Index: ps/trunk/binaries/data/mods/public/gui/civinfo/civinfo.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/civinfo/civinfo.js +++ ps/trunk/binaries/data/mods/public/gui/civinfo/civinfo.js @@ -117,21 +117,21 @@ for (let bonus of civInfo.CivBonuses) bonusCaption += subHeading(bonus); - // Team Bonuses + // Team bonuses bonusCaption += heading(translatePlural("Team Bonus", "Team Bonuses", civInfo.TeamBonuses.length), 12) + '\n'; for (let bonus of civInfo.TeamBonuses) bonusCaption += subHeading(bonus); Engine.GetGUIObjectByName("civBonuses").caption = bonusCaption; - // Special techs + // Special technologies var techCaption = heading(translate("Special Technologies"), 12) + '\n'; for (let faction of civInfo.Factions) for (let technology of faction.Technologies) techCaption += subHeading(technology); - // Special buildings - techCaption += heading(translatePlural("Special Building", "Special Buildings", civInfo.Structures.length), 12) + '\n'; + // Special structures + techCaption += heading(translatePlural("Special Structure", "Special Structures", civInfo.Structures.length), 12) + '\n'; for (let structure of civInfo.Structures) techCaption += subHeading(structure); Index: ps/trunk/binaries/data/mods/public/gui/manual/intro.txt =================================================================== --- ps/trunk/binaries/data/mods/public/gui/manual/intro.txt +++ ps/trunk/binaries/data/mods/public/gui/manual/intro.txt @@ -63,8 +63,8 @@ T – Send team chat L – Chat with the previously selected private chat partner Pause – Pause/resume the game - Delete – Delete currently selected unit(s)/building(s), ask for confirmation - Shift + Delete – Immediately delete currently selected unit(s)/building(s), without asking for confirmation + Delete – Delete currently selected unit(s)/structure(s), ask for confirmation + Shift + Delete – Immediately delete currently selected unit(s)/structure(s), without asking for confirmation / (Slash) – Select idle fighter Shift + / (Slash) – Add idle fighter to selection Alt + / (Slash) – Select all idle fighters @@ -76,15 +76,15 @@ Alt + \\ (Backslash) – Select all idle units H – Stop (halt) the currently selected units Y – The unit will go back to work - U – Unload the garrisoned units of the selected buildings - Ctrl + 1 (and so on up to Ctrl + 0) – Create control group 1 (to 0) from the selected unit(s)/building(s) - 1 (and so on up to 0) – Select the units/buildings in control group 1 (to 0) - Shift + 1 (to 0) – Add control group 1 (to 0) to the selected units/buildings + U – Unload the garrisoned units of the selected structure(s) + Ctrl + 1 (and so on up to Ctrl + 0) – Create control group 1 (to 0) from the selected unit(s)/structure(s) + 1 (and so on up to 0) – Select the unit(s)/structure(s) in control group 1 (to 0) + Shift + 1 (to 0) – Add control group 1 (to 0) to the selected unit(s)/structure(s) Ctrl + F5 (and so on up to F8) – Mark the current camera position, for jumping back to later F5, F6, F7, and F8 – Move the camera to a marked position. Jump back to the last location if the camera is already over the marked position - Z, X, C, V, B, N, M – With training buildings selected. Add the 1st, 2nd, … unit shown to the training queue for all the selected buildings - PageUp with units selected – Highlights the units/buildings guarded by the selection - PageDown with units/buildings selected – Highlights the units guarding the selection + Z, X, C, V, B, N, M – With training structure selected. Add the 1st, 2nd, … unit shown to the training queue for all the selected structures + PageUp with unit(s) selected – Highlights the unit(s)/structure(s) guarded by the selection + PageDown with unit(s)/structure(s) selected – Highlights the unit(s) guarding the selection Tab – See all status bars (which would also show the building progress) Ctrl + Tab – Toggle summary window Alt + L – Show the multiplayer lobby in a dialog window @@ -96,8 +96,8 @@ Alt + Shift + H – Toggle civilization info panel [font="sans-bold-14"]Modify mouse action[font="sans-14"] - Ctrl + Right Click on building – Garrison - J + Right Click on building – Repair + Ctrl + Right Click on structure – Garrison + J + Right Click on structure – Repair P + Right Click – Patrol Shift + Right Click – Queue the move/build/gather/etc order Alt + Right Click – Order one unit from the current selection to move/build/gather/etc and unselect it. Used to quickly dispatch units with specific tasks @@ -109,10 +109,10 @@ I + Left Drag over units on map – Only select idle units O + Left Drag over units on map – Only select wounded units Ctrl + Left Click on unit/group icon with multiple units selected – Deselect - Right Click with a building(s) selected – sets a rally point for units created/ungarrisoned from that building + Right Click with a structure(s) selected – sets a rally point for units created/ungarrisoned