<URL: http://bugs.freeciv.org/Ticket/Display.html?id=39723 >
Upon inspection, noticed other grammatical errors, too. Committed trunk revision 13663. Committed S2_2 revision 13664.
Index: settings.c =================================================================== --- settings.c (revision 13662) +++ settings.c (working copy) @@ -176,7 +176,7 @@ } #endif if (value < player_count()) { - *error_string =_("Number of players is higher than requested value; " + *error_string =_("Number of players is higher than requested value;\n" "Keeping old value."); return FALSE; } @@ -403,8 +403,8 @@ N_("Amount of huts (minor tribe villages)"), N_("This setting gives the exact number of huts that will be " "placed on the entire map. Huts are small tribal villages " - "that may be investiged by units."), NULL, - MAP_MIN_HUTS, MAP_MAX_HUTS, MAP_DEFAULT_HUTS) + "that may be investigated by units."), + NULL, MAP_MIN_HUTS, MAP_MAX_HUTS, MAP_DEFAULT_HUTS) /* Options affecting numbers of players and AI players. These only * affect the start of the game and can not be adjusted after that. @@ -499,7 +499,7 @@ N_("Percentage penalty when changing tech"), N_("If you change your current research technology, and you have " "positive research points, you lose this percentage of those " - "research points. This does not apply if you have just gained " + "research points. This does not apply when you have just gained " "a technology this turn."), NULL, GAME_MIN_TECHPENALTY, GAME_MAX_TECHPENALTY, GAME_DEFAULT_TECHPENALTY) @@ -508,19 +508,21 @@ SSET_RULES, SSET_SCIENCE, SSET_RARE, SSET_TO_CLIENT, N_("Penalty when getting tech or gold from treaty"), N_("For each technology you gain from a diplomatic treaty, you " - "lost research points equal to this percentage of the cost to " - "research a new technology. You can end up with negative " - "research points if this is non-zero. Also applies to gold " - "transfers in diplomatic treaties."), NULL, + "lose research points equal to this percentage of the cost to " + "research a new technology. If this is non-zero, you can end up " + "with negative research points. Also applies to gold " + "transfers in diplomatic treaties."), + NULL, GAME_MIN_DIPLCOST, GAME_MAX_DIPLCOST, GAME_DEFAULT_DIPLCOST) GEN_INT("conquercost", game.info.conquercost, SSET_RULES, SSET_SCIENCE, SSET_RARE, SSET_TO_CLIENT, N_("Penalty when getting tech from conquering"), N_("For each technology you gain by conquering an enemy city, you " - "lose research points equal to this percentage of the cost " - "to research a new technology. You can end up with negative " - "research points if this is non-zero."), NULL, + "lose research points equal to this percentage of the cost to " + "research a new technology. If this is non-zero, you can end up " + "with negative research points."), + NULL, GAME_MIN_CONQUERCOST, GAME_MAX_CONQUERCOST, GAME_DEFAULT_CONQUERCOST) @@ -531,8 +533,8 @@ "covered by diplcost or conquercost: specifically, from huts " "or from Great Library effects), you lose research points " "equal to this percentage of the cost to research a new " - "technology. You can end up with negative research points if " - "this is non-zero."), + "technology. If this is non-zero, you can end up " + "with negative research points."), NULL, GAME_MIN_FREECOST, GAME_MAX_FREECOST, GAME_DEFAULT_FREECOST) @@ -547,10 +549,10 @@ GEN_INT("aqueductloss", game.info.aqueductloss, SSET_RULES, SSET_ECONOMICS, SSET_RARE, SSET_TO_CLIENT, - N_("Percentage food lost when need aqueduct"), + N_("Percentage food lost when building needed"), N_("If a city would expand, but it can't because it needs " "an Aqueduct (or Sewer System), it loses this percentage " - "of its foodbox (or half that amount if it has a " + "of its foodbox (or half that amount when it has a " "Granary)."), NULL, GAME_MIN_AQUEDUCTLOSS, GAME_MAX_AQUEDUCTLOSS, GAME_DEFAULT_AQUEDUCTLOSS) @@ -594,9 +596,9 @@ GEN_INT("citymindist", game.info.citymindist, SSET_RULES, SSET_SOCIOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT, N_("Minimum distance between cities"), - N_("When a player founds a new city, it is checked if there is " - "no other city in citymindist distance. For example, if " - "citymindist is 3, there have to be at least two empty " + N_("When a player attempts to found a new city, there may be " + "no other city in this distance. For