[Freeciv-Dev] Re: (PR#10461) edit the server settings help strings
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To: |
undisclosed-recipients: ; |
Subject: |
[Freeciv-Dev] Re: (PR#10461) edit the server settings help strings |
From: |
"Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx> |
Date: |
Wed, 6 Oct 2004 20:32:53 -0700 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=10461 >
Jason Short wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=10461 >
>
> This patch edits the server settings help strings.
New patch: removes "can can" in the allowtake helptext (thanks to Mike).
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 03:31:18 -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 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
- [Freeciv-Dev] Re: (PR#10461) edit the server settings help strings,
Jason Short <=
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