLEVEL)
GEN_INT("researchcost", game.researchcost,
SSET_RULES, SSET_SCIENCE, SSET_SITUATIONAL, SSET_TO_CLIENT,
- N_("Points required to gain a new advance"),
+ N_("Points required to gain a new tech"),
N_("This affects how quickly players can research new "
- "technology."), NULL,
+ "technology. Doubling its value will make all technologies "
+ "take twice as long to research."), NULL,
GAME_MIN_RESEARCHCOST, GAME_MAX_RESEARCHCOST,
GAME_DEFAULT_RESEARCHCOST)
@@ -442,26 +477,26 @@
N_("Percentage penalty when changing tech"),
N_("If you change your current research technology, and you have "
"positive research points, you lose this percentage of those "
- "research points. This does not apply if you have just gained "
- "tech this turn."), NULL,
+ "research points. This does not apply if you have just gained "
+ "a technology this turn."), NULL,
GAME_MIN_TECHPENALTY, GAME_MAX_TECHPENALTY,
GAME_DEFAULT_TECHPENALTY)
GEN_INT("diplcost", game.diplcost,
SSET_RULES, SSET_SCIENCE, SSET_RARE, SSET_TO_CLIENT,
N_("Penalty when getting tech from treaty"),
- N_("For each advance you gain from a diplomatic treaty, you lose "
- "research points equal to this percentage of the cost to "
- "research an new advance. You can end up with negative "
+ N_("For each technology you gain from a diplomatic treaty, you "
+ "lost research points equal to this percentage of the cost to "
+ "research a new technology. You can end up with negative "
"research points if this is non-zero."), NULL,
GAME_MIN_DIPLCOST, GAME_MAX_DIPLCOST, GAME_DEFAULT_DIPLCOST)
GEN_INT("conquercost", game.conquercost,
SSET_RULES, SSET_SCIENCE, SSET_RARE, SSET_TO_CLIENT,
N_("Penalty when getting tech from conquering"),
- N_("For each advance you gain by conquering an enemy city, you "
+ N_("For each technology you gain by conquering an enemy city, you "
"lose research points equal to this percentage of the cost "
- "to research an new advance. You can end up with negative "
+ "to research a new technology. You can end up with negative "
"research points if this is non-zero."), NULL,
GAME_MIN_CONQUERCOST, GAME_MAX_CONQUERCOST,
GAME_DEFAULT_CONQUERCOST)
@@ -469,17 +504,22 @@
GEN_INT("freecost", game.freecost,
SSET_RULES, SSET_SCIENCE, SSET_RARE, SSET_TO_CLIENT,
N_("Penalty when getting a free tech"),
- N_("For each advance you gain \"for free\" (other than covered by "
- "diplcost or conquercost: specifically, from huts or from the "
- "Great Library), you lose research points equal to this "
- "percentage of the cost to research a new advance. You can "
- "end up with negative research points if this is non-zero."),
+ N_("For each technology you gain \"for free\" (other than "
+ "covered by diplcost or conquercost: specifically, from huts "
+ "or from Great Library effects), you lose research points "
+ "equal to this percentage of the cost to research a new "
+ "technology. You can end up with negative research points if "
+ "this is non-zero."),
NULL,
GAME_MIN_FREECOST, GAME_MAX_FREECOST, GAME_DEFAULT_FREECOST)
GEN_INT("foodbox", game.foodbox,
SSET_RULES, SSET_ECONOMICS, SSET_SITUATIONAL, SSET_TO_CLIENT,
- N_("Food required for a city to grow"), "", NULL,
+ N_("Food required for a city to grow"),
+ N_("This is the base amount of food required to grow a city. "
+ "This value is multiplied by another factor that comes from "
+ "the ruleset and is dependent on the size of the city."),
+ NULL,
GAME_MIN_FOODBOX, GAME_MAX_FOODBOX, GAME_DEFAULT_FOODBOX)
GEN_INT("aqueductloss", game.aqueductloss,
@@ -498,7 +538,7 @@
N_("There is a trade penalty in all cities smaller than this. "
"The penalty is 100% (no trade at all) for sizes up to "
"notradesize, and decreases gradually to 0% (no penalty "
- "except the normal corruption) for size=fulltradesize. "
+ "except the normal corruption) for size=fulltradesize. "
