Merge lp:~widelands-dev/widelands/capitalized_unit_names into lp:widelands

Proposed by GunChleoc
Status: Rejected
Rejected by: GunChleoc
Proposed branch: lp:~widelands-dev/widelands/capitalized_unit_names
Merge into: lp:widelands
Diff against target: 2367 lines (+479/-479)
14 files modified
campaigns/atl01.wmf/scripting/texts.lua (+48/-48)
campaigns/bar01.wmf/scripting/texts.lua (+59/-59)
campaigns/bar02.wmf/scripting/texts.lua (+37/-37)
campaigns/campaigns.conf (+1/-1)
campaigns/emp01.wmf/scripting/texts.lua (+23/-23)
campaigns/emp02.wmf/scripting/texts.lua (+33/-33)
campaigns/tutorial01_basic_control.wmf/scripting/texts.lua (+50/-50)
campaigns/tutorial02_warfare.wmf/scripting/texts.lua (+57/-57)
campaigns/tutorial03_seafaring.wmf/scripting/texts.lua (+58/-58)
campaigns/tutorial04_economy.wmf/scripting/texts.lua (+98/-98)
maps/MP Scenarios/Island Hopping.wmf/scripting/texts.lua (+8/-8)
maps/MP Scenarios/Smugglers.wmf/scripting/texts.lua (+5/-5)
src/wui/fieldaction.cc (+1/-1)
src/wui/transport_ui.cc (+1/-1)
To merge this branch: bzr merge lp:~widelands-dev/widelands/capitalized_unit_names
Reviewer Review Type Date Requested Status
SirVer Needs Information
Review via email: mp+247513@code.launchpad.net

Description of the change

Fixed typos / improved language in the first 2 tutorials.

Treat game entities as proper names in tutorials, campaigns and scenarios.

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Revision history for this message
SirVer (sirver) wrote :

> Treat game entities as proper names in tutorials, campaigns and scenarios.

Why? I just skimmed this so far, but Well and Bakery reads strange to me.

review: Needs Information
Revision history for this message
GunChleoc (gunchleoc) wrote :

I showed the game to a native speaker of American English and she played the first 2 tutorials. She hit a spot in the tutorial where a building was mentioned, but she didn't recognize that the text was referring to a game entity, because the building name was in lower case. She said it would be much easier for her to understand the tutorial if the building's name had started with a capital letter.

Revision history for this message
SirVer (sirver) wrote :

I suggest to have some more discussion about this before we change a ton of strings again.

Maybe we can fix this through links to the help - once we have it? Or give game entities a small icon or different text color - nintendo does that in their modern games [1]. But I could imagine adding a small icon before the text of a building and change the text - similar to how external links on the wiki are now marked. Then we can change it into a link later on once we have the help in place.

[1] http://holdenlink.com/wp-content/uploads/2012/01/skywardword_new011.jpg

Revision history for this message
Teppo Mäenpää (kxq) wrote :

About one year ago, when the refactoring of strings was supposed to be ready, the Finnish translation of Empire was complete. Now about 30% of the strings are "untranslated", despite that hardly anything has changed in the tribe. Other text packages have deteoriated at similar pace. This is not motivating at all.

Can somebody ensure, that these strings do not need retranslation just because of somebody did minor touches on the English originals?

Revision history for this message
SirVer (sirver) wrote :

 This is a launchpad bug, the only solution I see is to stop using launchpad translations. https://bugs.launchpad.net/launchpad/+bug/312476

Do you have a suggestion what can be done?

Revision history for this message
wl-zocker (wl-zocker) wrote :

You could use an offline translation tool which also suggests similar strings when you are translating. When there are many strings that only contain small changes (typos, or capitalization as this branch requests), you can fix them fairly quickly (if you do not care for capitalization in Finnish).

Another idea is not to change the source strings at all, but do a translation to (different versions of) English. That way, when we find a typo, we leave the source string as it is (with the typo, translators hopefully understand it anyway) and only change the "translation". This will not break the other translations.

Links to help: I think this is a good idea (we need some system for intra-help links, too). However, this needs some way of designating them in the source code, which will break all translations (but when this is done once, we can hopefully do some useful stuff with it). An automatic detection of such strings would not be desirable (e.g. think of "well"). A benefit of this would be that the colors can be used to distinguish between the building in Widelands and talking of the thing in general. (I have no good English example at my fingertips, but think of a language where fortress and fortification are the same word. Then, a sentence like "Reinforce your fortification." could be misunderstood.)

Revision history for this message
GunChleoc (gunchleoc) wrote :

I like the idea for links - so let's leave the capitalization for now and I'll change the real bugs in a separate branch.

@Teppo: Have you tried using Virtaal or PoEdit? Launchpad won't recognize similar strings with slight changes in them, but these tools will. I will probably do another round of fixing up translations when we approach string freeze, to give everybody a leg up again.

Revision history for this message
SirVer (sirver) wrote :

Gun: It is now the second time a community member as expressed frustrations about lost translations in a very short time. I think we have to swallow the frog and move the web translator somewhere else that can deal with fuzzy strings. Could you open a bug to suggest options, you are most well versed in the tools that are out there.

Sidenote: I am travelling this weeks, so will be slow to reply to email.

Revision history for this message
GunChleoc (gunchleoc) wrote :

Transifex can handle fuzzy matches, so I will set up a test project over there.

https://www.transifex.com/projects/p/widelands/

Revision history for this message
SirVer (sirver) wrote :

I opened bug 1417586 and moved the discussion there. This merge request is then abandoned, right?

Revision history for this message
GunChleoc (gunchleoc) wrote :

Yes - please leave it open until I can port the fixes we do want to a new branch. I'll change the status myself then.

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1=== modified file 'campaigns/atl01.wmf/scripting/texts.lua'
2--- campaigns/atl01.wmf/scripting/texts.lua 2014-11-11 10:43:36 +0000
3+++ campaigns/atl01.wmf/scripting/texts.lua 2015-01-24 14:23:38 +0000
4@@ -33,10 +33,10 @@
5 number = 6,
6 body = objective_text(_"Supply Building Wares", _
7 [[Supply basic building material for your economy:]] .. paragraphdivider() ..
8- listitem_bullet(_[[Build a quarry]]) ..
9- listitem_bullet(_[[Build two woodcutter’s houses]]) ..
10- listitem_bullet(_[[Build two forester’s houses]]) ..
11- listitem_bullet(_[[Build a sawmill]])
12+ listitem_bullet(_[[Build a Quarry]]) ..
13+ listitem_bullet(_[[Build two Woodcutter’s Houses]]) ..
14+ listitem_bullet(_[[Build two Forester’s Houses]]) ..
15+ listitem_bullet(_[[Build a Sawmill]])
16 ),
17 }
18
19@@ -55,28 +55,28 @@
20 title = _"Establish a solid food production",
21 number = 10,
22 body = objective_text(_"Food Production",
23- _[[Food is very important for mines and military training areas. Establish a well working food environment by building at least one farm, one blackroot farm and a mill. The two kinds of flour together with water from a well will be baked into bread in a bakery, so build a bakery and a well, too.]] .. paragraphdivider() ..
24- _[[The other two important food wares are smoked fish and smoked meat. Raw meat is delivered from a hunter. A fisher gets the fish out of the sea while a fish breeder makes sure that a school of fish does not go extinct by breeding more. Make sure that there are always fish left, otherwise the fish breeder won’t be able to breed new ones. The smoking happens in a smokery, you will need at least two of those.]] .. paragraphdivider() ..
25- listitem_bullet(_[[Build a farm and a blackroot farm]]) ..
26- listitem_bullet(_[[Build a mill to make cornflour and blackroot flour]]) ..
27- listitem_bullet(_[[Build a well]]) ..
28- listitem_bullet(_[[Build a bakery to bake bread from cornflour, blackroot flour and water]]) ..
29- listitem_bullet(_[[Build a hunter’s house to get raw meat]]) ..
30- listitem_bullet(_[[Build a fisher’s house close to water to get raw fish]]) ..
31- listitem_bullet(_[[Build a fish breeder’s house close to the fisher to make sure the fish do not die out]]) ..
32- listitem_bullet(_[[Build two smokeries to smoke raw meat and fish]])
33+ _[[Food is very important for mines and military training areas. Establish a well working food environment by building at least one Farm, one Blackroot Farm and a Mill. The two kinds of flour together with Water from a Well will be baked into Bread in a Bakery, so build a Bakery and a Well, too.]] .. paragraphdivider() ..
34+ _[[The other two important food wares are Smoked Fish and Smoked Meat. Raw Meat is delivered from a Hunter. A Fisher gets the Fish out of the sea while a Fish Breeder makes sure that a school of fish does not go extinct by breeding more. Make sure that there are always Fish left, otherwise the Fish Breeder won’t be able to breed new ones. The smoking happens in a Smokery, you will need at least two of those.]] .. paragraphdivider() ..
35+ listitem_bullet(_[[Build a Farm and a Blackroot Farm]]) ..
36+ listitem_bullet(_[[Build a Mill to make Cornflour and Blackroot Flour]]) ..
37+ listitem_bullet(_[[Build a Well]]) ..
38+ listitem_bullet(_[[Build a Bakery to bake Bread from Cornflour, Blackroot Flour and Water]]) ..
39+ listitem_bullet(_[[Build a Hunter’s House to get raw Meat]]) ..
40+ listitem_bullet(_[[Build a Fisher’s House close to water to get raw Fish]]) ..
41+ listitem_bullet(_[[Build a Fish Breeder’s House close to the Fisher to make sure the Fish do not die out]]) ..
42+ listitem_bullet(_[[Build two Smokeries to smoke raw Meat and Fish]])
43 )
44 }
45
46 obj_spidercloth_production = {
47 name = "obj_spidercloth_production",
48- title = _"Build a spider farm and a weaving mill",
49+ title = _"Build a Spider Farm and a Weaving Mill",
50 number = 3,
51 body = objective_text(_"Spidercloth Production",
52- _[[The weavers produce spidercloth and tabards in the weaving mill. Spidercloth is needed for the construction of some buildings and clothing, while tabards are the uniforms of soldiers. The weaving mill needs gold yarn and spideryarn as raw material. Spideryarn is produced by the spider farm, while gold yarn is produced by the gold spinning mill out of gold.]] .. paragraphdivider() ..
53- listitem_bullet(_[[Build a weaving mill]]) ..
54- listitem_bullet(_[[Build a spider farm]]) ..
55- listitem_bullet(_[[Build a gold spinning mill]])
56+ _[[The Weavers produce Spidercloth and Tabards in the Weaving Mill. Spidercloth is needed for the construction of some buildings and clothing, while Tabards are the uniforms of Soldiers. The Weaving Mill needs Gold Yarn and Spideryarn as raw material. Spideryarn is produced by the Spider Farm, while Gold Yarn is produced by the Gold Spinning Mill out of Gold.]] .. paragraphdivider() ..
57+ listitem_bullet(_[[Build a Weaving Mill]]) ..
58+ listitem_bullet(_[[Build a Spider Farm]]) ..
59+ listitem_bullet(_[[Build a Gold Spinning Mill]])
60 )
61 }
62
63@@ -85,12 +85,12 @@
64 title = _"Build industry and mines",
65 number = 5,
66 body = objective_text(_"Industry and Mines",
67- _[[Iron ore, gold ore and coal are mined in the respective mines. The crystal mine will dig for crystal, quartz and diamond – all of them are precious materials and very rarely found. It will produce a lot of stone while searching for them.]] .. paragraphdivider() ..
68- listitem_bullet(_[[The ores have to be smelted at a smelting works before they can be used. The refined materials are then used in the weapon smithy, the armor smithy and the toolsmithy.]]) .. paragraphdivider() ..
69- listitem_bullet(_[[Build a mine of each type. Make sure to send geologists to the mountain first.]]) ..
70- listitem_bullet(_[[Build a smelting works]]) ..
71- listitem_bullet(_[[Build an armor smithy and a weapon smithy]]) ..
72- listitem_bullet(_[[Build a toolsmithy]])
73+ _[[Iron Ore, Gold Ore and Coal are mined in the respective mines. The Crystal Mine will dig for Crystal, Quartz and Diamond – all of them are precious materials and very rarely found. It will produce a lot of Stone while searching for them.]] .. paragraphdivider() ..
74+ listitem_bullet(_[[The ores have to be smelted at a Smelting Works before they can be used. The refined materials are then used in the Weapon Smithy, the Armor Smithy and the Toolsmithy.]]) .. paragraphdivider() ..
75+ listitem_bullet(_[[Build a mine of each type. Make sure to send Geologists to the mountain first.]]) ..
76+ listitem_bullet(_[[Build a Smelting Works]]) ..
77+ listitem_bullet(_[[Build an Armor Smithy and a Weapon Smithy]]) ..
78+ listitem_bullet(_[[Build a Toolsmithy]])
79 )
80 }
81
82@@ -99,29 +99,29 @@
83 title = _"Build training sites for soldiers",
84 number = 2,
85 body = objective_text(_"Soldier Training Sites",
86- _[[Like all other tribes, the Atlanteans are also able to train soldiers: the dungeon trains attack – the major attribute of the Atlanteans – and the labyrinth trains evasion, health and defense. The items produced by the industry are used to train better soldiers in the two training sites.]] .. paragraphdivider() ..
87- listitem_bullet(_[[Build a dungeon and a labyrinth]])
88+ _[[Like all other tribes, the Atlanteans are also able to train Soldiers: the Dungeon trains Attack – the major attribute of the Atlanteans – and the Labyrinth trains Evade, Health and Defense. The items produced by the industry are used to train better soldiers in the two training sites.]] .. paragraphdivider() ..
89+ listitem_bullet(_[[Build a Dungeon and a Labyrinth]])
90 )
91 }
92
93 obj_horsefarm_and_warehouse = {
94 name = "obj_horsefarm_and_warehouse",
95- title = _"Build a warehouse and a horse farm",
96+ title = _"Build a Warehouse and a Horse Farm",
97 number = 2,
98 body = objective_text(_"Warehouse and Horse Farm",
99- _[[As your road network gets longer and more complicated, you should employ horses to help out your carriers. Horses are bred at horse farms using water and corn. A warehouse will also help to ensure that your transportation system does not collapse.]] .. paragraphdivider() ..
100- listitem_bullet(_[[Build a warehouse]]) ..
101- listitem_bullet(_[[Build a horse farm]])
102+ _[[As your road network gets longer and more complicated, you should employ Horses to help out your Carriers. Horses are bred at Horse Farms using Water and Corn. A Warehouse will also help to ensure that your transportation system does not collapse.]] .. paragraphdivider() ..
103+ listitem_bullet(_[[Build a Warehouse]]) ..
104+ listitem_bullet(_[[Build a Horse Farm]])
105 )
106 }
107
108 obj_build_ships = {
109 name = "obj_build_ships",
110- title = _"Build 3 ships to escape from the island",
111+ title = _"Build 3 Ships to escape from the island",
112 number = 1,
113 body = objective_text(_"Escape From the Island",
114- _[[There is a lake at the top of the island. Build three ships in these waters and you might be able to rescue your people before the island is swallowed completely by the ocean.]] .. paragraphdivider() ..
115- listitem_bullet(_[[Build a shipyard close to the lake to start building ships]])
116+ _[[There is a lake at the top of the island. Build three Ships in these waters and you might be able to rescue your people before the island is swallowed completely by the ocean.]] .. paragraphdivider() ..
117+ listitem_bullet(_[[Build a Shipyard close to the lake to start building Ships]])
118 )
119 }
120
121@@ -177,7 +177,7 @@
122 {
123 title = _"Loftomor Speaks",
124 body = loftomor(
125- _([[May Satul warm you, Jundlina! The most important things for building a settlement are the building materials. There are some trees here, so we should build housings for some woodcutters and of course also for foresters, so we will not run out of trees. Oh, and we mustn’t forget the sawmill, for most buildings can’t be made out of logs alone. Stronger buildings also need stone, but there is plenty to the north-east of here; we just need to build a quarry, and my stonemasons will go to work promptly.]]))
126+ _([[May Satul warm you, Jundlina! The most important things for building a settlement are the building materials. There are some trees here, so we should build housings for some Woodcutters and of course also for Foresters, so we will not run out of trees. Oh, and we mustn’t forget the Sawmill, for most buildings can’t be made out of Logs alone. Stronger buildings also need Stone, but there is plenty to the north-east of here; we just need to build a Quarry, and my Stonemasons will go to work promptly.]]))
127 .. new_objectives(obj_ensure_build_wares_production)
128 },
129 {
130@@ -209,9 +209,9 @@
131 body = colionder(
132 _([[Ahh, but I think this is impossible to change. The preparing and eating of food is something deeply ingrained in us Atlanteans – it is a ceremony that we just need for our well-being. So I guess we cannot take this away from the individuals completely.]])
133 .. paragraphdivider() ..
134- _([[But we might find a compromise in between: for me, making bread is a troublesome task. Grinding the blackroot and corn to flour and then baking the bread is tedious and boring; I feel a more industrial approach would be helpful here. I for one would love to just have fresh bread delivered to my house every day.]])
135+ _([[But we might find a compromise in between: for me, making Bread is a troublesome task. Grinding the Blackroot and Corn to flour and then baking the Bread is tedious and boring; I feel a more industrial approach would be helpful here. I for one would love to just have fresh Bread delivered to my house every day.]])
136 .. paragraphdivider() ..
137- _([[Oooh and even more important: the smoking of fish and meat to cleanse them and improve their taste is terrible. My house is full of smoke and stinks for weeks afterwards. Don’t you think that this could be done in a special building where the side effects do not matter? I think those two things would be accepted by the people and would reduce the cooking time without taking away the ritual.]]))
138+ _([[Oooh and even more important: the smoking of Fish and Meat to cleanse them and improve their taste is terrible. My house is full of smoke and stinks for weeks afterwards. Don’t you think that this could be done in a special building where the side effects do not matter? I think those two things would be accepted by the people and would reduce the cooking time without taking away the ritual.]]))
139 },
140 {
141 title = _"Jundlina Agrees",
142@@ -233,14 +233,14 @@
143 {
144 title = _"A Man Comes to Jundlina",
145 body = opol(
146- _([[May Satul warm you, Jundlina. My name is Opol, and I am the highest weaver of the guild abandoning Atlantis and Lutas with you. I come with sad news indeed: we have no more spidercloth. Not a single piece is to be found in our warehouses. Could you not help the weavers’ guild by arranging the building of a weaving mill and a spider farm? The spiders deliver the finest silk and we will produce the finest spidercloth from it.]])
147+ _([[May Satul warm you, Jundlina. My name is Opol, and I am the highest weaver of the guild abandoning Atlantis and Lutas with you. I come with sad news indeed: we have no more Spidercloth. Not a single piece is to be found in our Warehouses. Could you not help the weavers’ guild by arranging the building of a Weaving Mill and a Spider Farm? The spiders deliver the finest silk and we will produce the finest Spidercloth from it.]])
148 .. paragraphdivider() ..
149- _([[We offer to also produce the tabards for young soldiers and the golden tabards for officers for you in exchange. You will need them for sure as soon as you want to recruit new soldiers.]]))
150+ _([[We offer to also produce the Tabards for young soldiers and the Golden Tabards for officers for you in exchange. You will need them for sure as soon as you want to recruit new soldiers.]]))
151 },
152 {
153 title = _"Jundlina Replies",
154 body = jundlina(_"Jundlina",
155- _([[May Satul warm you too, Opol. I wanted to delay production of spidercloth, but I understand your urgency. Your suggestion sounds fair to me, I will build your weaving mill and spider farm. I will also build a gold spinning mill so that the golden tabards you make will not be golden by name alone.]]))
156+ _([[May Satul warm you too, Opol. I wanted to delay production of Spidercloth, but I understand your urgency. Your suggestion sounds fair to me, I will build your Weaving Mill and Spider Farm. I will also build a Gold Spinning Mill so that the Golden Tabards you make will not be golden by name alone.]]))
157 .. new_objectives(obj_spidercloth_production)
158 }
159 }
160@@ -249,7 +249,7 @@
161 {
162 title = _"Opol Seeks Out Jundlina",
163 body = opol(
164- _([[May Satul warm you, Jundlina! The weaving mill, gold spinning mill and spider farm buildings are complete and are starting their work at this very moment. The weavers’ guild is very grateful for your support and we will stand by our word and deliver the first tabard very soon.]]))
165+ _([[May Satul warm you, Jundlina! The Weaving Mill, Gold Spinning Mill and Spider Farm buildings are complete and are starting their work at this very moment. The weavers’ guild is very grateful for your support and we will stand by our word and deliver the first Tabard very soon.]]))
166 },
167 {
168 title = _"Jundlina Replies",
169@@ -263,7 +263,7 @@
170 {
171 title = _"Sidolus Seeks Out Jundlina",
172 body = sidolus(
173- _([[May Satul warm you, Jundlina. Have you considered mining for resources in the mountains around us? We are running short of quartz, crystal and diamonds for our buildings. Also we could use more iron, gold and especially coal. If we find an ample supply of those commodities, we could start producing weapons and tools; this would help enormously. Of course, we would need smelters, a weapon smithy, an armor smithy and a toolsmithy. And maybe even more.]]))
174+ _([[May Satul warm you, Jundlina. Have you considered mining for resources in the mountains around us? We are running short of Quartz, Crystal and Diamonds for our buildings. Also we could use more Iron, Gold and especially Coal. If we find an ample supply of those commodities, we could start producing weapons and tools; this would help enormously. Of course, we would need Smelters, a Weapon Smithy, an Armor Smithy and a Toolsmithy. And maybe even more.]]))
175 },
176 {
177 title = _"Jundlina Replies",
178@@ -282,7 +282,7 @@
179 {
180 title = _"Sidolus Seems Contrite",
181 body = sidolus(
182- _([[I agree with you and I have punished the troublemakers severely. But it is very difficult to keep my men quiet: they are bored and have nothing to do. I would like to ramp up their drill. I think more routine in their life would keep them occupied and focused on their duties. I would need a dungeon and a labyrinth for them. I have the plans ready, but I guess they won’t come cheap.]]))
183+ _([[I agree with you and I have punished the troublemakers severely. But it is very difficult to keep my men quiet: they are bored and have nothing to do. I would like to ramp up their drill. I think more routine in their life would keep them occupied and focused on their duties. I would need a Dungeon and a Labyrinth for them. I have the plans ready, but I guess they won’t come cheap.]]))
184 },
185 {
186 title = _"Jundlina Replies",
187@@ -296,7 +296,7 @@
188 {
189 title = _"Jundlina Received a Letter",
190 body = jundlina(_"Jundlina",
191- _([[I received an invitation from Sidolus. The first day of training in the newly finished labyrinth will be tomorrow. The dungeon is done as well and will start its work soon. I am looking forward to tomorrow; I am very interested in how our soldiers are trained, and I wonder if the additional workload will keep them from bullying the civilian population.]]))
192+ _([[I received an invitation from Sidolus. The first day of training in the newly finished Labyrinth will be tomorrow. The Dungeon is done as well and will start its work soon. I am looking forward to tomorrow; I am very interested in how our soldiers are trained, and I wonder if the additional workload will keep them from bullying the civilian population.]]))
193 }
194 }
195
196@@ -304,9 +304,9 @@
197 {
198 title = _"Jundlina Considers the Economy",
199 body = jundlina(_"Jundlina",
200- _([[People are complaining about crowded streets and slow transportation. We need to help out our carriers on the roads. I have decided to build a horse farm so that the horses can help with the heavy wares.]])
201+ _([[People are complaining about crowded streets and slow transportation. We need to help out our Carriers on the roads. I have decided to build a Horse Farm so that the Horses can help with the heavy wares.]])
202 .. paragraphdivider() ..
203- _([[Another way to take load from our roads is to build warehouses. We have claimed the mountain now, it seems a good idea to have a warehouse on the plateau to avoid having to transport everything up and down the slopes.]]))
204+ _([[Another way to take load from our roads is to build Warehouses. We have claimed the mountain now, it seems a good idea to have a Warehouse on the plateau to avoid having to transport everything up and down the slopes.]]))
205 .. new_objectives(obj_horsefarm_and_warehouse)
206 }
207 }
208@@ -357,7 +357,7 @@
209 posy = 0,
210 title = _"The Water is Rising!",
211 body = jundlina(_"Jundlina",
212- _([[May Satul save us! Lutas is still trying to get to us. A scout informed me that the ocean is rising quickly. We have to reach higher ground and evacuate everybody and as much wares as we can from the headquarters up the mountains. How can we escape?]]))
213+ _([[May Satul save us! Lutas is still trying to get to us. A scout informed me that the ocean is rising quickly. We have to reach higher ground and evacuate everybody and as much wares as we can from the Headquarters up the mountains. How can we escape?]]))
214 },
215 {
216 title = _"A Young Man Approaches",
217@@ -387,7 +387,7 @@
218 body = jundlina(_"Jundlina",
219 _([[Your red hair is a signal from the fire god. I will trust you and support your plan. Our survival lies in your hands now, Ostur.]])
220 .. paragraphdivider() ..
221- _([[Swift now, we need a house for Ostur next to the lake, and we need planks, logs and spidercloth for the construction there. Forget about everything else, we need those wares on top of the mountain before our warehouses are all swallowed by the sea.]]))
222+ _([[Swift now, we need a house for Ostur next to the lake, and we need Planks, Logs and Spidercloth for the construction there. Forget about everything else, we need those wares on top of the mountain before our Warehouses are all swallowed by the sea.]]))
223 .. new_objectives(obj_build_ships)
224 }
225 }
226
227=== modified file 'campaigns/bar01.wmf/scripting/texts.lua'
228--- campaigns/bar01.wmf/scripting/texts.lua 2014-10-31 08:59:54 +0000
229+++ campaigns/bar01.wmf/scripting/texts.lua 2015-01-24 14:23:38 +0000
230@@ -20,30 +20,30 @@
231 -- =======================================================================
232 obj_build_rangers = {
233 name = "mission rangers",
234- title = _"Build two ranger’s huts",
235+ title = _"Build two Ranger’s Huts",
236 number = 1,
237- body = objective_text(_"Build two ranger’s huts",
238- listitem_bullet(_"Build a ranger’s hut next to each lumberjack’s hut.") ..
239- listitem_arrow(_"Naturally, trees only grow at a slow rate. To make sure you have enough logs, you have to build rangers.")
240+ body = objective_text(_"Build two Ranger’s Huts",
241+ listitem_bullet(_"Build a Ranger’s Hut next to each Lumberjack’s Hut.") ..
242+ listitem_arrow(_"Naturally, trees only grow at a slow rate. To make sure you have enough Logs, you have to build Rangers.")
243 )
244 }
245
246 obj_claim_northeastern_rocks = {
247 name = "mission quarry",
248- title = _"Expand north-east and build a quarry",
249+ title = _"Expand north-east and build a Quarry",
250 number = 1,
251 body = objective_text(_"Expand north-east to the rocks",
252- listitem_bullet(_"Build military buildings (like sentries or barriers) to expand your territory.") ..
253- listitem_bullet(_"Get to the rocks north-east from you and build a quarry there."))
254+ listitem_bullet(_"Build military buildings (like Sentries or Barriers) to expand your territory.") ..
255+ listitem_bullet(_"Get to the rocks north-east from you and build a Quarry there."))
256 }
257
258 obj_build_mines = {
259 name = "mission mines",
260 title = _"Start building mines on the mountain",
261 number = 2,
262- body = objective_text(_"Build coal and iron ore mines",
263- listitem_bullet(_"Build a coal mine and an iron ore mine.") ..
264- listitem_arrow(_"To do so, place a flag up on the mountain’s flank to the east (on mountain terrain though, not mountain meadow). When you click on the new flag, you can send geologists there. Because the flag is on a mountain, the geologists will search for ores; otherwise, they would search for water. Then build a mine for both kinds of resources that he will find, choosing the appropriate mine to be built:") ..
265+ body = objective_text(_"Build Coal and Iron Ore Mines",
266+ listitem_bullet(_"Build a Coal Mine and an Iron Ore Mine.") ..
267+ listitem_arrow(_"To do so, place a flag up on the mountain’s flank to the east (on mountain terrain though, not mountain meadow). When you click on the new flag, you can send Geologists there. Because the flag is on a mountain, the Geologists will search for ores; otherwise, they would search for water. Then build a mine for both kinds of resources that he will find, choosing the appropriate mine to be built:") ..
268 "</rt>" ..
269 rt("image=tribes/barbarians/resi_coal1/resi_00.png", p(_"a bit of coal")) ..
270 rt("image=tribes/barbarians/resi_coal2/resi_00.png", p(_"a lot of coal")) ..
271@@ -63,88 +63,88 @@
272 name = "basic food began",
273 title = _"Provide your miners with food",
274 number = 3,
275- body = objective_text(_"Build a hunter, a gamekeeper and a tavern",
276+ body = objective_text(_"Build a Hunter, a Gamekeeper and a Tavern",
277 listitem_bullet(_"In order to work, your miners need food.") ..
278- listitem_arrow(_"A hunter can hunt down animals, while a gamekeeper prevents them from becoming extinct. The meat is then processed in a tavern into lunches for your miners.") .. " " ..
279+ listitem_arrow(_"A Hunter can hunt down animals, while a Gamekeeper prevents them from becoming extinct. The Meat is then processed in a Tavern into lunches for your miners.") .. " " ..
280 _([[This is only the first example of a ware which has to be refined before being used in a secondary building – others will follow.]]))
281 }
282
283 obj_begin_farming = {
284 name = "farming began",
285- title = _"Bake bread",
286+ title = _"Bake Bread",
287 number = 3,
288- body = objective_text(_"Build a well, a farm and a bakery",
289- _([[Other ways to produce food – different kinds of food – are fishers and hunters. The wheat of the farms has to be processed with water in a bakery before it becomes edible. You can obtain water by building a well on a spot where your geologists have found a water source.]]))
290+ body = objective_text(_"Build a Well, a Farm and a Bakery",
291+ _([[Other ways to produce food – different kinds of food – are Fishers and Hunters. The Wheat of the Farms has to be processed with Water in a Bakery before it becomes edible. You can obtain Water by building a Well on a spot where your Geologists have found a water source.]]))
292 }
293
294 obj_refine_ores = {
295 name = "refining began",
296 title = _"Refine your mined resources",
297 number = 1,
298- body = objective_text(_"Build a smelting works",
299- _[[The iron ore your miners dig up is not usable yet – it has to be melted into iron first.]])
300+ body = objective_text(_"Build a Smelting Works",
301+ _[[The Iron Ore your miners dig up is not usable yet – it has to be melted into Iron first.]])
302 }
303
304 obj_enhance_buildings = {
305 name = "enhance buildings",
306- title = _"Enhance buildings and build a micro brewery",
307+ title = _"Enhance buildings and build a Micro Brewery",
308 number = 3,
309- body = objective_text(_[[Enhance a mine and the tavern, and build a micro brewery.]],
310- listitem_bullet(_"Enhance the coal mine or the iron mine to a deep mine, and enhance the tavern to an inn.") ..
311- listitem_bullet(_"Also build a micro brewery.") ..
312+ body = objective_text(_[[Enhance a mine and the Tavern, and build a Micro Brewery.]],
313+ listitem_bullet(_"Enhance the Coal Mine or the Iron Mine to a deep mine, and enhance the Tavern to an Inn.") ..
314+ listitem_bullet(_"Also build a Micro Brewery.") ..
315 listitem_arrow(_"A normal mine can only dig up about one third of all the resources that lie beneath it; then it must be enhanced to a deep mine in order to keep it working properly. To enhance a building, choose it and then click the appropriate button in the appearing window.") ..
316 listitem_arrow(_"Workers gain experience by successful work. With enough experience, they become more advanced workers, who are necessary to operate the enhanced buildings. Do not enhance a building before you have enough advanced workers to operate the advanced building!") ..
