[Freeciv-Dev] [bug #16871] Having more AIs than nations segfaults at start

2010-10-27 Thread Goswin von Brederlow

Follow-up Comment #3, bug #16871 (project freeciv):

No. So maybe it wasn't the number but just the wrong format.


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[Freeciv-Dev] [patch #2077] Add optional separate rule name for ruleset objects, allowing them to be renamed

2010-10-27 Thread pepeto

Follow-up Comment #7, patch #2077 (project freeciv):

 (b) to avoid two separate game entities having the same
 user-visible string, which is more arguable. That's why I'm
 comparing after stripping off the qualifier with Qn() (and it's
 more or less equivalent to the old code). Comparing with the
 qualifier included could let through two identical-to-the-user
 nations, and I'm finding it hard to think of a reason why we'd
 ever want two nations with the same English string and different
 qualifiers.

And the only string displayed to the users is name_translation() in server
side. It may depends of the localization for client side... At least,
Qn_(untranslated_name) is never displayed to the user...

 As untranslated_name() is nearly not used and rule_name() is
 now a field of the name_translation structure, the pointer
 member (translated) should be useful to keep the start of
 the string to display to the user Qn(vernicular).

 I'm afraid I don't understand what you're suggesting here.

Sorry, rereading what I wrote... I agree, this is especially unclear. I was
talking about the configuration with NLS disabled. When NLS is enabled, the
member _translated_ is a pointer returned with _gettext()_ or
_Qn(vernicular)_ if the translation is missing. Then, we have very fast
access to that data. Maybe it should be the same with NLS disabled, keeping a
pointer on _Qn(vernicular)_. Probably it should be set by names_set(), not
testing every time we call name_translation().

 I did wonder about standardising the transport of
 rule/pretty names over the network.

And what is your conclusion? I can do it if you want.


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[Freeciv-Dev] [bug #16871] Having more AIs than nations segfaults at start

2010-10-27 Thread pepeto

Update of bug #16871 (project freeciv):

  Status: In Progress = Duplicate  
 Assigned to:None = pepeto 
 Open/Closed:Open = Closed 

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Follow-up Comment #4:

Actually, what was causing bug was the missing nation groups, not the format.
But when I was reading to the code, I noticed lot of oddities I wanted to
fix...

Closing this item as it is a duplicate of bug #16857.


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[Freeciv-Dev] [bug #16962] Should civ1 ruleset have its own cities.ruleset?

2010-10-27 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16962

 Summary: Should civ1 ruleset have its own cities.ruleset?
 Project: Freeciv
Submitted by: jtn
Submitted on: Wednesday 10/27/10 at 14:26
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Need Info
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.2.0
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

___

Details:

Currently, there's no data/civ1/cities.ruleset. This means that the civ1
ruleset picks up data/default/cities.ruleset.

The behaviour of the default ruleset has changed relatively recently. Between
2.1.x and 2.2.x, the restriction on minimum city size for scientists/taxmen
was removed from the default ruleset but not from civ2. However, civ1 picked
up the removal of the restriction. Was this intentional?

Unfortunately, I'm not familiar with the civ1 rules we're trying to emulate.

The history is:
* S1_14: everything is hardcoded; in all rulesets, specialists
{elvis,scientist,taxman} affect {luxury,bulbs,gold} with bonuses {2,3,3} and
minimum sizes {0,5,5}.
* S2_0: same behaviour, but bonus magnitude and minimum size now comes from
cities.ruleset (but all three of default/civ1/civ2 share the same
cities.ruleset)
* S2_1: specialists now use effect system; civ1/civ2 *changed* to use bonus
{2,2,2} in [r10475
http://svn.gna.org/viewcvs/freeciv?view=revrevision=10475], PR#8759
http://bugs.freeciv.org/Ticket/Display.html?id=8759 (no rationale given);
min sizes remain as before
* S2_2: default (and civ1) minimum sizes *changed* to {0,0,0} in r11983
http://svn.gna.org/viewcvs/freeciv?view=revrevision=11983, PR#17170
http://bugs.freeciv.org/Ticket/Display.html?id=17170 (no rationale given);
civ2 remains at {0,5,5}

This is causing a problem for me in patch #2050: I'm describing the effects
of specialists in hand-written helptext in cities.ruleset, which leads to the
wrong text being displayed for civ1.ruleset. (Obviously it would be better to
autogenerate the text describing the effects, but I don't think I'm going to
manage that.)

Unless anyone objects, I'll create civ1/cities.ruleset with the 2.1.x
behaviour, aiming for 2.3.0 (and leave 2.2.x with its current anomalous
behaviour?).




