URL:
http://gna.org/patch/?2709
Summary: Japanese clans nations
Project: Freeciv
Submitted by: gorb
Submitted on: Sun 12 Jun 2011 12:50:15 PM GMT
Category: rulesets
Priority: 5 - Normal
Follow-up Comment #2, patch #2709 (project freeciv):
The flags should be in svg, and shields will be generated using the svg
image.
Ok!
Maybe it's a better idea to turn this into a mod?
Yes, it's a better idea. Thanks for reply.
___
Follow-up Comment #7, patch #2265 (project freeciv):
-One question is, if it should be a 'real' ruleset option as it is now or an
effect.
I prefer an effect.
-The later would allow to change the result
Buildings (ex. Courthouse and University) and wonders (ex. French
Revolution? 1848?).
-Which
Follow-up Comment #1, patch #1338 (project freeciv):
A wish/suggestion... Nation in [Metaticket] Generalize requirements.
Example: http://forum.freeciv.org/viewtopic.php?t=6750
___
Reply to this item at:
http://gna.org/patch/?1338
Follow-up Comment #1, patch #2903 (project freeciv):
Which freeciv-specific section file format? Scenarios? Rulesets? Maybe
Wesnoth system (files .cfg for scenarios, units, etc.)?
I don't know xml/xslt, but I am interested (especially scenarios).
Follow-up Comment #1, patch #2911 (project freeciv):
A suggestion: convoy section. For each one you will see the port of origin
(city), port of destination (city or point of map), boat type and the number
of units.
It's complicated. I hope that you will find this useful.
Follow-up Comment #9, patch #2265 (project freeciv):
About 'underground independence': what should be the death of a player? if
there is no city and the last unit of a player is killed? Or if there is no
citizen left? Or should all citizens convert to the owner of the city if the
last unit is
URL:
http://gna.org/bugs/?18761
Summary: Is_earth is a flat_earth
Project: Freeciv
Submitted by: gorb
Submitted on: ven 30 set 2011 09:40:02 GMT
Category: None
Severity: 2 - Minor
Follow-up Comment #1, bug #18761 (project freeciv):
I.E. earth-160x90-v2.sav
Here the parameter: is_earth=1
Nothing black border right and left.
___
Reply to this item at:
http://gna.org/bugs/?18761
Follow-up Comment #3, bug #18761 (project freeciv):
Could you try the setting topology? (see help via 'help topology'). I
think you should set it to WRAPX ...
Yes, run! I deleted ''topology_id=0''.
___
Reply to this item at:
Follow-up Comment #5, bug #18756 (project freeciv):
Merging units? I.e. Regiment or Brigade composed of 5 units with a color or
symbol?
___
Reply to this item at:
http://gna.org/bugs/?18756
Follow-up Comment #4, bug #17760 (project freeciv):
I found GEOC, GEOCANVAS and CRCANVAS. Retained mode 2D drawing libraries for
geographic or general purpose rendering.
http://geocanvas.sourceforge.net/
Only problem (maybe) are Python wrappers, but I don't know if these are
necessaries.
I
Follow-up Comment #1, patch #1339 (project freeciv):
Premise: I'am not a programmer.
That being stated... Patch untested, probably bugged. The size is 677 kb
because I'am on Windows and I used WinMerge - awful software -.
Data.zip = cointains all units.ruleset
tech_req = Pottery
Follow-up Comment #2, patch #1339 (project freeciv):
Update - new patch (untested, maybe bugged and maybe instable)
Remove ''require_advance'' from:
* client/gui-gtk-2.0/helpdlg.c
* client/gui-gtk-3.0/helpdlg.c
* client/gui-sdl/helpdlg.c
* client/gui-sdl/repodlgs.c
* client/gui-win32/helpdlg.c
Follow-up Comment #3, patch #1339 (project freeciv):
Both patch are for TRUNK.