317- listitem_arrow(_"Such buildings usually have greater demands than the basic kind of that building – for instance, deep mines need snacks instead of rations. You will have to enhance your tavern to an inn in order to produce snacks out of pitta bread AND a second kind of food (meat or fish) AND beer.") ..
318+ listitem_arrow(_"Such buildings usually have greater demands than the basic kind of that building – for instance, deep mines need Snacks instead of Rations. You will have to enhance your Tavern to an Inn in order to produce Snacks out of Pitta Bread AND a second kind of food (Meat or Fish) AND Beer.") ..
319 _"You may of course enhance all mines to deep mines instantly given you have the workers – bigger mines work a bit faster, smaller mines need cheaper food. It’s up to you which strategy you prefer.")
320 }
321
322 obj_better_material_1 = {
323 name = "build hardener",
324- title = _"Build a wood hardener",
325+ title = _"Build a Wood Hardener",
326 number = 1,
327- body = objective_text(_"Build a wood hardener",
328- _([[Bigger and better buildings – including all military ones – require better building materials. They cannot be built out of simple logs – the wood has to be refined to blackwood by a wood hardener first. Always remember to build a wood hardener before you run out of blackwood, as without it you cannot expand.]])
329+ body = objective_text(_"Build a Wood Hardener",
330+ _([[Bigger and better buildings – including all military ones – require better building materials. They cannot be built out of simple Logs – the wood has to be refined to Blackwood by a Wood Hardener first. Always remember to build a Wood Hardener before you run out of Blackwood, as without it you cannot expand.]])
331 .. paragraphdivider() ..
332- listitem_bullet(_"Build a wood hardener"))
333+ listitem_bullet(_"Build a Wood Hardener"))
334 }
335
336 obj_better_material_2 = {
337 name = "mission grout",
338- title = _"Build a lime kiln and coal economy",
339+ title = _"Build a Lime Kiln and Coal economy",
340 number = 3,
341- body = objective_text(_"Build a lime kiln fed by a well, and by a charcoal kiln or by a coal mine",
342- _([[Better buildings may also require other improved materials besides blackwood. One of these is grout, which is produced out of raw stone, water and coal by a lime-burner.]])
343+ body = objective_text(_"Build a Lime Kiln fed by a Well, and by a Charcoal Kiln or by a Coal Mine",
344+ _([[Better buildings may also require other improved materials besides Blackwood. One of these is Grout, which is produced out of Raw Stone, Water and Coal by a Lime-Burner.]])
345 .. paragraphdivider() ..
346- _([[You can obtain water by building a well upon a water source, which your geologists can discover when you send them to any flag that is not on a mountain.]])
347+ _([[You can obtain Water by building a Well upon a water source, which your Geologists can discover when you send them to any flag that is not on a mountain.]])
348 ..paragraphdivider() ..
349 "</p></rt>" ..
350- rt("image=pics/menu_geologist.png", p(_"In order to call a geologist to search for water, click on a flag in the area that you want him to search and then on the button labeled ‘Send geologist to explore site’.")
351- .. paragraphdivider() ..
352- _([[Coal can be obtained by building a charcoal kiln or a coal mine. Burning charcoal out of logs is slow. You should only build a charcoal kiln when no coal is available.]])
353- .. paragraphdivider() ..
354- listitem_bullet(_"Build a lime kiln and a well. Additionally, build either a charcoal kiln or a coal mine for coal supply.")))
355+ rt("image=pics/menu_geologist.png", p(_"In order to call a Geologist to search for water, click on a flag in the area that you want him to search and then on the button labeled ‘Send geologist to explore site’.")
356+ .. paragraphdivider() ..
357+ _([[Coal can be obtained by building a Charcoal Kiln or a Coal Mine. Burning charcoal out of Logs is slow. You should only build a Charcoal Kiln when no Coal is available.]])
358+ .. paragraphdivider() ..
359+ listitem_bullet(_"Build a Lime Kiln and a Well. Additionally, build either a Charcoal Kiln or a Coal Mine for Coal supply.")))
360 }
361
362 obj_better_material_3 = {
363 name = "mission reed_yard",
364- title = _"Build a reed yard",
365+ title = _"Build a Reed Yard",
366 number = 1,
367- body = objective_text(_"Build a reed yard",
368- _([[The third material necessary for improved buildings is thatch reed, used to cover roofs. Thatch reed is planted by a gardener around his building, the reed yard.]])
369+ body = objective_text(_"Build a Reed Yard",
370+ _([[The third material necessary for improved buildings is Thatch Reed, used to cover roofs. Thatch Reed is planted by a Gardener around his building, the Reed Yard.]])
371 .. paragraphdivider() ..
372- listitem_bullet(_"Build a reed yard"))
373+ listitem_bullet(_"Build a Reed Yard"))
374 }
375
376 obj_build_cattlefarm = {
377 name = "mission cattlefarm",
378- title = _"Build a cattle farm",
379+ title = _"Build a Cattle Farm",
380 number = 1,
381- body = objective_text(_"Build a cattle farm",
382- _([[When roads are under heavy load for a long time, one carrier is usually not enough to transport goods swiftly. Traffic jams are the consequence. Such roads therefore employ a second carrier: an ox that helps to carry the wares. This doubles the transport capacity.]])
383- .. paragraphdivider() ..
384- _([[Oxen are bred in cattle farms out of wheat and water.]])
385- .. paragraphdivider() ..
386- listitem_bullet(_"Build a cattle farm"))
387+ body = objective_text(_"Build a Cattle Farm",
388+ _([[When roads are under heavy load for a long time, one Carrier is usually not enough to transport goods swiftly. Traffic jams are the consequence. Such roads therefore employ a second carrier: an Ox that helps to carry the wares. This doubles the transport capacity.]])
389+ .. paragraphdivider() ..
390+ _([[Oxen are bred in Cattle Farms out of Wheat and Water.]])
391+ .. paragraphdivider() ..
392+ listitem_bullet(_"Build a Cattle Farm"))
393 }
394
395
396@@ -232,11 +232,11 @@
397 order_msg_ranger = {
398 title = _"The Advisor",
399 body = khantrukh(_"Khantrukh notes…",
400- _[[I see you have already built a quarry and two lumberjack’s huts. That is a good beginning if we want to stay here longer.]]
401+ _[[I see you have already built a Quarry and two Lumberjack’s Huts. That is a good beginning if we want to stay here longer.]]
402 .. paragraphdivider() ..
403 _[[But never forget – these forests are our heritage, entrusted upon us by our ancestors. We must always respect and care for them. What we take, we must give back again.]]
404 .. paragraphdivider() ..
405- _[[So, in order to replace the trees we chop down, we should build some ranger’s huts, preferably close to the lumberjack’s huts.]])
406+ _[[So, in order to replace the trees we chop down, we should build some Ranger’s Huts, preferably close to the Lumberjack’s Huts.]])
407 .. new_objectives(obj_build_rangers)
408 }
409
410@@ -329,7 +329,7 @@
411 order_msg_7_mines_up = {
412 title = _"Your Loyal Companion",
413 body = boldreth(_"Boldreth laughs…",
414- _([[By Chat’Karuth’s beard, this is amazing! Just imagine what we can use this coal and iron ore for!]])
415+ _([[By Chat’Karuth’s beard, this is amazing! Just imagine what we can use this Coal and Iron Ore for!]])
416 .. paragraphdivider() ..
417 _([[It might even be enough to…]]))
418 }
419@@ -346,7 +346,7 @@
420 body = boldreth(_"Boldreth nods…",
421 _([[I have to hand it to you: you are right here, old man.]])
422 .. paragraphdivider() ..
423- _([[There seem to be quite a lot of animals in the forests here – we might just hunt down more of them. And, of course, the people would cheer a new tavern – hey, we might call it ‘Thron’s Pride’ or so if you want!]]))
424+ _([[There seem to be quite a lot of animals in the forests here – we might just hunt down more of them. And, of course, the people would cheer a new Tavern – hey, we might call it ‘Thron’s Pride’ or so if you want!]]))
425 .. new_objectives(obj_basic_food)
426 }
427
428@@ -355,7 +355,7 @@
429 body = khantrukh(_"The elder jumps into the air…",
430 _([[Wisdom commands to seek variety.]])
431 .. paragraphdivider() ..
432- _([[North of the great mountain is a large plain – why don’t we use the space Mother Nature gave us and build a farm? I sure would enjoy a freshly baked pitta bread for a change…]]))
433+ _([[North of the great mountain is a large plain – why don’t we use the space Mother Nature gave us and build a Farm? I sure would enjoy a freshly baked Pitta Bread for a change…]]))
434 .. new_objectives(obj_begin_farming)
435 }
436
437@@ -376,7 +376,7 @@
438 order_msg_13_tavern = {
439 title = _"A Beautiful Morning",
440 body = thron(_"Thron recognizes…",
441- _([[A tavern opened for our people yesterday. While I am hardly in the mood for celebration, I noticed how much this tiny bit of home means to my people. Their songs filled the air until deep in the night, and they were in higher spirits still the day after.]])
442+ _([[A Tavern opened for our people yesterday. While I am hardly in the mood for celebration, I noticed how much this tiny bit of home means to my people. Their songs filled the air until deep in the night, and they were in higher spirits still the day after.]])
443 .. paragraphdivider() ..
444 _([[Maybe we actually are slowly creating a place here which we can… call home.]]))
445 }
446@@ -384,7 +384,7 @@
447 order_msg_14_refine_ore = {
448 title = _"Your Loyal Companion",
449 body = boldreth(_"Boldreth remarks…",
450- _([[So now that we have both the mines and the food to sustain them, we should bring what our brave miners gain for us into a more useful state. The iron ore has to be melted into iron so that it is ready to be forged into whatever we want. And we need the coal to keep the smelter’s ovens burning.]]))
451+ _([[So now that we have both the mines and the food to sustain them, we should bring what our brave miners gain for us into a more useful state. The Iron Ore has to be melted into Iron so that it is ready to be forged into whatever we want. And we need the Coal to keep the Smelter’s ovens burning.]]))
452 .. new_objectives(obj_refine_ores)
453 }
454
455@@ -400,9 +400,9 @@
456 order_msg_16_blackwood = {
457 title = _"Your Loyal Companion",
458 body = boldreth(_"Boldreth seems concerned…",
459- _([[As I just discovered, we are running short on blackwood! We cannot put our warriors into some crumbling huts, and even less so in times as dangerous as ours!]])
460+ _([[As I just discovered, we are running short on Blackwood! We cannot put our warriors into some crumbling huts, and even less so in times as dangerous as ours!]])
461 .. paragraphdivider() ..
462- _([[We need a wood hardener, and we need one now!]]))
463+ _([[We need a Wood Hardener, and we need one now!]]))
464 .. new_objectives(obj_better_material_1)
465 }
466
467@@ -411,14 +411,14 @@
468 body = boldreth(_"Boldreth smiles…",
469 _([[Well, old friend, this should ensure that our fortifications do not break down with our foes’ first battle cry! Now we can expand safely!]])
470 .. paragraphdivider() ..
471- _([[Still, it would not hurt to accumulate some grout for our further campaign; thus we could, in times of need, build a fortress such as the world has never seen before!]]))
472+ _([[Still, it would not hurt to accumulate some Grout for our further campaign; thus we could, in times of need, build a Fortress such as the world has never seen before!]]))
473 .. new_objectives(obj_better_material_2)
474 }
475
476 order_msg_18_reed = {
477 title = _"The Advisor",
478 body = khantrukh(_"Khantrukh steps in…",
479- _([[Chieftain, this is a disgrace! It is well that we can produce grout for mighty fortifications and great buildings now – only this does not prevent our roofs from becoming leaky! Maybe the young ones like spending their nights in the rain, but I just can’t find any sleep with these raindrops dripping on my face!]])
480+ _([[Chieftain, this is a disgrace! It is well that we can produce Grout for mighty fortifications and great buildings now – only this does not prevent our roofs from becoming leaky! Maybe the young ones like spending their nights in the rain, but I just can’t find any sleep with these raindrops dripping on my face!]])
481 .. paragraphdivider() ..
482 _([[Now this is a problem we should do something about!]]))
483 .. new_objectives(obj_better_material_3)
484@@ -433,9 +433,9 @@
485 msg_cattlefarm_00 = {
486 title = _"We Need Oxen!",
487 body = khantrukh(_"Khantrukh speaks…",
488- _([[As our realm is getting bigger and bigger, the traffic on the roads is overwhelming. Our poor carriers are no longer able to transport the goods as fast as we need them to. I suggest we give them some support by breeding oxen.]])
489+ _([[As our realm is getting bigger and bigger, the traffic on the roads is overwhelming. Our poor Carriers are no longer able to transport the goods as fast as we need them to. I suggest we give them some support by breeding Oxen.]])
490 .. paragraphdivider() ..
491- _([[They are amazing animals: The ox is as swift as a human being while being much stronger and very frugal: all we need is wheat and water to breed them and they will do their work on the roads loyally and reliably.]]))
492+ _([[They are amazing animals: The Ox is as swift as a human being while being much stronger and very frugal: all we need is Wheat and Water to breed them and they will do their work on the roads loyally and reliably.]]))
493 .. new_objectives(obj_build_cattlefarm)
494 }
495
496
497=== modified file 'campaigns/bar02.wmf/scripting/texts.lua'
498--- campaigns/bar02.wmf/scripting/texts.lua 2014-10-30 11:37:38 +0000
499+++ campaigns/bar02.wmf/scripting/texts.lua 2015-01-24 14:23:38 +0000
500@@ -23,30 +23,30 @@
501 body = objective_text(_"Build up a small food economy",
502 _"Build up a basic food economy to provide your people with food."
503 .. paragraphdivider() ..
504- listitem_bullet(_"Build a fisher’s hut") ..
505- listitem_bullet(_"Build a hunter’s hut") ..
506- listitem_bullet(_"Build a well") ..
507- listitem_bullet(_"Build a farm") ..
508- listitem_bullet(_"Build a bakery"))
509+ listitem_bullet(_"Build a Fisher’s Hut") ..
510+ listitem_bullet(_"Build a Hunter’s Hut") ..
511+ listitem_bullet(_"Build a Well") ..
512+ listitem_bullet(_"Build a Farm") ..
513+ listitem_bullet(_"Build a Bakery"))
514 }
515
516 obj_build_cattlefarm = {
517 name = "obj_build_cattlefarm",
518- title = _"Build a cattle farm",
519+ title = _"Build a Cattle Farm",
520 number = 1,
521- body = objective_text(_"Remember to build a cattle farm",
522- _"As your roads grow longer and your economy bigger, you should make good use of your oxen to help transport wares more quickly."
523+ body = objective_text(_"Remember to build a Cattle Farm",
524+ _"As your roads grow longer and your economy bigger, you should make good use of your Oxen to help transport wares more quickly."
525 .. paragraphdivider () ..
526- listitem_bullet(_"Remember to build a cattle farm")
527+ listitem_bullet(_"Remember to build a Cattle Farm")
528 ),
529 }
530
531 obj_build_a_donjon = {
532 name = "build_a_donjon",
533- title = _"Build a donjon",
534+ title = _"Build a Donjon",
535 number = 1,
536- body = objective_text(_"Build a donjon",
537- listitem_bullet(_"Build a donjon at the north-east border of your territory to get greater visual range and to protect your people from sudden attacks by enemies."))
538+ body = objective_text(_"Build a Donjon",
539+ listitem_bullet(_"Build a Donjon at the north-east border of your territory to get greater visual range and to protect your people from sudden attacks by enemies."))
540 }
541
542 obj_explore_further = {
543@@ -54,7 +54,7 @@
544 title = _"Explore further",
545 number = 1,
546 body = objective_text(_"Explore further",
547- listitem_bullet(_"Build more military buildings to explore the area around the headquarters and to ensure the safety of your people."))
548+ listitem_bullet(_"Build more military buildings to explore the area around the Headquarters and to ensure the safety of your people."))
549 }
550
551 obj_build_mining_economy = {
552@@ -62,15 +62,15 @@
553 title = _"Build a mining infrastructure",
554 number = 6,
555 body = objective_text(_"Build a mining infrastructure",
556- listitem_bullet(_"Expand your territory to the mountains, send geologists to search for ore and coal and build a mining economy with mines, taverns, smelting works and metal workshop."))
557+ listitem_bullet(_"Expand your territory to the mountains, send Geologists to search for ore and coal and build a mining economy with Mines, Taverns, Smelting Works and Metal Workshop."))
558 }
559
560 obj_build_a_fortress = {
561 name = "build_a_fortress",
562- title = _"Build a fortress",
563+ title = _"Build a Fortress",
564 number = 1,
565- body = objective_text(_"Build a fortress",
566- listitem_bullet(_"Build a fortress to the east of the mountains."))
567+ body = objective_text(_"Build a Fortress",
568+ listitem_bullet(_"Build a Fortress to the east of the mountains."))
569 }
570
571 obj_build_training_infrastructure = {
572@@ -78,19 +78,19 @@
573 title = _"Build a training infrastructure",
574 number = 4,
575 body = objective_text(_"Build a training infrastructure",
576- listitem_bullet(_"Build a battle arena and a training camp to the west of the mountains.") ..
577- listitem_bullet(_"Enhance your metal workshop to an axfactory in order to produce weapons, and build up a second metal workshop to ensure the production of tools. When the blacksmith reaches his next level (master blacksmith), you can even enhance the axfactory to a war mill, which will produce additional weapons.") ..
578- listitem_bullet(_"Build a helm smithy to the west of the mountains to provide your soldiers with better armor."))
579+ listitem_bullet(_"Build a Battle Arena and a Training Camp to the west of the mountains.") ..
580+ listitem_bullet(_"Enhance your Metal Workshop to an Axfactory in order to produce weapons, and build up a second Metal Workshop to ensure the production of tools. When the Blacksmith reaches his next level (Master Blacksmith), you can even enhance the Axfactory to a War Mill, which will produce additional weapons.") ..
581+ listitem_bullet(_"Build a Helm Smithy to the west of the mountains to provide your soldiers with better armor."))
582 }
583
584
585 obj_build_a_warehouse = {
586 name = "build_a_warehouse",
587- title = _"Build a warehouse",
588+ title = _"Build a Warehouse",
589 number = 1,
590- body = objective_text(_"Build a warehouse",
591- listitem_bullet(_"Build a warehouse to the west of the mountains.") ..
592- listitem_arrow(_"Warehouses are similar to your headquarters, with the only difference that they aren’t defended by soldiers. It is often wise to build a warehouse when your territory is growing and the paths to your headquarters get longer and longer."))
593+ body = objective_text(_"Build a Warehouse",
594+ listitem_bullet(_"Build a Warehouse to the west of the mountains.") ..
595+ listitem_arrow(_"Warehouses are similar to your Headquarters, with the only difference that they aren’t defended by soldiers. It is often wise to build a Warehouse when your territory is growing and the paths to your Headquarters get longer and longer."))
596 }
597
598 obj_build_trainingssites = {
599@@ -98,10 +98,10 @@
600 title = _"Build training sites",
601 number = 2,
602 body = objective_text(_"Build training sites",
603- listitem_bullet(_"Build a battle arena and a training camp to the west of the mountains.") ..
604- listitem_arrow(_"Training sites like a training camp or a battle arena are used for training soldiers in their different attributes. These attributes are important in fights and the better a soldier is, the higher is the chance to win a fight."
605+ listitem_bullet(_"Build a Battle Arena and a Training Camp to the west of the mountains.") ..
606+ listitem_arrow(_"Training sites like a Training Camp or a Battle Arena are used for training soldiers in their different attributes. These attributes are important in fights and the better a soldier is, the higher is the chance to win a fight."
607 .. "<br>" ..
608- _"The attributes are: health, attack, defense and evade."))
609+ _"The attributes are: Health, Attack, Defense and Evade."))
610 }
611
612 obj_build_weapon_productions = {
613@@ -109,15 +109,15 @@
614 title = _"Build weapons production",
615 number = 3,
616 body = objective_text(_"Build weapons production",
617- listitem_bullet(_"Enhance your metal workshop to an axfactory in order to produce weapons, and build up a second metal workshop to ensure the production of tools. When the blacksmith reaches his next level (master blacksmith), you can even enhance the axfactory to a war mill, which will produce additional weapons."))
618+ listitem_bullet(_"Enhance your Metal Workshop to an Axfactory in order to produce weapons, and build up a second Metal Workshop to ensure the production of tools. When the Blacksmith reaches his next level (Master Blacksmith), you can even enhance the Axfactory to a War Mill, which will produce additional weapons."))
619 }
620
621 obj_build_a_helmsmithy = {
622 name = "build_a_helm smithy",
623- title=_"Build a helm smithy",
624+ title=_"Build a Helm Smithy",
625 number = 1,
626- body = objective_text(_"Build a helm smithy",
627- listitem_bullet(_"Build a helm smithy to the west of the mountains to provide your soldiers with better armor."))
628+ body = objective_text(_"Build a Helm Smithy",
629+ listitem_bullet(_"Build a Helm Smithy to the west of the mountains to provide your soldiers with better armor."))
630 }
631
632 obj_destroy_kalitaths_army = {
633@@ -215,7 +215,7 @@
634 posy = 1,
635 title = _"The Advisor",
636 body = khantrukh(_"Khantrukh nods.",
637- _([[Boldreth is right! We don’t have enough food to survive a long, cold winter. We should start building a well, a fisher’s and a hunter’s hut. And if we find enough space, we should as well build up a farm and a bakery! One of our farmers seems to be very clever – he already got some crops to grow in this cold soil.]]))
638+ _([[Boldreth is right! We don’t have enough food to survive a long, cold winter. We should start building a Well, a Fisher’s and a Hunter’s Hut. And if we find enough space, we should as well build up a Farm and a Bakery! One of our farmers seems to be very clever – he already got some crops to grow in this cold soil.]]))
639 .. new_objectives(obj_build_small_food_economy)
640 }
641
642@@ -230,7 +230,7 @@
643 posy = 1,
644 title = _"Tracks",
645 body = boldreth(_"Boldreth says:",
646- _([[Thron told me that he discovered tracks in the snow to the northeast of our settlement. He has instructed us to build a donjon, to have a greater visual range over the area around our hall to protect our people from sudden attacks.]]))
647+ _([[Thron told me that he discovered tracks in the snow to the northeast of our settlement. He has instructed us to build a Donjon, to have a greater visual range over the area around our hall to protect our people from sudden attacks.]]))
648 .. new_objectives(obj_build_a_donjon)
649 }
650
651@@ -263,7 +263,7 @@
652 posy = 1,
653 title = _"Fortress Needed",
654 body = thron(_"Thron says:",
655- _([[Boldreth and I just explored the area around the three mountains. One major strategic problem of that area seems to be that there are two bigger passages – one north and one south of the central mountain. Those passages are quite hard to control, and so it seems to me like we have only one chance to secure the mountains from enemy hands: we must build a fortress to the east of the mountains!]]))
656+ _([[Boldreth and I just explored the area around the three mountains. One major strategic problem of that area seems to be that there are two bigger passages – one north and one south of the central mountain. Those passages are quite hard to control, and so it seems to me like we have only one chance to secure the mountains from enemy hands: we must build a Fortress to the east of the mountains!]]))
657 .. new_objectives(obj_build_a_fortress)
658 }
659
660@@ -271,7 +271,7 @@
661 posy = 1,
662 title = _"Fortress Completed",
663 body = thron(_"Thron says:",
664- _([[Finally! The fortress has just been completed, so the entrance to our settlement should be safe for now. For the future, we might think on building some more fortifications like barriers and donjons at the passages, but for now we can take a deep breath.]]))
665+ _([[Finally! The Fortress has just been completed, so the entrance to our settlement should be safe for now. For the future, we might think on building some more fortifications like Barriers and Donjons at the passages, but for now we can take a deep breath.]]))
666 }
667
668 order_msg_6_build_enhanced_economy_and_training = {
669@@ -280,7 +280,7 @@
670 body = boldreth(_"Boldreth says:",
671 _([[Our mining economy seems to work fine, that is already good news! Anyway, there are still a lot of men and women waiting in our hall to get a task, so they can help our soldiers to prepare for the war to come.]])
672 .. paragraphdivider() ..
673- _([[Our geologists found a lot more deposits of iron ore, coal and even gold. We should enhance our current mines as soon as our miners are more experienced. We should build up some more mines, a bigger food infrastructure to always supply our men with sufficient food and a further processing economy. But that’s still not everything – most of our soldiers are quite young and neither have a good weapon nor are they well trained. We should build up training sites to prepare them for their future tasks.]]))
674+ _([[Our Geologists found a lot more deposits of Iron Ore, Coal and even Gold. We should enhance our current mines as soon as our miners are more experienced. We should build up some more mines, a bigger food infrastructure to always supply our men with sufficient food and a further processing economy. But that’s still not everything – most of our soldiers are quite young and neither have a good weapon nor are they well trained. We should build up training sites to prepare them for their future tasks.]]))
675 .. new_objectives(obj_build_training_infrastructure)
676 }
677
678@@ -310,6 +310,6 @@
679 cattlefarm_01 = {
680 title = _"Faster Transportation",
681 body = khantrukh(_"Khantrukh says:",
682- _([[Chieftain, remember the poor carriers: Our roads get longer and longer and the burden on their shoulders never gets lighter. We should breed more oxen to make their work lighter and our transportation more efficient.]]))
683+ _([[Chieftain, remember the poor Carriers: Our roads get longer and longer and the burden on their shoulders never gets lighter. We should breed more Oxen to make their work lighter and our transportation more efficient.]]))
684 .. new_objectives(obj_build_cattlefarm),
685 }
686
687=== modified file 'campaigns/campaigns.conf'
688--- campaigns/campaigns.conf 2014-10-28 12:50:28 +0000
689+++ campaigns/campaigns.conf 2015-01-24 14:23:38 +0000
690@@ -37,7 +37,7 @@
691 camptribe1=_"Empire"
692 campdiff1=1
693 campdiffdescr1=_"Easy. Introduces the Empire"