"See also notradesize."), fulltradesize_callback,
GAME_MIN_FULLTRADESIZE, GAME_MAX_FULLTRADESIZE,
GAME_DEFAULT_FULLTRADESIZE)
@@ -506,10 +546,10 @@
GEN_INT("notradesize", game.notradesize,
SSET_RULES, SSET_ECONOMICS, SSET_RARE, SSET_TO_CLIENT,
N_("Maximum size of a city without trade"),
- N_("All the cities of smaller or equal size to this do not "
- "produce trade at all. The produced trade increases "
+ N_("Cities do not produce any trade at all unless their size "
+ "is larger than this amount. The produced trade increases "
"gradually for cities larger than notradesize and smaller "
- "than fulltradesize. See also fulltradesize."),
+ "than fulltradesize. See also fulltradesize."),
notradesize_callback,
GAME_MIN_NOTRADESIZE, GAME_MAX_NOTRADESIZE,
GAME_DEFAULT_NOTRADESIZE)
@@ -518,7 +558,7 @@
SSET_RULES, SSET_SOCIOLOGY, SSET_RARE, SSET_TO_CLIENT,
N_("City size before people become unhappy"),
N_("Before other adjustments, the first unhappysize citizens in a "
- "city are content, and subsequent citizens are unhappy. "
+ "city are content, and subsequent citizens are unhappy. "
"See also cityfactor."), NULL,
GAME_MIN_UNHAPPYSIZE, GAME_MAX_UNHAPPYSIZE,
GAME_DEFAULT_UNHAPPYSIZE)
@@ -526,7 +566,7 @@
GEN_BOOL("angrycitizen", game.angrycitizen,
SSET_RULES, SSET_SOCIOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
N_("Whether angry citizens are enabled"),
- N_("Introduces angry citizens like civilization II. Angry "
+ N_("Introduces angry citizens like in civilization II. Angry "
"citizens have to become unhappy before any other class "
"of citizens may be considered. See also unhappysize, "
"cityfactor and governments."), NULL,
@@ -537,7 +577,7 @@
N_("Number of cities for higher unhappiness"),
N_("When the number of cities a player owns is greater than "
"cityfactor, one extra citizen is unhappy before other "
- "adjustments; see also unhappysize. This assumes a "
+ "adjustments; see also unhappysize. This assumes a "
"Democracy; for other governments the effect occurs at "
"smaller numbers of cities."), NULL,
GAME_MIN_CITYFACTOR, GAME_MAX_CITYFACTOR, GAME_DEFAULT_CITYFACTOR)
@@ -548,9 +588,9 @@
N_("When a player founds a new city, it is checked if there is "
"no other city in citymindist distance. For example, if "
"citymindist is 3, there have to be at least two empty "
- "fields between two cities in every direction. If it is set "
- "to 0 (default), it is overwritten by the current ruleset "
- "when the game starts."), NULL,
+ "fields between two cities in every direction. If set "
+ "to 0 (default), the ruleset value will be used."),
+ NULL,
GAME_MIN_CITYMINDIST, GAME_MAX_CITYMINDIST,
GAME_DEFAULT_CITYMINDIST)
@@ -558,14 +598,16 @@
SSET_RULES, SSET_SOCIOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
N_("Number of turns between rapture effect"),
N_("Sets the number of turns between rapture growth of a city. "
- "If set to n a city will grow after rapturing n+1 turns."), NULL,
+ "If set to n a city will grow after celebrating for n+1 "
+ "turns."),
+ NULL,
GAME_MIN_RAPTUREDELAY, GAME_MAX_RAPTUREDELAY,
GAME_DEFAULT_RAPTUREDELAY)
GEN_INT("razechance", game.razechance,
SSET_RULES, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
N_("Chance for conquered building destruction"),
- N_("When a player conquers a city, each City Improvement has this "
+ N_("When a player conquers a city, each city improvement has this "
"percentage chance to be destroyed."), NULL,
GAME_MIN_RAZECHANCE, GAME_MAX_RAZECHANCE, GAME_DEFAULT_RAZECHANCE)
@@ -582,9 +624,9 @@
SSET_RULES, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
N_("Chance of moving into tile after attack"),
N_("If set to 0, combat is Civ1/2-style (when you attack, "
- "you remain in place). If set to 100, attacking units "
+ "you remain in place). If set to 100, attacking units "
"will always move into the tile they attacked if they win "
- "the combat (and no enemy units remain in the tile). If "
+ "the combat (and no enemy units remain in the tile). If "
"set to a value between 0 and 100, this will be used as "
"the percent chance of \"occupying\" territory."), NULL,
GAME_MIN_OCCUPYCHANCE, GAME_MAX_OCCUPYCHANCE,
@@ -606,11 +648,11 @@
GEN_INT("wtowervision", game.watchtower_vision,
SSET_RULES, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
N_("Range of vision for units in a fortress"),
- N_("watchtower vision range: If set to 1, it has no effect. "
+ N_("If set to 1, it has no effect. "
"If 2 or larger, the vision range of a unit inside a "
"fortress is set to this value, if the necessary invention "
"has been made. This invention is determined by the flag "
- "'Watchtower' in the techs ruleset. Also see wtowerevision."),
+ "'Watchtower' in the techs ruleset. See also wtowerevision."),
NULL,
GAME_MIN_WATCHTOWER_VISION, GAME_MAX_WATCHTOWER_VISION,
GAME_DEFAULT_WATCHTOWER_VISION)
@@ -618,8 +660,8 @@
GEN_INT("wtowerevision", game.watchtower_extra_vision,
SSET_RULES, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
N_("Extra vision range for units in a fortress"),
- N_("watchtower extra vision range: If set to 0, it has no "
- "effect. If larger than 0, the visionrange of a unit is "
+ N_("If set to 0, it has no "
+ "effect. If larger than 0, the vision range of a unit is "
"raised by this value, if the unit is inside a fortress "
"and the invention determined by the flag 'Watchtower' "
"in the techs ruleset has been made. Always the larger "
@@ -630,42 +672,46 @@
GEN_INT("borders", game.borders,
SSET_RULES, SSET_MILITARY, SSET_SITUATIONAL, SSET_TO_CLIENT,
- N_("National border's radius"),
- N_("If this is set to greater than 0, nations will have territory "
- "delineated by borders placed on the loci between cities, with "
- "the maximum distance from any city specified."), NULL,
- GAME_MIN_BORDERS, GAME_MAX_BORDERS, GAME_DEFAULT_BORDERS)
+ N_("National borders radius"),
+ N_("If this is set to greater than 0, then any land tiles "
+ "within the given radius of a city will be owned by that "
+ "nation. Special rules apply for ocean tiles or tiles within "
+ "range of more than one nation's cities."),
+ NULL,
+ GAME_MIN_BORDERS, GAME_MAX_BORDERS, GAME_DEFAULT_BORDERS)
GEN_BOOL("happyborders", game.happyborders,
SSET_RULES, SSET_MILITARY, SSET_SITUATIONAL,
- SSET_TO_CLIENT,
+ SSET_TO_CLIENT,
N_("Units inside borders cause no unhappiness"),
- N_("If this is set, units will not cause unhappiness when "
- "inside your own borders."), NULL,
- GAME_DEFAULT_HAPPYBORDERS)
+ N_("If this is set, units will not cause unhappiness when "
+ "inside your own borders."), NULL,
+ GAME_DEFAULT_HAPPYBORDERS)
GEN_INT("diplomacy", game.diplomacy,
SSET_RULES, SSET_MILITARY, SSET_SITUATIONAL, SSET_TO_CLIENT,
N_("Ability to do diplomacy with other players"),
- N_("If set to 0 (default), diplomacy is enabled for all.\n"
- "If set to 1, diplomacy is only allowed between human players.\n"
- "If set to 2, diplomacy is only allowed between AI players.\n"
- "If set to 3, diplomacy is restricted to teams.\n"
- "If set to 4, diplomacy is disabled for all.\n"
+ N_("0 = default; diplomacy is enabled for everyone.\n\n"
+ "1 = diplomacy is only allowed between human players.\n\n"
+ "2 = diplomacy is only allowed between AI players.\n\n"
+ "3 = diplomacy is restricted to teams.\n\n"
+ "4 = diplomacy is disabled for everyone.\n\n"
"You can always do diplomacy with players on your team."), NULL,
GAME_MIN_DIPLOMACY, GAME_MAX_DIPLOMACY, GAME_DEFAULT_DIPLOMACY)
GEN_INT("citynames", game.allowed_city_names,
SSET_RULES, SSET_SOCIOLOGY, SSET_RARE, SSET_TO_CLIENT,
N_("Allowed city names"),
- N_("If set to 0, there are no restrictions: players can have "