Now I look for these files:
* ai/default/advmilitary.c
* ai/default/aitech.c
* ai/default/aidiplomat.c
* ai/default/aiparatrooper.c
* ai/default/aisettler.c
* ai/default/aiunit.c
* client/helpdata.c
*
Follow-up Comment #4, patch #1339 (project freeciv):
1. replace in the source code files in data.zip
2. replace in the source code files in code.zip
3. apply file #14713: patch.diff
Try to compile and the result:
libtool: link: ranlib .libs/libcivutility.a
libtool: link: ( cd .libs rm -f
Follow-up Comment #5, patch #1339 (project freeciv):
I read in ./generate_packets.py:
/
* THIS FILE WAS GENERATED
*
* Script: common/generate_packets.py
Follow-up Comment #6, patch #1339 (project freeciv):
I found the problem.
common/packets.def lost two strings:
type UNIT_LIST = unit_list(int)
type BUILDING_LIST = building_list(int)
Now I update new Code.zip
(file #14772)
Follow-up Comment #7, patch #1339 (project freeciv):
Error with new code.zip. Packtes.def contains many errors. Update new
version.
(file #14773)
___
Additional Item Attachment:
File name: packets.defSize:48 KB
Follow-up Comment #8, patch #1339 (project freeciv):
Fixed client/gui-gtk-2.0/helpdlg.c
Error in compilation:
make[3]: Entering directory `/home/gorb/freeciv/common'
Making all in aicore
make[4]: Entering directory `/home/gorb/freeciv/common/aicore'
CC aisupport.lo
In file included from
Follow-up Comment #9, patch #1339 (project freeciv):
Fixes common/unittype.h
struct requirement_vector reqs;
with
struct requirement_vector *reqs;
Now remove and rewrite need_improvement, need_government and
require_advance.
Follow-up Comment #10, patch #1339 (project freeciv):
Update new file diff.
I'm at a standstill.
(file #14973)
___
Additional Item Attachment:
File name: trunk_requirement_vector-02-2012.zip Size:27 KB
URL:
http://gna.org/bugs/?19452
Summary: Crash after build Apollo Program
Project: Freeciv
Submitted by: gorb
Submitted on: Wed 15 Feb 2012 11:06:23 AM GMT
Category: client-gtk-2.0
Severity: 3 - Normal
Follow-up Comment #4, patch #3130 (project freeciv):
Do you plan to add requirement_vector?
___
Reply to this item at:
http://gna.org/patch/?3130
___
Message sent via/by Gna!
Follow-up Comment #1, bug #19452 (project freeciv):
File: stderr
1: Missing errno mapping for Winsock error #10053.
1: Please report this message at https://gna.org/projects/freeciv/
1: Lost connection to server: read error.
___
Reply
Follow-up Comment #1, patch #3143 (project freeciv):
Good work! I read DisasterReqs.diff and it's very useful for patch #1342 :)
___
Reply to this item at:
http://gna.org/patch/?3143
___
Follow-up Comment #11, patch #1339 (project freeciv):
Updated patch trunk rev.21114
The patch is different. I don't delete nothing, but I only add new functions:
server/ruleset.c, common/unittype.c, common/unittype.h, common/packets.def and
client/packhand.c.
gmake result:
city.c: In function
Follow-up Comment #5, patch #2310 (project freeciv):
I've got some ideas about the new ai handling architecture where traits
could be implemented.
Have you defined your ideas about the new ai handling (AI traits)?
___
Reply to this item
Follow-up Comment #3, bug #19452 (project freeciv):
This feels like it could be related to bug #18532 (which has more
diagnosis).
See also bug #18279 and bug #15999.
___
Reply to this item at:
http://gna.org/bugs/?19452
Follow-up Comment #12, patch #1339 (project freeciv):
Updated patch trunk rev.21272
Same gmake result...
(file #15739)
___
Additional Item Attachment:
File name: trunk-rev21272_requirement_vector.diff Size:6 KB
Follow-up Comment #2, patch #3325 (project freeciv):
You remember me, but I've spent months with #1339.
Gmake result in SVN (rev. 21329) with your ruleset.c
ruleset.c: In function 'load_government_names':
ruleset.c:2488:24: error: 'MAX_NUM_USER_GOV_FLAGS' undeclared (first use in
this function)
URL:
http://gna.org/patch/?3332
Summary: Negated requirements_vector
Project: Freeciv
Submitted by: gorb
Submitted on: Mon 18 Jun 2012 06:41:10 PM GMT
Category: rulesets
Priority: 3 - Low
Follow-up Comment #2, patch #3332 (project freeciv):
Could you provide examples why you want the nreqs for each object type?
Yes, I can, but only one object type: building, see patch #1341.
