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Condex Guest
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Posted: Mon Jun 09, 2008 11:10 am Post subject: Typo on Spanish translation |
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First I want to apologize if this is not the right forum section to post this , feel free to move it wherever it belongs...
I just installed FreeCiv on my Gentoo box, and found a small typo on one of the windows of the program. It's on the screen you get when you choose the «Start new game» option in the main menu. I've uploaded an image of the typo to imageshack:
It says: «Eleigr Nación», but the correct is: «Elegir Nación»... Two letters «flipped»
Cheers!
Condex-  |
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book
Joined: 05 Jul 2006 Posts: 761
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Posted: Tue Jun 10, 2008 7:34 am Post subject: Re: Typo on Spanish translation |
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| This is such a small correction I should be able to get this committed right away. |
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book
Joined: 05 Jul 2006 Posts: 761
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Posted: Fri Jun 13, 2008 2:01 pm Post subject: Re: Typo on Spanish translation |
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Alright I have committed this to the various branches in
the repository. It will be in 2.1.5 (which is coming soon)
and of course all later version. |
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Guest Guest
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Posted: Mon Jun 16, 2008 10:12 am Post subject: Some errors/question in version 2.1.3 |
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Hi all,
sorry for post here if it is not the right place.
I found some mistakes, or questions in the version 2.1.3 installed with Ubuntu 8.04 upgrade in Spanish.
Translations. The menu option Research can be translated into "Investigación". The same with Nations ("Naciones").
I'm not able to resize the windows vertically and the last line is always out of the screen. Maybe this can be configured in some way to allow the proper window management. If I extract the chat "subwindow" the automatic resize works in the same way.
In various items appears in the Help and comments about power plants, it's said that you can build a solar plant, but I completed all the research advances and never saw that in the list to build.
I also don't find the Awacs. I don't know if that is a change in the units set.
Finally, many thanks to everybody who participate in the development of this game.
BR. |
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book
Joined: 05 Jul 2006 Posts: 761
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Posted: Mon Jun 16, 2008 2:35 pm Post subject: Re: Some errors/question in version 2.1.3 |
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| Guest wrote: | Hi all,
sorry for post here if it is not the right place.
I found some mistakes, or questions in the version 2.1.3 installed with Ubuntu 8.04 upgrade in Spanish.
Translations. The menu option Research can be translated into "Investigación". The same with Nations ("Naciones"). |
Version 2.1.5 will be released soon with updated translations.
If those are not fixed in that release, then you should probably
report it to the bug tracker at bugs.freeciv.org .
| Quote: | | I'm not able to resize the windows vertically and the last line is always out of the screen. Maybe this can be configured in some way to allow the proper window management. If I extract the chat "subwindow" the automatic resize works in the same way. |
Have you tried toggling "fullscreen mode"? It is in the view
menu (shortcut alt+enter).
| Quote: | | In various items appears in the Help and comments about power plants, it's said that you can build a solar plant, but I completed all the research advances and never saw that in the list to build. |
The city needs to have a factory in order to be able to build
some kind of power plant.
| Quote: | | I also don't find the Awacs. I don't know if that is a change in the units set. |
It seems to be in the ruleset as far as I can see. You can look
into the units.ruleset file (I don't know where it would be
installed in ubuntu) to see if it really is there. |
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czi Guest
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Posted: Tue Jun 17, 2008 3:18 am Post subject: We have communistic translation |
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| Czech translation distributed in Ubuntu packages is communistic. There is no Democracy but Capitalism, there is no Communism but Socialism, most military country is proofest and also contain many other (non-communistic) bad translations. |
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book
Joined: 05 Jul 2006 Posts: 761
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Posted: Tue Jun 17, 2008 7:38 am Post subject: Re: We have communistic translation |
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| czi wrote: | | Czech translation distributed in Ubuntu packages is communistic. There is no Democracy but Capitalism, there is no Communism but Socialism, most military country is proofest and also contain many other (non-communistic) bad translations. |
LOL. You should bring up this not-so-subtle "propaganda" on the
freeciv translators list: freeciv-i18n (at sign) gna (dot) org
You could also try editing the cs.po file yourself (more details
about how to do this at http://freeciv.wikia.com/wiki/Translations ). |
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HanduMan

Joined: 27 Jan 2008 Posts: 363 Location: Finland
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Posted: Wed Jun 18, 2008 1:33 am Post subject: Re: Some errors/question in version 2.1.3 |
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| book wrote: |
| Quote: | | In various items appears in the Help and comments about power plants, it's said that you can build a solar plant, but I completed all the research advances and never saw that in the list to build. |
The city needs to have a factory in order to be able to build
some kind of power plant. |
There is no Solar Plant in the default ruleset. In civ2 ruleset it exists, but requires Environmentalism technology which is not available by research. |
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book
Joined: 05 Jul 2006 Posts: 761
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Posted: Wed Jun 18, 2008 3:28 pm Post subject: Re: Some errors/question in version 2.1.3 |
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| HanduMan wrote: | | book wrote: |
| Quote: | | In various items appears in the Help and comments about power plants, it's said that you can build a solar plant, but I completed all the research advances and never saw that in the list to build. |
The city needs to have a factory in order to be able to build
some kind of power plant. |
There is no Solar Plant in the default ruleset. In civ2 ruleset it exists, but requires Environmentalism technology which is not available by research. |
Indeed the solar plant does not occur in any of the help texts
for the default ruleset. If you do find any references, notify me
about them and I will have them removed.
