[Freeciv-Dev] [patch #3432] Core nation group

2012-08-08 Thread Jacob Nevins
Update of patch #3432 (project freeciv):

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


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[Freeciv-Dev] [patch #3432] Core nation group

2012-08-07 Thread Jacob Nevins
Follow-up Comment #14, patch #3432 (project freeciv):

 As all nations still live in same .po file, maybe you should add 
 at TRANS comment next to each core nation legend so translators 
 could search for those.
I was thinking that we'd split the po-file soon enough (although not for
beta1).

However, since I've had to reset the clock on the Celtic patch anyway, I've
updated this one to include the comments for now. They'll probably come out
again if/when the po-file is split.

I'll consider this updated patch ripe for commit within 24h.

(file #16336, file #16337)
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[Freeciv-Dev] [patch #3432] Core nation group

2012-08-05 Thread Jacob Nevins
Follow-up Comment #11, patch #3432 (project freeciv):

 Is it possible to have 'extended' civil war nations spawn in a 
 core nations game?
2.4 (patch #3449): not unless *all* other core nations run out, so, mostly
not.
2.5 (patch #3448): not at all.

 If not then maybe it would be a good solution to add some 
 non-core nations as non-playable nations to the core set, 
 giving every core nation at least one related civil war nation.
Hm. I'm not sure the current solution would permit that. presumably you'd want
these civil war nations playable when using extended nations; one goal has
been to avoid having to fork any of the individual nation ruleset files; but
having nations playable in one context but not another would require that, I
think, unless we invent even more syntax. Plus I'm not sure that
non-playable-but-civil-war-able is supported currently (haven't checked).

Having extra unplayable civil war nations in core would meet the goal of not
overwhelming players, but would compromise the one about not overloading
translators -- they'd have to translate nearly double the number of nations.
(I suppose you could ignore the nation legends for these, but any
po-file-splitting arrangements are unlikely to make that distinction.)

 It seems I missed the Spanish... they should be in of course.
Who gets the chop from the extras to make room?

 [scenarios]
 Gallic could be represented by Celtic, British by English and 
 Cambodian by Khmer. [...]
And I forgot that modern scenario format allows multiple nations to be
candidates for a starting position, so we can keep the existing
nation/position mappings as well (may require updating the format of
scenarios).

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[Freeciv-Dev] [patch #3432] Core nation group

2012-08-05 Thread Jacob Nevins
Follow-up Comment #12, patch #3432 (project freeciv):

 It seems I missed the Spanish... they should be in of course.
 Who gets the chop from the extras to make room?
For the sake of having a patch for testing and ready to commit for
2.4.0-beta1, I've removed the Vietnamese. Rationale was based on other
nations' civilwar_nations, then tie-breaker (between Polish and Vietnamese) of
localisations we have today.

Will commit this soon if no-one else objects or steps up.

(file #16316, file #16317)
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[Freeciv-Dev] [patch #3432] Core nation group

2012-08-05 Thread Marko Lindqvist
Follow-up Comment #13, patch #3432 (project freeciv):

As all nations still live in same .po file, maybe you should add at TRANS
comment next to each core nation legend so translators could search for those.

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[Freeciv-Dev] [patch #3432] Core nation group

2012-07-30 Thread J.M. Maalderink
Follow-up Comment #10, patch #3432 (project freeciv):

Is it possible to have 'extended' civil war nations spawn in a core nations
game? If not then maybe it would be a good solution to add some non-core
nations as non-playable nations to the core set, giving every core nation at
least one related civil war nation. A game with only core nations would allow
for an Algerian nation in the game; it shouldn't appear when picking an
nation, but it could appear in case a civil war hits the French (and/or
Arabs).

 The Spanish come up a lot... maybe they should be in the extras? (I'm sure
they've been in at least one commercial Civ.)
It seems I missed the Spanish... they should be in of course.

 earth-160x90-v2.sav: 24/30 in core Missing: Gallic, British, Inuit,
Papuan, Cambodian, Manchu.

Gallic could be represented by Celtic, British by English and Cambodian by
Khmer. Polynesian could serve as a replacement for Papuan. I'm not sure about
Inuit and Manchu; some Native American nation and Hunnic would be options.

  north_america_116x100-v1.2.sav: 9/12 Missing: Spanish, Scottish, Irish.

