Re: [Freeciv-Dev] (PR#38244) uk.po
http://bugs.freeciv.org/Ticket/Display.html?id=38244 > On 17/03/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=38244 > > > On 3/17/07, Daniil Ivanov <[EMAIL PROTECTED]> wrote: > > > > http://bugs.freeciv.org/Ticket/Display.html?id=38244 > > > > > On 17/03/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote: > > > > > > http://bugs.freeciv.org/Ticket/Display.html?id=38244 > > > > > > > On 3/16/07, Daniil Ivanov <[EMAIL PROTECTED]> wrote: > > > > > > > > http://bugs.freeciv.org/Ticket/Display.html?id=38244 > > > > > > > > > Hi, > > > > > > > > I did some changes to uk.po file. > > > > > > > > Thanks, Daniil. > > > > > > > > > > > > > > I can commit it if you tell me which branch it is for? > > > > > > ~Daniel > > > > > > > > > > > Hi, > > > > I've decided to finish translation. This is for trunk. > > > > BR, Daniil. > > > > > > Have you talked to Roman about it? He did some work on uk.po a year or so ago. > > ~Daniel > > > Nope, І haven't. Ukrainian is one of two my native languages (the other one is Russian). I think Roman is from the western part of Ukraine, because of some words he uses. The most notable is a translation 'embassy' as English-borrowed 'ambasada'. Officially it is translated as 'posol'stvo', which is Russian-borrowed. You can check it from a website of any Ukrainian embassy http://www.ukrainaemb.se/ I think Roman can correct my mistakes later if he will have such desire. The translation 'Your diplomat failed' as 'Твій дипломат жінка' (Your diplomat is woman) was the best. :) Thanks, Daniil. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#38301) translator's services out of order
http://bugs.freeciv.org/Ticket/Display.html?id=38301 > Most of the translator services that used to be provided by freeciv.org are out of order. The files (freeciv.pot and *.po) that used to be generated daily in latest/ haven't been touched since August 06. Neither have trunk snapshots and diffs. Around the same time, postats stopped updating as well. Since the move to Wikia, the functionality is completely gone since they don't provide that wiki extension. I've seen other projects like Wesnoth and OTTD using custom web software; maybe we could install something similar on our servers? Examples: http://gettext.wesnoth.org/ http://translator2.openttd.org/languages/GlobalStat ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Re: (PR#37820) Patch: Use PF distance in waste by
http://bugs.freeciv.org/Ticket/Display.html?id=37820 > Per Inge Mathisen <[EMAIL PROTECTED]> wrote: >On Fri, 9 Mar 2007, (Eddie_Anderson) wrote: >>This is an experimental patch. It replaces "real map distance" >> (RMD) with pathfinder (PF) distance in the calculation of "waste / >> corruption by distance from the capital". > >I like the idea, but the implementation (or any implementation) has these >problems: > - It is strongly tied to a unit type, and changes to this unit type will >create colossal changes to waste levels, which may not be obvious or >desirable. I understand. Are there many rulesets where these types of units become obsolete early in the game? If not, then it may not be a big problem. Here are some of my other thoughts about it (using the Civ2 ruleset as a point of reference): 1) My choice of units for calculating distance was almost arbitrary. Feel free to change it if necessary. Caravans (IIRC, "wonder helpers") were used in the part of the code that I copied (from your Wonder city code); so I left it that way. I didn't want to risk introducing any side effects in code that I didn't understand well. 2) Settlers might be a better choice because they are available throughout the game. And presumably every ruleset has at least one city-founder type unit in it. But maybe other rulesets have multiple types of city-founder units (with different movement capabilities). 3) By the time a civ replaces its Caravans with Freights (which would cut its waste-by-distance costs in half), that civ is unlikely to still be governed by Despotism. IIRC, the change from Despotism to either Monarchy or Republic also causes a 50% reduction in waste-by-distance costs. And by the time a civ researches Corporation, they may have already researched Democracy and/or Communism too. So waste-by- distance may not be a factor at all by then. > - Changing roads does not recalculate waste levels until end of turn, >which changes the way this has been handled up until now. Currently we >guarantee that what you see in the city dialog as you press end turn is >what you will get on turn end. There are no surprises, which is probably a >good thing. We could recalculate all city distances every time a road is >built, but it would also be affected by moving units and their ZoC, and >we can't