Base, cities, government, road, nation and specialist are useless. I waste my
time, but see gmake
Follow-up Comment #3, patch #3361 (project freeciv):
Maybe this library is useful:
http://sourceforge.net/projects/bbcodelib/
___
Reply to this item at:
http://gna.org/patch/?3361
___
Follow-up Comment #1, patch #3377 (project freeciv):
Any volunteers?
I applied the patch, but... tutorial.sav don't start
in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in map_init_topology()
Follow-up Comment #4, patch #3377 (project freeciv):
Which branch you used? It should be compatible with current freeciv TRUNK.
I use rev. 21469
___
Reply to this item at:
http://gna.org/patch/?3377
Follow-up Comment #5, patch #3377 (project freeciv):
I tried with british-isles-85x80-v2.80.sav (edit by hand) and start without
problem.
I made a mistake... British map doesn't start. Measure isn't 85x80, but
73x81.
I applied the patch, but... tutorial.sav doesn't start.
I added a minimap at the
Follow-up Comment #8, patch #3377 (project freeciv):
Applied patch:
+mapsize, FULLSIZE, FULLSIZE
+size, 1, 1
I don't know, maybe it's my pc, but the same output. Now I use rev. 21471,
last change jtn (2012-07-08 11:26:08 +0200).
in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH =
Follow-up Comment #10, patch #3377 (project freeciv):
More importantly, below minimum xsize and ysize settings were removed.
Exactly! Anyway new format is very interesting, great job!
___
Reply to this item at:
Follow-up Comment #11, patch #3377 (project freeciv):
See bug #18476: allow to load games without a map (i.e. tutorial)?
___
Reply to this item at:
http://gna.org/patch/?3377
___
Message
Follow-up Comment #12, patch #3377 (project freeciv):
Now I use rev. 21480 and tutorial.sav start without errors :)
___
Reply to this item at:
http://gna.org/patch/?3377
___
Messaggio
Follow-up Comment #13, patch #3377 (project freeciv):
Savegame format does't run for scenario files (ie. earth 160x90, etc.).
Neither
mapsize, FULLSIZE, FULLSIZE ?
size, x measure, y measure ?
nor
+topology, ISO|WRAPX, ISO|WRAPX ?
+mapsize, XYSIZE, XYSIZE ?
+xsize, x measure, x measure ?
Follow-up Comment #15, patch #3377 (project freeciv):
That scenario has map already, server settings for generating one should not
matter.
Ok. Save and load tutorial.sav without errors.
___
Reply to this item at:
Follow-up Comment #2, bug #19919 (project freeciv):
Tested my theories. Fix attached.
Applied patch and bug seems fixed.
___
Reply to this item at:
http://gna.org/bugs/?19919
___
Messaggio
Follow-up Comment #17, patch #3377 (project freeciv):
- Huts were not added to generated map
- Set only those server settings that should have non-default value
- Removed specials from savegame.options as there's no map included at all
- Restored one changed string
I applied the patch and
Follow-up Comment #2, patch #3409 (project freeciv):
Eiher we should update to S2_4 format, or wait stable S2_5 format.
I don't know. Maybe there are other patch for S2_5.
___
Reply to this item at:
http://gna.org/patch/?3409
Follow-up Comment #1, patch #3495 (project freeciv):
I used to insert in script.lua a function.
function city_nation_swedish()
local owner = find.player(0)
local Stockholm = find.tile(208,93)
create_city(owner, Stockholm, 'Stockholm')
end
function turn_cb(turn, year)
if
Follow-up Comment #2, patch #3495 (project freeciv):
I used to insert in script.lua a function.
Or in a scenario files between:
[script]
code=$
$
but it's not simply for novice. I have a scenario (Europe 350*350 - S_3) where
I generate 617 cities at the start. The problem are nations!
If I use
Follow-up Comment #1, bug #20058 (project freeciv):
Invalid string conversion from UTF-8 to CP1252.
Today same problem with 2.4.0-beta1 Gtk Windows package: KriðjÄnis
ValdemÄrs (Latvian), Džemal Bijedić (Bosnia) and DragoÅŸ
(Moldavian).
Additional Item Attachment, bug #20058 (project freeciv):
File name: leaders.pngSize:12 KB
___
Reply to this item at:
http://gna.org/bugs/?20058
___
Message sent via/by
Follow-up Comment #3, bug #20058 (project freeciv):
gorb, did/do you see a similar problem with previous Windows versions?