- "multiple cities with the same names. "
- "If set to 1, city names have to be unique to a player: "
- "one player can't have multiple cities with the same name. "
- "If set to 2 or 3, city names have to be globally unique: "
- "all cities in a game have to have different names. "
- "If set to 3, a player isn't allowed to use a default city name "
- "of another nations."),NULL,
+ N_("0 = There are no restrictions: players can have "
+ "multiple cities with the same names.\n\n"
+ "1 = City names have to be unique to a player: "
+ "one player can't have multiple cities with the same name.\n\n"
+ "2 = City names have to be globally unique: "
+ "all cities in a game have to have different names.\n\n"
+ "3 = Like setting 2, but a player isn't allowed to use a "
+ "default city name of another nations unless it is a default "
+ "for their nation also."),
+ NULL,
GAME_MIN_ALLOWED_CITY_NAMES, GAME_MAX_ALLOWED_CITY_NAMES,
GAME_DEFAULT_ALLOWED_CITY_NAMES)
@@ -685,11 +731,11 @@
GEN_INT("barbarians", game.barbarianrate,
SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_VITAL, SSET_TO_CLIENT,
N_("Barbarian appearance frequency"),
- N_("0 - no barbarians \n"
- "1 - barbarians only in huts \n"
- "2 - normal rate of barbarian appearance \n"
- "3 - frequent barbarian uprising \n"
- "4 - raging hordes, lots of barbarians"), NULL,
+ N_("0 = no barbarians \n"
+ "1 = barbarians only in huts \n"
+ "2 = normal rate of barbarian appearance \n"
+ "3 = frequent barbarian uprising \n"
+ "4 = raging hordes, lots of barbarians"), NULL,
GAME_MIN_BARBARIANRATE, GAME_MAX_BARBARIANRATE,
GAME_DEFAULT_BARBARIANRATE)
@@ -703,11 +749,10 @@
GEN_INT("revolen", game.revolution_length,
SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE, SSET_TO_CLIENT,
N_("Length in turns of revolution"),
- N_("When changing government an intermission"
- " period of the specified length, in turns,"
- " occur."
- " Setting this value to 0 will give a random"
- " length of 1-6 turns."), NULL,
+ N_("When changing governments, a period of anarchy lasting this "
+ "many turns will occur. "
+ "Setting this value to 0 will give a random "
+ "length of 1-6 turns."), NULL,
GAME_MIN_REVOLUTION_LENGTH, GAME_MAX_REVOLUTION_LENGTH,
GAME_DEFAULT_REVOLUTION_LENGTH)
@@ -715,37 +760,38 @@
SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
N_("Whether to enable fog of war"),
N_("If this is set to 1, only those units and cities within "
- "the sightrange of your own units and cities will be "
+ "the vision range of your own units and cities will be "
"revealed to you. You will not see new cities or terrain "
- "changes in squares not observed."), NULL,
+ "changes in tiles not observed."), NULL,
GAME_DEFAULT_FOGOFWAR)
GEN_INT("diplchance", game.diplchance,
SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_SITUATIONAL, SSET_TO_CLIENT,
N_("Chance in diplomat/spy contests"),
/* xgettext:no-c-format */
- N_("A Diplomat or Spy acting against a city which has one or "
- "more defending Diplomats or Spies has a diplchance "
- "(percent) chance to defeat each such defender. Also, the "
- "chance of a Spy returning from a successful mission is "
- "diplchance percent. (Diplomats never return.) Also, a "
- "basic chance of success for Diplomats and Spies. "
- "Defending Spys are generally twice as capable as "
- "Diplomats, veteran units 50% more capable than "
+ N_("A diplomatic unit acting against a city which has one or "
+ "more defending diplomatic units has a diplchance "
+ "(percent) chance to defeat each such defender. Also, the "
+ "chance of a spy returning from a successful mission is "
+ "diplchance percent (diplomats never return). This value is "
+ "also the basic chance of success for diplomats and spies. "
+ "Defending spies are generally twice as capable as "
