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

2010-10-30 Thread Jacob Nevins

Update of patch #2050 (project freeciv):

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


___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


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

2010-10-28 Thread Jacob Nevins

Update of patch #2050 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #1:

Design decisions:
* It turns out that we only currently need a plural name for specialists --
we don't use a singular anywhere -- so I've co-opted the existing _name_ for
that.
** I've renamed "name" to "plural" in various places to make that clear.
** Adding the plural names fixes an ugliness I introduced in 2.2.x in bug
#15710, in the city report ("Specialists: elvis, scientist, taxman" is now
"Specialists: Entertainers, Scientists, Taxmen").
* Text describing the effects of specialists is hand-written. While it would
probably be fairly easy to autogenerate text describing the effects of
specialists in standard rulesets, it would quickly fail for more exotic
effects such as conditional effects; doing this properly (as with so many
other things) requires something of an overhaul of how auto-generated help
for requirements/effects is written. So I've opted not to try.
* Requirements for specialists to exist at all, however, are autogenerated,
since we can do a fairly good job of that. (Examples can be seen in the
civ1/civ2 rulesets.)

Incidental stuff:
* Since I touched the Citizen Governor help, I've split it up into multiple
strings as is done elsewhere, to reduce the translation burden of future
changes.

As well as making it easier to add new specialists in custom rulesets, all
this fixes a long-standing lie in the built-in help about the effects of
specialists; the description in helpdata.txt wasn't true for the civ1 and
civ2 rulesets.

Not done:
* Sorting out the remaining hardcoding of E/S/T in city options and the
client UI for that. This looks like a biggish job that's best handled by a
separate patch; it will probably need a further network capability change.

(file #10968)
___

Additional Item Attachment:

File name: trunk-regicide.diffSize:36 KB


___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[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


___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[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


___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


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

2010-10-10 Thread Jacob Nevins

Update of patch #2050 (project freeciv):

  Depends on: => patch #1895


___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


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

2010-10-10 Thread Jacob Nevins

URL:
  

 Summary: First-class help for specialists
 Project: Freeciv
Submitted by: jtn
Submitted on: Sunday 10/10/10 at 18:41
Category: docs
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:

The number and type of specialists is defined by the ruleset, but there's no
good way for the ruleset to document the effects of custom specialists; and
references to the default ruleset's specialists are hard-coded in the help. I
propose to add a "helptext" item to each specialist in cities.ruleset.

Also, I intend to add such translatable strings as are necessary to refer to
specialists properly throughout the game (noun, plural, etc), allowing me to
finish the job started in bug #15710.

(Haven't started this patch yet.)




___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev