patchFreeciv - Patches: patch #4582, Story telling: Move the action UI...

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patch #4582: Story telling: Move the action UI names to the rule set

Submitted by:  Sveinung Kvilhaugsvik <sveinung>
Submitted on:  Tue Mar 4 20:59:48 2014  
Category: NonePriority: 5 - Normal
Status: DonePrivacy: Public
Assigned to: Sveinung Kvilhaugsvik <sveinung>Open/Closed: Closed
Planned Release: 2.6.0Contains string changes: None

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Fri Dec 26 00:31:04 2014, SVN revision 27410:

Let ruleset authors specify the action name shown to the user in the UI.

This can be used to give the actions names that fits the story of the
ruleset. This allows ruleset authors to avoid having the game breaking the
suspension of disbelief by offering to poison a city populated by inorganic

It can also be used to set what mnemonic an action should have in the action
selection dialog. Bug #23088 changed the default mnemonic for some actions
to avoid collisions. Giving two actions the same mnemonic isn't a problem in
a ruleset were they never will share an action selection dialog.

The ruleset variables are conservatively named to avoid giving the
impression that generalized actions are supported in 2.6.

See patch #4582

(Browse SVN revision 27410)

Sveinung Kvilhaugsvik <sveinung>
Project MemberIn charge of this item.
Mon Dec 22 23:19:49 2014, comment #2:

WIP patch.

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

(file #23271)

Sveinung Kvilhaugsvik <sveinung>
Project MemberIn charge of this item.
Wed Dec 17 12:12:39 2014, comment #1:

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

Sveinung Kvilhaugsvik <sveinung>
Project MemberIn charge of this item.
Tue Mar 4 20:59:48 2014, original submission:

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

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

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


Sveinung Kvilhaugsvik <sveinung>
Project MemberIn charge of this item.


(Note: upload size limit is set to 1024 kB, after insertion of the required escape characters.)

Attach File(s):

Attached Files
file #23280:  RulesetActionNames.patch added by sveinung (26kB - text/x-patch)
file #23271:  RulesetActionNames.patch added by sveinung (26kB - text/x-patch)


   patch dependencies.

Items that depend on this one: None found


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    Follow 9 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Fri Dec 26 00:31:29 2014sveinungStatusReady For Test=>Done
    Tue Dec 23 16:05:06 2014sveinungStatusIn Progress=>Ready For Test
    Tue Dec 23 16:05:05 2014sveinungAttached File-=>Added RulesetActionNames.patch, #23280
    Mon Dec 22 23:19:49 2014sveinungAttached File-=>Added RulesetActionNames.patch, #23271
    Wed Mar 5 08:32:25 2014sveinungDependencies-=>Depends on patch #4585
    Tue Mar 4 21:00:34 2014sveinungDependencies-=>Depends on patch #4581
      Dependencies-=>Depends on patch #4580
      Dependencies-=>Depends on patch #4579
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