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[Freeciv-Dev] [patch #2050] First-class help for specialists

2010-10-27 Thread Jacob Nevins

Update of patch #2050 (project freeciv):

  Status:None = In Progress
  Depends on: = bugs #16962


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[Freeciv-Dev] [patch #2050] First-class help for specialists

2010-10-27 Thread Jacob Nevins

Update of patch #2050 (project freeciv):

  Depends on: = patch #2077


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[Freeciv-Dev] [patch #1844] Add utilities to consider the cost of a requirement

2010-10-27 Thread pepeto

Update of patch #1844 (project freeciv):

  Status: In Progress = Postponed  
 Planned Release:   2.3.0 =


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[Freeciv-Dev] [patch #1864] Make many territory claiming bases possible on a same tile

2010-10-27 Thread pepeto

Update of patch #1864 (project freeciv):

 Assigned to:  pepeto = None   
 Planned Release:   2.3.0 = 2.4.0  


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[Freeciv-Dev] [patch #1449] Don't exit the server on ruleset loading failure

2010-10-27 Thread pepeto

Update of patch #1449 (project freeciv):

 Planned Release:   2.3.0 = 2.4.0  


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[Freeciv-Dev] [patch #1448] Make a ruleset structure

2010-10-27 Thread pepeto

Update of patch #1448 (project freeciv):

 Planned Release:   2.3.0 = 2.4.0  


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[Freeciv-Dev] [patch #1447] Merge ruleset files in 1 file

2010-10-27 Thread pepeto

Update of patch #1447 (project freeciv):

 Planned Release:   2.3.0 = 2.4.0  


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[Freeciv-Dev] [patch #1446] [Metaticket] Ruleset object

2010-10-27 Thread pepeto

Update of patch #1446 (project freeciv):

 Planned Release:   2.3.0 = 2.4.0  


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[Freeciv-Dev] [patch #1342] Unit type negated requirements

2010-10-27 Thread pepeto

Update of patch #1342 (project freeciv):

 Planned Release:   2.3.0 = 2.4.0  


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[Freeciv-Dev] [patch #1341] Improvement negated requirements

2010-10-27 Thread pepeto

Update of patch #1341 (project freeciv):

 Planned Release:   2.3.0 = 2.4.0  


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[Freeciv-Dev] [patch #1340] Technology requirements

2010-10-27 Thread pepeto

Update of patch #1340 (project freeciv):

 Planned Release:   2.3.0 = 2.4.0  


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[Freeciv-Dev] [patch #1303] Replace warmap by path finding code in ai/ directory

2010-10-27 Thread pepeto

Update of patch #1303 (project freeciv):

  Status:None = In Progress
 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #13620] [Wishlist] Gfx layer about native tiles

2010-10-27 Thread pepeto

Update of bug #13620 (project freeciv):

 Planned Release:   2.3.0 = 2.4.0  


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[Freeciv-Dev] [bug #13803] [Patch] Start position cleanup and extension

2010-10-27 Thread pepeto

Update of bug #13803 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #14210] optionally include advance benefits in output message

2010-10-27 Thread pepeto

Update of bug #14210 (project freeciv):

 Planned Release:   2.3.0 = 2.4.0  


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[Freeciv-Dev] [bug #14278] wish: allied victory option

2010-10-27 Thread pepeto

Update of bug #14278 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #14469] Move object tool missing in editor

2010-10-27 Thread pepeto

Update of bug #14469 (project freeciv):

 Planned Release:   2.3.0 = 2.4.0  


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[Freeciv-Dev] [bug #15089] Edit the AI handicaps

2010-10-27 Thread pepeto

Update of bug #15089 (project freeciv):

  Status:None = Postponed  
 Planned Release:   2.3.0 =


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[Freeciv-Dev] [bug #14469] Move object tool missing in editor

2010-10-27 Thread pepeto

Update of bug #14469 (project freeciv):

  Status:None = Postponed  
 Planned Release:   2.4.0 =


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[Freeciv-Dev] [bug #15550] line breaks for all console output

2010-10-27 Thread pepeto

Update of bug #15550 (project freeciv):

Category:None = general
  Status:None = In Progress
 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #15580] No tooltips in the property editor dialog

2010-10-27 Thread pepeto

Update of bug #15580 (project freeciv):

  Status:  Ready For Test = Postponed  
 Planned Release:   2.3.0 =


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[Freeciv-Dev] [bug #16648] Memory leak with ai_data_phase_init()/ai_data_phase_done()

2010-10-27 Thread pepeto

Update of bug #16648 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #16717] AI chooses new wonder city too often

2010-10-27 Thread pepeto

Update of bug #16717 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #16851] use after free by diplomat_bribe()

2010-10-27 Thread pepeto

Update of bug #16851 (project freeciv):

Category:None = general
 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #16962] Should civ1 ruleset have its own cities.ruleset?