+ "diplomats; veteran units are 50% more capable than "
"non-veteran ones."), NULL,
GAME_MIN_DIPLCHANCE, GAME_MAX_DIPLCHANCE, GAME_DEFAULT_DIPLCHANCE)
GEN_BOOL("spacerace", game.spacerace,
SSET_RULES_FLEXIBLE, SSET_SCIENCE, SSET_VITAL, SSET_TO_CLIENT,
N_("Whether to allow space race"),
- N_("If this option is 1, players can build spaceships."), NULL,
+ N_("If this option is set to 1, players can build spaceships."),
+ NULL,
GAME_DEFAULT_SPACERACE)
GEN_INT("civilwarsize", game.civilwarsize,
SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE, SSET_TO_CLIENT,
N_("Minimum number of cities for civil war"),
N_("A civil war is triggered if a player has at least this "
- "many cities and the player's capital is captured. If "
+ "many cities and the player's capital is captured. If "
"this option is set to the maximum value, civil wars are "
"turned off altogether."), NULL,
GAME_MIN_CIVILWARSIZE, GAME_MAX_CIVILWARSIZE,
@@ -755,17 +801,21 @@
SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
N_("Turns until player contact is lost"),
N_("Players may meet for diplomacy this number of turns "
- "after their units have last met. Set this to zero "
- "to turn this feature off entirely."), NULL,
+ "after their units have last met. If set to zero then players "
+ "must have adjacent units to have diplomatic meetings."),
+ NULL,
GAME_MIN_CONTACTTURNS, GAME_MAX_CONTACTTURNS,
GAME_DEFAULT_CONTACTTURNS)
GEN_BOOL("savepalace", game.savepalace,
SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT,
N_("Rebuild palace if capital is conquered"),
- N_("If this is set to 1 when the capital is conquered, palace "
+ N_("If this is set to 1, then when the capital is conquered the "
+ "palace "
"is automatically rebuilt for free in another randomly "
- "choosed city, regardless on the knowledge of Masonry."), NULL,
+ "choosen city. This is significant because the technology "
+ "requirement for building a palace will be ignored."),
+ NULL,
GAME_DEFAULT_SAVEPALACE)
GEN_BOOL("naturalcitynames", game.natural_city_names,
@@ -786,34 +836,35 @@
SSET_META, SSET_NETWORK, SSET_RARE, SSET_TO_CLIENT,
N_("Players that users are allowed to take"),
N_("This should be a string of characters, each of which "
- "specifies a type or status of a civilization, or "
- "\"player\". Clients will only be permitted to take "
+ "specifies a type or status of a civilization (player). "
+ "Clients will only be permitted to take "
"or observe those players which match one of the specified "
- "letters. This only affects future uses of the take or "
- "observe command. The characters and their meanings are:\n"
- " H,h = Human players\n"
- " A,a = AI players\n"
- " d = Dead players\n"
+ "letters. This only affects future uses of the take or "
+ "observe command; it is not retroactive. The characters "
+ "and their meanings are:\n"
" b = Barbarian players\n"
- "The first description from the _bottom_ which matches a "
- "player is the one which applies. Thus 'd' does not "
- "include Barbarians, 'a' does not include dead AI "
- "players, and so on. Upper case letters apply before "
- "the game has started, lower case letters afterwards.\n"
+ " d = Dead players\n"
+ " a,A = AI players\n"
+ " h,H = Human players\n"
+ "The first description on this list which matches a "
+ "player is the one which applies. Thus 'd' does not "
+ "include dead barbarians, 'a' does not include dead AI "
+ "players, and so on. Upper case letters apply before "
+ "the game has started, lower case letters afterwards.\n\n"
"Each character above may be followed by one of the "
"following numbers to allow or restrict the manner "
- "of connection:\n"
- " (none) = Controller allowed, observers allowed, "
- "can displace connections.*\n"
- " 1 = Controller allowed, observers allowed, "
- "can't displace connections;\n"