from that structure Ctrl + Right Click with unit(s) selected: • If the cursor is over an own or allied structure – Garrison - • If the cursor is over an enemy unit or building – Attack (instead of capture or gather) + • If the cursor is over an enemy unit/structure – Attack (instead of capture or gather) • Otherwise – Attack move (by default all enemy units and structures along the way are targeted) Ctrl + Q + Right Click with unit(s) selected – Attack move, only units along the way are targeted Ctrl + Mouse Move near structures – Align the new structure with an existing nearby structure @@ -147,10 +147,10 @@ - (Hyphen) or − (Minus) – Zoom out (keep pressed for continuous zoom) Middle Mouse Button – Keep pressed and move the mouse to pan -[font="sans-bold-14"]During Building Placement[font="sans-14"] - \[ (Left Bracket) – Rotate building 15 degrees counter-clockwise - ] (Right Bracket) – Rotate building 15 degrees clockwise - Left Drag – Rotate building using mouse (foundation will be placed on mouse release) +[font="sans-bold-14"]During Structure Placement[font="sans-14"] + \[ (Left Bracket) – Rotate structure 15 degrees counter-clockwise + ] (Right Bracket) – Rotate structure 15 degrees clockwise + Left Drag – Rotate structure using mouse (foundation will be placed on mouse release) [font="sans-bold-14"]When loading a saved game[font="sans-14"] Esc – Cancel Index: ps/trunk/binaries/data/mods/public/gui/options/options.json =================================================================== --- ps/trunk/binaries/data/mods/public/gui/options/options.json +++ ps/trunk/binaries/data/mods/public/gui/options/options.json @@ -158,7 +158,7 @@ { "type": "boolean", "label": "Unit Silhouettes", - "tooltip": "Show outlines of units behind buildings.", + "tooltip": "Show outlines of units behind structures.", "config": "silhouettes", "function": "Renderer_SetSilhouettesEnabled" }, @@ -495,7 +495,7 @@ { "type": "boolean", "label": "Detailed Tooltips", - "tooltip": "Show detailed tooltips for trainable units in unit-producing buildings.", + "tooltip": "Show detailed tooltips for trainable units in unit-producing structures.", "config": "showdetailedtooltips" }, { Index: ps/trunk/binaries/data/mods/public/gui/reference/structree/structree.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/reference/structree/structree.js +++ ps/trunk/binaries/data/mods/public/gui/reference/structree/structree.js @@ -105,8 +105,8 @@ structInfo.phase = getPhaseOfTemplate(structInfo); let structPhaseIdx = g_ParsedData.phaseList.indexOf(structInfo.phase); - // If this building is shared with another civ, - // it may have already gone through the grouping process already + // If this structure is shared with another civ, + // it may have already gone through the grouping process already. if (!Array.isArray(structInfo.production.techs)) continue; Index: ps/trunk/binaries/data/mods/public/gui/reference/viewer/viewer.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/reference/viewer/viewer.js +++ ps/trunk/binaries/data/mods/public/gui/reference/viewer/viewer.js @@ -156,7 +156,7 @@ } /** - * @return {string} List of the names of the buildings the selected unit can build. + * @return {string} List of the names of the structures the selected unit can build. */ function getBuildText(template) { @@ -202,7 +202,7 @@ } /** - * @return {string} List of the names of the buildings/units the selected structure/unit can upgrade to. + * @return {string} List of the names of the structures/units the selected structure/unit can upgrade to. */ function getUpgradeText(template) { Index: ps/trunk/binaries/data/mods/public/gui/session/input.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/input.js +++ ps/trunk/binaries/data/mods/public/gui/session/input.js @@ -163,8 +163,8 @@ if (placementSupport.attack && placementSupport.attack.Ranged) { - // building can be placed here, and has an attack - // show the range advantage in the tooltip + // Structure can be placed here, and has an attack. + // Show the range advantage in the tooltip. var cmd = { "x": placementSupport.position.x, "z": placementSupport.position.z, @@ -643,7 +643,7 @@ case "mousemotion": placementSupport.wallEndPosition = Engine.GetTerrainAtScreenPoint(ev.x, ev.y); - // Update the building placement preview, and by extension, the list of snapping candidate entities for both (!) + // Update the structure placement preview, and by extension, the list of snapping candidate entities for both (!) // the ending point and the starting point to snap to. // // TODO: Note that here, we need to fetch all similar entities, including any offscreen ones, to support the case @@ -744,7 +744,7 @@ case "mousebuttonup": if (ev.button == SDL_BUTTON_LEFT) { - // If shift is down, let the player continue placing another of the same building + // If shift is down, let the player