2010-10-27 Thread pepeto

Follow-up Comment #1, bug #16962 (project freeciv):

Also civ1's parameters.vision_reveal_tiles should be FALSE, according to
default's cities ruleset. I forgot to report this one I observed when working
on a patch I never finished.


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[Freeciv-Dev] [bug #16958] no messages for diplomat combat when in allied city

2010-10-27 Thread pepeto

Update of bug #16958 (project freeciv):

 Planned Release: = 2.2.4, 2.3.0   


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[Freeciv-Dev] [bug #16962] Should civ1 ruleset have its own cities.ruleset?

2010-10-27 Thread Jacob Nevins

Follow-up Comment #2, bug #16962 (project freeciv):

Indeed, just noticed that. This came in between S2_1 and S2_2 (r13093
http://svn.gna.org/viewcvs/freeciv?view=revrevision=13093, PR#39370
http://bugs.freeciv.org/Ticket/Display.html?id=39370), and indeed the PR
has evidence that the real Civ1 had non-vision_reveal_tiles behaviour. That's
a point in favour of this being an oversight.

I intend to just copy over civ2/cities.ruleset to civ1/cities.ruleset; this
will fix all these things. Perhaps I should do this on S2_2 as well, after
all?

(The other difference between default and civ2 is that default has an
ElectricAge city style (starting at Automobile and ending at Rocketry),
whereas civ2 has an additional Renaissance city style (starting at
University), for which there are no graphics in supplied tilesets (so
Industrial is used instead). This is more or less cosmetic, though. All
relevant techs exist in all relevant rulesets.)

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[Freeciv-Dev] [bug #16962] Give civ1 its own cities.ruleset to restore 2.1.x specialists and vision behaviour

2010-10-27 Thread Jacob Nevins

Update of bug #16962 (project freeciv):

  Status:   Need Info = Ready For Test 
 Planned Release:   2.3.0 = 2.2.4,2.3.0
 Summary: Should civ1 ruleset have its own cities.ruleset? =
Give civ1 its own cities.ruleset to restore 2.1.x specialists and vision
behaviour

___

Follow-up Comment #3:

I've checked that existing civ1 savegames seem to cope fine with this change;
it seems that existing specialist assignments will continue, and the
restrictions will only be enforced for reassignments.

So, patch for S2_2 and trunk attached.

(file #10955)
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Additional Item Attachment:

File name: S2_2-trunk-civ1-cities-ruleset.diff Size:5 KB


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[Freeciv-Dev] [bug #16940] Appending ruler titles

2010-10-27 Thread Daniel Markstedt

Update of bug #16940 (project freeciv):

  Status: In Progress = Ready For Test 

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Additional Item Attachment:

File name: trunk-ruler_title_new_format.diff Size:275 KB


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[Freeciv-Dev] [bug #13643] [RFC] Use lua for customizable database access

2010-10-27 Thread Matthias Pfafferodt

Update of bug #13643 (project freeciv):

Priority: 3 - Low = 5 - Normal 
  Status:None = In Progress
 Assigned to:None = syntron
 Planned Release: = 2.4.0  

___

Follow-up Comment #8:

WIP patch to implement the database connection via luasql:

* split auth.c into auth.c (autentication) and fcdb.c (freeciv database)
* add luasql files (only mysql working; postgres prepared)
* add database.lua file with the needed functions
* changed options for the server:
  -D (--Database file)
  -a (--auth)
* new command: fcdb (at the moment only reload)
* cleanup definition of database config
* split common lua script functions into a new file (luascript.c)
* rename script.c/api.pkg to script_game.c/tolua_game.pkg
* add script_fcdb.c/tolua_fcdb.pkg as entry point for luasql
* add api for logging (api_log.c)
* check arguments to script functions against the defined values

The patch will be splitted into smaller part before submission. At the moment
I would like some comments (that should be changed; are the lua function
correct, that directory layout should be used for ./server/scripting/, ...).

Using this patch as well as the newcommer patches freeciv 2.4.x should be
ready to be used by the longturn community ...

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[Freeciv-Dev] [bug #13643] [RFC] Use lua for customizable database access

2010-10-27 Thread Matthias Pfafferodt

Follow-up Comment #9, bug #13643 (project freeciv):

and here is the missing patch file

(file #10957)
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Additional Item Attachment:

File name: database.diff.bz2  Size:58 KB


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[Freeciv-Dev] [bug #16963] Missing and incorrect messages

2010-10-27 Thread log65536

URL:
  http://gna.org/bugs/?16963

 Summary: Missing and incorrect messages
 Project: Freeciv
Submitted by: log65536
Submitted on: Thursday 10/28/10 at 06:53
Category: general
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

No messages appear when you buy a unit or improvement, regardless of the
settings for the Unit: Bought and Improvement: Bought categories. In
versions prior to 2.2 these messages used to work.

The message for acquiring tech when conquering a city is incorrectly assigned
to the Technology: Learned from Great Library category (or maybe this
category name should be renamed?).