- " 2 = Controller allowed, no observers allowed, "
- "can displace connections;\n"
- " 3 = Controller allowed, no observers allowed, "
- "can't displace connections;\n"
- " 4 = No controller allowed, observers allowed;\n\n"
- "* \"Displacing a connection\" means that you may take over "
- "a player that another user already has control of."),
+ "of connection:\n\n"
+ "(none) = Controller allowed, observers allowed, can "
+ "can displace connections. (Displacing a connection means "
+ "that you may take over a player that another user already "
+ "has control of.)\n\n"
+ "1 = Controller allowed, observers allowed, "
+ "can't displace connections;\n\n"
+ "2 = Controller allowed, no observers allowed, "
+ "can displace connections;\n\n"
+ "3 = Controller allowed, no observers allowed, "
+ "can't displace connections;\n\n"
+ "4 = No controller allowed, observers allowed;\n\n"),
allowtake_callback, GAME_DEFAULT_ALLOW_TAKE)
GEN_BOOL("autotoggle", game.auto_ai_toggle,
@@ -825,33 +876,36 @@
GEN_INT("endyear", game.end_year,
SSET_META, SSET_SOCIOLOGY, SSET_TO_CLIENT, SSET_VITAL,
- N_("Year the game ends"), "", NULL,
+ N_("Year the game ends"),
+ N_("The game will end at the end of the given year."), NULL,
GAME_MIN_END_YEAR, GAME_MAX_END_YEAR, GAME_DEFAULT_END_YEAR)
- GEN_INT( "timeout", game.timeout,
- SSET_META, SSET_INTERNAL, SSET_VITAL, SSET_TO_CLIENT,
- N_("Maximum seconds per turn"),
- N_("If all players have not hit \"Turn Done\" before this "
- "time is up, then the turn ends automatically. Zero "
- "means there is no timeout. In DEBUG servers, a timeout "
- "of -1 sets the autogame test mode. Use this with the command "
- "\"timeoutincrease\" to have a dynamic timer."), NULL,
+ GEN_INT("timeout", game.timeout,
+ SSET_META, SSET_INTERNAL, SSET_VITAL, SSET_TO_CLIENT,
+ N_("Maximum seconds per turn"),
+ N_("If all players have not hit \"Turn Done\" before this "
+ "time is up, then the turn ends automatically. Zero "
+ "means there is no timeout. In servers compiled with "
+ "debugging, a timeout "
+ "of -1 sets the autogame test mode. Use this with the command "
+ "\"timeoutincrease\" to have a dynamic timer."), NULL,
GAME_MIN_TIMEOUT, GAME_MAX_TIMEOUT, GAME_DEFAULT_TIMEOUT)
- GEN_INT("tcptimeout", game.tcptimeout,
+ GEN_INT("nettimeout", game.tcptimeout,
SSET_META, SSET_NETWORK, SSET_RARE, SSET_TO_CLIENT,
- N_("Seconds to let a client connection block"),
- N_("If a TCP connection is blocking for a time greater than "
- "this value, then the TCP connection is closed. Zero "
- "means there is no timeout beyond that enforced by the "
- "TCP protocol implementation itself."), NULL,
+ N_("Seconds to let a client's network connection block"),
+ N_("If a network connection is blocking for a time greater than "
+ "this value, then the connection is closed. Zero "
+ "means there is no timeout (although connections will be "
+ "automatically disconnected eventually)."),
+ NULL,
GAME_MIN_TCPTIMEOUT, GAME_MAX_TCPTIMEOUT, GAME_DEFAULT_TCPTIMEOUT)
GEN_INT("netwait", game.netwait,
SSET_META, SSET_NETWORK, SSET_RARE, SSET_TO_CLIENT,
- N_("Max seconds for TCP buffers to drain"),
- N_("The civserver will wait for up to the value of this "
- "parameter in seconds, for all client connection TCP "
+ N_("Max seconds for network buffers to drain"),
+ N_("The server will wait for up to the value of this "
+ "parameter in seconds, for all client connection network "
"buffers to unblock. Zero means the server will not "
"wait at all."), NULL,
GAME_MIN_NETWAIT, GAME_MAX_NETWAIT, GAME_DEFAULT_NETWAIT)
@@ -867,7 +921,7 @@
SSET_META, SSET_NETWORK, SSET_RARE,
SSET_TO_CLIENT,
N_("Time to cut a client"),
- N_("If a client doesn't reply to a PONG in this time the "
+ N_("If a client doesn't reply to a PING in this time the "
"client is disconnected."), NULL,