No, I didn't/don't.
___
Reply to this item at:
http://gna.org/bugs/?20058
Follow-up Comment #3, patch #3495 (project freeciv):
From server/scripting/api_server_edit.c:
void api_edit_create_city(lua_State *L, Player *pplayer, Tile *ptile,
const char *name)
Is it possible add ''Nation_Type *pnation'' at the API? If it's not possible
maybe
Follow-up Comment #7, patch #3495 (project freeciv):
According to http://freeciv.wikia.com/wiki/Lua_reference_manual#find this
would be (if it is working) the missing function: Player find.leader
(nation_name)
It's not working.
Original (working)
local owner = find.player(0)
Test (not working)
Follow-up Comment #9, patch #3495 (project freeciv):
Sorry about the confusion; I mean the function in comment #5 would be the
currently missing function find.leader(nation_name) implemented in lua. The
function find.player(player_name) could be implemented similar. I can't test
it at the moment
Follow-up Comment #11, patch #3495 (project freeciv):
The function should be inserted on its own (separate function). After that
you could change your function as follows.
Congratulations! Working! You missed only:
[...]
if (nation_str == plr_nation_str)
*then* return player
end
[...]
without
Follow-up Comment #13, patch #3495 (project freeciv):
Should it be inserted into tolua_game.pkg?
Yes, it should be inserted into tolua_game.pkg and api_game_find.c
___
Reply to this item at:
http://gna.org/patch/?3495
URL:
http://gna.org/bugs/?20086
Summary: in astr_vadd() [astring.c::164]: assertion '(size_t)
-1 != new_len' failed.
Project: Freeciv
Submitted by: gorb
Submitted on: lun 20 ago 2012 13:47:20 GMT
Category: general
Follow-up Comment #15, patch #3495 (project freeciv):
This last point is actually why I think this must be implemented in ruleset
C-code. Server must be aware of the fact that city will be founded to starting
location before it assigns those locations.
I agree.
Follow-up Comment #1, patch #3480 (project freeciv):
Should we provide this feature in client code (with option to disable those
popups) for all rulesets?
Yes :)
___
Reply to this item at:
http://gna.org/patch/?3480
Follow-up Comment #1, patch #3625 (project freeciv):
Great! :-)
___
Reply to this item at:
http://gna.org/patch/?3625
___
Message sent via/by Gna!
http://gna.org/
Follow-up Comment #3, bug #20086 (project freeciv):
Does this patch also solve your problem?
Yes, problem solve. Thanks!
___
Reply to this item at:
http://gna.org/bugs/?20086
___
Messaggio
Follow-up Comment #1, patch #3879 (project freeciv):
or by changing the word used to be something positive.
I agree.
Note that the introduction of nreqs uses an entirely different mechanism than
that suggested in patch #3332
The mechanism was wrong and my original idea was confuse. My purpose was
Follow-up Comment #5, patch #3332 (project freeciv):
I agree with bug #20695 and I ask to close this patch, because it's pointless.
___
Reply to this item at:
http://gna.org/patch/?3332
___
URL:
http://gna.org/patch/?4011
Summary: Lua: edit.change_terrain and edit.place_resource
Project: Freeciv
Submitted by: gorb
Submitted on: Wed 17 Jul 2013 10:46:27 AM GMT
Category: general
Priority: 5 -
Follow-up Comment #5, patch #3361 (project freeciv):
I've found: https://developer.gnome.org/pango/unstable/index.html and
https://developer.gnome.org/pango/unstable/PangoMarkupFormat.html
___
Reply to this item at:
Follow-up Comment #9, bug #21239 (project freeciv):
My suggestion tries to make these waves of units a valid tactic, as we see in
most wargames.
I agree and if there is a possibility to control with Lua script these
waves... it's very interesting.
Follow-up Comment #3, patch #4011 (project freeciv):
I checked another time...
I added scripting lua (transform terrain -mountain- and place resource -gold-)
in the scenario. If I turn ocean, deep ocean or lake in mountains, there are
error messages. Same position, exactly on sanity_check().
If
Follow-up Comment #4, patch #4011 (project freeciv):
I checked another time...
File: server/sanitycheck.c
Function: static void check_map(const char *file, const char *function, int
line)
Specific:
193 SANITY_TILE(ptile, cont 0);
and
195 if (!is_ocean_tile(tile1)) {
196
Follow-up Comment #5, patch #4011 (project freeciv):
In my patch from 'tile_change_terrain' to 'tile_set_terrain'.