continue placing another of the same structure. var queued = Engine.HotkeyIsPressed("session.queue"); if (tryPlaceBuilding(queued)) { @@ -1289,8 +1289,8 @@ return; // TODO: we should clear any highlight selection rings here. If the mouse was over an entity before going onto the GUI - // to start building a structure, then the highlight selection rings are kept during the construction of the building. - // Gives the impression that somehow the hovered-over entity has something to do with the building you're constructing. + // to start building a structure, then the highlight selection rings are kept during the construction of the structure. + // Gives the impression that somehow the hovered-over entity has something to do with the structure you're building. placementSupport.Reset(); @@ -1384,7 +1384,7 @@ let trainableEnts = getAllTrainableEntitiesFromSelection(); let entToTrain = trainableEnts[position]; - // When we have no building to train or the position is invalid + // When we have no structure to train units or the position is invalid if (!entToTrain) return; @@ -1409,10 +1409,10 @@ { if (inputState == INPUT_BATCHTRAINING) { - // Check if we are training in the same building(s) as the last batch + // Check if we are training in the same structure(s) as the last batch // NOTE: We just check if the arrays are the same and if the order is the same // If the order changed, we have a new selection and we should create a new batch. - // If we're already creating a batch of this unit (in the same building(s)), then just extend it + // If we're already creating a batch of this unit (in the same structure(s)), then just extend it // (if training limits allow) if (g_BatchTrainingEntities.length == selection.length && g_BatchTrainingEntities.every((ent, i) => ent == selection[i]) && @@ -1456,7 +1456,7 @@ } else { - // Non-batched - just create a single entity in each building + // Non-batched - just create a single entity in each structure // (but no more than entity limit allows) let buildingsForTraining = appropriateBuildings; if (canBeAddedCount !== undefined) @@ -1488,15 +1488,15 @@ else canBeAddedCount = getEntityLimitAndCount(playerState, trainEntType).canBeAddedCount; - // We need to calculate count after the next increment if it's possible + // We need to calculate count after the next increment if possible. if ((canBeAddedCount == undefined || canBeAddedCount > nextBatchTrainingCount * appropriateBuildings.length) && Engine.HotkeyIsPressed("session.batchtrain")) nextBatchTrainingCount += getBatchTrainingSize(); nextBatchTrainingCount = Math.max(nextBatchTrainingCount, 1); - // If training limits don't allow us to train batchTrainingCount in each appropriate building - // train as many full batches as we can and remainer in one more building. + // If training limits don't allow us to train batchedSize in each appropriate structure, + // train as many full batches as we can and the remainder in one more structure. let buildingsCountToTrainFullBatch = appropriateBuildings.length; let remainderToTrain = 0; if (canBeAddedCount !== undefined && @@ -1513,11 +1513,11 @@ { let batchedSize = g_NumberOfBatches * getBatchTrainingSize(); let appropriateBuildings = getBuildingsWhichCanTrainEntity(g_BatchTrainingEntities, g_BatchTrainingType); - // If training limits don't allow us to train batchedSize in each appropriate building + // If training limits don't allow us to train batchedSize in each appropriate structure. if (g_BatchTrainingEntityAllowedCount !== undefined && g_BatchTrainingEntityAllowedCount < batchedSize * appropriateBuildings.length) { - // Train as many full batches as we can + // Train as many full batches as we can. let buildingsCountToTrainFullBatch = Math.floor(g_BatchTrainingEntityAllowedCount / batchedSize); Engine.PostNetworkCommand({ "type": "train", @@ -1526,7 +1526,7 @@ "count": batchedSize }); - // Train remainer in one more building + // Train remainer in one more structure. let remainer = g_BatchTrainingEntityAllowedCount % batchedSize; if (remainer) Engine.PostNetworkCommand({ Index: ps/trunk/binaries/data/mods/public/gui/session/lobby/LobbyRatingReport/Buildings.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/lobby/LobbyRatingReport/Buildings.js +++ ps/trunk/binaries/data/mods/public/gui/session/lobby/LobbyRatingReport/Buildings.js @@ -1,5 +1,5 @@ /** - * This class reports the buildings built, lost and destroyed of some selected structure classes. + * This class reports the structures built, lost, and destroyed of some selected structure classes. */ LobbyRatingReport.prototype.Buildings = class { Index: ps/trunk/binaries/data/mods/public/gui/session/messages.