example, when " + "this value is 3, there have to be at least two empty " "fields between two cities in every direction. If set " "to 0 (default), the ruleset value will be used."), NULL, @@ -625,7 +627,7 @@ N_("Chance of moving into tile after attack"), N_("If set to 0, combat is Civ1/2-style (when you attack, " "you remain in place). If set to 100, attacking units " - "will always move into the tile they attacked if they win " + "will always move into the tile they attacked when they win " "the combat (and no enemy units remain in the tile). If " "set to a value between 0 and 100, this will be used as " "the percent chance of \"occupying\" territory."), NULL, @@ -642,7 +644,7 @@ GEN_INT("killcitizen", game.info.killcitizen, SSET_RULES, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT, N_("Reduce city population after attack"), - N_("This flag indicates if city population is reduced " + N_("This flag indicates whether city population is reduced " "after successful attack of enemy unit, depending on " "its movement type (OR-ed):\n" " 1 = land\n" @@ -765,7 +767,7 @@ GEN_INT("civilwarsize", game.info.civilwarsize, SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE, SSET_TO_CLIENT, N_("Minimum number of cities for civil war"), - N_("A civil war is triggered if a player has at least this " + N_("A civil war is triggered when a player has at least this " "many cities and the player's capital is captured. If " "this option is set to the maximum value, civil wars are " "turned off altogether."), NULL, @@ -776,8 +778,8 @@ SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT, N_("Turns until player contact is lost"), N_("Players may meet for diplomacy this number of turns " - "after their units have last met, even if they do not have " - "an embassy. If set to zero then players cannot meet unless " + "after their units have last met, even when they do not have " + "an embassy. If set to zero, then players cannot meet unless " "they have an embassy."), NULL, GAME_MIN_CONTACTTURNS, GAME_MAX_CONTACTTURNS, @@ -785,10 +787,9 @@ GEN_BOOL("savepalace", game.info.savepalace, SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_RARE, SSET_TO_CLIENT, - N_("Rebuild palace if capital is conquered"), - N_("If this is set to 1, then when the capital is conquered the " - "palace " - "is automatically rebuilt for free in another randomly " + N_("Rebuild palace whenever capital is conquered"), + N_("If this is set to 1, when the capital is conquered the " + "palace is automatically rebuilt for free in another randomly " "choosen city. This is significant because the technology " "requirement for building a palace will be ignored."), NULL, @@ -833,7 +834,7 @@ "of connection:\n\n" "(none) = Controller allowed, observers allowed, " "can displace connections. (Displacing a connection means " - "that you may take over a player, even if another user " + "that you may take over a player, even when another user " "already controls that player.)\n\n" "1 = Controller allowed, observers allowed, " "can't displace connections;\n\n" @@ -872,8 +873,8 @@ GEN_INT("timeaddenemymove", game.timeoutaddenemymove, SSET_META, SSET_INTERNAL, SSET_VITAL, SSET_TO_CLIENT, N_("Timeout at least n seconds when enemy moved"), - N_("Any time a unit moves when in sight of an enemy player, " - "the remaining timeout is set to this value if it was lower."), + N_("Any time a unit moves while in sight of an enemy player, " + "the remaining timeout is increased to this value."), NULL, 0, GAME_MAX_TIMEOUT, GAME_DEFAULT_TIMEOUTADDEMOVE) /* This setting points to the "stored" value; changing it won't have @@ -883,7 +884,7 @@ SSET_META, SSET_INTERNAL, SSET_SITUATIONAL, SSET_TO_CLIENT, N_("Whether to have simultaneous player phases."), N_("If true, all players' movement phases will occur " - "simultaneously; if false then players will " + "simultaneously; if false, then players will " "alternate movement."), NULL, GAME_DEFAULT_SIMULTANEOUS_PHASES) @@ -933,7 +934,7 @@ SSET_META, SSET_INTERNAL, SSET_SITUATIONAL, SSET_TO_CLIENT, N_("Fixed-length turns play mode"), N_("If this is set to 1 the game turn will not advance " - "until the timeout has expired, even if all players " + "until the timeout has expired, even after all players " "have clicked on \"Turn Done\"."), NULL, FALSE)
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