Fix... but when I turn Grassland into Ocean (resource: Whales).
in begin_turn() [srv_main.c::881]: assertion 'cont 0' failed.
in begin_phase() [srv_main.c::972]: assertion 'cont
Follow-up Comment #7, patch #4011 (project freeciv):
Are you recalculating the continents?
Ehm... no, because I don't know where I have to look. I searched in the code
*num_continents* and *last_num_continents*. Maybe I have to work in
server/generator files (i.e. utilities.c) or in ai/default/
Follow-up Comment #1, bug #22082 (project freeciv):
Perhaps we can move the emission of the message to a default signal handler
in default.lua instead, and make emitting the message ruleset Lua's
responsibility?
I agree.
___
Reply to
Additional Item Attachment, patch #1736 (project freeciv):
File name: italian.rulesetSize:3 KB
___
Reply to this item at:
http://gna.org/patch/?1736
___
Message sent
Follow-up Comment #2, patch #1736 (project freeciv):
President is the default title for democracy, so it's not necessary to set
it as a custom title. What about 'duce' for despotism?
Great ideas! I updated the dispotism governement: Despotism, _(Duce),
_(Duce)
'conflicts_with' refers to
URL:
http://gna.org/bugs/?16384
Summary: Ruleset version and Scenario Game
Project: Freeciv
Submitted by: gorb
Submitted on: Sunday 08/08/2010 at 12:18
Category: general
Severity: 3 - Normal
Follow-up Comment #2, patch #1470 (project freeciv):
The nation should be called Genoese, not Republic of Genoa
Fix
The leader list is too long, try to trim it down to 25 max.
Fix
The flag may be something of an issue. The flag of the Republic of Genoa
seems to be exactly the same as the
Follow-up Comment #5, bug #17606 (project freeciv):
I agree with dmarks.
''-Make Barbarians and Pirates playable (grouped under 'Imaginary')''
Ok, but I propose to change the name: Barbarians = Bandits, Outlaws or
Guerillas.
___
Reply
Follow-up Comment #7, bug #17962 (project freeciv):
The same problem with 2.3.0-beta4 on a Windows Vista.
___
Reply to this item at:
http://gna.org/bugs/?17962
___
Messaggio inviato con/da
URL:
http://gna.org/bugs/?18085
Summary: River and Map Format
Project: Freeciv
Submitted by: gorb
Submitted on: ven 29 apr 2011 21:25:43 GMT
Category: None
Severity: 1 - Wish
Priority: 5 -
Follow-up Comment #2, bug #18085 (project freeciv):
I read in Map Format: ''spe_XX_ list of all specials located on the
map''. Specials are buffalo, coal, fish, etc.
I know how to insert river in file.sav: I write 2 in n000.
___
Follow-up Comment #3, bug #18085 (project freeciv):
Maybe enable construction bridge over the lake terrain is solution, but only
one tile over the lake. Nothing two tiles or crosswise / diagonally.
Example:
''p+p'' = plain - lake - plain
''rbr'' = road - bridge - road
Enable = north/south -
Follow-up Comment #5, bug #18085 (project freeciv):
But shouldn't you be doing it in freeciv map editor anyway?
What should I do in freeciv map editor anyway? Place and remove rivers?
___
Reply to this item at:
Follow-up Comment #7, bug #18085 (project freeciv):
River information is topmost bit in spe01_ maps. So, any tile with value
higher than or equal to 8 has river in it (possible hex values being
0,1,2,3,4,5,6,7,8,9,a,b,c,d,e,f). If value is less than 8, just add 8 to get
same specials as
Follow-up Comment #9, bug #18085 (project freeciv):
Thanks for reply.
Are you limiting yourself to creating maps usable with default ruleset, or
are you prepared to create custom rulesets to support them?
Default and custom rulesets.
Follow-up Comment #3, patch #5587 (project freeciv):
I wonder if there is a way to make that those labeled tiles have an effect
on the game.
It's a very interesting idea. This can create an exciting element that
requires the player to adapt to the tactical situation!
My first idea was to find a
Follow-up Comment #1, patch #5597 (project freeciv):
Nice idea.
I plan to add culture points and achievement to this ruleset, if you agree.