Scottish or Irish could be represented by Celtic.

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[Freeciv-Dev] [patch #3432] Core nation group

2012-07-29 Thread Jacob Nevins
Update of patch #3432 (project freeciv):

 Planned Release: = 2.4.0,2.5.0

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Follow-up Comment #7:

Patch #3449 is now committed.

I'd like to get this in for beta1, if possible. Are we happy with it the way
it is, given the status wrt scenarios/civilwar/conflicts already posted?

I'm happy to commit what we have to trunk and S2_4 myself -- I'll do it before
beta1 if no-one says anything. (But I'm equally happy for someone else to pick
it up.)

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[Freeciv-Dev] [patch #3432] Core nation group

2012-07-29 Thread Jacob Nevins
Follow-up Comment #8, patch #3432 (project freeciv):

For the patch #3449 approach, Barbarian and Pirate nations need to be in the
Core group.
(This was probably a good idea anyway, if we were going to trigger a pot-file
split based off membership in the Core group -- we need them translated.)

This won't affect the nation groups displayed to the client, as these are not
playable nations.

(file #16238, file #16239)
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[Freeciv-Dev] [patch #3432] Core nation group

2012-07-29 Thread Jacob Nevins
Follow-up Comment #9, patch #3432 (project freeciv):

(BTW, another use for this core group would be if a custom tileset wanted a
custom flagset -- IIRC one tileset author on the forum wanted their own
flagset for some reason. This allows them to focus on a manageable number of
flags.)

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[Freeciv-Dev] [patch #3432] Core nation group

2012-07-29 Thread Jacob Nevins
Update of patch #3432 (project freeciv):

  Status:None = Ready For Test 


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[Freeciv-Dev] [patch #3432] Core nation group

2012-07-27 Thread Jacob Nevins
Follow-up Comment #6, patch #3432 (project freeciv):

Updated patches attached which rely on the mechanism defined in patch #3449.

(file #16220, file #16221)
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[Freeciv-Dev] [patch #3432] Core nation group

2012-07-26 Thread Jacob Nevins
Update of patch #3432 (project freeciv):

  Depends on: = patch #3316


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[Freeciv-Dev] [patch #3432] Core nation group

2012-07-26 Thread Jacob Nevins
Update of patch #3432 (project freeciv):

  Depends on: = patch #3449

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Follow-up Comment #3:

Re my comment #1, I've got some proposals for code changes to avoid these
problems:
* Long-term (for 2.5): patch #3448
* Short-term (for 2.4): patch #3449

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[Freeciv-Dev] [patch #3432] Core nation group

2012-07-26 Thread Jacob Nevins
Follow-up Comment #4, patch #3432 (project freeciv):

I went through our supplied scenarios to see how the nations in them compare
to this core set.

Obviously some scenarios are never going to fit in the core (the Europe
scenario obviously has a European bias), but some are close. Perhaps this
should inform the set of five extras chosen for the core. Also, we could
tweak the nations in the 2.4 scenarios to fit the core set (in a new
ticket).

* In with a shout:
** earth-160x90-v2.sav: 24/30 in core
*** Missing: Gallic, British, Inuit, Papuan, Cambodian, Manchu.
** japan-88x100-v1.3.sav: 7/8 in core; only missing the Spanish
** north_america_116x100-v1.2.sav: 9/12
*** Missing: Spanish, Scottish, Irish.
* Lost causes:
** british-isles-85x80-v2.80.sav: 1/5 in core
** europe-200x100-v2.sav: 13/37, or 15/37 with current extras
** france-140x90-v2.sav: 12/27, or 14/27 with current extras

The Spanish come up a lot... maybe they should be in the extras? (I'm sure
they've been in at least one commercial Civ.)

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[Freeciv-Dev] [patch #3432] Core nation group

2012-07-21 Thread Hubert Kowalewski
Follow-up Comment #2, patch #3432 (project freeciv):

I like this solution :) As for saying it's OK not to translate the non-Core
nations, I suppose we should encourage translators to work on the names of
nations, as they may pop up in the game. We may, however, say that nation
legends have a slightly lower priority - they don't appear a lot in the game,
but take a looot of time to translate. Obviously, in the ideal situation,
all strings should be translated, but with such huge PO files, it may be
useful to prioritize some strings over other ones.