694-campdesc1=_"Six months ago, Lutius – a young general of the Empire – was sent with 150 soldiers to the frontier beyond the northern forests where Barbarian tribes were crossing onto land held by the Empire. His task was to defend the Empire’s land. At first, everything was calm. He even talked to a few barbarian children and thought about a peaceful life – side by side with this archaic folk. He began to feel safer and his army began to drop their attention off the potential enemy. That was their undoing. One night in March his unprepared army was attacked by 100 barbarian footmen and was completely scattered. Only with his bare life he and a handful of his soldiers survived."
695+campdesc1=_"Six months ago, Lutius – a young general of the Empire – was sent with 150 soldiers to the frontier beyond the northern forests where Barbarian tribes were crossing onto land held by the Empire. His task was to defend the Empire’s land. At first, everything was calm. He even talked to a few Barbarian children and thought about a peaceful life – side by side with this archaic folk. He began to feel safer and his army began to drop their attention off the potential enemy. That was their undoing. One night in March his unprepared army was attacked by 100 Barbarian footmen and was completely scattered. Only with his bare life he and a handful of his soldiers survived."
696 campvisi1=0
697 # Atlantean Introduction
698 campname2=_"The Run for the Fire"
699
700=== modified file 'campaigns/emp01.wmf/scripting/texts.lua'
701--- campaigns/emp01.wmf/scripting/texts.lua 2014-10-30 11:37:38 +0000
702+++ campaigns/emp01.wmf/scripting/texts.lua 2015-01-24 14:23:38 +0000
703@@ -28,43 +28,43 @@
704 title=_"Build a barracks",
705 number = 1,
706 body = objective_text(_"Barracks",
707- listitem_bullet(_[[Build a barracks at the red house symbol on the east side of the forests, to the right of your provisional headquarters.]])
708+ listitem_bullet(_[[Build a Barracks at the red house symbol on the east side of the forests, to the right of your provisional Headquarters.]])
709 ),
710 }
711
712 obj_build_lumberjack = {
713 name = "build_lumberjack",
714- title=_"Build a lumberjack’s house",
715+ title=_"Build a Lumberjack’s House",
716 number = 1,
717 body = objective_text(_"Lumberjack’s House",
718- listitem_bullet(_[[Build a lumberjack’s house at the red house symbol, south of your provisional headquarters.]])
719+ listitem_bullet(_[[Build a Lumberjack’s House at the red house symbol, south of your provisional Headquarters.]])
720 ),
721 }
722
723 obj_build_sawmill_and_lumberjacks = {
724 name = "build_sawmill_and_lumberjacks",
725- title=_"Build 2 lumberjack’s houses and a sawmill",
726+ title=_"Build 2 Lumberjack’s Houses and a Sawmill",
727 number = 3,
728 body = objective_text(_"Two Lumberjack’s Houses and a Sawmill",
729- listitem_bullet(_[[Build two more lumberjack’s houses and a sawmill as soon as there is enough space for them.]])
730+ listitem_bullet(_[[Build two more Lumberjack’s Houses and a Sawmill as soon as there is enough space for them.]])
731 ),
732 }
733
734 obj_build_forester = {
735 name = "build_forester",
736- title=_"Build a forester’s house",
737+ title=_"Build a Forester’s House",
738 number = 1,
739 body = objective_text(_"Forester’s House",
740- listitem_bullet(_[[Build a forester’s house to preserve the wood resources of this island.]])
741+ listitem_bullet(_[[Build a Forester’s House to preserve the wood resources of this island.]])
742 ),
743 }
744
745 obj_build_quarry = {
746 name = "build_quarry",
747- title=_"Build a quarry",
748+ title=_"Build a Quarry",
749 number = 5,
750 body = objective_text(_"Quarry",
751- listitem_bullet(_[[Build a quarry in the south to cut some stones and marble out of the rocks.]]) ..
752+ listitem_bullet(_[[Build a Quarry in the south to cut some Stones and Marble out of the rocks.]]) ..
753 listitem_arrow(_[[These might be used for future buildings.]])
754 ),
755 }
756@@ -77,15 +77,15 @@
757 diary_page_1 = {
758 title =_ "A Dark Night",
759 body=lutius(_"Diary of Lutius",
760- _([[What has become of our Empire? I really ask this question – why did my king forbid me from fighting against that monstrous barbarian tribe, who first acted as a peaceful friend and then attacked my army in the darkest night?]])
761+ _([[What has become of our Empire? I really ask this question – why did my king forbid me from fighting against that monstrous Barbarian tribe, who first acted as a peaceful friend and then attacked my army in the darkest night?]])
762 .. paragraphdivider() ..
763- _([[With an army of 150 men, I was assigned to patrol on our northern frontier, which lies near the Galdin Mountains in a great, beautiful and ancient forest. Soon, we met a barbarian tribe, which at first was friendly. A few of my men even traded with them and their kids came to us, to admire our clean and tidy uniforms and weapons.]])
764+ _([[With an army of 150 men, I was assigned to patrol on our northern frontier, which lies near the Galdin Mountains in a great, beautiful and ancient forest. Soon, we met a Barbarian tribe, which at first was friendly. A few of my men even traded with them and their kids came to us, to admire our clean and tidy uniforms and weapons.]])
765 .. paragraphdivider() ..
766 _([[But during our fifth night in that region, they attacked us with no reason. I lost dozens of good men, and found myself imprisoned and brought to their chieftain. He spat at me, mocked me and told me to leave this land forever. He did not want new land and did not want our land, but he told me that THIS forest was their land – and it would stay theirs until the ghosts took the last man of his folk!]])
767 .. paragraphdivider() ..
768- _([[Three weeks later, I returned to Fremil to speak with our king. He was furious at the Barbarians, yet forbade any attack on these tribes. He believed that our army was too weak to survive in a war against the barbarians.]])
769+ _([[Three weeks later, I returned to Fremil to speak with our king. He was furious at the Barbarians, yet forbade any attack on these tribes. He believed that our army was too weak to survive in a war against the Barbarians.]])
770 .. paragraphdivider() ..
771- _([[Still, I saw no way that I could erase my shame without fighting against these barbarians. So, I left Fremil by boat to find a new world and a new life for myself, somewhere in the south. Now I am sailing on the perl-gulf with my family, some of my friends and a few of my best warriors.]])),
772+ _([[Still, I saw no way that I could erase my shame without fighting against these Barbarians. So, I left Fremil by boat to find a new world and a new life for myself, somewhere in the south. Now I am sailing on the perl-gulf with my family, some of my friends and a few of my best warriors.]])),
773 w=500,
774 posy=1,
775 }
776@@ -119,7 +119,7 @@
777 .. paragraphdivider() ..
778 _([[Well, perhaps my fear is misguided, but it can’t be wrong to keep watch in the forests – so that we can be sure to see any potential enemies before they can see us.]])
779 .. paragraphdivider() ..
780- _([[We really should build a barracks in the eastern portion of the forest. Then one of us can keep watch in the darkness and keep us safe from these creatures.]]))
781+ _([[We really should build a Barracks in the eastern portion of the forest. Then one of us can keep watch in the darkness and keep us safe from these creatures.]]))
782 .. new_objectives(obj_build_barracks),
783 w=400,
784 }
785@@ -128,7 +128,7 @@
786 saledus_2 = {
787 title=_"Safe For Now",
788 body= saledus(_"Saledus speaks with a sigh of relief…",
789- _([[Sire, I saw that the construction of the barracks was completed, so I have assigned one of my best soldiers to it to keep watch on the desert.]])
790+ _([[Sire, I saw that the construction of the Barracks was completed, so I have assigned one of my best soldiers to it to keep watch on the desert.]])
791 .. paragraphdivider() ..
792 _([[This is a good step forward. Now we can feel a bit safer and can look forward to repairing our ship.]])),
793 w=400,
794@@ -139,9 +139,9 @@
795 body= amalea(_"Amalea smiles…",
796 _([[Hey Lutius, I just met Saledus outside.]])
797 .. paragraphdivider() ..
798- _([[He told me about the barracks. Well, I am not one of those girls who think we need more barracks – instead, we might concentrate on other things now.]])
799+ _([[He told me about the Barracks. Well, I am not one of those girls who think we need more Barracks – instead, we might concentrate on other things now.]])
800 .. paragraphdivider() ..
801- _([[It is absolutely clear that we need wood to repair our ship. So, I walked through the forest yesterday and found a nice place for a lumberjack’s house, south of our provisional headquarters.]]))
802+ _([[It is absolutely clear that we need wood to repair our ship. So, I walked through the forest yesterday and found a nice place for a Lumberjack’s House, south of our provisional Headquarters.]]))
803 .. new_objectives(obj_build_lumberjack),
804 w=400,
805 }
806@@ -149,9 +149,9 @@
807 amalea_2 = {
808 title=_"Young Amalea",
809 body= amalea(_"Amalea recommends…",
810- _([[Hey Lutius, I got the message that our first lumberjack has started his work today. Perhaps it would be a good idea to wait until he cleans enough space for constructing two more lumberjack’s houses, so that we can harvest the logs faster.]])
811+ _([[Hey Lutius, I got the message that our first Lumberjack has started his work today. Perhaps it would be a good idea to wait until he cleans enough space for constructing two more Lumberjack’s Houses, so that we can harvest the Logs faster.]])
812 .. paragraphdivider() ..
813- _([[But unfortunately the logs are useless for repairing our ship – we need refined lumber, like every ship and every bigger building needs, too. So we should build a sawmill – as soon as we have enough space for this.]]))
814+ _([[But unfortunately the Logs are useless for repairing our ship – we need Planks, like every ship and every bigger building needs, too. So we should build a Sawmill – as soon as we have enough space for this.]]))
815 .. new_objectives(obj_build_sawmill_and_lumberjacks),
816 w=400,
817 }
818@@ -161,9 +161,9 @@
819 body= amalea(_"Amalea comes in…",
820 _([[Hi Lutius, I’ve got two important things to talk about… First the good news:]])
821 .. paragraphdivider() ..
822- _([[I noticed that the construction of the sawmill is complete, so we can begin to refine the logs that the lumberjacks are harvesting into lumber.]])
823+ _([[I noticed that the construction of the Sawmill is complete, so we can begin to refine the Logs that the Lumberjacks are harvesting into Planks.]])
824 .. paragraphdivider() ..
825- _([[But that’s just about the only positive thing I know to talk about. The bad news is that our lumberjacks harvest at an incredible speed. There are almost no trees left on this island.]])
826+ _([[But that’s just about the only positive thing I know to talk about. The bad news is that our Lumberjacks harvest at an incredible speed. There are almost no trees left on this island.]])
827 .. paragraphdivider() ..
828 _([[Lutius, these trees provide shelter from the sandstorms that sweep in from the desert and shade on the hot days, and they are the home of so many gentle animals. We shouldn’t leave this island a complete desert.]])
829 .. paragraphdivider() ..
830@@ -175,7 +175,7 @@
831 saledus_3 = {
832 title=_"Thinking About the Future",
833 body= saledus(_"Saledus notes…",
834- _([[Hey, my good old friend. I just thought about the rocks standing on the south shore of this land. Perhaps we could cut out some useful hard stones and beautiful marble.]])
835+ _([[Hey, my good old friend. I just thought about the rocks standing on the south shore of this land. Perhaps we could cut out some useful hard Stones and beautiful Marble.]])
836 .. paragraphdivider() ..
837 _([[The repair of our ship will take a few weeks, anyway, and the resources we harvest now might be the base of strong and big buildings in another land.]]))
838 .. new_objectives(obj_build_quarry),
839@@ -185,7 +185,7 @@
840 saledus_4 = {
841 title=_"A Step Forward",
842 body= saledus(_"Saledus looks promising…",
843- _([[Hey Lutius, today we got a lot closer to our first castle. The quarry to the south began its work today and will soon provide us with stones and beautiful marble.]])
844+ _([[Hey Lutius, today we got a lot closer to our first Castle. The Quarry to the south began its work today and will soon provide us with Stones and beautiful Marble.]])
845 .. paragraphdivider() ..
846 _([[Now we truly can look forward to settling down on another island.]])),
847 w=400,
848
849=== modified file 'campaigns/emp02.wmf/scripting/texts.lua'
850--- campaigns/emp02.wmf/scripting/texts.lua 2014-10-30 11:37:38 +0000
851+++ campaigns/emp02.wmf/scripting/texts.lua 2015-01-24 14:23:38 +0000
852@@ -28,16 +28,16 @@
853 title =_"Build up a wood economy",
854 number = 5,
855 body = objective_text(_"Wood Economy",
856- listitem_bullet(_[[Build three lumberjack’s houses, a forester’s house and a sawmill.]])
857+ listitem_bullet(_[[Build three Lumberjack’s Houses, a Forester’s House and a Sawmill.]])
858 ),
859 }
860
861 obj_build_quarry = {
862 name = "build_quarry ",
863- title =_"Build a quarry",
864+ title =_"Build a Wuarry",
865 number = 1,
866 body = objective_text(_"Quarry",
867- listitem_bullet(_[[Build a quarry to the south of your headquarters.]])
868+ listitem_bullet(_[[Build a Wuarry to the south of your Headquarters.]])
869 ),
870 }
871
872@@ -46,25 +46,25 @@
873 title =_"Protect your colony",
874 number = 1,
875 body = objective_text(_"Protect Your Colony",
876- listitem_bullet(_[[Build some barracks and sentries around the colony.]])
877+ listitem_bullet(_[[Build some Barracks and Sentries around the colony.]])
878 ),
879 }
880
881 obj_build_marblemine = {
882 name = "build_marblemine ",
883- title =_"Start mining marble",
884+ title =_"Start mining Marble",
885 number = 1,
886 body = objective_text(_"Marble",
887- listitem_bullet(_[[Expand to the east, to start mining marble from the mountain.]])
888+ listitem_bullet(_[[Expand to the east, to start mining Marble from the mountain.]])
889 ),
890 }
891
892 obj_build_mining_infrastructure = {
893 name = "build_mining_infrastructure ",
894- title =_"Build a stonemason and mining infrastructure",
895+ title =_"Build a Stonemason and mining infrastructure",
896 number = 7,
897 body = objective_text(_"Stonemason and Mining Infrastructure",
898- listitem_bullet(_[[Build a stonemason and then a complete mining and production infrastructure (coal mine and / or charcoal kiln, iron ore mine, toolsmithy, weapon smithy, armor smithy and smelting works).]])
899+ listitem_bullet(_[[Build a Stonemason and then a complete mining and production infrastructure (Coal Mine and / or Charcoal Kiln, Iron Ore Mine, Toolsmithy, Weapon Smithy, Armor Smithy and Smelting Works).]])
900 ),
901 }
902
903@@ -73,10 +73,10 @@
904 title =_"Provide your miners with food",
905 number = 1,
906 body = objective_text(_"Food For Your Miners",
907- listitem_bullet(_[[To produce some sustaining food for our miners, we could build up a tavern. To supply them with some good and strong drinks, we could build up a brewery and a winery.]]) ..
908- listitem_bullet(_[[Of course this means we will need more resources for preparing this food – like fish, meat or bread. To provide these foodstuffs, you would have to build a fisher’s house, a farm, a mill and a bakery.]]) ..
909- listitem_bullet(_[[Maybe you will also need a hunter’s house, a piggery, a vineyard and some wells.]]) ..
910- listitem_arrow(_[[It’s up to you what you want to build. But remember – coal and iron ore mines need beer, marble and gold mines need wine and all mines need at least rations, which are produced out of bread OR meat OR fish.]])
911+ listitem_bullet(_[[To produce some sustaining food for our miners, we could build up a Tavern. To supply them with some good and strong drinks, we could build up a Brewery and a Winery.]]) ..
912+ listitem_bullet(_[[Of course this means we will need more resources for preparing this food – like Fish, Meat or Bread. To provide these foodstuffs, you would have to build a Fisher’s House, a Farm, a Mill and a Bakery.]]) ..
913+ listitem_bullet(_[[Maybe you will also need a Hunter’s House, a Piggery, a Vineyard and some Wells.]]) ..
914+ listitem_arrow(_[[It’s up to you what you want to build. But remember – Coal and Iron Ore Mines need Beer, Marble and Gold Mines need Wine and all mines need at least Rations, which are produced out of Bread OR Meat OR Fish.]])
915 ),
916 }
917
918@@ -85,18 +85,18 @@
919 title =_"Protect your eastern frontier",
920 number = 1,
921 body = objective_text(_"Protect Your Eastern Frontier",
922- listitem_bullet(_[[Build up stronger military buildings, such as an outpost, a barrier or a tower, on the eastern frontier.]]) ..
923- listitem_arrow(_[[To watch deep inside the enemy territory, build a tower.]])
924+ listitem_bullet(_[[Build up stronger military buildings, such as an Outpost, a Barrier or a Tower, on the eastern frontier.]]) ..
925+ listitem_arrow(_[[To watch deep inside the enemy territory, build a Tower.]])
926 ),
927 }
928
929 obj_remove_the_barbarians = {
930 name = "remove_the_barbarians ",
931- title =_"Destroy the barbarian tribe",
932+ title =_"Destroy the Barbarian tribe",
933 number = 2,
934 body = objective_text(_"Destroy the Barbarian Tribe",
935- listitem_bullet(_[[As soon as you have enough soldiers, attack and completely destroy the barbarian buildings.]]) ..
936- listitem_bullet(_[[Finally, build up a fortress on the peninsula (near where the barbarian headquarters stood before), to avoid new settlements of other tribes in that region.]])
937+ listitem_bullet(_[[As soon as you have enough Soldiers, attack and completely destroy the Barbarian buildings.]]) ..
938+ listitem_bullet(_[[Finally, build up a Fortress on the peninsula (near where the Barbarian Headquarters stood before), to avoid new settlements of other tribes in that region.]])
939 ),
940 }
941
942@@ -118,9 +118,9 @@
943 body= lutius(_"Diary of Lutius",
944 _([[As Saledus and I walked through these wonderful forests in the north, we felt that our future had just begun. This land is so peaceful, good and beautiful, I could stay here until the end of my life.]])
945 .. paragraphdivider() ..
946- _([[But until that day, may many years pass! For now, we must concentrate on the present, and build a few lumberjack’s houses and a sawmill to produce some basic building materials.]])
947+ _([[But until that day, may many years pass! For now, we must concentrate on the present, and build a few Lumberjack’s Houses and a Sawmill to produce some basic building materials.]])
948 .. paragraphdivider() ..
949- _([[But we shouldn’t forget to preserve this natural bounty. These forests should last forever, so we really should build a forester’s house too.]]))
950+ _([[But we shouldn’t forget to preserve this natural bounty. These forests should last forever, so we really should build a Forester’s House too.]]))
951 .. new_objectives(obj_build_woodeconomy)
952 }
953
954@@ -128,9 +128,9 @@
955 title =_ "The Rocks",
956 posy = 1,
957 body= lutius(_"Diary of Lutius",
958- _([[Later, I walked down to the rocks in the south and looked for a place where we could build a quarry to get some hard stone for our larger buildings.]])
959+ _([[Later, I walked down to the rocks in the south and looked for a place where we could build a Quarry to get some hard Stone for our larger buildings.]])
960 .. paragraphdivider() ..
961- _([[Again, I felt like I was in paradise when I noticed that some marble-like stones were among the rocks. It seems that we will soon be able to build strong, luxurious buildings, like those we were accustomed to in Fremil.]]))
962+ _([[Again, I felt like I was in paradise when I noticed that some Marble-like stones were among the rocks. It seems that we will soon be able to build strong, luxurious buildings, like those we were accustomed to in Fremil.]]))
963 .. new_objectives(obj_build_quarry)
964 }
965
966@@ -145,7 +145,7 @@
967 title =_ "Stone for the Colony",
968 posy=1,
969 body= lutius(_"Diary of Lutius",
970-_[[Great! Today the building of the quarry was completed. Now we will get enough stone to construct larger buildings.]]),
971+_[[Great! Today the building of the Quarry was completed. Now we will get enough Stone to construct larger buildings.]]),
972 }
973
974 saledus_1 = {
975@@ -156,27 +156,27 @@
976 .. paragraphdivider() ..
977 _([[Perhaps the people aboard that ship were caught in the same storm which brought us to Malac’ Mor – and were brought to this island.]])
978 .. paragraphdivider() ..
979- _([[I beg you to be cautious and to build some barracks or sentries around our colony.]]))
980+ _([[I beg you to be cautious and to build some Barracks or Sentries around our colony.]]))
981 .. new_objectives(obj_build_military_buildings)
982 }
983
984 saledus_2 = {
985 title =_ "Marble on the Mountain",
986 body= saledus(_"Saledus smiles",
987- _([[Lutius, I’ve got good news for you: As I walked to the east, I found a larger mountain. I am not absolutely sure – a geologist should check if I am right – but I believe we could mine marble from some places on the mountain.]])
988- .. paragraphdivider() ..
989- _([[It would be a good source for bolstering our supply of quality marble, beyond the meager quantities available from the quarry. Perhaps you were right when you said that this island was like paradise.]])
990- .. paragraphdivider() ..
991- _([[Let us expand to that mountain and start mining marble.]]))
992+ _([[Lutius, I’ve got good news for you: As I walked to the east, I found a larger mountain. I am not absolutely sure – a Geologist should check if I am right – but I believe we could mine Marble from some places on the mountain.]])
993+ .. paragraphdivider() ..
994+ _([[It would be a good source for bolstering our supply of quality Marble, beyond the meager quantities available from the Quarry. Perhaps you were right when you said that this island was like paradise.]])
995+ .. paragraphdivider() ..
996+ _([[Let us expand to that mountain and start mining Marble.]]))
997 .. new_objectives(obj_build_marblemine)
998 }
999
1000 saledus_3 = {
1001 title =_ "Further Mountains",
1002 body= saledus(_"Saledus is amazed",
1003- _([[By the Gods, this is an unbelievable stroke of fortune! There are two more mountains, and it seems that one has a large quantity of coal and the other of iron ore. We should immediately start to build iron ore and coal mines (or at least charcoal kilns), smelting works, toolsmithies, armor and weapon smithies.]])
1004+ _([[By the Gods, this is an unbelievable stroke of fortune! There are two more mountains, and it seems that one has a large quantity of Coal and the other of Iron Ore. We should immediately start to build Iron Ore and Coal Mines (or at least Charcoal Kilns), Smelting Works, Toolsmithies, Armor and Weapon Smithies.]])
1005 .. paragraphdivider() ..
1006- _([[However: for all these bigger buildings, we need better and more elegant building materials. So, let’s build a stonemason, who will cut columns from marble.]])
1007+ _([[However: for all these bigger buildings, we need better and more elegant building materials. So, let’s build a Stonemason, who will cut Columns from Marble.]])
1008 .. paragraphdivider() ..
1009 _([[After everything, we can now begin to live like we did in Fremil.]]))
1010 .. new_objectives(obj_build_mining_infrastructure)
1011@@ -207,7 +207,7 @@
1012 body= lutius(_"Diary of Lutius",
1013 _([[By the Gods! This is absolutely terrible. It seems as if we stand close to a test – and it seems as if Saledus was right with his fear concerning the shipwreck he found.]])
1014 .. paragraphdivider() ..
1015- _([[Today, as I walked down to the eastern shore, I got a shock. I caught sight of one of those hated, evil, barbarian tribes with whom we have had so many problems before.]])
1016+ _([[Today, as I walked down to the eastern shore, I got a shock. I caught sight of one of those hated, evil, Barbarian tribes with whom we have had so many problems before.]])
1017 .. paragraphdivider() ..
1018 _([[At first, I was naive and hoped that they were peaceful, but as soon as one of them saw me, they charged towards me and started attacking me with their throwing-spears. Thanks be to the Gods that I was able to flee and hide myself, before retreating back to our colony under cover of darkness.]])
1019 .. paragraphdivider() ..
1020@@ -229,9 +229,9 @@
1021 body= lutius(_"Diary of Lutius",
1022 _([[Today is a proud day. We have fought for our new home and risen victorious.]])
1023 .. paragraphdivider() ..
1024- _([[There are still a few barbarians hiding on our island, but I am sure that we will find them soon. Every barbarian who doesn’t attack us will be put in a boat with the other peaceful ones, and sent back to their country.]]))
1025+ _([[There are still a few Barbarians hiding on our island, but I am sure that we will find them soon. Every Barbarian who doesn’t attack us will be put in a boat with the other peaceful ones, and sent back to their country.]]))
1026 .. objective_text(_"Victory",
1027- _[[You have established a working economy, trained new soldiers and driven the barbarians from the island.]])
1028+ _[[You have established a working economy, trained new soldiers and driven the Barbarians from the island.]])
1029 }
1030
1031 seven_days_later = {
1032
1033=== modified file 'campaigns/tutorial01_basic_control.wmf/scripting/texts.lua'
1034--- campaigns/tutorial01_basic_control.wmf/scripting/texts.lua 2014-11-11 10:21:43 +0000
1035+++ campaigns/tutorial01_basic_control.wmf/scripting/texts.lua 2015-01-24 14:23:38 +0000
1036@@ -39,9 +39,9 @@
1037 field = sf,
1038 body = rt(
1039 h1(_"Let’s dive right in!") ..
1040- p(_[[There are three different tribes in Widelands: the Barbarians, the Empire and the Atlanteans. All tribes have a different economy, strength and weaknesses, but the general gameplay is the same for all. We will play the barbarians for now.]]) ..
1041- p(_[[You will usually start the game with one headquarters. This is the big building with the blue flag in front of it. The headquarters is a warehouse that stores wares, workers and soldiers. Some wares are needed for building houses, others for making other wares. Obviously, the wares in the headquarters will not last forever, so you must make sure to replace them. The most important wares in the early game are the basic construction wares: logs and raw stone. Let’s make sure that we do not run out of logs. For this, we need a lumberjack and a hut for him to stay in.]]) ..
1042- p(_[[We need to find a nice place for the lumberjack’s hut. To make this easier, we can activate ‘Show Building Spaces’. There are two ways you can do this, either by clicking on the ‘Show Building Spaces’ button at the bottom of the screen, which is the fourth one from the left. Or you can use the SPACE key to toggle it.]]) ..
1043+ p(_[[There are three different tribes in Widelands: the Barbarians, the Empire and the Atlanteans. All tribes have a different economy, strength and weaknesses, but the general gameplay is the same for all. We will play the Barbarians for now.]]) ..