So... Culture can be negative? I read something about Civ3 culture system, but
I've never played Civ3. Maybe broke alliance, border friction or broke
Follow-up Comment #5, bug #22082 (project freeciv):
Trunk version: boolean passed to lua script, default.lua outputting the
message when appropriate.
Very interesting, I read your patch. I have a question... Why 2 and not 3 in
your patch?
luascript_signal_create(fcl, disaster, 2,
and the
Follow-up Comment #17, patch #5306 (project freeciv):
Why WIN_ in event the names? Suggestions: E_UNIT_WAS_EXPELLED
E_UNIT_DID_EXPEL
Done.
Not sure what you mean here. If you want me to explain I need to know
specifically what you want me to explain. Or did you ask me to finish
do_expel_unit()
Follow-up Comment #20, patch #5306 (project freeciv):
If (2) you can't expel the unit Ok... Enslave? Imprison? Murder? Hostage?
Here (http://apolyton.net/wiki/Call_to_Power), there are interesting ideas
(future?):
* UNIT_ORDER_ENSLAVE_SETTLER
* VOID DoFreeSlaves() Frees the slaves in city.
Follow-up Comment #19, patch #5306 (project freeciv):
As you probably have noticed I'm not as quick to respond as I was earlier
this week. I think I will be able to take time for a new review tomorrow
afternoon. Don't worry if you don't have a new iteration by then. I'll
probably have time for a
Follow-up Comment #15, patch #5306 (project freeciv):
As stated in patch #6057, I would drop it completely from 3.0 already - any
code you do for it now would get wiped out before ever getting released.
Perfect.
J. M. Gorbach: Do you want to skip the Xaw stuff?
Yes, I want to skip Xaw stuff
Follow-up Comment #11, patch #5306 (project freeciv):
The variable names in do_expel_unit are confusing. I suggest using the words
actor (for the unit doing the expulsion) and expelled (or target) in the
variable names to make it clear who is who.
Done (actor and target).
The even types
Follow-up Comment #9, patch #5306 (project freeciv):
+ || wanted_action == ACTION_EXPEL_UNIT)
Done.
I think that sending it back to the same city the diplomat would have fled to
(find_closest_city) is an acceptable alternative to sending it to the capital
or to its home city.
Capital? Done... I
Follow-up Comment #7, patch #5306 (project freeciv):
Why would anyone become a veteran from expelling a unit? This will be used
to let players expel diplomats they can't kill because of a peace treaty.
Don't assume a battle here.
It's my mistake.
Follow-up Comment #6, patch #5306 (project freeciv):
Expelling a diplomat will send him home. My suggestion is to send him to his
capital. (Capital of the expelled unit, not the capital of the unit doing the
expulsion) This creates a corner case for players without a capital. You could
add that
Follow-up Comment #1, patch #5306 (project freeciv):
- Are you interested in giving Expel Unit a try? It's a new action.
Yes, I'm interested.
(file #24666)
___
Additional Item Attachment:
File name: expel_units.patch Size:21
Follow-up Comment #3, patch #5306 (project freeciv):
--You shouldn't do anything in server/rscompat.c. It is for adding rules that
used to be hard coded to rulesets during ruleset version upgrade. Expel is a
new action.
Right!
--Your changes in aiair.c and aitools.c don't belong there. Expel
Additional Item Attachment, patch #6127 (project freeciv):
File name: lua.patch Size:19 KB
___
Reply to this item at:
http://gna.org/patch/?6127
___
Message sent
URL:
http://gna.org/patch/?6127
Summary: Lua improvements (methods and effects) + Resource
Project: Freeciv
Submitted by: gorb
Submitted on: Thu 16 Jul 2015 10:17:29 AM UTC
Category: general
Priority: 3 -
Follow-up Comment #1, patch #6127 (project freeciv):
Methods:
(5) Extra: rule_name and name_translation
(6) Nation Set: untranslated_name, rule_name, name_translation and
description
(7) Nation Group: untranslated_name, rule_name and name_translation
(file #24632)
Follow-up Comment #2, patch #6127 (project freeciv):
Methods:
(8) Road: rule_name and name_translation
(9) Style: rule_name and name_translation
(10) Specialist: rule_name, plural_translation and abbreviation_translation
(file #24633)
1 - 100 of 105 matches
Mail list logo