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[Freeciv-Dev] [patch #3432] Core nation group

2012-07-18 Thread J.M. Maalderink
URL:
  http://gna.org/patch/?3432

 Summary: Core nation group
 Project: Freeciv
Submitted by: mixcoatl
Submitted on: Wed Jul 18 22:32:12 2012
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

This patch adds a core nation group, consisting of the historically most
important nations. It's the first group that appears when pickign a nation.
This will ease selecting a nation for people who don't want to plow through
large nation lists can pick a core one immediately.

It consists of nations that appear in the games from the Civilization series:

American
Apache
Arab
Austrian
Aztec
Babylonian
Byzantine
Carthaginian
Celtic
Cherokee
Chinese
Danish
Dutch
Egyptian
English
Ethiopian
French
German
Greek
Hittite
Hunnic
Inca
Indian
Iroquois
Japanese
Khmer
Korean
Mali
Mayan
Mongolian
Persian
Polynesian
Portuguese
Roman
Russian
Sioux
Songhai
Sumerian
Swedish
TaĆ­no (replacement for Arawak)
Thai (replacement for Siamese)
Tupi
Turkish (replacement for Ottoman)
Viking
Zulu

I left out Native American (there are enough individual Native American
nations included already) and Holy Roman (too much overlap with
German/Austrian).

Celtic will be added to the game in patch #3316

Since this makes 45 I and 50 is a nice round number I decided to include an
additional 5 modern nations, based on a mix between population size,
historical importance and likelyhood that a player wants to play with this own
nation:

Brazilian
Indonesian
Italian
Polish
Vietnamese

Is this still on time for 2_4?



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File Attachments:


---
Date: Wed Jul 18 22:32:13 2012  Name: core.patch  Size: 26kB   By: mixcoatl

http://gna.org/patch/download.php?file_id=16132

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[Freeciv-Dev] [patch #3432] Core nation group

2012-07-18 Thread Jacob Nevins
Follow-up Comment #1, patch #3432 (project freeciv):

I assume this is at least partially in reaction to the recent discussion on
-i18n http://mail.gna.org/public/freeciv-i18n/2012-06/msg4.html.

I had the same idea, and I think something like this is the most we'll be able
to do for S2_4. Some drawbacks:
* Even if the single player, or all human players, pick nations from the
Core group, there's no guarantee that all nations in the game will come from
it (although I assume the match=3 tries to encourage this). This becomes a
problem if we say it's OK for translators to only translate the Core nations
-- as a player, there's no way to ensure that you don't suddenly have
untranslated strings thrown at you from non-Core nations. This could
presumably happen if matching falls back, or perhaps more likely, in case of
civil war.
** I've been wondering about doing something more radical on trunk: having a
nationset choice that is orthogonal to or a subset of ruleset choice, so
instead of selecting from group Core, there's a separate drop-down where you
select Core or Extended nations, each with their own groups. That way you
guarantee no nations outside the set will ever be chosen. I haven't thought
hard about what to do about civilwar nations pointing outside the set though,
and I doubt it can be done for 2.4.
* Conversely, the match=3 will presumably distort random nation selection
where the user is happy with using the extended set, such that the same old
core nations will tend to come up over and over rather than the full
richness of the extended nation set.
* Core is a bit of a soulless name for a nation group, but it's exactly what
I've been referring to this idea as in my head, and I haven't thought of a
better suggestion.

 It consists of nations that appear in the games from the 
 Civilization series: 
We've already got some of that with the separate civ1/civ2 nations.rulesets
that appeared in patch #2243. Presumably you list includes Civ3 and up too.

 Celtic will be added to the game in patch #3316 
[...]
 Is this still on time for 2_4?
I don't see anything in this patch that can't go on S2_4 in principle, if we
accept the drawbacks (although I don't think this patch will apply cleanly,
the differences should be trivial).

WRT patch #3316, we said we wouldn't put any more nations in S2_4, but I
daresay we could make an exception given the rationale.
(Note that civ2/nations.ruleset already has a Celtic nation, this being the
only one not covered in the default nations -- it's quite different from patch
#3316.)

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