URL:
  <http://gna.org/bugs/?14750>

                 Summary: Translation issue in 2.1.10. %%
                 Project: Freeciv
            Submitted by: joedalton
            Submitted on: Thursday 11/12/2009 at 19:13
                Category: general
                Severity: 2 - Minor
                Priority: 1 - Later
                  Status: None
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
                 Release: 2.1.10
         Discussion Lock: Any
        Operating System: GNU/Linux
         Planned Release: 2.1.10

    _______________________________________________________

Details:


Translation issue in 2.1.10.
Some strings has two %%, but not all, ingame seems to be fine.

i looked at, but didn't found anything to explain this.
http://codecodex.com/wiki/Escape_sequences_and_escape_characters

this one has only one %.
#: data/helpdata.txt:640
#, no-c-format
msgid ""
"Keep in mind that with some types of government, military units inside "
"or outside cities can reduce or create unhappiness. Also remember that when
"
"a unit is inside a city, it gets a 50% defensive bonus, as if fortified.  "
"When a new city is built, the city starts to build the best available "
"defensive unit from the above list."


Why 2 %% i these strings ?

#: client/helpdata.c:840
#, c-format
msgid "* May be disbanded in a city to recover 50%% of
the production cost.\n"

#: client/helpdata.c:904
#, c-format
msgid "* May fortify, granting a 50%% defensive bonus.\n"

#: client/helpdata.c:904
#, c-format
msgid "* May fortify, granting a 50%% defensive bonus.\n"
msgstr "* Kan befæste sig, og dermed opnå en 50 % forsvarsbonus.\n"

#: client/helpdata.c:1006
#, c-format
msgid ""
"* Must end turn in a city or next to land, or has a 50%% risk of being lost
"
"at sea.\n"
msgstr ""
"* Skal afslutte runden i en by eller ved kysten, ellers har den en 50 % "
"risiko for at gå tabt på havet.\n"

#: data/scenario/tutorial.sav:145
#, c-format
msgid ""
"Now your city has grown to size five.  As cities get larger unrest\n"
"becomes a problem.  A city of this size will usually have one unhappy\n"
"citizen unless pacifying effects are used; meaning one entertainer\n"
"specialist is required to keep your citizens content.  This is basically\n"
"a wasted citizen.\n"
"\n"
"There are several things that can be done about this.  One quick fix\n"
"is to build a temple (or other cultural building) that will make an\n"
"unhappy citizen content (see the help on buildings for specs\n"
"on each building type).  As you get more large cities, it may pay off\n"
"to change your tax rates (by pressing shift-T) to dedicate some of\n"
"your taxes directly to luxuries (every two luxuries will pacify one\n"
"citizen).  Building a marketplace enhances the benefit from this\n"
"by providing +50%% luxuries to the city."

#: client/helpdata.c:1010
#, c-format
msgid "* The discovery of %s reduces the risk to 25%%.\n"
msgstr "* Opdagelsen af %s reducerer risikoen til 25%%.\n"

#: client/helpdata.c:1015
#, c-format
msgid "* %s reduces the risk to 12%%.\n"
msgstr "* %s reducerer risikoen til 12 %.\n"

#: client/helpdata.c:1164
#, c-format
msgid "* Reduces the chance of losing boats on the high seas to 25%%.\n"
msgstr "* Reducerer risikoen for at miste skibe på det dybe ocean til
25%%.\n"

#: client/helpdata.c:1167
#, c-format
msgid "* Reduces the chance of losing boats on the high seas to 12%%.\n"
msgstr "* Reducerer risikoen for at miste skibe på det dybe ocean til
12%%.\n"

bye
Joe





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