recalculate city distances for each unit movement. I'm not sure what you mean by "changing roads". Do you mean building roads or pillaging them? or something else? I thought that road building didn't happen until the end of each turn. In contrast, pillaging happens immediately. So the player would see immediate changes (e.g. in a city display) due to pillaging but not due to road building. Is that not correct? I don't understand all the issues that are involved here. So, from my naive perspective, I propose this: Preserve WYSIWYG. I agree that it is a good thing. To insulate the PF distance calculations from the effects of unit activity, store the distances in a structure that is only updated once per turn (or when a city is created). Perhaps that update could be done when the player presses "turn done". Use those stored distances for the waste calculation at the beginning of the next turn. In between the 'turn done' and the beginning of the next turn, ignore the effects of other players' units (newly pillaged roads, new ZOCs exerted by hostile units, etc.) on this player's cities (unless the city is captured or destroyed). And tell the player that any roads that he is constructing will *not* affect the calculations on *this* turn. Instead those effects will start on the next turn. Perhaps the city display should show old values in parentheses if anything changes in mid turn. Is that feasible? >Possible solutions: > * Perhaps a "standard unit" should be created for tracing distances, >which could be amphibious, now that we have such units. That sounds good. Or is there a way to measure distances without using units? AIUI the need for a virtual unit (of any kind) is an artifact of using PF. I don't know enough about PF to know if there is a way around that requirement. But if PF can be used without units, then that would solve that problem. >I do not see how to solve the changing roads / moving units problem. > >>Perhaps the biggest question I still have about this code is >> about the form of the PF search. AIUI the method used here is an >> outward search of surrounding tiles that looks for cities. But >> since the locations of cities are *known*, wouldn't a PF search for >> a path (between two known points) be more efficient? > >IIRC, no. Remember that the straight path may not be the longest, so we >need to do an exhaustive search to find the guaranteed shortest path. OK. Here's another question (and maybe PF already does this): Do you know if PF prunes the search i
Re: [Freeciv-Dev] (PR#38244) uk.po
http://bugs.freeciv.org/Ticket/Display.html?id=38244 > On 3/17/07, Daniil Ivanov <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=38244 > > > On 17/03/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote: > > > > http://bugs.freeciv.org/Ticket/Display.html?id=38244 > > > > > On 3/16/07, Daniil Ivanov <[EMAIL PROTECTED]> wrote: > > > > > > http://bugs.freeciv.org/Ticket/Display.html?id=38244 > > > > > > > Hi, > > > > > > I did some changes to uk.po file. > > > > > > Thanks, Daniil. > > > > > > > > > > I can commit it if you tell me which branch it is for? > > > > ~Daniel > > > > > > > Hi, > > I've decided to finish translation. This is for trunk. > > BR, Daniil. > > Have you talked to Roman about it? He did some work on uk.po a year or so ago. ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] FR: knowlege base about changes that affected all gui-*
On 3/16/07, Egor Vyscrebentsov <[EMAIL PROTECTED]> wrote: Good daytime! Now I can't find a way to _easy_ get information about changes in the code, that affected gui-specific code, from one date up to other. If there is no better way to do it, I will suggest to have a wiki page on which such changes would be written (with links to PR# or even to commited patch). Wiki page would not hurt. But I think that already one who breaks gui- by committing something should create RT tickets for each gui. That said, I have not created such tickets myself for base building activities... Attempt to build fortress or airbase in gui other than gtk probably doesn't work. See #37611 and #38016. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#38244) uk.po
http://bugs.freeciv.org/Ticket/Display.html?id=38244 > On 17/03/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=38244 > > > On 3/16/07, Daniil Ivanov <[EMAIL PROTECTED]> wrote: > > > > http://bugs.freeciv.org/Ticket/Display.html?id=38244 > > > > > Hi, > > > > I did some changes to uk.po file. > > > > Thanks, Daniil. > > > > > > I can commit it if you tell me which branch it is for? > > ~Daniel > > > Hi, I've decided to finish translation. This is for trunk. BR, Daniil. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#38244) uk.po