1044+ p(_[[You will usually start the game with one Headquarters. This is the big building with the blue flag in front of it. The Headquarters is a warehouse that stores Wares, Workers and Soldiers. Some wares are needed for building houses, others for making other wares. Obviously, the wares in the Headquarters will not last forever, so you must make sure to replace them. The most important wares in the early game are the basic construction wares: Logs and Raw Stone. Let’s make sure that we do not run out of Logs. For this, we need a Lumberjack and a hut for him to stay in.]]) ..
1045+ p(_[[We need to find a nice place for the Lumberjack’s Hut. To make this easier, we can activate ‘Show Building Spaces’. There are two ways you can do this, either by clicking on the ‘Show Building Spaces’ button at the bottom of the screen, which is the fourth one from the left. Or you can use the SPACE key to toggle it.]]) ..
1046 paragraphdivider() ..
1047 listitem_bullet(_[[Left-click the ‘OK’ button to close this box and then try it.]])
1048 ),
1049@@ -60,7 +60,7 @@
1050 position = "topright",
1051 field = first_lumberjack_field,
1052 body = rt(
1053- p(_[[There you go. I will explain about all those symbols in a minute. First, let me show you how to make a lumberjack’s hut and how to connect it with a road. There is a sweet spot for a lumberjack right next to those trees. I’ll describe the steps I will take and then ask you to click on the ‘OK’ button for me to demonstrate.]])
1054+ p(_[[There you go. I will explain about all those symbols in a minute. First, let me show you how to make a Lumberjack’s Hut and how to connect it with a road. There is a sweet spot for a Lumberjack right next to those trees. I’ll describe the steps I will take and then ask you to click on the ‘OK’ button for me to demonstrate.]])
1055 ),
1056 h = 300,
1057 w = 350
1058@@ -70,7 +70,7 @@
1059 title = _"Building the Lumberjack",
1060 position = "topright",
1061 body = rt(
1062- p(_[[First, I’ll left-click on the symbol where I want the lumberjack’s hut to be built. A window will appear where I can choose between buildings. Because I’ll click a yellow house symbol – which means that its field can house medium and small buildings – I am presented with all the medium buildings that I can build. The lumberjack’s hut is a small building, so I will go on to select the small buildings tab. Then I’ll choose the lumberjack’s hut.]]) ..
1063+ p(_[[First, I’ll left-click on the symbol where I want the Lumberjack’s Hut to be built. A window will appear where I can choose between buildings. Because I’ll click a yellow house symbol – which means that its field can house medium and small buildings – I am presented with all the medium buildings that I can build. The Lumberjack’s Hut is a small building, so I will go on to select the small buildings tab. Then I’ll choose the Lumberjack’s Hut.]]) ..
1064 paragraphdivider() ..
1065 listitem_bullet(_[[Click the ‘OK’ button to watch me. I’ll go really slowly: I will click – then select the tab – and finally I’ll choose the building.]])
1066 ),
1067@@ -81,7 +81,7 @@
1068 title = _"Building a Connecting Road",
1069 position = "topright",
1070 body = rt(
1071- p(_[[That won’t do yet. I still need to connect the lumberjack’s hut to the rest of my road network. After ordering the construction site, I was automatically put into road building mode, so all I have to do is click on the blue flag in front of my headquarters.]])
1072+ p(_[[That won’t do yet. I still need to connect the Lumberjack’s Hut to the rest of my road network. After ordering the construction site, I was automatically put into road building mode, so all I have to do is click on the blue flag in front of my Headquarters.]])
1073 ),
1074 show_instantly = true,
1075 h = 300,
1076@@ -92,7 +92,7 @@
1077 title = _"Building a Connecting Road",
1078 position = "topright",
1079 body = rt(
1080- p(_[[That won’t do yet. I still need to connect the lumberjack’s hut to the rest of my road network. You have disabled the option ‘Start building road after placing a flag’ (to change that, choose ‘Options’ in the Widelands main menu). Therefore, I have entered the road building mode manually. I will tell you later how to do that. To build the road, all I have to do now is click on the blue flag in front of my headquarters.]])
1081+ p(_[[That won’t do yet. I still need to connect the Lumberjack’s Hut to the rest of my road network. You have disabled the option ‘Start building road after placing a flag’ (to change that, choose ‘Options’ in the Widelands main menu). Therefore, I have entered the road building mode manually. I will tell you later how to do that. To build the road, all I have to do now is click on the blue flag in front of my Headquarters.]])
1082 ),
1083 show_instantly = true,
1084 h = 300,
1085@@ -103,7 +103,7 @@
1086 title = _"Waiting for the Lumberjack to Go Up",
1087 position = "topright",
1088 body = rt(
1089- p(_[[Now watch closely while a builder leaves the headquarters and goes to the construction site. Also, a carrier will take position in between the two blue flags and carry wares from one blue flag to the other.]])
1090+ p(_[[Now watch closely while a Builder leaves the Headquarters and goes to the construction site. Also, a Carrier will take position in between the two blue flags and carry wares from one blue flag to the other.]])
1091 ),
1092 h = 300,
1093 w = 350
1094@@ -113,7 +113,7 @@
1095 title = _"Placing Another Flag",
1096 position = "topright",
1097 body = rt(
1098- p(_[[Nice how they are working, isn’t it? But the poor carrier has a very long way to go. We can make it easier for him (and more efficient for us) by placing another blue flag on the road.]]) ..
1099+ p(_[[Nice how they are working, isn’t it? But the poor Carrier has a very long way to go. We can make it easier for him (and more efficient for us) by placing another blue flag on the road.]]) ..
1100 paragraphdivider() ..
1101 listitem_bullet(_[[You try it this time: click on the yellow flag symbol in between the two blue flags we just placed and then click on the]])
1102 ) ..
1103@@ -121,12 +121,12 @@
1104 ),
1105 h = 300,
1106 obj_name = "build_flag_on_road_to_lumberjack",
1107- obj_title = _"Build a flag to divide the road to the lumberjack",
1108+ obj_title = _"Build a flag to divide the road to the Lumberjack",
1109 obj_body = rt(
1110 h1(_"Build a Flag on the Road") ..
1111 p(_[[The shorter your road segments are, the faster your wares will be transported. You should therefore make sure that your roads have as many flags as possible.]]) ..
1112 paragraphdivider() ..
1113- listitem_bullet(_[[Build a blue flag now in the middle of the road that connects your headquarters to your lumberjack’s hut.]])
1114+ listitem_bullet(_[[Build a blue flag now in the middle of the road that connects your Headquarters to your Lumberjack’s Hut.]])
1115 )
1116 }
1117
1118@@ -146,7 +146,7 @@
1119 position = "topright",
1120 body = rt(
1121 p(_[[I wanted to teach you how to build new flags, but it seems you have already found out on your own. Well done!]]) ..
1122- p(_[[Now you have split the road in two parts with a carrier each. This means less work for him and higher efficiency for us. You should therefore always place as many flags as possible on your roads.]]) ..
1123+ p(_[[Now you have split the road in two parts with a Carrier each. This means less work for him and higher efficiency for us. You should therefore always place as many flags as possible on your roads.]]) ..
1124 p(_[[Now we only have to wait till the hut is finished.]]) ..
1125 p(_[[If you want things to go faster, simply use the PAGE UP key on your keyboard to increase the game speed. You can use PAGE DOWN to make the game slower again.]])
1126 ),
1127@@ -169,7 +169,7 @@
1128 title = _"Lumberjack is Done",
1129 position = "topright",
1130 body = rt(
1131- p(_[[Excellent. The lumberjack’s hut is done. A lumberjack will now move in and start chopping down trees, so our log income is secured for now. Now on to the raw stone.]])
1132+ p(_[[Excellent. The Lumberjack’s Hut is done. A Lumberjack will now move in and start chopping down trees, so our log income is secured for now. Now on to the raw stone.]])
1133 ),
1134 h = 300,
1135 w = 350
1136@@ -179,7 +179,7 @@
1137 title = _"Some Rocks Were Found",
1138 body = rt(h1(_"Getting a Quarry Up")) ..
1139 rt(
1140- p(_[[Stones can be mined in granite mines, but the easier way is to build a quarry next to some rocks lying around. As it happens, there is a pile of them just to the west (left) of your headquarters. I will teach you now how to move your view over there.]]) ..
1141+ p(_[[Stones can be mined in Granite Mines, but the easier way is to build a Quarry next to some rocks lying around. As it happens, there is a pile of them just to the west (left) of your Headquarters. I will teach you now how to move your view over there.]]) ..
1142 paragraphdivider() ..
1143 listitem_arrow(_[[There are three ways to move your view. The first one is using the cursor keys on your keyboard. Go ahead and try this out.]]) ..
1144 listitem_bullet(_[[Click the ‘OK’ button and then move the view using the cursor keys]])
1145@@ -221,7 +221,7 @@
1146 rt(
1147 p(_[[The minimap shows the complete map in miniature. You can directly jump to any field by left-clicking on it. You can also toggle buildings, roads, flags and player indicators on and off inside the minimap.]]) ..
1148 paragraphdivider() ..
1149- listitem_bullet(_[[Try it out. Open the minimap, click on a few buttons and try moving around. Close it when you have have experimented enough.]])
1150+ listitem_bullet(_[[Try it out. Open the minimap, click on a few buttons and try moving around. Close it when you have experimented enough.]])
1151 ),
1152 h = 350,
1153 obj_name = "use_minimap",
1154@@ -236,7 +236,7 @@
1155
1156 congratulate_and_on_to_quarry = {
1157 title = _"Onward to the Quarry",
1158- body = rt(p(_[[Great. Now about that quarry…]])),
1159+ body = rt(p(_[[Great. Now about that Quarry…]])),
1160 h = 200,
1161 w = 250
1162 }
1163@@ -246,7 +246,7 @@
1164 position = "topright",
1165 title = _"How to Build a Quarry",
1166 body = rt(
1167- p(_[[Build a quarry next to those rocks here. Remember how I did it earlier?]]) ..
1168+ p(_[[Build a Quarry next to those rocks here. Remember how I did it earlier?]]) ..
1169 p(_[[Make sure that you are showing the building spaces, then just click on the space were you want the building to be, choose it from the window that appears, and it is placed. Maybe this is a good time to explain about all those building space symbols we activated earlier.]]) ..
1170 p(_[[You can build four things on fields in Widelands: flags, small houses, medium houses and big houses. But not every field can hold everything. The build space symbols ease recognition:]])
1171 ) ..
1172@@ -257,16 +257,16 @@
1173 rt(
1174 p(_[[If you place something on a field, the surrounding fields might have less space for holding buildings, so choose your fields wisely.]]) ..
1175 paragraphdivider() ..
1176- listitem_bullet(_[[Now go ahead, try it. The quarry is a small building, so if you click on a medium or big building symbol, you will have to select the small buildings tab first to find it. Go on, check it out!]])
1177+ listitem_bullet(_[[Now go ahead, try it. The Quarry is a small building, so if you click on a medium or big building symbol, you will have to select the small buildings tab first to find it. Go on, check it out!]])
1178 ),
1179 obj_name = "build_a_quarry",
1180- obj_title = _"Build a quarry next to the rocks",
1181+ obj_title = _"Build a Quarry next to the rocks",
1182 obj_body = rt(
1183 h1(_"Build a Quarry") ..
1184 paragraphdivider() ..
1185- listitem_bullet(_[[There are some rocks to the west of your headquarters. Build a quarry right next to them.]]) ..
1186- listitem_arrow(_[[The quarry is a small building like the lumberjack’s hut. You can therefore build it on any field that shows a red, yellow or green house when the building spaces symbols are enabled (Press SPACE for that).]]) ..
1187- listitem_arrow(_[[Just click on any house symbol next to the rocks, select the small buildings tab in the window that opens up, then click on the quarry symbol.]])
1188+ listitem_bullet(_[[There are some rocks to the west of your Headquarters. Build a Quarry right next to them.]]) ..
1189+ listitem_arrow(_[[The Quarry is a small building like the Lumberjack’s Hut. You can therefore build it on any field that shows a red, yellow or green house when the building spaces symbols are enabled (Press SPACE for that).]]) ..
1190+ listitem_arrow(_[[Just click on any house symbol next to the rocks, select the small buildings tab in the window that opens up, then click on the Quarry symbol.]])
1191 )
1192 }
1193
1194@@ -282,7 +282,7 @@
1195 p(_[[If you decide you do not want to build a road at this time, you can cancel road building by clicking on the starting flag of the road and selecting]])) ..
1196 rt("image=pics/menu_abort.png", p(_[[the abort symbol.]])) ..
1197 rt(
1198- p(_[[Now, about this road. Remember: we are already in road building mode since you just ordered the quarry. You can either make it longer by one field at a time by left-clicking multiple times on neighboring fields for perfect control over the route the road takes, like so:]])
1199+ p(_[[Now, about this road. Remember: we are already in road building mode since you just ordered the Quarry. You can either make it longer by one field at a time by left-clicking multiple times on neighboring fields for perfect control over the route the road takes, like so:]])
1200 ),
1201 show_instantly = true
1202 }
1203@@ -319,38 +319,38 @@
1204 body = rt(
1205 p(_[[One more thing: around the field where your road would end, you can see different markers. They have the following meaning:]])
1206 ) ..
1207- rt("image=pics/roadb_green.png", p(_[[The terrain is flat here. Your carriers will be very swift on this terrain.]])) ..
1208+ rt("image=pics/roadb_green.png", p(_[[The terrain is flat here. Your Carriers will be very swift on this terrain.]])) ..
1209 rt("image=pics/roadb_yellow.png", p(_[[There is a small slope to climb to reach this field. This means that your workers will be faster walking downhill than they will be walking uphill.]])) ..
1210 rt("image=pics/roadb_red.png", p(_[[The connection between the fields is extremely steep. The speed increase in one direction is huge while the slowdown in the other is also substantial.]])) ..
1211 rt(
1212 p(_[[Keep the slopes in mind while placing roads and use them to your advantage. Also, try to keep roads as short as possible and always remember to place as many flags as you can on road segments to share the load better. If you hold Ctrl or Shift+Ctrl while you finish the road, flags are placed automatically.]]) ..
1213 paragraphdivider() ..
1214- listitem_bullet(_[[Now please rebuild the road between your quarry and your headquarters.]])
1215+ listitem_bullet(_[[Now please rebuild the road between your Quarry and your Headquarters.]])
1216 ),
1217 h = 450,
1218 obj_name = "build_road_to_quarry",
1219- obj_title = _"Connect the quarry to the headquarters",
1220+ obj_title = _"Connect the Quarry to the Headquarters",
1221 obj_body = rt(
1222 h1(_"Connect Your Construction Site") ..
1223- p(_[[Connect your quarry construction site to your headquarters with a road. You would have been put directly into road building mode after ordering a new site. But now, you aren’t.]]) ..
1224+ p(_[[Connect your Quarry construction site to your Headquarters with a road. You would have been put directly into road building mode after ordering a new site. But now, you aren’t.]]) ..
1225 paragraphdivider() ..
1226- listitem_arrow(_[[To build a completely new road, just click on the flag in front of your construction site, click on the build road icon and then click on the flag in front of your headquarters. Wait for the completion of the quarry.]])
1227+ listitem_arrow(_[[To build a completely new road, just click on the flag in front of your construction site, click on the build road icon and then click on the flag in front of your Headquarters. Wait for the completion of the Quarry.]])
1228 )
1229 }
1230
1231 build_second_quarry = {
1232 position = "topright",
1233- title = _"Build a second quarry",
1234+ title = _"Build a second Quarry",
1235 body = rt(
1236- p(_[[When there are many rocks, you can consider building another quarry. This will make the stone production faster.]]) ..
1237+ p(_[[When there are many rocks, you can consider building another Quarry. This will make the stone production faster.]]) ..
1238 paragraphdivider() ..
1239- listitem_bullet(_[[Build a second quarry near the rocks and connect it to your road network.]])
1240+ listitem_bullet(_[[Build a second Quarry near the rocks and connect it to your road network.]])
1241 ),
1242 obj_name = "build_the_second_quarry",
1243- obj_title = _"Build another quarry",
1244+ obj_title = _"Build another Quarry",
1245 obj_body = rt(
1246- h1(_"Build another quarry") ..
1247- p(_[[Build a second quarry next to the rocks. Do not forget to connect it to another flag.]]) ..
1248+ h1(_"Build another Quarry") ..
1249+ p(_[[Build a second Quarry next to the rocks. Do not forget to connect it to another flag.]]) ..
1250 paragraphdivider() ..
1251 listitem_arrow(_[[You can connect the new road to any flag of your existing road network. You can create junctions everywhere, not only in front of buildings.]])
1252 ),
1253@@ -369,7 +369,7 @@
1254
1255 census_and_statistics_01 = {
1256 title = _"Census and Statistics",
1257- body = rt(p(_[[Now we know what’s going on. Let’s wait for the quarries to finish.]])),
1258+ body = rt(p(_[[Now we know what’s going on. Let’s wait for the Quarries to finish.]])),
1259 h = 200,
1260 w = 250
1261 }
1262@@ -381,7 +381,7 @@
1263 h1(_"Messages") ..
1264 p(_[[Hi, it’s me again! This time, I have sent you a message. Messages are sent to you by Widelands to inform you about important events: empty mines, attacks on your tribe, won or lost military buildings, resources found…]]) ..
1265 p(_[[The message window can be toggled by the button on the very right at the bottom of the screen. This button will also change appearance whenever new messages are available, but there is also a bell sound played whenever you receive a new message.]]) ..
1266- p(_[[You have two messages at the moment. This one, which you are currently reading, and the one that informed you that a new headquarters was added to your economy. Let’s learn how to archive messages: You can check them off in your inbox so that they get a tick-symbol in front of them. Then, you can click the]])
1267+ p(_[[You have two messages at the moment. This one, which you are currently reading, and the one that informed you that a new Headquarters was added to your economy. Let’s learn how to archive messages: You can check them off in your inbox so that they get a tick-symbol in front of them. Then, you can click the]])
1268 ) ..
1269 rt("image=pics/message_archive.png", p(_[[archive message button to move them into your archive.]])) ..
1270 rt(
1271@@ -425,7 +425,7 @@
1272 field = first_quarry_field,
1273 title = _"Closing Windows",
1274 body = rt(
1275- p(_[[Well done! Let’s see how messages work in a real game, shall we? For this, I’ll take all rocks away from the poor stonemasons in the quarries. They will then send a message each that they can’t find any in their working areas the next time they try to do some work.]])
1276+ p(_[[Well done! Let’s see how messages work in a real game, shall we? For this, I’ll take all rocks away from the poor Stonemasons in the Quarries. They will then send a message each that they can’t find any in their working areas the next time they try to do some work.]])
1277 ),
1278 h = 300,
1279 w = 350
1280@@ -435,32 +435,32 @@
1281 position = "topright",
1282 title = _"Messages Arrived!",
1283 body = rt(
1284- p(_[[You received some messages. See how the button at the bottom of the screen has changed appearance? You can destroy the quarries now as they are no longer of any use and just blocking space. To do so, there are two possibilities:]]) ..
1285+ p(_[[You received some messages. See how the button at the bottom of the screen has changed appearance? You can destroy the Quarries now as they are no longer of any use and just blocking space. To do so, there are two possibilities:]]) ..
1286 paragraphdivider() ..
1287- listitem_bullet(_[[Burning down the quarry: this is the fastest way of clearing the space. While the worker abandons the building, the wares are lost.]]) ..
1288- listitem_bullet(_[[Dismantling the quarry: a builder will walk from the headquarters to dismantle the quarry piece by piece. Thereby, you regain some of the resources you used for the construction.]])
1289+ listitem_bullet(_[[Burning down the Quarry: this is the fastest way of clearing the space. While the worker abandons the building, the wares are lost.]]) ..
1290+ listitem_bullet(_[[Dismantling the Quarry: a builder will walk from the Headquarters to dismantle the Quarry piece by piece. Thereby, you regain some of the resources you used for the construction.]])
1291 ),
1292 h = 300,
1293 obj_name = "destroy_quarries",
1294- obj_title = "Destroy the two quarries",
1295+ obj_title = "Destroy the two Quarries",
1296 obj_body = rt(
1297- p(_[[Since our quarries are useless now, you can destroy them and reuse the space later on.]]) ..
1298+ p(_[[Since our Quarries are useless now, you can destroy them and reuse the space later on.]]) ..
1299 paragraphdivider() ..
1300- listitem_arrow(_[[There are two different ways of destroying a building: burning down and dismantling. Try them both out on your quarries.]]) ..
1301- listitem_arrow(_[[Burning down the quarry: This is the fastest way of clearing the space. While the worker abandons the building, the wares are lost.]]) ..
1302- listitem_arrow(_[[Dismantling the quarry: A builder will walk from the headquarters to dismantle the quarry piece by piece. Thereby, you regain some of the resources you used for the construction.]])
1303+ listitem_arrow(_[[There are two different ways of destroying a building: burning down and dismantling. Try them both out on your Quarries.]]) ..
1304+ listitem_arrow(_[[Burning down the Quarry: This is the fastest way of clearing the space. While the worker abandons the building, the wares are lost.]]) ..
1305+ listitem_arrow(_[[Dismantling the Quarry: A builder will walk from the Headquarters to dismantle the Quarry piece by piece. Thereby, you regain some of the resources you used for the construction.]])
1306 )
1307 }
1308
1309 introduce_expansion = {
1310 title = _"Expanding Your Territory!",
1311 body = rt(
1312- p(_[[There is one more thing I’d like to teach you now: Expanding your territory. The place that we started with around our headquarters is barely enough for a basic building infrastructure, and we do not have access to mountains, which we need to mine minerals and coal. So, we have to expand our territory.]]) ..
1313- p(_[[Expanding is as simple as building a military building at the edge of your territory. The barbarians have a selection of different military buildings: sentries, barriers, donjons, fortresses and citadels. The bigger the building, the more expensive it is to build, but the more land it will conquer around itself and the more soldiers can be stationed there. The buildings also vary in their vision range: buildings with a tower see farther than others.]]) ..
1314+ p(_[[There is one more thing I’d like to teach you now: Expanding your territory. The place that we started with around our Headquarters is barely enough for a basic building infrastructure, and we do not have access to mountains, which we need to mine minerals and coal. So, we have to expand our territory.]]) ..
1315+ p(_[[Expanding is as simple as building a military building at the edge of your territory. The Barbarians have a selection of different military buildings: Sentries, Barriers, Donjons, Fortresses and Citadels. The bigger the building, the more expensive it is to build, but the more land it will conquer around itself and the more Soldiers can be stationed there. The buildings also vary in their vision range: buildings with a tower see farther than others.]]) ..
1316 p(_[[As soon as a military building is manned, it will extend your land. I will tell your more about military buildings in another tutorial.]]) ..
1317 paragraphdivider() ..
1318 listitem_bullet(_[[Let’s try it out now: build a military building on your border.]]) ..
1319- listitem_arrow(_[[The sentry is the only military site that fits on a small building plot. If your lumberjack has cleared enough space, you can also build another military building.]])
1320+ listitem_arrow(_[[The Sentry is the only military site that fits on a small building plot. If your Lumberjack has cleared enough space, you can also build another military building.]])
1321 ),
1322 obj_name = "expand_territory",
1323 obj_title = _"Expand your territory",
1324@@ -468,7 +468,7 @@
1325 h1(_"Make your territory grow") ..
1326 p(_[[In Widelands, it is necessary to build many buildings, which take up a lot of space. To expand your territory, you have to build military buildings next to your border. Every tribe has several military buildings.]]) ..
1327 paragraphdivider() ..
1328- listitem_bullet(_[[The Barbarians have four different military buildings you can build: the sentry (small), the barrier and the donjon (both medium) and the fortress (big). Just choose the one you like most.]]) ..
1329+ listitem_bullet(_[[The Barbarians have four different military buildings you can build: the Sentry (small), the Barrier and the Donjon (both medium) and the Fortress (big). Just choose the one you like most.]]) ..
1330 listitem_arrow(_[[Remember that big buildings (green icon) cannot be built on small (red) or medium (yellow) building plots, but buildings can be built on a building plot that provides more space than they need. You should always keep that in mind when you search for a suitable place.]])
1331 )
1332 }
1333@@ -478,7 +478,7 @@
1334 title = _"Military Site Occupied",
1335 body = rt(
1336 h1(_"Your territory has just grown!") ..
1337- p(_[[Great. Do you see how your territory has grown since your soldiers entered your new military building?]]) ..
1338+ p(_[[Great. Do you see how your territory has grown since your Soldiers entered your new military building?]]) ..
1339 p(_[[Every military building has a certain conquer area – the more expensive the building, the more land it conquers.]])
1340 ),
1341 h = 300,
1342
1343=== modified file 'campaigns/tutorial02_warfare.wmf/scripting/texts.lua'
1344--- campaigns/tutorial02_warfare.wmf/scripting/texts.lua 2014-11-11 10:29:02 +0000
1345+++ campaigns/tutorial02_warfare.wmf/scripting/texts.lua 2015-01-24 14:23:38 +0000
1346@@ -17,7 +17,7 @@
1347 title = _"Introduction",
1348 body = rt(
1349 h1(_"Soldiers, Training and Warfare") ..
1350- p(_[[In this scenario, I’m going to tell you about soldiers, their training and their profession: warfare. Although Widelands is about building up, not burning down, there is an enemy you sometimes have to defeat. Yet warfare is mainly focused on economics, not on military strategies, and its mechanics deserve explanation.]]) ..
1351+ p(_[[In this scenario, I’m going to tell you about Soldiers, their training and their profession: warfare. Although Widelands is about building up, not burning down, there is an enemy you sometimes have to defeat. Yet warfare is mainly focused on economics, not on military strategies, and its mechanics deserve explanation.]]) ..
