[Freeciv-Dev] [patch #4582] Story telling: Move the action UI names to the rule set

2014-12-25 Thread Sveinung Kvilhaugsvik
Update of patch #4582 (project freeciv):

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


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[Freeciv-Dev] [patch #4582] Story telling: Move the action UI names to the rule set

2014-12-23 Thread Sveinung Kvilhaugsvik
Update of patch #4582 (project freeciv):

  Status: In Progress = Ready For Test 

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Additional Item Attachment:

File name: RulesetActionNames.patch   Size:26 KB


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[Freeciv-Dev] [patch #4582] Story telling: Move the action UI names to the rule set

2014-12-22 Thread Sveinung Kvilhaugsvik
Follow-up Comment #2, patch #4582 (project freeciv):

WIP patch.

Conservative implementation. (Hopefully conservative enough to go into 2.6) In
stead of introducing syntax that gives the impression that actions now are
generalized each action ui name variable has a name of its own.

(file #23271)
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Additional Item Attachment:

File name: RulesetActionNames.patch   Size:26 KB


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[Freeciv-Dev] [patch #4582] Story telling: Move the action UI names to the rule set

2014-12-17 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #4582 (project freeciv):

Another advantage of making the UI names ruleset configurable is that actions
that never will appear in the same action selection dialog can use the same
mnemonic. (See bug #23088)

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[Freeciv-Dev] [patch #4582] Story telling: Move the action UI names to the rule set

2014-03-05 Thread Sveinung Kvilhaugsvik
Update of patch #4582 (project freeciv):

  Depends on: = patch #4585


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[Freeciv-Dev] [patch #4582] Story telling: Move the action UI names to the rule set

2014-03-04 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?4582

 Summary: Story telling: Move the action UI names to the rule
set
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 04 Mar 2014 08:59:48 PM UTC
Category: None
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Some rule sets try to tell a story. One example is the alien rule set that
starts with a story telling pop up and has story telling in its tech
descriptions. In bug #21710 adding quotes to techs was suggested.

When telling a story the suspension of disbelief[1] is important. If elements
of the story contradicts it self, like if a nation of AI computers powered by
nuclear fusion being killed by having their water supply poisoned without any
plausible explanation why it would kill them, the audience is reminded that
what happens in the story isn't real. This makes the story worse than it could
be.

By allowing rule set authors to decide the name the UI displays when the
player choose an action the above case can be avoided. Naming the action that
kill some citizens Kill citizens in stead of Poison city would work in a
rule set with some nuclear powered AI civilizations and some human
civilizations. In other settings naming it Terrorist attack would work
better.

[1] http://en.wikipedia.org/wiki/Suspension_of_disbelief
[2] http://en.wikipedia.org/wiki/Verisimilitude_%28narrative%29




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[Freeciv-Dev] [patch #4582] Story telling: Move the action UI names to the rule set

2014-03-04 Thread Sveinung Kvilhaugsvik
Update of patch #4582 (project freeciv):

  Depends on: = patch #4579


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