http://bugs.freeciv.org/Ticket/Display.html?id=38244 > On 3/16/07, Daniil Ivanov <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=38244 > > > Hi, > > I did some changes to uk.po file. > > Thanks, Daniil. > > I can commit it if you tell me which branch it is for? ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#35961) [wishlist] nation legends in help system
http://bugs.freeciv.org/Ticket/Display.html?id=35961 > On 3/17/07, Egor Vyscrebentsov <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=35961 > > > On Thu, 15 Mar 2007 Daniel Markstedt wrote: > > > > [evyscr - Wed Mar 14 17:01:14 2007]: > > > > > > On Mon, 12 Mar 2007 01:14:42 -0800 Egor Vyscrebentsov wrote: > > > > > > > > Attached is a pre-version of patch. Legends are used as a help text. > > > > Only gui-xaw supported. > > > > > > > > Ah, and main "Nations" section requires a better text ;) > > > > > > > > PS. Do we want to have "helptext" field in data/nation/*.ruleset ? > > > > Maybe this could serve as (a brief) helptext: > > > > "Each player in the game is represented by a nation. A nation could be a > > modern-day nation state, a historical region or empire, an ethnic group, > > or even a fictional nation. Your goal as the player is to vanquish other > > nations and lead your nation to world domination!" > > Last sentence could be wrong for scenario (or for special victory > requirements). And I would like to see notice, that nations now have no > differences (advantages and drawbacks) in gameplay meaning. > > -- > Thanks, evyscr > > > Rephrased helptext in patch for trunk. This shouldn't IMO go into S2_1, as it introduces a gettexted string. ~Daniel nations_help-trunk.diff Description: Binary data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] FR: knowlege base about changes that affected all gui-*
On Fri, 16 Mar 2007 21:04:36 + (GMT) Per I. Mathisen wrote: > On Fri, 16 Mar 2007, Egor Vyscrebentsov wrote: > > Now I can't find a way to _easy_ get information about changes in > > the code, that affected gui-specific code, from one date up to other. > > Does this work for you? > > [EMAIL PROTECTED] freeciv]$ svn log client/gui-sdl --limit 50 No. I need changes which were made _outside_, f.e. gui-xaw, but affect gui-xaw (and all other gui-*). Now I can get this information from freeciv-commits@ looking for client/gui-gtk-2.0/* and something outside client/gui-gtk-2.0. For example, message for r12811: > You can now edit which techs player knows in science dialog in > editor mode. > > See #37752 > > Modified: > trunk/client/gui-gtk-2.0/repodlgs.c > trunk/common/fc_types.h > trunk/common/packets.def > trunk/server/edithand.c > trunk/version.in But manual 'grepping' such messages is not an _easy_ way. -- Thanks, evyscr ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] FR: knowlege base about changes that affected all gui-*
On Fri, 16 Mar 2007, Egor Vyscrebentsov wrote: Now I can't find a way to _easy_ get information about changes in the code, that affected gui-specific code, from one date up to other. Does this work for you? [EMAIL PROTECTED] freeciv]$ svn log client/gui-sdl --limit 50 - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] FR: knowlege base about changes that affected all gui-*
Good daytime! Now I can't find a way to _easy_ get information about changes in the code, that affected gui-specific code, from one date up to other. If there is no better way to do it, I will suggest to have a wiki page on which such changes would be written (with links to PR# or even to commited patch). -- Thanks, evyscr ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#36577) PNG flags and shields do not depend on SVG files
http://bugs.freeciv.org/Ticket/Display.html?id=36577 > On 3/16/07, Egor Vyscrebentsov <[EMAIL PROTECTED]> wrote: > > On Fri, 16 Mar 2007 Daniil Ivanov wrote: > > However, if we will keep adding PNG to SVN this rule will never > > be used during 'make' or 'make dist'. I feel update-po is very > > different from this use-case. > > Well, I thought about another case: .svg file is newer than .png. I don't > want to regen new png, and regen it again after `svn revert`, and regen > it again... ;) Agreed. You cannot guarantee that local timestamps of files got from svn are in correct order. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#36577) PNG flags and shields do not depend on SVG files