GAME_MIN_PINGTIMEOUT, GAME_MAX_PINGTIMEOUT, GAME_DEFAULT_PINGTIMEOUT)
@@ -883,15 +937,15 @@
SSET_META, SSET_INTERNAL, SSET_SITUATIONAL, SSET_TO_CLIENT,
N_("Fixed-length turns play mode"),
N_("If this is set to 1 the game turn will not advance "
- "until the timeout has expired, irrespective of players "
- "clicking on \"Turn Done\"."), NULL,
+ "until the timeout has expired, even if all players "
+ "have clicked on \"Turn Done\"."), NULL,
FALSE)
GEN_STRING("demography", game.demography,
SSET_META, SSET_INTERNAL, SSET_SITUATIONAL, SSET_TO_CLIENT,
N_("What is in the Demographics report"),
N_("This should be a string of characters, each of which "
- "specifies the the inclusion of a line of information "
+ "specifies the inclusion of a line of information "
"in the Demographics report.\n"
"The characters and their meanings are:\n"
" N = include Population\n"
@@ -908,14 +962,15 @@
" q = display \"quantity\" column\n"
" r = display \"rank\" column\n"
" b = display \"best nation\" column\n"
- "(The order of these characters is not significant, but their
case is.)"),
+ "The order of characters is not significant, but "
+ "their capitalization is."),
is_valid_demography, GAME_DEFAULT_DEMOGRAPHY)
GEN_INT("saveturns", game.save_nturns,
SSET_META, SSET_INTERNAL, SSET_VITAL, SSET_SERVER_ONLY,
N_("Turns per auto-save"),
- N_("The game will be automatically saved per this number of turns.\n"
- "Zero means never auto-save."), NULL,
+ N_("The game will be automatically saved per this number of "
+ "turns. Zero means never auto-save."), NULL,
0, 200, 10)
/* Could undef entire option if !HAVE_LIBZ, but this way users get to see
@@ -926,8 +981,8 @@
SSET_META, SSET_INTERNAL, SSET_RARE, SSET_SERVER_ONLY,
N_("Savegame compression level"),
N_("If non-zero, saved games will be compressed using zlib "
- "(gzip format). Larger values will give better "
- "compression but take longer. If the maximum is zero "
+ "(gzip format). Larger values will give better "
+ "compression but take longer. If the maximum is zero "
"this server was not compiled to use zlib."), NULL,
GAME_MIN_COMPRESS_LEVEL, GAME_MAX_COMPRESS_LEVEL,
@@ -937,8 +992,8 @@
SSET_META, SSET_INTERNAL, SSET_RARE, SSET_SERVER_ONLY,
N_("Savegame compression level"),
N_("If non-zero, saved games will be compressed using zlib "
- "(gzip format). Larger values will give better "
- "compression but take longer. If the maximum is zero "
+ "(gzip format). Larger values will give better "
+ "compression but take longer. If the maximum is zero "
"this server was not compiled to use zlib."), NULL,
GAME_NO_COMPRESS_LEVEL, GAME_NO_COMPRESS_LEVEL,
@@ -949,7 +1004,7 @@
SSET_META, SSET_INTERNAL, SSET_VITAL, SSET_SERVER_ONLY,
N_("Auto-save name prefix"),
N_("Automatically saved games will have name "
- "\"<prefix><year>.sav\".\nThis setting sets "
+ "\"<prefix><year>.sav\". This setting sets "
"the <prefix> part."), NULL,
GAME_DEFAULT_SAVE_NAME)
@@ -957,7 +1012,7 @@
SSET_META, SSET_INTERNAL, SSET_SITUATIONAL, SSET_SERVER_ONLY,
N_("Whether to log player statistics"),
N_("If this is set to 1, player statistics are appended to "
- "the file \"civscore.log\" every turn. These statistics "
+ "the file \"civscore.log\" every turn. These statistics "
"can be used to create power graphs after the game."), NULL,
GAME_DEFAULT_SCORELOG)
@@ -965,9 +1020,9 @@
SSET_META, SSET_INTERNAL, SSET_SITUATIONAL, SSET_SERVER_ONLY,
N_("Detail level for logging game events"),
N_("Only applies if the game log feature is enabled "
- "(with the -g command line option). "
- "Levels: 0=no logging, 20=standard logging, 30=detailed logging, "
- "40=debuging logging."), NULL,
+ "(with the -g command line option). "
+ "Levels: 0=no logging, 20=standard logging, 30=detailed "
+ "logging, 40=debuging logging."), NULL,
0, 40, 20)
GEN_END
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