1352 p(_[[I’ve set up a small village that contains the most important buildings. You also have enough wares, so you do not have to take care of your weapons production. In a real game, you will not have this luxury.]])
1353 ),
1354 h = 300
1355@@ -27,19 +27,19 @@
1356 position = "topright",
1357 title = _"Soldiers’ abilities",
1358 body = rt(
1359- p(_[[A new soldier is created like a worker: when a military building needs a soldier, a carrier grabs the needed weapons and armor from a warehouse (or your headquarters) and walks up the road to your new building. Basic Barbarian soldiers do not use armor, they only need an ax.]]) ..
1360- p(_[[Take a look at the soldiers that are on their way to our military buildings. They look different from normal workers: they have a health bar over their head that displays their remaining health, and they have four symbols, which symbolize the individual soldier’s current levels in the four different categories: health, attack, defense and evade.]]) ..
1361- p(_[[If a barbarian soldier is fully trained, he has level 3 health, level 5 attack, level 0 defense and level 2 evade. This is one fearsome warrior then! The individual abilities have the following meaning:]])
1362+ p(_[[A new Soldier is created like a Worker: when a military building needs a Soldier, a Carrier grabs the needed weapons and armor from a Warehouse (or your Headquarters) and walks up the road to your new building. Basic Barbarian Soldiers do not use armor, they only need an Ax.]]) ..
1363+ p(_[[Take a look at the Soldiers that are on their way to our military buildings. They look different from normal workers: they have a health bar over their head that displays their remaining health, and they have four symbols, which symbolize the individual Soldier’s current levels in the four different categories: Health, Attack, Defense and Evade.]]) ..
1364+ p(_[[If a Barbarian Soldier is fully trained, he has level 3 Health, level 5 Attack, level 0 Defense and level 2 Evade. This is one fearsome warrior then! The individual abilities have the following meaning:]])
1365 ) ..
1366 rt("image=tribes/barbarians/soldier/hp_level0.png", h2(_"Health:"))..
1367- rt(p(_[[The total life of a soldier. A barbarian soldier starts with 130 health, and he will gain 28 health with each health level.]])) ..
1368+ rt(p(_[[The total life of a Soldier. A Barbarian Soldier starts with 130 Health, and he will gain 28 Health with each Health level.]])) ..
1369 rt("image=tribes/barbarians/soldier/attack_level0.png", h2(_"Attack:")) ..
1370- rt(p(_[[The amount of damage a soldier will inflict on the enemy when an attack is successful. A barbarian soldier with attack level 0 inflicts ~14 points of health damage when he succeeds in hitting an enemy. For each attack level, he gains 7 damage points.]])) ..
1371+ rt(p(_[[The amount of damage a Soldier will inflict on the enemy when an attack is successful. A Barbarian Soldier with Attack level 0 inflicts ~14 points of Health damage when he succeeds in hitting an enemy. For each Attack level, he gains 7 damage points.]])) ..
1372 -- The Atlanteans' image, because the Barbarian one has a white background
1373 rt("image=tribes/atlanteans/soldier/defense_level0.png", h2(_"Defense:")) ..
1374- rt(p(_[[The defense is the percentage that is subtracted from the attack value. The barbarians cannot train in this skill and therefore have always defense level 0, which means that the damage is always reduced by 3%. If an attacker with an attack value of 35 points hits a barbarian soldier, the barbarian will lose 35·0.97 = 34 health.]])) ..
1375+ rt(p(_[[The Defense is the percentage that is subtracted from the Attack value. The Barbarians cannot train in this skill and therefore have always Defense level 0, which means that the damage is always reduced by 3%. If an attacker with an Attack value of 35 points hits a Barbarian Soldier, the Barbarian will lose 35·0.97 = 34 Health.]])) ..
1376 rt("image=tribes/barbarians/soldier/evade_level0.png", h2(_"Evade:")) ..
1377- rt(p(_[[Evade is the chance that the soldier is able to dodge an attack. A level 0 barbarian has a 25% chance to evade an attack, and this increases in steps of 15% for each level.]]))
1378+ rt(p(_[[Evade is the chance that the Soldier is able to dodge an attack. A level 0 Barbarian has a 25% chance to evade an attack, and this increases in steps of 15% for each level.]]))
1379 }
1380
1381 battlearena1 = {
1382@@ -47,17 +47,17 @@
1383 title = _"The Battle Arena",
1384 body = rt(
1385 p(_[[Now I have talked about training and levels. Let me elaborate on that.]]) ..
1386- p(_[[A newly created soldier has no experience and is not very good at fighting. To make him stronger, you can build training sites.]]) ..
1387- p(_[[One of these training sites is the battle arena. It is a big and expensive building, and it trains soldiers in evade. Since soldiers get very hungry during their workout, this building needs a lot of food and strongbeer. In a real game, you should have a good infrastructure before you build it.]]) ..
1388+ p(_[[A newly created Soldier has no experience and is not very good at fighting. To make him stronger, you can build training sites.]]) ..
1389+ p(_[[One of these training sites is the Battle Arena. It is a big and expensive building, and it trains Soldiers in Evade. Since Soldiers get very hungry during their workout, this building needs a lot of food and Strongbeer. In a real game, you should have a good infrastructure before you build it.]]) ..
1390 paragraphdivider() ..
1391- listitem_bullet(_[[To see evade training in action, build a battle arena.]])
1392+ listitem_bullet(_[[To see Evade training in action, build a Battle Arena.]])
1393 ),
1394 h = 350,
1395 obj_name = "build_battlearena",
1396- obj_title = _"Build a battle arena",
1397+ obj_title = _"Build a Battle Arena",
1398 obj_body = rt(
1399 paragraphdivider() ..
1400- listitem_bullet(_[[Build a battle arena. It is a big building.]]) ..
1401+ listitem_bullet(_[[Build a Battle Arena. It is a big building.]]) ..
1402 listitem_arrow(_[[Since the construction will take some time, you can change the game speed using PAGE UP and PAGE DOWN.]])
1403 )
1404 }
1405@@ -67,15 +67,15 @@
1406 title = _"The Battle Arena",
1407 body = rt(
1408 h1(_"The Battle Arena Has Been Constructed") ..
1409- p(_[[Very good. Our battle arena has been finished, and the soldiers are already walking towards it.]]) ..
1410+ p(_[[Very good. Our Battle Arena has been finished, and the Soldiers are already walking towards it.]]) ..
1411 -- Not perfectly correct (some training steps need either bread or meat), but we do not want to confuse new players
1412- p(_[[The needed wares are also delivered there. For successful training, you need pitta bread and strongbeer. Most steps additionally require either fish or meat.]] .. " " ..
1413+ p(_[[The needed wares are also delivered there. For successful training, you need Pitta Bread and Strongbeer. Most steps additionally require either Fish or Meat.]] .. " " ..
1414 _[[For more information, you can have a look at the building’s help window, accessible via the question mark in every building’s window.]]) ..
1415- p(_[[To learn how far your soldiers have progressed in their training, you can have a look at their icons. They are modified by red dots:]])
1416+ p(_[[To learn how far your Soldiers have progressed in their training, you can have a look at their icons. They are modified by red dots:]])
1417 ) ..
1418- rt("image=tribes/barbarians/soldier/evade_level0.png", p(_[[No red dots means that the soldier is not trained, so he has level 0. All your new recruits have this.]])) ..
1419- rt("image=tribes/barbarians/soldier/evade_level1.png", p(_[[With every successful training step, your soldier becomes stronger. This is indicated by a red dot. This soldier is on level 1 in evade training.]])) ..
1420- rt("image=tribes/barbarians/soldier/evade_level2.png", p(_[[When your soldier has reached the highest possible level (in this case level 2), this is indicated by a white background color.]])),
1421+ rt("image=tribes/barbarians/soldier/evade_level0.png", p(_[[No red dots means that the Soldier is not trained, so he has level 0. All your new recruits have this.]])) ..
1422+ rt("image=tribes/barbarians/soldier/evade_level1.png", p(_[[With every successful training step, your Soldier becomes stronger. This is indicated by a red dot. This Soldier is on level 1 in Evade training.]])) ..
1423+ rt("image=tribes/barbarians/soldier/evade_level2.png", p(_[[When your Soldier has reached the highest possible level (in this case level 2), this is indicated by a white background color.]])),
1424 h = 450
1425 }
1426
1427@@ -84,17 +84,17 @@
1428 title = _"The Training Camp",
1429 body = rt(
1430 h1(_"The Training Camp") ..
1431- p(_[[There is a second training site: the training camp. It is a big building too, and to complement the battle arena, it trains attack and health (remember, the Barbarian soldiers cannot be trained in defense).]]) ..
1432+ p(_[[There is a second training site: the Training Camp. It is a big building too, and to complement the Battle Arena, it trains Attack and Health (remember, the Barbarian Soldiers cannot be trained in Defense).]]) ..
1433 paragraphdivider() ..
1434- listitem_bullet(_[[Build a training camp.]])
1435+ listitem_bullet(_[[Build a Training Camp.]])
1436 ),
1437 h = 300,
1438 obj_name = "build_trainingcamp",
1439- obj_title = _"Build a training camp",
1440+ obj_title = _"Build a Training Camp",
1441 obj_body = rt(
1442- p(_[[The battle arena only trains the soldiers in evade. To get the strongest possible soldier, you also need to build a training camp, which trains them in attack and health.]]) ..
1443+ p(_[[The Battle Arena only trains the Soldiers in Evade. To get the strongest possible Soldier, you also need to build a Training Camp, which trains them in Attack and Health.]]) ..
1444 paragraphdivider() ..
1445- listitem_bullet(_[[Build a training camp.]])
1446+ listitem_bullet(_[[Build a Training Camp.]])
1447 )
1448 }
1449
1450@@ -102,10 +102,10 @@
1451 position = "topright",
1452 title = _"The Training Camp",
1453 body = rt(
1454- p(_[[Great, our training camp has now been finished, too. Now nothing will hinder us from getting the strongest warriors the world has ever seen.]]) ..
1455- p(_[[To train in the training camp, our soldiers need food like in the battle arena, but no strongbeer. Instead, they need different axes for attack training and helmets for health training.]]) ..
1456- p(_[[This equipment is produced in smithies out of coal, iron, and sometimes gold. To explain this in detail would lead too far at the moment. You will learn more about this in the second scenario of the Barbarian campaign.]]) ..
1457- p(_[[You should also keep in mind that each of the three tribes in Widelands has its own way of training, so the buildings and wares are different. Also, the ability levels cannot be compared: an Imperial soldier with evade level 0 has a 30% chance of evading, while a Barbarian soldier at the same level only has a 25% chance.]])
1458+ p(_[[Great, our Training Camp has now been finished, too. Now nothing will hinder us from getting the strongest warriors the world has ever seen.]]) ..
1459+ p(_[[To train in the Training Camp, our Soldiers need food like in the Battle Arena, but no Strongbeer. Instead, they need different axes for Attack training and helmets for Health training.]]) ..
1460+ p(_[[This equipment is produced in smithies out of Coal, Iron, and sometimes Gold. You will learn more about this in the second scenario of the Barbarian campaign.]]) ..
1461+ p(_[[You should also keep in mind that each of the three tribes in Widelands has its own way of training, so the buildings and wares are different. Also, the ability levels cannot be compared: an Imperial Soldier with Evade level 0 has a 30% chance of evading, while a Barbarian Soldier at the same level only has a 25% chance.]])
1462 )
1463 }
1464
1465@@ -114,10 +114,10 @@
1466 title = _"Heroes and Rookies",
1467 body = rt(
1468 h1(_"Heroes and Rookies") ..
1469- p(_[[While our soldiers are training, let me tell you what we can do with them.]]) ..
1470- p(_[[In every military building, you can set the preference for heroes (trained soldiers) or rookies. From time to time, a soldier will walk out of the building and be replaced by a stronger/weaker one automatically.]]) ..
1471- p(_[[The initial setting depends on the type of the building. For the Barbarians, the sentry is the only building that prefers rookies by default. You should change this setting to fit your current needs.]]) ..
1472- p(_[[When you are expanding into no man’s land, you can make your buildings prefer rookies. When you are planning to attack, send heroes into that region. Conquered buildings always prefer heroes.]])
1473+ p(_[[While our Soldiers are training, let me tell you what we can do with them.]]) ..
1474+ p(_[[In every military building, you can set the preference for Heroes (trained Soldiers) or Rookies. From time to time, a Soldier will walk out of the building and be replaced by a stronger/weaker one automatically.]]) ..
1475+ p(_[[The initial setting depends on the type of the building. For the Barbarians, the Sentry is the only building that prefers Rookies by default. You should change this setting to fit your current needs.]]) ..
1476+ p(_[[When you are expanding into no man’s land, you can make your buildings prefer Rookies. When you are planning to attack, send Heroes into that region. Conquered buildings always prefer Heroes.]])
1477 )
1478 }
1479
1480@@ -125,36 +125,36 @@
1481 position = "topright",
1482 title = _"Soldier capacity",
1483 body = rt(
1484- h1(_"Adjusting the number of soldiers") ..
1485- p(_[[There is another way how you can control the strength of a military building: by the number of soldiers stationed there. Just click on the arrow buttons to decrease or increase the desired number of soldiers. Every buildings has a maximum capacity. In case of the barrier, it is five, for example.]]) ..
1486- p(_[[If you wish to send a certain soldier away, you can simply click on it. It will then be replaced by another soldier.]]) ..
1487+ h1(_"Adjusting the number of Soldiers") ..
1488+ p(_[[There is another way how you can control the strength of a military building: by the number of Soldiers stationed there. Just click on the arrow buttons to decrease or increase the desired number of Soldiers. Every building has a maximum capacity. In case of the Barrier, it is five, for example.]]) ..
1489+ p(_[[If you wish to send a certain Soldier away, you can simply click on it. It will then be replaced by another Soldier.]]) ..
1490 p(_[[Let me also describe what the numbers in the statistics string mean. This string can contain up to three numbers, e.g. ‘1 (+5) soldier (+2)’.]]) ..
1491 paragraphdivider() ..
1492- listitem_bullet(_[[The first number describes how many soldiers are currently in this building. In this example, only one soldier is left inside (each military building is always guarded by at least one soldier).]]) ..
1493- listitem_bullet(_[[The second number tells you how many additional soldiers reside in this building, but are currently outside. The five soldiers are maybe attacking an enemy. They will return when they have been successful.]]) ..
1494- listitem_bullet(_[[The third number indicates the missing soldiers. From the eight soldiers (1 + 5 + 2) you wish to have here, two have maybe died. They will be replaced by new soldiers from your warehouse, if possible.]])
1495+ listitem_bullet(_[[The first number describes how many Soldiers are currently in this building. In this example, only one Soldier is left inside (each military building is always guarded by at least one Soldier).]]) ..
1496+ listitem_bullet(_[[The second number tells you how many additional Soldiers reside in this building, but are currently outside. The five Soldiers may be attacking an enemy. They will return when they have been successful.]]) ..
1497+ listitem_bullet(_[[The third number indicates the missing Soldiers. From the eight Soldiers (1 + 5 + 2) you wish to have here, two may have died. They will be replaced by new Soldiers from your Warehouse, if possible.]])
1498 )
1499 }
1500
1501 dismantle = {
1502 position = "topright",
1503- title = _"Dismantle your sentry",
1504+ title = _"Dismantle your Sentry",
1505 body = rt(
1506 h1(_"Dismantling military buildings") ..
1507- p(_[[You can only reduce the number of soldiers to one. The last soldier of a building will never come out (unless this building is attacked). If you want to have your soldier elsewhere, you will have to dismantle the building (buildings of an alien tribe cannot be dismantled, only be burned down).]]) ..
1508+ p(_[[You can only reduce the number of Soldiers to one. The last Soldier of a building will never come out (unless this building is attacked). If you want to have your Soldier elsewhere, you will have to dismantle the building (buildings of an alien tribe cannot be dismantled, only be burned down).]]) ..
1509 p(_[[However, destroying a military building is always linked with a risk: the land is still yours, but it is no longer protected. Any enemy that builds his own military sites can take over that land without a fight, causing your buildings to burst into flames. Furthermore, some parts of the land can now be hidden under the fog of war. You should therefore only dismantle military buildings deep inside your territory where you are safe from enemies.]]) ..
1510- p(_[[Have you seen your sentry? Since it cannot contain many soldiers and is next to a stronger barrier, it is rather useless.]]) ..
1511+ p(_[[Have you seen your Sentry? Since it cannot contain many Soldiers and is next to a stronger Barrier, it is rather useless.]]) ..
1512 paragraphdivider() ..
1513 -- TRANSLATORS: 'it' refers to the Barbarian sentry
1514 listitem_bullet(_[[Dismantle it.]])
1515 ) ..
1516 rt(p(_[[You can also use this opportunity to become familiar with the other options: the heroes/rookies preference and the capacity.]])),
1517 obj_name = "dismantle_sentry",
1518- obj_title = _"Dismantle your north-western sentry",
1519+ obj_title = _"Dismantle your north-western Sentry",
1520 obj_body = rt(
1521- p(_[[You can control the number of soldiers stationed at a military site with the arrow buttons. If you want to get even your last soldier out, you will have to destroy it. However, it then will no longer protect your territory, which will make it vulnerable to hostile attacks.]]) ..
1522+ p(_[[You can control the number of Soldiers stationed at a military site with the arrow buttons. If you want to get even your last Soldier out, you will have to destroy it. However, it then will no longer protect your territory, which will make it vulnerable to hostile attacks.]]) ..
1523 paragraphdivider() ..
1524- listitem_bullet(_[[Dismantle your sentry in the north-west, next to the barrier.]])
1525+ listitem_bullet(_[[Dismantle your Sentry in the north-west, next to the Barrier.]])
1526 )
1527 }
1528
1529@@ -163,19 +163,19 @@
1530 title = _"Enhance Your Fortress",
1531 body = rt(
1532 h1(_"Enhancing Buildings") ..
1533- p(_[[Well done. Now you know how to draw back your soldiers from the places where you don’t need them. It is time to tell you how to reinforce your front line.]]) ..
1534- p(_[[Your fortress is already quite strong and conquers a lot of space. But there is an even bigger building: the citadel.]]) ..
1535- p(_[[Citadels can’t be built directly. Instead, you’ll have to construct a fortress first and then enhance it to a citadel. To do so, click on the fortress, then choose the ‘Enhance to Citadel’ button.]]) ..
1536- p(_[[Your soldiers will leave the fortress while the construction is going on. This means that your fortress will lose its military influence, as I described above.]]) ..
1537- listitem_bullet(_[[Enhance your fortress to a citadel now.]])
1538+ p(_[[Well done. Now you know how to draw back your Soldiers from the places where you don’t need them. It is time to tell you how to reinforce your front line.]]) ..
1539+ p(_[[Your Fortress is already quite strong and conquers a lot of space. But there is an even bigger building: the Citadel.]]) ..
1540+ p(_[[Citadels can’t be built directly. Instead, you’ll have to construct a Fortress first and then enhance it to a Citadel. To do so, click on the Fortress, then choose the ‘Enhance to Citadel’ button.]]) ..
1541+ p(_[[Your Soldiers will leave the Fortress while the construction is going on. This means that your Fortress will lose its military influence, as I described above.]]) ..
1542+ listitem_bullet(_[[Enhance your Fortress to a Citadel now.]])
1543 ),
1544 obj_name = "enhance_fortress",
1545- obj_title = _"Enhance your fortress to a citadel",
1546+ obj_title = _"Enhance your Fortress to a Citadel",
1547 obj_body = rt(
1548 h1(_"Enhance Your Fortress") ..
1549 paragraphdivider() ..
1550- listitem_bullet(_[[Enhance your fortress to a mighty citadel.]]) ..
1551- listitem_arrow(_[[The citadel can house 12 soldiers, and it is the biggest military building the barbarians can build. It also costs a lot of resources and takes a long time to build. It is most suited to guard strategically important points like constricted points or mountains.]])
1552+ listitem_bullet(_[[Enhance your Fortress to a mighty Citadel.]]) ..
1553+ listitem_arrow(_[[The Citadel can house 12 Soldiers, and it is the biggest military building the Barbarians can build. It also costs a lot of resources and takes a long time to build. It is most suited to guard strategically important points like constricted points or mountains.]])
1554 )
1555 }
1556
1557@@ -185,10 +185,10 @@
1558 title = _"Defeat your Enemy",
1559 body = rt(
1560 h1(_"Defeat the Enemy") ..
1561- p(_[[Great work, the citadel is finished. But what’s that? A hostile tribe has settled next to us while the citadel was under construction! Do you see how they took away a part of our land? And our lumberjack has now lost his place of work. This is what I was talking about. Let’s take our land back and defeat the enemy!]]) ..
1562- p(_[[To attack a building, click on its doors, choose the number of soldiers that you wish to send and click on the ‘Attack’ button.]] .. " " .. _[[Your soldiers will come from all nearby military buildings. Likewise, the defenders will come from all nearby military buildings of the enemy and intercept your forces.]]) ..
1563+ p(_[[Great work, the Citadel is finished. But what’s that? A hostile tribe has settled next to us while the Citadel was under construction! Do you see how they took away a part of our land? And our Lumberjack has now lost his place of work. This is what I was talking about. Let’s take our land back and defeat the enemy!]]) ..
1564+ p(_[[To attack a building, click on its doors, choose the number of Soldiers that you wish to send and click on the ‘Attack’ button.]] .. " " .. _[[Your Soldiers will come from all nearby military buildings. Likewise, the defenders will come from all nearby military buildings of the enemy and intercept your forces.]]) ..
1565 paragraphdivider() ..
1566- listitem_bullet(_[[Attack and conquer all military buildings of the enemy and destroy their headquarters.]])
1567+ listitem_bullet(_[[Attack and conquer all military buildings of the enemy and destroy their Headquarters.]])
1568 ),
1569 h = 350,
1570 obj_name = "defeated_the_empire",
1571@@ -197,7 +197,7 @@
1572 h1(_"Defeat Your Enemy") ..
1573 paragraphdivider() ..
1574 listitem_bullet(_[[Defeat the nearby enemy.]]) ..
1575- listitem_arrow(_[[To attack a building, click on its doors, choose the number of soldiers that you wish to send and click on the ‘Attack’ button.]])
1576+ listitem_arrow(_[[To attack a building, click on its doors, choose the number of Soldiers that you wish to send and click on the ‘Attack’ button.]])
1577 )
1578 }
1579
1580@@ -205,7 +205,7 @@
1581 title = _"Conclusion",
1582 body = rt(
1583 h1(_"Conclusion") ..
1584- p(_[[Thank you for playing this tutorial. I hope you enjoyed it and you learned how to create and train soldiers, how to control where they go and how to defeat an enemy. Did you see how easily you could overwhelm your enemy? Having trained soldiers is a huge advantage.]]) ..
1585+ p(_[[Thank you for playing this tutorial. I hope you enjoyed it and you learned how to create and train Soldiers, how to control where they go and how to defeat an enemy. Did you see how easily you could overwhelm your enemy? Having trained Soldiers is a huge advantage.]]) ..
1586 p(_[[But a war is expensive, and not always the path leading to the goal. When setting up a new game, you can also choose peaceful win conditions. You should definitely try them out, they’re worth it.]]) ..
1587 p(_[[You are now ready to play the campaigns. They will teach you about the different economies of the tribes. You can also play the remaining tutorials, but they are not crucial for succeeding in the campaigns.]])
1588 )
1589
1590=== modified file 'campaigns/tutorial03_seafaring.wmf/scripting/texts.lua'
1591--- campaigns/tutorial03_seafaring.wmf/scripting/texts.lua 2014-11-11 10:31:01 +0000
1592+++ campaigns/tutorial03_seafaring.wmf/scripting/texts.lua 2015-01-24 14:23:38 +0000
1593@@ -20,7 +20,7 @@
1594 title = _"Seafaring",
1595 body = rt(
1596 h1(_"Seafaring Tutorial") ..
1597- p(_[[Welcome back. In this tutorial, you are going to learn the most important things about seafaring, that is ships, ports, and expedition.]]) ..
1598+ p(_[[Welcome back. In this tutorial, you are going to learn the most important things about seafaring, which are Ships, Ports, and Expeditions.]]) ..
1599 p(_[[But let me first give you an overview about your territory: here in the south, you have a whole economy with almost everything you need.]])
1600 ),
1601 h = 250
1602@@ -31,7 +31,7 @@
1603 field = castle_field,
1604 title = _"The Northern Part",
1605 body = rt(
1606- p(_[[Here in the northern part, you only have a goldmine and a warehouse. While the miners are supplied well with food, there is no way to transport the gold ore to our smelting works in the southern part.]]) ..
1607+ p(_[[Here in the northern part, you only have a Goldmine and a Warehouse. While the miners are supplied well with food, there is no way to transport the Gold Ore to our Smelting Works in the southern part.]]) ..
1608 p(_[[We have tried to build a road, but the mountain is too wide and too steep. We therefore have only one possibility: we need to establish a sea lane between these two parts.]]) ..
1609 p(_[[But I don’t want to rush you: you have just arrived here and you would probably like to have a closer look at your camp. I will also take a short break and be back soon.]])
1610 ),
1611@@ -43,8 +43,8 @@
1612 title = _"Ports",
1613 body = rt(
1614 h1(_"Ports") ..
1615- p(_[[For everything you do on the high seas, you need a port at the shore. Ports are like headquarters: they can store wares, workers and soldiers. The soldiers inside will automatically come out when an enemy attacks the port.]]) ..
1616- p(_[[Additionally, ports offer the possibility of transporting wares via ships. When you click on the port you already have, you will notice two additional tabs: wares and workers in the dock. They are waiting for a ship to transport them to another port. Currently, there are none because we have not yet built a second port. So let’s change this!]])