--
Many thanks to the developers for continuously improving my favorite game!





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[Freeciv-Dev] [bug #16964] Mfg. Plant + electrical plant bonus does not match Help

2010-10-27 Thread log65536

URL:
  http://gna.org/bugs/?16964

 Summary: Mfg. Plant + electrical plant bonus does not match
Help
 Project: Freeciv
Submitted by: log65536
Submitted on: Thursday 10/28/10 at 07:51
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

The help for Power/Hydro/Nuclear/Solar plants says A XXX Plant in
combination with either a Factory or Mfg. Plant gives a 75% production
bonus. However, the actual bonus in a city with an electrical plant and a
Mfg. Plant (no Factory) is 25%. Either the rules or the help text should be
changed.

Anyway, reading the ruleset file, I think the way effects interact for the
different kinds of plants is too complex and error-prone so would vote for a
more radical simplification of the default rules.

--
Many thanks to the developers for continuously improving my favorite game!





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[Freeciv-Dev] [bug #15550] line breaks for all console output

2010-10-27 Thread pepeto

Update of bug #15550 (project freeciv):

  Status: In Progress = Duplicate  
 Assigned to:  pepeto = None   
 Open/Closed:Open = Closed 

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Follow-up Comment #5:

Ok, didn't notice. Thanks.


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[Freeciv-Dev] [bug #16940] Appending ruler titles

2010-10-27 Thread pepeto

Follow-up Comment #5, bug #16940 (project freeciv):

Not that I tested the patch, but will xgettext treat the ruler titles as
c-format?


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[Freeciv-Dev] [bug #16940] Appending ruler titles

2010-10-27 Thread pepeto

Update of bug #16940 (project freeciv):

  Depends on: = patch #2109


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[Freeciv-Dev] [patch #2109] 'struct government' cleanup

2010-10-27 Thread pepeto

Update of patch #2109 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #16963] Missing and incorrect messages

2010-10-27 Thread pepeto

Update of bug #16963 (project freeciv):

 Planned Release: = 2.2.4, 2.3.0   


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[Freeciv-Dev] [bug #16964] Mfg. Plant + electrical plant bonus does not match Help

2010-10-27 Thread pepeto

Update of bug #16964 (project freeciv):

 Planned Release: = 2.2.4, 2.3.0   


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[Freeciv-Dev] [bug #16965] Solar Plant increases pollution

2010-10-27 Thread log65536

URL:
  http://gna.org/bugs/?16965

 Summary: Solar Plant increases pollution
 Project: Freeciv
Submitted by: log65536
Submitted on: Thursday 10/28/10 at 08:12
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Having a Recycling Center + Solar Plant (without Factory and Mfg. Plant) does
not reduce pollution from shields at all (should reduce by 66%, as is
correctly reduced when the player sells the Solar Plant, or alternatively,
newly builds a Factory).

Anyway, reading the ruleset file, I think the way effects interact for the
different kinds of plants is too complex and error-prone so would vote for a
more radical simplification of the default rules.

--
Many thanks to the developers for continuously improving my favorite game!





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[Freeciv-Dev] [bug #16965] Solar Plant increases pollution

2010-10-27 Thread pepeto

Update of bug #16965 (project freeciv):

 Planned Release: = 2.2.4, 2.3.0   


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[Freeciv-Dev] [bug #16948] auth not working

2010-10-27 Thread pepeto

Update of bug #16948 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #16956] 'topology' doesn't match anymore numbers

2010-10-27 Thread pepeto

Update of bug #16956 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #2110] Second genlist cleanup and extension

2010-10-27 Thread pepeto

Update of patch #2110 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #16940] Appending ruler titles

2010-10-27 Thread Daniel Markstedt

Follow-up Comment #6, bug #16940 (project freeciv):

Yep it's working, e.g.

#: data/nation/azeri.ruleset:35 data/nation/bashkir.ruleset:24
#: data/nation/crimeantatar.ruleset:39 data/nation/kalmyk.ruleset:24
#: data/nation/kazakh.ruleset:24 data/nation/kyrgyz.ruleset:22
#: data/nation/mongol.ruleset:30 data/nation/tajik.ruleset:21
#: data/nation/tatar.ruleset:29 data/nation/turkmen.ruleset:22
#: data/nation/tuvan.ruleset:31 data/nation/uyghur.ruleset:28
#: data/nation/uzbek.ruleset:25
#, c-format
msgid %s Khan
msgstr 

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[Freeciv-Dev] [bug #16963] Missing and incorrect messages

2010-10-27 Thread log65536

Follow-up Comment #1, bug #16963 (project freeciv):

To add another one: The message for Diplomat stealing tech fires in the
Technology: Learned from Great Library category instead of Diplomat
Action: Theft.

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