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/messages.js +++ ps/trunk/binaries/data/mods/public/gui/session/messages.js @@ -235,7 +235,7 @@ entState.identity.classes.indexOf("Animal") != -1) return; - // Focus the building to construct + // Focus the structure to build. if (cmd.type == "repair") { let targetState = GetEntityState(cmd.target); Index: ps/trunk/binaries/data/mods/public/gui/session/placement.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/placement.js +++ ps/trunk/binaries/data/mods/public/gui/session/placement.js @@ -6,14 +6,14 @@ PlacementSupport.DEFAULT_ANGLE = Math.PI * 3 / 4; /** - * Resets the building placement support state. Use this to cancel construction of an entity. + * Reset the structure placement support state. Use this to cancel construction of an entity. */ PlacementSupport.prototype.Reset = function() { this.mode = null; this.position = null; this.template = null; - this.tooltipMessage = ""; // tooltip text to show while the user is placing a building + this.tooltipMessage = ""; // tooltip text to show while the user is placing a structure this.tooltipError = false; this.wallSet = null; // maps types of wall pieces ("tower", "long", "short", ...) to template names this.wallSnapEntities = null; // list of candidate entities to snap the starting and (!) ending positions to when building walls Index: ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js +++ ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js @@ -387,7 +387,7 @@ data.button.sprite_disabled = data.button.sprite; // Selection panel buttons only appear disabled if they - // also appear disabled to the owner of the building. + // also appear disabled to the owner of the structure. data.icon.sprite = (canUngarrison || g_IsObserver ? "" : "grayscale:") + "stretched:session/portraits/" + template.icon; Index: ps/trunk/binaries/data/mods/public/gui/session/selection_panels_helpers.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/selection_panels_helpers.js +++ ps/trunk/binaries/data/mods/public/gui/session/selection_panels_helpers.js @@ -144,7 +144,7 @@ fullBatchesString = fullBatchSize; // We need to display the batch details part if there is either more than - // one building with full batch or one building with the full batch and + // one structure with full batch or one structure with the full batch and // another with a partial batch let batchString; if (buildingsCountToTrainFullBatch > 1 || Index: ps/trunk/binaries/data/mods/public/gui/session/session.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/session.js +++ ps/trunk/binaries/data/mods/public/gui/session/session.js @@ -598,7 +598,7 @@ updateGUIObjects(); - // Display rally points for selected buildings + // Display rally points for selected structures. if (Engine.GetPlayerID() != -1) Engine.GuiInterfaceCall("DisplayRallyPoint", { "entities": g_Selection.toList() }); } Index: ps/trunk/binaries/data/mods/public/gui/session/session.xml =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/session.xml +++ ps/trunk/binaries/data/mods/public/gui/session/session.xml @@ -64,7 +64,7 @@ - + Index: ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js +++ ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js @@ -904,7 +904,7 @@ (!entState.market.naval || targetState.market.naval) && !playerCheck(entState, targetState, ["Enemy"])) { - // Find a trader (if any) that this building can produce. + // Find a trader (if any) that this structure can train. let trader; if (entState.production && entState.production.entities.length) for (let i = 0; i < entState.production.entities.length; ++i) @@ -1086,7 +1086,7 @@ { "tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.kill") + - translate("Destroy the selected units or buildings.") + "\n" + + translate("Destroy the selected units or structures.") + "\n" + colorizeHotkey( translate("Use %(hotkey)s to avoid the confirmation dialog."), "session.noconfirmation" @@ -1154,7 +1154,7 @@ return { "tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.garrison") + - translate("Order the selected units to garrison in a building or unit."), + translate("Order the selected units to garrison in a structure or unit."), "icon": "garrison.png" }; }, @@ -1195,7 +1195,7 @@ return { "tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.repair") + - translate("Order the selected units to repair a building or mechanical unit."), + translate("Order the selected units to repair a structure, ship, or siege engine."), "icon": "repair.png" }; }, @@ -1268,7 +1268,7 @@ return { "tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.guard") + - translate("Order the selected units to guard a building or unit."), + translate("Order the selected units to guard a structure or unit."), "icon": "add-guard.png" }; }, @@ -1322,7 +1322,7 @@ return { "tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.patrol") + translate("Patrol") + "\n" + - translate("Attack all encountered enemy units while avoiding buildings."), + translate("Attack all encountered enemy units while avoiding structures."), "icon": "patrol.png" }; }, Index: ps/trunk/binaries/data/mods/public/gui/summary/layout.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/summary/layout.js +++ ps/trunk/binaries/data/mods/public/gui/summary/layout.js @@ -18,7 +18,7 @@ "teamCounterFn": calculateScoreTeam }, "buildings": { - "caption": translate("Buildings"), + "caption": translate("Structures"), "headings": [ { "identifier": "playername", "caption": translate("Player name"), "yStart": 26, "width": 200 }, { "identifier": "total", "caption": translate("Total"), "yStart": 34, "width": 105 }, @@ -32,7 +32,7 @@ ], "titleHeadings": [ { - "caption": sprintf(translate("Buildings Statistics (%(constructed)s / %(destroyed)s / %(captured)s / %(lost)s)"), + "caption": sprintf(translate("Structure Statistics (%(constructed)s / %(destroyed)s / %(captured)s / %(lost)s)"), { "constructed": getColoredTypeTranslation("constructed"), "destroyed": getColoredTypeTranslation("destroyed"), @@ -71,7 +71,7 @@ ], "titleHeadings": [ { - "caption": sprintf(translate("Units Statistics (%(trained)s / %(killed)s / %(captured)s / %(lost)s)"), + "caption": sprintf(translate("Unit Statistics (%(trained)s / %(killed)s / %(captured)s / %(lost)s)"), { "trained": getColoredTypeTranslation("trained"), "killed": getColoredTypeTranslation("killed"), Index: ps/trunk/binaries/data/mods/public/gui/summary/summary.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/summary/summary.js +++ ps/trunk/binaries/data/mods/public/gui/summary/summary.js @@ -17,7 +17,7 @@ }; /** - * Colors, captions and format used for units, buildings, etc. types + * Colors, captions and format used for units, structures, etc. types */ var g_SummaryTypes = { "percent": { Index: ps/trunk/binaries/data/mods/public/gui/summary/summary.xml =================================================================== --- ps/trunk/binaries/data/mods/public/gui/summary/summary.xml +++ ps/trunk/binaries/data/mods/public/gui/summary/summary.xml @@ -78,7 +78,7 @@ selectPanel(this); - Buildings + Structures Index: ps/trunk/binaries/data/mods/public/gui/text/tips/catapults.txt =================================================================== --- ps/trunk/binaries/data/mods/public/gui/text/tips/catapults.txt +++ ps/trunk/binaries/data/mods/public/gui/text/tips/catapults.txt @@ -1,4 +1,4 @@ CATAPULTS -Ranged siege engines that are good against buildings. +Ranged siege engines that are good against structures. Expensive and slow. Pack up into carts for movement, and unpack into stationary engines for attack! Index: ps/trunk/binaries/data/mods/public/gui/text/tips/fortress.txt =================================================================== --- ps/trunk/binaries/data/mods/public/gui/text/tips/fortress.txt +++ ps/trunk/binaries/data/mods/public/gui/text/tips/fortress.txt @@ -1,5 +1,5 @@ FORTRESS -The Fortress is usually each faction's strongest building. +The Fortress is usually each faction's strongest structure. Trains Champions, Heroes, and Siege Weapons. Gives a population boost. Garrison soldiers inside to add more firepower to its defense. Index: ps/trunk/binaries/data/mods/public/gui/text/tips/pericles.txt =================================================================== --- ps/trunk/binaries/data/mods/public/gui/text/tips/pericles.txt +++ ps/trunk/binaries/data/mods/public/gui/text/tips/pericles.txt @@ -1,4 +1,4 @@ PERICLES The foremost Athenian politician of the 5th century BC. -Buildings construct faster within his range. +Structures are built faster within his range. Temples are cheaper while he lives. Index: ps/trunk/binaries/data/mods/public/gui/text/tips/persian_architecture.txt =================================================================== --- ps/trunk/binaries/data/mods/public/gui/text/tips/persian_architecture.txt +++ ps/trunk/binaries/data/mods/public/gui/text/tips/persian_architecture.txt @@ -1,5 +1,5 @@ PERSIAN ARCHITECTURE Special technology for the Persians. -All Persian buildings +25% stronger. +Structures +25% health. Build time lengthened by +20% as a consequence. Persians also have access to a great number of structural and defensive technologies. Index: ps/trunk/binaries/data/mods/public/gui/text/tips/territory_decay.txt =================================================================== --- ps/trunk/binaries/data/mods/public/gui/text/tips/territory_decay.txt +++ ps/trunk/binaries/data/mods/public/gui/text/tips/territory_decay.txt @@ -1,4 +1,4 @@ TERRITORY DECAY -Decay happens when buildings are not connected to an allied Civil Center. +Decay happens when structures are not connected to an allied Civil Center. The decay process can be slowed down or reversed by garrisoning some units in the structure. -When the decay is completed, the building will be given to the most influential neighbor. +When the decay is completed, the structure will be given to the most influential neighbor.