1617+ p(_[[For everything you do on the high seas, you need a Port at the shore. Ports are like Headquarters: they can store Wares, Workers and Soldiers. The Soldiers inside will automatically come out when an enemy attacks the Port.]]) ..
1618+ p(_[[Additionally, Ports offer the possibility of transporting wares via Ships. When you click on the Port you already have, you will notice two additional tabs: Wares and Workers in the dock. They are waiting for a Ship to transport them to another Port. Currently, there are none because we have not yet built a second Port. So let’s change this!]])
1619 ),
1620 h = 350
1621 }
1622@@ -52,71 +52,71 @@
1623 tell_about_port_building = {
1624 position = "topright",
1625 field = second_port_field,
1626- title = _"Building ports",
1627+ title = _"Building Ports",
1628 body = rt(
1629- h1(_"How to build a port") ..
1630+ h1(_"How to build a Port") ..
1631 p(_[[Ports are big buildings, but they can only be built at special locations: those marked with the]])
1632 ) ..
1633- rt("image=pics/port.png", p(_[[blue port space icon.]])) ..
1634+ rt("image=pics/port.png", p(_[[blue Port Space icon.]])) ..
1635 rt(
1636- p(_[[Port spaces are set by the map designer, so a map will either contain them or not. They might, however, be hidden under trees or be blocked by surrounding buildings.]]) ..
1637- p(_[[You might already have noticed that you have such an icon next to your castle.]]) ..
1638+ p(_[[Port Spaces are set by the map designer, so a map will either contain them or not. They might, however, be hidden under trees or be blocked by surrounding buildings.]]) ..
1639+ p(_[[You might already have noticed that you have such an icon next to your Castle.]]) ..
1640 paragraphdivider() ..
1641- listitem_bullet(_[[Build a port in the northern part of your camp.]])
1642+ listitem_bullet(_[[Build a Port in the northern part of your camp.]])
1643 ),
1644 obj_name = "build_port",
1645- obj_title = _"Build a port in the northern part of your camp.",
1646+ obj_title = _"Build a Port in the northern part of your camp.",
1647 obj_body = rt(
1648 h1(_"Build a port") ..
1649- p(_[[You always need a port when you want to transport wares with a ship.]]) ..
1650+ p(_[[You always need a Port when you want to transport wares with a Ship.]]) ..
1651 paragraphdivider() ..
1652- listitem_bullet(_[[Build a port next to your castle, on the blue port space icon.]]) ..
1653- listitem_arrow(_[[Ports are built like normal buildings, but are only available on blue port spaces. Just click on a field with the icon and the building menu automatically offers you to build a port.]]) ..
1654- listitem_arrow(_[[Although ports act as warehouses, you should not build more than necessary: they cost quartz, diamonds and gold, which makes them quite expensive.]])
1655+ listitem_bullet(_[[Build a Port next to your Castle, on the blue Port Space icon.]]) ..
1656+ listitem_arrow(_[[Ports are built like normal buildings, but are only available on blue Port Spaces. Just click on a field with the icon and the building menu automatically offers you to build a Port.]]) ..
1657+ listitem_arrow(_[[Although Ports act as Warehouses, you should not build more than necessary: they cost Quartz, Diamonds and Gold, which makes them quite expensive.]])
1658 ),
1659 }
1660
1661 tell_about_shipyard = {
1662 position = "topright",
1663- title = _"Constructing ships",
1664+ title = _"Constructing Ships",
1665 body = rt(
1666- h1(_"Let’s build ships") ..
1667- p(_[[Great. Your port has just been finished. Now we need some ships.]]) ..
1668- p(_[[Ships are constructed in a shipyard by a shipwright. We have to build one somewhere close to the shore.]]) ..
1669+ h1(_"Let’s build Ships") ..
1670+ p(_[[Great. Your Port has just been finished. Now we need some Ships.]]) ..
1671+ p(_[[Ships are constructed in a Shipyard by a Shipwright. We have to build one somewhere close to the shore.]]) ..
1672 paragraphdivider() ..
1673- listitem_bullet(_[[Build a shipyard close to the coast. It is a medium building.]])
1674+ listitem_bullet(_[[Build a Shipyard close to the coast. It is a medium building.]])
1675 ),
1676 h = 300,
1677 obj_name = "build_shipyard",
1678- obj_title = _"Build a shipyard",
1679+ obj_title = _"Build a Shipyard",
1680 obj_body = rt(
1681- h1(_"Build a shipyard") ..
1682- p(_[[Ships are produced in a shipyard.]]) ..
1683+ h1(_"Build a Shipyard") ..
1684+ p(_[[Ships are produced in a Shipyard.]]) ..
1685 paragraphdivider() ..
1686- listitem_bullet(_[[Build a shipyard close to the shore of the southern part of your territory.]]) ..
1687- listitem_arrow(_[[The shipyard is a medium building. Although it can be built everywhere on the map, the shipwright only works when he is close to the water and there are no trees or roads at the shoreline.]])
1688+ listitem_bullet(_[[Build a Shipyard close to the shore of the southern part of your territory.]]) ..
1689+ listitem_arrow(_[[The Shipyard is a medium building. Although it can be built everywhere on the map, the Shipwright only works when he is close to the water and there are no trees or roads at the shoreline.]])
1690 ),
1691 }
1692
1693 tell_about_ships = {
1694 position = "topright",
1695- title = _"Constructing ships",
1696+ title = _"Constructing Ships",
1697 body = rt(
1698- h1(_"Waiting for the ships") ..
1699- p(_[[Very good. Your shipyard is finished and your shipwright immediately started working. For the construction of ships, he needs logs, planks and spidercloth, which will be transported to the shipyard.]] .. " " ..
1700- _[[The shipwright will take the ware he needs to a free spot at the shoreline and build a ship there. When the first ship is finished, it will launch onto the sea, and the shipwright will construct another one.]]) ..
1701+ h1(_"Waiting for the Sships") ..
1702+ p(_[[Very good. Your Shipyard is finished and your Shipwright immediately started working. For the construction of Ships, he needs Logs, Planks and Spidercloth, which will be transported to the Shipyard.]] .. " " ..
1703+ _[[The Shipwright will take the ware he needs to a free spot at the shoreline and build a Ship there. When the first Ship is finished, it will launch onto the sea, and the Shipwright will construct another one.]]) ..
1704 paragraphdivider() ..
1705- listitem_bullet(_[[We should wait until we have two ships. That should be enough for now.]]) ..
1706- listitem_arrow(_[[You need to stop your shipyard when you have enough ships. Otherwise, your shipwright will consume all your logs and spidercloth, producing dozens of ships.]])
1707+ listitem_bullet(_[[We should wait until we have two Ships. That should be enough for now.]]) ..
1708+ listitem_arrow(_[[You need to stop your Shipyard when you have enough Ships. Otherwise, your Shipwright will consume all your Logs and Spidercloth, producing dozens of Ships.]])
1709 ) ..
1710 rt("image=pics/stop.png",p(_[[This is the icon for stopping production. You will find it in the building window.]])),
1711 obj_name = "wait_for_ships",
1712- obj_title = _"Construct two ships",
1713+ obj_title = _"Construct two Ships",
1714 obj_body = rt(
1715- p(_[[Ships are constructed automatically when the shipyard is complete and the needed wares have been delivered.]]) ..
1716+ p(_[[Ships are constructed automatically when the Shipyard is complete and the needed wares have been delivered.]]) ..
1717 paragraphdivider() ..
1718- listitem_bullet(_[[Wait until the shipwright has constructed two ships.]]) ..
1719- listitem_arrow(_[[Do not forget to stop your shipyard when you have enough ships.]])
1720+ listitem_bullet(_[[Wait until the Shipwright has constructed two Ships.]]) ..
1721+ listitem_arrow(_[[Do not forget to stop your Shipyard when you have enough Ships.]])
1722 )
1723 }
1724
1725@@ -124,9 +124,9 @@
1726 position = "topright",
1727 title = _"No Iron",
1728 body = rt(
1729- h1(_"We lack iron") ..
1730- p(_[[The second ship might not be finished yet, but we have an urgent problem.]]) ..
1731- p(_[[As you surely have already noticed, there is no iron in the mountain in the west. We have plenty of coal and gold ore, but without iron ore, we cannot produce any tools.]]) ..
1732+ h1(_"We lack Iron") ..
1733+ p(_[[The second Ship might not be finished yet, but we have an urgent problem.]]) ..
1734+ p(_[[As you surely have already noticed, there is no Iron in the western mountain. We have plenty of Coal and Gold Ore, but without Iron Ore, we cannot produce any tools.]]) ..
1735 p(_[[Although it might take long and be expensive and not without dangers – who knows what monsters live in the sea? – I see no other possibility: we will have to undertake an expedition to the unknown seas.]])
1736 ),
1737 h = 300
1738@@ -138,21 +138,21 @@
1739 title = _"A trip by the sea, what fun it can be",
1740 body = rt(
1741 h1(_"Expeditions") ..
1742- p(_[[During an expedition, you send a ship out to discover new islands and maybe found a colony there.]])
1743+ p(_[[During an Expedition, you send a Ship out to discover new islands and maybe found a colony there.]])
1744 ) ..
1745- rt("image=pics/start_expedition.png",p(_[[Expeditions can be started in every port. Then, all needed wares are transported to that port. The wares are exactly those your tribe needs to build a port (your goal is to build a port far away from home, so this is not surprising), and of course you need a builder, too. When everything is prepared, a ship will come and pick it up.]] .. " " ..
1746- _[[You can check out the needed wares in the fifth tab of your port (it will appear when you’ve started an expedition).]]) ..
1747+ rt("image=pics/start_expedition.png",p(_[[Expeditions can be started in every Port. Then, all needed wares are transported to that Port. The wares are exactly those your tribe needs to build a Port (your goal is to build a Port far away from home, so this is not surprising), and of course you need a Builder, too. When everything is prepared, a Ship will come and pick it up.]] .. " " ..
1748+ _[[You can check out the needed wares in the fifth tab of your Port (it will appear when you’ve started an Expedition).]]) ..
1749 p(_[[Now try this out. I will tell you later what the next steps are.]]) ..
1750 paragraphdivider() ..
1751- listitem_bullet(_[[Start an expedition in any of your ports.]])
1752+ listitem_bullet(_[[Start an Expedition in any of your Ports.]])
1753 ),
1754 obj_name = "start_expedition",
1755- obj_title = _"Start an expedition",
1756+ obj_title = _"Start an Expedition",
1757 obj_body = rt(
1758 paragraphdivider() ..
1759- listitem_bullet(_[[Start an expedition.]])
1760+ listitem_bullet(_[[Start an Expedition.]])
1761 ) ..
1762- rt("image=pics/start_expedition.png",p(_[[To do so, click on the ‘Start Expedition’ button in any port. A new tab where you can see the needed wares will appear.]])
1763+ rt("image=pics/start_expedition.png",p(_[[To do so, click on the ‘Start Expedition’ button in any Port. A new tab where you can see the needed wares will appear.]])
1764 )
1765 }
1766
1767@@ -160,21 +160,21 @@
1768 position = "topright",
1769 title = _"Off to greener pastures",
1770 body = rt(
1771- h1(_"Start your expedition") ..
1772- p(_[[Your expedition should be ready about now. If not, please wait a bit – you will receive a message.]]) ..
1773- p(_[[Your ship will be waiting for your orders in front of your port. It won’t be transporting wares anymore. Use its buttons to send your ship in any of the six main directions of the Widelands map. When it has reached a coastline, you can make it travel around the coast, where it will look for suitable places for landing.]] .. " " ..
1774- _[[Once a port space has been found, you can construct a new port with the button in the center of the ship’s control window.]]) ..
1775- p(_[[The wares will then be unloaded, and the ship will take up the task of transporting wares once again. The builder will start his work and build a port.]]) ..
1776+ h1(_"Start your Expedition") ..
1777+ p(_[[Your Expedition should be ready about now. If not, please wait a bit – you will receive a message.]]) ..
1778+ p(_[[Your Ship will be waiting for your orders in front of your Port. It won’t be transporting wares anymore. Use its buttons to send your Ship in any of the six main directions of the Widelands map. When it has reached a coastline, you can make it travel around the coast, where it will look for suitable places for landing.]] .. " " ..
1779+ _[[Once a Port Space has been found, you can construct a new Port with the button in the center of the Ship’s control window.]]) ..
1780+ p(_[[The wares will then be unloaded, and the Ship will take up the task of transporting wares once again. The Builder will start his work and build a Port.]]) ..
1781 paragraphdivider() ..
1782- listitem_bullet(_[[Search for an island with a mountain, and look for a port space there. Colonize the island.]])
1783+ listitem_bullet(_[[Search for an island with a mountain, and look for a Port Space there. Colonize the island.]])
1784 ),
1785 obj_name = "found_settlement",
1786 obj_title = _"Found a settlement",
1787 obj_body = rt(
1788 paragraphdivider() ..
1789- listitem_bullet(_[[Navigate your ship to an island that could contain iron ore.]]) ..
1790- listitem_arrow(_[[When you click on the expedition ship, a window opens where you can control your ship.]]) ..
1791- listitem_bullet(_[[When you have found a suitable port space, build a port there.]])
1792+ listitem_bullet(_[[Navigate your Ship to an island that could contain Iron Ore.]]) ..
1793+ listitem_arrow(_[[When you click on the Expedition’s Ship, a window opens where you can control your Ship.]]) ..
1794+ listitem_bullet(_[[When you have found a suitable Port Space, build a Port there.]])
1795 )
1796 }
1797
1798@@ -184,10 +184,10 @@
1799 title = _"Conclusion",
1800 body = rt(
1801 h1(_"Congratulations") ..
1802- p(_[[You’ve lead the expedition to a successful end and founded a new colony. I’ve sent out some geologists – they already report that they’ve found some iron ore.]]) ..
1803- p(_[[In this scenario, you’ve learned everything about seafaring: how to build ports and ships and how to send out an expedition. Remember that expeditions are sometimes the fastest way to reach essential resources – and sometimes the only one.]]) ..
1804- p(_[[But I want to speak a word of warning. Ports are like headquarters: they can be attacked by a nearby enemy. While your headquarters has soldiers to defend it, your newly built port won’t. You should therefore avoid settling next to an enemy.]]) ..
1805- p(_[[On this map, there is no enemy to fear. As always, you can continue playing and watch how the ships deliver wares to the island when you construct some buildings there. There is also another island where you can build a port.]])
1806+ p(_[[You’ve lead the Expedition to a successful end and founded a new colony. I’ve sent out some Geologists – they already report that they’ve found some Iron Ore.]]) ..
1807+ p(_[[In this scenario, you’ve learned everything about seafaring: how to build Ports and Ships and how to send out an Expedition. Remember that Expeditions are sometimes the fastest way to reach essential resources – and sometimes the only one.]]) ..
1808+ p(_[[But I want to speak a word of warning. Ports are like Headquarters: they can be attacked by a nearby enemy. While your Headquarters has Soldiers to defend it, your newly built Port won’t. You should therefore avoid settling next to an enemy.]]) ..
1809+ p(_[[On this map, there is no enemy to fear. As always, you can continue playing and watch how the Ships deliver wares to the island when you construct some buildings there. There is also another island where you can build a Port.]])
1810 ),
1811 h = 450
1812 }
1813
1814=== modified file 'campaigns/tutorial04_economy.wmf/scripting/texts.lua'
1815--- campaigns/tutorial04_economy.wmf/scripting/texts.lua 2014-11-11 10:41:28 +0000
1816+++ campaigns/tutorial04_economy.wmf/scripting/texts.lua 2015-01-24 14:23:38 +0000
1817@@ -30,8 +30,8 @@
1818 field = field_near_border,
1819 title = _"A Peaceful Land",
1820 body = rt(
1821- p(_[[Now about the map: you have settled in a nice valley between two mountains, rich in marble, iron ore and coal. All were hoping for a peaceful life.]]) ..
1822- p(_[[But one day, you discovered a barren wasteland with abandoned buildings in the east. A strange aura came from there, and no one wanted to set foot there. But the border could not be left undefended, and so you constructed three castles.]]) ..
1823+ p(_[[Now about the map: you have settled in a nice valley between two mountains, rich in Marble, Iron Ore and Coal. All were hoping for a peaceful life.]]) ..
1824+ p(_[[But one day, you discovered a barren wasteland with abandoned buildings in the east. A strange aura came from there, and no one wanted to set foot there. But the border could not be left undefended, and so you constructed three Castles.]]) ..
1825 p(_[[You had not been prepared for war, and you have to hurry now to build up an army.]])
1826 ),
1827 h = 300
1828@@ -42,7 +42,7 @@
1829 title = _"The Tavern is Burning!",
1830 body = rt(
1831 h1(_[[An accident]]) ..
1832- p(_[[Oh no, look at this: our tavern is burning! In all the hurry, our innkeeper accidentally dropped a torch. She is fine, but we could not extinguish the fire in time.]])
1833+ p(_[[Oh no, look at this: our Tavern is burning! In all the hurry, our Innkeeper accidentally dropped a torch. She is fine, but we could not extinguish the fire in time.]])
1834 ),
1835 w = 300,
1836 h = 250
1837@@ -52,27 +52,27 @@
1838 position = "topright",
1839 title = _"Building statistics",
1840 body = rt(
1841- h1(_[[Check out your taverns]]) ..
1842- p(_[[At first, we should find out how many taverns we currently have. Widelands offers you a list where you can easily check this.]])
1843+ h1(_[[Check out your Taverns]]) ..
1844+ p(_[[At first, we should find out how many Taverns we currently have. Widelands offers you a list where you can easily check this.]])
1845 ) ..
1846- rt("image=pics/menu_toggle_menu.png",p(_[[First, you will have to open the statistics menu (you can find the corresponding button at the bottom). We will need this menu several times.]])) ..
1847- rt("image=pics/menu_building_stats.png",p(_[[Afterwards, choose the ‘Building statistics’.]]) ..
1848+ rt("image=pics/menu_toggle_menu.png",p(_[[First, you will have to open the Statistics Menu (you can find the corresponding button at the bottom). We will need this menu several times.]])) ..
1849+ rt("image=pics/menu_building_stats.png",p(_[[Afterwards, choose the ‘Building Statistics’.]]) ..
1850 paragraphdivider() ..
1851- listitem_bullet(_[[Open the building statistics window.]]) ..
1852- listitem_bullet(_[[When you have looked up the number of taverns, close it.]])
1853+ listitem_bullet(_[[Open the Building Statistics window.]]) ..
1854+ listitem_bullet(_[[When you have looked up the number of Taverns, close it.]])
1855 ),
1856 h = 350,
1857 obj_name = "open_building_stat",
1858- obj_title = _"Look up your number of taverns in the building statistics window.",
1859+ obj_title = _"Look up your number of Taverns in the Building Statistics window.",
1860 obj_body =
1861- rt("image=pics/menu_building_stats.png", p(_[[The building statistics window gives you an overview over the buildings you have.]])) ..
1862+ rt("image=pics/menu_building_stats.png", p(_[[The Building Statistics window gives you an overview over the buildings you have.]])) ..
1863 rt(
1864 paragraphdivider() ..
1865 -- TRANSLATORS: "it" refers to the building statistics window
1866- listitem_bullet(_[[Open it. You can access it from the statistics menu.]]) ..
1867- listitem_arrow(_[[The statistics menu is accessed via the second button at the bottom. It provides several windows that give you information about the game.]]) ..
1868- listitem_bullet(_[[Look up how many taverns you have (in the column ‘Owned’)]]) ..
1869- listitem_bullet(_[[Close the building statistics window when you are done.]])
1870+ listitem_bullet(_[[Open it. You can access it from the Statistics Menu.]]) ..
1871+ listitem_arrow(_[[The Statistics Menu is accessed via the second button at the bottom. It provides several windows that give you information about the game.]]) ..
1872+ listitem_bullet(_[[Look up how many Taverns you have (in the column ‘Owned’)]]) ..
1873+ listitem_bullet(_[[Close the Building Statistics window when you are done.]])
1874 )
1875 }
1876
1877@@ -80,8 +80,8 @@
1878 position = "topright",
1879 title = _"Stock",
1880 body = rt(
1881- h1(_[[Check for rations]]) ..
1882- p(_[[OK. In the list, you’ve seen that you have no more taverns or inns. That means that you’re not producing any rations. But let’s see what we still have in stock.]])
1883+ h1(_[[Check for Rations]]) ..
1884+ p(_[[OK. In the list, you’ve seen that you have no more Taverns or Inns. That means that you’re not producing any Rations. But let’s see what we still have in stock.]])
1885 ) ..
1886 rt("image=pics/menu_stock.png",p(_[[Click on the ‘Stock’ button.]])) ..
1887 rt(
1888@@ -90,21 +90,21 @@
1889 ),
1890 h = 300,
1891 obj_name = "open_inventory",
1892- obj_title = _"Open your stock window.",
1893+ obj_title = _"Open your Stock window.",
1894 obj_body = rt(
1895- p(_[[The stock menu window gives you an overview over the wares you currently have.]]) ..
1896+ p(_[[The Stock window gives you an overview over the wares you currently have.]]) ..
1897 paragraphdivider() ..
1898 -- TRANSLATORS: "it" refers to the stock menu window
1899- listitem_bullet(_[[Open it. You can access it from the statistics menu.]]) ..
1900- listitem_arrow(_[[The statistics menu is accessed via the second button at the bottom. It provides several windows that give you information about the game.]])
1901+ listitem_bullet(_[[Open it. You can access it from the Statistics Menu.]]) ..
1902+ listitem_arrow(_[[The Statistics Menu is accessed via the second button at the bottom. It provides several windows that give you information about the game.]])
1903 )
1904 }
1905
1906 inventory2 = {
1907 title = _"Stock",
1908 body = rt(
1909- p(_[[The stock menu window has four tabs. The first (and currently selected) one shows you all your current wares, including those on roads, at flags and inside buildings waiting for processing.]]) ..
1910- p(_[[Looking at the rations, there are currently only five in total, probably on their way to somewhere. Five rations are not much for such a big economy.]]) ..
1911+ p(_[[The Stock window has four tabs. The first (and currently selected) one shows you all your current wares, including those on roads, at flags and inside buildings waiting for processing.]]) ..
1912+ p(_[[Looking at the Rations, there are currently only five in total, probably on their way to somewhere. Five Rations are not much for such a big economy.]]) ..
1913 p(_[[The second tab shows you all your workers, again those on roads and in buildings summed up.]]) ..
1914 p(_[[Now have a look at these two tabs. When you click on the]])) ..
1915 rt("image=pics/menu_tab_wares_warehouse.png",p(_[[third tab (‘Wares in warehouses’), I’ll continue.]])
1916@@ -112,9 +112,9 @@
1917 h = 350,
1918 show_instantly = true,
1919 obj_name = "switch_stock_tab",
1920- obj_title = _"Switch to the third tab in the stock menu window.",
1921+ obj_title = _"Switch to the third tab in the Stock window.",
1922 obj_body = rt(
1923- p(_[[Have a look at the first two tabs in the stock menu window. They show all the wares and workers you have.]]) ..
1924+ p(_[[Have a look at the first two tabs in the Stock window. They show all the wares and workers you have.]]) ..
1925 paragraphdivider() ..
1926 listitem_bullet(_[[When you have seen enough, switch to the third tab.]])
1927 ),
1928@@ -123,18 +123,18 @@
1929 inventory3 = {
1930 title = _"Stock",
1931 body = rt(
1932- p(_[[The third tab shows you the wares that are stored in your headquarters, your warehouses and ports. They are not needed anywhere and are therefore your reserve.]]) ..
1933+ p(_[[The third tab shows you the wares that are stored in your Headquarters, your Warehouses and Ports. They are not needed anywhere and are therefore your reserve.]]) ..
1934 p(_[[The fourth tab shows the same thing for workers.]]) ..
1935- p(_[[The third tab tells you that there are no rations left in your headquarters – that’s not good!]])
1936+ p(_[[The third tab tells you that there are no Rations left in your Headquarters – that’s not good!]])
1937 ),
1938 show_instantly = true,
1939 h = 300
1940 }
1941
1942 reopen_stock_menu = {
1943- title = _"You closed the stock window!",
1944+ title = _"You closed the Stock window!",
1945 body = rt(
1946- p(_[[You have closed the stock menu window, but I have not yet finished with my explanation. Would you please reopen it and choose the third tab?]])
1947+ p(_[[You have closed the Stock window, but I have not yet finished with my explanation. Would you please reopen it and choose the third tab?]])
1948 ),
1949 show_instantly = true,
1950 w = 300,
1951@@ -143,9 +143,9 @@
1952
1953 reopen_stock_menu_obj = {
1954 obj_name = "open_stock_menu_again",
1955- obj_title = _"Open the stock window again.",
1956+ obj_title = _"Open the Stock window again.",
1957 obj_body = rt(
1958- p(_[[You closed the stock menu window before I finished telling you everything about it. If you already know everything, please feel free to leave this tutorial at any time.]]) ..
1959+ p(_[[You closed the Stock window before I finished telling you everything about it. If you already know everything, please feel free to leave this tutorial at any time.]]) ..
1960 paragraphdivider() ..
1961 -- TRANSLATORS: "it" refers to the stock menu window.
1962 listitem_bullet(_[[Otherwise, please reopen it and choose the third tab.]])
1963@@ -155,32 +155,32 @@
1964
1965 build_taverns = {
1966 position = "topright",
1967- title = _"New taverns",
1968+ title = _"New Taverns",
1969 body = rt(
1970- h1(_[[We need new taverns]]) ..
1971- p(_[[Now that you have an overview, you should act. I think we should build more than one tavern – two or three are better. Remember: as long as we don’t produce rations, our miners won’t dig for ore. And without iron, we cannot forge a single helm.]]) ..
1972+ h1(_[[We need new Taverns]]) ..
1973+ p(_[[Now that you have an overview, you should act. I think we should build more than one Tavern – two or three are better. Remember: as long as we don’t produce Rations, our miners won’t dig for ore. And without Iron, we cannot forge a single helm.]]) ..
1974 paragraphdivider() ..
1975- listitem_bullet(_[[Build at least two taverns.]])
1976+ listitem_bullet(_[[Build at least two Taverns.]])
1977 ),
1978 h = 300,
1979 obj_name = "build_taverns",
1980- obj_title = _"Build new taverns.",
1981+ obj_title = _"Build new Taverns.",
1982 obj_body = rt(
1983- p(_[[To make our mines work, we need rations again – the more, the better.]]) ..
1984+ p(_[[To make our mines work, we need Rations again – the more, the better.]]) ..
1985 paragraphdivider() ..
1986- listitem_bullet(_[[Build at least two taverns.]])
1987+ listitem_bullet(_[[Build at least two Taverns.]])
1988 )
1989 }
1990
1991 ware_encyclopedia = {
1992 title = _"Ware Encyclopedia",
1993 body = rt(
1994- p(_[[I am not sure if you could follow my remarks. Why do we need rations to get soldiers?]]) ..