http://bugs.freeciv.org/Ticket/Display.html?id=36577 > On Fri, 16 Mar 2007 Daniil Ivanov wrote: > On 16/03/07, Egor Vyscrebentsov wrote: > > > > I would like these to be called non-automatically, but by something > > like 'make update-png' (inspired by 'make update-po'). And like > > 'make update-po' it can be called by 'make dist' rather than regular > > 'make'. Btw, what script do if there is no inkscape in system? > > > It fails :) Well, this is the exact behavior before, when you add SVG, patch > half of dozen of files and try to build, make says to you there is no rule > to produce PNG files. In absence of Inkscape make will fail trying to execute > convert_png. However, if we will keep adding PNG to SVN this rule will never > be used during 'make' or 'make dist'. I feel update-po is very > different from this use-case. Well, I thought about another case: .svg file is newer than .png. I don't want to regen new png, and regen it again after `svn revert`, and regen it again... ;) I have at least one machine which: 1) has no inkscape installed; 2) is to slow to regenerate pngs. PS. I don't know about current behavior, but it does not enforce me to use inkscape during the build. -- Thanks, evyscr ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#36577) PNG flags and shields do not depend on SVG files
http://bugs.freeciv.org/Ticket/Display.html?id=36577 > On 16/03/07, Egor Vyscrebentsov <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=36577 > > > On Thu, 15 Mar 2007 21:18:38 -0800 Daniil Ivanov wrote: > > I would like these to be called non-automatically, but by something > like 'make update-png' (inspired by 'make update-po'). And like > 'make update-po' it can be called by 'make dist' rather than regular > 'make'. Btw, what script do if there is no inkscape in system? > > -- > Thanks, evyscr > It fails :) Well, this is the exact behavior before, when you add SVG, patch half of dozen of files and try to build, make says to you there is no rule to produce PNG files. In absence of Inkscape make will fail trying to execute convert_png. However, if we will keep adding PNG to SVN this rule will never be used during 'make' or 'make dist'. I feel update-po is very different from this use-case. BR, Daniil. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#38193) [Patch] Use player_set_nation() when loading saved game
http://bugs.freeciv.org/Ticket/Display.html?id=38193 > On 3/15/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote: > > Use player_set_nation() instead of just setting player->nation. This > should help keeping player->nation and nation->player consistent. S2_1 version. - ML diff -Nurd -X.diff_ignore freeciv/common/player.c freeciv/common/player.c --- freeciv/common/player.c 2007-03-05 19:14:29.0 +0200 +++ freeciv/common/player.c 2007-03-16 19:31:29.0 +0200 @@ -235,6 +235,9 @@ pplayer->nation->player = NULL; } if (pnation) { + /* Note that both barbarian players use same nation. + * For barbarian nations nation->player points essentially to + * random player */ pnation->player = pplayer; } pplayer->nation = pnation; diff -Nurd -X.diff_ignore freeciv/server/savegame.c freeciv/server/savegame.c --- freeciv/server/savegame.c 2007-03-10 23:18:01.0 +0200 +++ freeciv/server/savegame.c 2007-03-16 19:27:06.0 +0200 @@ -1850,6 +1850,7 @@ int id; struct team *pteam; struct player_research *research; + struct nation_type *pnation; /* not all players have teams */ id = secfile_lookup_int_default(file, -1, "player%d.team_no", plrno); @@ -1906,7 +1907,13 @@ p = ""; } } - plr->nation = find_nation_by_name_orig(p); + pnation = find_nation_by_name_orig(p); + + if (pnation != NO_NATION_SELECTED) { +player_set_nation(plr, pnation); + } else { +plr->nation = NO_NATION_SELECTED; + } /* Nation may be unselected at this point; we check for this later and * reassign nations to players who don't have them. */ @@ -1917,7 +1924,8 @@ * give_initial_techs will crash if the nation is unset. */ if (is_barbarian(plr) && plr->nation == NO_NATION_SELECTED) { -plr->nation = pick_barbarian_nation(); +pnation = pick_barbarian_nation(); +player_set_nation(plr, pnation); } /* government */ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#36577) PNG flags and shields do not depend on SVG files
http://bugs.freeciv.org/Ticket/Display.html?id=36577 > On Thu, 15 Mar 2007 21:18:38 -0800 Daniil Ivanov wrote: > I have finally made those changes :) It is not going to change any > default behavior. > It just will be useful for people, who are adding their own flags at > a build stage. > The rule is applied only in case there is no PNG files or they have > an earlier modification > date than SVG file. I would like these to be called non-automatically, but by something like 'make update-png' (inspired by 'make update-po'). And like 'make update-po' it can be called by 'make dist' rather than regular 'make'. Btw, what script do if there is no inkscape in system? -- Thanks, evyscr ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#35961) [wishlist] nation legends in help system