As for the civ2 ruleset, I checked it out and as you say there is
| Code: | [advance_environmentalism]
name = _("Environmentalism")
req1 = "Never" ; "Recycling"
req2 = "Never" ; "Space Flight"
flags = ""
graphic = "a.environmentalism"
graphic_alt = "-" |
which looks like again incorrect copy&pasting from the default
ruleset. I'll submit a patch to fix this to the bug tracker. |
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book
Joined: 05 Jul 2006 Posts: 761
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Posted: Wed Jun 18, 2008 4:00 pm Post subject: Re: Some errors/question in version 2.1.3 |
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While testing some changes to see if I could make solar plants
work, I noticed that 2.1 actually allows you to build every kind
of power plant in the same city. It might be a while before I
resolve these bugs...  |
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caz Code Developer
Joined: 30 May 2004 Posts: 343 Location: fi
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Posted: Wed Jun 18, 2008 4:34 pm Post subject: Re: Some errors/question in version 2.1.3 |
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| book wrote: | While testing some changes to see if I could make solar plants
work, I noticed that 2.1 actually allows you to build every kind
of power plant in the same city. It might be a while before I
resolve these bugs...  |
You call ability to take advantage of one plant while building another a bug? That has been very much intentional.
I'm not sure about status of Solar Plant and Environmentalism in civ2 ruleset. Solar Plant used to give no benefit at all over Hydro Plant so it was considered redundant. And as Environmentalism gives only Solar Plant, it was useless too. I think Daniel changed that at some point (for S2_2?) |
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book
Joined: 05 Jul 2006 Posts: 761
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Posted: Wed Jun 18, 2008 6:24 pm Post subject: Re: Some errors/question in version 2.1.3 |
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| caz wrote: | | book wrote: | While testing some changes to see if I could make solar plants
work, I noticed that 2.1 actually allows you to build every kind
of power plant in the same city. It might be a while before I
resolve these bugs...  |
You call ability to take advantage of one plant while building another a bug? That has been very much intentional. |
I was operating from the point of view of the users that read
the help texts, where it states that only one kind of power plant
can be built in a city. Also it has been my prior game experience
in 2.0 that once a city has one kind of power plant (or hoover
exists for that player), other power plant types do not show up
in the production list at all.
So I am quite surprised that in 2.1 you are allowed to have and
build multiple power plants in a city, though now that I have
checked it as long as the "higher" kind exists in the list
power plant < hydro < nuclear < hoover dam
the bonus effect of all "lower" kinds is shut off and the buildings
serve no purpose other than to consume gold upkeep.
I suppose this could all be resolved by just editing the help
text to state that the effect of lower_plant is lost if the
city has a higher_plant for each of the power plant types,
instead of the "a city can have only one..." text which is no
longer true in 2.1, as you have stated, intentionally.
| Quote: | | I'm not sure about status of Solar Plant and Environmentalism in civ2 ruleset. Solar Plant used to give no benefit at all over Hydro Plant so it was considered redundant. And as Environmentalism gives only Solar Plant, it was useless too. I think Daniel changed that at some point (for S2_2?) |
The point of the solar plant over the hydro plant is that
the hydro plant needed a river to be built (or some similar
condition). The solar plant could be built anywhere, but was
more expensive and the tech requisites were higher.
Anyway isn't the civ2 ruleset supposed to reproduce the
civ2 rules, as far as possible? Even if they are a little dumb
in some places.  |
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caz Code Developer
Joined: 30 May 2004 Posts: 343 Location: fi
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Posted: Thu Jun 19, 2008 4:06 am Post subject: Re: Some errors/question in version 2.1.3 |
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| book wrote: | I was operating from the point of view of the users that read the help texts, where it states that only one kind of power plant
can be built in a city. |
Ok, that's helptext bug.
The point of the solar plant over the hydro plant is that
the hydro plant needed a river to be built (or some similar
condition). The solar plant could be built anywhere, but was
more expensive and the tech requisites were higher.[/quote]
Sorry, I meant Nuclear Plant (it has been very long time I last played game all the way to the modern era). Freeciv has no risk of Nuclear Plant meltdown...
| Quote: |
Anyway isn't the civ2 ruleset supposed to reproduce the
civ2 rules, as far as possible? Even if they are a little dumb
in some places.  |
To some extend, yes. In this case it's not about dumbness of civ2 rules, but about how dump such an partial implementation would be (no risk of meltdown for Nuclear Plant).
However, I never use civ2 ruleset myself, so don't really care how this is solved. |
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book
Joined: 05 Jul 2006 Posts: 761
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Posted: Thu Jun 19, 2008 8:51 am Post subject: Re: Some errors/question in version 2.1.3 |
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| caz wrote: | Sorry, I meant Nuclear Plant (it has been very long time I last played game all the way to the modern era). Freeciv has no risk of Nuclear Plant meltdown...
To some extend, yes. In this case it's not about dumbness of civ2 rules, but about how dump such an partial implementation would be (no risk of meltdown for Nuclear Plant). |
Would it really be that hard to implement a "meltdown chance"
effect, and a city_nuclear_meltdown function? I think it is doable.  |
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caz Code Developer
Joined: 30 May 2004 Posts: 343 Location: fi
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Posted: Thu Jun 19, 2008 9:36 am Post subject: Re: Some errors/question in version 2.1.3 |
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| book wrote: | Would it really be that hard to implement a "meltdown chance"
effect, and a city_nuclear_meltdown function? I think it is doable.  |
Of course it's doable
This seems like place where scripting should be used. civ1 ruleset could get all the disasters, currently missing, that way. |
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