1995- p(_[[When you’ve played a lot, you will know such things by heart. But when you’re unsure what this tribe needs for a special ware, you can easily look it up in your tribe’s ware encyclopedia.]]) ..
1996+ p(_[[I am not sure if you could follow my remarks. Why do we need Rations to get Soldiers?]]) ..
1997+ p(_[[When you’ve played a lot, you will know such things by heart. But when you’re unsure what this tribe needs for a special ware, you can easily look it up in your tribe’s Ware Encyclopedia.]]) ..
1998 p(_[[This encyclopedia can be accessed via]])
1999 ) ..
2000 rt("image=pics/menu_help.png",p(_[[the help button at the bottom. For all your tribe’s wares, it shows a short help text, a list of buildings that produces the ware and the needed wares.]]) ..
2001- p(_[[If you want, you can try it out. A soldier needs a wood lance and a helm – from there on out, you can search backwards.]])
2002+ p(_[[If you want, you can try it out. A Soldier needs a Wood Lance and a Helm – from there on out, you can search backwards.]])
2003 ),
2004 h = 350
2005 }
2006@@ -190,10 +190,10 @@
2007 title = _"Priority Settings",
2008 body = rt(
2009 h1(_[[Send the wares where they’re needed]]) ..
2010- p(_[[Great. Our taverns have now been built up and are supplying us with rations.]]) ..
2011- p(_[[At the moment, all mines are supplied with rations. If you want to prioritize a special mine, you simply have to open its window. In the wares tab, behind every ware, you can see ‘traffic lights’.]]) ..
2012- p(_[[When you click on the red dot (low priority), the corresponding ware gets delivered less frequently. Green means that as many wares as possible should be delivered to this building, maybe because it produces something important.]]) ..
2013- p(_[[In our situation, you might want to work the bakeries as fast as possible because they supply our taverns, so you could set water to the highest priority for them. The other buildings (for example the donkey farm) would then get less water, but the bakery could work faster.]])
2014+ p(_[[Great. Our Taverns have now been built up and are supplying us with Rations.]]) ..
2015+ p(_[[At the moment, all mines are supplied with Rations. If you want to prioritize a special mine, just open its window. In the wares tab, behind every ware, you can see ‘traffic lights’.]]) ..
2016+ p(_[[When you click on the red dot (lowest priority), the corresponding ware gets delivered less frequently. Green means that as many wares as possible should be delivered to this building, maybe because it produces something important.]]) ..
2017+ p(_[[In our situation, you might want to work the Bakeries as fast as possible because they supply our Taverns, so you could set water to the highest priority for them. The other buildings (for example the Donkey Farm) would then get less water, but the Bakery could work faster.]])
2018 -- we cannot check whether the user does this, so no objective
2019 -- see bug https://bugs.launchpad.net/widelands/+bug/1380288
2020 )
2021@@ -203,8 +203,8 @@
2022 position = "top",
2023 title = _"Ware Statistics",
2024 body = rt(
2025- p(_[[In the statistics menu, there is also a]])) ..
2026- rt("image=pics/menu_ware_stats.png",p(_[[‘Ware statistics’ button.]])) ..
2027+ p(_[[In the Statistics Menu, there is also a]])) ..
2028+ rt("image=pics/menu_ware_stats.png",p(_[[‘Ware Statistics’ button.]])) ..
2029 rt(paragraphdivider() ..
2030 -- TRANSLATORS: "it" refers to the ware statistics button
2031 listitem_bullet(_[[Click on it.]])
2032@@ -212,17 +212,17 @@
2033 w = 200,
2034 h = 200,
2035 obj_name = "open_ware_stat",
2036- obj_title = _"Open the ware statistics window.",
2037+ obj_title = _"Open the Ware Statistics window.",
2038 obj_body = rt(
2039 paragraphdivider() ..
2040- listitem_bullet(_[[Open the ‘Ware statistics’ window, accessed via the statistics menu.]])
2041+ listitem_bullet(_[[Open the ‘Ware Statistics’ window, accessed via the Statistics Menu.]])
2042 )
2043 }
2044
2045 ware_stats2 = {
2046 title = _"Ware Statistics",
2047 body = rt(
2048- p(_[[In this menu window, you can select wares to see how their production or consumption has changed over time. Try it out with some wares.]]) ..
2049+ p(_[[In this window, you can select wares to see how their production or consumption has changed over time. Try it out with some wares.]]) ..
2050 paragraphdivider() ..
2051 listitem_bullet(_[[I’ll continue as soon as you click on the]])) ..
2052 rt("image=pics/menu_tab_wares_econ_health.png",p(_[[third tab (‘Economy Health’).]])
2053@@ -230,7 +230,7 @@
2054 h = 250,
2055 show_instantly = true,
2056 obj_name = "switch_ware_stat_tab_to_third",
2057- obj_title = _"Switch to the third tab in the ware statistics menu window.",
2058+ obj_title = _"Switch to the third tab in the Ware Statistics window.",
2059 obj_body = rt(
2060 p(_[[The first two tabs show you the production and consumption of any ware. You can toggle them by simply clicking on them.]]) ..
2061 paragraphdivider() ..
2062@@ -241,7 +241,7 @@
2063 ware_stats3 = {
2064 title = _"Ware Statistics",
2065 body = rt(
2066- p(_[[In this tab, you can see the difference between production and consumption, called ‘economy health’. You can see at one glance which one of those two is higher for the selected ware, that means whether the amount increases or decreases.]]) ..
2067+ p(_[[In this tab, you can see the difference between production and consumption, called ‘Economy Health’. You can see at one glance which one of those two is higher for the selected ware, that means whether the amount increases or decreases.]]) ..
2068 p(_[[Now try this out. You can also compare it with the two previous tabs.]]) ..
2069 paragraphdivider() ..
2070 listitem_bullet(_[[Click on the last tab when I should continue.]])
2071@@ -249,9 +249,9 @@
2072 h = 250,
2073 show_instantly = true,
2074 obj_name = "switch_ware_stat_tab_to_forth",
2075- obj_title = _"Switch to the last tab in the ware statistics menu window.",
2076+ obj_title = _"Switch to the last tab in the Ware Statistics window.",
2077 obj_body = rt(
2078- p(_[[The third tab shows you the economy health of the ware. When the value is positive, this means your stock is growing.]]) ..
2079+ p(_[[The third tab shows you the Economy Health of the ware. When the value is positive, this means your stock is growing.]]) ..
2080 paragraphdivider() ..
2081 listitem_bullet(_[[When you have seen enough, switch to the fourth tab.]])
2082 )
2083@@ -260,7 +260,7 @@
2084 ware_stats4 = {
2085 title = _"Ware Statistics",
2086 body = rt(
2087- p(_[[In the last tab, you can also see your absolute stock. It will increase when the economy health is positive, and decrease otherwise. Compare the two graphs!]]) ..
2088+ p(_[[In the last tab, you can also see your absolute stock. It will increase when the Economy Health is positive, and decrease otherwise. Compare the two graphs!]]) ..
2089 p(_[[The last two tabs are good indicators to see whether shortages are about to come. Don’t forget to check them regularly!]]) ..
2090 paragraphdivider() ..
2091 listitem_bullet(_[[Close this window when you’re done.]])
2092@@ -268,18 +268,18 @@
2093 h = 250,
2094 show_instantly = true,
2095 obj_name = "close_ware_stats",
2096- obj_title = _"Close the ware statistics window.",
2097+ obj_title = _"Close the Ware Statistics window.",
2098 obj_body = rt(
2099- p(_[[The stock tab shows you how many wares you have. Compare the information from the four tabs to understand the correlation.]]) ..
2100+ p(_[[The Stock tab shows you how many wares you have. Compare the information from the four tabs to understand the correlation.]]) ..
2101 paragraphdivider() ..
2102- listitem_bullet(_[[When you have finished, close the ware statistics window.]])
2103+ listitem_bullet(_[[When you have finished, close the Ware Statistics window.]])
2104 ),
2105 }
2106
2107 reopen_ware_stats1 = {
2108- title = _"You closed the ware statistics window!",
2109+ title = _"You closed the Ware Statistics window!",
2110 body = rt(
2111- p(_[[You have closed the ware statistics menu window, but I have not yet finished with my explanation. Would you please reopen it and choose the third tab?]])
2112+ p(_[[You have closed the Ware Statistics window, but I have not yet finished with my explanation. Would you please reopen it and choose the third tab?]])
2113 ),
2114 show_instantly = true,
2115 w = 300,
2116@@ -288,9 +288,9 @@
2117
2118 reopen_ware_stats1_obj = {
2119 obj_name = "open_ware_stats_menu_again1",
2120- obj_title = _"Open the ware statistics window again.",
2121+ obj_title = _"Open the Ware Statistics window again.",
2122 obj_body = rt(
2123- p(_[[You closed the ware statistics menu window before I finished telling you everything about it. If you already know everything, please feel free to leave this tutorial at any time.]]) ..
2124+ p(_[[You closed the Ware Statistics window before I finished telling you everything about it. If you already know everything, please feel free to leave this tutorial at any time.]]) ..
2125 paragraphdivider() ..
2126 -- TRANSLATORS: "it" refers to the ware statistics window.
2127 listitem_bullet(_[[Otherwise, please reopen it and choose the third tab.]])
2128@@ -298,9 +298,9 @@
2129 }
2130
2131 reopen_ware_stats2 = {
2132- title = _"You closed the ware statistics window!",
2133+ title = _"You closed the Ware Statistics window!",
2134 body = rt(
2135- p(_[[You have closed the ware statistics menu window, but I have not yet finished with my explanation. Would you please reopen it and choose the fourth tab?]])
2136+ p(_[[You have closed the Ware Statistics window, but I have not yet finished with my explanation. Would you please reopen it and choose the fourth tab?]])
2137 ),
2138 show_instantly = true,
2139 w = 300,
2140@@ -309,9 +309,9 @@
2141
2142 reopen_ware_stats2_obj = {
2143 obj_name = "open_ware_stats_menu_again2",
2144- obj_title = _"Open the ware statistics window again.",
2145+ obj_title = _"Open the Ware Statistics window again.",
2146 obj_body = rt(
2147- p(_[[You closed the ware statistics menu window before I finished telling you everything about it. If you already know everything, please feel free to leave this tutorial at any time.]]) ..
2148+ p(_[[You closed the Wware Statistics window before I finished telling you everything about it. If you already know everything, please feel free to leave this tutorial at any time.]]) ..
2149 paragraphdivider() ..
2150 -- TRANSLATORS: "it" refers to the ware statistics window.
2151 listitem_bullet(_[[Otherwise, please reopen it and choose the fourth tab.]])
2152@@ -320,10 +320,10 @@
2153
2154 economy_settings1 = {
2155 position = "topright",
2156- title = _"Economy options",
2157+ title = _"Economy Options",
2158 body = rt(
2159- p(_[[I’ve shown you our stock menu window, where you could see which wares are at the warehouses. You remember?]]) ..
2160- p(_[[Now I’ll tell you how you can determine how many wares you want to have. The menu window for this purpose can be accessed via any flag and is called ‘Configure economy’.]])) ..
2161+ p(_[[I’ve shown you our Stock window, where you could see which wares are at the Warehouses. You remember?]]) ..
2162+ p(_[[Now I’ll tell you how you can determine how many wares you want to have. The window for this purpose can be accessed via any flag and is called ‘Economy Options’.]])) ..
2163 -- Yup, that's indeed the correct icon
2164 rt("image=pics/genstats_nrwares.png",p(_[[This is the icon.]])) ..
2165 rt(
2166@@ -332,43 +332,43 @@
2167 ),
2168 h = 350,
2169 obj_name = "open_economy_settings",
2170- obj_title = _"Open the ‘Configure economy’ window.",
2171+ obj_title = _"Open the ‘Economy Options’ window.",
2172 obj_body = rt(
2173 paragraphdivider() ..
2174- listitem_bullet(_[[Open the ‘Configure economy’ window.]]) ..
2175+ listitem_bullet(_[[Open the ‘Economy Options’ window.]]) ..
2176 listitem_arrow(_[[The window can be accessed by clicking on any flag you own.]])
2177 )
2178 }
2179
2180 economy_settings2 = {
2181- title = _"Economy options",
2182+ title = _"Economy Options",
2183 body = rt(
2184- p(_[[This window looks similar to the stock window, but it has additional buttons at the bottom.]]) ..
2185+ p(_[[This window looks similar to the Stock window, but it has additional buttons at the bottom.]]) ..
2186 p(_[[You first have to select one or more wares (you can also left-click and drag). Then you can set the desired target quantity for the selected wares.]]) ..
2187- p(_[[Most buildings will only produce something when when the stock level in your warehouses falls below the target quantity, so you should indicate the reserve you want to stockpile.]]) ..
2188- p(_[[An example: the default value for scythes is 1. If you build a farm, a carrier will take a scythe and become a farmer. Then there will be no scythes left, but the target quantity is 1, therefore your toolsmith will start producing another one.]]) ..
2189- p(_[[If you build two farms, only one of them will start working immediately. The second farm will have to wait for its worker, who will lack a scythe. If you had set the target quantity to 2 before, two scythes would have been available and both farms would have been able to start working right away.]])
2190+ p(_[[Most buildings will only produce something when when the stock level in your Warehouses falls below the target quantity, so you should indicate the reserve you want to stockpile.]]) ..
2191+ p(_[[An example: the default value for Scythes is 1. If you build a Farm, a Carrier will take a Scythe and become a Farmer. Then there will be no Scythes left, but the target quantity is 1, therefore your Toolsmith will start producing another one.]]) ..
2192+ p(_[[If you build two Farms, only one of them will start working immediately. The second Farm will have to wait for its worker, who will lack a Scythe. If you had set the target quantity to 2 before, two Scythes would have been available and both Farms would have been able to start working right away.]])
2193 ),
2194 h = 450
2195 }
2196
2197 economy_settings3 = {
2198- title = _"Economy options",
2199+ title = _"Economy Options",
2200 body = rt(
2201- p(_[[By changing the target quantity, you can therefore decide which wares/tools your resources (in this case: iron) should be turned into or whether you would like to save your iron and wait until you know what you will need it for.]]) ..
2202- p(_[[Only buildings that consume wares care about this setting. Buildings that produce wares for free (e.g. your farms or wells) will always keep working.]]) ..
2203- p(_[[Now let’s try it out: the current target quantity for marble columns is 10. Increase it to be prepared in case you will have to build up your fortifications quickly.]]) ..
2204+ p(_[[By changing the target quantity, you can therefore decide which wares/tools your resources (in this case: Iron) should be turned into or whether you would like to save your Iron and wait until you know what you will need it for.]]) ..
2205+ p(_[[Only buildings that consume wares care about this setting. Buildings that produce wares for free (e.g. your Farms or Wells) will always keep working.]]) ..
2206+ p(_[[Now let’s try it out: the current target quantity for Marble Columns is 10. Increase it to be prepared in case you will have to build up your fortifications quickly.]]) ..
2207 paragraphdivider() ..
2208- listitem_bullet(_[[Set the target quantity for marble columns to 20 and wait for your stonemason to produce them.]])
2209+ listitem_bullet(_[[Set the target quantity for Marble Columns to 20 and wait for your Stonemason to produce them.]])
2210 ),
2211 obj_name = "produce_marble_columns",
2212- obj_title = "Produce 20 marble columns.",
2213+ obj_title = "Produce 20 Marble Columns.",
2214 obj_body = rt(
2215 p(_[[Sometimes, you will need many wares at the same time quickly – faster than they can be produced. In this case, it is good to have enough on reserve.]]) ..
2216 paragraphdivider() ..
2217- listitem_bullet(_[[To be prepared for additional fortifications, you should produce 20 marble columns.]]) ..
2218- listitem_arrow(_[[Your stonemason will not produce marble columns when they are not needed. You have to increase the target quantity.]]) ..
2219- listitem_arrow(_[[To do so, click on any flag and choose ‘Configure economy’. In this menu window, you can decide how many wares of each type you wish to have in stock.]])
2220+ listitem_bullet(_[[To be prepared for additional fortifications, you should produce 20 Marble Columns.]]) ..
2221+ listitem_arrow(_[[Your Stonemason will not produce Marble Columns when they are not needed. You have to increase the target quantity.]]) ..
2222+ listitem_arrow(_[[To do so, click on any flag and choose ‘Economy Options’. In this window, you can decide how many wares of each type you wish to have in stock.]])
2223 )
2224 }
2225
2226@@ -377,22 +377,22 @@
2227 position = "topright",
2228 title = _"Warehouse Preferences",
2229 body = rt(
2230- h1(_[[Bring the marble columns to the front line]]) ..
2231- p(_[[It is great that we are producing marble columns, but it would be great if they were stored where we need them.]]) ..
2232- p(_[[Normally, produced wares are brought to the closest warehouse if they are not needed elsewhere. In this case, this means our headquarters. But we would like to have them in the warehouse near our fortresses.]]) ..
2233- p(_[[Every warehouse has four buttons to set the preference. If you move your mouse pointer over them, you will see tooltips that explain what the buttons do.]]) ..
2234+ h1(_[[Bring the Marble Columns to the front line]]) ..
2235+ p(_[[It is great that we are producing Marble Columns, but it would be great if they were stored where we need them.]]) ..
2236+ p(_[[Normally, produced wares are brought to the closest Warehouse if they are not needed elsewhere. In this case, this means our Headquarters. But we would like to have them in the Warehouse near our Fortresses.]]) ..
2237+ p(_[[Every Warehouse has four buttons to set the preference. If you move your mouse pointer over them, you will see tooltips that explain what the buttons do.]]) ..
2238 paragraphdivider() ..
2239- listitem_bullet(_[[Bring all the marble columns to the warehouse near the front line.]]) ..
2240- listitem_arrow(_[[To achieve this, you will have to do two things. First, set a preference for marble columns in the desired warehouse. All marble columns produced in the future will be brought there if possible.]]) ..
2241- listitem_arrow(_[[Then, to move the marble columns out of your headquarters, you will have to click on the remove button there.]])
2242+ listitem_bullet(_[[Bring all the Marble Columns to the Warehouse near the front line.]]) ..
2243+ listitem_arrow(_[[To achieve this, you will have to do two things. First, set a preference for Marble Columns in the desired Warehouse. All Marble Columns produced in the future will be brought there if possible.]]) ..
2244+ listitem_arrow(_[[Then, to move the Marble Columns out of your Headquarters, you will have to click on the remove button there.]])
2245 ),
2246 obj_name = "bring_marble_columns_to_front",
2247- obj_title = _"Bring 20 marble columns to the front line.",
2248+ obj_title = _"Bring 20 Marble Columns to the front line.",
2249 obj_body = economy_settings3.obj_body .. rt(
2250- p(_[[To decide where your wares get stored, you can use the preference buttons in the warehouses.]]) ..
2251- listitem_bullet(_[[Bring all the marble columns to the warehouse near the front line.]]) ..
2252- listitem_arrow(_[[To achieve this, you will have to do two things. First, set a preference for marble columns in the desired warehouse. All marble columns produced in the future will be brought there if possible.]]) ..
2253- listitem_arrow(_[[Then, to move the marble columns out of your headquarters, you will have to click on the remove button there.]])
2254+ p(_[[To decide where your wares get stored, you can use the preference buttons in the Warehouses.]]) ..
2255+ listitem_bullet(_[[Bring all the Marble Columns to the Warehouse near the front line.]]) ..
2256+ listitem_arrow(_[[To achieve this, you will have to do two things. First, set a preference for Marble Columns in the desired Warehouse. All Marble Columns produced in the future will be brought there if possible.]]) ..
2257+ listitem_arrow(_[[Then, to move the Marble Columns out of your Headquarters, you will have to click on the remove button there.]])
2258 )
2259 }
2260
2261@@ -400,7 +400,7 @@
2262 title = _"Borders Secured",
2263 body = rt(
2264 h1(_[[We’re safe now]]) ..
2265- p(_[[Great. We now have enough marble columns so that in case of an aggressor, we can build up our fortifications. But I do not think that that will be necessary. So far, no enemy has shown up.]]) ..
2266+ p(_[[Great. We now have enough Marble Columns so that in case of an aggressor, we can build up our fortifications. But I do not think that that will be necessary. So far, no enemy has shown up.]]) ..
2267 p(_[[I hope I could teach you how you can control the economy in Widelands. There are many options and they can be confusing at first. Even if you’ve only understood a few concepts, you mustn’t give up. Try them out in some games, become familiar with them and experience the possibilities. Then, return to this tutorial and learn the rest!]]) ..
2268 p([[]]) ..
2269 p(_[[This was the last tutorial I had prepared for you. I’ve now taught you everything I know. There are still secrets hidden in this world even I don’t know about. I will now search for a quiet place to spend my sunset years. If you have still questions, the Widelands community will surely help you. You can find it at:]])
2270
2271=== modified file 'maps/MP Scenarios/Island Hopping.wmf/scripting/texts.lua'
2272--- maps/MP Scenarios/Island Hopping.wmf/scripting/texts.lua 2014-02-25 23:23:41 +0000
2273+++ maps/MP Scenarios/Island Hopping.wmf/scripting/texts.lua 2015-01-24 14:23:38 +0000
2274@@ -6,14 +6,14 @@
2275 h2(_"Rules") ..
2276 p(_(
2277 [[Island Hopping is a traditional tournament in Atlantean culture. ]] ..
2278-[[The rules of the game are simple: you start with a headquarters on an island. ]] ..
2279-[[When you finish a castle at the end of the first island, you are granted a ]] ..
2280-[[second headquarters on a second island, which will contain all wares from your ]] ..
2281-[[first headquarters.]]
2282-)) ..
2283+[[The rules of the game are simple: you start with a Headquarters on an island. ]] ..
2284+[[When you finish a Castle at the end of the first island, you are granted a ]] ..
2285+[[second Headquarters on a second island, which will contain all wares from your ]] ..
2286+[[first Headquarters.]]
2287+)) ..
2288 p(_(
2289-[[If you finish a castle in the target area on the second island, you will get ]] ..
2290-[[a third headquarters on the third island. You must build a castle at ]] ..
2291+[[If you finish a Castle in the target area on the second island, you will get ]] ..
2292+[[a third Headquarters on the third island. You must build a Castle at ]] ..
2293 [[the center of the third island and hold it for 20 minutes to win the game.]]
2294 )) ..
2295 p(_(
2296@@ -25,7 +25,7 @@
2297 [[work for you, but you will only reap the benefits at the moment you reach a new island.]])
2298 ) ..
2299 p(_
2300-[[Finally, be careful not to waste your quartz and diamonds.]]
2301+[[Finally, be careful not to waste your Quartz and Diamonds.]]
2302 ) ..
2303 h2(_"Finish Rewards") ..
2304 h3(_"First Island") ..
2305
2306=== modified file 'maps/MP Scenarios/Smugglers.wmf/scripting/texts.lua'
2307--- maps/MP Scenarios/Smugglers.wmf/scripting/texts.lua 2014-10-03 20:16:29 +0000
2308+++ maps/MP Scenarios/Smugglers.wmf/scripting/texts.lua 2015-01-24 14:23:38 +0000
2309@@ -5,14 +5,14 @@
2310 h1(_"Smugglers") ..
2311 h2(_"Rules") ..
2312 p(_([[Smugglers is a fun map for 4 players. You and your partner start diagonally from each other on a point symmetric island. There are plenty of smuggling tunnels on this island, each consisting of a receiving and a sending end. ]]) ..
2313- _([[To establish a smuggling route, you need to build a warehouse on a sending/receiving spot while your team mate has to build one on the corresponding receiving/sending spot. A ware is then transported every 10 seconds. ]]) ..
2314+ _([[To establish a smuggling route, you need to build a Warehouse on a sending/receiving spot while your team mate has to build one on the corresponding receiving/sending spot. A ware is then transported every 10 seconds. ]]) ..
2315 -- TRANSLATORS: %s = '<number> points'
2316 _([[For harder to defend smuggling routes, you get 2 or 3 points per ware smuggled. The first team to collect %s wins.]])) ..
2317 rt(h2(_"A sending spot")) .. rt("image=map:send_spot.png", p(" ")) ..
2318 rt(h2(_"A receiving spot")) .. rt("image=map:recv_spot.png", p(" ")) ..
2319 rt(h2(_"Notes") ..
2320- p(_([[Remember that the map has rotational symmetry. For example, when you have found a spot to the top-left of your headquarters, the corresponding spot will be to the bottom-right of the headquarters of your team mate.]]))) ..
2321- p(_([[You can see the number of wares traded at any time in the general statistics menu. Good luck!]])))
2322+ p(_([[Remember that the map has rotational symmetry. For example, when you have found a spot to the top-left of your Headquarters, the corresponding spot will be to the bottom-right of the Headquarters of your team mate.]]))) ..
2323+ p(_([[You can see the number of wares traded at any time in the General Statistics menu. Good luck!]])))
2324
2325 smuggling_route_established_other_team = rt(
2326 -- TRANSLATORS: the first 2 parameters are player names, the last parameter is '<number> points'
2327@@ -21,12 +21,12 @@
2328
2329 smuggling_route_established_sender = rt(
2330 -- TRANSLATORS: %s = '<number> points'
2331- p(_([[Your team has established a new smuggling route. You have the sending warehouse. Every ware smuggled here is worth %s.]]))
2332+ p(_([[Your team has established a new smuggling route. You have the sending Warehouse. Every ware smuggled here is worth %s.]]))
2333 )
2334
2335 smuggling_route_established_receiver = rt(
2336 -- TRANSLATORS: %s = '<number> points'
2337- p(_([[Your team has established a new smuggling route. You have the receiving warehouse. Every ware smuggled here is worth %s.]]))
2338+ p(_([[Your team has established a new smuggling route. You have the receiving Warehouse. Every ware smuggled here is worth %s.]]))
2339 )
2340
2341 smuggling_route_broken = rt(
2342
2343=== modified file 'src/wui/fieldaction.cc'
2344--- src/wui/fieldaction.cc 2014-12-06 16:14:53 +0000
2345+++ src/wui/fieldaction.cc 2015-01-24 14:23:38 +0000
2346@@ -377,7 +377,7 @@
2347 (buildbox, "configure_economy",
2348 "pics/genstats_nrwares.png",
2349 &FieldActionWindow::act_configure_economy,
2350- _("Configure economy"));
2351+ _("Economy Options"));
2352 if (can_act)
2353 add_button
2354 (buildbox, "geologist",
2355
2356=== modified file 'src/wui/transport_ui.cc'
2357--- src/wui/transport_ui.cc 2014-11-30 18:49:38 +0000
2358+++ src/wui/transport_ui.cc 2015-01-24 14:23:38 +0000
2359@@ -49,7 +49,7 @@
2360 :
2361 UI::UniqueWindow
2362 (&parent, "economy_options", &economy.optionswindow_registry(), 0, 0,
2363- _("Economy options")),
2364+ _("Economy Options")),
2365 m_tabpanel(this, 0, 0, g_gr->images().get("pics/but1.png"))
2366 {
2367 set_center_panel(&m_tabpanel);

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