http://bugs.freeciv.org/Ticket/Display.html?id=35961 > On Thu, 15 Mar 2007 Daniel Markstedt wrote: > > [evyscr - Wed Mar 14 17:01:14 2007]: > > > > On Mon, 12 Mar 2007 01:14:42 -0800 Egor Vyscrebentsov wrote: > > > > > > Attached is a pre-version of patch. Legends are used as a help text. > > > Only gui-xaw supported. > > > > > > Ah, and main "Nations" section requires a better text ;) > > > > > > PS. Do we want to have "helptext" field in data/nation/*.ruleset ? > > Maybe this could serve as (a brief) helptext: > > "Each player in the game is represented by a nation. A nation could be a > modern-day nation state, a historical region or empire, an ethnic group, > or even a fictional nation. Your goal as the player is to vanquish other > nations and lead your nation to world domination!" Last sentence could be wrong for scenario (or for special victory requirements). And I would like to see notice, that nations now have no differences (advantages and drawbacks) in gameplay meaning. -- Thanks, evyscr ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#38241) 2.1.0-beta2 and beta3: assertion failed in civclient.exe (packhand.c)
http://bugs.freeciv.org/Ticket/Display.html?id=38241 > On 3/16/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote: > > Player has shared vision from Galicians, and is allied with them. > Aztec Alpine Troops conquer Galician city of Mitxcoac (65, 39). When > city vision is removed, client still sees that Aztec Alpine Troops in > city. Actually it's more complicated than that. Player sees how Alpine Troops *enter* city, since city is at that point owned by allied & shared vision player. Then city owner is changed and player no longer sees *changes* to Alpine Troops status. Alpine Troops gets actually killed by Ironclad, but client still sees it inside city. Ironclad then moves away and city gets fogged. To me it seems that this works incorrectly in two ways. First of all, previous owner (or players with shared vision) should not see unit that conquered city inside city (I think it's always seen until tile fogging or visible fight causes it to be removed) Second, shared vision should show fight between allied/shared vision Ironclad and enemy Alpine Troops. Now I see only Ironclad to mysteriously lose hitpoints when it moves away (first send_unit_info() to me after fight) - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#38264) City flag & occupied status hidden by adjacent unknown terrain
http://bugs.freeciv.org/Ticket/Display.html?id=38264 > Middle mouse button info tells me who owns this city, but how can I tell if it's occupied or not? - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#38241) 2.1.0-beta2 and beta3: assertion failed in civclient.exe (packhand.c)
http://bugs.freeciv.org/Ticket/Display.html?id=38241 > On 3/16/07, Andreas Greulich <[EMAIL PROTECTED]> wrote: > > When I load the attached saved (standalone) game and immediately > initiate the next turn, I get the following error: > > "Assertion failed! > Program: ...\Freeciv-2.1.0-beta3-gtk2\civclient.exe > File: packhand.c > Line: 2023 > Expression: unit_list_size(ptile->units)==0" > > I tried it with both versions Freeciv-2.1.0-beta2-gtk2 and > Freeciv-2.1.0-beta3-gtk2 using Windows XP SP2. Reproducible also in trunk. Player has shared vision from Galicians, and is allied with them. Aztec Alpine Troops conquer Galician city of Mitxcoac (65, 39). When city vision is removed, client still sees that Aztec Alpine Troops in city. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#38245) [Bug] Sun Tzu always marked redundant
http://bugs.freeciv.org/Ticket/Display.html?id=38245 > Sun Tzu's War Academy is always displayed as redundant. I think this relates to the fact that its effects have nreq UnitFlag Diplomat. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#38236) Spelling errors in version.in
http://bugs.freeciv.org/Ticket/Display.html?id=38236 > Hello, There are three spelling errors in version.in. Specifically, the word "mandatory" is spelled "manditory" twice, and the word "capability" is spelled "capbility" once. A proposed patch to fix this is attached. -- Dan Lynch <[EMAIL PROTECTED]> Index: version.in === --- version.in (revision 12837) +++ version.in (working copy) @@ -18,10 +18,10 @@ # # +Freeciv.Devel..MMM.DD is the base capability string. # -# - No new manditory capabilities can be added to the release branch; doing +# - No new mandatory capabilities can be added to the release branch; doing # so would break network capability of supposedly "compatible" releases. # -# - Avoid adding a new manditory capbility to the development branch for +# - Avoid adding a new mandatory capability to the development branch for # as long as possible. We want to maintain network compatibility with # the stable branch for as long as possible. FREECIV_NETWORK_CAPSTRING(["+Freeciv.Devel.2007.Mar.15"]) ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev